inXile’s Torment reaches $900,000 USD funding goal in six hours6 Mar 2013
Blink, and you may have missed inXile’s Torment: Tides of Numenera raising $900,000 USD in just a handful of hours after it was launched today. Brian Fargo and his team must rather delighted with that outcome, as they can now settle down to releasing some additional goals in the knowledge that their game is going to be bringing in rather a lot of funding.
inXile’s Wasteland 2 is, of course, still in development and due for a release later this year. In the pitch video for Torment, Fargo explains that the majority of the concept art and writing for Wasteland 2 has been completed, so those people can now get going on the new project.
The Kickstarter page itself divulges some tasty new information about the game, its narrative, and the world of Numenera where this ‘spiritual follow-up’ will be based. Too much to sensibly summarise here: just have a read of.
There are a limited amount of digital copies still available at $20 USD, with the regular price being $25 USD when those run out. Of course, if you want you can also splurge ten grand on attending the game’s launch party (and so much more.) Five people already have.
Here’s Fargo on today’s dramatic success:
You’ve got to be freaking kidding me!! 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. We should have more to say later today.
You are all unbelievably awesome and we could not be happier about receiving your trust in us. For many years we have wanted to get back to making this style of RPG but it appeared that the market was going everywhere but that direction. Almost every article and new game was focused on being an MMO, multi-player or micro-transition based. This wasn’t our style and we couldn’t generate interest in the classical narrative type of RPG that we all grew up making and playing. Thank you for backing our vision once again and we will not let you down. We will continue to communicate and and make sure we solicit input such that the game is hitting all the right notes.
Our goal is to make great RPGs for you all for the rest of our careers.