Compare Torment: Tides of Numenera Day One Edition Key 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. Genres: Adventure, Indie, RPG, Strategy. Metacritic score: 81/100.

A philosophical CRPG set in a billion-years-future Earth where your past lives are literally other characters. Heavy on prose, light on combat, endlessly weird.

Torment: Tides of Numenera is a narrative-first RPG built as a spiritual successor to Planescape: Torment, and it wears that lineage loudly. Set in the Numenera tabletop setting by Monte Cook, the game drops you into the Ninth World - Earth roughly a billion years from now, layered with the ruins of eight prior civilizations so advanced they look like magic. You play the Last Castoff, a body discarded by a being called the Changing God, and the central question the game keeps asking you is simple and brutal: what does one life matter? That question drives every conversation, every crisis, every choice, and the game is genuinely at its best when it trusts that premise. The writing is the engine here, not the combat. inXile built the game around "Crises" rather than standard turn-based fights, and many of those Crises can be resolved entirely through dialogue, evasion, or environmental manipulation. Your character has three stat pools - Might, Speed, and Intellect - and spending from those pools mid-conversation is the core mechanical loop. It creates a resource-management tension that makes even a chat with a shopkeeper feel like it has stakes. The companion roster is small but interesting: Callistege and Aligern carry a fractured relationship that rewards attention, and Rhin is a quiet gut-punch of a character arc if you let it develop. Builds lean toward one of three types - Glaive (combat-focused), Nano (intellect-caster), or Jack (hybrid) - and your choice meaningfully shapes which dialogue branches stay open. Where the game stumbles is pacing. The opening city, Sagus Cliffs, is genuinely spectacular world-building. The middle section loses momentum badly, especially in the Bloom, where the introspective tone tips into wheel-spinning. Several quests exist to add hours rather than meaning, and for a game that explicitly cares whether your choices matter, some side content feels like it was included out of obligation. The final act also rushes resolutions that earlier chapters spent serious time earning. If Planescape: Torment was a 600-page novel, Tides of Numenera is a very good 400-page novel with a chapter that someone clearly wrote on deadline. That said, for a certain kind of player this game is exactly what the market keeps failing to deliver: an RPG that trusts you to read, to sit with ambiguity, and to care about ideas as much as loot tables. The Tides system - five color-coded moral alignments that shift based on your actions and affect NPC reactions - is a subtler reputation mechanic than most games attempt, even if it never quite reaches the complexity it promises. The Fettles and the Memovira are memorable antagonists. The Bloom as a location is disgusting and inventive. And the Numenera setting, all ancient devices repurposed as cult objects and world-bending artifacts, gives the whole thing a genuinely alien texture that modern fantasy rarely manages. If you came looking for tactical combat depth or branching quest trees that ripple across fifty hours, this will disappoint you. If you came looking for a game that will make you stop mid-session and actually think about consciousness, identity, and what obligation a person owes to the lives that came before them, Tides of Numenera delivers that with real craft. Play it slow. Read everything. Your patience is the skill check. Monika, Scout Team

Torment: Tides of Numenera Day One Edition Key
AdventureIndieRPGStrategy

Torment: Tides of Numenera Day One Edition Key

Feb 27, 2017inXile Entertainment
GamerScout Says

A philosophical CRPG set in a billion-years-future Earth where your past lives are literally other characters. Heavy on prose, light on combat, endlessly weird.

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About Torment: Tides of Numenera Day One Edition Key

Torment: Tides of Numenera is a narrative-first RPG built as a spiritual successor to Planescape: Torment, and it wears that lineage loudly. Set in the Numenera tabletop setting by Monte Cook, the game drops you into the Ninth World - Earth roughly a billion years from now, layered with the ruins of eight prior civilizations so advanced they look like magic. You play the Last Castoff, a body discarded by a being called the Changing God, and the central question the game keeps asking you is simple and brutal: what does one life matter? That question drives every conversation, every crisis, every choice, and the game is genuinely at its best when it trusts that premise. The writing is the engine here, not the combat. inXile built the game around "Crises" rather than standard turn-based fights, and many of those Crises can be resolved entirely through dialogue, evasion, or environmental manipulation. Your character has three stat pools - Might, Speed, and Intellect - and spending from those pools mid-conversation is the core mechanical loop. It creates a resource-management tension that makes even a chat with a shopkeeper feel like it has stakes. The companion roster is small but interesting: Callistege and Aligern carry a fractured relationship that rewards attention, and Rhin is a quiet gut-punch of a character arc if you let it develop. Builds lean toward one of three types - Glaive (combat-focused), Nano (intellect-caster), or Jack (hybrid) - and your choice meaningfully shapes which dialogue branches stay open. Where the game stumbles is pacing. The opening city, Sagus Cliffs, is genuinely spectacular world-building. The middle section loses momentum badly, especially in the Bloom, where the introspective tone tips into wheel-spinning. Several quests exist to add hours rather than meaning, and for a game that explicitly cares whether your choices matter, some side content feels like it was included out of obligation. The final act also rushes resolutions that earlier chapters spent serious time earning. If Planescape: Torment was a 600-page novel, Tides of Numenera is a very good 400-page novel with a chapter that someone clearly wrote on deadline. That said, for a certain kind of player this game is exactly what the market keeps failing to deliver: an RPG that trusts you to read, to sit with ambiguity, and to care about ideas as much as loot tables. The Tides system - five color-coded moral alignments that shift based on your actions and affect NPC reactions - is a subtler reputation mechanic than most games attempt, even if it never quite reaches the complexity it promises. The Fettles and the Memovira are memorable antagonists. The Bloom as a location is disgusting and inventive. And the Numenera setting, all ancient devices repurposed as cult objects and world-bending artifacts, gives the whole thing a genuinely alien texture that modern fantasy rarely manages. If you came looking for tactical combat depth or branching quest trees that ripple across fifty hours, this will disappoint you. If you came looking for a game that will make you stop mid-session and actually think about consciousness, identity, and what obligation a person owes to the lives that came before them, Tides of Numenera delivers that with real craft. Play it slow. Read everything. Your patience is the skill check. Monika, Scout Team

Tags

steamNarrative-DrivenChoice-DrivenCrisis SystemDialogue CombatPhilosophical ThemesSpiritual SuccessorFar-Future SettingResource Management RPGLow CombatCompanion Arcs

System Requirements

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Reviews & Ratings

Metacritic
81

Game Info

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

Features

Single-playerSteam AchievementsPartial Controller SupportSteam CloudRemote Play on TabletFamily Sharing

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