The Kickstarter for Torment: Tides of Numenera is wrapping up in a few hours. I’m sitting out here in California, at inXile’s office, for the wrap party, and I’m looking at the numbers climbing and climbing. They don’t even show the PayPal number, which at last report was approximately $127K.

Back when Brian first suggested a new Torment to me, I was terrified at the thought. I still kind of am, but it’s a channeled, focused terror rather than the blind panic: “Oh no! What if I blow it? Am I even good enough to do this?”

Apparently the hours, days, weeks, and months of work that Adam, Kevin, and I have poured into this project (to say nothing of the time spent by all the rest of inXile’s talented team) have put that fear to rest. Rather than asking whether anyone will get onboard with my ideas, now it’s a question of how I’ll be devoting my time and managing my team.

I am (and I know I’ve said this before) truly humbled by the faith you all are putting in me. I’m grateful to Monte to making a world we can play in, and to Ray and Shanna for their help in pushing it along.

We’re making this game.

Holy shit, we’re making this game.

This is going to be so cool.

Concept art of the male PC after the jump.

So here’s the Last Castoff (male version) holding a pack of broken hounds at bay. Please note that the LCO’s haircut is not a punk cut or a buzz cut – zoom in, and you’ll see that it’s been burned off, and the flesh has bubbled and scarred.

(here’s a link to a zoomable version)

The Last Castoff