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


Posted by inXile entertainment (Creator)

Let us just start by saying that development of Wasteland 2 has been going really well. We may go quiet at times but please don't mistake our silence for a lack of progress. At this point in the process, the most important thing for the game is focusing on adding all of the content to get it to a fully playable state. Once we’re there, we can iterate and polish each area and feature for the best play experience. Production of the game is the top priority of the Wasteland 2 team right now, and it's all hands on deck on that one! 

We recently showed you a first look at Wasteland 2's gameplay, a good glimpse of how the game is shaping up since you helped us make this game a reality almost a full year ago now. We're currently looking to hit a huge internal milestone at the end of April: having all level geometry blocked in and all encounters and interactions scripted. They are currently in various states of completion, but we are tracking well to have them all in a playable state. Meanwhile, we have multiple artists creating portraits, characters and environment models. We are really starting to fill out the world, with a lot of extra credit for that going to...

W.A.S.T.E - Unity Crowdsourced Experiment 

A few months ago we launched our Unity Crowdsourced Experiment with the help of Unity and their Asset Store.  We had already been using the unity asset store to provide us with additional content that we then modify for our game, but by offering more exact outlines for people to work from, we have been able to take it all a step further. With this experiment, we offer modelers an art guide and a list of assets we're looking for, but don’t overly go into specifics as we like people to be creative and vary things up based on their own style, as long as it fits the style guide. This gives us a rich variety of assets to work with, while the artists retain ownership of their assets. They can put their asset in the Unity Asset Store to make money from other developers and get a credit in the Wasteland 2 credits (if selected). 

As with any new process, this one came with its own challenges and hiccups, but we are learning quickly. Submissions go through the Unity Asset Store and then to our artists, and it took some time to get this process in sync. When new batches go up, we’ll reach out through Facebook as well as our official forums, where you can also find our artists to ask any questions you might have. 

Now, our senior environment artist Koy vanOteghem will talk a bit about this project...

Hello Backers,

Been cranking away on WL2 for a while now, and so happy to be getting to the point where we are able to have level reviews discussing where we are at on each scene from both a scripting and art perspective. Of course, the W.A.S.T.E. (Wasteland2 Asset Store Threedee Experiment) has been more than great, for many reasons beyond the opportunity to purchase some pretty sweet work from truly dedicated fans and artists. It really has been an unusual and unexpectedly exciting means of connecting with the community. My thanks go out to all of those who have suffered through the sometimes painfully slow start-up process.

As I am sure participants of the experiment know, Batch 4 has yet to be announced. While I cannot go into details, it is due for release soon, as part of a larger plan that I know excites us and should be great for the participants as well. More to come on that in the very near future, for now my lips are sealed. We are sad that it’s delayed our requests for what should be a fun batch of assets, with a few new request types for some of the more experienced environment artists. (Giddy with anticipation.)

So you’ve all seen the video by now, I assume, and I hope that a few of you have had the pleasure to see a few of your W.A.S.T.E. submissions working their way into our scenes. It was always my goal and hope that these assets would slip right in, under the radar, striking the right look without complicated changes on our end. Use of atmospherics (like lighting, fog, post-processes, FX, etc.) always have great ability to unify a scene, but certainly there needs to be a base level of quality and style present for these techniques to be effective. And I think to a great extent this is due to the tone and style that our resident concept artist, Phill Dickenson, has crafted. His pieces have so greatly influenced much of the work that we’ve received when it comes to proportions and the tone that’s struck; a high percentage of deliverables have been employed with little to no extra effort on our part. He has been a great partner in developing this look, so much thanks to him for all of that.

Keep up the fantastic work participants. I eagerly await the launch of Batch 4, and the onslaught of new submissions.

Koy vanOteghem


Our backer shirts are almost ready! As soon as we get them, we’ll send out requests to have eligible backers select their shirt. We plan to ship them as soon as we get them, and eligible backers will receive their shirts before the game ships.


Michael Stackpole has submitted the first pass of his novella. It will be given some extra polish and then be released in two parts, eligible backers receiving the first one in the near future, with the second following a bit later for backers whose pledge tier included both parts.

Torment: Tides of Numenera

We launched a Kickstarter for our next game project, Torment: Tides of Numenera about two weeks ago. It was a huge success, reaching its target funding level in six hours and breaking Ouya's record as the fastest Kickstarter to reach $1M (our record has since been tackled by Veronica Mars, but what can you do?). Torment's success guarantees a good production rollover process for inXile, but changes nothing for Wasteland 2's development plan as the Torment pre-production team works separately from the Wasteland 2 production team. Torment has really caught people's attention and imagination. We love the feedback we're getting and are very excited about it, so please check it out if you haven’t done so already.

Once we clear our Alpha milestone, you can expect to see some more screenshots and details on the different areas of Wasteland 2. We will start to showcase some of the cults and their many motivations and cultures.

The M.A.D. Monks

In southern Arizona there are a group of monks that are part of an offshoot of the Servants of the Mushroom Cloud cult from Wasteland 1. These monks worship radiation itself, which they refer to as the Great Glow, as well as their hidden guardian whom the refer to only as Titan. It is the Monks belief that the only way to ascend to the afterlife is to absorb enough radiation into their bodies that they become one with the Great Glow, or better yet, to be destroyed in a nuclear event while protecting the order. This leads their warriors, or M.A.D. Monks as the locals refer to them, to the practice of strapping radiation filled dirty bombs to their chests and self-detonating at the first sign of conflict. The M.A.D. in M.A.D. Monk refers to Mutually Assured Destruction, and if you get too close to them you will find out why.

Have a great weekend everyone!

inXile entertainment


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    1. Steve Dozniak on

      It's been exactly a MONTH since last update. inXile, come on!

    2. barbarian_bros on

      RPG lovers, please consider backing the Larian Studio KS for their new 'divinity' game :
      Divinity Original Sin :

    3. W. Andrew Robinson on

      We hunger for more gameplay vids! Hunger, I say! (pretty please?)

    4. Мирзиёд Мирусманов on

      The W.A.S.T.E. is just great, in my opinion. I hope there will be plenty of fan-created-models which would find their place in the game and eventually give every in-game location unique view and content.

      Mad monk looks beautiful!! (figuratevly speaking)

      P.S. Sorry for my English;)

    5. Tobi (Crusader Kickstarter pls!!) on

      The M.A.D. Monks lookawesome, thx for the update!

    6. Mark O'Toole on

      I have to ask, were the M.A.D. Monks inspired by the NMA Forum dwellers per chance?

    7. Gillsing on

      As crazy as that monk looks, I can't disagree with him. Ground zero of a nuclear explosion certainly seems like the best way to go.

    8. Daniel

      In my kickstarter 'activity' timeline, this update with the MAD monks was right before an update I got about "Phil Tippett's "MAD GOD" ". The linkage made me chuckle. Yeah, prob not very relavant, but I found it funny :P

    9. William

      Its not like they are forcing anyone to submit art. And the artists not only get paid for inclusion in the game, they get a chance to host their art assets in the unity store for future sales to other projects. Kinda like photographers getting royalties on stock photos in a stock photo selling website.

      I think its more intended to help starting artists get a name in credits of a released game, rather than established artists at professional rates. If they could afford to pay full professional rates for all the assets... guess what? They'd just do them all themselves.

    10. Missing avatar

      Emaze on

      Wow! What a brilliant idea to crowdsource the in-game art, which I imagine is one of the larger costs in game development. I like how this seems to allow fans to personally contribute more, and provides an entry into the games industry for rookie designers (like modding has been for some). Oh and a marketplace (for in-game art) isn't necessarily so bad, it can bring the value down if something is overvalued ;>

    11. Donnie on

      I am SOOOOO excited for this game! The future of game development and we got to be a part of it. thank you Brain and everyone at inexile!

    12. Theobeau:OOoE\Mad man with a box/Exiled on

      Thanks for another update.

      The discussion on WL2's novel way of obtaining quality art assets and interacting with the modding community was very interesting.

    13. Missing avatar

      Mo Messouak on

      Love seeing the media you guys give us getting more polished as time goes on. Good to see our money paying off in quasi real time!

    14. Ryan "Keokuk" Smith on

      Well personally I think the WASTE experiment devalues artists, but w/e this is a game with a decently limited budget and a need for talent.

    15. Missing avatar

      Ruben on

      That monk looks misunderstood. I am sure a well thought out, logical, and reasonable discussion will work just fine.

    16. Trister - OO's Tormented Master Wetboy on

      wowza... that does NOT seem like a fun enemy to deal with. can't wait to figure out how to manipulate them to my own devices!

    17. Andrew C on

      Sounds lnteresting. looks like we'll need to hone our fast talk and sniping skills.

    18. HorseFD on

      I would love to see another not-too-spoilery video after the April milestone is done, and I'm sure a lot of other people would too. Is that a possibility?

    19. Tomaso Pye on

      Monks with nuclear weapons hitting the button when a grasshopper farts... that definitely sounds like Wasteland :) Keep up the good work guys, can
      t wait to get my copy!

    20. Zombra on

      Good update. Fantastic to hear about the end of April goal, and that everything is still right on schedule. Who'd've thunk at how smoothly a game could be made without publisher interference?