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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

      This is absolutely amazing xD
      few questions

      1) @5:05 You said that "enemy speed also effect chance to hit". What exactly does that mean? How this will work? If an enemy has great Speed, but is not moving during combat, will he be harder to hit then one with small Speed, but is running? How chance to hit will be modified if the enemy if running towards the shooter, and when if he is a "moving target" (is running in parallel)?
      2) What will happen when we choose a lockpick skill with all party members selected and select a closed door? The closest ranger will try to open it, or the one with best lockpick skill?
      3) When is the BETA coming out xD ?!

    2. Zombra on February 9, 2013

      Please do NOT be afraid of overcommunicating! Great update.

    3. Cihan Deniz on February 9, 2013

      By the way, I totally love the idea of double Fog of War. The idea that there can be completely unknown parts of an environment that I might not discover because I couldn't access it or that it was hidden and my rangers lacked the perception to notice it, is fascinating. There is not enough FoW in games, these days.

      And I hope that there will be a tactical element to multiple options, eg. lockpicking vs. breaking a door, the latter making noise and attracting attention, the former taking time. Oh yes, I hope that some locks will take a while to pick. Eg. you put your ranger at it and have to watch out until he is done. Time management should have a tactical aspect.

      Last but not least, a context menu for skill usage, similar to the one in Fallout, is direly needed.

    4. Missing avatar

      aku666 on February 9, 2013

      This. Is. Awesome. Money well spent. Can't wait for release!

    5. Arild Jacobsen on February 9, 2013

      My enthusiasm is well and truly stoked by the video. It's looking great! I love the way you're blending visuals, text descriptions and voiced and unvoiced dialogue! Not abandoning the depth achievable through well-written prose, but still making use of high-quality, animated 3d models and voice-acting. I am repeating myself and using too many exclamation marks! To sum up: I was already glad to be supporting more diverse game development projects, but I am now also really psyched that I've bought this specific game :)

    6. phobos2077 on February 9, 2013

      I don't like the dialog system. Agree with everyone who shares the same idea. Full sentences!
      Also the camera control need some work I think. It can be very annoying if not tweaked.

    7. ☆Umbrae Soulsbane☆ on February 9, 2013

      OMG, that is frickin amazing! The Team is doing a great job!

    8. Missing avatar

      batfax on February 9, 2013

      Absolutely amazing.

    9. Missing avatar

      Jeff Kagel on February 9, 2013

      Great update! Game is shaping up really good. Couple if things I don't like: while I value all the options provided, it seems very tedious. Should have a much faster flow. Just to open one door you have to click and check every skill one at a time on each character. Needs to be streamlined to minimize the back and forth clicking. If I want to open a door it should just check the stats of my rangers and if one of them has the necessary stat, he automatically gets that door open. It's just a door and I want in, I don't want to spend a bunch of time clicking on it. Also I don't like the double fog of war. I can understand not displaying enemies, but the way it is now, walking in a building is like looking at a unfinished movie set. Takes away from the immersion factor. Just my two cents.

    10. Alexspeed on February 9, 2013

      This is awesome, i just watched the video and i am more excited than i ever was about this game =)
      Looks like youre doing an exceptional job, thank you guys!

      I am especially happy that you can turn the camera now around, thats really an important thing and i am glad you managed to implement that.

      What i hope to see is much more helpfull feedback for the player, like for example, its not really clear what can be used as cover from what i watched, and what can be interacted with or examined. But i guess the UI isnt yet complete, so that probably comes later.

      Thanks guys, looking really forward to this =)

    11. Celeir on February 9, 2013

      Current HUD:
      Smaller HUD:

      I think, on second screen functionality is intact, but the items take up less space

    12. Dan Pincas on February 9, 2013

      This game looks FANTASTIC. You guys are doing an excellent job! The gameplay video has really exceeded my expectations. I love that you aren't focusing on voiced dialogue; I'd much prefer to have realistic, reactive dialogue (and lots of it) that help immerse me in the story than some standard "I used to be an adventurer like you, but then I took an arrow in the knee" catchphrases that are played again and again. KEEP UP THE GREAT WORK!

    13. Chris Bustamante on February 9, 2013

      Wow, that really looks GREAT! I'm super excited to play it now... really keeps the feel, humor, and atmosphere of the original Wasteland, which is a very good thing. I'm super excited about this and it's been awesome to see the development process!

      Here's one improvement I'd like: click confirmation. Just a little translucent "ping" or something emanating from where I clicked.

    14. Missing avatar

      SquigPie on February 9, 2013

      Resolution is horrible, but otherwise, this was awesome, in both the classic sense and the current of the word.

    15. Jose Saltarin on February 9, 2013

      Looks great. The UI could really use a lot of work, just because its customizable doesnt mean they cant offer an ideal configuration that isnt overwhelming, ugly and cluttered.

    16. Michael Corlew on February 9, 2013

      Looks great! Can't wait for the final. Keep it up.

    17. Vecha on February 9, 2013

      Can't wait for my boxed copy, so that I can get my loving hands on this awesomeness!

    18. Missing avatar

      Snigglezone on February 9, 2013

      This looks amazing! Congratulations! Your video shows a world and gameplay that far exceeds what I had anticipated when I backed this. Cannot wait!

    19. CrazedHatter - OO's Lunatic in a Hat on February 9, 2013

      I haven't read the whole update yet, instead going straight for the video and HOLY CRAP am I impressed. That's some tight gameplay for so early on, and I LOVE the depth of the skill tree that I'm seeing. I can't wait until I can get my hands on this game!

      Keep up the good work guys!

    20. Missing avatar

      dadrox on February 9, 2013

      I am super excited and really impressed. Keep up the good work!

    21. Eric Friesen on February 9, 2013

      So glad I backed this game. Looks fantastic guys! Keep on doing what you have been doing!

    22. Justin Woo on February 9, 2013

      This looks awesome. I'm so psyched for this game. Makes me wish the homophobia on the boards didn't scare me off, because it looks like the community that stuck around really contributed.

    23. René M Jensen on February 9, 2013

      Wow this already looks amazing!.

      This is how gameplay videos should be done by all companies. really hate the current theme of action, explosion kinda stuff. because it needs to be flashy.

      A good like this, really shows what the game is about absolutely awesome!.

    24. PinkiePieAddict on February 9, 2013

      It looks great. However, I'm hoping that the UI can be made smaller. In it's current state, it takes up too much of the screen.

    25. Moeez Siddiqui on February 9, 2013

      "Let our muzzle flash be the light in the darkness, brothers and sisters."

      Is that the new motto for the NRA?


    26. Mike Nichols on February 9, 2013

      Wow. Definitely money well spent.

      Very good progress. Thank you for the update.

    27. Mordred on February 9, 2013

      It's great to see it looking so polished already though!

    28. Cihan Deniz on February 9, 2013

      I love it but as usual with all tactical 3D games, the camera gives me concern. I have a few suggestions addressing my concerns:

      (1) Let us lock/unlock the camera to the ranger or rangers so that we can pan the camera ourselves if we so choose.

      (2) I'm not thrilled by the camera close-ups during some of the actions *out of combat*. It seems tactically limiting and I could do without that cinematic feel in my oldschool TB game. Let us turn it on/off.

      (3) Give us the option to switch between orthographic projection and perspective. One thing that is inherently advantageous to 2D or orthographic projection in tactical games is equal degree of access to information and ease of assessment through the screen. 3D perspective distorts this ease of use because you view more in the distance and less towards the camera which also creates inconsistent UI interaction. Often times, things can be harder to pick or tell apart in the distance.

      (3) Let us set the FOV angle for the camera so we can achieve results practically similar to orthographic projection by setting a narrow angle. This would also mean ability to alter camera elevation at will.

      (4) Camera seems to pitch up/down automatically with regard to elevation/focus. This is troubling because it likely means our ability to asses the environment will be restricted by this aspect. Make that behaviour an on/off switch.

      (5) Since WL2 will be moddable, give us access also to camera scripts so that we can fine tune the camera to our own liking.

      (6) Number of 3D "iso" games that have done camera controls is very few. So it is essential that you give us at least a couple of the above options. Controlling the camera so very often means wrestling with the camera to get the view you are comfortable with. This in itself is very bad. When you add in the fact most 3D "iso" games don't even give you good camera controls, it becomes an infuriating problem.

      (7) One neat way to make camera manipulation less tiresome is by giving rotation by steps, eg. in 15, 30, 45, 60 or 90 degrees so that the player switches between angles immediately, without having to fine-tune it. So you might just as well give us such an option too.

      Ideas collected from the RPGCodex thread:…

    29. Karl Zylinski on February 9, 2013

      Very nice overall, I love the atmosphere. However, I prefer dialogue with complete sentences instead of keywords, it's better for immersion and you feel that you have more control over the dialogue that way. You'll also end up saying stuff you didn't intend to if you don't see the whole sentence.

    30. Missing avatar

      Daniel McAteer on February 9, 2013

      Did I catch a few "meow"s in the commentary from the video?

    31. Phil Jefferson on February 9, 2013

      Looks fantastic! You guys're doing great work, I'm looking forward to playing it.

    32. Kennan Ward on February 9, 2013

      Game looks great so far, very impressed.

      The only negative I have is what a lot of others seem to be saying, I'm not really a fan of the keywords dialogue system.

    33. vodevil01 on February 9, 2013

      Way to go inXile! :D the gameplay footage is simply great! That's what I've been waitng for for about like ... 10 years?! :D after Fallout Tactcs , so from 2002... :D gameplay footage looks like a mixture of fallout / fallout tactics + new stuff and is simply great :D new Morgan's music is amazing, just as it was in 1997/1998 :D Can't wait, can't wait :DDD For me it's the actuall way, that fallout 3 shoud've taken ... :)))

    34. Missing avatar

      Fenris on February 9, 2013

      Thanks for the update looks exactly right. Thank you for the respectful and constructive inclusion of the community and the feedbackfrom the forums!

    35. Roger on February 9, 2013

      Absolutely amazing! The tone, the UI, the gameplay, you are really on the right track!

    36. Matthew Hardy on February 9, 2013

      Wow, just awesome.

    37. dal on February 9, 2013

      I was realy worried after early screenshot:
      But now I'm happy. Wasteland 2 will be awesome.

    38. Mordred on February 9, 2013

      So, do we really have to wait anymore? :/

    39. Missing avatar

      Anton Laakso on February 9, 2013

      Looks awesome. I don't really know how I feel about the keyword based dialogue, but I am sure it will work out fine,

    40. Groghunter on February 9, 2013

      STOOOOKED! Looks awesome.

    41. Missing avatar

      Terence Spielman on February 9, 2013

      Looks great!
      I played the original wasteland on a C64 and can't wait to rejoin the rangers.

      Keep up the great work and thank you for the updates.

    42. Chris J Capel on February 9, 2013

      Utterly amazing and everything I could possibly have wanted from the project, and more. Only requests:

      - For the main dialogue keywords, can you please form them like actual dialogue? Maybe for typed-in ones you could use "What can you tell me about... ". This just makes the rangers seem more like people.
      - Could you make more obvious indicators of what counts as cover and what doesn't? The cover system used in the recent XCOM is a great and simple way to go about it.

      Otherwise, my socks are well and truly blown and any possible worries I had about the project have melted away. Show this to the world and let them be stunned.

    43. Nick Hanson
      on February 9, 2013

      Overall it's EXCELLENT! I'd prefer the star markers under the party's feet be a little dimmer the bright white is very strong compared to the general darkness of the game world. Maybe even a slider in the settings to adjust the brightness of it? Also the UI looks great but it would be nice if there was a transparency slider in the settings for the chrome. i.e. if you slid it all the way to transparent only the working parts would show such as the party portraits, health bars, etc. but the metal and wires would be transparent... of course you could pick somewhere in between as well. Just some UI thoughts. The bigger issue though is the perception cones are VERY NARROW. I'm thinking a humans perception cone should be just over 180 degrees and I'm pretty sure a fly's is near 360. Maybe the demo was on easy and difficulty level narrows the perception cone? Maybe the guy with narrow perception cone that you flanked has a helmet that severely restricts his vision? That would be cool of those types of things affected the cone but if people with no helmet have such narrow perception it just seems a bit odd.

    44. Jan Blažíček on February 9, 2013

      Oh and one more thing: Where are the enemies exploding like a blood sausage? :D

    45. Missing avatar

      Stella-Terra Clemens on February 9, 2013

      Hmmm... I definitely think requiring a manual perception check on enemies seems a bit tedious. I think that would be better if it were automatic.

      Also, some of the UI seems overlarge. Specifically, the weapon display in the lower-left is just very large and takes a ton of real-estate.

      The combat looks great, though! Looking forward to the full game.

    46. Vladimir Kotelnikov on February 9, 2013

      OMFG I can't wait to play it! This is how Fallout 3 should have been done.

    47. Daniel Bryntse on February 9, 2013

      Best spent $150 ever!
      I understand the choice to go with keywords rather than full conversation trees. What people here seems to forget is that Wasteland is a party based game, while Fallout (which I'm sure most everyone is comparing to) had one single main character. It would simply be impossible to flesh out conversation trees for all possible combinations of characters in your party.

    48. Missing avatar

      Taadu on February 9, 2013

      This is EXACTLY what I wanted in a sequel! Keep up the good work, guys!

    49. Keyrock on February 9, 2013

      I quite impressed by everything I see. Keep up the good work.

      Also, I guess I'm one of the few that likes the green dot weapon images. *shrugs*