Travel to the Ruins of Denver
POSTED: 03/23/2017
Hello Rangers!
First and foremost, just in case you somehow missed the news, we've released our latest game. Torment: Tides of Numenera is on
Steam,
GOG.com and other stores and platforms - see all your options
here. A quick word from Brian:
It's always thrilling and nerve-wracking for our team to put a new title out there. The press response has been amazing, you can find some of the critical praise hereand here. We've also been been very pleased by the touching and thoughtful comments from our fans on forums, comments, and social media. If you enjoyed playing Torment, we'd love it if you said so on Steam, GOG, or your store of choice.
We are strong proponents of sticking with our games post-release. Our goal is always to do right by our fans by continuing to support our games with fixes and improvements, as well as new content. Torment is no exception in this respect, and you can expect to see the game grow over time as more new features are added, including Oom, "The Toy" companion.
Journey to Colorado: Chapter the Second
We gave all of you
an update on pre-production last month, and we want to keep doing so in these coming months, so here is another status update! Developers of all disciplines have started rolling onto the game, both those from the Torment team as well as
new hires. We also have some exciting contractors helping us out on area design during pre-production.
Design Lead George Ziets and Lead Writer Gavin Jurgens-Fyhrie have crafted a strong pass on the overall narrative, and a full list of zones (areas) that we want to be in the game. We don't want to spoil the whole list for you, but we'll be talking about one of those zones (Denver) later in this update. George has detailed out each of these areas at a high level in something we call a Zone Constraints document. Those are then sent to our designers who generate "Zone Briefs" that further define the characters, story, and missions of the zone. If you want a refresher on our area design processes,
George wrote a great update on it earlier.
But it's not all paper design. Crucially at this stage we also have time to prototype and work on our tech, as we mentioned last update. Our art department has been setting up the technical details of the art pipeline and also has been making great strides on our technology for snow, as we explore all the possibilities our unique setting offers. Additionally, we are creating a concept art library for the game, which will ensure that we have a consistent vision on the game's look as you move from zone to zone.
Engineering is largely finished porting over code from Wasteland 2, which gives us a solid technical basis, and is now working on the details and functionality of Wasteland 3's multiplayer. It is crucial we have multiplayer functioning in our engine early, as it touches on every facet of our game. When tech is in a good place, systems design can start creating prototypes to experiment with combat, vehicles, and more.
A Word on Investment
Today we have some great news to share! The SEC has given Fig approval to sell shares in Fig WL3 LLC. If you reserved shares as an unaccredited investor during our campaign, Fig will be contacting you to finalize your investment.
Detail on investment can be found on
this page. As always, monies from investment goes right into the game's budget, so this is great news for all supporters of Wasteland 3.
The Ruins of Denver
Hello all. Gavin here to talk about the Denver zone in Wasteland 3.
Most of Denver is in ruins. During the end of the old world, a nuclear weapon exploded high in the air over the city, killing most of the inhabitants. The skyscrapers that remain are jagged, crooked affairs that lean against each other. In their shadows, the lesser buildings have crumbled, forming ever-shifting mazes and subterranean tunnels of broken concrete and rusted rebar.
These urban wilds are battlefields for the predators prowling the city, unaffiliated treasure hunters, and scavengers. Though the radiation is long gone, Denver is still a deathtrap, but one studded with buried riches from the old world.
The Denver Airport Commune lies to the east of the ruins and is now a colony of artists, hackers, conspiracy nuts, mad scientists, and assorted eccentrics. The Commune is centered around the Space Shuttle Atlantis (which landed here sometime after the bombs fell), and is dedicated to strange experimentation, acts of cyber espionage against the Patriarch, and MANY other things.
In the north is the mighty stronghold of the Gippers.
We shared a glimpse of the Ronald Reagan-worshiping cult in an
earlier update. As many of you recall, the Gippers were a faction we originally planned for Wasteland 2, but now they will be appearing in Wasteland 3. The leaders of the Gippers are the priestesses known as Nancies - wives to the divine God-President Reagan, lawmakers, and judges. Above them all is the fierce and formidable Mother Nancy Reliance.
People do rather get the wrong idea about us. I can’t say I mind.
Let us be underestimated and ridiculed. They think our Ronnie is dead and never coming back, and they are wrong. They accuse us of seeing communists in every shadow, and well, they’re right. But so are we.
Make no mistake, dears. We are surrounded by the vestiges of the Evil Empire. They have turned our great nation into an irradiated graveyard and they expect us to weep. But we are steel, sisters. We do not bend, nor do we rust. We endure.
So let them laugh at us. We are the wives of the God-President, and we will endure until he returns to us. Until then, his Great Work lies before us, unfinished.
We will arm our sons and our daughters and teach them to hunt Communists and snake-tongued Socialists. From birth, we will turn our children’s hearts to unyielding stone. With our blessing, they will bring peace back to the world, one bullet at a time.
We do this in the Gipper’s name. Amen.
Shout-Outs
As always, we're keeping an eye out for interesting and promising crowdfunding projects. Fig currently has one active campaign, the action-packed stonepunk arena game
Antegods.
Additionally, Fig has added Slacker Backer functionality for projects, meaning you can now back sevceral projects that already succeeded as Fig. Check out the Slacker Backer project list on the
Fig website, including Obsidian's
Deadfire.
On Kickstarter,
Starfighter Inc caught our eye - a gorgeous looking hardcore space combat simulator set in a hard science-fiction setting. With full ship customization, PvP multiplayer possibilities, and a deep narrative on offer, it's a promising title no burgeoning starfighter can afford to miss!
Another great-looking project is
Sacred Fire, a tactical choice-driven RPG set in Ancient Caledonia - a unique setting we don't see enough of! The focus on choice and player agency always appeals to us, and the focus on psychology and politics adds another layer of intrigue.
Until next time,
Thomas Beekers
Creative Producer