Torment: Tides of Numenera is a fully crowdfunded computer RPG; its development is only possible thanks to the support of our fans. Our campaign on Kickstarter raised a record-breaking $4 million USD thanks to our generous and passionate backers. We thank you for your incredible outpouring of support and we want you to know that we are committed to ensuring that Torment brings a unique and memorable gameplay experience with a narrative worthy of its legacy.
In pursuit of that goal, Torment brings together a diverse and talented team of industry-leading developers, designers, producers, and writers, all of whom share your passion for games.
Although we're making a game that we ourselves want to play, we aren't making it in a vacuum. Throughout the development of Torment, we'll seek and act on the input of our backers. A primary reason that inXile has embraced crowdfunding is so that we have the luxury of asking you, our players, exactly what you'd like to see from our games.
We'll establish the core design sensibilities, such as the pillars outlined in this vision document. We'll leverage our game development expertise to define the decisions most critical to the overall design and experience. But many aspects of the game are open to discussion. We see multiple valid paths that could deliver a satisfying and richly immersive play experience. On these topics, we'll actively engage you for input into Torment's direction.
Perhaps this goes without saying, but we'll say it anyway to be clear: we're keeping many details of the story and characters secret so as not to undermine the game's mystery. For example, even the beta testers won't have access to certain content that we want to keep as surprises. But we'll be listening to what you want from the game's story, subplots, and characters, and we will take your desires into account. Those who are interested in contributing to the game beyond their pledge will have the opportunity to do so.
We want Torment: Tides of Numenera to be a game that you'll savor and a classic that you can point to with pride because you helped bring it into existence. We want to make this game with you, and to tell this story - these stories - together.
Brian Fargo (Executive Producer)
Brian Fargo has worked in the video game industry since its infancy, having founded Interplay Entertainment in 1983. Interplay became a top five PC games publisher in the mid-1990s, producing some of the biggest RPGs. These include the classic The Bard's Tale series, Wasteland, Fallout and Fallout 2, Baldur's Gate, and Planescape: Torment. Interplay also helped to launch some of the biggest developers, such as Blizzard, Bioware, and Treyarch. Brian founded inXile in 2002 and is the executive producer for Wasteland 2.
Chris Keenan (VP of Development)
Chris was Interplay's youngest employee in the mid-90s, starting at age 15. He has been with inXile Entertainment since its early days. Chris was one of the two project leads on Wasteland 2 along with Matt Findley, and has since come onto the Torment team to help lead it through to completion.
Kevin Saunders (Project Director)
Kevin has been developing video games since 1998 and worked for five years on RPGs at Obsidian Entertainment. He was the lead designer and producer for Shattered Galaxy, the critically acclaimed massively multiplayer online real-time strategy game, as well as Mask of the Betrayer, considered by many RPG fans to be the game closest to Planescape: Torment (so far). One of Kevin's specialties is game interface design, and last year he published the second edition of his book on the topic.
Colin McComb (Creative Lead)
Colin is an award-winning designer with over two decades of experience in designing tabletop and computer RPGs. He was a key designer for TSR's Planescape setting and wrote many products for the Dungeons and Dragons franchise (including the award-winning Birthright Campaign Setting) and Paizo's Pathfinder setting. He worked as a designer on Fallout 2 and Planescape: Torment and was a writer for Wasteland 2. Colin's self-published work includes the first two books in his Oathbreaker series.
Monte Cook (Numenera Creator)
Monte has been a multiple award-winning tabletop RPG designer since 1988, with his many works including D&D 3rd Edition, Ptolus, and Arcana Evolved. With Colin, he was responsible for much of the Planescape setting after Zeb Cook (no relation) left TSR. Monte's first creation for Monte Cook Games, Numenera, was crowdfunded through Kickstarter in September 2012, raising more than 2,500% of its target funding goal.
Mark Morgan (Composer)
Mark has composed critically lauded music for film, television, and video games, including Planescape: Torment, Fallout, Fallout 2, Fallout: New Vegas, and Wasteland 2. He is composing at least 40 minutes of music for Torment, and he composed the music for Torment's Kickstarter video.
Adam Heine (Design Lead)
Adam was part of the Planescape: Torment team as a scripter and designer, moved on to design work on the canceled TORN project, and has since been honing his creative writing skills.
George Ziets (Lead Area Designer)
George was the Creative Lead of Neverwinter Nights 2: Mask of the Betrayer, directing the game's overall creative vision. He was also the Creative Lead on Obsidian Entertainment's Dungeon Siege 3 and is one of the writers of Project Eternity. He is also part of the Numenera editorial team.
Gavin Jurgens-Fyhrie (Senior Writer)
Gavin's past projects include Diablo III, Horizon: Zero Dawn, and fiction for Blizzard Entertainment.
Nathan Long (Writer)
Nathan is a fantasy author who has penned numerous Warhammer Fantasy books, as well as his own Waar series. He has also penned film screenplays including Guyver: Dark Hero, and wrote for Wasteland 2.
Chris Avellone (Writer)
Chris was the lead on Planescape: Torment, as well as Star Wars: Knights of the Old Republic II, Alpha Protocol and the Fallout: New Vegas Dead Money, Old World Blues and Lonesome Road DLCs. He has contributed to numerous RPGs including Neverwinter Nights 2, Neverwinter Nights 2: Mask of the Betrayer, Icewind Dale, Icewind Dale II, Project Eternity and Wasteland 2.
Tony Evans (Writer)
Tony has been working as a game writer and designer since the late 1990s, working on such cRPGs as Star Wars: Knights of the Old Republic 2, Dragon Age 2, Neverwinter Nights 2 and Mask of the Betrayer (among other things designing the Skein, writing One of Many). He was also the lead designer on NWN2: Storm of Zehir.
Mur Lafferty (Writer)
Mur has written for several role-playing games including Vampire, Mage, Exalted, and World of Warcraft the RPG. She started podcasting in 2004 with her show Geek Fu Action Grip, and in 2005 began producing the award-winning podcast I Should Be Writing. She's published several audiobooks via podcast, and her debut novel, The Shambling Guide to New York City, came out in May 2013, with its sequel, Ghost Train to New Orleans, out in March 2014. She was a 2012 nominee for the John W. Campbell Award for Best New Writer in Science Fiction or Fantasy, and the 2013 winner of that award.
Brian Mitsoda (Writer)
Brian Mitsoda started out with Interplay in quality assurance in the 90s, working QA on Planescape: Torment, but was soon promoted and was the lead writer on Black Isle's TORN project. After its cancellation, he joined Troika Games and designed and wrote Vampire the Masquerade: Bloodlines. He has since opened his own studio, DoubleBear Productions and ran a successful Kickstarter to fund his turn-based zombie survival RPG, Dead State.
Patrick Rothfuss (Writer)
Patrick is a fantasy writer best known for the award-winning three-volume series the Kingkiller Chronicle, consisting of The Name of the Wind, The Wise Man's Fear and the upcoming The Doors of Stone.
Shanna Germain (Writer)
Shanna is the lead editor of the Numenera RPG and co-owner of Monte Cook Games, as well as a writer with a diverse portfolio from erotica to the dark sci-fi/fantasy/horror anthology The Lure of Dangerous Women.
Natalie Whipple (Writer)
Natalie is the author of YA novels Transparent and Blindsided, House of Ivy and Sorrow, and Relax, I'm a Ninja. Her first contemporary YA novel, Fish Out of Water, is due out February, 2015.
Mark Yohalem (Writer)
Mark has written the stories and dialogue for a number of computer games, including: Primordia, Kohan II: King's of War, and Heroes of Newerth. He has also published two dozen short stories and a variety of articles on game design and narrative.
Leanne C. Taylor-Giles (Writer)
Leanne is a Scriptwriter at Ubisoft Montréal who joined the industry with the dream of someday working on the sequel to Planescape: Torment. She has a masters in branching dialogue systems and a tattoo of the symbol of torment which, so far, hasn't been all that bad, really.
Ray Vallese (Editor)
Ray has been writing and editing professionally for over 20 years, working in both capacities for tabletop RPGs, including AD&D and the Star Wars RPG.
Aaron Meyers (Artist)
Aaron was an artist on Planescape: Torment. More recently, he served as the lead artist for Obisidian Entertainment's Star Wars: Knights of the Old Republic 2 and Alpha Protocol.
Nils Hamm (Concept Artist)
Nils is an experienced concept artist who extensively contributed to the CCG Magic the Gathering.
Dana Knutson (Concept Artist)
Dana is a veteran of RPG artwork, having done concept art for the Star Trek and Shadowrun RPGs, joining TSR in the 1990s, where he is best known for his ground-breaking concept work on the Planescape line, including the visual creation of the Lady of Pain.
Andrée Wallin (Concept Artist)
Andrée is an artist who has done concept and promotional work on commission on many gaming and film projects, including the games Dirt 3, Halo 4 and Wasteland 2, as well as the post-apocalyptic film Oblivion.
Chang Yuan (Concept Artist)
Chang is an artist with nearly a decade of experience in the game industry, including working on Wasteland 2.
The skilled production team of artists, animators, scripters, and programmers at inXile will bring their decades of game development experience to Torment. They will also bring all of their experience working together on Wasteland 2 (and in previous projects) as well as with Unity. Torment will benefit from their individual skills, their experience, and their team cohesion (and in many cases, their direct work for Wasteland 2).