
Torment: Tides of Numenera is the thematic successor to Planescape: Torment, one of the most critically acclaimed role-playing games of all time. Immerse yourself in a single-player, isometric, story-driven RPG set in Monte Cook’s Numenera universe. What does one life matter? Find your answer.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 14 → 0.86/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox, GOG publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $34.99 | 4.4Kreviews | 70% | — | $3.8M |
| $29.99 | 1.1Kratings | 83% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 810 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This is not good. I bounced off of this game five years ago because I went in under the advisement that it was meant as a spiritual successor to the original Torment, yet it seemed extremely dour, aiming for drama rather than dark comedy. I tried it again today. I found some of the 'comedy.' It's not funny. On top of that: With every choice, you're bombarded with 2-5 'Be an ♥♥♥♥♥♥♥' options and one 'Be slightly less of an ♥♥♥♥♥♥♥' option. The writers continuously attempt to confront social and societal issues, but they clearly have no understanding thereof. The sidequests just sort of happen, you talk to one person, then another, then another, then it resolves, with nothing interesting coming of it. There are way too many people eager to go in-depth on the complexities of procreation among their species - This ties into the 'humour.' That's a hard pass from me. If you want a crash course in how not to write a game, or any kind of story really, get past the introductory chapter of this game and just bask in it.
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14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Sep 11: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Polish*, Russian*languages with full audio support
| $34.99 |
| 955ratings |
| 68% |
| — |
| not modelled |
| $15.75−55% | 942ratings | 72% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 813 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Planescape: Torment is one of my favorite games of all time. So I backed this one on Kickstarter. Unfortunately, it's a broken, dumbed version of PS:T, cashing in on its cult status, where all the exposition and plot-twist happen at the beginning. and whatever is left is boring.
It's... ok. As one reviewer already put it the devs seemed to learn the wrong lessons from Planescape: Torment i.e. people like lots of descriptive text/dialogue and crappy combat. The former was fine in Planescape because it was well written and the latter was forgiven because of the former. I'll admit if Planescape: Torment hadn't existed or if you are someone who has never played it, you may get a kick out of the unique setting. Unfortunately, apart from a few gems among the rough (there is a very good companion written by Patrick Rothfuss who very clearly stands out as a highlight) a lot of the game despite it's weird setting is kind of mediocre. Companions are alright, story works well enough, dialogue/descriptions kind of painstaking, literally. There is fun to be had, don't get me wrong, but there is literally ten RPG's off the top of my head you'll probably have a better time with.
I'm leaving a positive review because ultimately it is a Good Game. Not a great one, however. And I'm going to use this text box to complain about some of the things that bug me about it. The writing is... "good". Competent. Workmanlike. Blessedly, mostly free of typos and stylistic solecisms. But it is *absolutely* missing that spark that makes Planescape: Torment such an evergreen classic. And there is SO MUCH of it, it really throws off the game's overall pacing, *as* a game. It's a cliché to say this about this game at this point, but it really is more like reading a doorstopper novel than playing a CRPG, in terms of what the vast majority of your time is spent on. I read doorstopper fantasy/SF novels all the time, and I found myself skimming dialogue because it's incredibly wordy and starts to blur together into sludge. It's a shame, because if you take any one dialogue in isolation, it'll have 3 or 4 incredibly cool ideas packed into it. But when you have to read 10, 20, 50 of those dialogues to get through a 2-hour gaming session, the brain fatigues. It also doesn't help that you quickly notice a certain writerly rhythm from which the narrative voice never really deviates. > "One sentence of dialogue. A second sentence of dialogue." [b]She drags her hand through her hair.[/b] "Another sentence of dialogue." [b]She spreads her hands.[/b] "Another sentence of dialogue. A wry quip." [b]She grins.[/b] This is how 95% of dialogues with NPCs are constructed. This basic pattern, over and over and over and over. It starts to feel very rote, very formulaic, like the vast amount of text in this game was assembled in a giant industrial Mad-Libs factory. It's "good writing" if you take any one of these dialogue snippets in isolation, but quickly becomes repetitive and grating.
I was really enjoying this game, until I encountered a gamebreaking bug in an early area that disabled combat, saving, and forced me to lose hours of progress. In a game that's been out for *8* years, that's absolutely unacceptable. I may to return to it someday, but losses of progress are the most aggravating and least forgivable problems a game can have.
[h1]Ist es zu sperrig - bist Du zu Noob[/h1] Torment ist nicht lieb zu Dir! Wie eigentlich alle Spiele von inXile nicht. Ausser vielleicht Wasteland 3 (Mega Meisterwerk!) Man, ich liebe die Spiele dieser alten Hardcore-RPGler. Immer unbequem und immer so: - "S c h e i s s auf Mainstream und Massenmarkt" - "S c h e i s s auf Erwartungshaltung und Spieleranbiederung" - "S c h e i s s auf leichte Zugänglichkeit, wir wollen Hardcore" Und warum zur Hölle, Valve, darf ich nicht "S c h e i s s" richtig schreiben, aber Screenshots posten bei denen ich mit Sub Zero anderen die Gedärme schön plastisch rausreisse? https://steamcommunity.com/sharedfiles/filedetails/?id=3318430083 Den Vorgänger hatte ich auf dem PC mehrmals durchgespielt. Und ja, steinigt mich ruhig, ich fand den besser als Baldurs Gate 2. So! Torment: Tides of Numenera war also ein Pflichtkauf. Der Erstling ist für mich DAS Retro-Iso-RPG und inXile momentan DIE RPG-Schmiede (mit Larian und Obsidian) [h1]Xbox angeschmissen, Vorfreude auf Max. gedreht - und geschockt!! Was zur Hölle?![/h1] Wo ist meine Charaktererstellung alá D&D wie beim Vorgänger? Ich wollte doch ein Dungeons&Dragons-Spiel?! Solasta! Baldurs Gate 3! Oder ein Pathfinder! [h1]Tjaaaa! Hätt ich mal den Titel besser gelesen![/h1] Torment: Tides of NUMENERA. Numenera ist ein ganz eigenes Rollenspielregelwerk. Es spielt auf der Erde ... in ca einer Milliarde Jahre! Huch! In einer Milliarde (!!!!!) Jahre! https://steamcommunity.com/sharedfiles/filedetails/?id=3318430328 Entwickelt wurde es von Mister Monte Cook, der auch bei D&D schon mitgewirkt hat - aber einen Faible für Endzeit-SciFi hat. Nicht die nahe Endzeit wie Mad Max, sondern die Zivilisationen-kamen-und-gingen-Endzeit wie bei Moebius oder Kriegerin Taarna (Man, ich liebe auch den alten Heavy Metal Zeichentrickfilm! Subversiv und unangepasst) [h1]Hier musste ich erst mal alle D&D, DSA, Shadowrun, ... Erfahrungen in die Tonne treten. Das System ist so ganz anders und neu.[/h1] Als ich mich reingefunden hatte, reingearbeitet, reingebohrt, reingefressen - tja, da machte es richtig viel Spaß! Es gibt VIEL zu lesen, viel zu überdenken, viel an Konsequenzen zu tragen ... ein typisches inXile-Game. [h1]Nichts für Otto-Normal-Aufmerksamkeitsspanne-einer-Fliege-Gamer.[/h1] Das muss man wissen, bevor man sich drauf einlässt. Dabei wird die Geschichte aus dem ersten Teil durchaus weitergesponnen. Vorweg: Vorwissen ist vornehmlich von Vorteil. Grafisch und soundtechnisch gibts hier nicht die Oberliga - aber das stört in keinster Weise. https://steamcommunity.com/sharedfiles/filedetails/?id=3318430589 Im Vordergrund steht stets das Narrative (und hier hat sich das zu googelnde Fremdwort diesmal versteckt) Selbst in den rundenbasierten Kämpfen hat man jederzeit die Möglichkeit die Gegner einfach anzusprechen um sie zur Beendigung des Konfliktes zu bewegen. [h1]Nochmal: Selbst mitten im Kampf kann man noch Konflikte gewaltfrei lösen![/h1] Das ging in Pen´n´Paper-Runden schon immer, aber in Computergames eigentlich noch nie! (Und dieses Alibi-ergeben der Gegner aus Skyrim zählt nicht, weil sie dann gleich wieder angreifen) Nachdem ich also die Xbox-Version durchhatte, möchte ich nun noch die PC-Version spielen. Mit Mouse statt Controller. Ist ein anderes Feeling, ein wenig mehr Retro :-) Fazit: [h1]Eine riesige, interaktive Reise voller Aha und Oho Momenten, die stets ein Mitdenken und Freude am Experimentieren und Lesen voraussetzt![/h1] PS: Ein "Profi-Tipp" Bleibt am Ball. Das RPG System ist anfangs einfach "weird" aber wird immer vertrauter mit zunehmender Spieldauer. Dieses Spiel lohnt sich durchgespielt zu werden! 1Danjl_Bot7̿' ̿'\̵͇̿̿\з=(◕_◕)=ε/̵͇̿̿/'̿'̿ ̿ 👑 Powered by HoI 4 Deu Curators group in German / English 👑⠀⠀⠀[list][*][url=https://store.steampowered.com/curator/30388691/] Follow Main group [/url][*] [url=https://store.steampowered.com/curator/40282064/] Follow Second group [/url][*] [url=https://store.steampowered.com/curator/44688798/] Follow third group [/url][/list] and discover more reviews from me.
Torment: Tides of Numenera is a story-driven crpg with turn-based combat. con: - The game is 70% reading text, but only like 5% of text is narrated and there isn't much happening on screen to go with the text either, usually everything is idle while you read. - Sidequests. Too many in the first area specifically. - No character creation, you pick a male or female base model and a class, that's it. (Also you can't respec/change class later on.) - Character models look dated, you can hardly even make out the faces. - When you dismiss companions, they won't gain EXP, so some are bound to be underleveled. - No quest markers, sometimes vague directions. - Bugs. Once my main character got knocked over and wouldn't stand up anymore (even after a save & quit), so I had to load an older save file. A few times text boxes didn't disappear until restarting the game. Opening a menu while exiting an area once caused the loading screen to not appear and my characters got stuck, so I had to Alt-F4 and reload. At least the game autosaves frequently. - Units often stack on top of each other and you can't turn the camera around. - It relies on luck for hitrate and dialogue checks a lot, akin to BG3/DnD. I didn't like it there, don't like it here. - You have to watch every enemy take their turn one by one, which is tedious when you're outnumbered (just like in BG3/DOS2). - Skipping sidequests = you're undereleved, you can't farm EXP (just like in BG3/DOS2). neutral: - There are a lot of loading screens, but load times are reasonably fast, rarely longer than 5 seconds. - Combat is more simple and easy than in other crpgs. Not a big deal to me, but some people might not like it. - I've seen reviews of people claiming they only got 10 combat encounters for the whole game, which definitely didn't match my experience, but they're right in so far that many combat encounters are optional. - No NG+, you can't carry over things to a new playthrough. Just worth knowing. - The main story feels too similar to that of Planescape Torment at first, but it does diverge eventually. - No fast travel, but you also don't really need it for most of the game. - In typical crpg fashion, some choices may lock you out of future content. It's a double edged sword; makes choices matter more, but is a pain for completionists. - Skill uses and passing dialogue checks is bound to a resource that only replenishes when resting or using items, similar to the BG3/DnD system, but Torment Tides of Numenera does it better by making rest-bound actions free (to a certain degree) once you level up "Edge". So it still sucks early game, but the progression becomes much smoother after a few level ups. - The "5 Tides" alignment system is neat, tracks many of your decisions from start to finish, but it only amounts to 1 short paragraph on the ending text. I expected it to be more important. - The companion characters are mediocre. I didn't care much about any of them, they didn't get much dialogue, but this also means they didn't annoy me, so *eh*. - Unlimited inventory space, no item weight, but there is no inventory filtering feature and the inventory window is tiny. pro: - Difficult dialogue & quest decisions with relevant consequences. The game excels at making you think hard about what the right choices are. Often you also get more than just 2 or 3 choices. I rarely felt like I could only pick from answers that I disagreed with. - Many of the side-stories are interesting. - Decent soundtrack. - The game isn't too long or too short. Around 35-40 hours even if you read everything thoroughly and do almost every sidequest. - Once you reach the second area, you don't get bombarded with sidequests anymore and it is relatively smooth sailing for the next ~20 hours to the end from there. - Decent environmental variety and the environments look good too (or at least better than the character models). - Locations aren't too big, walking speed is ok, some levels have shortcuts or teleporters. - The main story and ending are overall okay. A bit strange in the way how it happens (e.g. this game has no "final boss"), but I think it is well done, caters to the game's strengths. Conclusion: Torment: Tides of Numenera gives a satisfactory, somewhat manipulatable story, but it takes patience to get past the slow early game and you obviously have to enjoy reading a lot. It is good enough for its price, but there is room for improvement.
I'd like to recommend this game, as I like its strange setting and game mechanics. But I won't. It has tried to follow Planescape: Torment so much that it created its bloodless clone. I must say Planescape: Torment had tons of reading - and it was not boring at all. Torment: Numenera has tons of reading and it is boring despite intriguing circumstances. Planescape: Torment had tons of combat, but it did not make it the main purpose, more like a flavor. Combat in Torment: Numenera is the main feature, overcomplicated and tedious. Planescape: Torment was linear in essence, but still provided tons of sideshow entertainment, here we have a few very bland sidequests. Really, I don't know why Torment: Numenera feels so devoid of life in comparison to its great predecessor, it's all in the details, which there is no lack thereof in either game. Tides of Numenera misses good ambience - sound and music, that's for sure - could that be the big no?
Torment: Tides of Numenera is an oldschool text-based dungeon crawler disguised as a late-90s CRPG. And I have to admit… this one just did not do it for me. The majority of the game is read rather than played. A lot of what could be conveyed visually is instead described in long-winded blocks of text. The writing style is functional in the sense that the words flow well enough and there aren’t many grammatical errors, but beyond that it isn’t that great. For example, with the exception of two or three outliers, none of the characters have their own voices; they all read like they’re the same person. This could be a byproduct of how localization works in the modern global economy rather than a limitation of the writer’s abilities. Tying into my gripes with the writing, this was the first time I’d been exposed to the Numenera setting. In my opinion it’s awful. To elaborate… hypothetically this is a science-fiction setting, taking place over a billion years into the future, where artifacts produced by nanites (read: science-magic), by bending the laws of reality or by genetic tampering are a common part of daily life. These artifacts are the titular “Numenera.” Most of the denizens of this world don’t seem to have the slightest clue as to how any of this works nor do they really care; the fact that it works at all is good enough. As a result the setting feels much more “high fantasy” than “sci-fi.” The existence of Numenera artifacts comes across as a thinly veiled excuse to make possible any idea that can be brain-farted into existence. On that note, a lot of creative liberties are taken concerning the flow of time and dimensional limitations. Multiple time machines exist, having been weaponized by opposing armies, and as a result nothing makes all that much sense from a narrative perspective. When a plot point is ridiculous on its face, it generally gets hand-waved away with vague “esoteric” language. Did a thing just happen that completely invalidates a previous story element? Who cares! That thing happened in the past, in another dimension. Now we can move forward as though that previous event never occurred. The overall effect is that you will quickly stop caring about the plot at all. Anything I or my opponents do can be rendered pointless by hopping timelines or dimensions or whatever, so why bother. The “Tides” part of the title refers to the alignment system. There are five colors: Gold, Silver, Blue, Indigo, and Red, and each of these colors represents a different life approach. Gold, for example, is your typical self-sacrificing Lawful Good “Paladin” sort of outlook, while Red represents giving into your passions, in ways that are often dark or predatory. Different dialogue choices will boost different Tides, and one of them will become dominant. I got through the entire game without having any idea as to how any of this impacts anything, outside of slightly changing some dialogues and some post-script text during the credits. Combat is turn-based. While functional, it is kind of bare. Speccing your characters for combat is a trap anyway: most encounters (referred to as “crises”) can be skipped with the right dialogue choices and skill checks. Skipping encounters often produces an outcome that is more favorable. As a result, not only is it possible, but there is actually an incentive, to play the game for several hours at a time, maybe even a dozen, before engaging in combat. So what is there to do instead of combat? The answer: lots and lots of dialogue checks. Expanding on that, I would say that there is a "correct" way to play the game, in the sense that more player choice becomes available (player choice is ultimately the only thing that's really rewarding here). That “correct” way is to create a character that can handle dialogue checks exceedingly well. You'll want at the very least to excel in one particular category of skill pool (there are three: Might, Speed, Intellect, with Intellect generally being the most useful in dialogue, and Might being the least useful). You also want to try to raise all non-combat skills to at least the “Trained” level: Persuasion, Intimidation, Deception, Quick Fingers, all three Lore categories. If you start as a Nano you can read minds from the beginning of the game which is actually kind of cool, and one of the few unique features worth mentioning in a positive context. Functionally what mind reading entails is that you will get some additional orange text during some dialogues, representing the thoughts of the person or entity you’re conversing with. This makes it a lot easier to determine the motivations of a character, which often means that it will be easier to isolate the best way to resolve a quest for your particular playstyle. It took me 60 hours to beat the game but if you skim-read through the volumes of text you could probably get it down to 30-40. Outright clicking through text and not reading much at all might even get you down to sub-20 hours. I encountered multiple UI glitches, all of which could be resolved either by restarting the game, or minimizing/maximizing it. There was one quest that flat-out could not be completed due to a glitch and had to be fixed by adding XML code to a config file to restore dialogue tree triggers. If you're wondering how this game ties into the late 90s classic Planescape: Torment (which I have played), the answer is not at all, outside of some of the themes of the main story being pale imitations of the philosophical ideas in that game. Also one particular trans-dimensional character makes a short cameo appearance. TLDR: The Numenera setting is ass and if you skipped down here you probably don’t have the patience to finish this game anyway.
Boy, this is such a bummer. I fell in LOVE with this game. The characters, the world building, the lore. I adore Pillars of Eternity and was so excited to play a similar game... but I've now encountered 3 bugged quests that I am completely unable to progress in, meaning I have to make a new game and try to do things in a different order in hopes that I trigger them all correctly??? Idk, I have searched through forums and guides trying to figure this out and the conclusion I've come to is I'm just ♥♥♥♥ out of luck. I'm not making a new character and I'm not going to manage a million save files to try and navigate broken quests.
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