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A story-driven CRPG set in the world of Monte Cook's Numenera.  We are deeply appreciative to all of you who made this possible.
A story-driven CRPG set in the world of Monte Cook's Numenera.  We are deeply appreciative to all of you who made this possible. Torment: Tides of Numenera is available now for PC on Steam or GOG, as well as PlayStation 4 and Xbox One.
A story-driven CRPG set in the world of Monte Cook's Numenera. We are deeply appreciative to all of you who made this possible. Torment: Tides of Numenera is available now for PC on Steam or GOG, as well as PlayStation 4 and Xbox One.
74,405 backers pledged $4,188,927 to help bring this project to life.

Updated our Journal (28): “What Have I Got In My Pocket?”


TL;DR: Licensing Pillars of Eternity technology; Inventory and Loot; Crowdfunding milestone as Double Fine's Broken Age launches


I hope 2014 has been good to you so far. We’re continuing to flesh out our area and systems designs, but lately we’ve had increased emphasis on developing Torment’s aesthetics and environments.

To that end, we have some news related to our environment art: late last March, we announced that we’d be collaborating with Obsidian Entertainment on technology. This primarily meant their conversation editing tools, which provide a very strong foundation for the dialogue reactivity we seek for Torment. We’ve been prototyping conversations with these tools since last summer and have been adapting the technology for Torment’s specific dialogue needs. Meanwhile, we’ve been evaluating other aspects of the Pillars of Eternity technology over the last months and have been impressed with the environments they’ve been able to create with it in Unity. We seek a similar high level of quality for our environments in Torment.

I’m happy to say that we’ve taken things a step further and recently reached an agreement to license Obsidian’s technology for Pillars of Eternity to use in Torment. (In case you haven’t seen it yet, a great Pillars of Eternity teaser came out last month – they are still accepting late pledges for any who missed their Kickstarter.) Torment’s code base will thus include the most relevant components of PE’s technology and Wasteland 2’s. We’re making enhancements to best suit Torment, and some systems will of course be completely new as Torment’s design is its own.

What are the practical implications of our licensing PE technology? It provides us with a stronger starting point for certain game systems and pipelines, including the creation of the 2D pre-rendered environments (we’re working on having something to show you in the coming weeks). This means we will have more resources to invest on other aspects of the game, allowing us to achieve a higher quality overall. (Recall that 100% (and more) of the crowdfunded monies are allocated to development of Torment. So anything that saves effort means that we have more to spend elsewhere on Torment.) This arrangement benefits both games and we continue to push Torment as far as we can in terms of quality.


Adam here to fill you all in on a couple other facets of Torment’s design.

In the Q&A forum, Alex asked an excellent question that we're now at a design stage where we can answer (as always, keep in mind that all design decisions are subject to change and your own feedback until we ship the game).

When talking about inventory, it's probably easier to start with a common foundation and tell you what we're changing from there. So here's an inventory you're all familiar with:

Now even though that's an inventory interface up there, note that we're just talking about the elements of the inventory. The interface layout itself has yet to be designed.

So PST's inventory had the following:

1. Equipped slots around the character (8-10 of them)
2. Quick slots for items you need right away
3. Ammunition slots
4. Weapon slots so you can switch between a few different weapons easily
5. A pack with slots for up to 20 different items
6. A weight limit (based on Strength) that determined how much you could carry

First, the Equipped Slots. Torment will have slots for the things you'd expect, plus a few more: Armor, Helmet, Gloves, Boots, Cloak, Rings, Belt, etc. PLUS Alteration Slots and up to three Untethered Slots. Alteration Slots are for things like tattoos, piercings, implants, etc. Like the tattoos in PST, party members will be able to purchase alterations, and the Last Castoff can even collect special ones that reflect your choices in the game. Whether some of these alterations are permanent is still TBD.

Untethered Slots are for equippable items that don't need to be held or carried—for example, a stone that floats around the wearer's head or a prehensile tail that grafts to her body. Most characters will have at least one Untethered Slot, but some (particularly those who train in the Concentration Skill) will be capable of handling two or even three such items.

Quick Slots are for cyphers and other items that you want easy access to. Outside of a Crisis, these slots are just for convenience, and you can swap things in and out of them without penalty. During a Crisis, you can use items in your Quick Slots quickly, but moving something from your pack into a Quick Slot will cost extra time. Additionally, some special items or abilities may give you another Quick Slot to use.

Weapon Slots in Torment will use the concept of weapon sets. You can designate up to four weapon sets and can switch between them easily. You can, of course, change what's in each weapon set at any time, but doing so during a Crisis will take valuable time.

Our weapon sets are representative; you're not physically moving weapons from your bag into your hand, rather you're defining four different—possibly overlapping—configurations of your weapons. For example, let’s say that you’ve picked up an Energy Buckler that you want to use as your main shield. Normally, you'd equip the shield and melee weapon, but when a situation called for your Stingcharge (a one-handed ranged weapon), you'd either have to (a) switch to a weapon set without the shield, (b) use another (lesser) shield for the Stingcharge's weapon set, or (c) waste Crisis time moving the Energy Buckler into the same set as the Stingcharge.

With representative Weapon Sets, you can define Weapon Set 1 to be your Disruption Blade and Energy Buckler, and you can still use the Energy Buckler in Weapon Set 2 (defined as Stingcharge plus Buckler). So you don't lose time and you don't have to carry around multiple shields.

Finally (and to answer Alex's question at last), we come to the Pack. Will it have ample space or will it be limited?

Your pack will be limited by encumbrance only—not by the number of items. The pack will look a lot like PST: a large number of slots where item icons will be displayed. The major difference is that when those slots are filled up, you’ll automatically get another "page" of inventory slots. You can even manually add pages to your party members’ inventory and use those new pages as an organizational tool, if you like. But you'll never be required to make pages—we want to make your inventory a useful tool, not a chore.

"But if quantity's not a limitation," you say, "that means my glaive can carry, like, a hundred ultra-light synthsteel breastplates?! That's ridiculous."

You're absolutely right, but note that inventory's limitation is not "weight" but "encumbrance," which we're using as a measure of unwieldiness. Encumbrance in Torment mostly means weight, but some items will have a higher or lower encumbrance measure because of their size (or, to be more precise, their density). For example, an ultra-light synthsteel breastplate might not weigh much, but it would have a significant encumbrance because it's so unwieldy. Conversely, a bar of gold weighs quite a lot, but because it's such a small object, its encumbrance would be less than a larger object of the same weight. In other words, encumbrance measures both the weight and the size (or unwieldiness) of items to determine the limit of what you can carry.

In theory, this means most characters still will not need more than one page of items, unless they’re carrying a lot of stuff. (That’s my segue into discussing loot.)


Inventory and Loot are interdependent, and one of our primary goals across both systems is to ensure that your decisions about what you will and will not carry are interesting ones. Specifically, the average player should be able to carry all the stuff she needs and still loot a single area without having to worry about her carry limit (though you might still run afoul of the cypher limit, which is a topic for another discussion).

The carry limit will matter when you need to decide what to sell and what to keep. It may also matter if you're hoarding things, but in Torment, you won't be carting 100 mundane short swords back and forth just to make a few extra shins (verisimilitude is important, but we're not sure it's that important). Loot should always be interesting and usable. There are a few kinds of loot you can find, in order from least to most special, they are:

1. Mundane Items: Anything Ninth Worlders can easily make or find (anything from swords and lockpicks to glowglobes, synth armor, and sprayflesh (the Ninth World equivalent of a healing potion)).
2. Oddities: Pieces of the numenera that are strange, but rarely useful: a silver ball that perpetually drips perfume, a synth mug that keeps whatever you put in it warm, or a button that, when pressed, sends you back exactly 1 second in the past.
3. Cyphers: One-shot, highly useful pieces of the numenera (you'll find a lot of these).
4. Artifacts: Like cyphers, but they can be reused and can often be cobbled together with other things to make new devices. These also include the components and power sources used in the crafting system.

Loot drops—whether from a dead NPC, a locked chest, or something else entirely—will be pseudo-randomly generated (though not purely random, and major, unique items will almost always be intentionally placed). Each of the above loot types has a weighted chance of appearing in a given drop based on a few things: how far you are in the game; what type of loot drop it is (more on that in a second); whether the drop is Poor, Average, or Rich; and other customizations from the area designer. The result will be balanced loot drops that feel right for the area or NPCs that dropped them, while keeping new playthroughs interesting with new or different items each time.

There are also two different types of loot drops. Unlike most fantasy settings, Numenera's magic items (oddities, cyphers, and artifacts) aren't usually lying around in a treasure trove. They might be, but Numenera is about discovery, and often the player is actually scavenging and cobbling these things together himself. In Torment, we abstract that with two kinds of drops: Ninth World Loot Drops and Scavenged Loot Drops.

Ninth World Loot Drops are the stuff that's just lying around for the player to pick up. It might be from an NPC's pack, locked in a chest, or bought from a merchant. The key criteria here is that someone in the Ninth World must have left it there.

Scavenged Drops, on the other hand, are loot directly from the prior worlds, untouched by any Ninth Worlder. They might be parts you find in an old machine, or items scavenged from a pile of rubble that's millennia old. You won't find short swords and steel greaves in a scavenged drop. You'll always find the good stuff.

But the good stuff isn't just sitting there waiting for you to use it. An explorer wouldn't find a gravity-nullifying suspensor belt just lying around in an old machine. Rather he'd grab an electromagnetic thingamabob that, when hooked to another doohicky, somehow nullifies gravity. Then he'd attach that to a piece of metal or leather—something that can serve as a belt—and voila: suspensor belt. The way we handle that in Tormentis to make scavenging a Difficult Task (specifically, an Intellect-based task for which certain Lore skills apply).

It's not a very difficult task—basic scavenging tasks will succeed 75% of the time, and a character who's trained in Lore, or who uses a little Effort, will succeed at basic scavenging tasks pretty much all the time. But there will be those rare, difficult scavenging tasks that require specialization, or a lot of Effort, and the player can decide (after seeing the item in the looting interface) whether it's worth the risk or not.

The resulting whole will be choices that matter, as well as the sense of mystery and discovery that make Numenera special.

Adam out.

In the News

It’s been a fairly quiet time for us as we stay focused on preproduction and avoid the bright lights. In months past, Colin and I talked to Paste, which led to an article-style interview last month that covers a lot of the familiar basics for Torment's design process and crowdfunded history.

There have been two recent spotlights on Mark Morgan's career, one from PC Gamer, one from Game Informer. Neither focuses solely on his work for Wasteland 2 and Torment: Tides of Numenera, but they both give great insights into his career and methods. 

Broken Age Launches

Two years ago, the potential for crowdfunding to support video game development reached new heights as Double Fine launched a Kickstarter campaign for the point-and-click adventure game now known as Broken Age. With over 95,000 backers (including some of you!), it raised more than $3.6M for development. Today’s an exciting day as Broken Age launches on Steam for Windows, Mac, and Linux. (Act 1 is available right now for $25, with Act 2 being free to Act 1 owners when it’s released later this year.)

Broken Age is Tim Schafer’s first adventure game since the acclaimed Grim Fandango came out 16 years ago. The game’s compelling cast of characters is voiced by veterans including Jennifer Hale, who was the voice of Fall-From-Grace in PST. Act 1 has been receiving strong reviews and point-and-click adventure fans should check it out. 

Double Fine's Broken Age
Double Fine's Broken Age

Our thanks to Double Fine for leading the charge into this new world of crowdfunding that made Torment even possible. Congratulations on Broken Age!

Kevin Saunders
Project Lead

Eero Salonen, Aspartza, and 111 more people like this update.


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    1. Christian on March 6, 2014

      The Italian interviews you got on your Tumblr really rival your Kickstarter updates for information content and how interesting they are :) That's more of a compliment for those interviews than it is a critique of your updates.

    2. Lastan, The Penultimate Castoff on February 5, 2014

      A shared backpack might be quaint, but what happens if a character is kidnapped then?
      I remember how on my first play-through of PS:T I used to give Morte all the severed heads because I thought it was funny. Then I witnessed the birth of a street and Morte got kidnapped... along with all the skulls and severed heads I could have used to set him free.

    3. Missing avatar

      johnathan nakamura on February 5, 2014

      Looking to raise a collection of "oddities" ingame. Some valuable, some weird, and a few just headscratchers. Hoping they are many and varied.

    4. Matt on February 2, 2014

      @Karasik. Actually, I've been thinking about it and the shared backpack idea is really nice (albeit not realistic). It would drastically reduce the time spent shuffling stuff because the °wrong° character happened to be selected when looting a corpse. Great idea.

    5. Riddlewrong on January 29, 2014

      @Konstantin Karasik - If the time it takes to equip an item is too much of a drain on your busy life, I don't think you have time for games like this (or any games at all).

    6. Konstantin Karasik on January 29, 2014

      If the things i have written below has been addressed or others have talked about it, i am terribly sorry. I am quite busy and don't have the necessary time to comb through and look if what i write has been said or suggested below, so bear with me please.

      I want to talk about the Item Screen and mainly about the my feelings from this update as to how the game will look. Right now after reading the update i have the impression that we will need to do too much of micro item managment with every small trinket we find: earings, rings, tattos, floating obects, weapons, head ankles, boots, ears, necklace and so on and so forth. Every crevise of the body will have it's own item you can put, hand slide or hang on. It seems so tedious to me .Now, maybe it's because of my age, today 27, or the fact that it seems like a small skinner manipulation but i truly with all my heart believe that the creators wont need this. Heck, i love the small oddities, i love the quick slot item, those are great!!!
      But please, don't make me fork over items with meager change or interest like a ring of +1 or a ring with +2 and better smell. Doing this will require much needed time of my life which it would be a shame to waste.
      What i am saying is, Why not make the item screen MINIMAL. Also, making the backpacks grouped into one big party bag (transferring items from one character to the other is a drag) and item managment is really not a fun thing, it wasn't in skyrim and it won't be here... we are people after all, not SAP machines.
      So, make the item screen minimal, with the absolute need: armor, quick slots, weapon or two, and other extensions. After all i doubt wearing one ring or the other will affect the way our character looks so why bother? why not put the same bonus into another item and be done with it?
      In my opinion what was fun in PST was the riddles or the interesting items we got, and i think this is what the creators should be spending their time, not with coming up with repetitive "old school thinking" of item managment. Spend the time by creating interesting items with many uses or combinations and then make me be able to use it, make me be able to use the globe secreting perfume to make a +1 charisma role or the wierd floating device to interect with the environment somehow (catching a rope, scouting, whatever). And then make them be used easily or simply "wearable" and not rigidly place in a certain slot.

    7. Lastan, The Penultimate Castoff on January 29, 2014

      @Theobeau: "The move towards sharing more Unity environmental tools with OBS marks yet further emeshment of the two companies. Is this a sign of even more formalised ties and the spiritual rebirth of Black Isle ?"

      Now that you mention it... hm.
      Obsidian - inXile.
      Black Isle.
      Obsidian is black, and exile rhymes with isle.

    8. Lastan, The Penultimate Castoff on January 29, 2014

      @Parrish: We all know (and probably have played) Obsidian's KotOR2. What a bug-infested semi-finished game that was, eh? Never mind that the publisher had forced them to cut many, many corners in order to get the game out by a certain date, right? Never mind that it's one of the reasons studios like inXile and Obsidian resorted to crowdfunding, right?
      So we are all now investors and publishers, in a way. But what is more, we are patrons of the arts. We are not driven by desire to have a game ready by this or that date in order for it to hit the shelves in time for holiday shopping; we have sponsored the game's development and we'll get to play it whenever it's ready. And many of us are willing to wait a little if it means we'll be getting a bigger, better, richer game (after all, RPGs do teach a lesson or two in delayed gratification).
      So take it easy, eh? I trust both Obsidian and inXile to know enough about the tech they're working with (and on) that they're able to spot a piece of shit when they see one. Thus I don't think inXile have licensed something they didn't need, or something that would be bad for the game. Sure, there'll be bugs. There are always bugs (I was rather amused when I discovered one of the infinite XP bugs in PS:T), but we can help weed them out during alpha and beta testing.
      I really have a hard time trying to squeeze your point of view into my tiny brain. While inXile bounce with joy because they've found a way to improve stuff by collaborating, you only seem to be looking for a way to be angry with them, suspecting them of pretty much embezzling your money. Really, do you think they'd be doing it in such a complicated way?

    9. Missing avatar

      gorgonzola on January 29, 2014

      I agree completely with Tim Cook -- things like "chance to fail" work in a tabletop RPG setting, but don't do as well on a computer game. I hope you keep stuff like this in mind, so that scummy/grinding behavior isn't optimal strategy. It sounds like you're already thinking about it with the "no selling loads of short swords" policy.

    10. Kevin B. on January 29, 2014

      I was under the impression that it was already more or less decided during the KS campaign that you guys were going to use some of PE's tech to create your areas. Ah well, I'm glad it's confirmed now anyway. :)

      I'm really looking forward to having 2 games to play with similar basics but one with a TBS and the other with a RtwP combat system.

    11. Willem on January 29, 2014

      Love the detail that went into the encumbrance design. It makes sense and I approve of it. Other than that, just really excited for Torment. Make us proud guys.

    12. ☆ dlux ☆ on January 29, 2014

      I was being ironic, calm down. :)

      Everyone knows that both RTwP and TB combat are great.

    13. dungeoncrawl on January 29, 2014

      I think this is a GREAT idea. Based on what I've seen of the PE work, this is going to help make a better game. Most importantly, I think it likely means we will get it more quickly as well.

    14. dungeoncrawl on January 29, 2014

      @parrish based on the responses here I think you're in a very small minority. I'll bet you're a ton of fun at parties.

    15. Missing avatar

      Dexter on January 29, 2014

      What does this mean in regards to upper limits of the resolution used? Will it be 1080p (1920x1080) or 2560x1440 like what Project: Eternity announced or are you thinking about supporting up to 4K? (There are already a bunch of ~$600 monitors out there and laptops getting it with people that will gradually adopt it over the next 2-3 years) and I presume this game will come out even later than P:E.

    16. Levelling on January 29, 2014

      @Parrish: I think you're going a bit out on a limb here. Torment is a budget game. 4 mil in game development is basically pocket money, small change. They're by no means bathing in it. It follows a simple logic that the more funds they have, the more they can do with it. Developing a game without a multimillion AAA budget is all about economizing, and the decision where to cut corners usually happens in the planning stage. The stretch goals are going to be met, nowhere was it stated otherwise.

      As for Obsidian, sure they have a bad reputation concerning bugs, but that's more a QA problem if anything else. It's all about polish. And even though an average game, dungeon siege 3 proved that quite nicely.

      You can believe what you wan't and I don't imagine to change your mind, but methinks a lot of people are of a different opinion.

    17. gandalf.nho
      on January 29, 2014

      Nice news about licensing some tech from Obsidian

    18. Federico on January 29, 2014

      Thanks for the update, they're always interesting.

      Oddities: "a button that, when pressed, sends you back exactly 1 second in the past". BUT! without a 1sec. cooldown, if i kept pressing in the long run it would get me back some minutes, which in many situations could be super-useful (basically almost never surprises!).

    19. Tobi (Crusader Kickstarter pls!!) on January 29, 2014

      "What i can see though here, is that you guys couldn't pull out a better work than PE then you just bought it? I guess it's easier to buy talent than to do it yourself."
      LOL, that's some of the dumbest crap I've read in a while. Ever heard of: CryEngine, Unreal Engine, HAVOC, Unity, Euphoria, Source engine, id Tech 5 etc. These techs are licensed by studios like Rockstar (GTA V), Naughty Dog (The Last of Us), Bethesda (Skyrim), Irrational (Bioshock Infinite), Valve (Dota 2) and so on and so forth... so you basically say these studios also "couldn't pull it off?" ROFL!

    20. Runeweaver – Tormented Teacher of WoOS on January 29, 2014

      Hmmm... looks like someone needs to relax ASAP *hands a vial of Valium drops to Parrish*.

      Back on topic: licencing stuff from Obsidian is a smart move. As someone stated below, why re-invent the wheel? Also, “allowing us to achieve a higher quality overall” makes me insanely happy for some reason…

    21. Ailantan | Story addict on January 29, 2014

      I love it - they know that i don't want new wheel, but a <3ing efficient wheel :)

    22. Theobeau:OOoE\Mad man with a box/Exiled on January 29, 2014

      Thank you for another informative update.

      The inventory details were fascinating as well as making lots of sense.

      The move towards sharing more Unity environmental tools with OBS marks yet further emeshment of the two companies. Is this a sign of even more formalised ties and the spiritual rebirth of Black Isle ?

    23. Missing avatar

      avtom on January 29, 2014

      If you are using some code from Obsidian, maybe you could use their combat system too ?

    24. Tobi (Crusader Kickstarter pls!!) on January 29, 2014

      the lore-stuff is great as well! sooooo looking forward to the game!

    25. Missing avatar

      Oliver Uvman on January 29, 2014

      Oh man I'm so hyped :D Looking forward to seeing what you can do with the PoE tech!

    26. Missing avatar

      Parrish Heywood on January 29, 2014

      @Ken: Torment's crowd-funding very clearly spelled out the stretch goals and the funding necessary to reach them.

      If the development effort is already economising by using the unfinished, unproven tech of a company with an extremely poor track record, then it is blatantly clear they intend to divert Torment funds elsewhere.

      Why economise when you've barely begun production? Why spell out stretch goals if you can't meet those with the funds you allocated for those stretch goals? The idea that using Obsidian tech is going to free up funds which will mysteriously make Torment better is a fallacy. Where are these freed up funds going to be allocated and WHY is it even necessary when the Kickstarter is oversubscribed to the tune of 4 million dollars?

      This is sounding more and more like we've contributed to the charity that is Brian Fargo's new game development company and this is an attempt to justify spinning off funds for other purposes.

      We're being sold a bill of goods here. Transparent, this is not.

    27. Tobi (Crusader Kickstarter pls!!) on January 29, 2014

      AWESOME that you license PE-technology. I love this whole collaboration thing. This will make both companies stronger and the games better, as you said you now don't have to develop everything yourself. also obsidian can then use the enhancements you made and so on and so forth. great stuff!

    28. Tomimt on January 29, 2014

      It makes perfect sense to use tech Obsidian has already developed for Unity, as the presentation of the games is similar with pre-rendered backgrounds and all. I see it only as a good thing, as that leaves more money to the creative side of the game, when the technical things are at least to some degree "done".

    29. Ken N.
      on January 29, 2014

      How exactly did you interpret "Recall that 100% (and more) of the crowdfunded monies are allocated to development of Torment. So anything that saves effort means that we have more to spend elsewhere on Torment" to mean that inXile is going to "divert Torment funds to other projects?" (your words). Did your anger mess up your reading comprehension?

      Also "[Obsidian's] track record is so incredibly poor that no publisher wants to fund them"?(your words again)
      Really? I guess no one told Ubisoft about this; they're the publishers of Obsidian's "South Park: The Stick of Truth" coming out in March.
      A little less hyperbole and a little more reading and research really works wonders.

    30. Torment- The Enduring Exile on January 29, 2014

      @Parrish They're going to use PoE tech components with the engine they built for WL2. It's not like they're using the PoE engine in its entirety.

      I agree on Obsidian having a bad track record with bugs, and I hope this time around they take QA seriously and fix their game before launching it.

    31. Missing avatar

      Parrish Heywood on January 29, 2014

      This is incredibly bad news.

      Every single RPG that Obsidian has ever produced has been a bug-ridden piece of garbage. The idea that you're trying to save a few bucks so you can divert Torment funds to other projects is incredibly disrespectful to your backers.

      If I had any idea you were going to do this, I wouldn't have backed you and - I dare to say - neither would a whole bunch of other people who've experienced Obsidian's track record.

      Develop your own tech and do it right. Don't use the tech of a company whose track-record is so incredibly poor that no publisher wants to fund them.

    32. Jess Montgomery on January 28, 2014

      Looking forward to getting my copy of wasteland, Pillars of Eturnity and ofc Torment, so sharing tech and working together can on mean good things with more time for world building and story tellnig. You have me hopping for joy as we speak.

    33. Logan on January 28, 2014

      Love the way you are handling Inventory and glad to hear PE can help make this game better...I backed PE as well.

    34. Helena on January 28, 2014

      The screens I've seen of PE are beautiful, so I'm pleased to hear about you licensing their technology. Of course, the actual graphic design is important as well, but judging by your concept art you seem to have some very talented artists there. Looking forward to seeing the first screenshots when they're ready.

    35. Missing avatar

      Wile on January 28, 2014

      @Dawn_: "What i can see though here, is that you guys couldn't pull out a better work than PE then you just bought it? I guess it's easier to buy talent than to do it yourself."

      What? Licencing technology makes you somehow inferior in talent? Well, I guess then most of the game industry is ran by bunch of talentless numbnuts, because they licence tech made by others. We all know how cost and time effective it is to just re-program everything everytime you start a new project...

    36. Christian on January 28, 2014

      Really glad to hear you're using the same technology as PE does. They seem to have done exactly what I had hoped for in a modern 2D game and more so there would have been no point in you re-inventing the wheel.

    37. Azureblaze on January 28, 2014

      Glad to see you guys working closely with my other most anticipated title!! I hope that working together you guys build a good framework for many more games like this to come, It's my dream!

    38. Chris Taran on January 28, 2014

      Congrats to Double Fine! I would have never become a backer of games on Kickstarter if not for Broken Age. As a backer of that game and this, I'm proud to be helping awesome games come to life!

      And Broken Age is an amazing game. So proud of Tim!

    39. Lastan, The Penultimate Castoff on January 28, 2014

      I remember how I used to hoard all the charms in PS:T. And potions and whatnot in all other games. So yeah, I'm fine with the "use it or lose it" approach to cyphers. Besides, since cyphers are bound to be randomly generated and thus different every time, it'll definitely increase replayability.
      As for crafting, I do hope Timothy is dead wrong about crafting: I don't mind it if crafting can fail if I don't lose the (unique) components, unlike failing to learn from a scroll which still destroys the scroll.
      @Dawn_: "What i can see though here, is that you guys couldn't pull out a better work than PE then you just bought it? I guess it's easier to buy talent than to do it yourself."
      Wow. Just... wow.
      I guess inXile should have reinvented the bloody wheel to keep you happy.

    40. Missing avatar

      Restless on January 28, 2014

      Good, good...

      Now, when will the store system be upgraded? (so we can see the add-ons we pledged for and up our pledge if we want o)

    41. CSDare on January 28, 2014

      Encouragement to use your items is a good thing. I can't tell you how many times I'd get to the end of an Ultima or a Baldur's Gate with glad sacks full of potions, rings, and other items I'd never used, just because hording the good stuff is so obsessively compelling ... best not to be a dragon and instead be a player.

    42. Elisus on January 28, 2014

      Personally I thought the most interest part of this update was me learning you could get a tail. Could you elaborate on this?

    43. Torment- The Enduring Exile on January 28, 2014

      Just wanted to mention punishing players for not filling their quick slots before a 'crises' is no bueno.

    44. Mr Propellerhead on January 28, 2014

      Echoing the sentiments expressed below regarding your decision to license OE tech - benefits all round. :)

    45. Darth Trethon - Exile in Torment on January 28, 2014

      Very happy to see that you guys and Obsidian are reaching mutually beneficial ways of sharing technology. This will undoubtedly lead to better games on both sides!! :)

      But I am not so happy to see Broken Age get any mentions. Tim mismanaged 800% funding, delivered a poor half-game and now the second half is dependent on the the poor first half selling well and generating millions in profits(which I don't see happening). This can very possibly leave all the backers with a quite poor half game that never gets finished. That is a major betrayal of trust.

    46. Zombra on January 28, 2014

      In response to what Azriel said, I think the cypher limit is great. I approve of and appreciate "use it or lose it" mechanics. Otherwise, I end up never using consumables ... because what if I need them even more later?

    47. LordCrash on January 28, 2014

      I'm happy to see you really collaborating with Obsidian. This can only help both games. :-)

    48. Maurice on January 28, 2014

      Not mentioned, but is there some kind of junk/quick sell tag system in place? I find them supremely useful in modern RPGs.

    49. Dawn_
      on January 28, 2014

      Well, Dlux, seeing the shit drama you've pulled out on PE KS and the poor example of yourself i'd rather shut myself when i spoke of PE if i were you. You're the last person that should mention it.

      What i can see though here, is that you guys couldn't pull out a better work than PE then you just bought it? I guess it's easier to buy talent than to do it yourself.

    50. Matt on January 28, 2014

      Great update, thank you for the info. Typing on a tablet so I'll keep my wish list short. There have been some games that won't let you keep looted armor, a backup sword and a looted bow or two because you don't have enough =vertical= storage space in the backpack, regardless of the four rows of horizontal space. Drives me batty. Please don't do that, m`kay? Thaaaanks.