inXile admits that crafting is cut from Torment: Tides of Numenera, companions reduced from 9 to 6

Torment: Tides of Numenera is a highly anticipated RPG, however it appears that inXile has removed some content from it; content that was promised via the game’s Kickstarter stretch goals.

According to inXile’s Eric Schwarz, the game’s companions have been reduced from 9 to 6. As Eric claimed, inXile found that the more far reaching and reactive its companions were, the better they felt and the more justice it did to the original Planescape: Torment. As such, the team decided to reduce the companions to 6, even though it promised – via a stretch goal – to offer 9 companions.

As Eric said:

“The companion roster has been slightly reduced from our initial plans. Throughout development on Torment, our philosophy has always emphasized depth and reactivity in our storyline and in our characters. We know you would not be satisfied with anything else. During development, we found that the more far reaching and reactive our companions were, the better they felt and the more justice it did to the original Planescape: Torment. This trade-off meant we were able to add more companion conversations, banter, voice-over, quests, and story endings. We did not want to leave some companions feeling shallow, with storylines that felt incomplete, or be forced to shove them into the late game.”

In addition, the crafting system has been completely removed from the game. As inXile’s sear claimed, the crafting system did not fit Torment’s gameplay, which is why inXile decided to completely remove it, despite the fact that this system was promised via another stretch goal.

“The main one that I haven’t seen mentioned, but should address, is crafting. During development, it became very clear that a traditional crafting system wasn’t meshing. We had some early design done, but everything ended up feeling like an MMO-style system, and that just didn’t fit Torment’s gameplay. Instead, we repurposed those resources, adding significantly more and better Cyphers and Artifacts to the game.”

Some users were also upset by the fact that Oasis, an area that was meant to be the second major city of the game, will now be a smaller area. Instead of Oasis, inXile decided to use Bloom as the second major city area of Torment: Tides of Numenera. Bloom was originally meant to be a smaller area, however inXile was fascinated with the Bloom’s darker, more Tormenty feel. As such, the team decided to switch Oasis with Bloom.

“You may have noticed we’ve been showing off the Bloom a lot lately, and that’s no coincidence. Despite being one of the earliest locations we showed, the Bloom was originally intended to be smaller than it ended up being. Though we initially planned for the Oasis to be our second major story hub, over time our fascination with the Bloom’s darker, more Tormenty feel, led to it being recast as the game’s second major city hub instead. We felt creatively this was the right thing to do, and the change did not shorten the gameplay experience.”

Torment: Tides of Numenera is currently planned for a February 28th release!

John Papadopoulos

John is the founder and Editor in Chief at DSOGaming. He is a PC gaming fan and highly supports the modding and indie communities.Before creating DSOGaming, John worked on numerous gaming websites. While he is a die-hard PC gamer, his gaming roots can be found on consoles. John loved - and still does - the 16-bit consoles, and considers SNES to be one of the best consoles. Still, the PC platform won him over consoles. That was mainly due to 3DFX and its iconic dedicated 3D accelerator graphics card, Voodoo 2. John has also written a higher degree thesis on the "The Evolution of PC graphics cards." Contact: Email