Torment: Tides of Numenera is the spiritual successor to the widely praised classic RPG Planescape: Torment and is currently in development at InXile Entertainment. With the game being funded through Kickstarter several key decisions have been opened up to the community of backers, the most recent of which was the style of combat the game would adopt, with the choices being Turn-Based, or Real Time with Pause. Almost 20% of the game’s 74,405 backers voted and the winning option, by the slightest of margins, was Turn-Based.

In a lengthy update on the game’s Kickstarter portal Kevin Saunders, Project Lead on Tides of Numenera, explained that the team had been leaning towards a turn-based battle system as they felt it was a better fit for bringing narrative elements into combat scenarios, as well as providing more of the tactical complexity that they seek to integrate with their Crisis system.

The post further goes on to address some of the concerns raised by proponents of the Real Time with Pause system, including points such as potential tedium, lack of immersion, lack of realism and the fact that the original Torment had a Real Time system. In response to each of these, Saunders acquits the decision well by explaining how the selected systems will work in the context of the game as a whole, and it is well worth reading if it piques your interest.

The game is still quite a way away, with a release date scheduled for 2015 on PC and Mac.

Source(s) – Torment: Tides of Numenera Kickstarter Portal

Damien Lawardorn
Damien Lawardorn is an aspiring novelist, journalist, and essayist. His goal in writing is to inspire readers to engage and think, rather than simply consume and enjoy. With broad interests ranging from literature and video games to fringe science and social movements, his work tends to touch on the unexpected. Damien is the former Editor-in-Chief of OnlySP. More of his work can be found at

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