

The Outer Worlds
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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
The Outer Worlds is a single-player, first-person sci-fi RPG set in a corporate-run space colony. Explore Halcyon and uncover a conspiracy while shaping your character and crew through consequential choices. Steam players rate it 82% positive from 28,324 reviews. Supported interface languages: Simplified Chinese, English, French, Italian, German, Spanish, Japanese, Korean, Polish, Russian, and Portuguese-Brazil. Released October 23, 2020.
Credits
Lowest recorded in 36 months
$0.002025-03-25 · JoyBuggyBase 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 8 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Italian | Yes | Yes | — |
| German | Yes | Yes | — |
| Spanish | Yes | Yes | — |
| Japanese | Yes | Yes | — |
| Korean | Yes | Yes | — |
| Polish | Yes | Yes | — |
| Russian | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | — |
Steam PC edition data · 2026-10-19
02Before you buy
Controls and language
The Steam PC version has full controller support. English is fully voiced; other supported languages provide subtitles.
Single-player role-playing
This is a single-player, first-person RPG. Choices affect the story, character build, and companion stories.
03Frequently asked questions
Does it have multiplayer?
No. The game is described as a single-player RPG.
Does the Steam PC version support controllers?
Yes. The Steam PC version has full controller support.
What do companions contribute?
Companions have unique abilities, missions, motivations, and ideals. You can help them pursue their aims or turn them to your own ends.
“Climb aboard if you want a tight, choice-rich sci-fi RPG, just don't expect a vast galaxy or top-tier dramatic payoffs.”
Our Verdict
If you are about to spend somewhere around thirty hours inside The Outer Worlds, my answer is simple: it is worth it, provided you put your expectations in the right place. This is not a space RPG that overwhelms you with sheer volume, nor a work that writes itself into history through a systemic revolution. It is closer to a highly polished, mid-budget science-fiction series, with a clever script, characters who can actually talk, branching choices that genuinely involve you, and gunplay and quest progression that keep a light, brisk rhythm throughout. You rarely feel tired playing it. You rarely feel empty.
What Time Has Done To It
Viewed from this point in time, the impact of being more than five years past release is obvious. The technical visuals no longer lead the field, the content scale looks more restrained set against today's peers, and a portion of players will even feel it does not quite "earn back the time." The marks of age are there, and there is no use pretending they have not accumulated.
The other side of that, though, is that the game has not had its core pleasure made obsolete. The old-school role-playing charm of shaping a character through dialogue, attributes and attitude still holds up today. The mixed critical spread, running all the way from a harsh Rock Paper Shotgun verdict to IGN's 8.5, mirrors exactly how polarizing that deliberately compact scope can be. Some people want the restraint. Some people feel cheated by it. Both reactions are reasonable.
That spread is, in its own way, the most honest review the game ever received. A title that everyone agrees is a flat seven tends to be forgettable. A title that one outlet dismisses and another praises usually has a strong, specific point of view that simply does not suit every player. The Outer Worlds is the second kind. Its compactness and its tone are choices, not failures, and the wildly different scores are really arguments about whether those choices were the right ones for you in particular.
Who Should Climb Aboard
This is especially true if you like the Fallout 3 kind of quest decision-making and find certain open worlds too much of a slog. In that case The Outer Worlds reads as unusually smooth and easy to swallow. It targets the player who values choices over square mileage, the one who would rather finish a sharp story than abandon a bloated one.
For that player, the thirty-hour length is not a shortfall but a gift. You get a complete, coherent role-playing experience with a clear beginning, middle and end, written with more wit per hour than far larger games manage across their whole runtime. It is the rare modern RPG you can confidently recommend to someone with a job and a life, knowing they will actually reach the credits and feel the choices they made along the way pay off.
It is not a must-play of the year. It is nowhere near the level of "you lose out by skipping it." But it is a work that knows how to control its length and pitch its tone, with clear strengths and equally clear shortcomings. Whether to jump in at full price would make me hesitate; picked up on sale, you will basically never feel any regret. The most precious thing about it is that it understands exactly how large it can be, and then makes that one piece genuinely good. Want a compact RPG? Climb aboard.
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.
Thanks - would wait 1 year and pay half price on "launch day" again. ♥♥♥♥ you Epic.Show moreShow less
Ok, I'm sorry, this is not what I wanted to be writing. I wanted to like this game, I really did, but it's an *average* game at *best.* -AI is subpar, enemies are boiled down to two types: Charge at you in the open or stand out in the open and shoot at you. -AI is subpar, companions die often on supernova because they charge at the enemy or stand out in the open with 10% HP. -Combat is okay, movement is fluid and rather fun to slow time mid-air and pop enemies in the head- unfortunately, this is severely handicapped by the extremely lacking variety of weapons and armor. -Dialogue can be downright great sometimes; However at other points overused cliches and one-dimensional characters left me rolling my eyes and, unfortunately, I found myself mashing spacebar because sometimes NPCs just go on far too long with their single character traits. -Quests are fairly bog standard fetch quests with dialogue checks. -The perks/skills system is pretty vapid and shallow, meaning you're less of roleplaying and more of deciding which single stat you want to boost on your character- And I mean that even for perks; One perk lets you increase walk speed, one lets you increase sprint speed, one increeases base HP, one increases carry weight, Etc. -The whole game just feels hollow, like the game became corporate branding the game tried to mock, and its really offputting. Might be more your speed if you like MMOs and are fine with grinding and pulling aggro from single targets until you lead them away from their pack, who all return to the same spots after they lose you. (Again, AI is bad.) -Finally, my biggest issue is that the game feels incredibly disjointed. For a game that takes place on frontier worlds where there should be vast expanses of wilderness to explore, everything feels incredibly condensed. Obsidian should've considered giving the player a vehicle to control and drastically expand distances between points of interest to give the worlds an actual feeling of connectivity and adventure- As it stands it feels like you're visiting run-down southern towns with only half the buildings functioning but all still standing, and it really takes away from what should be an adventure on a wild frontier. It seems as though Obsidian's game design philosophy has only changed to make the game a more cinematic experience. Unfortunately, this means that (perhaps coincidentally, considering Outer Worlds' aesthetics) it feels more like a watered down Bioshock title with a little more humor and dialogue, but none of the tightly constructed narrative. Now, the elephant in the room: This is not the Bethesda killer I was hoping it would be. I was already sketched out when they took the Epic exclusive, but I decided not to spoiler anything and play it when it came out on steam. I can say I am wholly disappointed. This game is no Fallout: New Vagas or Skyrim; Hell, this barely scrapes somewhere between Fallout 76 and Fallout 4, but with less bugs. (Credit where credits due: I had some audio glitches every now and then, but the game was relatively bug free).Show moreShow less
Go to hell Epic, I waited a year just to be able to say that here for this game. Platform exclusives for PC is a complete scam, keep Fortnite and let people buy games from who they want.Show moreShow less
My review is locked into a 1 year negative exclusive deal.Show moreShow less
I will be 74 in 10 days, yep, January 22, and I thought this game rocks.Show moreShow less
After about 15 hours of this game (the record is wrong because I had to play offline for a week) I gave up on the Outer Worlds. I couldn't put my finger on what was wrong with this game. I love Obsidian, the premise of this game had me incredibly enthusiastic to experience it... so why I just so mind-numbingly bored? After a think on my back patio with a beer it came down to this: it's too small. That's what it is, everything is too small. Too little. Not enough. It's like a giant foot-long sub sandwich of tasteless bread, a single piece of overcooked bacon on it, and wrapped in some very colorful paper. When you start out you're amped for the possibilities, the discoveries you're going to make, the exploration you're going to undertake. And then you find... open spaces of nothing. Fight one mob/baddy and you've fought them all. They're going to behave the same, attack the same, stand around the same, die with functionally identical animations. The weapons feel the same they just have different particle colors. All the buildings are the same. All the completely meaningless loot feels the same and I got to the point where I didn't want to pick anything up because I didn't want to play Inventory Manager 9000 anymore with 50 different versions of the same thing. The outdoor area's have roads you're supposed to follow to find content, none of it is really open; roads to content or open tracts of nothing. You're not going to discover or find anything, just follow the path and do the things along the way... that are all the same. Tracts of nothing, tiny same-y encounters. Some specific anecdotes (no spoilers). I arrived at a space station that supposedly THE hub for trade. It just felt cramped, small, all parts of it the same. I thought I was overreacting so I did a test: it took me 29 seconds to run from the start to the far end of this space station. SECONDS to experience the whole map. Nothing feels of consequence, it feels like a tiny set to a crappy low-budget TV show. There is no scale. There is no sense of importance, no sense of significance that you would expect to feel from a space station that is a central trade hub to multiple planets. Just a tiny, cramped space floating in empty space. One more: I went to another location and looked out across the map thinking: can't wait to explore this place! Nope. Within less than a minute I had run from one side of the skybox to the other shooting occasional monsters and marauders identical to the first I had ever encountered in the game. I looked at the minimap and saw the road snaked through the area in a series of switch-backs to take you through pockets of mobs like a cheap fairground ride constricted by its tiny footprint. There were two quick exchanges in this place with NPCs some dialogue that lead to nothing, and that was it for this entire "world." Go back to your ship now, find somewhere else to go. That's it, that's this game, it's too small. Everything is too insignificant, weightless. There is no scale! No grandeur to any of it. Too little spread out over too much filler. The bones are here but no meat. It's all foamy milk and no coffee. All head and no beer. Cardboard set pieces. Wax mannequins. Painted backdrops. It's as if they built me the facade of a game but not the game. Ersatz.Show moreShow less
It runs on Linux!! Using Proton-5.9-GE-6. No tweaking needed. Even on my older GeForce GTX 950m. Game looks great so far, will update this review as I progress through it. Figured people should know the linux playability first.Show moreShow less
I want to like this game. On paper, it seems like everything I want. The team that made New Vegas, working on their own IP in that style. And honestly, I think if this had come out 6-7 years ago, I might have loved it. I don't. This game just feels hollow. With the fallout games, even the...less amazing ones, I had this sense of wonder and mystery when I was exploring the world. I have not gotten that ONCE in this game. I haven't found the joy of discovery. It might be the more enclosed areas, but I find myself just ignoring the world around me and going through the motions. Shoot thing, get loot, get tickbox for quest completion. The world is so unresponsive to you, and any semblance of verisimilitude seems to be entirely non-existent. I keep searching for the magic that this sort of game held for me in the past, and I can't find it. Also, there's something about the color palette that hurts me eyes. You could do worse, but for me, there's nothing as frustrating as wanting so desperately to love something and not being able to.Show moreShow less
Waited 363 days for this just to give the middle finger to Tim Sweeney and Epic games. For no reason other than to spite them.Show moreShow less
The game isn't terrible, but it has a lot of flaws that leave me disappointed. The first thing is that I see people comparing this to Fallout; saying that if you like Fallout, you'll like this. I think, at best, this is partially true. It really depends on why you like Fallout. For one, this game does not have the super expansive worlds that the Fallout games have. You don't stumble onto interesting side-stories in the wild. The maps aren't so big that you can play for hundreds of hours without seeing everything. I've played for less than 50 and I'm reasonably sure that if I've missed any quests at all, it's extremely few. When I play Fallout I look forward to every new level up I get. Speaking of Fallout 4 specifically there's so many perks I can pick up that appeal to me and make me want to get there faster. In Outer Worlds, nearly all the perks are incredibly generic and boring bonuses like running faster or carrying more. Compare that to something like getting to pick up the Blitz perk in Fallout 4 to increase the melee range in VATS, and nothing comes even remotely close. I want to feel that excitement about the choices; like I am picking between two things I really want. In Outer Worlds I mostly found myself contemplating which choice was slightly less useless. This carries over a bit to the skill point system too, even if Fallout 4 has none. Generally you don't miss out on anything by not having super high skill scores. The game has a setting that lets you see all the skill checks you aren't good enough to pass so I know how little I missed out on by not investing points past 50 aside from Persuasion. By the end of the game I had over 100 unspent point that I just kept on hand to try different dialogue outcomes through saving and loading. It feels like at best you avoid a fight for free instead of spending some money, or get a little more out of a quest reward. These extra rewards are nothing interesting though. You don't get a sweet piece of equipment you otherwise wouldn't have. Mostly you just get some additional money. You don't get a third, much more desirable outcome out of a quest. These outcomes do exist, but they don't require high stats to achieve. Combat skills fall into the same category really. I tried fairly extensive combat both with 6 in my weapon skill and 100, and while there's a difference, there's not a lot. To a certain extent it feels like the thought was that they don't want people to hyperspecialise, so in order to combat that they removed any attractive rewards from doing so. With the way the skill point assignment works the game already greatly encourages you to have a diverse skill set, so you're doubly encouraged not to specialise. The lack of reward for being specialised is one of the main reasons I don't see myself ever doing a second playthrough of this game, along with feeling like I've pretty much seen everything after one. Combat skills also have other problems aside from not being very impactful. First off, among the perks there is one that increases the experience gained from kills by your companions by 50%. Truthfully, I thought this meant they normally had a penalty but that is not the case. If you pick up this perk, and as stated, there's not many interesting choices anyway, you'll get the most experience by not participating in combat yourself. Ignoring how logic-defying that is I'll instead point out that this is not actually a chore at all, and that is for the second reason that combat skills don't matter much: Companions are wildly overpowered with a small investment in leadership skills and some attention paid to their equipment. Even with no further input than just telling them to attack they will mop up most encounters the game puts you in in mere moments. When that is not enough, minimal interaction such as using their abilities, some of which are patently absurd, will solve any such issues. Moving on to the topic of equipment and modifications. There's some initial interest in what you find but this fairly quickly turns into complete apathy. Everything is extremely same-samey. You aren't randomly going to find two of the same armour pieces that provide different skill bonuses, or have different mod slots. Even looking at the items that have a special swirl indicator on them to indicate their uniqueness are incredibly bland. I'd often struggle to see what's even special about them because usually it's just that they have some modifications you could have put into a base weapon of the same type yourself. You also only have two equipment slots, as well as your weapon. Having so few slots means you rarely get to upgrade something, and when you do it's mostly just from uninteresting item A to uninteresting item B. This wouldn't even be a disaster if there was expansive equipment and weapon modding, but there isn't. There's few choices, and with the exception of changing the damage type of a weapon nothing really qualifies as a fun bonus. I did enjoy turning my flamethrower into an acid spewer though, I will admit. The game has a reputation system in it. This is something I generally like, but I don't like how it was done in this game. Reputation is too isolated in what it does to be interesting. There are exceptions to this, but they aren't many. Mostly you just get a discount and some different speech lines out of it. I'd be nice if there were extra quests tied to the reputation for starters. All the effects are also just tied to a very specific area. There's not two outposts owned by CompanyA so that I can see some benefit when I reach their second outpost after getting in their good graces at their first outpost. I also have precious little reason to return to where I build the reputation after getting it. By the time I have achieved maximum reputation I am done with that zone and it will remain largely irrelevant for the rest of the game. Next: NPC reactions. I don't quite know what to think about this one, but I really don't understand how this of all designs was that one that was settled on. NPCs are so passive. I can stand in the middle of the street and gun down two guards with not so much as a thought paid to hiding myself, and outside a pretty small radius no one will care. I can send in my two followers to shower an enemy with flames and acid, and have the enemy scream out their pain as they turn into a mushy puddle, and the other enemy standing nearby doesn't so much as turn around. I was running around looting containers and ran sideways into the back of a guard AND their "dog", and they didn't turn around or react to what was going on at all. And just to be clear, I was running, I was not sneaking. This is then contrasted to how NPCs react instantly to the player stealing something in the very edge of their 180º peripheral vision. I feel I can't do much but let out an exasperated sigh and throw my arms into the air. Finally, there's a fair bit of bugs. I encountered quite a lot of them, but there were two in particular that have no business surviving this long. One is that some audio tracks would just stop working, usually as the result of a concussion effect, and not resume working until I restarted the game. One time all voice lines just stopped working, while all other audio was fine. Another time all effects like gun sounds stopped working, while the rest was fine. I had to do restarts because of this several times, which is probably an indication that I am awful at spotting mines. Another bug is that some areas just either don't have working markers for the map at all, or the markers and maps use a different scale so that they aren't where they are supposed to be. No restart or anything would fix this for me, including a resolution change; they just didn't work. The narrated epilogue also kept saying "he" and "his" even though my character is a woman. Not really a big deal, but seriously? I was going to write a couple of positives but Steam has an 8000 char limit. RIP.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.