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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. Read more

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This project was successfully funded on April 17, 2012.

Wasteland 2 is a sequel to the amazingly popular 1988 RPG Wasteland and the post-apocalyptic predecessor to the Fallout Series.

Progress Report

100 likes

Hello Rangers!

It's been a great few weeks for us as we're working towards our gold master. After handing out keys to all of you along with Wasteland 2 doing well on the Steam Summer Sale, we saw an all-time high record for simultaneous player activity on the weekend of June 21-22. It's been great to see so many people jump in!

So now's a good time for us to report in and let you know about our status, progress, and plans for the upcoming months.

First and foremost, since this has been requested quite a lot, we are putting back in a local area map functionality! With our rotatable camera and wide 3D spaces this is kind of a must-have for navigating the world. It was pulled from the beta previously as we were beginning to work on the updated map code. The new one is in and both looking and working great. You’ll be able to spot visible enemies and NPC’s along with stores and geographic landmarks from area you’ve explored. NPCs and enemies will not be visible outside of your ranger’s current view range. 

We're still polishing it internally, but here's a look at the local area map as it is in now, as part of the log book screen:

 

Quite a few things have been improved since the last beta build went out. We've done a huge pass overhauling the game's balance and loot drops. You’ll encounter a greater variance in loot drops now along with many new weapons being added, but we also made loot tables more set and less random. To aid that, we've added foot lockers in the Ranger Citadel in Arizona and Santa Fe Springs (Ranger HQ) in Los Angeles so you can store some of that precious loot. 

Along with specific dropsets you'll now actually get items from repairing toasters. Many of these items are unique and can potentially be turned in to different NPCs throughout the world for even greater rewards. Additionally we're upgrading the usage of containers, with safes now having better loot than normal crates, while normal crates are now split into specific types: ammo, weapon, medic, general crates, or smaller junk crates. Many of these will be visually distinct which means that if you're scouting it out and see the crate behind some enemies or traps you can figure out if it's worth it for you to get to it. 

Combat is also going through multiple balance passes, for example fixing the currently broken way jamming works. It will be much less frequent in the final game for general weapons. Some weapons will still have high jam rates, but these weapons tend to have a nice little bonus to offset the frustration of the jam (increased damage, reduced scrap cost…). Improving your training in weapon skills or creating some weapon mods can also reduce the jam rate so there are ways to get around high jam rates. Have we mentioned that we enjoy the idea of the trade-off? 

We've also put in backer shrines, statues, locations, weapons, artifacts and NPCs. The statues are custom modelled and can appear on any gameplay map, while the shrines are in hard-to-reach world map areas and huge rewards (an attribute point per ranger) when discovered. Exploration is paid-off for those willing to veer off the main path. 

Oh yeah, the citizens in the Wasteland have been busy putting up quite a few traps for your journey. Perception and Demolitions will definitely come in handy so train up! Opening a safe without getting hurt can sometimes require Perception to see the trap, Demolitions to disarm it and Safe Crack to open it. Alarm Disarm has similarly been getting more usage. 

 

Energy weapons are back in as we finalize our particle and sound effect passes. Weaponsmithing has seen improvements, with new mods available. Silent Move has been out of the beta for a while, and it is in fact permanently cut. It became too easy to break game triggers, which would in turn-break the game. The plan we put together to find and fix all issues was already colossal with a game of this size and scope. 

Traits/perks as well as aimed shots are two more features we have been strongly considering, but won't be in the final game. We love both systems and agree with the feedback that it would add a lot, however we also believe that badly balanced or overly simple versions would not be in the best interest of the game. Take aimed shots: to do it right means it would have a real tactical impact, AI reactions to its usage, and a carefully balanced pro-cons system, rather than just "decrease to-hit chance to increase critical chance". 

A cool tweak has been made to Computer Science. This skill allows for the hacking of robots, turning them to your side. The difficulty of this depends not just on the robot's level but also on its remaining CON. The lower the remaining CON, the easier it is to hack. This creates an interesting trade-off where you can decide to bring down a robot's health to hack him but this leaves you with a less useful ally. It’s incredibly fun to beat a skill check and watch from the sidelines as your slicer dicer obliterates the remaining robots. 

We've been upgrading UI art for things like the examine window, while also adding elements that improve the experience: for example the vendor side of the barter screen will now look like the player's side and allow for sorting. Additionally we added a Distribute button on looting, this button automatically gives weapons to the character with the highest skill for that weapon, ammo to characters with weapons of that type equipped, healing items to medics, and spreads junk over whoever has the most inventory space left. You can still loot all or manually move certain items to specific characters. 

Optimization has been forging ahead by leaps and bounds: the install size on the disc has already been cut by at least 20%, we've done a texture pass that both improves the look and tones down unnecessarily large textures. And we’re significantly cutting into the game's memory usage. Good things across the board! 

Wasteland 2 is 2x bigger than Kickstarter budget allowed! 

Wasteland 2 is a hell of a project. One that is larger and more nuanced than we had imagined even when completed our Kickstarter campaign and knew what our budget was. We've had the good fortune of having a nicely selling back catalog, which allowed us to put a good chunk of our own money into making this the best experience possible. That along with some help from Early Access on Steam provided additional revenue along with a great influx of feedback. 

We made this promise a while back and it still holds true. Every penny coming in from sales is still going back into making Wasteland 2. By this stage, it means we have doubled Wasteland 2's initial budget. 

There was discussion when we put the game up on Early Access whether it was a good idea or not. I can promise that the game we are close to releasing would not have been the same without it. While Wasteland 2 would have been released months ago without Early Access, it would not have the polish, detail, and scope that we are bringing to you in very near future. The past few years have been one large learning and refining process for all of us, and in hindsight, we can measurably say this had a huge positive impact on the game. Nothing beats the feedback from tons of you playing the game and the resources and time to act on that feedback. 

At this stage in production we are thinking about practical tasks such as getting a gold master version so we can start printing discs. We're currently aiming to have that done in late July, but that doesn't mean we wrap up the project. Some people will stay on (as others move fully to Torment) and continue working on the game until its release to provide a day one patch, and we fully plan on significant post-release support. 

The most obvious of that will be the mod-kit and of course post-release patches. We do not have any expansions currently planned but that doesn’t mean there won’t be any in the future. We will keep an eye on feedback just like we have during the beta period and be open to taking another look at features that are highly requested. Basically, while we are nearing the release date and thus nearing "the end" in that sense, we are looking forward to working on this game for quite some time yet! 

Divinity: Original Sin Releases

Despite the current Belgium-USA rivalry as our two national teams will be playing tomorrow, we still want to congratulate our Belgian brothers Larian with the successful release of their Kickstarted cRPG Divinity: Original Sin. Check it out on Steam or your local retailer!

 

Divinity: Original Sin is a massively fun, open-world cRPG with tactical combat elements. The world is very open and reactive to different approaches, and the co-op mechanics are unique and create a great RPG experience with friends. It's a ton of fun to get into an argument with a friend at a certain decision and see who wins out and what happens because of that choice! I’ve been lucky enough to play it for the last few months and can confirm that they’ve done a great job in over delivering on what they promised. It’s exciting to see other Kickstarter brothers and sisters succeeding and it continues to drive home the benefits of this type of game development…made possible through direct interaction with you, the fans.

Mark Morgan Battle Music

And as a final bit from us to you, we felt like we needed more battle music in Wasteland 2, and Mark Morgan delivered.

Chris Keenan
Project Lead
Twitter : @rangerkeenan

Comments

    1. Creator Zael on August 2, 2014

      Have to say, I've been pretty disappointed about Wasteland 2 so far. The hype was great, but in the end Divinity far out does this project.
      In addition to what Archangel and others have said, I find it very illogical that characters in the Wasteland universe, who have supposedly survived to be ~20 years or older, start out at level one without any explanation as to why - and can't do anything without having at least one point in some silly skills. Worse yet, is that even if they're masters in their trade, they're completely helpless without items needed to use those skills. A good combat medic (not to speak of a surgeon) could do miracles with simple shoelaces, yet in Wasteland 2 they need to consume entire kit of medical supplies to treat a single person. That, and randomly exploding toasters really hurt the immersion.

      I'm just praying Torment will turn out better, especially now that you people have Divinity: Original Sin for reference.

    2. Creator nobananas on July 31, 2014

      Inxile, perhaps you should have reconsidered namedropping Fallout in your kickstarter pitch since half the commenters here seem to believe you're making Fallout 4 instead of Wasteland 2.
      But really, make the game you're gonna make. These backers should have paid attention to what they were backing.

    3. Creator Thomas on July 29, 2014

      Chris, you scared me there, it's the Alpha version that's for sale. So, you could upgrade to alpha if you want to, but the full release won't be coming out for a while.

      A word to the wise, if you're hoping to get the game on something other than Steam, you'll burn through your key by taking part in the Beta.

      I'm still annoyed that they opted to make the keys automatically upgrade as it means that those wanting a GOG copy or from somebody other than Valve are left to wait.

    4. Creator Chris Opperman on July 25, 2014

      Did this game come out? I never got any e-mails about it being released. Granted I only pledged $15 but after all this time I'd like to play it. :)

    5. Creator Drakol on July 5, 2014

      Can we get an answer to previous questions? Like those who accidentally opted into the Steam beta, but wanted their final version to be on Gog, etc. Because you didn't put the disclaimer at the top of the page?

    6. Creator Nicholas Russell on July 4, 2014

      Cool update. Can't wait to see what you guys support in fullfilling your part of the kicking it forward initiative.

    7. Creator Tom Moreland on July 3, 2014

      The aimed shots was a, if not the most fundamental aspect of fallout combat. I'm sure there are a lot of people who will be disappointed if it is not included at some point in the game... Still it's Wasteland 2 not fallout so keep up the rest of the good work!

    8. Creator Samuel Cole on July 2, 2014

      @Stephan Hammes

      The increased crit chance from aimed shots that they are referring to IS the Fallout-style aimed shots, since one of the primary effects of called shots in that game was to boost the crit chance (in some cases massively, such as with eye shots), although other effects also included armor penetration, damage multipliers, knockouts, and instant death.

      Personally, I'm not a fan of Fallout's called shot system. It was pretty heavily imbalanced. I wouldn't mind seeing something similar to it, but it would need to be volumes more balanced than Fallout's system was.

    9. Creator Phil Creswell on July 2, 2014

      i've been torn about playing the beta because I don't want to spoil things for when the full game is released. But I finally broke down and started today. I'm having a blast. Awesome.

    10. Creator Archangel on July 2, 2014

      @Vincent: And after that came Fallout that was even more awesome. Should we all buy 20 year old cars because they were awesome 20 years ago?
      If Brian Fargo wanted to make a real WL sequel he should not made an isometric game that looks very similar to Fallout and plays very similar to Fallout but lacks Fallout greatness and attention to details and options.
      Traits/perks/feats came into use because they are a good idea and players like them. Just like car engine of today is more efficient and has less fuel consumption.
      I don't want to drive a 20 year old car..

    11. Creator Florian Meinke on July 2, 2014

      Is it just me or does the area map look like it's been flipped around and standing upside down?

    12. Creator Jeremie Lariviere on July 1, 2014

      Thanks for the update!

    13. Creator Vincent Oliveri on July 1, 2014

      This sounds awesome! I can't wait for the full release of this game. Also, to those who are begging for traits/perks and called shots--please remember that this is NOT Fallout, this is Wasteland. Neither of those options were available in the original Wasteland game and it was still a fantastic RPG.

    14. Creator Steve Dozniak on July 1, 2014

      Mmm, so what about the completely non-working for me WL2 beta, and the bugreports sitting in centercode for a while now, will there be some movements to get it playable for all backers?

    15. Creator dungeoncrawl on July 1, 2014

      That said though, I do NOT want to delay the game for called shots. It's time for this game to come out end of AUG. Add it later.

    16. Creator dungeoncrawl on July 1, 2014

      Very excited. Disappointed about no aimed shots. Been having fun in the demo but mainly due to story and exploration. I've thought the coat was pretty bland.

    17. Creator Thomas on July 1, 2014

      I'd be willing to wait to get aimed shots and traits/perks, Even Fallout 3 had that and while this isn't technically a fallout game, it does feel like a step in the wrong direction to strip the functionality.

    18. Creator Archangel on July 1, 2014

      Adding these features post release will be worse than a delay as they will ruin the first impressions.
      But if money is a problem, adding them at anytime is better than nothing.

    19. Creator GAMEHORDER on July 1, 2014

      Wait ? No traits/perks or aimed shots? FML Just take more time and add those please!

    20. Creator Vincent Azara on July 1, 2014

      Absence of traits/perks, silent move and targeted/aimed shots.... hummmm.

      I guess this is something they can add in a later update or included from the beginning of the next game. Everything else looks amazing though... and now that this is done so much can be reused to make future games.... yaaaaa

    21. Creator corey321 on July 1, 2014

      While the majority of this update sounds promising, the absence of traits/perks and aimed shots are really disappointing honestly, this will make the combat more bland IMO. Please dear devs consider these features, don't care if it's post release or delay, but the combat needs more variety, because right now it doesn't provide many tactics and fun in the long run, I have to agree on that with some backers. Also, the walking toggle would be another cool thing to have for immersion.
      Other than that, good job inXile, and keep up the good work!

    22. Creator ET3D on July 1, 2014

      I didn't see any mention of localization in this update. Any update about this?

      It's interesting to learn that the budget has doubled. This was done with less fanfare and less backlash than Broken Age, but I find it interesting that big Kickstarter projects with millions in backing still end up spending millions more. I can't decide if it's good or bad, but I guess it's the final profits which matter. What I'd like to see is Wasteland 2 making inXile enough money to help create another game of this scope without having to go back to Kickstarter. Then again, I imagine that a lot of the money would go to cover Torment's $10m budget. :)

    23. Creator MikeHumphreys on July 1, 2014

      @InXile. Please put the targeted shot back in. Doesn't matter if it delays the launch or it's by a post-launch patch to me. But please add it back in. Being able to target spots on an enemy adds a tremendous amount of tactics, strategy, and FUN to battles. I can't tell how many times in the Fallout series I've targeted an enemy's arm to disable their ability to use a powerful rifle or melee weapon against me. Or shot a fleeing enemy in the leg so I didn't have to chase them across a freakin' desert to finish them. Or shot a radscorpion in the leg to slow it down and let me easily move away from its melee attacks.

    24. Creator Theobeau:OOoE\Mad man with a box/Exiled on July 1, 2014

      Interesting update on the game as it nears release. I struggled with whether or not to use my backer early access but as it turned out work and RL made the decision not activate it far easier.

      However I am glad so many backers and Steam early access users have helped inXile polish and refine the game; it certainly sounds like those (like me) who are waiting for official release will benefit for all the extra attention!

    25. Creator Alex Postma on July 1, 2014

      >Traits/perks as well as aimed shots are two more features we have been strongly considering, but won't be in the final game

      Those two things are what made fallout combat so interesting, I hope Im reading it wrong. I understand from this that you CANT target body parts and that there ARENT perks like bloody mess? That would be a real shame, and if this is the case, Im feeling disappointed.

    26. Creator Archangel on July 1, 2014

      I agree with Nate Carrasco. I was waiting for improvement to combat but now they said none are coming so I can say what I feel. Combat is boring after novelty wears off.

      At least they could give enemies their eyes back. Enemies that are hostile towards you with no chance to avoid them without combat are also blind and cannot see you while you can see them and shoot at them. That design only helps to promote boring and bad combat this game has. And there is more combat in the game then other things you expect from RPG game.
      So have fun all...

    27. Creator Tomimt on July 1, 2014

      Ah, finally an area map and it looks just about something I was hoping for. Thanks for that.

    28. Creator Andrew Cross Rowe on July 1, 2014

      I'm just curious as I was unable to gauge it from the update. Does this mean no more steam version updates until final release? I'm excited about all the content, I just want to know if I have to wait till August. :p

    29. Creator Stephan Hammes on June 30, 2014

      There are several shots called "aimed shots" in RPGs and strategy games. In this update they are talking about increasing crit chances. i've never heard of a aimed shot, that does that, but ok, that's off the table.
      But I think an "aimed shot", which let you shoot specificly at a limb or the head or whatever to increase the chance of inflicting a specific status effect would be a great addition.
      Or at least do a very simple version of this. Just "torso", "head", "legs".
      But give us something that makes the combat more tactical. At the moment there are not enough simple actions possible in combat.

      Fallouts combat system would've been boring after the first 5h of the game without the "aimed shot" feature.

    30. Creator Lightbringer on June 30, 2014

      No silent move? How can you strategically position the sniper in an elevated and protected position before combat without stealth? Isn't sneaking up behind somebody and knifing them before they can raise the alarm a time honored strategy? On every Fallout game, Stealth was always my #1 skill. I'm very disappointed to see it go.
      If the only problem was missing plot critical triggers, just let the NPC automatically spot you anyway.

    31. Creator Lightbringer on June 30, 2014

      No silent move? How can you strategically position the sniper in an elevated and protected position before combat without stealth? Isn't sneaking up behind somebody and knifing them before they can raise the alarm a time honored strategy? On every Fallout game, Stealth was always my #1 skill. I'm very disappointed to see it go.
      If the only problem was missing plot critical triggers, just let the npc

    32. Creator unknown78 on June 30, 2014

      forget my comment ... wrong post

    33. Creator unknown78 on June 30, 2014

      The only question i have, does the episodic format have any influence on the platforms your release your game for? I'm realy scared to hear that it means like a windows only release ...

    34. Creator Nerdy Suit on June 30, 2014

      So will the saves still be erased upon the "official" released? I don't want to even boot the game up until I can play it and play it for real.

    35. Creator PegasusOrgans-Graywalkers VIP on June 30, 2014

      Perfect! That's exactly my number one request! Less random, more rewarding/unique rewards from containers and enemies. I like everything mentioned. One addition would be unique drops from bosses or named NPCs. Much like the older RPGs, I enjoy knowing I'm not getting regular trash drops from hard to find/open chests or hard to beat enemies.

      As for expansions... YES PLEASE! Day one purchase for me, if not preorder. I'm very happe with Wasteland 2 enough for that.

    36. Creator Andrew Tuckett on June 30, 2014

      I love that change to computer science. Hacking robots to your side is something I wanted to be able to do in the original fallout games. Please tell me that you are making the camera more intuitive, it is the only downer so far for me. Mostly me navigating my party and not seeing threats due to the camera angle and constantly having to change its position to get a good look at the environment. Apart from that nitpick game is looking and playing great!

    37. Creator Rick on June 30, 2014

      Is there any expectation that the final release of the game will be any smaller than what it is now? Also, will the current beta install become the final install or will we need to redownload? 23GB is a massive download for those of us with slow connections and/or capped data.

    38. Creator Asa on June 30, 2014

      Mike, from what Inexile has described you can't target specific body parts of an enemy. You can only target their entire body. To quote their post below: "We did not name aimed shots specifically and aren't making any promises but nor is it categorically impossible. We'll consider such things post-release."

    39. Creator nils on June 30, 2014

      Chris, on the area map - make sure the markers have good contrast. White is good, but do add a thin black border for added contrast against the desert-y terrain or something similar. White on bright sand color is super hard to see, and the one in the settlement also blends in too much. Yes, I am vision impaired, but I am sure I am not the only person.

    40. Creator MikeHumphreys on June 30, 2014

      @inXile. Okay, now you have me confused about "aimed shots". Will we be able to target an enemy's arm, leg, or head in battle? If not, is it something that could be added via patch sometime after the official release date?

    41. Creator Bryce on June 30, 2014

      All sounds good to me! Can't wait to see the final product. This was the project that got me into kickstarter. While I've seen some success with other products since then, this is still the most invested and interesting project I've partaken in.

    42. Creator inXile entertainment on June 30, 2014

      All backers can claim a Steam key for beta access from their Ranger Center account, yes. Last update covered this (see also details on how it is and counts as a final release copy): https://www.kickstarter.com/projects/inxile/wasteland-2/posts/883385

      @Stealth_303: your phrasing is confusing me a little bit. Just to be clear you can obviously still pick your targets and aim for whoever you want from wherever you want. We're speaking specifically about "aimed shots", aka "called shots". This hasn't been cut as much as it was never in, because after evaluating we did not see how we would have the time to do it properly.

      @David Mann We did not name aimed shots specifically and aren't making any promises but nor is it categorically impossible. We'll consider such things post-release.

    43. Creator Bradley Bower on June 30, 2014

      @ mr.trout1
      Thats the thing though I get so many updates in my inbox I only quickly skim them and sometimes don't read them properly at all. I can see how people may have missed the steam code update - because I did haha. :)

    44. Creator verio on June 30, 2014

      Answered my own question - Tony Kim if you are reading, go here and register - https://rangercenter.inxile-entertainment.com

    45. Creator mr.trout1 on June 30, 2014

      @ Tony Kim @ Verio
      Don't you guys pay attention/read the updates? ;D specifically update #51, which lets anyone who has backed the game get access to the current beta - you have to login to the wasteland ranger centre site, and you can activate your own personal steam code - the instructions are all there! good luck! pay attention & read more in the future!

    46. Creator Nate Carrasco on June 30, 2014

      The "aim" feature should be the least of your worries. The fact is, there is virtually no tactics or strategies involved in combat what-so-ever and what is there is superficial. Positioning your team before entering an encounter is pointless and anti-climactic. The whole combat system feels like a bare-bones, ultra-lite version of Fallout: tactics (which is not a good thing). Seriously, they've taken all the best parts from Tactics and thrown them out the window. I was really looking forward to immersing myself into this game but it's hard to invest myself in something that leaves a lot to be desired.

    47. Creator verio on June 30, 2014

      Can we get a response from Tony Kim's question below? I never received anything either, and am confused by the comment that keys have gone out to everyone. Did they mean BETA keys have gone out to everyone?

    48. Creator AMG on June 30, 2014

      I seriously can't wait to play the final version of this game! I recently finished the beta. I so wanted to wait for the final but couldn't. After starting the beta, just to look at it a bit, I kept playing until I was done... Reading this I'm stunned how much will still change compared to the version I've played. I especially missed an area map and had already written it off, so I couldn't be happier to learn here it will return for the final.

    49. Creator Tony Kim on June 30, 2014

      Sorry, haven't been following all the updates, but I never received any keys from the Kick Starter. I did the downloadable only version. That doesn't inlcude beta acccess correct? When is game general release?

    50. Creator David Mann on June 30, 2014

      Giga, nowhere did they say they were looking specifically at adding aiming after release. All they said was it was cut from the release and then this: "We will keep an eye on feedback just like we have during the beta period and be open to taking another look at features that are highly requested."

      I, for one, would gladly wait another couple months for aiming, as a fundemental mechanic like this isn't often patched in.