The Outlast Trials - Red Barrels Community Manager
Hello Reagents!
I'm Alex, one of the Red Barrels team members and Game Director on The Outlast Trials. The success of The Outlast Trials Early Access has been remarkable! Being that we are indie developers that are self-funded and self-published meant that we had to make sure to take time to adapt our workflow to ensure the game's quality and longevity going forward. Since Early Access launch, we have had new members join our team, and with the help of the player feedback we’ve gotten thus far, we have been able to adjust our targets and work towards the full release of The Outlast Trials.
Red Barrels is intensely focused on production. Despite our silence, we want you all to know that we keep a close eye on our community engagement and value your discussions because at the end of the day being an Early Access title means that you are all part of the development process with us. We've gathered over 60,000 responses through The Outlast Trials Early Access Survey, we read and monitor our official Outlast Discord, the Outlast subreddit, watch streamers and videos of playthroughs, as well as monitor other platforms daily to get a full grasp on the experience our players have, and what they like about The Outlast Trials. Rosie, our Community Manager, keeps track of community sentiment and conversations to relay the community concerns to our team. Your opinion matters and impacts our everyday decisions. After you've played, you are welcome to contribute more feedback via the Spontaneous Feedback form. I personally review each comment submitted so all extra feedback is greatly appreciated!
Today, I want to shed some light on various key topics in our internal roadmap.
CONSOLES
We are currently actively working on fulfilling a major request: bringing the game to consoles. This means launching on PS5, Xbox S/X, and older gen (PS4/XboxOne), While enabling crossplay with PC. Our aim is to ensure that the unique social experience of The Outlast Trials can be shared across platforms, despite the technical complexity it requires. Our progress is promising, but we can't provide a console release date or guarantee universal crossplay just yet. Originally targeting 2023, we are now eyeing an early 2024 console release due to the challenges faced by our small team.
MATCHMAKING
Our matchmaking system philosophy involves players grouping up and deciding on Trials together, rather than having separate matchmaking for each Trial. This decision might seem unusual, but there are reasons behind it:
Matchmaking per Trial would divide players among many pools (25+).
Players don't evenly play all Trials; some are more popular due to player progression.
This approach significantly increases matchmaking queue times.
Players might not find matches for certain Trials, leading to frustration.
This approach could potentially harm the game experience.
While we prefer group selection in the Sleep Room due to its more immersive nature (group setup, loadout selection, cell visits, social interactions, arm wrestling), we're aware of the player concerns. We're not planning any major backend changes right now regarding this, but we're improving how Trials are selected to involve the group instead of just the leader (via suggestions or other ways we are currently exploring). Coop play is vital to The Outlast Trials, and we are constantly monitoring how players group up together and will continue to make improvements if needed.
THE FUTURE...
We are working on a public roadmap, but in the meantime we have this:
NEXT MAJOR UPDATE - HALLOWEEN
Introduction of Program 4
New Trial
New MK-Challenges
Program X refresh
Program Halloween (limited event with special rewards)
New Amps
New Variators
New Prescriptions
New Cosmetics
New Cell Items
New Sleep Room Minigame
Tons of other improvements, balance, tweaks and quality of life.
And much more!
ON THE RADAR
In addition to the topics mentioned above, we are also addressing the following issues:
Reward efforts even in the event of failing a Trial
Murkoff acknowledges success, yet we recognize the harsh consequences of Trial failure. In the upcoming update, we are implementing an XP system centered around Performance. This means substantial XP rewards for player actions (in addition to First Time Completion and Grade Bonus payouts). This approach aims to facilitate continuous leveling and enable acquiring upgrades, rigs, and amps for reattempting Trials.
Penalize group players not participating in Trials
Enabling players to follow their preferred playstyle has always been a central principle for our team. Whether teaming up with less experienced or more apprehensive players who prefer to join for the experience rather than objectives, we support it entirely. Yet, we've observed a minority exploiting this approach, leading to team frustration. With the new Performance XP system, deliberate lack of effort will significantly hinder progression compared to active participation in Trials. Additionally, we have plans for a comprehensive reporting system in the future.
Improve the Trial selection process as a group
As previously stated, we're improving how groups decide on Trials together. Initially, this will involve a suggestion system (with the leader maintaining the final decision). If Trial selection remains challenging, we're open to exploring alternative methods.
Keep improving the solo experience
Outlast Trials offers a unique cooperative experience and we've always ensured a fully immersive solo option for those who prefer it. Feedback from solo players highlighted the game's increased difficulty after the tutorial. To address this, we're making slight adjustments to the difficulty while preserving the trademark tension of Outlast.
In the previous patch, we experimented with unlimited respawns. Although it helped solo players complete Trials, it diminished the intensity of dying. As a result, we're reverting to the original 3 chances per Trial. However, we're introducing a new feature: Respawn Pills. Exclusive to solo mode, these pills grant an additional +1 chance. For struggling solo players, discovering these extra lives is now a way to survive in the most challenging Trials.
Keep improving the AI behavior in some edge case situations
Enemy AI remains a continuous focus for us. While we're content with our current AI's overall performance, player feedback has revealed some odd behavior in certain situations. In response, we're implementing significant updates: improving awareness, enhancing decision-making, and adjusting the Screamer in particular. Expect more details on AI enhancements in the future!
CONCLUSION
A heartfelt thank you to our players for engaging with The Outlast Trials and fueling its success through your invaluable feedback. The game's triumph is a momentous occasion for our team at Red Barrels. Your input steers our path, and we remain committed to attentive listening. Your patience as we transform this project into a long-lasting experience is deeply valued. Rest assured, we are dedicated to delivering the ultimate, spine-chilling cooperative gaming experience ever crafted!
Five years ago WARSAW launched. A game focusing on a history of the city and it’s history that is not as widely recognised as we felt it needs to.
WARSAW reached hundreds of thousands of players on different platforms and was included in the Polish history books, was recognised by German Digital Culture Foundation as a valuable educational tool to teach about World War II and received a lot of attention from both the players and gaming media from more than 40 countries that covered both the game and the theme of Warsaw Rising.
We always felt the story of WARSAW deserves to be shared with many more players and we partnered with Institute of Polish Remembrance (IPN) to expand on the historical aspect of the game, to enrich WARSAW with new historical events, characters, missions, cutscenes and Warsaw Rising day by day diary with support both from IPN and Warsaw Rising Museum. The end goal is to make sure the game can be a learning tool for students of Polish history both locally and abroad.
The new version of the game removes the strategic layer that we felt did not support the more narrative driven elements of the game, as well as adds new enemy characters, a new playable Hero and a Polish native narrator on top of numerous other text based additions and factual revisions. All these changes deserve a new title of the game and we present to you WARSAW RISING: City of Heroes, that the game will from today be called.
But what’s most important is from today, WARSAW RISING: City of Heroes becomes a Free game. Available for everyone to download, enjoy and experience the Warsaw Rising as they never have before.
This wouldn’t be possible without IPN’s support as WARSAW RISING: City of Heroes officially becomes a title joining other historical games – Cyphers Game and Szybowcowa 82 to allow players to learn about Polish history.
As many of you know, we have had to freeze the development of Flea Madness due to war in our country. When Russia invaded Ukraine we needed time to adapt to a new reality. However, time is passing and we are now prepared to resume development of our game.
It is the time to officialy announce that Flea Madness is in-development againю This is even more symbolic, as we are announcing it during our participation in the Ukrainian Game Festival 2023. We have already done some significant changes to the game and have a lot more in plans. More info about it below, but meanwhile please find the Join Playtest button at the game store page and request access, we are waiting for more testers to start our first big playtest:
So what's new?
UfoArena map has been changed. It's now bigger, has day-night cycle, several biomes etc.
Game visual effect has been improved.
A lot more abilities were added : Blink, Ground strike, Spike leech, Poison leech, Acid bubles, Gravity bomb, Reverse teleport. More ablities to come!
Friends can be added to your lobby so you will play together as a team. Yeah, finally ;)
Slobber and Tentacula are now divided into specializations (think classes): Slobber Fighter, Slobber Tank, Tentacula Fighter and Tentacula Assassin. They have different base abilities and parameters.
We're working on main game mode, but already have several additonal modes like Battle Royale, Capture Wormactus and Team Deathmatch.
Added few more NPCs: Grasshoper, Lootable maggot and Lamp bug.
Added leveling in match. You can now get up to 10 levels during the match and increase your physical parameters on each of them.
We're really happy to get back to the development and looking forward to making a great game with your help. We're always open for any suggestions and feedback on our discord server: Flea Madness Discord
You're also welcome to join our coming Playtest and to add the game to your wishlists ;) Thank you!
It's never a good idea to explore the Origin System on an empty stomach, Tenno! Lucky for you, Digital Extremes has partnered with Trolli to give away some utterly mouth-watering Vome and Fass themed Sour Bursting Crawlers to celebrate Warframe's 10-Year anniversary! For those of us that have mouths, of course.
Ever thought about what the gargantuan wyrms overlooking the Cambion Drift might taste like? Wonder no further — from now until August 29, Trolli is giving away several hundred bags of limited edition Vome & Fass Sour Bursting Crawlers! Head over to Trolli's giveaway page for more information on how you can enter the contest.
Select in-person guests at TennoCon 2023 will also receive a packet of Trolli's Vome & Fass Sour Bursting Crawlers (among many other exciting goodies) in every VIP swag bag! Those lucky few will be among the first to get a real-world taste of the Cambion Drift's haunting skylines.
We hope everyone is well and enjoyed the new teaser trailer if you watched the FGS livestream - for those that missed it, sink your teeth into the new trailer for Deathground below!
It’s just a small taste of what’s to come and we’ve got some really exciting content and news on the horizon.
As always, thanks for your continued support and comments. More updates and content coming shortly!
Hey everyone! Here is a list of changes for the release build!!!
City's title now changes based on population size Made all the achievements Steam achievements Added an Auto-Auto build toggle Added an upgrade for chest rewards Added Fast Forward upgrade Added Prestige Bonus multiplier upgrade Added more upgrades that decrease worker cost Moved some tutorial systems to unlocks Multiple dragons can now appear at once Extinguish fires now happens on mouse hover, instead of click Decreased time between tutorial progression checks Added missing upgrade names Rebalanced rewards for early achievements Renamed EPIC tab to UNLOCK tab Hire worker button is now disabled when it can't be purchased Optimized the auto-build feature
Fixed spelling mistakes Fixed tax slider not changing to brrrrrrrrrrrr material when it takes less than 2 seconds to complete Fixed issue with soldiers causing negative values to appear Fixed chest's preventing progression when the game is paused Fixed edge-case where prestige bonus goes negative Fixed dragons spawning with missing health Fixed Purchase land button randomly flashing Fixed issue with time skips not showing up in UI Fixed feedback dialog displaying too long
Increased difficulty of multiplayer spawns (modified by number of players). Playthroughs were still easier with having more players in an attempt, this gets it much closer to being in balance.
Heavy game size optimizations - After this patch, the game should take up 1/3 less harddrive space.
Updated boss levels to offer 3 possible elements to upgrade.
Overhaul of sound and music balance and dynamic range.
Added new "getting started" video
Fixed issue where player skin could be semi-transparent.
Mech AI updates to Scorpion, Javelin, and Colossus - Added agro swap logic to make them more of a threat in multiplayer.
Mech Javelin and Colossus - Added chance to swap target after a reload is triggered, mech gets quick reload when changing targets.