It’s been a long time coming, and these last few “Torment” weeks sure have been exciting. Time really does fly when you’re having fun, and we have had a fun-filled couple years. This project has been a love letter to the RPG community. The sheer amount of detail that went into the game’s design and dialogue is staggering.
Torment Is Out!
We are not ones to “kiss and tell”, so don’t expect much more in the way of details in this post. That, however, doesn’t preclude us from getting that awesome feeling of seeing Let’s Plays of stuff we’ve directly worked on, or having your children seeing the game on the shelves at local stores. With nearly 3 years spent on the project, it represented a significant time chunk for our company, one which we gladly would spend again.
Post Release Update!
After an incredible launch, Torment surpassed critics expectations and reviewed quite well across the board. Averaging out around 81 on Metacritic, I can honestly say everyone at dotBunny is happy to have been involved in such an awesome title. The team at inXile deserve a nice long vacation after the herculean effort we all put in to make this title a success. So many wonderful experiences and memories, especially our infinite love for hexagons.
“A modern masterpiece that has no equal. Buy it, buy headphones and provisions, then immerse yourself. You will not regret it.” 10/10 – Brash Games
“To say that my time with Torment has been profoundly personal and joyful is an understatement.” 9.5/10 – CGM
“Torment: Tides of Numenera manages to live up to the legacy of Planescape: Torment” 8.8/10 – IGN