
Out There is an award-winning space exploration game blending roguelike, resource management and interactive fiction.


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Unified technical telemetry aggregated from Steam, Valve Steam Deck, ProtonDB, PCGamingWiki, and IGDB.
| Lingua | Interfaccia | Audio | Sottotitoli |
|---|---|---|---|
| Russo | |||
| Inglese | |||
| Tedesco | |||
| Francese | |||
| Spagnolo | |||
| Portuguese (Brazil) |
Official minimum and recommended hardware configurations.
Top helpful player reviews pulled directly from the Steam open registry with verified playtime hours.
This game barely gets a thumbs up from be (mainly because its a new concept, nice art, nice music etc.). The biggest problem is that the game is 90% based on luck. No matter how good you are at the game, you always depend on luck to constantly find planets with enough fuel, iron and oxygen. Just be prepared to get frustrated a lot. For example even though you captured an amazing new ship, spent a lot of time discovering new technology, collecting the rare resources to build tech upgrades etc. etc. And then, bam, a random event makes you lose half of your fuel, and you end up in a solar system without any gas planets. Game over in two turns, and nothing you could do about it. This happens A LOT! Unfortunately, the devs don't wanna hear anything about it. check the forums, they wanna keep this game a game of chance, to somehow show you the "thoughness" of space travel or whatever. I think
This is more a mixed review than a negative one. I bought Out There because it looked similar to FTL, but without the tedium of combat, and in that respect it did not disappoint. Like the starship Voyager, you jump from system to system trying to replenish limited resources, and along the way you meet alien lifeforms and learn new technologies that increase your chances of reaching home. I think the game aptly portrays the feeling of isolation in space, from the ambient soundtrack to the uneasy log entries of the protagonist, a lone astronaut who wakes from cryo-sleep to find himself far across the galaxy. However, in going from FTL to Out There, I seem to have traded one form of monotony for another. Drilling rocky planets yields iron to repair your hull, but landing on and leaving those planets costs additional fuel. Probing gas giants yields fuel necessary to travel from system to s
It plays a lot like FTL but focuses more on exploration so it's pretty chill. It feels like a mix of No Man's Sky and FTL minus the combat. I can see why people would get frustrated at this game. Discovering new tech, lifeforms, and planets is satisfying, but In the end it's technically RNG. The strategy is all about priorities. It requires good inventory management. You have to balance the collection of rare resources to build new tech, space in your ship, and vital resources like fuel and oxygen. You have to judge when it's best to invesigate and land on planets and do random events vs. just moving on, ignoring everything except vital resources and then racing towards the end until you have to slow down because of bad luck, then possibly adding or replacing tech because you get a new ship or discover something worth taking time to craft. It creates a nice cadence. The story is pretty
Out There is an amazing experience. Deeply atmospheric with perfect soundtrack, short presentation which explains the whole setting ideally and at the core is an immensely satisfying roguelike game. Hardest I have played yet, 1 successful completion in about 50+ restarts. I have encountered only five or so repeated events in countless amounts with very imaginative and entertaining writing (honestly, astonishing!). To make a simple comparison with FTL (Faster Than Light, game which I adore) Out There = FTL - combat part. Yet it's in no aspect lacking survival experience with stellar amounts of interstellar travel perils. Sidenote takeway: thanks to Out There, now I know the difference and relation of Landau-Oppenheimer-Volkoff limit and Chandrasekhar limit to neutron stars, black holes, white dwarfs and other stellar phenomena. 8.5/10
Relies way way too much on RNG for "difficulty". You never know when it might just arbitrarily decide to end your game through no real fault of your own. Even when you think you're doing really well you could be two random "events" or one bad planet line up from death. Since you always begin with the same ship and tech there's no way to try different strategies or approachs. You're just relying on the RNG to be kind enough to let you live.
Tonally, this game is great, the artwork, writing and overall theme all work well, creating a distinctive and engaging atmosphere of loneliness and mystery. Unfortunately, for me, the experience stopped there. As a game, this simply does not work. Options are limited and an impossible slide into defeat can only be turned aside by technological advancement, or stumbling across a new ship. If you do that in a timely fashion the game changes from impossibly difficult to trivially easy. A successful roguelike or roguelite can definitely tolerate some of the design decions present in Out There, the reverse difficulty curve of a tough start and easy late game can work well - just look at FTL or XCOM. A heavy reliance on randomness is also not in-and-of-itself a deal breaker, so long as that random element can be mitigated through player knowledge and a transparent game mechanic. Unfortunate
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