Compare Torment: Tides of Numenera prices across 50+ stores and find the best deal. Developed by inXile Entertainment. Published by inXile Entertainment. Released on 2/27/2017. Available on PC, Xbox. Genres: Adventure, Indie, RPG, Strategy. Metacritic score: 81/100.

A deeply literary isometric RPG set in a far-future world drowning in ancient tech. Planescape's spiritual heir, for better and worse.

Torment: Tides of Numenera is a single-player, isometric RPG that asks you to sit with one question for its entire runtime: what does one life matter? You play as the Last Castoff, a body discarded by an immortal being called the Changing God, hunted by a nightmarish entity known as the Sorrow. The premise is genuinely strange and the setting, Monte Cook's Numenera, a far-future Earth buried under billions of years of forgotten civilizations, gives the writing room to be weirder and more melancholic than almost any other RPG on the market. If you came here because you loved Planescape: Torment, know that this game really does carry its DNA: conversations are combat, every NPC has a story worth reading, and death is mechanically interesting rather than just a screen fade. The game's core systems lean hard on the Numenera tabletop rules. Your three stats, Might, Speed, and Intellect, double as your HP pools, which means every combat skill check chips away at your resources in a way that forces real decisions. The Tides system tracks your moral alignment across five color-coded values rather than a simple good-evil slider, and it does shift how certain characters react to you, though its narrative payoff is subtler than most players expect. Crisis encounters replace traditional combat for much of the game, offering branching solutions through stealth, dialogue, or flat-out fighting. The flexibility is real. You can finish whole chapters without landing a single blow. Here is where honest reporting demands a caveat: the back half of the game buckles. The city of Sagus Cliffs and the early areas are some of the best writing inXile has produced. By the time you reach the Bloom, a living city that is also a giant organism, the pacing slows to a crawl, side content starts feeling like padding, and the companion arcs (Matkina, Erritis, Callistege) never quite deliver the payoff their setups promise. The final act resolves quickly, almost abruptly. Players who wanted a Planescape-level emotional gut-punch may leave feeling the themes were stated rather than earned. The 70 percent Steam rating is not unfair. This is a flawed game that is still worth finishing, but you should go in knowing the structure tilts front-heavy. Build variety is decent if not exceptional. A Nano (mage-equivalent), Jack (skill generalist), or Glaive (fighter) each changes the dialogue options you unlock and the approach to crises, but the differences rarely feel transformative past hour 20. The Intellect-based Nano build arguably breaks the game in your favor early, since so much of Torment's content rewards high conversation skills. Combat when it does happen is functional turn-based Crisis format, nothing spectacular. Do not come here for deep tactical layers. Come here for the lore, the worldbuilding, and the specific pleasure of a game that trusts you to read. If you are the kind of player who reads every codex entry, who replays dialogue branches just to see what changes, and who does not mind a story that sometimes cares more about its ideas than its mechanics, Torment: Tides of Numenera will give you a lot to chew on. It is not the game Planescape: Torment was. It is still one of the more ambitious attempts at literary RPG writing that PC gaming has seen, and the first two-thirds justify the full run. Monika, Scout Team

Torment: Tides of Numenera
AdventureIndieRPGStrategy

Torment: Tides of Numenera

Feb 27, 2017inXile Entertainment
GamerScout Says

A deeply literary isometric RPG set in a far-future world drowning in ancient tech. Planescape's spiritual heir, for better and worse.

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About Torment: Tides of Numenera

Torment: Tides of Numenera is a single-player, isometric RPG that asks you to sit with one question for its entire runtime: what does one life matter? You play as the Last Castoff, a body discarded by an immortal being called the Changing God, hunted by a nightmarish entity known as the Sorrow. The premise is genuinely strange and the setting, Monte Cook's Numenera, a far-future Earth buried under billions of years of forgotten civilizations, gives the writing room to be weirder and more melancholic than almost any other RPG on the market. If you came here because you loved Planescape: Torment, know that this game really does carry its DNA: conversations are combat, every NPC has a story worth reading, and death is mechanically interesting rather than just a screen fade. The game's core systems lean hard on the Numenera tabletop rules. Your three stats, Might, Speed, and Intellect, double as your HP pools, which means every combat skill check chips away at your resources in a way that forces real decisions. The Tides system tracks your moral alignment across five color-coded values rather than a simple good-evil slider, and it does shift how certain characters react to you, though its narrative payoff is subtler than most players expect. Crisis encounters replace traditional combat for much of the game, offering branching solutions through stealth, dialogue, or flat-out fighting. The flexibility is real. You can finish whole chapters without landing a single blow. Here is where honest reporting demands a caveat: the back half of the game buckles. The city of Sagus Cliffs and the early areas are some of the best writing inXile has produced. By the time you reach the Bloom, a living city that is also a giant organism, the pacing slows to a crawl, side content starts feeling like padding, and the companion arcs (Matkina, Erritis, Callistege) never quite deliver the payoff their setups promise. The final act resolves quickly, almost abruptly. Players who wanted a Planescape-level emotional gut-punch may leave feeling the themes were stated rather than earned. The 70 percent Steam rating is not unfair. This is a flawed game that is still worth finishing, but you should go in knowing the structure tilts front-heavy. Build variety is decent if not exceptional. A Nano (mage-equivalent), Jack (skill generalist), or Glaive (fighter) each changes the dialogue options you unlock and the approach to crises, but the differences rarely feel transformative past hour 20. The Intellect-based Nano build arguably breaks the game in your favor early, since so much of Torment's content rewards high conversation skills. Combat when it does happen is functional turn-based Crisis format, nothing spectacular. Do not come here for deep tactical layers. Come here for the lore, the worldbuilding, and the specific pleasure of a game that trusts you to read. If you are the kind of player who reads every codex entry, who replays dialogue branches just to see what changes, and who does not mind a story that sometimes cares more about its ideas than its mechanics, Torment: Tides of Numenera will give you a lot to chew on. It is not the game Planescape: Torment was. It is still one of the more ambitious attempts at literary RPG writing that PC gaming has seen, and the first two-thirds justify the full run. Monika, Scout Team

Tags

steamNarrative-HeavyCrisis CombatChoice MattersSingle Playthrough BuildPhilosophical ThemesTabletop AdaptationFar-Future SettingSlow Burn

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Reviews & Ratings

Metacritic
81
Steam
70%(4,351)

Game Info

Developer
inXile Entertainment
Publisher
inXile Entertainment
Release Date
Feb 27, 2017

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