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Numenera is a science fantasy roleplaying game set in the far distant future. Humanity lives amid the remnants of eight great civilizations that have risen and fallen on Earth. These are the people of the Ninth World. This new world is filled with remnants of all the former worlds: bits of nanotechnology, the dataweb threaded among still-orbiting satellites, bio-engineered creatures, and myriad strange and wondrous devices. These remnants have become known as the numenera.
Player characters explore this world of mystery and danger to find these leftover artifacts of the past, not to dwell upon the old ways, but to help forge their new destinies, utilizing the so-called “magic” of the past to create a promising future.
Many have requested more frequent Stretch Goals now that we’re in the slower period of the Kickstarter campaign. In addition to the Castoff’s Labyrinth gaining Fathoms, we are excited to announce the following at $2.75m (as suggested by manaf82):
Over a decade ago, an enthusiastic writer and designer broke into the games industry through a job in QA at Interplay. One of the games he worked on as QA was Planescape: Torment. It didn’t take long for Brian Mitsoda to prove his creative capabilities and move into design, eventually leaving Interplay and becoming a key writer for Vampire: The Masquerade – Bloodlines. I met Brian in 2005, when he joined me as the creative lead for Dwarfs, a grim prequel to Snow White that I was the lead designer on at Obsidian. Brian has since founded his own company, DoubleBear Productions, whose game Dead State, met with great success on Kickstarter last year. Brian will contribute his creative talent to Torment, bringing him back full circle in terms of his career. (Fortunately, the schedules for Torment and Dead State make this possible.) And what could be more fitting for a game that explores one’s legacy?
At this Stretch Goal we will also add Reflections of Companions and NPCs to the Castoff’s Labyrinth. These Reflections have different dialog and information than their living counterparts, and you will learn secrets about them that would otherwise remain hidden. (But are these secrets really about them? Or are they about you?) The more Fathoms within the Labyrinth, the more Reflections there will be, and the deeper their dialogues become.
Finally, we are adding another Castoff Labyrinth feature to the $3m Stretch Goal: Secret Meres. These Meres (dependent upon the Fathoms) are hidden within the Labyrinth and are accessible only from your own mind.
Hello Forgotten Ones,
We’ve been having a good run at the final stretch goal and saw some real spikes and increased activity far beyond what we’d normally expect from our PayPal pledges at this stage. Thanks to all of you for your effort in rallying to the cause! However, it’s looking really unlikely we’ll make the $4.5M stretch goal, with our current PayPal total being $239,438, which means our total money raised so far is $4,428,365, with only two days left to reach the stretch goal.
But! Our percentage of dropped pledges was way below our estimates, proving yet again that you guys rock! As you may recall, our Lead Tormenter Brian Fargo and superfan Steven Dengler matched pledges between $1M and $3M, adding a total of $200K. That money was set aside primarily against failed pledges, but because of your dedication, we can apply enough of it toward our budget – combined with the PayPal totals – so as to have reached $4.5 million.
Which means? We made it! Because you guys are so awesome (and because Fargo and Dengler and are so awesome) we can implement every single one of our stretch goals, including not just the player “stronghold” but also our ideas for expanded reactivity, length and depth, pursuing some of our crazier ideas concerning choice and consequence. As we outlined in update 19, while the classic “stronghold” concept might not fit this game the potential is there to do some really interesting things to tie it into our theme of legacy and the unique weirdness of the Ninth World. Colin’s been hard at work hashing out the overall plot as well as resurrecting and moving forward with ideas we had for features such as the stronghold, and he’s come up with some pretty great ones.
Thanks to all of you, we can now make those ideas happen. Thank you!
Thomas Beekers
Line Producer

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