
No remarkable journey is achieved without great effort. In Outward, the cold of the night or an infected wound can be as dangerous as a predator lurking in the dark. Explore the vast world of Aurai solo or in Co-op. The Definitive Edition features both DLCs and quality of life improvements.
Most likely between $14.7M and $41.8M. How we estimate →
Checked against 8 developer-reported games
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $39.99 | 73% | approximately $24.6M |
| PlayStation | $39.99 | 80% | — |
| GOG | $1.99 | 74% | #8 |
| Epic | $39.99 | 90% | — |
| Nintendo | $39.99 |
Cheapest copy: ≈ $1.99 on GOG · United States (−95%). Compare 35 prices in 15 markets →
Reviews
Themes across 937 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
positive critical· bar length = how often the theme comes up
Reviews
excited for outward 2. so far i got put in jail and killed.
どちらかというと、様々な制限が課される中で、なんとか生きていく 人生シミュレータみたいな楽しみ方なんだと思う。 アクションゲームとしての楽しさや、苦労のすえの達成感・報酬を求めるようなのは間違っている。 武器や防具はどんどん強くならないし、苦労の先に大きな報酬はない。
This game is nothing like an MMO. I don't know what these recent mixed reviews are smoking. The open world is meticulously designed for immersion. I suppose tiktok brains can't deal with that. The game is just difficult and will be more appreciated by the patient.
high potential, but honestly the combat is too scuffed and unresponsive making the game unenjoyable
癖が強く人を選ぶけど妙に中毒性がある このゲームはとにかく移動時間が長い ファストトラベルなどというものは無い、乗り物も無い、あるのは己の足のみ 街を出てマップの端を探索し、荷物を抱えてまた街まで戻る これだけで相当な時間を吸われる ある程度進めれば移動速度アップの装備やスタミナ回復に優れた食事などで多少快適にはなるが、大半の人はそこにたどり着くまでにやめると思う プレイキャラが弱いとかサバイバル要素はやりがいを生んでいると思うけど移動はただ面倒なだけ 続編では楽しさに繋がらない部分は改善してもらいたい とまぁ不満を垂れたもののそれでもやってしまう魅力がある 今は快適かつ簡単になりすぎないように改善してくれる素晴らしいMODが多数あるので自分の好みに合わせて入れてみるのをおすすめします
The game is expressly ugly, so if you want good visuals, look elsewhere. I'm normally not bothered by graphics but this game just genuinely is bad to look at. Combat is uninspired and clunky feeling. Losing combat (which is easy) doesn't result in a game-over or reset you to a checkpoint, instead it throws some storytelling textboxes at you and you wake up somewhere else, usually in some kind of dungeon of the enemy you were fighting, and usually with parts of your gear missing. Me and my friend who I was playing co-op with got beaten up by bandits (who were just randomly spawning out of nowhere almost directly on top of us) and woke up in their mining prison with none of our stuff, and we escaped after jumping down some hole that led to outside but with none of our stuff, which took all the wind out our sails and we stopped playing.
It's impressive in a world of call of duty's that this game was made by 10-15 people, but If I had to describe this game in one word, I would call it "stiff". But if you're looking to explore a world for 50-100 hours and keep seeing something new this game is pretty sweet, and "wide". Ton's of enemies, decent systems, and you're not really pigeonholed into anything, at least up front. Also this game needed toggle sprint functionality so bad, you spend so much time covering ground. This game in mostly equal measure rewards and punishes exploration. Every time you think you're getting strong, you discover a fun new enemy that has a fast powerful ranged attack or hits like a truck, and you lose a little progression (usually). The game is decent and the economy seems daunting at first but tbh it's not so bad, this game as I've experienced it is all mainly about gear progression and going from rags to riches, which allows other progression in terms of skills, spells, and what I'll call perks. I usually have zero issues with difficulty (I played TLOU blind and picked grounded, I always pick the difficulty above normal anytime I start a new game), but I just prefer to die and try again or something like a souls-like if I mess up or stick my nose where it shouldn't be. Having one enemy you've never seen before kill you in 2 hits despite wearing actual armor, and waking up 3 gold bars lighter while your on your way to a new town just isn't it tho. I know I'm a modern gamer but just putting weapons/armor in arbitrary tiers. and Putting an appropriate number next to enemy health bars would have made the game more enjoyable. Doesn't mean scale the enemies to the number, it's just so you can have any idea what you're getting into. The game encourages you to fear every new enemy which is cool, but isn't for me, at least after the 15th new enemy. Maybe the DLC content is more gripping than the base content, as I haven't gotten super deep into the game, (Mostly cleared the first area, checked out the marsh and forest on a char with lots of mana and some spells and one without. Joined a faction, found it barely more interesting.) Narratively the game is just a snooze fest. Even if that's "not the point". Cool enough world tho. I could be wrong, but if I had to yay or nay for the average gamer, it's a nay. Maybe I just needed to dump another 20 hours or something and unlock a bunch of moves for weapons and more skills so the combat gains any fun depth but I just don't care to. I'm probably just gonna find another stiff as a board npc that has 3 dialogues I don't care about. This game desperately needed a dark souls style system of item descriptions or books like TES to give narrative depth imo. I hope the next game is just a super polished version of this that feels 5x better to play, has more lifelike characters you can invest in, and a better ui, and simple stuff like "when you put away your lantern or bow, it reequips your sword and shield/staff. so your quick select doesn't have to be half full with staple items. Like imagine if in Elden Ring when you swap your weapon to a bow, your shield/sword didn't just darken on the ui and come back out when you put away your bow. It was fully unequipped, along with your sword, and you have to put all 3 items on your belt you hold a button for to quickly access any of them ever. To give you an idea. it's only slightly better than I'm making it sound. But these slots are all the slots you got, moves, spells, consumes, and equipment all across 8 slots. They call it rewarding forward/strategic thinking, and meaningful choices, but I call it jank.
how does this ♥♥♥♥ use 50 gigs with ps1 graphics
Прекрасная игра, Скайрим с выживанием которого все ждали. Короткая сюжетка с ответвлениями. Игра реиграбельна, хотя первое провождение будет самое тяжелое. По второму кругу намного проще. Единственное что, я не поняла ДЛС, там стройка города слишком медленная а локаций для обчистки - так мало вокруг, что становиться не интересно продолжать ибо в них нужно много раз возвращаться.
Outward's whole hook is that you don't die,you get knocked out and dragged into a new scenario. Cool idea. Terrible execution. I got beaten by ninja hyenas (yes, hyenas that dodge your swings) and hauled off to their cave, where I immediately got jumped by three more and lost again, so the game just teleported me back to town. No lesson, no stakes, no logic. The "defeat" system is supposed to make losing meaningful, but it's just a random event with no rhyme or reason. Shallow combat, and visuals that look dated for 2022. There's an interesting concept buried in here, but it never delivers.