Torment: Tides of Numenera - Update #19, Building foundations
In a lengthy update for Torment: Tides of Numenera we learn that including Kickstarter they are a mere $94K away from reaching their $4.5M stretch goal and stronghold.
There is also more information on what they are up to.
So what are we doing on Torment right now? Our emphasis for the next while is on planning the project and building a strong foundation for the writers before they begin their work. I'll talk more about the project planning in a future update - for now, I'll explain what types of design work we're focused on.
Colin, with support from Adam and me, is focused on better defining the story and its scope. As we talked about a few times during the campaign, we designed the story (and other aspects of the game) to be highly modular so that we could adapt it to best fit the funding we received. Now that we know our budget for development, we can solidify the scope of the game. We reached the Longer Story Stretch Goal and Colin is looking into how to best incorporate some of the story ideas that we had pruned prior to the Kickstarter. In parallel, we (with Adam leading the charge) are drilling down into the details of how we’ll implement all of the Tidal and other reactivity. We have talked about this reactivity at a high level, but we need to establish more concretely how we will be executing it.
Lead editor Shanna Germain talks about the Ninth world.
And in closing there is some administrative info explaining that they have not finalized the importing of the Kickstarter information for pledgers, The Q&A with Adam Heine and they are promoting the Kickstarters for Camelot Unchained and Divinity: Original Sin.