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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.

Without Further Ado...

We are very proud to provide the first gameplay video of Wasteland 2, which will allow our backers to see how far we've come and how everything is coming together. The usual way of doing things in this industry would see us create a demo specifically for displaying to the press or at game shows, but we're very glad to have been allowed the freedom to create a demo video from an actually playable area, which ensures there's no wasted code. This is a straight video capture of Development Director Chris Keenan playing the game. The only element that is not running in code is the sound effects, as it was faster to do in post, but as you will hear, there is nothing being done audio wise that isn't easily replicated in engine. In fact, we plan to have many more sound effects in the final game than what is heard here.

Wasteland 2 - Early Gameplay Footage

This represents not just the strong synergy of the inXile team but the effects of your continued input via the forums. The game has continued to improve thanks to this communication, and Wasteland 2 will be better for it. The benefits have ranged from changes to the combat mechanics to finalizing the name of our attribute system.

It also represents the success of working with Unity and the asset creation experiment we did to increase the variety and density of the world look. We were pleasantly surprised at the talent that submitted art content, and we look forward to continuing to work with them.

I’d also like to thank the military personnel who joined our Yammer group to help us develop the slang and communicate more real world experiences for us to draw on. We love to learn little things like how much they hate it when movies say “Over and out!”… There is no “out” after “over” dammit!

This first level you will see is one of the first areas you will encounter in the game. The agricultural center was also a part of Wasteland 1. It was an area that Chris Avellone had some affinity for and he did the design for the level. Also thanks goes out to Nathan Long, who provided this area’s clever writing. We had a chance to show Chris the level last week, and when we commented that it was coming together he said “not coming together … it has COME together.”

Our objective was to show off some of the HUD and how both the combat and skill systems work. There are many elements not represented here but to name a few:

  • Minimal particle effects
  • Minimal sound
  • Mini-map not working
  • Inventory, logbook and other character screens not shown
  • Not all skills (in and out of combat) being represented
  • No world map movement
  • It needs more messaging in the UI
  • And not a comprehensive list of all the combat variables

Sorry if we're over communicating, but it's just a reminder: we're just past the halfway mark, so don't expect to see everything that you can expect from the final game just quite yet.

You will get to listen to the latest track from Mark Morgan (at the bottom of this update) that sets the haunting and often desolate tone of the Wasteland. And you will hear our first pass at the radio broadcasting which plays a vital role in communication, reactivity and mood setting. There will be a host of cults who are broadcasting their propaganda while other calls will be the locals who seek the help of our rangers. We have many interesting ideas on how to use the radio in novel ways.

Our vision for this game remains intact and you will see a number of examples that illustrate this. The customization can be seen in the examples of bringing in your own portraits and by the ability to set the user interface in a style that works for you.  

 You wanted a party and turn based RPG with tactical combat, and we are delivering that. The demo helps to show off action points, use of cover, enemy view cones, distance/height/enemy size/enemy speed affecting the chance to hit, ammo configurations, attributes changing the characters strengths and role, simultaneous party firing and more. And we are not done adding elements to make sure you are fully engaged in an interesting combat system. There is still plenty of time for you to comment on the combat system and to help us hone it in. Our goal is to build a very deep combat system, with the potential to dive in and fine-tune your damage-output and tactics, while not absolutely requiring that level of micro-management from all players.

If you played Wasteland 1, you will enjoy the many callbacks to the original, but at the same time there is no need of that knowledge. While certainly not a comedy you will get a healthy dose of the humor that gave Wasteland its charm.

Once again we thank you all for backing our vision…

  • Image 210117 original
  • Image 210118 original
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    1. David Santos on February 10, 2013

      I'm very happy with the direction of this game. Makes me so proud to have contributed. Question to the community: Are you concern that the HUD elements appear to be a bit on the large side, or perhaps size may also be customizable? It's about the only thing I had a cautious reaction as everything else, from the mood to the in game assets looks fantastic. Thanks

      Fun little fact: Wasteland 2 is the very first project I've ever backed in Kickstarter (and maybe ever?). Since then I've backed other projects like Shadowrun Returns, Grim Dawn, the OUYA console, GaymerCon, a local FL artist and most recently Star Citizen... and I think they owe my support to inXile's Wasteland 2. :)

    2. Missing avatar

      Saxon1974 on February 10, 2013

      Looks good, I especially like the flavor text for all the stuff in the world that really makes the world feel real when exploring.

      Some of the creature names are weird, hopefully place holders since this is an early build. Supafly and megamaggot? Sounds like either a humor attempt or a placeholder for the real names to come later. Some humor is good but I hope its not cheesy.

      Love that you are using the same skills\problem solving skills as the first game.

      Only concerns are the camera and not sure how I feel about the graphics, never really been a huge of 3d graphics, not that it looks bad though. I just always prefered the hand drawn art of 2d graphics but I realize in this age that may not be the way to go.

      I tend to fight with camera's in 3d games where I can never see the world very good and from this demo that might be the case with this game.

      Are we going to be able to scroll up the down the dialog box? I didn't see a way to do that in the demo but its an early build I imagine.

      Anyway, excited to see more.

    3. blosserdw on February 10, 2013

      These kind of games are why I got into the industry. I'm definitely glad I funded this. Looking really good!

    4. Missing avatar

      Alexandre Bannwarth on February 9, 2013

      Really pleased I backed this game, looks great, descriptions are hilarious, interface customisation is very promising.

      Only two slightly negative comments, firstly the keyword system, even though pretty logical for this kind of party based system, it does lack the depth and hilariousness of full sentences like in fallout 1&2, and I'd like to see how it'd be used to make complex choices and not just gather information.

      Second, the combat system looks fast and exciting, but I was really hoping for the ability to target specific body parts, because truly, there is nothing quite like punching raiders in the retina.

    5. Missing avatar

      Daniel McGuffin on February 9, 2013

      I love how so many of the keyword defenders are saying that the younger crowd doesn't get it. I've played plenty of 90's isometric RPGs in my time, and they've all had fully written player-character dialogues. The keyword system is a relic of 80's RPGs that was only there to save on disk space. Don't get me wrong, I love the "type in a keyword to bring up hidden topics" thing, and I completely understand that having player-made characters means that they can't expect to know everybody's personality.
      But why not just designate a party leader (or superior officer, we are rangers, after all), and have it so we that character's personality comes up in dialogue, with the rest of the party chipping in when necessary: pre-made characters could have predetermined personalities, and player-made characters could have a default personality chosen during character creation.

      Hell, you could even keep the keyword system, but when it's selected, instead of just saying "Ag Center", a snarky Ranger could say something snarky about it, while a more serious character could ask in a more to-the-point kind of way.

    6. placeholder on February 9, 2013

      Once again we thank you all for creating normal game to play.

    7. Missing avatar

      Justin Shuard on February 9, 2013

      Overall it looks fantastic. I wonder if the player has freedom to blast whoever because that Kathy NPC was kind of asking for it XD

    8. Missing avatar

      Derick Stevens on February 9, 2013

      Amazing. This is superb. I have only one and a half complaints. One was the bullet effect at the start of combat. I know combat has started because people are attacking on another, no need for the drama. The half complaint is no dialogue trees. It's only half a complaint because I love the keyword system. Reminds me of the classic games of old. As far as the foreground elements obstructing the screen, I actually liked the ceiling fan effect. Perhaps an option to turn off these things for those who don't like them?

    9. Mordred on February 9, 2013

      "• The crazy preacher guy… The mad preacher is a bit of a post-apocalyptic cliché now so I hope there is more to him than meets the eye. "

      There's a reason for that.

      "• Finding items: Any chance the perception skill (although it seems to do a lot already) could be used to outline items/weapons. Pixel-hunting is a part of retro-gaming I’d be glad to consign to history! "


    10. Sylvio S Maia Conde on February 9, 2013

      I love it, keep up the good work!

    11. Ryan "Keokuk" Smith on February 9, 2013

      Really happy with it so far, I hope you guys experiment with the chat window and opacity I'd love to be able to expand it and have it cover a side while I check stuff out, having it in the corner might be a bit of a distraction.

    12. When I do, you won't know. on February 9, 2013

      Loved almost everything. The bullet hits on the screen to start combat sucked and the floating character movement looked kind of weird to me. Everything else was bad ass! I'm fucking in LOVE!

    13. Missing avatar

      Gustaf Carstam on February 9, 2013

      Gameplay looks really great and it is shaping up to be an interesting game.

      Although I am a bit disappointed by how the camera allows for world objects (trees, walls roofs) to intrude in the foreground. I find it annoying somehow. I'd enjoy it more if there was no foreground, or if you could change the FoV degree or zoom out so the foreground doesn't behave in the same way.

      A more Fallout 2 style isometric view than what is showed in the vid. (not that the camera needs to be fixed, just that it isn't obscured by stuff all the time. I would actually enjoy a flatter view.

      (Granted I believe I'm in a minority and have no chance of getting my wishes. I just thought I'd voice it anyway)

    14. Peter Jacob on February 9, 2013

      Mm. Looking good. Quite a mouth on Kathy though, feels off somehow. You'd think someone who grew up in the waste would be more appreciative of armed assistance arriving at all or have some basic knowledge of their garrison/response time, especially someone smart enough to be a scientist.

    15. Missing avatar

      Aliasalpha on February 9, 2013

      Well I have to say that I'm damned impressed so far. The only thing I'd like is the option to zoom out more just to get a better view of the surroundings when planning my moves

    16. Missing avatar

      Jabberwok on February 9, 2013

      I agree about the swearing, there seemed to be too much. It doesn't offend me at all, but it seems unrealistic and cheesy when a character swears every single line (unless it's a believable quirk of that particular individual), and the more swearing, the less impact.

    17. Missing avatar

      Thiefsie on February 9, 2013

      All I can say is that this is looking phenomenal... The visuals, the atmosphere, the text-heaviness, the dialogue trees being vague and options for typing in, the skill based systems.

      Perhaps all I can suggest is making the hud elements resizable as they look overly massive (especially text) the cheesy bullet hole things when you start combat are a bit lame, and the moonwalking animations could be improved. Also a highlight interactivy button should be included somehow I feel. Having to click a skill (perception) and then pixel hunt is going to be waaaaaay too frustrating for a game that should be soaked with juicy description dialogue in most areas.

      Well done.

    18. OddBall on February 9, 2013

      I love the dialog stuff, thinking we have some lazy people on here who don't like reading and being fully immersed in the world, Oh well, cant please everyone and neither should InXile try too!

    19. Missing avatar

      SE MacDowall on February 9, 2013


      • The passion and wisdom of the team which shines whenever you guys do an update. It’s so refreshing for me, an older gamer, to see mature developers who “get it”.
      • It looks pre-rendered, Fallout style, but it is 3D.
      • The music is extremely atmospheric.
      • The turn-based combat looks fun.
      • The basic concept (if not the implementation of the UI) looks great.
      • The general feel of the factions/story looks intriguing, like the player could feel just like one element in a big, scary post-apocalyptic world as opposed to the world feeling like it’s been designed and waiting for the player to come along all this time. I was especially glad to see the moral ambiguity over whether or not the Rangers are good guys or fascists.
      • Seems like it will have a good mix between modern ease and old-school complexity.

      DIDN’T LOVE:

      • The crazy preacher guy… The mad preacher is a bit of a post-apocalyptic cliché now so I hope there is more to him than meets the eye.
      • The keyword system… Writing player dialogue would probably be a major task now. My simple suggestion is to add the simple phrase: “Your team asks about [keyword]” whenever the player chooses a question. This phrase at least helps the player imagine what their character is asking and doesn’t make it look monosyllabic.

      • Finding items: Any chance the perception skill (although it seems to do a lot already) could be used to outline items/weapons. Pixel-hunting is a part of retro-gaming I’d be glad to consign to history!
      • I found the text difficult to read because it “jumps up” whenever a new line appears, disrupting the eye. It would be much easier to read if the text smoothly scrolled up into the textbox.
      • The bullets hitting the screen… This is annoying and nonsensical when the enemy doesn’t even use guns. I’d much prefer a subtle red flash around the edge of the screen when engaging in combat.
      • The info box that pops up at the side of the screen telling me who I killed and how much xp I received is nice, but became a bit intrusive when the fight only lasted a few seconds. I’d suggest keeping this but making it more subtle.
      • No loot window? Seeing a window with icons of the goodies I’ve looted adds to the pleasure of finding them. I’d much prefer the Fallout-style windows with the option to take all, etc.
      • The swearing seemed a little bit over the top to me. Less is more when it comes to bad language. The female scientist seemed like a bitch but perhaps that is intentional.

      Thanks again. You're doing a good job. Can't wait for the whole game!

    20. Missing avatar

      Koshiir on February 9, 2013

      Wow! WOW! Amazing!

      The atmosphere is so tense. The music, the environment, the characters... I love it.

    21. Missing avatar

      BSL on February 9, 2013

      I paid for a Fallout 1 spiritual successor and it looks like I'm getting one, awesome.

      To all the folks complaining about keywords and having to "play" the game (show how to get past an obstacle or double click to run) instead of everything being streamlined, play something else. We payed for an OLD SCHOOL RPG running on current technology and this is what they are delivering, next time research what you're buying/supporting a little harder. They ARE creating what we wanted, not their fault you thought you were getting something different.

      Also the text and parsing system is probably a done deal now, even if they did allow full sentences to be typed in, you seriously believe it won't do anything but parse for keywords? Of course it won't.

      Now the hard part to wait till fall, keep up the great work Inxile. Cheers.

    22. Missing avatar

      Bryan Lukasko on February 9, 2013

      @6:55 "And meow we're going to show..."
      Made me lol

    23. Ketil K on February 9, 2013

      You are really amazing. I would never have expected anything like this, and I really like it. Some are bound to be disappointed at first, but I trust that you guys are going to do the right thing. I can't say whether phrases or keywords are best, but I trust your judgement. It is going to be awesome no matter what.

    24. Trister - OO's Tormented Master Wetboy on February 9, 2013

      looking awesome. although i do kinda agree with others about the dialog stuff. but i can't even imagine the kind of headache that would result from that.

    25. Missing avatar

      Steven on February 9, 2013

      when that one guy talking about "gods army", he sounds like Jim Jones to me. if that is what you where going for, you hit the nail on the head...

    26. Missing avatar

      Philipp Struchtrup on February 9, 2013

      Awesome work guys! BUT I have to agree that this Keyword-Dialog-Systems is not good. I want to be cheeky, aggressive, flirty, etc. in my responses. And the Keyword-Systems takes away these choices. Please rethink your decision on this.

    27. Dirk on February 9, 2013

      the soundtrack is apparently going to be fucking awesome :)

    28. Henry W on February 9, 2013

      This looks great for a little over half way.

    29. Jonathan Koay on February 9, 2013

      You guys are amazing! I am glad I backed this project. Looking forward to playing the game. Keep going. :)

    30. Missing avatar

      Jabberwok on February 9, 2013

      I've seen this mentioned, and I do have mixed feelings about the keyword system. One thing I like about it is that it allows me to do some actual investigating when it comes to finding words that aren't listed for me (the listed words seem necessary, but rather mundane because they require no thought on my part). At the same time, not having actual lines reduces my character's "voice" in the dialogue, thus making it harder for me to feel like I'm role-playing. But, in a system with so much character customization, it's understandably not pragmatic to write individual lines.

      From what I can see, a keyword system seems to be usually only useful for data mining. But I assume there will be dialogue options beyond just asking questions, like things with actual consequences? In Fallout, for instance, I could choose to blackmail a character, threaten them, flirt with them, et cetera, and I'm not sure how that will be managed through a keyword system.

      I love the UI customization, being able to move windows, and all that. I'm hoping that the selected character icons will also be customizable (or toned down if they are not). I found them kind of distracting in this video.

      I also wondered about the brightness levels causing trouble for discerning individual elements, but a lot of that could be the video quality, or simply the fact that it's early in development. I wonder if at least the PCs and other characters would need to be somewhat lighter than the game world to stand out better.

    31. Missing avatar

      RoedeOurm on February 9, 2013

      This is AMAZING !
      Keep up the good work !

    32. Silver on February 9, 2013

      Great work, keep it going!

      +1 for the option to import custom portraits, I like to waste my time on crafting those. ;)

    33. Ryan
      on February 9, 2013

      OMG!!!! this was way better than what i was expecting. This looks fantastic . Hope you make a few more of these videos.

    34. Niggles on February 9, 2013

      Like the others, i am very happy with the progress of the project. Actually surpassed my expectations. Like wow. Excellent job guys.Keep going :)

    35. Datayum on February 9, 2013

      Keywords, oh no ! This dia... monologue system takes off choice, immersion, roleplay from me. That's the first of the many features from the TES games that make them feel fake and generic.
      I doubt you'll be able to change that at this point but if you do, you'll have my eternal gratitude.

    36. Jeppe on February 9, 2013

      Much better than my expectations, keep up the good work!

    37. Missing avatar

      Glenn Usher on February 9, 2013

      Looks amazing! Great work!

      Thanks for the I have to learn patience.

    38. Missing avatar

      Daniel McGuffin on February 9, 2013

      I have to admit that I'm not loving the keyword system, as I prefer to actually see my character say clever things if they have a high intelligence or speech skill or whatever, but I *can* see why you went with keywords, as there's no one single main character, so we can't exactly expect you to write for any and all personalities the player might have in mind.
      Still, I would've liked to see whoever happens to be the superior officer be the party spokesperson, with the other rangers piping up with a line like "permission to speak freely, sir?" if they had a skill that could be useful in dialogue.

      Oh well, I can't have everything. Other than that, the game looks amazing.

    39. David Henderson on February 9, 2013

      Oh! yeah; please ignore all the calls to expand the keywords into predefined statements... I like the idea of imagining what my rangers are saying rather than being railroaded through dialog. I would mutter something about damn kids and getin offern mah lawn, but we do want youngsters learning what immersion really means :)

    40. Missing avatar

      Tadeusz Cantwell on February 9, 2013

      I'm very happy with the games progress. I like the key words, but the ranger should speak in full sentences. Same if the key word is written. I like seeing the flow of dialogue instead Much prefer full seeing the dialogue f;low instead of the dialogue tree.

      The star underneath should be toned down. This is not WoW. Have better images for the guns, not the green dots.

      If you hover over a door then maybe the skills that can interact with that should pop up close by. There should be a passive perception that gives information when the mouse goes over an object.

    41. Missing avatar

      Tyler on February 9, 2013

      Looks really neat. However, I sure hope the game isn't going to be so dark when it comes out. I mean it's nearly impossible to discern some key game play elements. As a friend (and professional game artist) said when I showed it to him: "But the game graphics are so dark and hard to parse! It's like, ridiculously dark. Not being able to identify discreet game-play elements seems like a critical
      design flaw."

      Hopefully it's just the video, but I felt that way about many of the concept art graphics during the kickstarter so I think the art director or artists just all have their monitors turned up to MAXIMUM BRIGHTNESS or something.... ?

    42. David Henderson on February 9, 2013

      OJFMC! That is awesome. That is pretty much exactly what I hoped I was paying for when I pledged. Bloody good job all round. I look forward to obsessively examining every object in the search for in jokes!

    43. Edmondo Tommasina on February 9, 2013

      Awesome! This is exactly the kind of game I love to play! Thanks.

    44. Kevin Rushlow on February 9, 2013

      Looks great! Although I must admit I agree with those saying that the HUD is a bit too big. Other than that, though, it looks great!

    45. Quarex on February 9, 2013

      Utterly amazing. Even speaking as a lifelong fan of Wasteland I am impressed how great things are looking.

    46. Missing avatar

      sebastian hirsch on February 9, 2013

      i sure hope you're gonna replace the greenish retro LED weapon artwork on the bottom left corner. that was done a lot better in fallout 1 & 2 a couple of decades ago! so please come up with some nice artwork for guns and not s***ty silhouettes!
      other than that, nicely done, so far!
      if you need some help with the artwork. here is my showreel:

    47. Missing avatar

      mezla1058 on February 9, 2013

      Just so there is no crying and confusion in the future. Bullets hitting glass effect. Turn it off. It's shit.

    48. Christine IDiivil on February 9, 2013

      I am so, so impressed with what Wasteland 2 has had to share with me so far. I wish I could give you more money!!! Haha. Man, if I could fund this now, I'd do the 500 dollar one or something like that.

    49. Missing avatar

      Arbandi on February 9, 2013

      skill animations take too long :/

      looking real good other than that.