In terms of gameplay, we started with a simple premise: what if instead of one person trapped inside the asylum of the first game, we had a group of four people trying to escape? How would that work? It turned out that we didn’t have to change any of the fundamentals of the Outlast games; we just needed to scope differently. That’s why we eventually made the decision to let the players decide the size of their group or if they prefer to play alone. We don’t have to make a lot of adjustments from one setup to another.
That’s the plan! That’s why we created the lobby as a physical place with shuttles taking players to the giant warehouses where they do the trials. We want players to feel that they’re in a living, breathing world and lots of things can happen.
Can we expect to see the Outlast world expand much more as more content is added to it?
What can fans expect to see next? Is there a particular feature that you are currently working on?
We will do everything we can to keep adding new content and surprises. To do so, we will have to grow the studio a bit to create all the content and features we have in mind. We shipped the Early Access with only 45 devs, and we’re currently at 61. So, things are looking good.
No plans yet.
Will the console versions have a physical release like the Outlast Trinity?
There will be cross-play after the console release, but why the decision not to add cross-progression?
We’re building a universe [that is] so narrative, lots of genres could fit if the horror DNA remains. But for now, we’re all hands on deck with The Outlast trials.
Do you believe there is potential to make games from different genres from Outlast? Perhaps an RPG or a roguelike?
You also once mentioned that while creating The Outlast Trials, there was a lot of excess content or ideas that the studio would like to explore in the near future. Can you tell us a bit about what kind of content it is?
It’s all over the place… more ideas for the lobby, the shuttle rides, the trials, etc. We had to focus on the foundations of the game first, but we’ll get to those soon.
PlayStation 5: 4K native @ 60 FPS PlayStation 4 Pro: 1440p native @ 30 FPS PlayStation 4: 1080p native @ 30 FPS Xbox Series X: 4K native @ 60 FPS Xbox Series S: 1440p native @ 60 FPS Xbox One: 900p native @ 30 FPS Xbox One X: 4K native @ 30 FPS
Could you tell us a bit about the graphic modes for the console versions?
By "native," I mean no FSR/DLSS-style upscaling or anything like that. We do use dynamic resolution, so resolution might get lowered slightly in very intense scenes, but it is not really noticeable. HDR is provided on all consoles supporting the feature.