Planescape: Torment just got a UI scaling toggle in 2026, and modern ports should be embarrassed
Beamdog pushed release candidate 3.2.1 for Planescape: Torment: Enhanced Edition on September 15 - player control over UI scaling, cloud saves that finally behave, new languages. A 27-year-old RPG is getting better post-launch care than half of this year's PC ports.
Rene Sjeverac
Sunday, September 20, 2026

A game from 1999 just handed players control over how its UI scales. Let that sit for a second, because I've played 2026 releases on a 1440p panel where the inventory text looks like it was set for ants and the only fix is a mod from some hero on Nexus.
The game is Planescape: Torment: Enhanced Edition. Beamdog opened the 3.2.0 beta on August 20, and on September 15 it pushed release candidate 3.2.1 to the beta branch - a beta update to the beta update, basically. The goal is parity with the 2.7 builds its other Infinity Engine Enhanced Editions are on. Baldur's Gate: Enhanced Edition has a 2.7 patch in beta too. The original Torment is 27 years old. The Enhanced Edition itself is no spring chicken either.
What's actually in it is the unglamorous stuff I care about most. Start with scaling. The Enhanced Edition always resized its interface to fit your screen, whether you liked the result or not. Now there's an on/off option in the settings: leave it on and you get the old behaviour, the UI stretched to fit the window; switch it off and the interface stays at its native 1024x768 size no matter how big the window gets. It's a toggle, not a slider, and it's still more say over the interface than plenty of full-price releases give me.
Steam Cloud saves now work the way they should, controlled from the Steam client instead of through an in-game option. GOG Galaxy cloud saves are fixed. There are new localisations - Brazilian Portuguese, Simplified Chinese, Russian and Ukrainian, plus Italian on PC - and dynamic language support on top. For the tinkerers: there's a native Apple Silicon build, and modding dialog.tlk gets simpler thanks to per-language override folders.
None of that sells a single extra copy in any number a publisher would notice. That's exactly why it impresses me. This is maintenance - the boring, invisible work of keeping software alive on hardware and storefronts that didn't exist when it shipped.
Now compare it to the standard PC port lifecycle. Launch broken, two emergency patches, one "stability" update that fixes the crash and leaves the traversal stutter, then silence by month four because the team has moved on. I've lost count of the games in my library with frame pacing issues that were acknowledged and never touched again. A game where you mostly read text is getting more long-term engineering attention than shooters where a bad frame time gets you killed.
The tinkerer caveats, because this is a beta: Beamdog says not all of the 2.7 features are in it yet, and you have to opt in manually - the branch is called "road_to_3.2" on Steam and "RoadTo3.2" on GOG Galaxy. There's no confirmed date for the full public rollout. So maybe don't start your definitive 60-hour run on it. Flip the scaling toggle both ways, check your mods, report what breaks.
I'm an esports guy. My usual relationship with a game is measured in input latency, not philosophy about what can change the nature of a man. But I know good software support when I see it, and a 27-year-old RPG just set a bar that a lot of full-price releases this year won't clear.
Image: Brian Wong / CC BY-SA 2.0, source: https://commons.wikimedia.org/wiki/File:Gaming_PC-Setup_-_Astaroth-_The_Completed_System.jpg