
The Outer Worlds 2
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.
01About The Outer Worlds 2
Explore Arcadia as an Earth Directorate agent investigating rifts that threaten humanity. This first-person science-fiction role-playing game lets you shape a colony’s fate through character abilities, decisions, companions, and the factions you trust. On Steam for PC, the game supports full controller input. English has full audio; interface and subtitles are available in multiple languages, including Simplified and Traditional Chinese. Steam players have rated it 72% positive across 8,618 reviews. It was released on October 29, 2025.
Credits
Lowest recorded in 36 months
$34.992026-06-25 · SteamBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | — |
| English | Yes | Yes | Yes |
| French | Yes | Yes | — |
Show 9 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Italian | Yes | Yes | — |
| German | Yes | Yes | — |
| Spanish | Yes | Yes | — |
| Japanese | Yes | Yes | — |
| Korean | Yes | Yes | — |
| Polish | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | — |
| Russian | Yes | Yes | — |
| Spanish-Latin America | Yes | Yes | — |
Steam PC edition data · 2026-10-19
02Before you buy
Language and audio
English has full audio. Simplified and Traditional Chinese are among the supported interface and subtitle languages.
Play style and controller
The Steam PC version is single-player and supports full controller input.
03Frequently asked questions
What is the story about?
As an Earth Directorate agent, you investigate dangerous rifts in Arcadia, a colony caught in conflict among factions.
How do choices affect the game?
Your abilities, decisions, and choice of trusted factions shape the colony’s fate and the story.
Can companions join the adventure?
Yes. You can recruit companions with individual traits, backgrounds, and goals, and influence their development.
Latest news about The Outer Worlds 2
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
Consider this a fairly mild "no". It's definitely not an awful game. But neither was its predecessor. But despite the hype around it, it largely has the same issues. Most of the "player choice" is for flavor rather than critically affecting the progression of the game story. And the story and characters are meh! And it shouldn't be; the idea of having a hyperindividualist faction and a hypercollectivist faction is such fertile ground for social commentary and story telling and they didn't explore much of anything with it. It very much has the smell of something produced by, well, a marketing committee at a huge corporation, ironically. Afraid to have any edge or do ANYTHING that might offend ANYONE. As a result, it is oddly sterile. This is a game that is OK at everything and great at nothing. Might be worth buying on sale but not at full price. If you're expecting "New Vegas in space but for real this time", you'll be disappointed. Obsidian, like Bethesda, is a zombie company now. Best get used to it. EDIT: Just to address some of the comments: 1) It's a review of a video game. You don't have to agree with it. Chill. 2) No, this is not an "anti-woke" review. No idea where people are getting that from. 3) Choices do affect the environment (what happens to characters, places, etc.) but not really the progression of the STORY. You could play New Vegas and finish it several different ways while having very different experiences. Not so here: basic progression through the plot is the same regardless. 4) I had played through a significant portion of the 2nd planet when I originally wrote this. I have since finished the 2nd planet and my opinions have not changed. I think 20 hours is more than enough to get a sense of a game that is probably < 40 hours long. 5) The thumbs down is because the price is a lot to ask of someone for a merely OK experience. I would really only recommend it to people who loved the original, since that means the faults (which are largely the same) won't bother them.Show moreShow less
It's a good game just more of the same which isn't bad for me I am actually having fun however charging £90 for this is a bit high.Show moreShow less
The most okayest of RPGs. The companions are okay. The world is okay. The plot is okay. If it was studio's first RPG at $40, I'd be putting recommendation. at $70 from "veterans of industry" it's a disgrace.Show moreShow less
Listen, let's cut the ♥♥♥♥. Some of these reviews are just silly. This is a good game. I don't wanna oversell it until I get some more hours, but it is very high-effort with good production values. If you felt OW1 was too small, too short, or had too many generic enemies with simplistic gameplay, this one triples the budget and you can feel it. The graphics are so beautiful, the gunplay is snappy, there are RPG skillchecks everywhere you go, multiple paths to completing quests and approaching buildings. The mechs look damn cool and the armour etc. pull off the "futuristic corpo soldier" look well. In that sense, it is very similar to the "narrative imsim" design of Fallout: New Vegas where you have a bunch of different branches in quests that are unlocked by various skillchecks. It is also normal to miss content in this game, because you have to focus your skills so much to clear skillchecks and slap together a strong build with high-end perks. That means not every character can do everything, open every chest, hack every computer, or access every quest outcome. Some characters will have access to lanes that others can't access, e.g. medical skill means you will get a better outcome to a medical-themed quest than someone without any medical skill. Speech characters can get through the first area with minimal bloodshed but others will fail those skillchecks and have to fight -- meanwhile, engineers can rig the security mechs to support them and attack the guards instead. Stuff like that. The characters are annoyingly "modern" and I don't wanna waste any time dogwhistling anybody. It's just a bit too Californian to be cool. I am probably politically aligned with the devs but there's such a thing as cool and uncool, and the characters in this are just kinda uncool a lot. However, the world itself can be very cool at times, and the whole "futuristic corporate" aesthetic is pulled off very well sometimes. I made an explosives-focused engineer who gets double the crafting products from materials (Innovative trait). This has been very satisfying in terms of gameplay, as I have tons of grenades and mines, plus some utility stuff like "distraction devices" that lure enemies into my minefields. This is just good fun. There are lots of perks (I guess some people wanted more?), and these perks give you a few different ways to build even similar characters - for example, it makes sense to focus on burn and plasma if you're an explosives character, but it's totally optional and you have many other possible paths. The perks are interesting and cool, though I can see some people disliking how e.g. speech boosts damage against humans. The game also does a good job of making me feel like an engineer who is good with explosives through skillchecks and conversation. I am sure a chunk of this is just flavour dialogue, but some of it is not - there are real quest branches due to my skills. Some of these have a long-term visual impact on the world, some of them are just a matter of going one way rather than another way. Skipping some optional areas or accessing from another direction. Some abilities that seem "core" like double-jump are actually tied to side quests that are easily missable. So if you just didn't do side quests then you wouldn't get double-jump. I actually think this design is rad and more games should have unique quests rewards like that. In summary, if you are the kind of person who loves the skilcheck-immsim design of Fallout New Vegas, this game tries so hard to satisfy you. Play the first area, Horizon Point. If you finish that area and you don't think, "Wow, this design is really cool," then it's not for you. But if you're like me, that design is basically your favourite kind of game, so I'm really happy with my purchase.Show moreShow less
I struggle, again and again, with The Outer Worlds 2. It's a game I dearly want to like, even love, and there are aspects of it I find worthy of praise. Momentary glimpses of good writing in twists and barbs that aren't immediately blunted by being overwrought. It is absolutely better than the first Outer Worlds, and yet, in the question of whether it's worth your time and dollar, I again find myself giving a rather pointed no. The modern Obsidian is too obsessed with being funny. It's been felt in nearly all their games of recent years; sometimes it hits, but most of the time, it absolutely doesn't. The original Fallout games absolutely had black humor, as did New Vegas, but these were lightening touches on decidedly macabre worlds; the purpose of humor was to prevent you from taking everything so seriously *all* the time, not to rob the setting of gravitas, or its characters of the compliment of sentience. In The Outer Worlds 2, just like its predecessor, the only description I can muster for the setting and most of its cast is 'ridiculous.' There is no logical belief I can conjure for how these organizations work in the short term, let alone the long term. It is popular, now more than ever, to critique capitalism and fascism, but Outer Worlds 2 welds its writing so deeply into satire that little point can be made aside from the obvious. Capitalists are obsessed with advancement. Fascists are deaf to logic and reason that goes against the state. Why? How do these systems interact? What appeal do they have that draws people in? What about them gives rise to conviction that they're the right way to live life? People might think it strange that I'm beggaring sociopolitical discourse from a video game, but Obsidian has done it before, and better than pretty much anyone else, in New Vegas. People have argued for years about the pros and cons for each major faction in that game, because the setting grounds and establishes each overarching belief as reasonable. The Outer Worlds 2 would turn 99% of Caesar's Legion hostile, and make the NCR completely, irrationally irreverent to its citizenry, while Mr. House rambles in scientific sermons in a tower that's painted like the Sistine Chapel. Aside from the writing, the world wandering falls eerily, confusingly flat for me. Once more an aspect that was done so much better in New Vegas; there was next to nothing I stumbled on in my time with this game, I just wandered between block to block on the map. Enemies don't wander or interact with each other. They are preset in scripted encounters that only serve to make the world feel more artificial. This was the same design direction that guided Avowed, and it's one of the pieces that I feel most severely harms the moment to moment experience. It's not my belief that The Outer Worlds 2 is awful, but in many of the things I want from a RPG, it comes out to below average. There are parts of roleplaying, and a fun enough shooting sandbox, but without writing that grips me, it all feels meaningless. I would rather go play a better RPG, or a more dedicated shooter. Not everyone will feel this way, and I respect that, but with the resources Obsidian has, it's a wonder to me that they've left all their ambition behind in the comfort of producing consistent mediocre content. It feels completely alien to the studio I once cherished, and it is with this release that I must at last acknowledge that the change seems irreversible. Worse, in my mind, they seem convinced that this direction is for the better. Perhaps I'm simply too old.Show moreShow less
I failed multiple times to convice a dude to lower a bridge for me. I acutally had to think about what I would say to him and at some points I just couldn't convince him because I lacked the knowledge or I didn't meet the skill checks. I LOVE that. I don't want to be able to complete everything on one playthrough, I want the game to be challanging outside of combat. I want to have to think about my choices. Loving it so far. Thanks for all the clown awards ya f*ckin clowns lmao you're really showing ObsidianShow moreShow less
If you loved and I mean really loved the first part and couldn't get enough of it, you will have some fun with this one. Pro: - longer then the first part - more locations and clear indication what skill is used for what in dialogue / exploration etc - graphics somewhat better than TOW1 - if you enjoy listening to people that love to hear themselves speak, that game will be a treat for you - there is a bit of silly humour in this game, that might be enjoyable to some Cons: - shooter part is still weak, basically no encounter design (no tatics, no cover system, almost no skill combos with companions, enemies jumping up walls they shouldn't be able to, other times enemy just stare/freeze, only a few boss fights with only one having some sort of what is supposed to be a boss mechanic... I'm not joking, sadly) - companions borderline useless (little control over them, barely customizable, no inventory on them, barely level up mechanics) - stealth part is.. meh. Stealth+melee is somewhat fun in the beginning and some indoor locations. Stealth+gun in the more open areas pretty much useless, just unload your MP or whatever on each mob and move on... why sneak around and position carefully to take out one of the ten mobs that you could have all killed in the same time with less hassle without sneaking? - no lone-wolf mode (was possible in TOW1 and somewhat fun/challenging) - crafting is worse than in TOW1, less mods, less upgrades, less everything but 50 different food items that all do the same - I switched weapons like three times, put one mod on it and used the same armor and hat for one playthrough start to finish.. let that sink in - exploration is little fun as there is basically nothing to find besides food and crafting items that you don't need (see above) - you can't pick locks unless you constantly put points in it, which means 50% of your skill points. Wow. Stupid. Worst lock pick system I've seen in ages - TOW1 allowed at least to open locks above your skill level and sacrifce picks - you can't do that here; then again those locked boxes only contain trash (food, ammo, junk) - in-game lore texts are bad, most of them read like ChatGPT generated filler texts with no relevant information or interesting story telling, just bland (e.g. no comparison to texts on vault terminals you may remember from Fallout 3/4) - most dialogue is of the category "long and rambunctious sentences with little real value to your current mission", you could go with skipping all dialogue and just read up the journal, much less hassle - character progression in TOW1 was limited and simple, but in TOW2 it's even more simplified and runs out of steam quickly, e.g. playing a gunslinger there are not even enough good gun perks to pick up to level 30 - just lazy design - loot progression does not exists, not even near the simple tier 1 to tier 3 system that was in TOW1 - as I said I used a pistol at start then switched over to the unique sniper rifle like 1/3 in the story. That is all the loot progression there was. What a step back from TOW1. Wow. I was shocked, given that the game is like 3x longer - companions are mostly bland and one-dimensional, Marisol was somewhat better written and a little more deep, but if you expect anything near Mass Effect 1/2 companions you wont find it here, I'm afraid (a 2007 game with waaaaaay smaller dev team, mind you) but much much better writers it seems - in-game puzzles are repetitions of "pick that fuse from over there and put it here" - "open worldish maps" can only be traversed on the very paths the map designer intended you to, meaning it's usually a bunch of locations you need to see for the main quest stitched together with long tubes you need to walk. But then again, nothing much to see outside those locations. The important locations look nice, though. Everything in between not so much. - touch water, die instantly - step over a cliff deeper then 5m die instantly - step to close to a gas cloud and die - make every location as vertical as possible so players can constantly die when "exploring" Really "fun" map design. I would fire those level designers instantly. But I'm afraid they are only interns that use ChatGPT. And I mean, look at TOW1 map design. It was not great, but it was okay. Way better than.. whatever this is. The game clearly aims on replayability (stealth vs gun vs leadership etc) but there is not enough "meat on the bone". Honestly, the game would have been better with less filler content and more actual (good) gameplay. It excels in not a single category. Obsidian used to be great at story telling. But this game is not. It's a middle of the road okayish game that you play through once, put aside and never think about again. But if you have 30+ hours to kill. Go ahead. Better than reading the newspaper, that's for sure. But nothing to write home about. If I had to guess, I'd say Obsidian's A-Team left the building a few years back and the B-Team that mostly seems to consist of people that don't play games or don't know what makes an RPG fun and enjoyable tried to wing it here. I hope I'm wrong. Maybe The Outer Worlds 3 in a few years will be great. Or maybe just another run-of-the-mill microsoft game pass experience. *sigh*Show moreShow less
I didn't like the first Outer Worlds game, it's existence pissed me off because of how painfully average it is. I felt the exact same way regarding Avowed and I haven't liked any Obsidian RPG since New Vegas. Thankfully, The Outer Worlds 2 is overwhelmingly a better game than those two and I'd recommend it if you're a fan of New Vegas.Show moreShow less
This game has no soul. All the NPCs besides your companions are Mr/Mrs Potatohead combos of facial features and ridiculous hairstyles and voices that don't match. No one is likable or funny. Feels like AI did all the work making NPCs. The non-human enemies are reskinned on every planet, so all the open world encounters feel exactly the same. Where are the intelligent alien species?! The only aliens you fight are giant lizards, crabs or spiders. Gunplay is ok, not great. It's like fallout without VATS. Better off in 3rd person since there is no cover system. Some ranged enemies are way too accurate and will snipe you with weapons/attacks that have no business being that accurate at range. Mainly the monsters that fire projectiles. There are way too many "checks" during interactions with NPCs that usually ends up with you not being able to get a prefered outcome. It's like they took the speech stat from Fallout and divided a bunch of those checks up and gave them to other traits. Also, speech is only used to bypass combat in this game. It doesn't help you manipulate anyone. That requires lying which is different and requires multiple perks to work reliably. There was never a single moment of awe for me in 50 hours. Nothing made me excited to explore or fight. All the planets have odd features that just look arbitrary and don't add anything to the atmosphere. Oh this planet has crystal plants, cool. Except they look out of scale and low res. Oh this planet has giant crystal structures everywhere but they are a weird piss yellow color. There is one hub area that forces you to use a tram over and over that takes more than a minute to get from one end to the other. Feels like the elevator in OG Mass Effect. There is zero, I repeat zero customization. No transmog. No follower gear. Nothing. The armor you get also looks ridiculous and my guy looked like the mad hatter from Alice in Wonderland for most of the game. Lots of quest descriptions are annoyingly vague or flat out worthless at telling you what you need to do or where to go. Some of the side quests can only be completed by progressing a main quest, but the game doesn't tell you that, so you have periods where you waste a bunch of time only to give up and then later realize you needed to do another quest first. The devs also thought it would be a great idea to cover almost every large open area with fields of land mines that are extremely hard to see, just to force you to use a gimmick gadget that you won't use for anything else in the game except a couple puzzles. After the umpteenth time of walking into an invisible mine you will be dropping an expletive I guarantee it. Yes I played it for 56 hours. I don't abandon games I paid full price for. In hindsight I would never have bought the game.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.

