Torment: Tides of Numenera cover
Torment: Tides of Numenera screenshot
Linux PC Mac PS4 XONE Steam Gog
Genre: Role-playing (RPG), Strategy, Turn-based strategy (TBS), Adventure, Indie

Torment: Tides of Numenera

Production Status, Early Access Feedback

Hello everyone,

We'd like to start today's update with an important announcement. As of February 29th, our writing team on Torment: Tides of Numenera has completed its first pass on all of the game's writing. Our latest estimates put this at around one million words. We will know the final count in the coming months, but this is a big milestone for a Torment game, as you can no doubt imagine.

Torment's story is a carefully crafted one, and "first pass" means we have a lot of revisions and edits still to do as we perfect the game's word-smithing. But it does mean our story and quests are more or less set, and our design, scripting and engineering teams can focus their efforts on tightly implementing our remaining game systems and environment/level scripting.

So what is next for Torment? We are hoping to have the game content complete by the beginning of April. At that point, we will be taking the game into iteration. We are dedicated to getting Torment right, so just like the writing needs to go through polish passes, we have allotted significant time for ourselves to improve upon the game's content. This includes things like additional passes on environment art and visual effects, quests and dialog, user interface art and functionality, and gameplay balance, not to mention fixing bugs and optimizing performance.

We know that this will make some of you wonder – when is the final game coming? As we've mentioned before, we are still targeting a 2016 release. The benefit of our continued funding and the success of our back catalog (such as Wasteland 2: Director's Cut) means that we can continue put resources into Torment to make it something special for everyone who backed the game. We'll be able to narrow in on a more specific date once we are a bit deeper into iteration and know how much work we have left.

Torment Early Access - Processing Feedback



Our Early Access release for Torment, which came out in mid-January, has given us a huge amount of feedback from our community, and it has been invaluable for allowing us to prioritize things we want to change and improve upon. Having people able to submit their thoughts on the game directly while playing, as well as on our Steam forums and store page, is no small benefit to us and has led to incredibly detailed and nuanced impressions.

Many of you might be wondering exactly what our iteration stage for Torment will entail and what ways we respond to feedback. The truth is that this is often as much art as it is science, but we have a number of ways that we try to collect and process opinion and work to respond to it effectively.

The most direct way we get your impressions is from our feedback tool, which is incorporated into the Torment game client. We originally developed this for the Alpha Systems Test for our Kickstarter backers, but it was such a success that we expanded its use and functionality for Early Access. At all times while Torment is open, there's a "Feedback" button tucked away in a corner of the screen. Click it, and up pops a special UI where you can submit both bug reports as well as impressions and thoughts on gameplay, including the category and priority level.

(Note: If you are a Steam Early Access user, remember you can sign up for a Torment account on our web site to submit feedback directly using the in-game tool: https://torment.inxile-entertainment.com/ )

Once player feedback is beamed back, we are able to read over and massage that information and import it directly into our JIRA bug tracking system.

Not all feedback collection is quite this ordered. Our commitment to ensuring Torment's quality (and perhaps just a little vanity) means that our team members continually scour the Internet for impressions on the game. This can be anything from posts on the Steam forums and our official forums, to other RPG communities, to Facebook and Twitter comments, and of course, professional previews and articles from the press. Even the darkest reaches of reddit and Something Awful don't go unchecked.

Of course, there are larger points of feedback we receive which can't always be handled with a simple bug report or which require more significant design decisions, writing or engineering. For those points where we see significant amounts of feedback or critique, we often end up taking meetings dedicated to those topics, and the team will discuss how to act on it. One example might be specific combat or interface issues, and another might be a particular quest or story element we feel we want to change. From there, we work on a plan to address that in a way that fits into our development timeline, figure out exactly what needs doing, and then task that work out.

Just one example of how we've acted on feedback can be found in our first Early Access patch for Torment. This was put out shortly after the initial release, and addressed many of the comments and issues that players ran into – everything from combat lock-ups, to save/load issues, to performance and optimization, to gameplay balance, and interface bugs. Getting these reports directly from our players allowed us to prioritize and address them much more effectively.

Going forward, you can expect more similar updates. Right now we are head-down getting the game content complete, but once that polish starts coming in and we enter our iteration stage, you can expect to see more significant and visible additions and improvements.

At the end of the day, we are making Torment for the fans, so this kind of process is extremely helpful to us. In traditional development, we'd be making a game in a vacuum, guessing at what people might think of it or relying on limited playtests. With Early Access, we have a pool of our most dedicated players to draw on, all of whom want Torment to be an awesome game as much as we do.

Thanks for joining us, and we'll see you in our next Steam community update!

Eric Schwarz
Line Producer

Torment Early Access Patch 1 Released

Hello everyone,

Today we are pleased to announce patch 1 for Torment: Tides of Numenera's beta/Steam Early Access release. This patch corrects a number of critical bugs our community reported and also has some feature and gameplay improvements across the board. Enjoy!

Note: This patch may be incompatible with your previous save files due to changes in our save/load system. If you experience bugs as a result of loading up old saves, we recommend starting a new game.

Highlights

  • Heavy optimization pass to Fathom 13 scene.
  • Camera improvements.
  • Large balance passes.
  • Added hotkey support to the interface. Press I for Inventory, C for Character, M for Map, B for Quick Abilities, V for Quick Items, and J for Journal. Escape should close out of these menus, as should pressing their respective keys while the UI is open. Customizable hotkeys are not yet available.
  • Added Autosave functionality with three rotating slots.
  • Added Quicksave/Quickload functionality. Press F5 to quicksave, F6 to quickload.
  • Added a Shins (currency) display to the Inventory screen.
  • The camera should no longer pan while a menu is open.
  • Manifold miscellaneous optimizations to performance.
  • Updates to portrait artwork.
  • Fixed Broken Dome bug that could cause the intro cutscene/conversation to not play correctly. Should also fix misc. bugs that could be caused by user interface inputs falling through the UI.
  • Fixed Cypher Sickness not saving properly.
  • Fixed combat freeze-ups that could occur with repeat save/loads.
  • Cyphers can now be dragged to other characters. Cypher Sickness should no longer multiply in effect after save/load.
  • Issue with movement getting stuck on scene transition should no longer occur.


For the full patch notes, please see this thread: http://steamcommunity.com/app/272270/discussions/0/405690850604539467/

Welcome to Torment: Tides of Numenera on Steam Early Access!

Hello all,

Welcome to the Torment: Tides of Numenera Early Access launch on Steam! We’re really excited about having a new audience come on board and are looking forward to your feedback. With Torment: Tides of Numenera, we’re working to craft a game worthy of the legacy of Planescape: Torment, a deep story-driven experience set in a unique setting, with memorable companions, complex mind-bending dialogues, and places to explore that are both beautiful and horrifying. Torment's world is highly reactive and we hope you'll be able to enjoy not just a single play-through, but experimenting with different builds and options in solving quests and progressing through the game.

Please post any questions and suggestions on this forum. We will be monitoring them to fix bugs and iterate on the game to make it the best it can be. There is also a "Feedback" button in the game, though at this time it requires a Torment account to use - you can sign up on our web site here: https://torment.inxile-entertainment.com/

We do not have a set update schedule, but we will be doing rolling updates before final release later this year to address your most-requested ideas and get more feedback as the game evolves and improves. Torment is in active development, and you will be gaining access to development snapshots - this means that we will be implementing hundreds or thousands of changes every build, so you will see the game grow along with us.

As a disclaimer, you will almost definitely encounter bugs, so do keep that in mind while playing. We recommend you save the game often.

Known issues with fixes in the very near future:

- The game can occasionally get locked up in the Broken Dome after character creation, where a dialog sequence won't play properly. To get around this, save after the first combat sequence and reload.
- Combat can occasionally get stuck/not allow any input. The current work-around is to load a save file.
- The first location (Fathom 13) may perform poorly on some systems at this time. Other locations past Fathom 13 should run better.
- Cyphers can't be moved between characters, and Cypher Sickness can stack multiple times on reloading.
- Some quests can be left in an incomplete state in the journal after they are completed.

Planned features/improvements for the near future:

- Autosaving and quicksaving.
- Hotkeys for the interface.
- Combat and equipment balance adjustments.
- Performance optimizations.
- Missing features such as merchants.

As we go forward, we will also be slotting in new artwork, visual and sound effects, and interface improvements. Many such elements are in a "first pass" or unfinished state right now, and you can expect things to get more polished over time.

Thank you for joining us!