
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 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 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.
About
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 811 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I had a lot of trouble with the game getting it to do what I wanted. For example using items I got it to work once but the second time it would not work and several tries after that no joy. Also the game seemed to be very laggy and it took a long to long for things to happen after clicking on a person to talk to?
Like so many others, I played Planescape: Torment back in the day and loved every minute of it. So I was one of the original backers for this game's Kickstarter, but I never did get around to playing it for one reason or another. I was in grad school when it finally came out and, though I tried to play it, I was just too busy with school, work and personal life, so I just played it for a couple of hours and set it aside for "later" and now it's been 15 years and I'm only just now getting around to finally sitting down and playing it for real. As expected, it's a very unique game with its own weird game mechanics and ruleset, that attempts to retain the spirit of the original Torment by touching upon similarly crazy ideas about identity, mortality and morality by telling the story of one of the discarded-and-now-sentient former bodies of a being known as The Changing God, and set in a world easily as weird as Sigil the City of Doors from Planescape. And, as expected from PS:T's spiritual sequel, not everything can or needs to be fixed through combat. I've seen a fair amount of criticism about how the game fails to live up to expectations as a spiritual sequel to Planescape: Torment, and though I certainly agree that the writing is not on the same level as PS:T and the gameplay has somewhat weird systems that take some time to start making real sense, I don't agree that it's as bad as people argue. I had a lot of fun with the game and, much to my surprise, I got invested in the companions' stories, and I was genuinely torn about having to make choices that would dictate their respective endings. For instance, I had Rhin in my active party for most of the game despite the fact that she's a child and her stats mostly suck and she's fairly useless. Why? Because I chose to have her tag along with me after convincing the slave trader to leave her in my care and, when I tried to bench her to bring someone else along in my active party, she reacted by getting really scared and begging me not to leave her and telling me I promised to take care of her. So I kept my promise and dealt with the fact that one of my companion spots was occupied by a character I liked but was mostly a liability until I got her to a level where she could be a fairly competent ranged fighter, even though she remained really squishy in comparison to the rest of my party, having about half their HP despite being the same level. She also kept me heroic, because I didn't want to do stuff that would disappoint her or maker her sad. And then in the latter part of the game when you find a way to send her home through a portal and she started telling me all about how she wanted to go home but she also wanted to stay with me because she loved me, I honestly struggled to decide what to suggest she did until I ultimately opted to send her home for her own good, but I was genuinely sad about it and when I noticed that my new companion I could bring along in Rhin's spot was severely under-leveled I was certain I had made the wrong call and shot myself in the foot but I ultimately made my peace with it. But then at the final sequence in the Labyrinth a new portal opens and a grown woman steps in and it's Rhin, who came back in time to help me beat the final boss and now her stats don't suck and she says she grew up to be a hero following my example, I couldn't help but smile at my little girl who could now go toe-to-toe with me. All in all, a solid CRPG with a high weirdness quotient but interesting ideas. Having said that, if you don't like reading, you'll probably hate this one. It's very text-heavy.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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 814 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Did I really not review this? It's good, indeed.
It is hard. Yet aesthetically nothing else looks like Torment. It is kinda steampunk, high-fantasy and well really it's own thing.
The story has enough going on to keep you excited about what will come next. I say this, while having not yet finished it.
TLDR: If you’re a fan of text-heavy, narrative-based games with rich worldbuilding and extensive lore, you’ll likely enjoy this. Tides’ strength is its writing and world design; its main weakness is its clunky combat system (which thankfully can be bypassed for the most part). Exciting and unique setting, well-written story, flawed gameplay mechanics. 7.5/10. ------------------------------- Review: Tides is an isometric 2.5D CRPG based on the world and mechanics of the Numenera tabletop game. The setting is somewhere between early-modern era low fantasy and science fiction. The central conceit is of a world built on the ruins of past civilisations, the technologies of which are both an object of fear and fascination for current inhabitants. Without going into too much detail, you play as an amnesiac, immortal protagonist who wakes up in this strange world, hunted by a malevolent entity. The main narrative revolves around the protagonist (a) figuring out who and where they are, and (b) avoiding permadeath at the hands of the entity. Tides is well-written, a necessity given that ~80% of the game revolves around reading and dialogue checks. The setting feels dynamic and alive, its lore unfolding through exploration, companion and NPC interactions, and a decent set of (often interrelated) side quests. There are occasional lore dumps, but nothing too immersion breaking. World-building is complemented by the game’s tightly designed areas - the emphasis is clearly on quality over quantity, so expect smaller and fewer maps with densely packed content. Companions are a mixed bag. Some have satisfying and original storylines/personalities attached to them, others feel a little rushed. I was hooked on the main narrative from the start, though. Overall, very impressive. Character customization follows from its source material. At creation, you decide between three classes – Glaive, Nano and Jack. These classes pretty much correspond to the three main skill (‘Effort’) pools: Might, Intellect and Speed. There is room to build hybrid characters, but unless you’re doing a solo run, any deficiencies in your character can be compensated for by companions (who you can borrow Effort points from during most skill checks). Traditional levelling is replaced with unlockable ‘Tiers’, which grant new skills/abilities and deepen Effort pools. Alignment is implemented through the colour-coded ‘tides’ system, and only pertains to the player character (not companions). This is not chosen at creation but rather emerges based on dialogue and decisions during the game. Combat is where Tides runs into some problems. It doesn’t feel very deep or coherent. Abilities are governed by Effort points, with positive/negative effect multipliers applied based on the usual factors (gear, skill training, etc.). When combat (a ‘Crisis’) is initiated, it can usually be handled either through direct fighting or by activating some contextual mechanism to resolve the situation (e.g., by luring enemies to an area of the map and trapping them, etc.). The problem is that combat feels tacked on – outside of these limited mechanisms, environments have no impact on combat, and often feel very clunky/frustrating to navigate during it. That would be fine (not everything has to be Divinity!), except that the game vaguely pushes you towards tactical play without many dedicated mechanisms for it (no team abilities, limiting party cooperation to a simple flanking bonus, etc.). Battles were often won before any challenge had time to present itself, and I found myself rushing them because frankly there was very little payoff (or need) to think much about it at all. Luckily then, combat is not at all difficult, and you can avoid it in almost every situation. Fans of Planescape: Torment might want to temper expectations a bit when approaching this game. Tides was advertised as a spiritual successor, and there’s been a lot of discussion over how well it succeeds at that. IMO it’s simply a more enjoyable experience to take it as an independent entity, others will disagree and for valid reasons. There are of course significant thematic overlaps (existentialism, (im)mortality, the nature of personal identity and responsibility, etc.). Ultimately, I’d recommend this game to any fan of cerebral CRPGs for the setting and writing alone. Deficiencies in combat are far offset by the rewarding dialogue/skill check system and engaging narrative. Flawed, but a good time. Finally, if it’s useful to anyone, Tides is tagged as unverified but runs smoothly on my Steam Deck.
A good game if you are a fan of games like baldurs gate 1 & 2.
great writing
The setting is perfect. Played it till the end a couple of times. Story written really one of the best games I've ever played. the rest is okay. Pure for the superb story and the world around it they must make a sequal
very bad
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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