Torment: Tides of Numenera
game
•Updated Aug 2026SteamIndie GamesRPG Games

Torment: Tides of Numenera

byinXile Entertainment

inXile built the best-written RPG almost nobody finished, then bolted a combat system onto it that nobody asked for. If you read games the way you read novels, this is one of the most audacious things ever shipped on Steam — as long as you accept that its second act runs out of money and its swordplay runs out of ideas.

Get it$8.74

Where it ranks in Adventure

Scores 7.9 against a category average of 8.5 — below the Adventure average, ranking 482 of 580 Adventure games we've reviewed.

Scores

Score breakdown

How we weighted the criteria

Design
7/10
Innovation
9/10
Value
9/10
Utility
7/10

Our strongest category here is Innovation (9.0/10); the weakest is Design (7.0/10).

Price
$8.74
one-time or subscription
Released
Feb 27, 2017
Platform
Steam
Developer
inXile Entertainment
Metacritic
81 / 100

More Steam / PC app reviewsMore Indie Games ranked by score

Quick summary

Torment: Tides of Numenera (Steam) — scored 7.9: inXile built the best-written RPG almost nobody finished, then bolted a combat system onto it that nobody asked for. If you read games the way you rea...

Pros

  • Writing quality and reactivity that almost nothing in the genre matches
  • The Ninth World is authentically alien, not reskinned fantasy
  • Effort/pool economy makes every roll a real decision

Cons

  • Combat is stiff and underweighted despite the clever Crisis framing
  • Act Two visibly thins out after a superb opening city
  • Steep, poorly-explained onboarding for Numenera's vocabulary

Verdict

Is Torment: Tides of Numenera worth it?

Torment: Tides of Numenera is a flawed masterpiece and I'm not going to pretend the flaws are small. The combat is mediocre. The back half is undercooked. It asks more patience in its first two hours than most players will extend to any game in 2026.

And it is still the most interesting thing anyone has done with an RPG script in a decade. It bet its entire budget on prose, worldbuilding, and consequence — the three things the industry systematically underfunds — and it delivered on all three at a level that makes most big-budget "narrative" games look like they're reading from cue cards. The Tides are a better morality system than the alignment sliders everyone else still ships. The Effort economy should have been stolen by every studio in the genre. The Ninth World is the rare fictional setting that actually feels like it was imagined rather than assembled.

inXile aimed at something almost nobody attempts and landed maybe seventy percent of it. That partial landing is worth more than a dozen safe, complete, forgettable games. Buy it on sale, give it four hours, and read it like the novel it is.

Pros

  • Writing quality and reactivity that almost nothing in the genre matches
  • The Ninth World is authentically alien, not reskinned fantasy
  • Effort/pool economy makes every roll a real decision
  • Nearly everything is solvable without violence — and that's designed, not accidental
  • Companions are written as people with agendas, not quest dispensers

Cons

  • Combat is stiff and underweighted despite the clever Crisis framing
  • Act Two visibly thins out after a superb opening city
  • Steep, poorly-explained onboarding for Numenera's vocabulary
  • Cut Kickstarter content and a missing companion still sting for backers
  • Dense, small UI in a game that is 90% reading

Pricing: $8.74

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Gallery

Screenshots

4 screenshots · tap to enlarge

What stands out

Key features

  1. Roughly a million words of reactive prose: Not a marketing number — a structural commitment. Dialogue trees branch on stats, on Tides, on companion presence, and on things you did twenty hours earlier. Descriptive vignettes carry as much weight as spoken lines, and the game trusts you to read them.
  2. Crises instead of combat encounters: Turn-based scenarios that fold conversation, stealth, environmental manipulation, and hacking into the same initiative order as swinging a sword. A meaningful share of them can be resolved without landing a single hit — talking a guard down mid-fight is a first-class solution, not an easter egg.
  3. The Effort economy: Might, Speed, and Intellect aren't health bars, they're currency. You spend from them to buy down the difficulty of any roll, in or out of combat. Every persuasion check is a resource decision.
  4. The Tides: Five moral colors — Blue, Red, Gold, Indigo, Silver — tracking not morality but motivation. They shape companion reactions, gate content, and drive multiple endings. Nobody tells you which one is correct, because none of them are.
  5. Meres: Playable memories, letting you inhabit the Changing God's past lives and other castoffs' final moments. The best writing in the game lives here.

Full review

Torment: Tides of Numenera in depth

Bottom Line: inXile built the best-written RPG almost nobody finished, then bolted a combat system onto it that nobody asked for. If you read games the way you read novels, this is one of the most audacious things ever shipped on Steam — as long as you accept that its second act runs out of money and its swordplay runs out of ideas.

The Gameplay Loop, Such As It Is

Let's be honest about the shape of this thing. The loop is: walk somewhere, read, choose, read the consequence, walk somewhere else. Ninety percent of your inputs are clicks on dialogue lines. If that sentence sounds like a criticism to you, stop reading and buy something else — no amount of praise below will change how you feel forty hours in.

For everyone else: the reactivity is genuinely extraordinary, and it's the rarest thing in the genre because it's the most expensive. Most RPGs fake it. They give you three dialogue options that funnel to the same node, tag one of them "sarcastic," and move on. Numenera actually forks. Your skill loadout changes not just whether you succeed but what you perceive — a high-Lore character reads a corpse's implants and gets a paragraph a low-Lore character never sees existed. That's not a stat check, that's authored content you paid for and will never see on one playthrough. Multiply by a million words and you begin to understand both the achievement and the budget problem.

The Effort system is the smartest mechanical import from tabletop I've seen in a CRPG. Your three stat pools are simultaneously your health, your mana, and your bribe money for the dice. Want to talk the Aligned past a checkpoint? Dump four Intellect into Effort and the difficulty drops. But those points don't come back until you rest, and you'll want them when the Sorrow shows up. It turns every conversation into a genuine tactical decision, and it means failure is affordable rather than fatal — the game is built to absorb botched rolls and route around them, which is why it can afford to let you fail interestingly.

Where the Wheels Come Off

The Crisis system is the game's most interesting idea and its weakest execution. Conceptually it's the right answer to "how do we make combat narrative": turn every fight into a scenario with objectives, escape routes, talkable NPCs, and interactable environment. In practice, the moment-to-moment combat underneath is limp. Attacks land with no weight. The animations are stiff. Enemy AI mostly walks at you. Encounter balance swings without warning between trivial and grinding. inXile clearly knew this — the entire design nudges you toward non-violent resolution — but building an escape hatch from a bad system doesn't make the system good. It makes it vestigial. When you do have to fight, and occasionally you do, you feel the studio's attention was elsewhere.

The second structural problem is pacing collapse after Act One. Sagus Cliffs, the opening city, is one of the densest, strangest, most confidently-written hub areas in the genre — a place where every alley has a story and half of them are better than most games' main quests. Then you reach the Bloom, a living dimension-hopping city-creature that should be the highlight, and you can feel the content thinning under your feet. Threads get resolved in a paragraph that Sagus would have given a chapter. The endgame arrives faster than the setup earned. This is what a Kickstarter budget meeting the wall looks like from the inside, and backers noticed: promised content and at least one promised companion didn't make the ship date.

Onboarding Friction

Steep, and largely unrepentant. The Numenera ruleset uses vocabulary nobody outside the tabletop knows — Cyphers, Fettles, Edge, oddities — and the game explains it in tooltips you have to hunt for. The first two hours ask you to absorb an alien setting, an alien vocabulary, and an unfamiliar stat economy simultaneously, while the prose refuses to slow down for you. It gets its hooks in around hour four. Plenty of players quit at hour two, and the Steam review split reflects that as much as it reflects the combat.

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Top in Adventure

How Torment: Tides of Numenera ranks among our 580 published Adventure reviews.

RankNameOur scorePlatformsPrice
#1MinecraftScores 1.9 higher than Torment: Tides of Numenera · Not on Steam9.8iOS, Android, Nintendo Switch$6.99
#2Baldur's Gate 3Scores 1.8 higher than Torment: Tides of Numenera9.7Steam$59.99
#2Divinity: Original Sin 2Scores 1.8 higher than Torment: Tides of Numenera9.7iOS, Steam, Nintendo Switch$24.99
#482Torment: Tides of NumeneraThis review7.9Steam$8.74

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FAQ

Common questions

Is Torment: Tides of Numenera worth it?

Torment: Tides of Numenera is a flawed masterpiece and I'm not going to pretend the flaws are small. Our experts scored Torment: Tides of Numenera 7.9 out of 10 — recommended.

Why does Torment: Tides of Numenera score 7.9 out of 10?

With a score of 7.9 out of 10, Torment: Tides of Numenera lands in our recommended band. Innovation is its strongest category at 9.0 out of 10. Design is the weakest at 7.0.

What do our experts like most about Torment: Tides of Numenera?

Writing quality and reactivity that almost nothing in the genre matches. The Ninth World is authentically alien, not reskinned fantasy.

What do our experts say is Torment: Tides of Numenera's biggest weakness?

Combat is stiff and underweighted despite the clever Crisis framing. Act Two visibly thins out after a superb opening city.

About this review

How we scored Torment: Tides of Numenera

Torment: Tides of Numenera was scored on Design, Innovation, Value and Utility — each from 1 to 10, with the same rubric as every other game in its category — for an overall 7.9. Research and drafting follow Rankeno's fixed editorial rules; the rubric, the checks before publishing and the decision to publish are ours. Published Aug 18, 2026.

Editorial disclaimer The reviews and scores on this site are based on our editorial team's independent analysis and personal opinions. While we strive for objectivity, gaming experiences can be subjective. We are not compensated by developers for these scores.

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7.9Torment: Tides of NumeneraSteam