
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 2,400 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
If you will play this one, and I'd advise not to, play as Nano (mage). Anything else, and you'll likely be cut from tons of content early on due to skills checks all being heavily designed for intellect character. Seriously though, why are there 3 quests, that are all impossible to be completed peacefully if 1 (single, one!) skill check is failed? That's just horrid design. Bit of positives though, world building seems incredible. Lore around stuff is amazing, well written and interesting, really drawing a person in if you spend enough time reading. On subject of reading though, not every single NPC, no matter how irrelevant, needs a book written about them. The amount of unnecessary exposition is excruciating. There is a small bar early in the game, 6-7 characters inside. I've spent about 2 hours talking to them, going through dialogue options. Was it needed? No. Was it interesting? Some of it. Was it fun? Hell no. Some of dialogue was great, some was highschoolers first book, first draft quality. Cardinal sin though, the game is boring. Enter area, talk to 20 characters, each with 10 book chapters of dialogue, get a quest or two. Move to next region, repeat above. At the time of dropping this game, I have about 15 quests in my quest log, with grand total of 3 completed. Not that I don't want to complete them, it's just none of them are in my area. All require travelling to another region, where I'll spend another hour or so reading new NPC characters dialogue and get more quests. On topic of quests...oh boy... And that's it. A game with insanely good world building with mediocre writing, horrible quest design, lack of alternative options to solving quests (peaceful or agressive. Peaceful is skill role based, so have fun with intellect checks if you're not nano, and even more fun with HORRENDOUS combat) and too much reading. For a game that bears the name Torment, this one lacks everything that made Planescape fun.
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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
There's a narcissistic sort of RPG who goes to a party to prove how fascinatingly brilliant it is. "Who, me? Oh, I'm just reading about the gamification of space colonization. You know, something light, before I get back to mingling." The kind of open world adventure who wears glasses with no prescription, because it wants people to think it's very intelligent. Then there's the genuinely brilliant RPG, who didn't get invited to the party in the first place because of how incredibly f**king weird it comes off. "Look, officer: there was an idea, and now there's a hypothesis, and that bears testing; but there are too many square meters of soil to test, and not enough geiger counters to test them with, and that's why there was no time for PANTS, you see, because there might be SAMPLES. Ok? Ticket me if you must. I regret nothing." This is very much the second sort of RPG. Inaccessible, but not unapproachable. Obsessive, but not pretentious. Neither over-complicated nor under-complicated, but firmly mis-complicated--complexity that balloons off sideways, in ways that make perfect sense... but only from a single, exceedingly obsessive, distractedly warped perspective. The narrative will absolutely take the time to try to walk you through the labyrinthine, brain-meltingly bizarre logical connections it makes. From a distance, a few of them even make sense. Pretty soon, you find yourself drawn into the fascinating Ninth World, all the while wishing you had known that this particular party was BYOB. Because damned if you don't need a few drinks after trying to make sense of any of that. In the end, this sort of RPG is not the kind that gets invited to parties. It's the kind that's best enjoyed in measured doses with a qualified trip-sitter. The kind of game obsessed over by two specific kinds of people: the kind of people who think they really GET quantum mechanics so long as they're off their meds, or the kind who live by the MST3K mantra. "It's just a show; I should really just relax."
This game can be summed up easily, it’s READING: The Videogame. That’s not meant as a criticism either. The game is proof that something can have major flaws and still be a masterpiece and extremely enjoyable. From what I understand, the game was very divisive at release, presented as a spiritual successor to Planescape: Torment, and not what people were expecting. I am perhaps fortunate that I came into this with no baggage. I’ve not played Planescape, though it sits on my very large backlog. At the time it was released I was a child more interested in Age of Empires, and since the game has slipped by. I do look forward to playing it but it hasn’t coloured my perceptions here. In general I really enjoy CRPGs, but I wouldn’t say it’s my favourite genre or that I’m fanatical about them. What I care about in games, more than anything, is a good story. With all that in mind then, this game has quite a few issues. Combat is mediocre at best, I encountered a few bugs, the game gives you several party members, each with their won side stories, lets you swap them out, but does so in a hugely annoying and clunky manner, and lock you out of seeing the end of their stories for some of them if you don’t bring them with you at the end, although it doesn’t really make it clear. Graphically, it’s not unpleasant to look at, but it’s not great either. It runs on the Pillars of Eternity Engine, and I think that game looks a lot better, despite being a few years older. The detail actually seemed to improve as you move into the later game organic fleshy environment of the Bloom, but initially you are navigating around a quasi medieval city some some scifi additions, which frankly wasn’t that interesting. Also the game’s limited budget shows, there’s only some dialogue that’s voiced (though I prefer it in this style of game, as I read much faster than the spoken dialogue and end up wanting to skip along dialogue boxes) and there aren’t character portraits even for most of the characters you speak to. The game is also completely confusing at the start. Most RPGs ease you in a few quests in a self contained area, some characters, a bit of conflict but again nothing to complex to allow you to gain a grip on what’s happening. Torment, after a fairly short introduction, has you arrive at the main market place of the city and presents you with a million characters and points of interest. The world is very strange, and your character has no memory. It’s overwhelming and I nearly dropped the game early on. Fortunately I persevered, and after a bit, the world started to “fit” for me. Ultimately the game is really more of a text adventure, with some CRPG bits added on (there are even side stories which are point blank text adventures through and through). For many people that won’t be that interesting, but if reading huge amounts of text doesn’t faze you, and you want a great story, then this is a fantastic game. I fall into that category. The world, which is based off the tabletop game, Numenera. The setting takes the idea that “any sufficiently advanced technology is indistinguishable from magic” and runs with it. What appears to be a weird fantasy world is in fact Earth, over a billion years in the future and almost completely unrecognisable, with humans at a medieval level barely comprehending what’s around them. It’s not magic that people are using, it’s nanites that are ever present in the atmosphere. It’s not a fantasy create, it’s a strange creation, or an alien or from a parallel reality. The setting exhibits a fantastic level of depth and opportunity for storytelling. There’s a billion plus years of history and ruins and mystery piling up on top of each other. I wish that the setting got the Pillars of Eternity/Avowed treatment, where the setting receives a proper 3D game as well, as it would benefit from that greatly. There’s so much weird and wonderful stuff described, but the games graphics aren’t great at selling a lot of it. Despite that, the writing really worked for me. I never found myself bored or tired from reading piles of text. It’s punch, flows well and descriptive, really adding in the detail where the graphics fail. The world is fascinating, as are the characters, who are also complex, and I found myself invested in them, even if I didn’t particularity like them, I wanted to see how their stories played out, and I found the dialogue options gave me the opportunity to reflect my disapproval. Choices are varied and interesting, rarely falling into the cliché of saint versus kick the puppy, though you can play a total ♥♥♥♥♥♥♥ if you want. They appear to have a major affect on the story and offer you in most cases, the ability to skip most combat. There is very little in the way of dungeon crawling. The story is very interesting, on a number of levels. There’s just exploring the world itself, meeting and interacting with the strange inhabitants, while this is driven by the central mystery of who you really are, why are you being hunted by a horrific creature, who your creator is, and what were his plans for you and everybody else. I found these mysterious satisfyingly explained as the game progressed. Initially I did find myself playing a generic nice guy, were things sort of just happened as I inserted myself into them, but over time I found myself playing a character who became much more defined, with a determination to survive and stop his creator. It got to the point where I went back at the end of the game and chose a different ending, the first one being too “nice” for the character, and having a level of self sacrifice that I felt at that point he wouldn’t reach. The game starts to ask complex questions within it’s story about how you would respond if, despite even your best intentions, the very nature of yourself and fellow siblings was destructive to the world around you. Overall I thoroughly enjoyed my time with this game. It has many flaws, but if you can engage with the story, it is a fantastic experience. I really hope there are future games in the Numenera setting.
This is a good game. Don't let the reviews throw you. But there are a few things you should know before getting started Don't come at this game with the intention of it being planescape, it's not. This is also okay. Numenera is a good setting it's apples and oranges comparing the two. Don't come at this game with the intention of creating a character to beat or smash everything that's not what it's about there are many solutions to problems and many problems with no right answers. Don't come at this game with the need to win all the time. You can't don't even try. What you should come at this game with. Is a open mind, and a willingness to read everything to take it slow and easy. Over the years the balance has been fixed nano is still the best way to avoid combat but Jack and Glaive have been made better. Mechanically Yeah it's not the most engaging combat but it's combat, if you want a combat game go play Diablo that's not where the heart of this game is. Don't take this game or the reviews at face value, play the game on it's level and you will not be disappointed.
A great throwback to the late 90s (in a good sense). Just make sure you finish the game in one playthrough since it's rather difficult to get back the game after a break and remember what exactly was going on.
I'm glad that I have ignored the complainers who gave this game bad reviews and tried it for myself. I was missing out on such a great RPG. One of the best ever made in my opinion. The game got bad reviews simply because the Planescape Torment fans could not get over the fact that this is not exactly PT2. And that's true - this is not a sequel to Planescape Torment, nor does it follow the same story outlines. Whatever that is a good thing or a bad thing, I'll leave up to you. As for me - I'm more than happy with how this game turned out to be like. I think comparing it to Planescape Torment is kinda unfair and silly. And let's be honest here: Fans are hard to satisfy. If you change too much, then you are not faithful to the original. if you change too little, then you are just a cardboard copy without any innovation. Ignore fans. This game is great. I love the fact that you can solve ALL the encounters in the game without combat. Can you tell me about any other RPG that allows you to go through the entire game without fighting? I know about Disco Elysium, but that is not a good example because that game doesn't include any combat. Torment Tides of Numenera does include combat, but you can always avoid it. And that is one of the main reasons why I fell in love with this game. The other one has to be the world-building. The world of Numenera is so unique and captivating, it holds so much potential and it's pure joy discovering it and uncovering its secrets by playing the game. I really hope we will see more games from this world in the future.
Я с детства привык, что в конце игры мне показывают мультик. Все нормальные игры так и делают, но эта не то что мультик... в ней даже картинки в конце не показывают, а просто пишут абзацы текста на фоне титров, а в самой игре нет не единой сюжетной заставки или чего-то подобного - только текст. Вот это я понимаю продукт за не кислые деньги) От "той самой" игры здесь только одно слово в названии за которое Брайан Фарго накинул зелёных, а всё остальное это бизнес инициатива для тупой наживы на ностальгии слепых фанатов коим, как обычно, наобещали коробку конфет с золотой ленточкой, а дали по факту один чупа-чупс со словом Адан. Если "та самая" была игрой с большим количеством не глупого текста и крутым сеттингом, то здесь много зачастую пустой писанины вместо игры, а сеттинг как из аниме или книжки низкопробной фантастики, где всё в куче: кони, люди, колдуны, космические шатлы, мутанты, роботы, НАУКА и недоумённый игрок. Графомания страшная, но создатели её не боятся! Они всерьёз решили, что людям нравилось тупо читать "ту самую" игру, а потому сделали упор на количестве знаков вместо вменяемой игровой механики. Да и денег со сбора видимо по карманам рассовали, ведь игра выглядит дешевле многих аналогов с куда меньшим бюджетом (даже дешевле "той самой" игры 20 летней давности) и пускай никто точно об этом вам не скажет, но сложить 2 и 2 глядя на наполнение игры и её продолжительность я думаю у вас получится. Особенно в сравнении с "той самой", которую делали-писали на коленке в попыхах. Видимо человек действительно должен быть голодным и под жёстким контролем для того, чтобы творить, а иначе он начинает лишь имитировать деятельность.
My worst kickstarter backed game. Just feels partially completed and still buggy as heck. For a game that raised so much money, it was such a let down.
The worst thing I can say about this game is that it bored me. I quit it three separate times in the first 14 hours of gameplay, as my exploration of the first hub largely had me face tongue-in-cheek references to the original Torment with less substance, and very wordy and mentally draining exposition dumps. Going further into the game, the stream of original ideas seemed to grow in its fervour, overtaking the mundanity in my mind... that said, in the end, the story doesn't really come to anything interesting, profound or, most importantly, satisfying, so the game seems to work best as a collection of vignettes about the world as a result. With that in mind, if I had to describe the game's setting in one word, it would probably be "baffling." Or perhaps "incomprehensible." A healthy mix of both would probably convey my feelings on it. I know that I would likely gleam more information from reading sourcebooks, but having read the five novellas that come with the game, and played the game rather thoroughly, I have to say that it does not seem to come together into a coherent whole whatsoever. There are aliens, trans-dimensional creatures, time travelers, ghosts, mutants, humans, cast-offs who, while still mortal and nominally human, refer to other humans as "mortals", and all manner of other creatures walking around. Time travel, FtL teleportation and dimensional travel all seem to be commonplace, and there is a limitless supply of magical artifacts in every corner of the playable map, largely created for unkown purposes by presumed ancient civilisations... none of it meshes together. Most of the world almost appears medieval in its make, even though a portal to a spaceship which has been in orbit for a thousand years is only a ten-minute walk away, and the average thug may wield laser guns and wear gloves which allow him to create a nano-spirit-ghost out of anyone, provided he swaps in a trans-dimensional power source. The writers seem to have free reign to come up with absolutely anything, and it makes me wonder why every problem hasn't been solved with some sort of handwavium at this point... that, or everyone could have just fled to an alternate dimension where it had. Point is, from references to Planescape: Torment, to fairly generic quests about beating up thugs, to aliens who do not communicate in the single language used across time and space in this universe (The Truth), to ghosts, you may encounter absolutely anything in this world and it is impossible to take seriously. With that out of the way, the combat is the obvious thing to address... frankly, it's bad. Beating everyone in battle is overly easy, the combat is slow and simplistic, and does not seem to gel with the role-playing systems (you expend the resources you use for skill checks on combat, except if you level up enough, skill checks are basically won automatically and you hardly even need any resources to beat everyone up). The best part about the combat encounters is that you can often solve them by interacting with the environment, instead of fighting... that said, you quickly realise that this boils down to running over to the interactible objects and then tanking damage whilst you complete a series of interactions, which may or may not be skill checks. On top of the fact that many combat encounters may be avoided with a skill check in the first place, it makes the whole thing feel like a pointless waste of time, and drain on resources (that said, it is generally not a challenge whatsoever to 'solve' these encounters and survive). The enemy AI also seems really bad — they do not seem to cooperate whatsoever, ignore environmental hazards (essentially killing themselves), and really have no real strategy. Overall, while the combat system seemed promising at first, the game would honestly have been better without combat. At the end of all of this, I realise that I really have nothing else to say, and what has been said was not worth saying. The experience felt hollow, like I had just rinsed my brain with words which are already finding their way down and out of my being, dissolving in the air, seeping into the soil. The wordy and eloquent descriptive writing makes this flow well as an experience, but it feels empty... unchallenging, unrewarding. The game hardly seems to pose any worthwhile philosophical dilemmas, and did nothing to tug at my heartstrings. It's just an oddity, much like the myriad of oddities found all over the Ninth World — pretty to look at, seems to put some puzzling sparkles behind your eyes when you touch it, and not apparently good for anything.
[h1]A story-focused RPG with some good ideas, but with obnoxious writing and a disappointing story[/h1] [i]Torment: Tides of Numenera[/i] was developed as a spiritual successor to cult weird RPG, [i]Planescape: Torment[/i]. You play as a character who has crashed to Earth from outer space with no memory of how you got there, and from there you explore the world from an isometric perspective, gathering allies, talking to people (a lot), and getting into turn-based scraps now and then. What's most interesting about the game, besides the weird setting (more on that later, though), is how you interact with the world. Each character has three attribute pools (Might, Speed, and Intelligence), and every challenge in the game is set to test one of these pools. If your pool is high enough to meet the difficulty level, you succeed automatically. If not, you can spend some points to increase your chances or guarantee success. Points are regenerated through rest or restorative items. Interestingly, combat is handled the same way, with casting spells and attacking with weapons being nothing more than challenges to your attributes. Leveling up is also interesting in that you have some leeway in how to build your characters. There are a lot of abilities to choose from, and most of them are at least somewhat useful. [hr][/hr] However, there are some problems right from the start. The game often feels too much like its inspiration, to the point of sometimes feeling like just a cheap copy of a superior game. The world is interesting, but it doesn't feel cohesive at all, but instead like a bunch of weird areas placed next to each other, much like a theme park. The world is also surprisingly tiny, with just a couple of small hub areas with a few spokes extending from each into smaller areas. Quests are often discovered and solved by talking to two NPCs standing around just a few paces away from each other. [i]Planescape: Torment[/i] is well-known for its long dialogues, and so [i]Torment: ToN[/i] was similarly given tons of text to wade through. The problem is two-fold. First, while talking to NPCs in [i]Planescape[/i] often feels like having a simple but actual interactive dialogue, NPCs in [i]Torment: ToN[/i] are simply there to deliver exposition, and often your own dialogue choices are simply questions asking about various topics for even more exposition. Second, while the writing in [i]Planescape[/i] is excellent and combines both otherworldly and mundane topics, the writing in [i]Torment: ToN[/i] is weird almost constantly, making it difficult to get attached to any of the characters or the world in general; this is made worse by the fact that the writing is obnoxious and often quite poor (especially during the first and last few hours). Even the mechanics end up disappointing. It's a cool system, but it's wasted here because you simply become too powerful too quickly, to the point where it almost becomes impossible to fail any challenge (or combat) unless you deliberately set out to do so. It took me over 20 hours to complete the game, doing mostly everything I could find, and I spent over 15 hours of that automatically passing nearly every challenge. [hr][/hr] There is a pretty decent little adventure/RPG hybrid during the middle 5-10 hours of the game, so it's not all bad. However, it's a story-focused RPG with dialogue that is often obnoxious to read and made worse by the fact that there is so much of it, and the world is tiny and feels like a bunch of disparate locations thrown together. The game increasingly robs you of agency, with much of the story toward the end delivered through monologues delivered by supervillains (or dialogues between supervillains). The game was marketed and developed as a spiritual successor to the excellent [i]Planescape: Torment[/i], but at that it is a failure; even worse, it's a disappointing game on its own.
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Where this game's players are, estimated from review languages.
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