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One of the best RPG narratives ever told could have gotten a sequel from Dragon Age's creator if a s

Published on December 08, 2025

If you need more evidence we live in the worst of all possible worlds, how's this: Beamdog once put Dragon Age creator David Gaider to work on a full-fat sequel to Planescape: Torment—a key inspiration for Disco Elysium, one of the best videogame narratives ever told, and the current —only for the project to die a slow, quiet death because no publisher wanted to throw money at it.

That's according to Gaider himself, who is currently going off on about his long career [[link]] arc that took him from joining BioWare in 1999 to co-founding his own studio, Summerfall, in 2017. Between those two things, Gaider was enlisted by Beamdog founder Trent Oster to serve as creative director at the studio, which you probably know for its enhanced editions of the original Baldur's Gate games and Planescape: Torment.

A screenshot of a Bluesky post from David Gaider reading "The Road to Summerfall - Part 3I haven't talked a lot about the two years I spent at Beamdog (between 2016 and 2018) mainly because, well, ultimately nothing came of it. I worked on two projects, both of which ended up cancelled. Still, I think the time I spent there was ultimately worthwhile." Attached are three pictures: a Baldur's Gate-style portrait of Gaider with the Beamdog logo on top, the logo for Planescape: Unraveled, and the logo for Gaider's pitched Weird West game called Cold West.

(Image credit: David Gaider / Bluesky)

Ravel Puzzlewell was a key figure in the original Planescape: Torment—she's the incredibly powerful witch who originally stripped the game's protagonist of his mortality, and ended up confined to an interplanar prison by the enigmatic for, uh, attempting to free the Lady of Pain. It's a weird setting.

Gaider was hot to trot. "It was sharp, it had great NPC's, WotC was so excited about it they were willing to move up their plans for 3rd edition Planescape and include some of the characters and seismic events from the game in the setting reboot." All the stars seemed to have aligned to get a Planescape sequel onto store shelves. And then, well, money.

"The problem? Funding. WotC wasn't in a place to do more than give a stamp of approval, and the publishers we met... well, Trent knows more than I do, but I think there was a perception that Planescape wasn't very successful or commercial. Or maybe they just didn't have confidence in Beamdog, or me."

Beamdog never found a publisher willing to put money where Gaider's mouth was, so "by the end of 2016, we had to put Planescape: Unraveled on the shelf and start something new." That new thing was an "Old West exorcist game" that Gaider had tried to get off the ground back at BioWare. Alas, that one didn't entice publishers either, and it wasn't long before it too ended up shelved and Gaider departed Beamdog for new pastures.

It's a real shame, because the notion of playing as Ravel is an interesting one, but maybe it's not too surprising. The full list of videogames set specifically in D&D's Planescape setting consists of Torment and… no, actually that's it. The closest we ever got to a sequel to the game, in spite of its enduring popularity and acclaim, was inXile's Torment: Tides of Numenera, which jettisoned [[link]] D&D entirely in favour of Monte Cook's Numenera tabletop setting.

Given that game is now self-published (after being originally published by Techland), I think it's fair to say that 'cerebral, narrative-heavy RPG that's mostly text' is just a tough one to get publishers excited [[link]] about, even when they're direct sequels to one of the best games of all time.

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