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Torment Kickstarter draws $900,000 in six hours

By Brendan Sinclair

Torment Kickstarter draws $900,000 in six hours

Wed 06 Mar 2013 8:33pm GMT / 3:33pm EST / 12:33pm PST

inXile Entertainment's Planescape successor launches in the morning, tops funding goal by lunch

inXile Entertainment's second Kickstarter launched this morning, and is already a roaring success. The developer's Torment: Tides of Numenera campaign went live at 6 a.m. Pacific, and reached its $900,000 funding target around noon.

As inXile founder Brian Fargo said in the project's first update, "You've got to be freaking kidding me!! We just funded in six hours!?!?! Our heads are still spinning at the incredible response we have had from today's support of our Kickstarter campaign. We had plans to roll out our stretch goals and to write our Kickstarter updates but never in our wildest dreams did we think we would fund this quickly!!! We are joyfully scrambling right now to get a longer update and some stretch goals in front of you as soon as we can."

Torment is a spiritual successor to the PC role-playing game Planescape: Torment, albeit one without the Dungeons & Dragons Planescape license. It is the second PC RPG follow-up inXile has successfully crowdfunded; last year the developer attracted more than $3 million in contributions to make Wasteland 2.

Torment: Tides of Numenera is actually off to an even better start than Wasteland 2. While both games shared the $900,000 target, it took Wasteland 2 nearly two days to pass the goal. As of this writing, Torment: Tides of Numenera has garnered more than $985,000 from some 18,600 backers. The campaign will run until April 5, and the final game is expected to be delivered to backers in December of 2014.

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Nick Parker Consultant

362 261 0.7
I'd be interested to see who made the pledges? Gamers or industry folk? How many gamers know Brian Fargo? Kickstarter success relies, like any investment vehicle, on the strength of the investee management and their track record. Brian has a great team but I wonder how many of the Kickstarter investors knew that? What makes a Kickstarter proposal really resonate and to whom?

Posted:3 years ago

Do I detect a hint of jealousy?
People remember how great Planescape Torment was and want more of the same. Ever since it was released gamers wanted a sequel and the more time passed, the more legendary the original game become. It is regarded among many to be one of the best RPGs ever created. It is no surprise that they are willing to take a leap of faith and back a project that promises them a sequel.

The problem of 'will it actually deliver and meet people's expectations?' is entirely different question.

Posted:3 years ago


David Radd Senior Editor, IndustryGamers

361 80 0.2
I think the success of this campaign is a product of a few factors:

One, and most important, people really like this idea. There is a strong cult following of Planescape: Torment and demand for a sequel for well over a decade. Offering what amounts to a spiritual successor got plenty of people interested right off the bat.

Two, familiarity with the developers. While Wasteland 2 isn't out, I think people are excited over what they've seen and heard about that project. It's made people eager to see what next they have in mind and there might even be people who wanted to get in on the Wasteland 2 Kickstarter but found out too late, instead investing in this.

Three, the pitch itself. It's among the slickest and most organized I've seen, from the investment tiers to the language support. inXlie knew exactly who it was targeting and laid out who is working on it for what reasons, while providing a few pre-production details they had already sussed out.

Posted:3 years ago


James Berg Games User Researcher, EA Canada

319 428 1.3
PS:T is my favourite game of all time, and backing this was a complete no-brainer. I think a lot of the Day1 support for this stems from *who* is making the game - it's a lot of the old PS:T crew, including some serious RPG designers. The fact it's based in a world designed by Monte Cook doesn't hurt one bit either :)

Could the game be a complete and utter technical flop? Absolutely. I bought BG:EE on pre-order, and wasn't terribly impressed with the 'enhancements' they made, but I don't regret giving them money for making the attempt, and I'll certainly be getting BG2:EE.

Posted:3 years ago


Lewis Mills Creative Partner, Ninja Beaver Studios

18 0 0.0
Love to see a new Torment game, but a Kickstarter project can have its drawbacks

Posted:3 years ago


Greg Wilcox Creator, Destroy All Fanboys!

2,610 1,686 0.6
As I predicted, but 13 days faster. Yikes. Well, Planescape was more than memorable and this should be quite well received. I just HOPE it gets more love from the folks who didn't add a dime to the pool but may want to try it out and see what the fuss is about...

Posted:3 years ago


Steven Hodgson Programmer, Code in Progress Ltd

105 152 1.4
I love Planescape: Torment, looking forward to this

Posted:3 years ago


Nicholas Pantazis Senior Editor, VGChartz Ltd

1,025 1,486 1.4
@ David I would agree with all of those, and add a fourth:

Choice of platform. Success on Kickstarter is heavily based on how underserved and wealthy the platform you are targeting is. Android and PC games are far and away the most successful, with iOS and console games doing much poorer.

Posted:3 years ago


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