Colin McComb and Gavin Jurgens-Fyhrie are here in part 1 of our fan Q&A video series, where they answer the questions you sent in! Check back soon for part 2!

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@tormentrpg
Colin McComb and Gavin Jurgens-Fyhrie are here in part 1 of our fan Q&A video series, where they answer the questions you sent in! Check back soon for part 2!

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
Updated Our Journal #58: Gamescom 2016, Building the Necropolis
tl;dr: Torment comes to Germany, Adam and Joby talk design
Hello Exiles,
Chris checking in. In our last update, we mentioned that we had partnered with Techland Publishing for Torment, and that our first major event would be showing the game at Gamescom 2016. After quite a few weeks of prep, it was go time. Brian, Colin, George, Thomas and myself all packed our bags up to visit Germany, and it was an incredible experience.
Techland did a fantastic job in setting up not one but two booths for us, and worked around the clock to provide support and assistance demoing the game. We even had professional cosplayers on hand! They are treating Torment like one of their own titles and know how important it is to get things right. We would not have been able to pull it off so successfully without them.
That was reflected in the reception for the game - from press and fans alike, the response was absolutely incredible and universally positive. We even got a few nominations and awards forbest RPG and best of show! Here is a glimpse of some of our memories:
We'd like to thank everyone who came by to visit, whether that was stopping by the booth, covering the game as press, or showing up for an autograph with Brian. We could not make this game without the support of all of you and it is deeply gratifying and humbling to see people so passionate for Torment. It's been a long road but we are finally nearing the end.
Of course, for those who didn't get to attend Gamescom directly, there is still plenty of cool new footage and materials to check out. We sat down for multiple video interviews with Brian and Colin, and several articles have also appeared.
Updated Our Journal #57: Techland Partnership
tl;dr: The mystery publishing partner is Techland!
Chris here for some important and exciting news. Last update we teased that we’re working with a new publisher on Torment. For those who have not yet seen the news that broke shortly after, we are pleased to inform you that we have partnered with Techland Publishing. You might know Techland as having developed some excellent games including Dying Light and Call of Juarez, but they have also done regional publishing and distribution on titles for many years now. With Torment, they are making the move to global publishing.
The partnership is something we are very excited about. Techland will be handling retail distribution, marketing the game, and physical backer rewards come release. This allows us to focus the vast majority of our resources on development of the game itself. They are an experienced team and are able to lend their expertise on a number of fronts, while we can spend more time working directly in the world of Torment.
Techland is offering a partnership with a full understanding of Torment's legacy and goals as a narrative-driven RPG, and they want it to succeed as much as we do. As developers themselves, Techland has a great understanding of how important it is to stick to your vision, so we will be keeping full creative control over the game. We look forward to working with them to deliver a quality release we can all be proud of.
This isn't the only component to our partnership, however. In addition to helping with the PC version of the game, we are pleased to announce that Techland is also lending its backing to bring Torment: Tides of Numenera to Xbox One and PlayStation 4.
Updated Our Journal #56: Beta Access for All Backers, About the Release Date
Hello Exiles,
Brian here!
When we last checked in, we were heading towards a content complete milestone, and we are pleased to say we have hit that mark. The game is playable from beginning to end, which marks a major step forward. This is one of the most content rich role playing games I have ever worked on. Here is just a peek at what we have been working on in the last months:
Of course there is still plenty of work ahead and we won't be cooling our heels yet. Our artists, writers and designers are continuing work to bring the game towards a finished state by polishing systems, artwork, quests and more, and QA is an ongoing process. In the videogames business and especially with RPGs, time to iterate is the biggest luxury you can have.
Torment has also grown to around 1 million words – bigger than the Bible – and we feel that getting a good quality translation of such a deep narrative experience is very important for a large percentage of our players. Therefore, we will be turning to professional localization services to achieve the best experience possible. With the game content complete, we have already begun locking down our text and breaking it into batches for localization, so progress is already being made.
This localization is no small feat (not to mention costly!), but we have a secret weapon… we're partnering with a certain publisher to help out on this front. But who is this partner? We can't comment on that just yet… but you will learn more very soon.

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Updated Our Journal #55: Red Novella Now Available, Posters Back in Stock
tl;dr: Production update, Red Novella released, backer posters available
Hello Exiles,
Eric checking in. In our previous update, we told you about how we were targeting an April milestone for getting the game content complete. We're happy to say that we've hit that milestone – this means Torment is now playable start to finish, albeit in a somewhat rough state.
The feedback we've gained from the backer beta has been invaluable in allowing us to improve upon the game in a number of ways. In particular, we've been in the thick of a massive user interface overhaul on both the art and design fronts, cleaning up a lot of the temporary and placeholder stuff that was in when the beta launched. It is shaping up extremely well.
Furthermore, we've been reworking the game's introduction. This is one of the things we got the most comments about during the beta's early stages - how while the strangeness of the world, the visuals and the writing were all engrossing, the pacing and the way information was communicated about the game systems and story felt like they could use a bit of work. The changes we've made should address these points while also moving things along a bit more quickly.
A lot of these polish points are still in the works, and we're also chipping away at our bug lists, balance and systems tweaks both in and out of combat, and adding additional layers of improvements on for animation, visual effects and scene artwork. We're still working towards a more stable and complete build for you to enjoy, but when the next beta update comes, it will be one of the most extensive we've done.
Updated Our Journal #54: Production Status, Beta Feedback
tl;dr: Writing milestone achieved, beta feedback, shout-outs
Hello Exiles,
Eric here! 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 Beta Patch 1 Released
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.
Torment: Tides of Numenera is now available on Steam Early Access! Take part in the making of the next chapter in the Torment legacy today. http://store.steampowered.com/app/272270
Check out this sneak peek at Torment! We're just a handful hours away from our launch on Steam Early Access tomorrow.

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Updated Our Journal #53: Beta Test is Live!
tl;dr: Beta test released, companions with Colin, IGN stream
Hello everyone,
Chris Keenan here!
Today we are absolutely thrilled to announce that the Torment: Tides of Numenera beta test is now available to all applicable backers! This also brings what is likely to be the final part of the Road to Beta series of updates, though we will of course be sharing more details with you going forward throughout development.
Today we are pleased to announce that the Torment Beta Test will be going live for all applicable backers tomorrow! Here's a look at Callistege, one of our companions, to go with the good news! https://torment.inxile-entertainment.com
Today we meet our third Torment companion, Tybir. Coming to Steam Early Access on January 26, 2016. https://torment.inxile-entertainment.com/
Brian and George live streamed Torment's beta with IGN earlier today. If you missed it, you can find the full hour of gameplay and Q&A on YouTube!
Today, we're introducing a new Torment companion: Matkina. Coming to Steam Early Access on January 26, 2016. https://torment.inxile-entertainment.com/

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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Check out this first look at the newest companion from Torment: Tides of Numenera - Aligern! Coming to Steam Early Access on January 26, 2016. https://torment.inxile-entertainment.com/
Updated Our Journal (52): More Music from Mark Morgan
tl;dr: New song from Mark, Circus Minor screenshot and details
Hello everyone,
Chris here. Last week, we announced the timeframe for the Torment Beta Test as well as the Early Access release shortly thereafter (as a reminder, that's the week of the 17th for backers, and Early Access on the 26th). The reception we received has been amazing, and it's clear that both backers and new fans alike are interested in getting their first look at the new Torment. Today, we have part two of our "Road to Beta" series, where we're debuting some new information on the beta content.
As a reminder to our backers who do not have access to the Beta Test, but want to join it: we still have the Beta Test Access add-on available on the Torment web site. If you are interested,just log into your account. When you do, you will see a widget on the web site which provides links and instructions on how to add it to your account. Your Beta Test key will be made available when it goes live the week of the 17th.
Look for the Beta Test Status widget when logged into the Torment site to see if you’re ready!
New Music Track - Sagus Cliffs Exterior
As many of you know, we have worked with famed videogame composer Mark Morgan for several years now on both Torment as well as Wasteland 2. Mark is of course known for his soundtracks to Fallout 1 and 2, but he was also the composer for the iconic soundtrack to Planescape: Torment.