
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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 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 811 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I really wanted to like this game. The first chapter was OK: an interesting new world that was sometimes difficult. The core conflict didn't really move me, some of the characters were flat, and it often felt like I didn't have many options (like what to do about a certain vulnerable companion). Then in chapter 2 (and especially 3) the plot shifted into, uh, a kaleidoscope of suffering? Didn't really enjoy that, and I've loved games with notable dark elements like DA:O and PS:T. Something was different here: it felt like the darkness was there to keep my _attention_, rather than to tell a story. Too much emotional manipulation, not enough payoff.
[h1]Narratively and atmospherically dense, ultimately underappreciated, but hampered by mediocre gameplay[/h1] Sounds familiar? Yes, those are all qualities [i]Tides of Numenera[/i] shares with its legendary predecessor. But whereas [i]Planescape: Torment[/i] managed to capture a cult following and a legacy as one of the greatest RPGs of all time, [i]Tides of Numenera[/i] seemed to have fallen on the wayside of the public consciousness. It was at the same time too different from [i]Planescape[/i] to recapture the nostalgia of RPG-gamers of yore and too weird and consequential in it's design principles to be compatible with a larger new audience. This is such a shame, for it truly shines when you free yourself from the expectations set by the name that is more burden than boon and know what to expect: a fairly short, very well told, yet narratively challenging Science-Fantasy story with an emphasis of an amazingly deep cast of characters, interrupted by some of the most basic roleplaying in existence. [b]You only have one chance...[/b] [i]Torment: Tides of Numenera[/i] manages to make the worst first impression in recent memory, when compared to its actual quality. The prologue is easily the worst written part in the entire game, the freedom of movement and any form of meaningful character development are basically non-existant, yet what's instantly recognizable are the atrocious UI, the many small, but thankfully ultimately inconsequential, bugs, such as floating text that doesn't dissappear after screen transitions or amazingly bad performance compared to the visual quality - the background art is great, don't get me wrong, but the models and effects are mediocre at best. The following hours in the starting city do little to hint at the greatness that is to come. The newly found companions are not yet explored and their quirks are until then little more than interesting ideas. The sidequests are uninteresting considering the intricate lore that provide their framework. The first few combat encounters have to be braved with a party that is not yet minmaxed to absolute killing-machines - the broken power-curve luckily trivializes this part of the game in later stages - and can take ages to play out. I don't blame anyone that quits the game during the first act. [b]...to make a lasting impression.[/b] Roughly when you get your first mere - amazingly written choose your adventure stories with a twist that I won't spoil for you - you'll slowly start realize that there is more to [i]Tides of Numenera[/i] than meets the initial eye. You'll forget the technical errors and start to see how amazingly human and well written even the most inconsequential side-characters are. You'll learn more about the weird and wonderful world you are quite literally thown in and start to know and love your companions, which are some of the most interesting NPCs you'll travel with in any RPG. The underlying motives of the increasingly complex narrative will become clearer. You'll travel to new, weirder, and more interesting shores (sadly without a way to go back to old levels). The story will twist and turn and then... it's suddenly over. It is clear that the developers wanted to include a final act that never took shape. Luckily, the talented writers managed to salvage the story and concluded the journey well enough. Still, it makes one wonder what could have been, if there would have been more time, or better management, or both. [h1]Recommended for[/h1] ...people fed up with badly written companions, people who want challenging, yet rewarding narratives, people who don't mind blindly clicking through the actual gameplay-part and blossom when reading and immersing themselves in foreign worlds. People who love strange and melanchloic, utterly alien worlds. Fans of Disco Elysium. [h1]Not recommended for[/h1] ...people who emphasize fun gameplay over story. People who want a simple feel-good story with happy-go-lucky adventurers. People who don't like to be challenged in their views. People who don't want to read massive quantities of text. [h1]Worth the price?[/h1] The non-sale price is steep for the amount of game you get, despite a certain amount of replayablity. For 50% or 75% off the game is a complete steal.
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $2.7M | 4.8K | 87% | $19.99 | |
| $384.6K | 3.5K | 74% | $4.99 | |
| $8.9M | 13.3K | 87% | $29.99 | |
| $17.4M | 26.1K | 88% | $29.99 | |
| $2.7M | 6.6K | 89% | $14.99 | |
| $2.6M | 3.8K | 90% | $24.99 |
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
Torment: Tides of Numenera, is more of a visual novel than a traditional cRPG. With higher emphasis on character development and environment building via reading and choosing dialog choices. Which is fine, if the writing in the game wasn't so boring. After a few hours, it got so bored I had to stop. Really disappointing follow up to the original Planescape: Torment. Avoid.
A psychic god spends centuries throwing a temper tantrum across the multiverse because his daughter died of ligma, pissing off Cthulhu herself in the process. His great plan of appeasement? Using a shiny rock to vore all of his experiments. [i]You're[/i] one of those experiments. Now it's time to assemble your dream team so you can collect all the tulpas, magic hell rocks and fidget spinners you need to stop him. Pick three of the following… [list] [*]A gullible boomer you can trick into thinking that you're the god he hates. [*]Pink hair with a god complex who wants to touch everything so she can merge with the internet. [*]A glow-in-the-dark ADHD kid who is possessed by nanomachines, son. [*]An isekai orphan and her pet rock. [*]Slime girl Yoda. [*]A combination mindbreak victim and assassin who is also a fellow experiment who does not want to be vored by a psychic god to appease Cthulhu herself. [*]A reject from a Morten Lindberg casting call who is wanted for treason. [/list] And trudge along through a magic wonderland of robots who want to give birth, drunken psychic combat, daddy issues, the elemental plane of meat, drinking alkaline water, co-opting a cult by becoming their god, and bullying furries into giving you their lunch on the way to decide whether or not you want to become lunch yourself. 10/10 it beats the hell out of Spelljammer, but then again so does every other setting that's not Krynn or whatever Buck Rogers is set in. I miss TSR.
If Planescape Torment is a 10/10, this is a 7/10
Do you like story-based games? Do you like reading? Do you like mind-bending science fiction? Congrats, you love this game. Torment: Tides of Numenera is basically a really great book that richly illustrates its world with beautiful graphics. The ending does unfortunately feel a little rushed, but that ending in no way discounts the rich and rewarding journey that brings you there.
I really wanted to enjoy the game. And I did when I played for the first time some years ago. Now I wanted to replay, but couldn't finish it for some reason. I started falling asleep trying to read all the dialogues. Maybe I'm just getting old.
While I'm all in for story-driven RPGs, I think Torment: Tides of Numenera falls short of its promise to be a spiritual successor of Planescape: Torment. The premise is intriguing and there are plenty of characters with interesting backgrounds, but the actual story of the game is extremely dull, both in the main quest and in side content. Most dialogue is either plain exposition about lore/past events, or bad attempts at copying ideas from the original Planescape: Torment. At the same time, there are things I enjoyed about the game, for example the character building system, which is far more straightforward and simplistic than Planescape's, which I think is a good thing in a story driven RPG like this; but it wasn't enough to keep me playing past the first act. Overall, you might like it if you're really hungry for a story driven game with decent writing and somewhat deep themes, but there are much better options out there, for instance the aforementioned Planescape: Torment.
This is a semi-sequel to 'planescape torment', so there's two ways to approach it. Making a comparison against the first game for those who are familiar with it, and then a basic review for those who aren't. Either way I think this sequel is quite wanting in many areas. It's a CRPG that has hardly any combat and is bland in the action when it does. In 13 hours of playing it there has been maybe 5 enemy encounters, and the rest of the time it was tons of dialogue. Said dialogue really, really, reaaaaaally wants to be mysterious, enigmatic and trippy, but just ends up being bewildering 50% of the time and slightly tedious for the rest. Now, it takes place in a universe that is meant to be bizarre and unknowable, but still...the first game was far more accessible whilst being just as weird. If you've played 'planescape torment' then this can feel like it's a reskinned version of that without the charm or wit. You're an amnesiac who can't die, and even though there's a different explanation as to why that is, it to me feels like the story of the nameless one all over again. If you're new to the world of Torment: it can be simultaneously the strangest world for an RPG to take place in, and yet the driest and dullest until they eventually start sprinkling in some droll humour and characters with some personality as the game goes on. This is a place where mad science, fantasy, the supernatural and the superliminal all merge; with robots, demons, monsters, gods and mortals all converging into one realm. It can cover anything it wants to, yet somehow manages to make it all rather boring for long stretches. The first game was kooky right from the start; with a compelling premise, oddball characters, amusing humour and a subversive approach to tropes. Whereas here it's pompous, verbose and has it's head up it's own behind for way too long to be particularly engaging. Eventually it does get intriguing, but if you don't have the patience (oodles and oodles of it) to get to that point, then there isn't much else here of interest. Basically it goes like this: a brief bit of bog-standard combat, lots of dialogue, some more dialogue, even more dialogue, a brief bit of bog-standard combat, several hours of dialogue, some combat that is still dull, dialogue, dialogue, dialogue etc etc etc. The combat fails because you either (a) fight and it's dull due to a lack of tactical depth and synergies between your parties abilities. Or (b) it's been designed as a "stealth" sequence and consequently nothing happens of interest as you simply distract the enemy and walk past them. Or (c) use an "exciting" feature in the environment to do some damage, only it's just as underwhelming as every other option on offer. Every now and again there's a quest or character that is entertaining, but the mechanics behind it all are super basic and generally fall quite flat. I haven't played baldurs gate 3, but from what I've heard this is like a puddle to that games ocean when it comes to the depth, and even something like 'divinity original sin' makes this feel like it's simplistic pap from a bygone era. Truthfully the game is kind of awful. Depending on your tastes (as someone who has persevered with it) it's boring and the "walking simulator" of RPGs, with far more story than action and the action is pretty basic when you do get some. If (IF!!!!) you can get into it, then there is some modest spark here that can pass the time and occasionally deliver something rewarding, but otherwise it feels like it can't even beat an almost 30 year old title for the writing, story and game-play. I almost gave this a thumbs-up, albeit with the massive caveat of it being marmite-y and only just scraping by into "meh" territory. But thinking about my time with it, it's not something I can recommend when even I (who will most likely finish it out of a mixture of masochism and some very mild appeal) have at times found it only marginally more appealing than watching paint dry.
[quote]Идёт мужик по улице. Видит какую то жёлтую xуйню. - Ты кто? - Я жёлтое уёбищe. Идёт мужик дальше и видит красную xуйню. - А ты кто? - Ну как кто? Красное уёбищe. Идёт мужик, ничего уже не понимая и видит синюю xуйню. - О, а ты, наверное, синее уёбищe. - [strike]Так, молодой человек, пройдёмте в отделение.[/strike]Десница тысячелетия и моллюск! [/quote] [i] - последовательность событий на абсолютно любой локации игры[/i] Самое печальное — это то, что из Infinity-трилогии после возрождённого эпического BG — Колонн вечности — и возрождённого сюжетоцентричного Тормента — хм, Тормента — мы так и не дождались возрождения самого интересного, тактикоцентричной Долины Ледяного Ветра. Не в последнюю очередь из-за этого вот кикстартерного разводилова ностальгирующих, отпугнувшего от жанра новичков, а старичков разочаровавши. Хотя само понятие разочарования лежит в иной плоскости, нежели эмоции, которые испытываешь от Нуменеры. Гора не только родила мышь, но и собрала на это миллионы, годами бахвалилась звёздным составом сценаристов и дизайнеров, работала по собственному графику, собственному сеттингу, собственной ролевой системе. Родила и убежала дальше клепать Вейстлендсы (или чем студия там после побирается) и притворяется, будто и не было никогда намерения повторить "Ту Самую РПГ", и не было никаких невыполненных обещаний, да и сама игра не то чтобы существует. 8 лет с релиза — а до сих пор нечитающиеся сохранения, глючащие меню, застревающие персонажи, невыполнимые задания, мёртвые зависания, вылеты в Windows, ошибки в скриптах и переводах и тотальное игнорирование пользовательских жалоб. В игре, созданной на народные, не издательские деньги, прошу заметить. Сами ведь загнали себя в могилу, взяв трафаретом от PS:T всё: и что можно, и что нельзя, от концепций и локаций до прямых цитат, в том числе и музыкальных. Поэтому выглядят смешными призывы отдельных граждан воспринимать игру так, будто оригинала не существовало, когда всё к тебе цепляется с криком [i]"а вспомни, как мы тогда в прошлый раз, Безымянный!"[/i]. Даже внезапный обрыв качества в последнем акте, куча нереализованных идей о фракциях и наспех сделанная концовка как будто специально скопированы 1:1. Смешно и грустно. Но уж самое разочаровывающее — "ружья Бондарчука", те самые разноцветные yёбища, в разговорах с которыми пройдёт 30 из 40 часов вдумчивого прохождения. Даже не в разговорах — в рутинном прощёлкивании расширяющегося списка вопросов. И если в вышедшем чуть позже, но с той же идеей переграфоманизации всего и вся Элизиуме додумались стряпать диалоги с одними и теми же личностями в разных условиях и с разными намерениями, то Нуменера построена на том, чтобы диалогами озадачить игрока, но не встроенной головоломкой или закрученной интригой, а вводя его в бесчисленные ветки с заведомо отсутствующими объяснением их необходимости, интересом к их продолжению, влиянием их на дальнейшее действие, логической их развязкой или хоть чем-нибудь оправдывающим чтение, но так обильно присыпанные описаниями, сжирающими любое вдохновение излишними подробностями и предложениями длиннее, чем то, которое вы сейчас читаете, что начинаешь ненавидеть очередного болтуна ещё до знакомства с ним. В главной статье геймплея плохо всё — продолжительность, уместность, качество и понятность текста, сами идеи персонажей. [b]Ведь бесконечные странные персонажи, которые говорят только о том, насколько они странные, и носятся со своей предписанной странностью по каждой строчке диалогового файла, не делают сеттинг интересным и даже не являются его наполнением — они как яркие рекламные надписи на продуктах в супермаркете, которые сообщают игроку: "О, да ты, дружок, готов к приключениям в странном сеттинге!"[/b] Да только для утоления голода жуют-то не упаковку. Точно такой же голод от нереализации потенциала будет у дружка-игрока и в контексте ролевой механики — вся прокачка, экипировка и накопление постоянных бонусов через задания и секреты ни к чему не ведут — количество боёв, в которых это находит употребление, ужасно мало (не больше 10-12 за прохождение), а тонны свитков с заклинаниями и врождённая способность усилений атак низводит ту горсточку, которая является обязательной, до сложности обучающих боёв в других тактических ролёвках. Сам сценарий похождений клона мёртвого бога, дабы не уходить в полярную оппозицию, всё же вполне компетентен; спутники, в отличие от нпс, написаны чутко, кратко и приятно, и некоторые диалоги даже запоминаются, но в конечном итоге это не полноценный ролевой мир, а музей идей, которые показались создателям прикольными после месяцев мозговых штурмов за чашками дорогого кофе на народные деньги.
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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