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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. Piotr Stolarczyk on February 9, 2013

      suggestion :)
      chance to hit before starting combat would be nice

    2. James Carey on February 9, 2013

      this is shaping up to be a great game couldn't be more proud to have backed this game :)

    3. Auburok on February 9, 2013

      I could not be more happy. I was a little underwhelmed with what I've seen of other Kickstarter game projects I've funded so far, but this one has more than delivered on my expectations on a demo video. Kudos! I feel like I should have put more money in to this game than other projects.

    4. Michaeljack on February 9, 2013

      Oh and I just love Kate and all her F-bombs

    5. William C Crawford on February 9, 2013

      OMG, I absolutely love the text descriptions as you approach things. It really adds to the atmosphere. I assume this was kept from the original Wasteland, but I want to thank everyone who argued for keeping it. It's awesome.

      The interface customization is nice, but it would be awesome if there was more to it. Perhaps a way to import assets and write some code on how to handle data. I know this would be a lot of work, but I guarantee the fanbase will surprise you with what they come up with. Give them some Lua scripting with access to only the data that the player should have access to, and let them amaze you.

    6. Michaeljack on February 9, 2013

      This is just freaking amazing! Forgive me for being a pessimist but I never imagined it would be THIS good! I'd say something dumb like "Stfu and take my money" but you already have it! :-)

      I'll join the chorus of "that view cone was pretty narrow" but I kinda like the dialog keywords, as it allows the game to concentrate the personality into the NPC's without having to cater for every possible response

    7. Missing avatar

      Ross ONeill on February 9, 2013

      Very Nice, it takes me back to when i first played the original Wasteland .The atmosphere it creates is so much like the original only with the very improved grahics.What I can see of the skills looks very good too.I like that as was mentioned you have several ways to solve most problems.You have made me very glad that I backed Wasteland 2 Keep up the good work I can't wait to play it .

    8. Harry Miktarian on February 9, 2013 he saying "Meow"!?

    9. William Rose on February 9, 2013

      Amazing. I should have pleged more money.

    10. William C Crawford on February 9, 2013

      "clean and perfect future" ... Whoo, go robots! :D

      Can't freaking wait. :)

    11. Missing avatar

      Baudolino05 on February 9, 2013

      Whoao: amazed by everything I've seen in the footage, even by the keywords dialog system. To me is the perfect choice for an RPG like Wasteland (different story when you'll come to "Torment 2", guys).

      I just hope in the final game we will have less blinded enemies ;)...

      PS: and maybe an option to use by default the character best suited for an action when you have the whole party selected.

    12. Missing avatar

      Andrew Rae on February 9, 2013

      I like what I'm seeing a lot. Please reconsider auto leveling and keyword dialogue.

    13. ivi1010111 on February 9, 2013

      current dialogue system feels kind of weird (in a TES-ish way, and for me it's not at all a good thing), my vote for a full sentences so it'd be less abstract and more like a real dialogue, not a list of a database queries.

      in other things - GREAT JOB YOU GUYS, warms my heart.

    14. Missing avatar

      rk on February 9, 2013

      This is awesome, keep doing what you are doing !

    15. Missing avatar

      jeremy on February 9, 2013

      Hah, he keeps saying "meow".

      I'm waiting for a liter of cola

    16. Asaph Efrati on February 9, 2013

      Looks amazing! really glad I backed it! can't wait!

    17. Alan Dang on February 9, 2013

      would it be okay to post screenshots of the trailer online for friends to look at?

    18. Olga Lampe on February 9, 2013

      i was rather surprised to see keyword dialogues. May me it sounds like heresy but i would prefer normal dialogues rather than detailed text description of objects in the area. Really one hour later the game start you'll not even look at this screen. While dialogue system is the core of RPG genre. How i would see the difference between the smart and dumb retorts? both cases would be "help"?
      hopefully not
      otherwise very promising video

    19. Mordred on February 9, 2013

      It's great how it appears that you will actually be able to approach encounters strategically and for it to actually make a difference.

    20. Bryy Miller on February 9, 2013

      Looking very good.

    21. Missing avatar

      kspoor on February 9, 2013

      Absolutely AMAZING game play, fantastic music sample! So proud to be a part of this games backing! Up until now I was a devoted console ONLY player, you have changed my mind... can't wait to play this on my laptop. Hope it does NOT make my free time vaporize!

    22. infestor on February 9, 2013

      mark morgan did a terrific job with the music. this alone is almost enough for the atmosphere.

    23. Missing avatar

      The6uest on February 9, 2013

      Looks great!! Keep up the good work! Can't wait to play this!

    24. ET3D on February 9, 2013

      While there are some things which I think may be improved, overall this makes me very happy I backed the project. I especially like the amount of text. I love descriptions and dialogue.

    25. Pickles on February 9, 2013

      makes me want to reinstall arcanum

    26. Christopher Johnson on February 9, 2013

      The video was great guys thanks. You guys are doing a great job and loving the descriptive text. I'm actually playing one of my all time favorite games at the moment ( Baldur's Gate) and wondered while watching the video if you will be implementing any form of formations. As in BG you can choose a basic formation for your party to keep to while moving around. This is a basic but very strategical tool to use as you can set players positions to their strengths. I know its still well in the making but are you planning on any organized movement?

    27. Missing avatar

      harborpirate on February 9, 2013

      Wow, I am seriously impressed with what we're seeing here. I love the underlying hex system.

      I like the keyword dialog system. I like how it doesn't force the developers choice of personality onto my characters, and how it allows the number of dialog options to be hugely varied. Let the NPCs that we meet be all quirky and have funny lines, and let me decide how I want to play my characters. If you expand the dialog options to help me project a personality, please make it a simple Verb + Noun or Noun + Emotion system.

      I do agree with others that have mentioned that most of the perception cones should be widened. Insects especially have amazing vision that allows them to see all around themselves (even if they can't necessarily see very far). I'll give a pass on the perception of that guy you fought because his helmet only has a tiny slit in it. He seems pretty unwary after hearing gunshots and that nearby wood panel busted down.

      Also agree that opacity settings for HUD items would be nice.

      Those are nitpicks though - even if nothing changes, I'd be extremely happy with the gameplay. This is exactly what I was hoping for when I backed this project.

      Great job!

    28. Patrick Roberts on February 9, 2013

      Just awesome guys! I am so excited for this. Glad to see it is done right.

    29. Missing avatar

      No on February 9, 2013

      Wow. this looks way way better than I expected! I don't know why I expected less really, haha. Looks terrific and for a game that isn't finished, this looks highly playable (apart from the code not being feature complete and such). I feel really satisfied with my rather large 250 dollar pledge. Great work InXile! Keep it up!

    30. Missing avatar

      JD on February 9, 2013

      Looks good! Had a question about the combat system and ranged weapons. Is the chance to hit increase as distance decreases applicable to all weapons? i.e., This makes sense for something like a handgun or smg but a rifle I'd expect to have an optimal range; so the rifle would get it's ideal range much faster than the handgun and then decrease as the enemy begins to get toward a close combat range where cqc weapons are more optimal and then increase again as they come to stand right by your pc's.

      Just wondering if it's definitely the former or the latter scenario for ranged combat.

    31. Missing avatar

      Roman Bakman on February 9, 2013

      this looks great, however there are some things that needs to be noted. arond 6:20 there is a party member making a burst of several bullets from his automatic weapon over an enemy ... the thing is, that just in front oh him there was another ranged .. and he didnt got hit at all, this doesnt make sense. also, if i fail a skill check to open a lock for example, will i be able to pick the lock anyway if i try again? like in fallout 2. or its more a linear system where there is a minimum and only value to pass the skill check, like in fallout new vegas?

    32. El Duderino-Abider of the Obsidian Order on February 9, 2013

      I'm just worried with the dialogue. I don't know if you guys have enough time to implement something like dialogue trees, as it would take a lot of time from the writers. Also, high charisma would probably change the dialogue options, which means more work and variety between characters. And as you control a party of rangers, will be strange that (if you guys get to implement dialogue trees) all of them would say the same exact thing in certain situation.
      That's a big concern for me.
      Apart from that, I liked everything.

    33. Mebahell on February 9, 2013

      For the narrow perception cones I think it's only because the enemy has an helmet (see the 1st image in this update)

    34. Missing avatar

      Scelous on February 9, 2013

      Looks great. I'll join in saying I thought the UI looked pretty flat and "budgetware-y," but I'm looking forward to playing it.

    35. Tiago on February 9, 2013

      Looks extremely promising.

    36. Vladimir Kotelnikov on February 9, 2013

      The keywords dialogue system definitely should be changed to the complete dialogue system like the Fallouts had otherwise it will be a huge disappointment. Spent more time another 2-3 month more than you originally planned but please make the dialogues more complex and get rid of the keywords.

    37. Mordred on February 9, 2013

      @John S.

      This is probably just a beginning area and also that cone might represent sight in dark lighting and shadows, etc.

    38. AKASlaphappy
      on February 9, 2013

      Thanks for the video, I cannot wait to play this game!

    39. Jalister on February 9, 2013

      This is really looking great. Thanks for giving us this video that really shows how development is going.

    40. Nathan Sanchez on February 9, 2013

      Looking real good. I didn't realize how much I missed this type of game till I saw this gameplay footage.

    41. John S. on February 9, 2013

      Those perception cones worry me. They seem much too narrow, particularly at short distances. It looks like someone could be standing 45 degrees in front of you, 1 foot away, and he wouldn't be seen. I think there needs to be some modeling of peripheral vision added.

    42. Randy Snow on February 9, 2013

      Heh, that dog bandit photo edit I cranked out showed up as a placeholder.

    43. Missing avatar

      Tim Patton on February 9, 2013

      I like the nixie tubes in the UI

    44. Missing avatar

      Lord baconus on February 9, 2013

      I'll add my voice the crowd. Great video, and I'm definitely glad I backed this project.

      That said, I hope it's not too late to change the dialog system. When you guys talked about a keyword system, I thought the keywords would be in conjunction with dialog, not replacing it. I thought you would be doing something like Fallout. Where you had branching dialog choices, but could still enter in certain keywords.

      Using just keywords does seem to limit possible choices and consequences.

    45. Jordan York on February 9, 2013

      Looks great! Congrats guys on all of your hard work! Can't wait to see what the final project will be like. it's everything I hoped for and more :D

    46. Missing avatar

      on February 9, 2013

      Looks amazing, I really can't wait! This is the game I've been waiting for since Fallout 2!

    47. Josh on February 9, 2013

      The game play looks fantastic.

      I'm super excited about this!

    48. SDX on February 9, 2013

      Just great and more than expected.

      I hope there will be interface tweaks to do all the commands faster, like one press to use the most efficient lockpicking person on the object. Or mouse submenu to avoid running around the screen to click on all options in sequence So that :

      Select character => Get lock-pick set from inventory => Select lockpicking skill => Target the object => done!

      should be done by: hoover mouse over object and pick the "use best guy/item combo" option :)

    49. Chris Subagio on February 9, 2013

      Looking good! I really like the manual keyword entry, that's a -wide- open door for all kinds of easter eggs. Flavor text everywhere is a win.

      The color palette looks much improved from the early shots in tone, but it's a little lacking in contrast; please don't get bogged down in the dark grays! A dark environment is not the same as an underexposed one.

      Loving the relatively free camera control too. By all means, even if you think the art looks chunky, let us get right in there for a closeup peek. There's nothing like that poke around freedom to make you feel immersed.

    50. Mebahell on February 9, 2013

      Ahw... Now I want to play it immediately and I can't ç_ç

      At the moment the only advice I think I can give is to show the keywords we can use in some manner (I liked them in morrowind, so I think I will like them here too ) .