I must say first off that I enjoyed playing the game and while I'm a backer of their kickstarter I don't particularly mind that some stuff was left out nor that it took longer than estimated before release. I won't focus on the bugs and such here, they're tolerable. Instead... I think the game is confused about what type of game it is. And I think they lost control over the story while writing the game. The dialogues, quests, and the text in general is very enjoyable (which is good because there is a ton of text). However the game isn't really fuctional as an RPG, which I think shines through in some critiques around expectations on RPGs such as balanced combat system, leveling and economy/equipment. I think the experience of playing Torment: Numenera is closer to playing an adventure game: go around click on things, talk to people, combine some things. The crisis system for conflicts with the option to spend effort to increase success is a very interesting system, but because conflicts are few and generally easy to handle the player isn't challenged with making tough strategical decisions. The numenera, the only interesting loot in the game, aren't really needed for combat success either so inventory management drifts out of focus. With that, the money is only needed to buy resting (to restore stats pools) and spent in dialogues. The cost is low and you will have more than enough shins - again removing the challenge. Further, in the dialogues, there are few moments where decisions have important consequences. This sums up why it fails to be an RPG and more an adventure game. The game also sells itself as you being hunted by The Sorrow, and then there's this war and The First Castoff that should be important. Neither really drive the story and if the game had been longer, I think this misdirection would have caused serious problems. The story instead focuses on finding out who you are in a world where the "grown-ups" have plans for you that you may not like.