Torment: Tides of Numenera is a story-driven computer role-playing game set in the Ninth World of Numenera, Monte Cook's tabletop RPG. With Torment, we're striving to create a rich experience that explores deep, personal themes.
- Torment will be a single-player CRPG. You'll play a single, specific character, though you'll encounter NPC companions you can choose to include in your party.
- Torment will be story-driven, with a rich conversation system and approach that makes dialogue a crucial part of the gameplay experience.
- Torment will be irreverent and entertaining, though not satirical, turning classic RPG tropes on their heads when possible.
Further, the game will:
- Have an isometric perspective.
- Be developed in the Unity engine for Windows, macOS, Linux, Xbox One and PlayStation 4.
- Be available in English, French, German, Polish, Russian, and Spanish.
- Be distributed DRM-free and can be played offline. You'll be able to get it from Steam, GOG.com, and other DRM-free download options will be made available.
Don't worry that you'll have the game spoiled if you read this website. That's not what we're about. We want you to be as excited about Torment as we are, but we also don't want to reveal too much. So here's the deal: not everything we discuss here will be in the final game. The pillars of our game, the Tides, the themes: these things are planned and well-established aspects of our design. But the details about areas, creatures, characters, and even gameplay elements like the Meres are all subject to change. Game development is highly iterative and only our best ideas will survive.
So please enjoy these examples, knowing that the game you play will have more and better secrets.
Approach & Tone
The paramount task in constructing a Torment game lies in establishing the appropriate tone and approach. A coherent, holistic approach, one that navigates the complex and interconnected moralities and modalities of the original while remaining true to our own thematic explorations, is required to--
Wait a second. This isn't a research paper. It's a website for a game. And games are supposed to be fun. Even when they're serious, they should be fun. Fortunately, while we'll go into the darkness in this game--deep into the darkness--we won't stay there the whole time. On a broad, symbolic level, our game will be a life-journey, and any life worth discussing is filled with a range of experiences and emotions: joy, laughter, love, sadness, hope, despair, and, inevitably, death. Torment: Tides of Numenera will hit all of those and more. We want the game to be a rich and compelling experience, and while it might be dark, we'll contrast that with moments of pure joy and light. Indeed, you might decide to play as someone who refuses to engage in the grim, moralistic stories so often found in game narratives.
You'll have that choice.
Torment: Tides of Numenera will take you to a world that is very different from any that you know. At the same time, you'll discover that the world is replete with humanity, and that the story we want to help you tell is a human story. We look forward to taking this journey with you.