X

REGISTER TO CUSTOMIZE
YOUR NEWS AND GET ALERTS
ON Torment: Tides of Numenera release window wanders deeper into 2015

Click the box below to confirm you are over 13, not a robot, and agree to our Privacy Policy & Terms and Conditions
No thanks, take me to EGMNOW
X
Customize your news
for instant alerts on
Torment: Tides of Numenera release window wanders deeper into 2015
Register below
(it only takes seconds)
Click the box below to confirm you are over 13, not a robot, and agree to our Privacy Policy & Terms and Conditions


X
X


 

InXile Entertainment’s spiritual successor to PlaneScape: Torment, Torment: Tides of Numenera, has slipped deeper into 2015, to Q4, project lead Kevin Saunders explained in a post on the game’s official Tumblr account.

According to Saunders, because of Wasteland 2’s development, Torment’s launch window always “remained in flux until all became clear with Wasteland 2.” The benefit to this, of course, meant spending more time in preproduction.

“We’ve had more time to prototype, improve tools, iterate on our processes, etc. before entering full production. This has been a great thing for everything… except for our release date.

“Now that we have a more certain roll-off plan for the production team from Wasteland to Torment, we’re better able to predict the shape of our schedule. And, as you may have guessed, the first half of 2015 isn’t realistic anymore and we’re looking at the fourth quarter of 2015.”

The extended time will allow for “fewer mistakes as the full team ramps up.” Saunders also noted that one year after Torment’s successful Kickstarter campaign, “more than 80% of the development budget remained.”

Torment: Tides of Numenera successfully reached its $900,000 Kickstarter goal on April 5, 2013. The continued crowdfunding went on to rake in $4,188,927 for Torment’s development.

Torment: Tides of Numenera release window wanders deeper into 2015

By | 06/16/2014 02:05 PM PT

News

InXile Entertainment’s spiritual successor to PlaneScape: Torment, Torment: Tides of Numenera, has slipped deeper into 2015, to Q4, project lead Kevin Saunders explained in a post on the game’s official Tumblr account.

According to Saunders, because of Wasteland 2’s development, Torment’s launch window always “remained in flux until all became clear with Wasteland 2.” The benefit to this, of course, meant spending more time in preproduction.

“We’ve had more time to prototype, improve tools, iterate on our processes, etc. before entering full production. This has been a great thing for everything… except for our release date.

“Now that we have a more certain roll-off plan for the production team from Wasteland to Torment, we’re better able to predict the shape of our schedule. And, as you may have guessed, the first half of 2015 isn’t realistic anymore and we’re looking at the fourth quarter of 2015.”

The extended time will allow for “fewer mistakes as the full team ramps up.” Saunders also noted that one year after Torment’s successful Kickstarter campaign, “more than 80% of the development budget remained.”

Torment: Tides of Numenera successfully reached its $900,000 Kickstarter goal on April 5, 2013. The continued crowdfunding went on to rake in $4,188,927 for Torment’s development.

0   POINTS
0   POINTS