inXile Entertainment's Torment: Tides of Numenera has set a new Kickstarter record as the most-funded video game in the crowdfunding site's history, wrapping up over the weekend with a whopping $4,188,927 in pledges. It raked in at least $127,000 or so in direct pledges too. The RPG's crowdfunding campaign isn't over quite yet, as inXile will keep things running until the end of April to try to hit its $4.5 million stretch goal of a stronghold for players to call their very own.
The previous Kickstarter record holder was Obsidian's Project Eternity, with a touch under $4 million. This is only counting Kickstarter, mind. Wing Commander creator Chris Roberts ended up with millions of dollars more to make new space sim Star Citizen, having started with its own crowdfunding initiative.
"After a short break to recover from the intense past couple months, our Torment pre-production team will be moving ahead," project lead Kevin Saunders said in a Kickstarter update. "We'll be looking at the gross total of funds raised and determine how much we project for the development budget (i.e., taking into account the fees and costs of physical goods and fulfillment).
Saunders says inXile will also be "working more on the creative and design aspects of the game, in preparation to fully engage the writers later this year." It needs some time to nail down the "scope of the game" too. Given how many stretch goals it blew past, and how many new features it has already committed to adding, that may be pretty wide indeed.
Should Paypal pledges push the campaign to $4.5 million by April 30, inXile can add another feature to that list. "The stronghold will be a playable area, a personal hub and base of operations, and it may come with its own quests or difficulties," Saunders recently explained.
Exactly how far short of that goal inXile is should be settled today.
We may never see a sequel to Planescape: Torment, but thanks to the Kickstarter we'll be getting a spiritual successor made by some key folks behind the original game. It'll take time, though. The feature creep of stretch goals caused inXile to delay the game past its planned December 2014 launch, before the Kickstarter had even ended.