{"title":"inXile Entertainment","description":"\u003cp\u003einXile Entertainment was founded in 2002 in Newport Beach, California by Brian Fargo, the same designer who had started Interplay Productions in 1983 and shepherded Wasteland, Fallout and the Baldur's Gate era of computer role-playing games before leaving the company he built. The new studio opened with a deliberate callback to that history: The Bard's Tale (2004), a tongue-in-cheek action RPG that revived one of Interplay's oldest names with a sarcastic narrator and a bard more interested in coin than heroism. The years that followed were a working developer's mix of licensed and contract projects, including the console versions of Line Rider, the co-op fantasy shooter Hunted: The Demon's Forge for Bethesda in 2011 and a remake of the Apple II classic in Choplifter HD, while the studio waited for a way to make the deep, party-based RPGs its founder was known for. That way arrived in March 2012, when the Wasteland 2 Kickstarter raised close to $3 million from fans and made inXile one of the first studios to prove that crowdfunding could finance a full-scale computer RPG. A year later, Torment: Tides of Numenera set a new record for a crowdfunded game at over $4 million, a spiritual successor to Planescape: Torment led by original Planescape designer Colin McComb and set in Monte Cook's Numenera tabletop world, a billion years into Earth's future.\u003c\/p\u003e\n\n\u003cp\u003eThose campaigns defined the studio's modern catalog. Wasteland 2 shipped in September 2014 and returned as a free Director's Cut a year later, bringing the post-nuclear Desert Rangers back to a genre that had largely abandoned squad-based, consequence-heavy tactics. Torment: Tides of Numenera followed in February 2017, an RPG that let players talk, bargain and reason through almost every encounter, with Techland Publishing handling the boxed release in several territories. The Mage's Tale carried the Bard's Tale world into virtual reality in 2017, The Bard's Tale IV: Barrows Deep revived the dungeon-crawling original series in 2018 alongside a remastered Bard's Tale Trilogy, and in November 2018 Microsoft announced it was acquiring inXile as part of Xbox Game Studios, with Fargo staying on as studio head. The first fruit of that backing was Wasteland 3 in August 2020, a colder, larger and far better funded sequel set in a frozen Colorado, extended by The Battle of Steeltown and Cult of the Holy Detonation expansions, with Wasteland Remastered bringing the 1988 original to modern systems the same year. The studio's next project, the steampunk first-person RPG Clockwork Revolution, was unveiled in 2023. For players, inXile's catalog is where the tradition of reactive, writing-first, choice-driven role-playing has been kept alive from the Interplay days through to the present, and the games below are the ones we stock from it.\u003c\/p\u003e","products":[{"product_id":"torment-tides-of-numenera-pc-download","title":"Torment: Tides of Numenera","description":"\u003cp class=\"lead\"\u003eTorment: Tides of Numenera opens with you falling from orbit, a brand-new mind waking inside a body the Changing God has just discarded. He has cheated death for millennia by building vessels like yours and moving on, and every one he leaves behind wakes up as a castoff. You are the latest, and something ancient called the Sorrow is already hunting you. inXile Entertainment, with the creative team behind Planescape: Torment and Wasteland 2, built this isometric, story-driven RPG around a single question that follows you through every conversation: what does one life matter?\u003c\/p\u003e\n\n\u003ch2\u003eA Body the Changing God Left Behind\u003c\/h2\u003e\n\n\u003cp\u003eYou are the Last Castoff, and you carry no memories of the being who wore your body before you. What you do carry is a link to every other castoff he ever abandoned, and to the Sorrow, a relentless entity that tears through anyone who shares that link. Survival means understanding what the Changing God was running from, and the search takes you from the tiered city of Sagus Cliffs to the living, digesting mass of the Bloom and beyond.\u003c\/p\u003e\n\n\u003cp\u003eTorment is a game where dialogue is the main event. Most of the memorable moments happen in text: the memories you relive in Meres, the confessions you coax out of strangers, the choices where every option costs someone something. The writing team, led by Colin McComb, wrote a story that is epic in scope but personal at its core, and it earns the comparison to its 1999 predecessor by asking harder questions rather than repeating old ones.\u003c\/p\u003e\n\n\u003ch2\u003eThe Ninth World of Monte Cook's Numenera\u003c\/h2\u003e\n\n\u003cp\u003eThe setting is Monte Cook's Numenera, a far-future Earth where eight great civilizations have risen and vanished, leaving their technology scattered like fossils. The people of the Ninth World scavenge those remnants, the numenera, and treat them as magic because nothing else explains them. It gives the game a texture no traditional fantasy world can match.\u003c\/p\u003e\n\n\u003cul\u003e\n\u003cli\u003eCyphers are one-use devices with wild, unpredictable effects, and you can only carry so many before they start interfering with each other. Deciding when to burn one in a Crisis is a small drama every time.\u003c\/li\u003e\n\u003cli\u003eArtifacts and oddities are the stranger finds: permanent tools with quirks of their own, and curios whose only purpose is to make you wonder who built them and why.\u003c\/li\u003e\n\u003cli\u003eLocations range from cities built inside prior-world machinery to organic labyrinths that respond to your presence, all rendered on the same technology that powered Obsidian's Pillars of Eternity, with a Mark Morgan score underneath.\u003c\/li\u003e\n\u003c\/ul\u003e\n\n\u003ch2\u003eCompanions with Their Own Reasons\u003c\/h2\u003e\n\n\u003cp\u003eYour party is small and deliberately odd, and each member has motives that may line up with yours or quietly cut against them. Their loyalty is never guaranteed, and how you treat them shows up in how they act when it counts.\u003c\/p\u003e\n\n\u003cdl\u003e\n\u003cdt\u003eCallistege\u003c\/dt\u003e\n\u003cdd\u003eA nano who exists in several dimensions at once, her many selves flickering around her as she speaks. She is brilliant, ambitious, and not shy about what she expects to gain from traveling with a castoff.\u003c\/dd\u003e\n\u003cdt\u003eAligern\u003c\/dt\u003e\n\u003cdd\u003eA gruff nano whose living tattoos crawl across his skin and hold secrets he would rather not discuss. He and Callistege despise each other, and keeping both in your party is a diplomatic exercise in itself.\u003c\/dd\u003e\n\u003cdt\u003eMatkina\u003c\/dt\u003e\n\u003cdd\u003eA fellow castoff known as the Silent Death, an assassin who has lost pieces of her own past and has every reason to distrust anything connected to the Changing God, including you.\u003c\/dd\u003e\n\u003cdt\u003eRhin\u003c\/dt\u003e\n\u003cdd\u003eA lost child who hears a god no one else can, and who has no business anywhere near the dangers you attract. Whether you protect her or use her is one of the game's quieter tests of who you are.\u003c\/dd\u003e\n\u003c\/dl\u003e\n\n\u003ch2\u003eThe Tides Decide What You Leave Behind\u003c\/h2\u003e\n\n\u003cp\u003eMorality in the Ninth World is not a simple matter of right and wrong. Instead, five Tides track the kind of legacy your actions build: Blue for reason and knowledge, Red for passion and action, Indigo for justice and the greater good, Gold for empathy and sacrifice, Silver for admiration and power. You never pick one from a menu. You reveal it through what you say and do, and the world reads you accordingly.\u003c\/p\u003e\n\n\u003cul\u003e\n\u003cli\u003eCharacters and factions react to your reputation and your dominant Tides, opening some paths and closing others, so the same quest can play out very differently on a second run.\u003c\/li\u003e\n\u003cli\u003eYour three stat pools, Might, Speed, and Intellect, double as a resource you spend on Effort. Pouring Effort into a persuasion attempt or a desperate lunge improves your odds, but the pools drain, and the game asks you to live with the gamble.\u003c\/li\u003e\n\u003cli\u003eGlaive, nano, or jack, your character type and descriptor shape which approaches feel natural, but talking, sneaking, and improvising are always options, and the ending you reach is a product of all of them.\u003c\/li\u003e\n\u003c\/ul\u003e\n\n\u003ch2\u003eThe Crisis System\u003c\/h2\u003e\n\n\u003cp\u003eWhen a situation boils over into a Crisis, the game shifts to turn-based tactics, but a Crisis is not simply a fight. Each one is a hand-built set-piece that blends combat with environmental puzzles, social maneuvering, and stealth. You might reroute a prior-world machine to end a standoff, talk a panicking guard into standing down mid-encounter, or slip your party out while the enemy is distracted. Weapons and cyphers matter, but so does the option to never draw them. Many players finish the game having fought only a handful of battles, and the game treats that as a legitimate way to play rather than a trick.\u003c\/p\u003e\n\n\u003cp\u003eIf you have ever wanted an RPG that trusts you to read, think, and answer for your choices, the Ninth World is waiting. Wake up in a body you did not ask for, outrun the Sorrow, and find your own answer to what one life matters.\u003c\/p\u003e","brand":"inXile Entertainment","offers":[{"title":"Default Title","offer_id":35090769804,"sku":"PC_9812612236_DL_GL","price":7.29,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0875\/3268\/files\/card-torment-tides-of-numenera-pc-steam-game.jpg?v=1790034261"}],"url":"https:\/\/www.pjsgames.com\/en-ie\/collections\/inxile-entertainment.oembed","provider":"PJ's Games","version":"1.0","type":"link"}