inXile Entertainment

Wasteland 2 Early Access sales helped double the game's Kickstarter budget

Andy Chalk at

Early Access releases on Steam can be a bit dicey, the state of pre-release games always being something of a crapshoot, but there are sometimes big upsides, too. Wasteland 2 is one example of a game that was particularly well-served by its Early Access release late last year: In the most recent Kickstarter update, project lead Chris Keenan wrote that "every penny" earned through pre-release sales was put back into the game, which has helped double its initial Kickstarter budget.

Wasteland 2 beta being sent out to all eligible backers

Phil Savage at

Beta backers for Wasteland 2 have been touring the early access opening half of the game since December. At this point, they're grizzled, bearded veterans, well versed in a dangerous and deadly landscape. In response, InXile are opening the doors to fresh meat: anyone who pledged for a digital copy of the game will soon have access to this early preview build.

Torment: Tides of Numenera slips to late-2015 due to Wasteland 2's Early Access success

Phil Savage at

2015 is currently plump with games, as upcoming releases abandon the frail and pallid 2014 in favour of fattening up next year's calendar. But even within the confines of that game-heavy year, release dates are subject to shift. Torment: Tides of Numenera—the highly-anticipated Planescape successor—is one such game. In light of InXile's success with Wasteland 2, the release schedule of the Kickstarted Torment has shifted to 2015's end.

Wasteland 2 launches at end of August

Omri Petitte at

Brave badlands explorers have scrounged around Wasteland 2's, er, wastes since its Early Access beta rode in from the dust last December. After a record-setting Kickstarter campaign, bug-bashing updates, and gradual expansions of playable areas, inXile feels the time is nigh for some post-apocalyptic ranging mixed with a little justice. Pin your sheriff's badge on the last weeks of August, because that's when Wasteland 2 launches in full.

Wasteland 2 dev says "average" playthrough might take 50 hours, Linux build coming

Patrick Carlson at

There's no perfect amount of time to spend in a world that's almost destroyed itself, but Wasteland 2 wants to give you at least a couple of days to savour the terrifying sights. Developer inXile Entertainment thinks an "average new player" should take about 50 hours to complete the upcoming RPG

Wasteland 2 is in "the final stretch" of production

Phil Savage at

The final stretch of any post-apocalyptic movie is a harrowing journey of loss, pain and pustulous mutants. Hopefully that's not also the case for the development of a post-apocalyptic game. InXile have announced that production of the Kickstarter funded RPG Wasteland 2 has entered its "final stretch", and I can't imagine they'd be helped any by irradiated fleshless beings oozing over their floors. If nothing else, it'd make their studio hazardously slippy.

Torment: Tides of Numenera to license Pillars of Eternity technology

Patrick Carlson at

InXile Entertainment's upcoming Torment: Tides of Numenera is licensing technology from another prominent, in-development RPG—Obsidian's Pillars of Eternity. Both are reboots of classic RPG experiences we know from the past, but according to a new update from Torment project lead Kevin Saunders, the partnership should allow InXile designers to get a head start in some key areas.

Wasteland 2 combat improvements on the horizon

Patrick Carlson at

Now well into its early beta-testing phase, post-apocalyptic RPG Wasteland 2 is all about roadmaps. While developer inXile Entertainment is—quite logically—intently focused on the nastiest game-breaking bugs, the Kickstarter project will also be seeing some "significant" tweaks to combat, according to the latest report from CEO Brian Fargo.

Wasteland 2 beta now available to Kickstarter backers

Phil Savage at

Are you ready to roll around in a big puddle of nuclear radiation? Well good/too bad, because InXile's RPG sequel is ready to unleash its fallout (that's lower case) all over the hard-drives of its Kickstarter backers. But with "beta" having been obfuscated into a near-meaningless term, what does this one entail? Brian Fargo explains that "95% of the game's underpinnings" are complete, but stresses that there's still plenty of work remaining before a full release.

Torment: Tides of Numenera to feature turn-based combat after getting fan feedback

Patrick Carlson at

In a nod to fan input, Torment: Tides of Numenera will get a turn-based combat system. The decision arrives after inXile Entertainment looked to its backers to see whether they would prefer a real-time or turn-based model for combat in the upcoming RPG. And since it only took about six hours for Torment to fully fund its initial Kickstarter project, it's safe to say there are some interested parties out there.

Wasteland 2 developer says beta could arrive within "2.5 weeks"

Patrick Carlson at

No, it's not a mirage. The beta for Wasteland 2 looks to be fast approaching, according to new information released yesterday by inXile Entertainment lead Brian Fargo. On Twitter and in a forum post yesterday, Fargo described the beta phase of the game's development as more or less imminent.

Wasteland 2 update explores exploration, scouts early beta release info

Phil Savage at

Like non-irradiated food in an apocalyptic desert, Wasteland 2 information appears sporadically, and serves only to leave you wanting more. The latest Kickstarter info-drop is an explanation of exploration: detailing the game's world map, and the dangers that lurk within. This new update also gives a mirage-like teaser of early beta access, which hovers tantalisingly out of reach as InXile wrap up their pre-beta test.

Wasteland 2 designers stress importance of player choices in the game's universe

Patrick Carlson at

Even as Wasteland 2 works towards its planned October beta phase, designers at inXile Entertainment are emphasizing a complex system of player choice, according to a new interview at Rock Paper Shotgun. The more-than-funded Kickstarter project is currently about six weeks behind schedule, but the extra time should be reflected in the final "scope and scale of the game," according to inXile CEO Brian Fargo.

How I Game: Brian Fargo — CEO, inXile Entertainment

Ben Kim at

Brian Fargo loves the intellectual engagement andentertainment value of video games. He's also the leader of inXile Entertainment, the studio behind Torment: Tides of Numenera and Wasteland 2.

Torment: Tides of Numenera makes final stretch goal, player strongholds now secured

Phil Savage at

I'm always a little wary of crowdfunding stretch goals. While it's great to see promising projects fly beyond their original scope, those that don't hit their lofty extra targets are always going to leave you wondering what could have been. For instance, Torment: Tides of Numenera raised a mammoth $4,188,927 - the largest amount for any Kickstarter to date - but still didn't hit its ambitious $4.5 million final goal. And that meant players would ultimately miss out on Player Strongholds and "Enhanced Reactivity," whatever that meant.

Except they won't! InXile kept PayPal donations open after their funding drive. And while they still fell short of the needed goal, the team have announced that, through a process that looks an awful lot like fudging the numbers, Torment has achieved all of its stretch targets.

Torment: Tides of Numenera secures Chris Avellone, releases second screenshot

Phil Savage at

I think inXile might be planning to steadily release screenshot after screenshot of Torment: Tides of Numenera until this site is naught but a gallery of lovely 2D art. Well it won't work, dammit! Still, this one gets a mention because, 1) it's a much nicer picture than the previous preview of the dark, creepy, decidedly organic Bloom, and 2) it coincides with news that Obsidian's Chris Avellone, lead designer on Planescape: Torment, has been drafted to help with the game.

Torment: Tides of Numenera releases first screenshot

Phil Savage at

InXile have released the first in-game screenshot of Torment: Tides of Numenera. At this point, you're probably thinking, "yes Phil, it's right there above these words. Can I go now?" Oh reader, you beautiful naive pixie - in order to fit our standard image size, that screenshot has been cropped by a scandalous width of seven pixels. Who knows what might lurk in that unseen border. You'd better read on to find out.

InXile defines "must-haves" for Torment: Tides of Numenera combat

Omri Petitte at

When words fail and swords glint out of their scabbards in Torment: Tides of Numenera, InXile wants the ensuing scrap to pack in more meaning beyond "clicking a mouse and letting it roll." Speaking with GameBanshee, Creative Lead Colin McComb sets forth a few combat commandments for the most-definitely-Kickstarted RPG.

Torment: Tides of Numenera Kickstarter sails past $2 million, new stretch goal revealed

Omri Petitte at

When Torment: Tides of Numenera, inXile's spiritual continuation of Planescape: Torment, crushed its initial $900,000 goal and became the fastest Kickstarter campaign to hit the $1 million mark in just under six hours, you could practically hear the collective "welp" from the floored studio. Eager backers are still tossing money through their monitors and into the game's coffers, and earlier today, funding reached $2 million. With two lore-centric stretch goals already ensured, inXile now adds a third milestone that bestows more backstory, characters, and areas.