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Wasteland 2 is a sequel to the amazingly popular 1988 RPG Wasteland and the post-apocalyptic predecessor to the Fallout Series.
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.

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


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!


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


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

Finishing Touches, Trailers and More


Hello Exiles,

As we speed towards the release of Wasteland 2: Director's Cut in a little over one week (!), we're hard at work making sure that the finishing touches to the game are ready. Most of our time recently has been spent making sure the PC version of the game plays as well as it can. This means all sorts of updates to the user interface to bring it more in line with PC gamers' standards, to making sure the controller input modes function correctly, to compatibility and performance optimization – all those little things we do towards the end of any project that turn it into a finalized, complete game that we can be proud of.

But before that, we have some cool new media to share with you.

New Trailers

In the last couple of weeks, been sending our own message of hope across the airwaves that Wasteland 2 is back and better than ever. To that end, we've put out a series of trailers to help show the game off in this busy season. We have two we'd like to share with you today; check them out below!

Welcome to the Wasteland

Story & Scale

The first is a short trailer showing off the game's story setup, while the second shows off the different gameplay options you will have in the game, detailing story, scope and choices and consequences. Of course, you can expect some more media before our release on October 13th!

Updating Interfaces

When we started work on updating the interface for PC, we already had a great base to work on with the original Wasteland 2 interface, as well as the updated version for consoles. However, we felt there were a few things we wanted to improve upon when playing with a keyboard and mouse. For example, on consoles, we had to devote portions of the screen to description boxes. This works great with a gamepad, but on PC a lot of that real estate can be put to better use thanks to tooltips.

Here's the updated inventory for PC, including a larger grid size and more weapon info at a glance.
Here's the updated inventory for PC, including a larger grid size and more weapon info at a glance.
The new Perks UI moves the details to tooltips, and shows a longer list of Perks, both for those you have learned and those available to you.
The new Perks UI moves the details to tooltips, and shows a longer list of Perks, both for those you have learned and those available to you.

So, one of the first things we did was make sure that we expanded some of the menus to show more stuff – the Inventory grid got bigger, the Perks menu shows you more Perks at once, and all the text has been moved over to tooltips instead.

One of the other things we wanted to address was to make using skills and objects a bit easier. In the original Wasteland 2, we used a hotbar where you could assign your skills and items. While this let us accommodate a huge number of options, it also meant that sometimes, common actions like lockpicking doors would get repetitive, requiring you to hunt for your squad member with the right skill and then select it manually each time.

The new skill interaction context menu lets you see all known skill choices, and your odds of success for each of them.
The new skill interaction context menu lets you see all known skill choices, and your odds of success for each of them.

You can still interact with objects using the hotbar if you prefer, but we also added a new right-click contextual menu. If you come across an object that has skill checks on it, just right-click it – the game will show you all perceived and valid options available, as well as the skill odds of the highest level character in your party who can use that skill. Then, left-click an icon and your best Ranger for the job will use it. After using skills this way, most of us are finding it impossible to go back.

Precision Strikes now also have a right-click context menu with detailed tooltips on what each option does.
Precision Strikes now also have a right-click context menu with detailed tooltips on what each option does.

We've also gone and given Precision Strikes a similar look and feel, replacing the radial menu used on controllers with a set of vertical buttons. Just right-click an enemy in combat to bring this up and you'll be able to target them for a Precision Strike – provided you've got a weapon capable of them. Certain less precise weapons such as shotguns and machine guns won't be able to use Precision Strikes, but they do have other advantages to make up for it.


As usual, we've got a few shout-outs for you. The first goes to First Wonder by Rogue Rocket Games, a Kickstarter game intending to bring back the classic and unique gameplay of Giants: Citizen Kabuto and MDK, titles you may be aware Brian Fargo was involved in publishing back at Interplay. The project is headed by its original creator Nick Bruty, and could use some support, so check it out if you like jetpacking around huge open levels or stomping around them as a big monster.

Another great blast from the past comes from our friends Harebrained Schemes, creators of the highly successful revival of the Shadowrun cRPG series. Jordan Weisman, the creator of BattleTech and MechWarrior, is back with a new single-player, turn-based BattleTech game, driven by the highly tactical 'Mech combat that is the trademark of the series. After the excellent Shadowrun games, you know this one's worth a look!


A few more tidbits on the Wasteland side of things. First, we're running a Thunderclap for Wasteland 2: Director's Cut. We depend a huge amount on our fans to spread the word on the game, and social media is invaluable for us. We had great success with using Thunderclap for The Bard's Tale IV, reaching tens of thousands of people during its Kickstarter, and we're going back for another round with the Director's Cut. If you're willing to lend your support, please check it out.

And last, but not least, Kotaku UK did a fun article on the "true origins" of Fallout, which of course means Wasteland. The piece talks about some of the reasons which led to Fallout becoming a distinct property from Wasteland, but spends most of its length detailing the many references you will find to Wasteland in the Fallout games. It's a big nostalgia drip for anyone who's played either the old Fallout games or the original Wasteland, so check it out and you might learn something new about the games!

Thanks everyone, and we'll see you closer to launch on October 13th!

Eric Schwarz
Line Producer/Designer

Director’s Cut, Locked and Loaded


Hey Exiles!

We come to you now with what may be one of our last couple of updates before the release of Wasteland 2 Director's Cut on PC and consoles! Over the last few weeks, we’ve hit some great milestones on the way to the Director’s cut release, including passing certification for both Microsoft and Sony. This gives our retail distribution partner, Deep Silver, enough time to manufacture and ship copies of the game all over the globe, prior to our release date (October 13th in North America and October 16th for the rest of the world).

The certification process with console manufacturers is required before either Microsoft or Sony will feel comfortable that the software follows a series of standards. While not glamourous, they are meant to ensure that games will uniformly handle a large list of issues that players might encounter while enjoying games on their consoles. This process is quite stressful (as attention to detail is imperative), but always feel like a nice accomplishment when you get the approval email. High fives were most definitely in order on approval day.

PC, Mac, and Linux Director’s Cut Released October 13th

The PC, Mac, and Linux versions of the Director’s Cut will all be available for you to download and play on October 13th, no matter where you live in the world. If you have the game on Steam or GOG, it will be automatically unlocked for you to enjoy on that date.

The final month and a half of remaining time before release will be spent on some final touches as well as integrating full controller support on PC for those of you who would like to play it that way. We will continue to refine the interface, quirks, perks, precision strikes and combat scenarios until they pry our hands off the code.

Companion Voices

One feature we haven't detailed yet is our updated voice-over. Wasteland 2 was a game full of unique, quirky and interesting characters, especially our companion NPCs. The Director's Cut has given us a chance to go back and add a massive amount of VO to the key characters in the game, most notably our CNPCs. You will find the Wasteland is a much more lively-sounding, personality-filled place in the Director's Cut.

Below, you'll find a few samples of voice-over from some of our many wasteland inhabitants...


Vulture's Cry:

Dan Q:

Sister Rose:


Wasteland 2 in the News

Thomas Beekers recently traveled out to Cologne, Germany to take part in 2015's Gamescom event. As one of the biggest gaming shows worldwide, Gamescom is a great opportunity to show off Wasteland 2 Director's Cut to press as well as fans. We were showing off the game at two separate public stands as well as demoing it for press, and got a great reception all around!

In fact, Wasteland 2 has been in the press quite a bit following Gamescom (as well as in some late E3 2015 news). Here's a handful, including an extended walkthrough of the console version of the game by Thomas:

PlayStation Clan (Gamescom gameplay demo):

Electric Playground (E3 interview with Brian): - "Fallout's forefather returns" (German):

PC World (32 killer games for Linux):

Venture Capitalist Post:


We have some exciting news for you guys on the crowdfunding front as well.

To start, our friends at Larian Studios have just launched Divinity: Original Sin 2 on Kickstarter. The sequel to their hit game from last year, also funded by Kickstarter, Larian are aiming even higher with this one: it's not just retaining the epic scale, turn-based combat and focus on freedom of the original, but they're expanding the multiplayer to up to 4 players and adding a fascinating competitive questing mechanic. We were huge fans of Divinity: Original Sin and the sequel looks bigger and more refined in just about every way. Check out their campaign and pledge to support yet more great classic-style RPGs.

One slightly smaller game we'd like to mention is Outer Wilds, a space exploration game that has you exploring a solar system caught in an endless time loop. The game features a seamless physically simulated solar system with a bold and colorful art style – not to mention you can roast marshmallows in space, which is always a bonus. It was the winner of both the Grand Prize and Excellence in Design at the 17th Annual Independent Games Festival.

Outer Wilds is the first game launching on the new crowdfunding platform, Fig. Fig is a new crowdfunding venture, with curated campaigns that offer the potential for equity funding . Its board of advisors includes some of the top names in crowdfunding, including our CEO Brian Fargo and Obsidian Entertainment CEO Feargus Urquhart. We hope you'll give the first project on this new platform a look!

Last but not least, it's been an amazing period for RPG releases. Shadowrun: Hong Kong has launched as of August 20th. As one of the long-standing RPG developers on Kickstarter, Harebrained Schemes have once again put out a sci-fi cyberpunk RPG in the ever-enjoyable Shadowrun universe. The game has got a great reception so far, and of course, was made possible thanks to the contributions of its many backers. We'd like to congratulate Harebrained Schemes on another successful crowdfunded release.

And then, just this week Obsidian released The White March – Part I, the first piece of their major expansion to their Kickstarter RPG Pillars of Eternity. Part I of the White March adds additional characters levels, spells, talents, areas, items as well as two now companions, the monk Zahua and the rogue called the Devil of Caroc. That's everything for now.

We hope you will check out Wasteland 2 Director's Cut this coming October –in the meantime, we've got a game to finish up!

Chris Keenan
Project Lead – Wasteland 2