What The Outlast Trials' Six-Year Struggle Means for Players

The bumpy development of The Outlast Trials shows that even successful games can face major setbacks, and that listening to playtest feedback is crucial. For players, it means the final product is mor…
The bumpy development of The Outlast Trials shows that even successful games can face major setbacks, and that listening to playtest feedback is crucial. For players, it means the final product is mor…
Key points - The Outlast Trials took six years to develop, according to Red Barrels co-founder Philippe Morin. - Morin described the development as taking 'a fucking long time' and involving 'a shit-ton of prototypes.' - A seemingly shippable build was produced within four years, but poor playtests forced the team back to the drawing board. - The team initially aimed for systemic, random, and infinitely replayable gameplay but scaled back to feel more like Outlast. - The game now has around 20,000 players and has evolved into a live service title.
Timeline - During development: Red Barrels produces a seemingly shippable build within four years. - After playtests: Poor playtest results force the team to return to the drawing board. - After six years: The Outlast Trials launches into early access. - Currently: The game has around 20,000 players and is a live service title.
FAQ
Q: Why did The Outlast Trials take six years to develop? A: The team went through many prototypes and initially aimed for infinite replayability, but poor playtests forced them to rethink and refocus on what makes Outlast feel like Outlast.
Q: What were the playtests like for The Outlast Trials? A: According to Philippe Morin, the playtests went poorly enough that the team had to go back to the drawing board, despite having a seemingly shippable build after four years.
Q: Is The Outlast Trials successful now? A: Yes, it has around 20,000 players and has evolved into a sizable live service game, though players are mixed on its use of AI-generated imagery.
đź“° Related Articles
Sony's Handheld Problem: Why PSP and Vita Struggled to Share…
Layden's comments highlight the challenges Sony faces if it re-enters the handheld market, especially as devices like Steam Deck prove that players want dedicated handheld experiences, not just consol…
Witcher 3 Remastered: RTX 5080 Struggles With Path Tracing
The Witcher 3 Remastered's path tracing mode brings even an RTX 5080 to its knees, averaging just 30 fps at 4K. Here's what you need to know before playing.
What Outlast's Tearful Playtest Means for Future Horror Game…
The story shows that extreme horror carries a human cost behind the scenes, and Red Barrels' transparency in hiring may set an example for studios making graphic content.
Outlast Trials' 120K Player Surge: What It Means for You
This record shows that co-op horror games can have long tails, especially when supported with regular content and deep discounts. It also highlights China as a major market for indie horror.
Ubisoft’s Latest Restructuring Plan Puts Trials Developer RedLynx On T
ongoing restructuring efforts, as well as reduce the workforce of its Skull and Bones studio, Ubisoft Singapore, by laying off 72 people. The closure of the Finland-based RedLynx is in a proposa…
Ubisoft Cuts 70 Staff From Skull and Bones Dev, Shuts Down Trials Stud
quadruple-A game." Year 3 Season 2, titled Crimson Waters, launched in August. RedLynx, meanwhile, was gobbled up by Ubisoft in 2011 having enjoyed enormous success with the likes of Trials 2 , T…