
Explore a colorful world and build your own cozy home on wheels. Craft workstations, and source energy from the sun, wind, or water. Upgrade and customize your vehicle, grow crops, and live sustainably off-grid with up to 4 players.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 4.14/day in the week to Aug 7 → 3.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox, Epic, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $24.99 | 2.2Kreviews | 74% | — | $1.8M |
| $24.99 | 1.5Kratings | 82% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 244 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I enjoyed this chill, relaxing game for the first few hours. You explore, gather resources, build and upgrade things. There's no pressure to get things completed within a time limit. These were all great qualities and the environment itself is relaxing, nothing amazing, but still enjoyable scenery. However, if you want all the blueprints, be prepared to lose the chill and become infuriated with how many times you have to drive your slow van across the same map simply because the devs thought it was a good idea to limit you to buying 1 blueprint at a time and make blueprint terminals respawn blueprints at later times. This means you'll be driving across the same map 30 or 40 times because the next blueprint spawned at the opposite side of the map EVERY F-ING TIME!!! This is really my only complaint, but it's really ruined the chill of the game. I'll still continue on in the game, but I'm not sure I'll get all the blueprints. This was a really stupid decision. If you enjoy driving over the same map over and over and over and over and over.......then this might be for you.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, German, French, Italian, Spanish - Spain, Polish, Portuguese - Brazil, Simplified Chinese, Traditional Chinese, Turkish, Spanish - Latin America, Japanese +4 more
| $24.99 |
| 1.4Kratings |
| 70% |
| — |
| not modelled |
| $24.99 | — | — | — | $0 |
| $24.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 247 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I was completely put off buy the encumberment system I was inflicted with for carrying light items. My character must have skipped leg day, arm day, whole body day to be encumbered by 3 mushrooms , 5 ginger and 3 fibre?? I can't explore anywhere because I have to keep trudging back to the van at a snail's pace, due to being encumbered. Gathering, a huge part of craft/survival/exploration is so annoying. You get 1 roadberry per bush. Hardly any trash so I've now passed two download signals I couldn't download because I have no tokens. Overall nice idea. just not executed well atm.
Super fun, about 25 hours to finish the game. Love it, wish there was more.
Square Blade à posé l'un des meilleurs jeu farm en monde ouvert de l'année. Beaucoup d'accessibilités durant toute l'histoire, rare son les "petits" jeux autant bien foutue. Succès pour la quête du platine très intéressant et suivie. Quelques problèmes due au lancement du jeu, mais rien d'alarmant, suivie de correction de bug et MAJ OP. Outbound est clairement sous-coté.
Fahren , suchen , sammeln und das alles in einer leeren Welt . Der Spielspass bleibt hier bei diesem Spiel für mich leider auf der Strecke !
개임이 졸림, 위기가 없음
Сырая и пустая. Лучше бы было две карты, но с большим количеством взаимодействий. Слишком много оборудования на каждый чих, ловили уйму мелких багов. За такие деньги есть кооп варианты намного проработанней:(
My thoughts and suggestions after playing Outbound First off, I want to say that Outbound is a genuinely special game. I really love the core idea: traveling, building your own little home on wheels, exploring the world, and creating a cozy place of your own. That's exactly why I'm writing this not just as criticism, but as a list of thoughts and suggestions. I see a huge amount of potential in this game, and I want to share what I think could make it even better. 1. Astronomy — huge potential for nighttime The first thing I'd like to suggest is adding astronomy as a dedicated nighttime activity. Right now there's almost nothing interesting to do at night. The darkness makes most activities inconvenient, and night just drags on endlessly until you go to sleep. But I think this could actually become one of the most beautiful parts of the game. Outbound feels perfect for quiet nighttime moments: stopping after a day of travel, stepping outside, looking up at the sky, and just soaking in the atmosphere. You could add a simple spyglass early on, then a first telescope, an upgraded telescope, and eventually a large stationary telescope or even a small observatory. Special astronomy-themed buildings could fit in nicely too. It would also be great to make the sky itself feel more alive: a richer, more varied starfield, real celestial bodies (a more visible sun, and maybe a moon too, I'm not sure if one already exists in the game), different constellations on different maps, and the ability to actually search for and study them. Rare astronomical events would be a nice touch as well, things players might stumble across by chance, like a planet passing in front of a star, unusual alignments, meteor showers, and other rare phenomena. That would really sell the feeling that the world keeps living on its own, independent of the player. Space-themed collectibles could work well too, like searching for meteorite fragments: different types of meteorites, rare crash sites on each map, maybe small stories or descriptions attached to what you find. It could work similarly to gnome hunting or rock collecting, just with a space theme. Another idea is a dedicated map with an astronomy or space theme: a research base, a restricted scientific zone, small settlements around it, and some kind of story or goal tied to that base. I think this kind of mechanic fits Outbound perfectly. It would turn night from a waiting period into its own cozy, interesting experience. 2. Lighting — please fix it This is the biggest issue for me personally. What makes it especially frustrating is that you already have proof the engine can do good lighting. Campfire light looks great. Car headlights work well. The big streetlights at parking lots and campsites look right too. So the real question is: why don't the decorative light sources the player actually builds work properly? Things like string lights, candles, decorative fake campfires, and other lamps and household fixtures just don't light up the space around them the way they should. Having a bright texture doesn't make something an actual light source. If an object looks like a lamp, a candle, or a fire, it should actually illuminate the area around it. Right now, it's almost impossible to make your own home feel cozy at night. It's too dark, you can barely see anything, and you're forced to use the flashlight, but the flashlight is way too harsh and gets in the way of building, walking around, and crafting. And building your own home is one of the core parts of Outbound. Players should want to spend the night inside their van: sitting by the string lights, relaxing near the fire, soaking in that traveler atmosphere. Please give lighting real attention. This isn't a minor detail, it affects every single night you spend in the game. I love Outbound, and that's exactly why this issue bothers me so much. The game has enormous potential for a cozy atmosphere, but the lack of proper lighting really hurts the experience. A few smaller ideas and requests Map markers: it would be great to be able to place your own custom markers on the map. Camera / third-person view: it would be nice to have a way to take photos of yourself and friends, or a proper third-person camera mode. Right now the only real way to get a photo together is through the car's windshield. Outbound is basically built for making memories, beautiful places, road trips, moments with friends, so it would be great to actually capture those moments better. Birdwatching: another calm hobby that could fit well would be birdwatching, spotting birds, observing them without scaring them off, and collecting a log of species you've found. There's already a similar system with fishing, so this kind of mechanic would fit naturally. Cooking fish: it would be great to be able to grill or cook the fish you catch. Right now there's not much sense of actually preparing the resources you gather. More living greenery for decorating: it would be really cool to have more lush plants for decorating the inside of your home. At one point during my playthrough, my house ended up inside a tree, and the big green canopy above made for an incredibly cozy atmosphere. It would be great to be able to recreate something like that yourself, with wall plants, vines, ceiling greenery, and big potted plants. Dog in co-op: it would be nice if each player could have their own dog in co-op. Also, the dog getting stuck constantly is something that really needs fixing. The "Get Out" function is broken I also want to point out a problem with the "Get Out" function. Right now it doesn't work correctly. I ran into this while playing with my girlfriend: I was up on a mountain and used "Get Out," expecting it to bring me somewhere safe. Instead it teleported me all the way back to the very start of the map, while my girlfriend stayed up top. Because of this, I wasn't able to see the ending of the final map myself, and had to watch it through my girlfriend's Discord stream instead. It really hurt the experience of finishing the game. The final map was a big disappointment The last thing I want to talk about is the final map. All three previous maps gradually built up to the festival, and it really felt like we were being led toward something big and meaningful. So when we rode the elevator up and saw the carousel in the distance, expectations were sky high. I expected a real, lively festival: a living world, interesting events, a beautiful send-off for the journey. Unfortunately, the final map disappointed me a lot. It feels empty and unfinished. There's no real sense of a festival there: the lighting is almost nonexistent, the festive atmosphere just isn't there, and some animations and sounds repeat constantly to the point of being irritating. The cars full of people standing behind fences look especially strange. Why are they behind fences? It doesn't feel like a living world, it feels more like exhibition displays or museum pieces. My girlfriend was able to reach this map on her own, while I had to watch it through Discord because of the broken "Get Out" function. It was genuinely disappointing to realize that the ending the whole game had been building toward turned out like this. It really feels like the first three maps were made with a lot of inspiration and attention to detail, and that dropped off noticeably on the final map. I really hope future updates and new maps get a lot more care put into them: a livelier world, a more interesting story, more detail, and places that actually feel worth exploring. I'm writing all of this not because I dislike Outbound. Quite the opposite, I'm writing it because I really like this game and I can see just how much potential it has. I hope Outbound only gets better from here.
its fun with friends. This game is relaxing
[/i]Outbound combines the resource gathering and crafting mechanics of [/i]Animal [/i]Crossing with the environment and big-car-wrangling mechanics of [/i]RV [/i]There [/i]Yet?. @Developers, please add the rocket booster from [/i]Fortnite to the bus. The downloading/crafting process is a bit hard to get used to, but I've made progress. 7/10
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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