Wasteland 2 Game of the Year Edition Coming Free to All Owners

Greetings, Exiles, 

A big announcement for all of you who have supported us from the start, but before we jump into that we wanted to let you know we are in the final stretches of preparing our Kickstarter for our next big game, The Bard’s Tale IV. If you loved Wasteland 2, nothing speaks more to that than continuing to support our independence in making these types of games, and we’d love to have you back! You can sign up to get an alert when we launch the Bard’s Tale campaign over on our official website. And now on to our big news…

You may have caught word of our plans to release Wasteland 2 Game of the Year Edition on PC platforms, as well as Xbox One and PlayStation 4 - and if you haven’t, you can check out some tidbits on the PlayStation blog, or watch the Xbox One or PS4 trailer. But while that’s all well and good, we’ve been asked by many of our backers and fans over the last months: what about those that made Wasteland 2 a reality in the first place, or previously purchased the game?

We’re very happy to announce that the Game of the Year Edition will be coming as a FREE UPDATE to all owners of Wasteland 2 on Windows, Mac or Linux. Whether an original backer, a late backer or someone who purchased the game later on, we will be providing Wasteland 2 Game of the Year Edition as an upgrade to your PC version of the game, available to you when it launches in late summer of this year!

Wasteland 2 Game of the Year Edition will include a huge set of improvements on the original game. Wasteland 2 will be making the jump to Unity 5, the latest version of the Unity game engine, and benefits from updated environment textures, completely redone character models, and Physically Based Rendering for more impressive lighting. We’ve added a ton of new voice-over to enrich the game’s cast of characters, including your trusted companions.

The Game of the Year Edition also provides major updates to gameplay.

One feature we’re very proud of is our new Perks & Quirks system, which we’ve teased a little bit previously with Eurogamer. In the GOTY Edition, you’ll be able to customize your squad of Desert Rangers with over 80 Perks & 20 Quirks, which let you fine-tune your characters throughout the game with unique bonuses and trade-offs. For instance, with Way of the Squeezins you’ll become a little bit dependent on that special sauce, but gain some short-lived combat bonuses; Raised in the Circus will make you more nimble in combat, but you can bet there’s a downside or two to looking like a clown.

Our fans have also pointed out that one feature they loved in previous RPGs is the ability to do more finely targeted attacks. Well, we’ve been hard at work on that too. Our new Precision Strike system lets Rangers target individual body parts on enemies to gain the edge in combat.

Wasteland 2’s Precision strikes will tend towards less random and more reliable. With Precision Strikes, you’ll be able to inflict debilitating status effects on your enemies to turn the tactical tide. For example, aiming for an enemy’s torso will reduce their armor value, letting you hit them harder with your other squadmates, and firing on their head (or CPU, as the case may be) has a chance to stun or even send them into a psychotic state where they won’t be able to tell friend from foe. With Precision Strikes the battlefield becomes much more dynamic and chaotic.

Finally, to improve on the gameplay experience and ensure the above features are fitted in seamlessly, we’re also overhauling game balance, item drops, and reworking the majority of combat encounters throughout the game. You’ll need all your training and smarts to master the new dangers of the Arizona wastes.

We’ll have more to talk about as we get closer to release, as we’re not quite ready to show off these features in the flesh, but if you’re hungry for more right now, Eurogamer has the most expansive interview on the Game of the Year Edition available, with me and Brian explaining the update and showing examples of the upgrades. You can also read more onGameranx, Shacknews and Gaming Bolt.

Wasteland 2 Game of the Year Edition is coming to you free as our way of thanking you for all your support. In an age of paid DLC and microtransactions, we’re thankful that you’ve given us an alternative way to make games we love. We’re very proud of what you’ve helped us accomplish and very happy that our business model is based on mutual trust and support, and this is part of that.

Of course, that’s not all for us. While the Wasteland team is hard at work and Torment is moving along in full production, we’re also positively boiling with excitement to show you more of our third project, The Bard’s Tale IV, which we will bring to crowdfunding later, so keep your eyes open for more news on that. With your continued support, it’s going to be a crazy and awesome year for us!

Chris Keenan,
Project Lead

Two Weeks to Bard's Tale IV; Quirking It Up

First up: hopefully you’ve heard that we are all set to launch our Kickstarter funding campaign for The Bard’s Tale IV on June 2nd, 2015. Check out the site to follow the countdown timer along with us, keep an eye on Kickstarter, or sign up for an email notification when we launch. We’ve also got a sneak peek at the reward tiers for our Bard’s Tale IV campaign on our forums, and we’d love for you to check them out and let us know your thoughts before we go live!

The Bard’s Tale IV is a special project for us. The game was Brian Fargo’s first major release and got Interplay off the ground 30 years ago. At inXile, The Bard’s Tale was reimagined for consoles in 2004, and also found great success on mobile later on. Now, we’re thrilled to bring you a true sequel to the original trilogy with The Bard’s Tale IV. It’ll be a game that goes back to the classic dungeon crawling style, and we are excited to share it with you as we bring it to life through the power of crowdfunding.

If you’re familiar with our development practices at inXile, you’ll know that it’s been our strategy to gear up preproduction on one game while another is in full swing. This methodology has the advantage of letting us set up a small early design and prototyping team, while the rest of the company is working on a game in full production. So once the production is complete on Torment: Tides of Numenera, that team of artists, engineers, animators, writers and designers can roll onto The Bard’s Tale IV. This means we don’t need to go through the cyclical layoffs that happens all too often in game development when a large project is finished. Crowdfunding is critical to helping us achieve that vision.

Wasteland 2: Game of the Year Edition

If you missed our last announcement, we just recently revealed that the heavily upgraded GOTY edition will be free to all owners of Wasteland 2. This is our way of thanking you for making Wasteland 2 happen.

Our work on the Wasteland 2: Game of the Year Edition is moving forward at a phenomenal pace. As more of our features get some well-deserved polish, we’re seeing the whole package coming together quite nicely.

Today we’re going to show some of our interface updates, the overhauled character creation process, and discuss some details of our brand-new Quirks system. Take note that the screenshots below are not final art, and show off our new controller interface. They will still be tweaked as we get closer to release (and we’ll be changing this further for keyboard/mouse as well).

The Gang’s All Here

The first thing we wanted to do with the GOTY Edition is make it easier to jump right into the game and get up to speed with a squad that can tackle the dangers of the wasteland. To do so, we’ve added the Squad Overview interface.

Now, you’ll have a better picture of your entire squad at a glance, so you can identify changes to make before starting on your mission. Your attributes, skills and traits are displayed here to help you identify your Ranger squad’s strengths and weaknesses.

When you dive into each squad member’s details, there’s more new stuff to see. We’ve rearranged the layout of the Character Creation process significantly. Now, you customize your character’s appearance, portrait, and bio as the first step. This provides a more natural progression, letting you establish your character’s style before you think about what stats to give them. We’ve also added some quality of life improvements, such as an improved portrait gallery.

From there, we move on to the Customize Ranger screen, where you edit all your stats and skills. It works just the same as before, but it’s been visually upgraded to match the rest of our art changes and reorganized to be a bit easier to digest.

We all have a few Quirks, right?

The idea of a unique defining quality for your character has been a common and well-loved one in CRPGs for many years now. Quirks have great role-playing value by letting your characters have distinct personality elements from each other, which give them a special bonus that only they have. In a party-based game, we think it’s important that all your characters feel unique, and that’s what quirks will let you do.

When we approached quirk design for Wasteland 2, we wanted to achieve a few different goals. It was important for us to avoid quirks that you “have to pick” in order to play your character the right way, or create quirks that are so good you’ll always want to pick them on all your characters. By giving each quirk both an upside and a downside, we can make sure that they are interesting to play without becoming overpowered. This also means that quirks are optional – you can choose to go quirk-free if you want to, and you won’t feel disadvantaged in doing so.

We also wanted to have quirks that go beyond your typical stat tweaks, and act as fun or unpredictable gameplay modifiers. While some of our quirks take a simpler approach, some will give you a more radical change to gameplay that might require you make careful trade-offs and considerations. Of course, giving them a unique or compelling personality-based theme also means you’ll definitely want to try them out.

One such example is Repressed Rage. Some people are more mild-mannered than others, but sometimes it’s the quiet ones you need to be careful about. With this quirk, you’ll keep your anger bottled up inside, but you can only keep it that way for so long. When you take a critical hit in combat, you become enraged and gain a heavy damage bonus, in addition to a higher chance of scoring a critical hit. But on the flip side, your mild-mannered self won’t be able to inflict “normal” critical hits. Obviously, this will have some implications for how you choose to build your character throughout the game.

Another quirk we’ve had a lot of fun making is Two-Pump Chump. With this one, you live life fast – but perhaps a little too fast at times. You’ll start combat racing for the finish line, and on those crucial early turns will have some bonus Action Points and a higher damage output to help you eliminate the enemy quickly. But after a few turns, your character will start to lose stamina and will suffer decreasing effectiveness over time. You’ll want to make sure your initial zeal is powerful enough to take care of business before you become much less useful.

And that’s just a very small sampling. We have 20 quirks in total, and we hope you’ll have as much fun building out your squad with these new modifiers as we had coming up with all of them.


There have been some impressive Kickstarters making the rounds, showing once again the format is still strong. We’d like to give a shout-out to Yooka-Laylee, a 3D platformer from the creative talent behind Rare classics like Banjo-Kazooie and Donkey Kong Country. People were starving for another platformer of this type and it shows, as this Kickstarter is doing very well indeed!

Next, there’s Independent By Design, a book project about indie game development that documents the success stories about some of the highest profile independent game developers out there. We are also honored to be featured in the book among the ranks of some great developers, including Vlambeer, Introversion and many more. They’re a little under halfway to their goal, so be sure to check them out and show your support.

That’s all for now! It’s going to be a crazy next few months for both Wasteland 2 and The Bard’s Tale IV, and we hope you’ll join us for this wild ride!

Chris Keenan
Project Lead – Wasteland 2 / The Bard’s Tale IV

So then this happened.  The GOTY doll Grace sort of reminds me of my great-great grandmother looks wise.  I couldn’t think of a way to curl Grace’s bangs without running the risk of damaging the doll in some way so I left them as is.

My great-great grandmother was in many ways ahead of her time.  She was the daughter of a local war hero but grew up very poor.  She would often have to wear modified versions of clothing that her parents wore so she was never “fashionable” until she got older and could afford to make her own clothes.

She wanted to study medicine and when she tried to get into school she rejected.  She was basically given a pat on the head, told “aren’t you cute?” and sent away. 

Instead of sulking about it she went out, got a job as a seamstress, and then PAID a midwife to apprentice her.  She later became a very successful midwife where people would ask for her by name and even doctors were asking her for help!

Along with all that she had eight children, made all their clothes, and still found the time to do her hobbies that she enjoyed!


I don’t think this game was made for a couple of guys in their 20′s - but maybe it should have been because it was hilarious to play.