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New update. I've bolded a particularly interesting section:

Physical Add-Ons (Now Open to All Tiers $45+)

We had been restricting physical add-ons to those at a physical goods Pledge Tier. We are relaxing this restriction – if you have pledged at the $45 Tier or higher, you can now increase your pledge to include physical goods for add-ons. We’ll absorb domestic shipping charges, but for our international backers, we ask that you add an additional $10 shipping & handling per item to help cover the extra shipping cost. Maximum of 5 total physical add-ons per person – if you would like more than that, please contact us via PM and we’ll see what we can do.

Printed Novella Compilation

Per popular demand, we are making the Printed Novella Compilation available as an add-on. This includes the novellas by Monte Cook and Colin McComb, as well as the From the Depths five novella compilation. $40 (plus $10 shipping & handling if international). (Available in English only.)

T-Shirts and Posters

Other physical add-ons available at this time are Backer-exclusive Torment T-shirts ($25 each) and Posters ($25 each). Sample (not final) designs are shown below. T-shirt sizes are S through XXL.

First Castoff Statuettes

For the true collector, we’re making signed and numbered limited edition statuettes available as add-on options outside of the $2K Tier. The matte version is at $1200 and the painted one $1800. (Created by Imaginerick.) (No need to add more for shipping and handling of these.)
Mur Lafferty Describes Companions

In Tales of Torment: Episode 5, Mur explains more about companions and why they might accompany (or abandon) you throughout Torment. She describes the initial concepts of two of them and what role they might play in your story (but please keep in mind that these are representative examples and may be different in the final game).
Other Things

GOG.com
Many of you have asked us if we will be releasing Torment on GOG.com. After all, they're the best place to get the game that inspired this all – Planescape: Torment. Well, good news! We're happy to announce that we've talked with the GOG.com crew and they've let us know that they would love to distribute Torment! They will be one of your options to download your digital DRM-free copies. (They’ll also be a place to get Wasteland 2 DRM-free.)


(Check our tumblr site for PS:T links, including to mods for the game.)

Seeking Volunteers for Translation of Our Tumblr Site

We’re working with Easyling to translate our tumblr blog into as many languages as possible, so you can get information on the game and the Kickstarter rewards in your own language and so we improve our reach. We’re looking for volunteers among our fans to help get this rolling – the Easyling app will allow you to translate pages or parts of pages without any requirement for technical know-how, all we need is your own language skills and energy. If you’re interested, send us a message through Kickstarter with your email address and the language you’d like to help us translate our blog to.

Signed Print Added to $2K Tier

We’re adding a signed print (from the corresponding $1K Tier) as an additional reward for the $2K Statuette Tier. (A signed print was already included in the $5K and $10K tiers.)

Backer-Only Online Store Post-Kickstarter

We’ve received many requests that more add-ons be made available. We are adding some of these to the Kickstarter pledge options, such as the items mentioned in this update, but in many cases using the Kickstarter add-on capability isn’t the best option. Sometime after the Kickstarter ends, we will set up a backer-only online store where both digital and physical items will be available for purchase. So if you’ve pledged at a Tier lower than $45, you’ll have the online store as an option for some physical goods.

Come Celebrate with Us!

The Torment Kickstarter ends at the end of next week! Our closing party will begin at 2 PM PDT on Friday, April 5th. If you’d like to celebrate with us, please login at tormentRPG.com (you’ll need to register at our site if you haven’t already) and you’ll be able to let us know. The bar tab will be covered by the Bard (i.e., profits from the Android version of The Bard’s Tale will be paying for the party). (And I hear Colin has promised cake!) Please let us know by this Thursday if you’d like to come!
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Crosmando: I'm sure they are away of how to develop games.
You played New Vegas? Wpegg's idea has some truth in it.
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Crosmando: I'm sure they are away of how to develop games.
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McDon: You played New Vegas? Wpegg's idea has some truth in it.
Aren't you mistaking InXile for Obsidian?
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McDon: You played New Vegas? Wpegg's idea has some truth in it.
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Crosmando: Aren't you mistaking InXile for Obsidian?
Yeah I realized that afterwards, damn you Chris Avellone...
Anyway my point (sorta) still stands, even the classic devs can make buggy messes.
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Crosmando: Aren't you mistaking InXile for Obsidian?
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McDon: Yeah I realized that afterwards, damn you Chris Avellone...
Anyway my point (sorta) still stands, even the classic devs can make buggy messes.
Sure, though I think in this case it's somewhat different. If it comes to the scheduled release date and they don't feel the game is ready for release, they could just push it back and keep working until it's ready. This is different say for New Vegas, which had a very tight development timetable (shorter than Fallout 3), and Obsidian were forced to send the game to the publisher on the deadline even though the game wasn't finished, they had no choice if they wanted to keep getting paid.
inXile just confirmed in their latest update that they've discussed it with GOG and Torment will officially be on GOG (along with Wasteland 2).
Post edited March 26, 2013 by yyahoo
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yyahoo: inXile just confirmed in their latest update that they've discussed it with GOG and Torment will officially be on GOG (along with Wasteland 2).
This is great news. While I think that Kickstarter is an awesome website and crowd-funding is a great idea, it's not really my thing. I'll be happy to pick up a copy of both games here on GOG, though.
Post edited March 26, 2013 by Beertastic
Yea it was expected this game would be on GOG, but it's still nice to hear the confirmation. Plus, mentioning and linking to GOG.com in their update hopefully brings some new folks to the site.
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yyahoo: inXile just confirmed in their latest update that they've discussed it with GOG and Torment will officially be on GOG (along with Wasteland 2).
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Beertastic: This is great news. While I think that Kickstarter is an awesome website and crowd-funding is a great idea, it's not really my thing. I'll be happy to pick up a copy of both games here on GOG, though.
Think about tossing them a few bucks, it'd be really awesome to reach that Rothfuss stretch goal, it would mean a level of writing and character depth rarely seen in videogame industry (if ever).
Updated our Journal (11): Delving Deeper into Story & Graphics
TL;DR: Nathan Long tells a story (video). Five Fathoms deep. Dust and Water concept by Andree Wallin. Collaboration with Obsidian Entertainment. 2D pre-rendered graphics.

Hi Forgotten Ones,

Thanks to you, we had a record-breaking debut at the beginning of the month. With the announcements of Pat Rothfuss and Chris Avellone last week, we sailed past Wasteland 2’s total of nearly $3M. You’ve seen how great Wasteland 2 is coming along. We’ll have even more resources for Torment.

In the early morning of March 6th we had no way of knowing how powerful your response would be. We were humbled and inspired by your outpouring of support. And as we come upon our final week, we again do not know what to expect. Perhaps RPG fans will surprise us a second time. Whatever the outcome, we can assure you that Torment will provide a powerful, profound role-playing experience – you’ve already ensured that. But just how far we’ll be able to take it depends on all of you.

We have a couple surprises left. We hope you'll enjoy them.

Nathan Tells a Story (several, in fact)

In our Tales of Torment episodes, we’ve talked about many aspects of the game’s creative elements. Writer and designer Nathan Long (also a Wasteland 2 designer) brings all of those pieces together, explaining how we use these components to craft an RPG story. He talks about this in the context of possible subplots within a small section of the Bloom. This episode is a bit longer than most, but I think you'll find it’s worth it. =)



Fathoms

The ranks of the Forgotten have grown to over 57,000, thus bringing us five Fathoms deep in the Castoff’s Labyrinth. And we’re already 1/3 of the way to Fathom six! We’ll also add a bonus Fathom to the Castoff’s Labyrinth when we reach 10,000 Likes on our Facebook page, so spread the word!



Some of you have wondered if the Castoff’s Labyrinth will play such a strong role in the game, and be such a cool location, that it could even encourage players to die on purpose. We won’t design it that way. =) Like every area in the game, it has its part to play in the narrative, in your story. Its exact role will be part of your legacy – but it’s just a part, and it will vary based upon your choices, your priorities.

We’ve been expanding the Labyrinth both through Stretch Goals and by going into deeper Fathoms, which might give the impression that it’ll cover a majority of your game time. But while death is very relevant to legacy, abandonment, and mystery, death on its own isn’t one of our themes. The Castoff’s Labyrinth will absolutely be an exciting and awe-inspiring area, both for you to play and for us to design. =) But it’s just one small component of the full game, and not by any means the most exotic aspect we have planned.

It's also worth noting that Dana Knutson’s concepts aren’t necessarily literal representations of the Labyrinth's size or contents – your mind is malleable and the pathways it houses change and shift under your feet. Who can say what lies within its deepest recesses?

Collaborating with Obsidian on Tech

As you know, we’ve been working on Wasteland 2 in Unity and will be implementing Torment in Unity as well. Meanwhile, about 20 minutes away, Obsidian Entertainment is creating Project Eternity, also in Unity. Though there are major differences between our games, there are also similarities as all are RPGs built in the same engine. As many of you have suggested, it only makes sense that we collaborate where we can.

We are happy to announce that we at inXile and the great guys over at Obsidian have reached an agreement to share tools and technology when it makes sense. This will allow both companies to be more cost-effective on these projects, allowing your pledges to go further in terms of creating art, content, gameplay, and game polish. Vive le classic RPG revolution!

Another Major City

You’ve already seen Sagus Cliffs, which will be a major hub in the game. As part of an upcoming Stretch Goal, we’ll be adding the Oasis of M’ra Jolios as another prominent city location. Here’s Andree Wallin’s concept, Dust and Water, of this complex and bizarre urban ecosystem (wallpaper versions will be available soon at our website):



A gigantic dome of water shimmers in the middle of a vast desert, seemingly impervious to the cruel rays of the sun's heat. Curved obelisks from another age rise from the sands to cup and surround the bubble like gentle fingers.

This impossible oasis is home to numerous kinds of water-breathing abhumans. Some sport fins for legs like merpeople, some wear flippers for hands, while others appear almost human, being marked with only a dorsal fin from their head to their waist. No two are quite the same. Indeed, some are immigrants from far away, come to this aquatic utopia through strange pathways in reality.

But humans live here too, mostly for trade or work. They use various numenera to breath underwater – implantable gills, breathing apparatuses, portable air bubbles, and so forth. A town of air-breather buildings has grown up around the outside of the dome. These air-breathers are reliant on the dome, as most of their food (and all of their water) comes from within, but they make a good trade in the unique foods, animals, and textiles grown under the water. And of course visitors can find multiple shops in the air-breather town that will provide the varied numenera they need to enter the dome themselves.

Miscellaneous

April Fools’ Day

We’ll have a significant Update for you on Monday. It just so happens that’s April Fools’ Day. Rest assured that our Update will be real. =)

Video Q&A

We’ve opened a new Q&A forum on UserVoice. Post and vote for your biggest questions and Colin will make a video that answers some of the top voted ones. Ask away!

Closing Party
Just a reminder that if you want to celebrate with us at our closing party on Friday, April 5th beginning at 2 PM PDT, please login at tormentRPG.com and let us know – we’re looking to finalize the guest list today. We plan to broadcast live from the event and will send information next week on how to watch.

Some Words on Graphics

I’ve advertised that we’d say more about graphics this week. The most popular Stretch Goal request from you, our backers, is for 2D pre-rendered graphics, which would mean that Torment would have a fixed, isometric camera with 2D backgrounds. A primary disadvantage is that this approach requires a longer, and therefore more expensive, pipeline for art assets, but its advantages are numerous:
◾The same basic feel as classic RPGs (such as the Baldur’s Gate series and Planescape™: Torment) in terms of camera and environments
◾Environments will have a more “painterly” look, allowing us to more closely represent our concept pieces
◾By designing the art for a fixed camera view, every scene will look its best
◾System requirements will be lower

Because we are using a 3D engine, characters, effects, and some environmental props would still be modeled in 3D. This allows them to be changed dynamically during play (a 3D box could be opened, for example) and enables us to still adapt Wasteland 2 pipelines and underlying systems (such as for character animation).

A famous recent example of this approach in practice is the screenshot released by Obsidian for Project Eternity last fall. We agree with you that it would be the best way to realize our vision for Torment and have been investigating its feasibility throughout this Kickstarter campaign.

We’ve been carefully evaluating the costs and trade-offs, and it looks like a 2D pre-rendered graphics approach may be possible. We'll be showing you an example of what we intend, so you'll be able to see for yourselves why we're so excited about this approach. Being able to achieve this quality bar is only an option because of your great support – we are thrilled at the possibility that Torment could be as strong in its aesthetics as it will be in its storytelling and choices and consequences.

So what exactly will a Torment environment look like in-game? For that, I’ll have to ask for your patience a little longer – stay tuned next week!

Kevin Saunders
Project Lead
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Crosmando: I'm sure they are away of how to develop games.
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McDon: You played New Vegas? Wpegg's idea has some truth in it.
They had a very good reason for New Vegas. They had a very short developement cycle (13 months while the average game is 2 years) with a TINY amount of time for bug testing (barely a month). The fact that they manage to produce such a great game (albeit one that required intense patching afterwards) is amazing.

Now that they have their own schedule, I'm sure that they can pull it off.
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McDon: You played New Vegas? Wpegg's idea has some truth in it.
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POLE7645: They had a very good reason for New Vegas. They had a very short developement cycle (13 months while the average game is 2 years) with a TINY amount of time for bug testing (barely a month). The fact that they manage to produce such a great game (albeit one that required intense patching afterwards) is amazing.

Now that they have their own schedule, I'm sure that they can pull it off.
As others have said, that was Obsidian, this is InExile.

On my other point, I was not suggesting that they will fail by writing a load of bugs, just that they might want to make it a specific goal to not do so. Kind of a commitment to quality.
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wpegg: On my other point, I was not suggesting that they will fail by writing a load of bugs, just that they might want to make it a specific goal to not do so. Kind of a commitment to quality.
The first thing damn near everyone would say is "every game should shoot for bug free, why would this be a stretch goal?" You know that.
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wpegg: On my other point, I was not suggesting that they will fail by writing a load of bugs, just that they might want to make it a specific goal to not do so. Kind of a commitment to quality.
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StingingVelvet: The first thing damn near everyone would say is "every game should shoot for bug free, why would this be a stretch goal?" You know that.
Oh round in circles I go.

Yes, I know that. I said that.

It doesn't happen though. I was just suggesting that an explicit commitment to quality is a good thing. I honestly wish I'd never raised the point.
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wpegg: It doesn't happen though. I was just suggesting that an explicit commitment to quality is a good thing. I honestly wish I'd never raised the point.
I haven't read the whole thread, sorry. Point is the vast majority consider than an unspoken given. If you agree I'm not sure why you also disagree, lol.