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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.

Visiting the Prison

Posted by inXile entertainment (Creator)

Hello backers,

Chris Keenan here for another update. We promised you a new video, and here it is, a twenty minute video walking through the Prison area:

We know there are a few hitches in the video, unfortunately we weren't going to be able to get rid of them without delaying the video, so we prioritized getting this video to you.

The Prison is the 4th or 5th area in the game depending on how you approach it. Wasteland 2 is an open game so potentially, you could travel straight to it if you want a real challenge... but it probably won’t go so well. This area was not built purely for demoing purposes and it is a straight video capture. While the level will be further polished and improved (we’re missing a bunch of sounds among other things), it gives you a sense of the final game flow. The level was the winner of an internal competition process (as mentioned last update). This is only a tiny fraction of the game which is very hard to show in a 20 minute update. It represents about 1/3rd of the prison map and isn’t even one of the larger levels, so you can imagine it can be tricky for us to share enough without too many spoilers or overwhelming you.

Another particular focus of the video is showing the game’s progression, which highlights the back-and-forth communication with you, our backers. From the renaming of the characteristics into the CLASSIC acronym to our multiple iterations on the UI based on very direct but very useful feedback from our fans (and it is still customizable to your tastes, for example you can configure the text window depending on how much you want it to show). It’s safe to say that even apart the crowdfunding that started all this, the game would not be in the state it’s in without your input!

But internal and external feedback aside, it is absolutely key to us to stay true to the game as described in the Vision Document we released early in this game’s development cycle. This video is only a short look at one area, but if you watch it with the Vision Document side-by-side, I think you’ll find we’re touching on every point we promised. We hope you’re as happy with our progress as we are.

First Dev Diary Released

As part of the Kickstarter tiers $30 and up, we promised a four-part development diary, where our team talks about the game’s development. Part one is available now, with CEO Brian Fargo, president Matt Findley and myself talking about the game’s design and writing processes.

If you backed during the Kickstarter for $30 or more, you’ll be able to find the video by logging into your Ranger Center account. Go to the Rewards tab and scroll down to find the video.

And more…

There has been a steady stream of previews based on our demoing the game at GamesCom. We have been rounding these up on our tumblr. GamesCom is a very international event so previews can be found in English, German, French, Polish, Spanish and more. You can also find a few screenshots of the demo area there.

There are a couple of new interviews with Brian Fargo to read: [a]listdaily talks indie and game production with him, and Rock Paper Shotgun rounds up its coverage of inXile by digging back to our earlier, publisher-driven days.

The limited Wasteland 1 art print will start shipping to people this week, if you ordered one look for it this week or next for US and within a few weeks for international. New orders will ship as they come in.

And finally, we’d like to give a shoutout to the Video Games Live: Level 3 Kickstarter, where longtime Interplay and inXile composer Tommy Tallarico is looking to do a world touring of a video game concert event.

Until next time,
Chris Keenan
Project Lead


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    1. Missing avatar

      Ilya Arkhipenko on

      Like everyone else, I'm very impressed.
      A couple of points:
      * One of the characters in strange holding a sledgehammer.
      * When you need to push the cart, for some reason there is no option to involve several characters at once. Perhaps it breaks the tradition and system-wide approach, but if it is technically possible, I can advise to do just that :-)

    2. Missing avatar

      Jabberwok on

      I'm pretty happy with the HUD now. I assume some movement animations will look better as they see more polish. I'm also curious as to why the grid is squares and not hexes.

      My only complaint is the amount of blood that flies out of characters when they get hit. Unless it is their death animation, it seems like an unrealistic amount.

    3. HazMatt on

      I think the rotatable, zoomable POV is great and the object design looks quite good. I can't wait to play!

    4. George32027 on

      I'll be totally honest: the graphics are pretty disappointing. Feels like a 2000-ish game, probably 3d wasn't a great idea after all. Maybe 2d rendered scenario would have been a better choice.
      Also, I think it's a bit too colourful, should look darker and grim.

      Everything else looks okay. The writing, the music are very good. Keep on with the hard work, we're counting on you. :)

    5. Missing avatar

      ProtonAx on

      Whoops, now I am making typos..
      "enhance game" -> "enhance the game"
      "banter been" -> "banter between"

    6. Missing avatar

      ProtonAx on

      I like the use of radio. It is a clever way of adding voice acting to enhance game without having to voice every character and at the same time having an in-game rationale for why that is. I wonder, will we ever be able to respond to a radio broadcast, or do we have receivers only? I enjoyed the banter been Danforth and his advisor/PR man.

      I did notice a few minor glitches, for example the advisor to Danforth accidentally says "The Highpool" rather than Highpool in his bit (the text has it correctly), while the text in the first message has a typo: "its" for "it's".

      I agree with previous complaints in the comments about Elroy's sudden appearance and the sniper's stance.

      I look forward to seeing the final level after its has seen a few more iterations for reactivity. Doing great so far, inXile!

    7. Missing avatar

      Alocer on

      looks bad, guys. Why did you add this nasty new-Vegas-like interface? It is to hard to draw a normal coloured icons?
      Actually, I think it's good idea to use 2d graphics, but too late. :C The Fallout Tactics looks good, for example. IMHO.

    8. Missing avatar

      Tyler Funk on

      @RSF HEX grid, not grid grid :)

    9. ☜☆RSF☆☞ on

      @Rob They mentioned in the video you can toggle the grid on and off (watch at 13:47).;-)

    10. Missing avatar

      Rob Derry on

      What happened to the hex grid? Everything else looks cool.

    11. British on

      Adding my voice to a few points:
      - Stances: When one of the characters went to a low cover (some kind of crate ? can't remember), he was actually crouching. But then that sniper other there was standing in full sight of everyone... is it WIP ? It's not consistent as of now.
      - Movement: moving in lines and turning by 90° seems quite off... Would be a bit smoother with a good old fashioned hex-grid ^^

      And one that went unnoticed (pun intended):
      - No overwatch ?

    12. Tyler Head on

      Oh ya, you nailed it.

    13. Александр Костиков on

      When I watched the video I felt that one important piece is missing. There are no Fallout-style bloody kills. Do you have plans to add them in the final version?

    14. Missing avatar

      Jeff Kagel on

      Haha am I seriously the ONLY one who caught the screaming got in the beginning. That's hilarious! LOL Great job guys.

    15. Khalaq on

      I'm really looking forward to this game's release. I, also, had a "Fallout feeling" while watching the demo. It looks like a 2013 version of Fallout to me.

    16. Bill Harned on

      I so can't wait to play. Looking forward to playing wasteland 1 and rolling right into 2. Not sure if I will play the beta anymore but probably will...bring it on.

    17. dungeoncrawl on

      I think I just figured out one of the negatives of kickstarter....people are encouraged to complain about everything. If the game would just come out and the world first sees it on release day, everyone would be super pumped about it. However, if we get to see it at each step, and because we backed it, we're encouraged to nitpick. I mean, after all, if enough of us scream about something the devs may even fix it. There's good and bad to that I guess.

      For me, its looking better than I could have imagined. I was telling a friend about it yesterday saying "its all the cool advancements of 2013 but with an old-school turn based, top-down feel. The interaction is improved, etc.". The ONLY thing I wish is that it were longer. Really hoping that they do some DLC later on....even if they've said they're not.

      Can't wait for my beta test copy. If you're looking for anybody to do any alpha testing, just say the word and point me to an NDA. :) Can't wait.

    18. Nameless Knightshark on

      But I don't see anyone whining just people that explain their complaints. I don't think it's a good idea to hold KS projects to lesser standards than other (non AAA) game projects. And only because the writing will be a core element doesn't mean that we cannot comment on combat and graphics. It looks very good, but there is room for realistic improvement, too. And i'd like to see it done before release, in particular, before reviews.

    19. easy82 on

      Only those who are whining for every small things might feel insulted. I'm really fed up with kids today who cannot value things properly. Creating a game with this scope is a tremendous amount of work. Creating even a small game on your own is a great amount of work: this is something anyone can try out and see for themselves. I believe most of the design decisions are a result of brainstorming, play testing, and past experiences. InXile is not a group of wannabee game designers, they have a long history.

      Of course the alpha is not an early development stage! That's what I was talking about. Things need to settle down at some point. As you progress over time, changing anything will get more and more difficult, and affect everything you've done so far.

    20. Nameless Knightshark on


      Come on. Don't confuse naysaying with honest feedback. I think that's what this is about. There is also no point in insulting others. Most comments are very positive with a decent amount of sound criticism. I've no doubt this will be, one way or the other, very useful for the devs. Also the game isn't that early in development as you suggest. The beta is scheduled for october. That's only 1-2 months to go.

    21. Tobi (Crusader Kickstarter pls!!) on

      @ paradroid - your're right, it was optional in Fallout 1&2. i am conflicted over this: optional gore would be totally ok with me, but what if they haven't implemented it and would have to invest massive resources which would otherwise go into polishing / content etc.? I don't know if i would vote for that. but hopefully they've already implemented it for the german market etc.
      one other thing guys, I've read somewhere that the stage of the game now is "feature complete". is that the same as feature locked, i.e. that they won't / can't change any functions / features anymore?

    22. Missing avatar

      NIck Nayem on

      Somehow it looks worse than your previous demo :\

    23. Missing avatar

      Jeremy on

      Looks good, can't wait for it to come out. I have no serious complaints at all about how it looks or plays. I confess I prefer the "hex" system to squares like other responders, but as the Devs if you guys think squares wound up working better, go with that.

    24. easy82 on

      I'm very glad I've backed this project! I had a great Fallout-like feeling while watching this gameplay video.

      I understand this game world is different, it has more dark humor, and I really like it! I've also loved the screaming goat! The sick woman scene was morbid and I really liked it! :) I hope the game will be full of similar decisions. And the disco-bot... :P

      Everything seems to be at the right direction, the game is shaping up very nicely! The UI looks excellent, especially compared to the previous video, and I also like the overall looks of the game, even if it's not the most important feature of all. I like that the environment is not dull at all, it seems varied and interesting. Even if this part was linear, I'm sure most of the game will be very open, like as in the previous video.

      This keyword-based dialog system seems to be a brilliant solution, it seems like it's a more natural way than what I've seen so far in other games. The trade window also seems very familiar and logical solution.

      Please don't listen to all the nay-sayers and the whining little boys who cannot understand what an alpha development stage of a game means. You cannot please everyone, and besides, you're on the right track!

    25. Missing avatar

      Brian Bierlein on

      @paradroid - That's true. There is nothing wrong with options. Should still default to 'on' though. :p

    26. Missing avatar

      paradroid on

      @sebastian + @tobi - in Fallout 1+2 you could opt out of the gore, remember? Even in Fallout 3. In Wasteland this simply did not exist.

      I had not a problem with all this in F1+2, that was kind of harmless in comparison and you could just remove it. However, I think the excessive blood has reached a new IN YOUR FACE low here that somehow does not match with the rest of the product. But again, that's just me.

      It's one thing to read that xyz has exploded like a blood sausage, etc, but I really do not want to see that. Just not my style. All I am saying: please make it optional.

    27. Glen Proko on

      Thank you for the developer diary coverage of The Prison. The walking animation still catches my eye, the continue to seem shadows odd and I noticed quite a few repeats of the car wreck models too, but I guess that will be worked out over time. The alteration of the skill challenge management and conversation interaction however was a nice surprise.

      The CB radio example was excellent. Combined with the haunting background music, when the desperation bled into the transmission and the final soulful words before the radio cuts out, you really feel for Anna's situation and that makes it something worth tracking down as a side-mission for a player taking the "noble" path. But for the example you gave, it was a jarring moment when Elroy returns mere seconds after you fulfil her wishes and we have no way to explain ourselves (I'd have thought that he would have had a CB radio too). A bigger time lag between cause and effect would be appreciated for special side missions like that, to better allow for "the world to judge our actions."

      Quibbles aside I understand the rush job done on this video demo to meet the presses and am still very happy with how this is progressing.

    28. Scott on

      Here's an opinion: having popups duplicating spoken radio text, plus the same text scrolling out of the printer, is too much. How about reserving the printer for non-radio text? Same goes for dialogue appearing on screen.

    29. Missing avatar

      Archangel on

      @Mattias Berntson: You say this is late Alpha?
      Ok then, I give +1 to every complaint that was said in comments, especially lack of proper movement animations, combat looked a bit too basic even compared to Fallout 2 and the dying woman quest where husband shows up 5s after you shoot her.
      Also I want to add one of mine: The radio transmissions of the commander of these bandits trying to do a positive add for people to accept their "protection" was just not fitting in this world. It smelled of bad slapstick comedy or a sitcom joke. Yes, humor in a game is good but not this abrasive and bad. It was as corny as it can be and it was seen/heard 100 times in different entertainment products. I really hope this was a one time deal and not a show of quality of the people doing writing for this game. I am expecting writing at least the quality of Shadowrun Returns or Fallout 1/2.

    30. GhanBuriGhan - WOOS Wose on

      Great update, game looks really promising! Can you make the Hex grid an option (again)?

    31. Sebastian Ruecker on


      PLEASE include Fallout 2 style blood & gore! :)

    32. Ondřej Melich on

      Amazing Grace, how sweet .. Goose Bumps :)

    33. Tobi (Crusader Kickstarter pls!!) on

      regarding the comments about "no gore" and "let's have stances (prone, crouch)" and "it should be more like jagged alliance" and what not: this is a (spiritual) successor to Wasteland, Fallout 1 and Fallout 2!!! I mean what the hell did you expect? this is NOT a combat simulation like jagged alliance!!! please stop asking for features that are not part of the game vision / scope.

    34. Arend de Boer on

      Looks lovely, the only thing that felt kind of off to me, was that I counted 4 Lamborghini wrecks, with two of them even next to each other right after the guy with the cart. I don't really notice it with the other wrecks, but with this model it really stands out that it's being reused too often.

    35. David Lawson on

      What happened to the hex grid?

    36. Missing avatar

      paradroid on

      Hi guys,

      good jobs, looking really nice. I especially love the way dialogue is displayed in bubbles - it seems that this is going to replace the typewriter, no?

      Like the other guys stances might be really useful, but then again maybe how you moved the sniper was great for showing off the mechanics but tactically not so much :-)...

      Here is my main gripe: it seems to me you have 3 different types of graphics: more or less realistic, if a bit cartoonish (HUD/map), then these "oil-painting style" character icons and then really, really, really cartoonish action icons.

      I know that Fallout uses a similar approach ("realistic" vs. comic icons) and it works there, but here I feel that it is a bit "too much" - maybe it's just the oil-painting style that makes it a bit awkward...

      By the way: the trade screen also looks a bit out of place for me: what does some "realistic" trade-o-mat metaphor have to do with trading stuff in the wastelands? Why not keep it to the basics of trading?

      And, guys don't hate me for that, but: I hope we have an option to remove the whole blood/gore/splatter stuff (I am an old school gamer after all: in those days we only had text and 8 bits to keep us warm).



    37. Anthony Gosselin on

      Good demo

      + The writing seems very nice from those little tidbits
      + The UI looks great
      + I love the character portraits
      + Music and voice acting on radio are great, brings life to the game
      + many ways to approach each situation
      + some areas or events won't happen in a single playthrough depending on player's choices
      + skills and dialogues look promissing

      - graphically, something was lacking... oddly, I did not have this feeling with the previous demo... hard to tell if it's the level design, visual effects or something else
      - square grid is inferior to hex grid, but I guess this is too important to be changed at this point... I can live with it though
      - characters rotating at 90 degrees is not ideal but it's not a big deal either
      - could it be possible to use action points to let a character duck or lie down, which would provide some basic cover and aim bonus but hinder future moves or something ?
      - I guess it'd be nice to have a way to avoid the fight with that poor woman's husband... but it's the Wasteland, not Disneyland, so... ;-)

      Great job so far inXile, I am very excited about this game !

    38. Kennan Ward on

      Except for Elroy showing up like that and not seeing a way for the sniper to duck or lie down it looks really good.

    39. Michaeljack on

      I Sooo want to watch this video but i also want to play the game with minimum a big thankyou to everyone who watched it, reading your comments makes me feel pretty optimistic about the whole thing.

    40. René M Jensen on

      Feels very very atmospheric i gotta say :D

      Its the small stuff i often miss in games. Like radios, prerecorded messages, finding notes. stuff like that even in FPS games can help add to the atmosphere, sadly stuff like that doesnt seem popular these days :S

      I really loved in say old splinter cell going around hacking pcs finding interesting conversations or notes, same with Deus ex games.

      Now of course a game like wasteland gotta have it. i just wish it would be more common in genres. because its so nice to have the option to learn about the world you are in.

    41. Archo on

      Great Video, thx also for taken the time to do such a informative commentary.
      It would be nice to point out (in a few words) which atmospheric elements (moving objects, wind, sand, small animals like snakes, sound effects, weather) are gonna be expected later on in the beta.
      Every question here asked in the comments is interesting, hope we get some answers right here?
      For me prone/crouch and targeting (head/arm/leg) is a huge question, yes, the whole combat system, is it already finished? It felt a bit boring, not tactical at all. But I liked the character animation when firing out of cover. I also didn't get how I know how much life an enemy has left. The points that pop up (e.g. 4) - what do they actually mean?

    42. Silver on

      Looking good already, I'm sure the final build willl be awesome! :)

    43. Zombra on

      "I promise that not all uses of Animal Whisperer are going to include blowing up animals."


    44. Nameless Knightshark on

      1. I agree with Xodetaetl and Kamos about the Anna/Ellroy encounter due to the miraculously timed arrival of Ellroy and the lack of any way to prevent killing Ellroy.
      2. The UI looks great!
      3. Skill system and dialogue looks great, too.
      4. Stances in combat would be very cool.
      5. The big globe (world map link?) seems a bit oversized.
      6. Why not use the grid just for calculating AP movement and let the actual move use pathfinding instead of moving along straight lines and 90 degree turns?
      7. Maybe a bit less bloom or an option to darken the colors (globally)?

      Overall: Fantastic! Really temped to up my pledge. KS never changes, i guess. ;)

    45. Missing avatar

      Mike Leger on

      Looks good for the most part, however I have some issues:

      1. As others have said the animations look like people are gliding on the ground. This same problem was present in the first video from earlier this year.

      2. Character shadows begin inches away from their feet which looks weird and almost makes the guys look like they are floating.

      3. An ambient occlusion setting would be nice. It would help give depth to some of the objects that aren't casting any shadows, like the barbed wire fences.

    46. Piotr Stolarczyk on

      why did you change (in the combat) hex to squares ??? Hex are sooooooooo much better :), and look nice :)

    47. Sirio Martini on

      I feel like the evade bonus for the high ground should be higher, that sniper has took pretty much every bullet they shot at him. :/

      Maybe a crouched stance that rises the evade chance at the cost of a few APs at every switch would be a nice touch. That aside, the game looks beautiful.

    48. Missing avatar

      Pesticide on

      I feel the prison combat scene at the end with the robot felt very uninspiring. From someone who played a lot of team turn based games, the game fallout tactics and jagged alliance 2 combat gameplay looked and felt much better and offered more exciting combat than what is at display in this video, it had stances, reactivenes if enemies entered line of sight and your character still had action points, you could go prone or crouch for extra sneak benefit/accuracy, plan mini ambushes for enemies charging in, it all made the battle and combat feel more alive. I feel you really need to load up fallout tactics and jagged alliance2 and go back to the drawing board on some of the turn based combat elements and tactics. It cant be that those game still set the benchmark today and we cant match or surpass it :(