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Wasteland 2 has been released to great acclaim, earning Game of the Year from PCWorld, and reaching #1 on the Steam sales charts. Now, the Director's Cut comes as a free PC update to all backers as our thanks for making the game happen!
Wasteland 2 has been released to great acclaim, earning Game of the Year from PCWorld, and reaching #1 on the Steam sales charts. Now, the Director's Cut comes as a free PC update to all backers as our thanks for making the game happen!
61,290 backers pledged $2,933,252 to help bring this project to life.

Wasteland & inXile News

Posted by inXile entertainment (Creator)

Hey Exiles!

We are writing today to share some updates on the company, including the release today of our third Kickstarter-funded title.

Wasteland on the Go
Wasteland on the Go

Last week, we also released a version of Wasteland 2: DC on the Nintendo Switch. The game is currently available on Nintendo’s eShop and a physical version is arriving on Dec. 4th. Finally, if you haven’t backed Wasteland 3, but are interested in the project, you can follow its progress here: There are also slacker backer options if you still wanted to get involved.

Much like you helped us bring Wasteland back into being, many of you and others helped us bring back The Bard’s Tale series. For the first time since 1988’s The Bard’s Tale III: Thief of Fate, players can return to Skara Brae in The Bard’s Tale IV: Barrows Deep.

The game features all the hallmarks of a dungeon crawler - combat that keeps you on your toes, exploration of a world full of mysteries, and various puzzle and environmental dangers that reward those willing to take risks. You can find more information on the game at these storefronts, and if you like what you see, we hope you will support the game. The money we make from our titles goes right back into the games that we are working on.

You can check out The Bard's Tale IV: Barrows Deep here:



Humble Bundle

Green Man Gaming

We also released another Bard’s Tale game in August, The Bard’s Tale Trilogy, a remastering of the original games. If you are a fan of the originals, give it a look. I bring it up because the studio we are partnered with on the project, Krome, is also working with us on a remaster of the original Wasteland called Wasteland - 30th Anniversary Edition. There isn’t a store page for it yet, but keep an eye on our Facebook and Twitter feeds. We’ll be talking more about it later in the year, and it’s due in early 2019.

Wasteland 30th Annivesary
Wasteland 30th Annivesary

Thanks for letting us catch you up on what’s going on at inXile. We hope that you will check out The Bard’s Tale IV: Barrows Deep and that we’ll be seeing all of you when Wasteland - 30th Anniversary Edition and Wasteland 3 arrive next year.

Chris Keenan
Project Lead – Wasteland 2

Our New Game: Wasteland 3!

Posted by inXile entertainment (Creator)

Hello Exiles,

It's been some time since we were last in contact with you about Wasteland 2. Since we released the Director's Cut, we've been working on other titles, including Torment: Tides of Numenera, which is in its final stage of development and releasing early next year, and The Bard's Tale IV, which is in the works at our new NOLA studio and deep in production, and looking great - in fact, we just put out a new video showing it off.

But, as you might have guessed, we could never leave our crowdfunding roots behind. Today, we have launched a campaign over at Fig for the next game in the Wasteland series!


For the first time, we are moving to a new platform. Fig is a relatively new crowdfunding site, and I've been on its advisory board along with others including Feargus Urquhart from Obsidian. Fig allows you to back the game and get the best value and rewards early on, and also opens the door for investors, both accredited and unaccredited. We know this is a change, but this will help ensure we can grow our games bigger and better than ever, while still being able to remain independent, keep creative control over our titles, and get to continue working on the role-playing games we love.

So just what is Wasteland 3?

  • A party-based role-playing game, with a renewed focus on our trademark complex story reactivity and strategic combat.
  • By including vehicles, environmental dangers, and a revamped, more fluid action system, we are evolving on Wasteland 2's deep tactical turn-based combat and unique encounter design.
  • Play by yourself or with a friend in story-driven synchronous or asynchronous multiplayer. Choices open up (or close off) mission opportunities, areas to explore, story arcs, and tons of other content.
  • Your Ranger Base is a core part of the experience. As you help the local people and establish a reputation in Colorado, quests and narrative will force you to make decisions on how to lead.
  • The game will be set in the savage lands of frozen Colorado, where survival is difficult and a happy outcome is never guaranteed. Players will face difficult moral choices and make sacrifices that will change the game world.
  • Wasteland 3 will feature a deep and engaging story utilizing a newly-revamped dialog tree system from the celebrated writers of Torment: Tides of Numenera.
  • Simultaneously releasing to Windows, Mac, Linux, PlayStation 4 and Xbox One.

Wasteland 3 will be a huge game. With Wasteland 2, we learned a ton, and we built many of those improvements and updates into the Director's Cut – updated visuals, deeper combat, perks and quirks, and more. With Wasteland 3 we will be taking the best part of what made that game great while improving on the things you have most requested and adding even more depth and detail. All the full details can be found over at the campaign page, but here's a taste:

You may recall that when Wasteland 2 began to wrap up back in 2014, our artists and writers' work had largely finished, and so we started moving them to Torment to begin its early production. This model is one I have had in use since Interplay, and makes sure that as one game begins to wind down, we have another waiting for the team to work on. This avoids the problem of needing to lay off talent and keeps our teams together, something I have seen time and again lead to higher quality games. This is what we did when Torment began to ramp up, and now much the same is occurring again, only this time the team members finished with their work on Torment are starting on Wasteland 3 (while the NOLA office continues to work hard on Bard's Tale IV).

If you would like to continue showing support directly on Fig, or even just sharing Wasteland 3 on Facebook, Twitter, and your other social hotspots, we would be deeply appreciative. We know from experience that every little bit of your help spreading the word matters. And of course, by backing the game early, you will get the coolest rewards and best value possible too – alpha access, exclusive collector's edition boxes, concept art books, and even a Night Terror plushy (yes, we did it).

We can't say it enough: you all make it possible. Thank you once again for making Wasteland 2 a reality, and with your help we can continue to keep our independence and continue creating role-playing games you love. Let's make Wasteland 3 happen!

Brian Fargo
Leader in Exile

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Director's Cut Patch 1 Released on PC, Coming Soon to Consoles

Posted by inXile entertainment (Creator)

Hello Exiles,

Today we are happy to release the first major update for Wasteland 2: Director's Cut on PC. This update is available on Steam right now, and will be rolling out to other stores such as in the next day or two. This release brings a number of bug fixes, balance improvements, and new features in the form of official Steam Controller support (Steam only) and Turkish localization thanks to our fan community.

If you picked the game up on consoles, then note that the Xbox One and PlayStation 4 versions of the update have been sent to Microsoft and Sony, and are currently going through the certification and approvals processes on both platforms. We will be releasing on both consoles as soon as we are able.

Release Notes

And don't worry, it's coming to PS4 and Xbox One soon!
And don't worry, it's coming to PS4 and Xbox One soon!


  • Fixed companions not spawning correctly at HQ after dismissing them.
  • Fixed disappearing Perks on companions after dismissing them.
  • Fixed inability to open doors in Ranger Citadel and Ag Center Central Complex after using Examine while playing with a controller.
  • Added Steam Controller support! Select Steam Controller from the Options menu to use it (Steam version only).
  • Export option has been re-added to Character Creation. Look for it on the final step for that specific character you want to export (Select Quirk).
  • Perk and Quirk balance updates and improvements.

Known Issues

  • Some users may notice a memory leak while playing for longer periods of time. This is a known Unity engine bug and will be addressed in a hotfix in the near future.
  • Steam Controller support may not function correctly on some Windows 8, Mac or Linux systems. We are currently investigating this.


  • Fixed companions not spawning correctly at HQ after dismissing them.
  • Fixed disappearing Perks on companions after dismissing them.
  • Fixed inability to open doors in Ranger Citadel and Ag Center Central Complex after using Examine while playing with a controller.
  • Fixed a bug which could cause Precision Strikes with melee attacks to not apply correctly in certain conditions.
  • Fixed a bug with Rangers sometimes running in place when conversation or cutscene stopped them.
  • Fixed a bug where Ranger running animation could stutter when playing with a controller at low framerates.
  • Fixed a bug which could cause killed enemies to respawn if the player manually saved over and loaded the AutoSave slot.
  • Fixed a bug where saving the game was greyed out after fixing the robot arm in the Ag Center Central Basement.
  • Fixed a bug where resetting keybindings to defaults and then customizing them immediately after could result in corrupt keybindings after restarting the game. 

User Interface

  • Export option has been re-added to Character Creation. Look for it on the final step for that specific character you want to export (Select Quirk).
  • Fixed a bug where male portrait snapshots weren't taking height of the character into account properly. Snapshots should now correctly show the character's face. 
  • Fixed a bug where custom portraits would sometimes temporarily disappear from the portrait gallery.
  • Fixed a bug/exploit where Attribute points could be gained or lost permanently with certain status effects.
  • Fixed a bug which could sometimes prevent selecting certain skills in the Skills screen while playing with a controller.
  • Fixed a bug which could sometimes cause the Skills Radial menu to only show Lockpicking as a valid option while playing with a controller.
  • Fixed companion members showing conversation cursor while in the squad.


  • Fixed voice-over lines not playing in some conditions after returning to a location.
  • Conversation voice-over dialog now plays as 2D audio. Bark voice-overs now play as 50/50 2D and 3D so they can be better heard at a distance.
  • Fixed Sniper Rifle reload sound on certain weapons. 


  • Added Steam Controller support! Select Steam Controller from the Options menu to use it (Steam version only).
  • Fixed Meson Cannon not properly firing on the player.
  • Fixed Attack of Opportunity melee Perks from interfering with Ambush functionality.
  • Added some more Shovels to vendors throughout the game, just in case the player lost theirs.
  • Added missing Open tooltips to the Highpool Underground doors. Players were missing that the doors could now be opened simply by left-clicking on them. 
  • Turned off Investigate Sounds property from the Rodia vendor guards near the gate. This was causing them to run around awkwardly if the player fired weapons nearby.
  • Lucky CON bonus on characters is now saved properly.
  • Fixed a bug where a cutscene sometimes wouldn't end in Temple of Titan the second time you visited Dr. Kyle.
  • Veteran characters are exported correctly on game end.
  • Veteran characters no longer get exported with missing clothes. They were being dealt a certain damage type in the endgame which also just happened to vaporize clothing. 


  • Increased the effects of Manic Depressive to +2/-2 to Attributes, to make it a bit more compelling to select.
  • Reduced the effects of Disparnumerophobia to +1/-1 to Attributes.
  • Increased the Applied Force line of Perks slightly.
  • Increased time range for Animal Husbandry effects to take place.
  • Increased Tactical Positioning damage bonus slightly.
  • Increased the Whack-a-Mole bonus to Chance to Hit slightly.
  • Increased the Bomberman bonus to Area of Effect range slightly.
  • Increased the Long Arm bonus to Throw Distance range slightly.
  • Increased the Loose Change drop chance slightly.
  • Increased the bonus granted by Intimidating, Affable and Know-it-All, to make them more compelling to select.
  • Reduced the Improvised Explosives salvage chance slightly.
  • Removed Friendly Fire chance from Master Hunter entirely.
  • Fixed Bandit line of Perks to no longer affect Submachine Guns.
  • Increased the Bandit line of Perks bonus attack chance.
  • Opportunist now shows the correct bonus damage. The text was previously incorrect.
  • Increased the effective range of Opportunist bonus damage slightly.
  • Increased Big Game Hunter and Roboticist bonus damage.
  • Updated the Alarm Disarming line of Perks, Ghost and Quick Reflexes. Ghost is now placed at a lower skill requirement and Quick Reflexes now grants permanent bonus Evasion. This should make them more compelling to take. 
  • Removed Conductive flag from Goat Hide Armor, since it's not made out of metal.
  • Improved some old unique weapons so that they are more worthwhile to use. 
  • Removed an erroneous 1.2x Field Medic skill multiplier on Mysophobic. The flat bonus healing effects still remain as described.


  • Added Turkish localization. Thank you to Cem Filiz and the Crewals localization team for their kind efforts.
  • Localization updates to in-game text. Thank you to our player community for these improvements.
  • Misc. typo and localization fixes.

Director's Cut Review Round-Up

We have been absolutely thrilled by the reception of the Director's Cut. The response to both the PC version as well as the console versions has been phenomenal and we've got great scores from over a hundred different publications, both throughout North America and Europe. We've got a cross section of scores here for your perusal:

Some of them also had some choice words which definitely made our day around the office!

"A vast, immersive adventure filled with danger and adventure that mixes elements of Fallout with Baldur’s Gate and XCOM. One thing that is clear is that there’s nothing else like Wasteland 2 on the PS4 right now. It’s an old school challenge, abyss-deep and sprawling, that rewards your continued efforts with a real sense of accomplishment and progression." - God is a Geek

"Wasteland 2 offered gamers a modern revamp of a sorely missed angle on RPG games, and the Director’s Cut enhances the year-old game further, adding value, depth, and polish to an already well-rounded game. This one deserves a spot on your list of games to get to sooner than later." - Examiner

"... the Director's Cut is clearly the definitive way to play. There should be little surprise in that, though -- any game with what amounts to about an extra year of development time is bound to improve, but inXile, fueled by Producer Brian Fargo, have clearly not lost the passion for this game and it shows with the sheer volume and depth of changes they have incorporated here." - Digital Chumps

In the News

Meanwhile, there's a couple of Wasteland 2 articles you might have missed lately. The first is an interview with Brian at PC Gamer where he gives his thoughts on the Wasteland and Fallout series of games, with his particular thoughts on Bethesda's new take on the series.

There's no such thing as a big red button that isn't meant to be pressed... right?
There's no such thing as a big red button that isn't meant to be pressed... right?

The second article is a fun one from Kotaku's Patrick Klepek, who went deep down to figure out the mystery of Wasteland 2's big red button in the Hollywood Sewers. The results may shock, amaze, surprise, and confuse you even further!


We have a final shout-out for you today. If you were anything like us, you grew up playing classic adventure games, and one of those most famous is Another World (also known as Out of This World). Its creator, Eric Chahi, was also responsible for some of the most memorable and unique games of the 80s and 90s, including titles published through Interplay like Future Wars and Heart of Darkness.

Now, a biography detailing his work and going behind the scenes on many of his historic titles is on Kickstarter, and could use your help. If you are a fan of Eric Chahi's games or would just like to see an interesting slice of gaming history, then take a look.

That's all for now everyone. We hope you enjoy your Wasteland adventures!

Signing out,
Eric Schwarz
Line Producer/Designer - Wasteland 2

IT'S HERE!!! Director's Cut Out Now!

Posted by inXile entertainment (Creator)

Hello Exiles!

Wasteland 2: Director's Cut is OUT NOW on Windows, Mac and Linux for Steam and users!

To play, login to Steam, visit your Library page, and look for the new Wasteland 2: Director's Cut game entry. You will need to download this version of the game separately, but it will not replace your existing Wasteland 2 install. If you are a user, you can grab it on your Account page there.

Other third party stores on PC will be rolling out soon over the course of the coming day. Stay tuned for updates from them if you have Wasteland 2: Director's Cut on a store other than Steam or, such as Origin.

Meanwhile, console retail and digital release is scheduled for today in the Americas, and October 16 for Europe, so keep an eye out if you are looking to pick up a PlayStation 4 or Xbox One copy.

We've created a Wasteland 2: Director's Cut release FAQ covering many common questions, which you can find here, so take a look if you are in a reading mood while you download.

Today marks the end to another leg of our game development journey through the world of Wasteland, and we are honored to have shared it with you. Now, all we can say is: enjoy!

Thank you,
Brian Fargo
Leader in Exile

Director's Cut Launches at Midnight PDT; A Look at Wasteland's Inspirations

Posted by inXile entertainment (Creator)

Hello Exiles,

Brian here for a final update before the Director's Cut of Wasteland 2 lands. This moment has been a long time in the making, and now the ultimate version of Wasteland 2 will very soon be on its way to you, our backers, fans and supporters who made this all possible.

Bringing Wasteland 2 to life has been an incredible adventure and one that was 25 years in the making. But not everyone may know the history behind Wasteland and the influences that came before it to make it what it is.

The post-apocalyptic genre is one which has stuck with me from a very early age. One of my initial experiences with it was The Omega Man, a sci-fi film from 1971, though many of you today might know that story best as I Am Legend. Despite the age of the original book, the themes around it – the destruction of civilization and near-extinction of mankind, that story of survival in a harsh world by a solitary few – are timeless and universal. The original book was turned into a movie three times, including 1964's the Last Man on Earth, as well as a series of comics and a radio play, showing how much a strong idea can reappear over the years in different formats. I'm sure you can recognize much of that in Wasteland 2.

While The Omega Man was one of my first exposures to the post-apocalyptic genre, it wasn't my last. Mad Max, the 1979 film by George Miller and starring Mel Gibson had a profound influence on me, combining those post-apocalyptic, sci-fi storylines with a gritty aesthetic and harsh world full of leather, guns, cannibal tribes and fast cars. The famous minimalist world-building of Mad Max makes it an incredibly iconic setting and it's one that countless creators have been shaped by. And once again, the recent Mad Max: Fury Road movie shows that a strong creative vision can be maintained over decades of time.

When it came time to create Wasteland 1 in 1988, it was a culmination of all my influences in the post-apocalyptic genre. The game took those themes of man-made devastation at the hands of the world's superpowers, and combined them with the deserts, guns and tribes of Mad Max, all set in the post-nuclear Arizona wastes. The game was also steeped in 80s culture and imagery, and many of those dark sci-fi images which came out at the time made it into Wasteland 1, in the form of the game's robots and its punk rock style. The rest is history (and if you want to own a piece of that history, we're still offering limited edition signed art prints of the original Wasteland 1 cover).

Wasteland 1 was a huge success, but when exploring the idea of a sequel, Interplay and I no longer had the rights to the game. Instead, we built Fallout, which had some of its own spin on the post-nuclear genre with its unique 1950s theme – inspired by the look and vision of the future seen in the Golden Era of science fiction. We still made sure to carry over plenty from Wasteland into Fallout – Shadowclaws became Deathclaws, the Guardians of the Old Order became the Brotherhood of Steel… but Power Armor? Power Armor is always Power Armor.

When I returned to Wasteland 2 on Kickstarter back in 2012 – has it been that long? – I wanted to bring back the same universe as the original game, pushing the 80s angle even more. And much like Fallout's references to Wasteland, so too are there many references to other works in the post-apoc and sci-fi genres which inspired the game. The Interceptor, the famous car from Mad Max, makes an appearance in Rail Nomads Camp, and the game's villain, Matthias, is a nod to Jonathan Matthias from The Omega Man. The game is also littered with smaller details, such as characters and in-game books hinting at A Canticle for Leibowitz, or a reference to my favorite post-apocalyptic book of all time, Swan Song, with an appearance by none other than Sister Creep.

The post-apocalyptic genre is like no other out there, because it shows us the darker side of humanity, and what can happen when our normal societal rules break down. While traditional sci-fi often gave us an idealized view of the future and of humanity, it's post-apoc which has fascinated me because of just how plausible it is. That idea of waking up one day with the society you know suddenly gone is one which strikes a chord in everyone, and creates a great basis for interesting ideas and adventures.

And of course, with Wasteland 2, we made history once again, helping to prove that crowdfunding is a viable way to make games, and that those hardcore CRPGs are most definitely not dead!

We're launching on Steam at midnight Pacific time tonight, with other platforms like to follow as soon as possible while their teams prep the release. If you want to help us get the word out there, we set up a Thunderclap campaign to help spread the call far and wide. Every bit of support we get helps.

We hope that you can come back to Wasteland 2 and enjoy it even more than the original. Whether you are a new player just getting into the game for the first time, or a rugged vet who's been here since the beginning, the Director's Cut is our gift to you, and our own newest contribution to the post-apocalyptic genre. Let's keep the flame burning!

Thank you,
Brian Fargo
Leader in Exile