Torment: Tides of Numenera trailer highlights the Nano class

Torment: Tides of Numenera [official site] was the highest-funded video game at the time of its Kickstarter, and although its missed its release date more than once, things are looking on track for an early 2017 release as it progresses through early access. A recent trailer for Torment focuses on the Nano Class, which utilizes ancient technology to achieve feats that appear like magic.

If you choose the Nano Class, your version of the Last Castoff will be able to utilize their higher intellect to perform a score of feats. You’ll be able to access more strategic, non-combat options as your ability to think yourself through situations will lead to the capacity to outwit your enemies. If you’re forced into combat, you can call on numenera, artifacts of ancient fallen civilizations, to attack your foes from afar. You’ll also be able to summon ethereal creatures to aid you in your struggles.

Torment: Tides of Numenera is being made by inXile Entertainment and published by Techland. Although a firm release date hasn’t been set yet, Torment should be released in early 2017 on Windows, Mac, and Linux. We last looked at it way back in January.


  1. JustAPigeon says:

    Do doo be-do-do
    Do do-do do
    Do doo be-do-do be-do-do be-do-do be-do-do-doodle do do do-doo do

    • Ejia says:

      Oh hell. Now I’ll be singing that to myself for the rest of the day.

  2. theblazeuk says:


    Been hyped for this game ever since I listened to OneShot podcast play the tabletop game link to

    It’s silly and fun for a lot of it but it will give you an idea of the setting and concepts of the game where sufficiently advanced technology and deep time create mystery and strangeness.

    (I think the PC game will probably be less silly but hopefully just as awesome)

  3. MikoSquiz says:

    The idea of ancient nanotechnology as a magic substitute/analogue makes me immediately a lot less interested than I was before (like, when I backed this). If there was ever an idea that felt like the doofiest depths of doofy “high concept” sf/f, that’s the bunny.

    But I suppose if anyone can pull off that concept with grace and dignity, it’s this crew. Hopin’ & prayin’.

    • Slaadfax says:

      It’s a pretty big part of the setting as a whole. When they talk about the Ninth World, they’re talking about a civilization built upon the bones of eight other major (but extinct) civilizations.

      There’s a lot of old technology laying around of indeterminate original purpose, so the gist is that the denizens of the current civilization just kind of muddle their way through using it, as often just using something with a power source as a grenade as anything else.

      It’s an interesting setting, but it’s designed to be a bit madcap and chaotic, with maybe a few traces of camp.

      • nofare says:

        Clearly, the setting is quite inspired by M.A.R. Barker’s classic science-fantasy world of Tékumel:

        – The multiple, vanished civilizations.
        – Remnants of ancient tech lying about.
        – Creatures and aliens from other dimensions.
        – Tech that’s mistaken for magic.
        – Far into the future (1 billion for Num; 100,000 years for Tek).
        – Various groups (sects, secret societies, temples, political parties) vying for control of land and technology.

        Tékumel is beyond compare for camp, depth, wackiness, and sheer brilliance, but Cook’s creation owes it a lot nonetheless.

        • coldkingnowhere says:

          The utilization of little-understood technology from a collapsed civilization also reminds me of the Viriconium series from M. John Harrison. I’m not familiar with Tekumel but am eager to look into it as Viriconium leaves me thirsting for more like it each time I revisit the series.

        • Werthead says:

          Cook has cited Jack Vance’s Dying Earth as a more direct influence, which is understandable since it also heavily influenced D&D (Gygax just stole Vance’s magic system wholesale, even down to some spell names). It also does the far future setting, the tech/science/magic cross-over stuff and the layers of different civilisations. Dying Earth was published in 1950, which was way before Tekumel (Empire of the Petal Throne), which didn’t appear until the mid-1970s courtesy of TSR. Of course, TSR published D&D and Cook worked for them for years, so I’m sure he’s fully aware of Tekumel as well.

          The other key influence he cites is The Book of the New Sun by Gene Wolfe, which in turn was massively influenced by Vance (to the point where the main character carries out a literal copy of The Dying Earth for a chunk of the story, under the title Book of Gold). Dying Earth was a little bit humourous and knockabout, but New Sun is far more serious and grapples with more literary questions about unreliable narrators. Both are brilliant.

          He’s also cited Michael Moorcock, more for mood and general weirdness than anything specific, and Moebius for his art style. I wouldn’t be surprised if there was a little Viriconium in there (but then Harrison was also influenced by Vance so it’s all a bit circular).

          • teije says:

            Great summary there. If Numenera manages to channel even a bit of those inspirations, it’ll be great.

          • korsobar says:

            Just to nitpick a bit, the main character Severian in Gene Wolfe’s Long Sun series never carries the Book of Gold. The Book of Gold appears as a book used by the guild of librarians to determine which children were suitable to be raised in their guild. Severian also talks about a book called something like “The Wonders of Urth and Sky” which is a book of mythology that he reads with Thecla along with a couple of other books. Since that was a book of strange mythology, it might be closer to Jack Vance’s Dying Earth. I believe he takes that book when he is exiled from the guild. I am a huge fan of Gene Wolfe and I have reread that series many times. If you had to pick something to be inspired by, it would be a fantastic choice. Cheers.

    • P.Funk says:

      Well this is kind of actually pretty mainstream sci fi thinking.

      Arthur C. Clarke – “Any sufficiently advanced technology is indistinguishable from magic.”

      Almost certain that was literally in their minds when they wrote Numenera as a boardgame.

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      Phasma Felis says:

      How did you fail to notice the fundamental setting concept before backing it.

    • Werthead says:

      I think they made it fairly clear in their original pitch, plus it’s a cornerstone of a lot of SF and fantasy – Dying Earth, Viriconium, Star Wars, most of Moorcock’s stuff, some of Al Reynolds’s work, Wheel of Time (more hinted at there) and so on.

  4. M4st0d0n says:

    Cant wait to play a very tiny Nano Dwarf.

    • CaptainDju says:

      You just made every redundophobic on this site cringe. If there’s such a thing that is…

  5. Sic says:

    From the homepage:

    Numenera’s Ninth World is a fantastic vision of a world in which hyper-advanced civilizations have risen and fallen and left their inventions behind. Their achievements became part of the accumulated detritus of eons… and now this assortment of ancient power is there for the taking. The humans of the Ninth World take and use what they can. They call these artifacts the numenera.

    One of these humans discovers a way to use the numenera to grow strong, to cheat death, to skip across the face of centuries in a succession of bodies. But he discovers an unexpected side effect: You.

    Does this individual play a role close to The Nameless One from the original? Do you play this individual? Is he/she an established protagonist/antagonist?

    Can someone in the beta just tell me a bit about what “the story so far” is?

    • Radhil says:

      To sum it up quickly:

      The Changing God cheats death by jumping out of his/her/its body to who knows where whenever he gets into trouble. He either doesn’t realize or doesn’t care that those bodies “wake up” and start their own life as soon as he does so, or that they can (rarely) survive the fatal encounter he just left.

      You’re the Last Castoff. Some vague monstrous power called The Sorrow hunts the Changing God for his many crimes, and you are the result of his latest retreat. You will be hunted by the Sorrow and others for crimes you had nothing to do with, other parties will try to use you to find the Changing God, and you will have to figure out the puzzle of yourself and your existence. You wake to sentience with minimal memories, no identity, and plummeting in freefall towards planet Earth. Happy trails.

  6. FordTruck says:

    I find myself no longer able to play RPG like this anymore without voice acting, i can’t even focus or just get into it D: