
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.
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 saw some of the bad reviews but honestly thought they must be mistaken. Reality is I was so bored by this game that I gave up on it after only an hour. Bad combat system, bland characters, overly verbose exposition. I could not be bothered to know more and did not care to find out who my character is. I enjoyed the original game, and have played many similar games, including the Baldur's Gate series, Original Sin, and other games with lots of text, but this game just feels completely uninspired to me. It feels like it was as big a chore to make for the developers as it is for me to play. I will be requesting a refund as I got no enjoyment out of this game. Games shouldn't feel like a chore.
A good crpg? Yes. But is it a good thematic sequel to PS:T? No, not even near. I guess most ppl play it cuz it's titled [i] Torment [/i], well at least I was. Though it has sophisticated text content about philosophy like PS:T, some level designs are just weird. [spoiler] The game has no real design for day/night shift but there's a quest and its best solution requires night time. Well you can't sleep to change the time like PS:T. You have to fail a main quest for it, which is ridiculous and unworthy enough. [/spoiler]And 3 Foci! It's fun but no more than that. lmao Plus, great job cutting hella promised kickstarter content, I mean it, inXile. But hey, at least they finished WL2! ———————————— On my second playthrough, some thoughts FELLAS! I still find the text pretty hard to read and I'm now a legit translator enrolled in a MTI project with C2 proficiency! My vocabulary is around like 25k, and that's pretty handsome to a non-native speaker in xer twenties. Yes, I enjoy reading difficult text and explore the bizzare Ninth world, but TTON seems to have a thing for unfamiliar words. Not to say it's a bad thing, cuz in terms of literature we have some writers famous for their euphuistical writings like Angela Carter, Bruno Schultz and etc. And indeed, a wonderful tapestry of words can be rly appealling if done well. But TTON got a problem that the lines are sometimes *discrete*, evasive and seldom hooking to the motif except those in main quests. Whenever one writes, there always should be something of materiality in your description, what you wanna convey, literally or in the subtext, what you want your readers to know. Without a core, the words will just become a pile of superfluous trope, and it's not hard to showoff your vocabulary through tropes and tropes and tropse. Every students from literature college can do that. And let's take its spiritual predecessor as an example, our beloved Planescape: Torment. The writing in PST can be ranked as Masterpiece IMO. It has euphuistical words yet their occurance are limited and proper. Cuz the thing is, nobody irl would talk with so many unfamiliar words, given that CRPG are mostly driven by conversations, not even Shakespeare, formal words utmost. Actually, PST is very very easy to understand. Rarely did I open my dictionary in all my playthroughs. So how do we create an exotic atomosphere? Dialogue is a simple way yet the best and most efficient. Get those outlandish tones and accents in your conversation, through the way you talk and others talk, and then you'll get the feeling pretty quick that you are an outlander in a mystic place. There are so many language styles on the world, don't stick to the daily manner. Look how Black Isle did with Deionarra's sensory stone, Dak'Kon, Annah and the three incarnations. Semantics and semeiology. Switching styles from formal to daily and to artistic. Not big words that may hinder the reading. This is one thing to learn from PST, not just the idea like, hey we need an endless war and an amnesiac immortal berk too cuz it sounds so TORMENT
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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
Good and very unique game. The biggest and most raised "flaw" is that this is nothing like the original Planescape: Torment, which is first of all good because it was a terrible game, and also a valid criticism because the game would have done so much better without the "Torment" association, as they have literally nothing in common. Tides of Numenera is not like most CRPGs and I do find it very understandable for people to not enjoy it because of that, but I think it offers the most unique CRPG experience on the market at writing moment. The game is honestly more akin to a visual novel than anything else. It is extremely text heavy even compared to Pillars of Eternity, Baldur's Gate, or Planescape: Torment, and the combat is sparse at best. As long as you realize this and go in with those expectations, I think it's a very enjoyable game. It also has one of the best approaches to chance based dialogue options I have seen, where you can spend resources to increase your chances, but also where a failure can be just as rewarding and/or more unexpectedly interesting than a success with new events and dialogue branches popping up BECAUSE you failed. It's not a perfect system, but it's a damn good attempt. The combat itself is not bad. While fairly basic it still offers some choice and tactical decisions, which honestly most other CRPGs do not do, especially not real-time with pause ones which are basically glorified Diablo 1 clones. On a personal note I also quite enjoy the Numenera setting, which is quite unique. Although the level design is not always great. At times it mostly just feels like the devs just randomly placed some completely unrelated points of interest everywhere and you're just randomly walking around poking weird objects like some kind of museum. While I can't quite say without replaying it, there does seem to be quite a lot of ways to approach most situations in the game, and how to build your characters personality and to stay in character as well.
Waaaaaayyy too much lore! Makes casual readers dizzy and confused. ...and I love it.
This game is an unexpected gem to me. I started it just after I finished Planescape Torment EE, feeling an itch to fill the void and experience something similar. I didn't have high expectation due to "mostly positive" but the actual experience has been amazing! I think the game deserves more recognition than it has. Not a native speaker in English, I spent 50+ hours to play through the game vs the 30 h average, but 80% of the time the length of reading doesn't feel painful at all, rather it was engaging and enjoyable. I think Numenera's narrative tone is more serious and most of the side quests are better written than PT. I like ToN's more modern dialogue tree design and companion quests, and journal seldom gave me the disoriented feeling like I sometimes was in PT. However, I agree the ending of PT strikes with much more emotional weight because it feels much more personal and self-redemptive. It is no doubt a classic, but ToN tells another quality story that worth investing in - I don't see why so many reviewers dislike this game with a nostalgic kaleidoscope. I would rate ToN's narrative writing lower than Disco Elysium but on par or even higher than most other titles such as PoE and DOS 2.
I'll give them an 'A' for effort but this game is unfortunately a failure. They didn't really, truly understand what made Planescape:Torment an absolute classic. I think they looked at the first Torment game and said to themselves "Ok, it has a unique bizarre atmosphere, lots and lots of dialog and descriptions, and the occasional combat that isn't really handled very well. So, if we just do the same thing our game will be just as good!" But no, it doesn't work that way. The unique, bizarre atmosphere (environments) in this game are definitely unique and bizarre but are not compelling in the slightest. And indeed there is lots and lots of dialog and description text but it's all written by someone with about 1% of the talent as the original Torment designers (mostly Chris Avellone but with contributions by other designers as well.) Again, the intention was pure and clearly a lot of effort went into making this game. But the talent needed to actually pull off a game like Planescape:Torment was missing and so the final product just ends up being an uninteresting slog.
Я не смогла доиграть. В какой-то момент игра окончательно меня задушила. С самого начала на игрока вываливают тонны всяких описаний, изобилующих непонятными терминами выдуманного мира - шины, нуменеры, отверженные, меняющийся бог, цветение, Первые, Вторые, Третьи... к этому еще добавляется общий лор с инопланетянами, магией, сектантами разных мастей, гильдиями, безумными устройствами раскиданными по всей карте - и ты сидишь и ничего не понимаешь что происходит. Очень тяжело вникнуть и влиться в сюжет. Боёв тут практически нет. Боевая система очень непривычная. По началу она вообще вводила меня в ступор. Есть например характеристика интеллект, ты его качаешь, но это не просто показатель, а ты его тратишь на разговоры и заклинания. В начале дня у тебя 10 интеллекта, а после драки 3. Отупел слегка. И так же точно с силой и другими характеристиками. Восстанавливается после отдыха. Не то чтобы это система сложная или плохая, просто она совершенно другая к которой мы привыкли по другим играм, ну и она не предполагает что ты будешь много драться. Диалоги мудреные и странные. Но это беда или особенность наверное всех рпг. У каждого встреченного бомжа есть для тебя квест, а ты с радостью берешься за всё. Все тебе будут пояснять за лор города и рассказывать про всякие штуки как ходячие энциклопедии. Вспоминается один диалог. Стоит чиновник местный перед правительственным зданием, решает дела горожан, очередь столпилась перед ним. Начинаешь с ним разговор, чиновник говорит: - ой, я такой занятой, занятой, что тебе надо, иди отсюда. - а расскажи мне о городе - ну ок, вот город такой и такой. И простыня текста. - а расскажи мне о правительстве - ок, вот такое-то правительство. И опять простыня текста - а можете выслушать, помочь с проблемой - нет, я занят, я занят, ужасно занят, иди что-нибудь сделай, достань для меня, тогда я тебя выслушаю - ну тогда про город еще раз расскажи. - ок, вот город... И так все персонажи. В общем, игра душная, многотекстовая. Несмотря таинственный мир он воспринимается не как что-то увлекательное, что хочется узнавать, а как учебник химии когда надо прилагать усилия чтобы врубиться в происходящее
The Stacy of CRPGs. Looks great, but shallow. Gets a bit purple prose-y at times like Pillars. Lots of new mechanics which must've been risky for the devs to implement, so hats off for experimentation. It's a great game that holds up on its own, but using the tagline "What does one life matter?" ala Planescape feels like comparing a paper written by a philosophy 101 student to a treatise by Immanuel Kant. There's a few bugs but nothing too gamebreaking. Lots of surprises and choice in dealing with quests, and it's entirely possible to go through the game with only about a dozen unavoidable combat encounters. Buy it on sale if you can, or if you're bored and looking for an innovative twist on Planescape. Just, I wish devs would stop labelling their games as the "Spiritual Successor to Baldur's Gate/Icewind Dale/Planescape Torment", and have confidence in themselves to create something fresh. Final Score: 7/10
Short version: If you're a hardcore CRPG fan and have played all of the most well known games in the genre then yeah, give this a go. Otherwise, don't bother. Long Version: Where to even start. Firstly, it's only Torment in title. Compared to PST, it's less polished, worse combat, worse dialogue, worse lore, worse story, worse companions, more bugs and has zero connection to PST. In fact, I'd say the same things when compared to any modern CRPG such as DOS, POE, Tyranny, BG3 etc etc. That's not to say this is a bad game, but it's not great either. While I can't prove it, there's this overwhelming feeling I get that this has a lot of cut content from it. Some characters just have too much dialogue for no reason. This would be ok if the world was interesting but it just isn't. From my understanding, the devs based this version of Torment on an upcoming TRPG called Numenera that was being Kickstarted at the same time, most likely for budget reasons. For lack of a better term, Numenera just feels like it's 'trying too hard' and doesn't even come close to the genuine bizarre yet interesting feel that is found in Sigil. There is way too much descriptive text that eventually I just started to skip it. The Merecaster system initially comes across as interesting and different but ends up just being annoying as it's just a mini choose your own adventure novel often having to get 'good endings' down to luck or repeated save scumming. You can basically just talk your way through the entire game or resort to combat. The combat is passable but very easy and minimal. If you're not interested in combat then you can just persuade speech check (or some other skill check option) your way through basically everything. However, it never feels interesting when you do this. When you have the option to use persuasion on almost every NPC you talk to it starts to not feel like an accomplishment. As mentioned above the game lacks polish. A lot of quests are buggy and often people would be unresponsive when you try to talk to them, resulting in multiple attempts to start dialogue. If loot drops but someone is standing in front of you, you can forget about that loot. There's even a bug where if you talk too much in a single dialogue box, the game slows to a halt. Often I'd have to choose half of the dialogue options, exit conversation, then start talking to them again to avoid this. This is very frustrating in such a dialogue heavy game. I can only assume that due to low sales, the devs stopped providing patches. Honestly, the ending just felt like a padded out slog and I was glad to be done with it. However, I love this genre and I still somewhat enjoyed this game. It's still an ok CRPG and in such a niche genre I welcome it. I really wonder if the devs were happy with the final product of this game. I'd give it a 6/10 if you're a fan of the genre. Otherwise you'll probably hate it.
欲戴其冠,必承其重。作为《planescape: torment》的精神续作,本作可谓是极其失败。 它在表面上学到了《planescape: torment》的形,但是没有学到后者的神。 具体表现为,世界观塑造毫无统一性,人物对话、事件文本胡里花哨又言之无物,支线任务展现的世界观和主线严重割裂。 在《planescape: torment》,所有的游戏文本我都看得津津有味。但是本作,我就是看不下去。真的是越玩,就越为我浪费的时间感到愤怒。这里建议《planescape: torment》的老粉引以为戒,不要白白浪费时间和金钱。
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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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