
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
[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.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $3.8M | 6.9K | 82% | $19.99 | |
| $3.8M | 2.7K | 78% | $59.99 | |
| $3.8M | 16.4K | 96% | $9.99 | |
| $3.8M | 23K | 75% | $5.99 | |
| $3.8M | 4.2K | 63% | $24.99 | |
| $3.8M | 5.3K | 82% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $2.7M | 4.8K | 87% | $19.99 | |
| $325.8K | 2.9K | 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
PROS: You're certainly not going to play another game like this, and the whole idea of the Castoffs is really interesting. The immortality mechanics from Planescape: Torment work perfectly here, and you can tell that they've set out to make the best homage they can. I also liked that combat provides no XP, quest and dialogue rewards were often permanent character enhancements, and there's a large array of unique and weird items to use. CONS: I'm writing this 5 years after it came out, but Torment was already 15-years-dated by the time it was released. It would almost work better as a Choose-Your-Own-Adventure game: virtually everything in the game is conveyed through text anyway, not visually. But I didn't love the style of the writing—it's weird for the sake of being weird, and you can *know* the author's smugness through the words. The combat is agonizingly bad, which would be more of a problem if there were more than a dozen fights in the entire game. And for a game obsessed with choice, it's hilarious that it has the same ending as Mass Effect 3. I didn't hate it. But I can't think of anyone that I could recommend it to. If a bizarre text adventure game with overly poetic language sounds up your alley, though, check it out. Otherwise, probably best to pass.
I just finished Torment: Tides of Numenera (still need to Re-Load a Save to get the Last Achievo), & Quite Liked it. There was a lot of Reading, but i didn't mind that since it was an Interesting Story & i Enjoyed it. The Graphics of the Characters was Good, nothing special, but the Environments & Backgrounds were Pretty Cool. There were also times when there'd be a Big Chunk of Text in the Corner along with a B&W Drawing looked quite well done. I would've liked more Voice Overs parts (there r some), but i guess voicing all of that Text would've cost a lot of $'s. Another thing i would've liked is a Rotating Camera, to b able to get better angles on some of the NPC's, but Oh Well, i still had Fun.
It's not a very good game. In fact, it's not much of a game at all; it's a book, comprised of a hundred smaller stories, loosely-connected to each other, and delivered through the backstory of various NPCs. Yet every story seems to exist in a vacuum, completely isolated from the other NPCs, and describing worlds/places/mechanics/people who will ultimately have little to no impact on your own world. The entire game is filler text, and completely forgettable, at that. You won't remember any of it; there's no cohesion to "glue" all of the different pieces together. I'm not enjoying this game, and thus - I'll stop at 20 hours. Not going to force myself to play something when I'm not having fun.
Exceptionally well written. The linguistic skills exhibited in the story line are above most. The interface is reminiscent of Fallout/Fallout 2. If you have no imagination, or do not enjoy reading, this game is not for you.
Some mechanics are interesting, but the game feels half-finished. I felt like I was only halfway through the main story when it was actually near the end. More should be done with the Tides. Leveling and progression did not seem very well paced. That said, the story and lore were very entertaining. Decent enough for a a short playthrough if you have a few bucks to spare. Edit: also very buggy
Plays more like an interactive novel than an rpg. The story is interesting, but I got tired of traveling back and forth to read the next chapter.
I loved Planescape: Torment. It was one of the greatest PC RPGs of all time. This game really does not do it justice. Most of the game is chatting with NPCs. That's fine if it's interesting, shocking, exciting, or evokes any emotion other than "Oh god, just get it over with". This doesn't. The Numenera setting is full of wonder, danger, excitement, and a love of exploration. This game is just walking around town and chatting to NPC's who aren't especially interesting. The actual Numenera crunch system is utter crap when translated from tabletop - it's a more freeform and open system which is great when you're with your friends and drunk but crap when it comes to a PC game. Example - there are 3 or 4 main disciplines (strength, intelligence, charm, etc) and you have a dice pool that gets used up as you use each pool. Unless your expertise in that discipline is high enough, in which case you pretty much just win the contest. You have 4 characters. There are 4 pools. Do the math - you just minmax each character and plod through the storyline. Speaking of the storyline - make it Interesting before trying to make it highbrow and up your own ass about it - I'd tuned out so much I didn't even know who the girl was at the end! Play Planescape: Torment instead. It's old but at least back then they understood that stories should be interesting and fun,
Опустошение и удовлетворение - вот мои ощущения после Torment: Tides of Numinera. После таких игр сложнее всего понять что же проходить дальше. Посмотрел буквально 2-3 мнения до начала игры. И бросил это неблагодарное занятие. Если продолжать читать, то разработчики виноваты буквально во всех грехах и ещё остались должны (а ещё с десяток мнений я всё-таки осилил, хотя уже и после прохождения - просто чтобы убедиться в своих предположениях). Порог входа в Torment достаточно высокий с первых минут - если нет желания читать мегабайты текста, то лучше даже не включать. Torment - это интерактивная книга с некоторой визуализацией. Я прочитал в 2021 полтора десятка книг и вписал Numinera в этот перечень 16-ой. У тех, кто продрался через стартовые стены текста, обычно возникают другие претензии - игра короткая, потенциал мира нераскрыт, видимость выбора. Меня всегда удивляет, когда подобные вещи вводят в претензии. Причём обычно это говорят люди с большим игровым опытом. Короткая? Fallout 1 проходился за 15 часов. Fallout 2 и Planescape Torment - по 30. Короткая - чаще всего яркая. Здесь все истории штучные - нет 200 необязательных квестов и 300 событийных к 100 обязательным. Потенциал нераскрыт? Почему-то все считают, что им должны разжевать все особенности мира. Torment заставляет включать фантазию - я уже забыл, когда это было в ролевой игре. Видимость выбора? Выбор в таких играх в первую очередь для себя самого, для отыгрыша роли. А не чтобы новых квестов подкинули. Из последнего, например: я не смог играть в Pathfinder: Kingmaker - она слишком обычная, игра не умеет удивлять. Хотя вроде бы всё качественно и хорошо. Стандартно. Прям ГОСТ. А я всё ещё хочу удивляться, а не ходить по проторенным дорожкам.
Albeit it didn't top the popularity charts, I found Torment: Tides of Numenera very intriguing. The lore and moral choices made this game for me and I was quite emotional about the ending. Do not expect it to be a continuation of Planescape: Torment - or create elaborate requirements for it, you'll have much more fun. Treat it with open head.
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.