Welcome to the Space Program! You’re the newest recruit of Outer Wilds Ventures, a fledgling space program searching for answers in a strange, constantly evolving solar system.
Mysteries of the Solar System... What lurks in the heart of the ominous Dark Bramble? Who built the alien ruins on the Moon? Can the endless time loop be stopped? Answers await you in the most dangerous reaches of space.
A World That Changes Over Time The planets of Outer Wilds are packed with hidden locations that change with the passage of time. Visit an underground city of before it’s swallowed by sand, or explore the surface of a planet as it crumbles beneath your feet. Every secret is guarded by hazardous environments and natural catastrophes.
Grab Your Intergalactic Hiking Gear! Strap on your hiking boots, check your oxygen levels, and get ready to venture into space. Use a variety of unique gadgets to probe your surroundings, track down mysterious signals, decipher ancient alien writing, and roast the perfect marshmallow.
Outer Wilds’ tricky exploration and puzzle solving is definitely an acquired taste. Its very specific brand of active storytelling differs wildly from highly guided open-worlds that many of us think of when we talk about non-linear gameplay. Though it can be confounding at times when events don’t unfold in precisely the right way, the feeling of discovering something new about the story, or following a couple of facts to something totally unexpected on a faraway planet far outweighs those hiccups.
Outer Wilds proves there's still a sense of genuine adventure to be gained from games that commit to a set, fixed structure and design, rather than the kind of sprawling, endless expanses many contemporary titles set out to become. Playing it brought to mind my favorite bits of Dr. Seuss' Oh, The Places You'll Go...except with more of the sun exploding.
There's a twofold joy to Outer Wilds - the thrill of discovery itself, as you slowly decipher the variables that swirl around each not-so-distant world, and of seeing that thrill reflected in a phrase scribbled centuries ago by some castaway alien boffin. It gives the game that feeling of displaced community, of mutual striving across the extinction barrier, you might otherwise associate with the Vigil scene in Mass Effect or feats of translation in the recent, excellent Heaven's Vault. Moreover, the game's pint-sized solar system is full of models of itself, from the star lifecycle models you'll find in your home planet's observatory, to the holographic sandtray projections and swivelling, Stone Henge-scale orreries left behind by the Nomai. It's a setting mesmerised by its own intricacies, and it wants you to share in that delight. Whatever their differences on the subject of the apocalypse, I like to think that both Eisinga and Alta would have enjoyed it.
But all that said, Outer Wilds does what it sets out to do so well that I can give it no higher praise than say it’s a must-have game for any of us interested in outer space and science fiction. It takes the lessons from games before it, mixes in some actual spooky physics, and leans on its handcrafted nature to great impact. While small in scope there’s so much to uncover you will never want it to end.
There’s so much to talk about that most of it is truly best left unsaid, as your path to these discoveries will be very much your own. I hope bigger games take some of Outer Wilds’ design lessons to heart. There’s nothing quite like it right now and there should be.
Ultimately, it’s the planets that make this game what it is. Worlds full of mysteries and anomalies. To me they are proof that there is still no substitute for handcrafting your virtual realms. Outer Wilds has more character in its handful of planetoids than No Man’s Sky had in 70 squinjillion. I have loved my time trekking across the dust or ice of these distant dirtballs, seeing the curvature on the horizon and wondering “what’s over there?” This is a solar system in miniature, full of secrets and marvels. And if there is any reason you are holding out on this because it is an Epic exclusive, I want you to fire that sentiment into the sun. You would be a silly space explorer to miss something this bright and big-hearted.
As someone who loves adventure and puzzle games, Outer Wilds was a match made in heaven. It’s not action-packed, and there’s not crafting or deep survival mechanics like most space games have. Instead, it delivers an engaging mystery that isn’t spoon fed to you. It offers its own unique challenge that I highly recommend to anyone that loves video games or space.
Only played this for a couple of hours but it is glorious. Perfect for playing a couple of loop throughs an evening for me right now, and there always seems to be something to investigate; although I think the way the game handles collating all the threads could be better.
Got a 9 in Edge, people seem to be going crazy over it.
We’re excited to announce that we’ve released a patch for both the Xbox and Epic platforms! The update should be available across both platforms by 7PM PST.
Here’s what made it in:
Patch Notes (relatively spoiler-free)
PC Fixes & Improvements
Additional input devices will no longer take control from the active controller unless a brand new input is made Improved some 3rd party wireless controller compatibility (We’re working on providing additional support for more controllers in future patches.) If the game can’t match the language of the user’s Operating System, it will now default to English instead of an invalid language option Improved reliability of save system
Overall Fixes & Improvements
Fixed unintended signalscope behavior in a certain area Fixed players getting stuck on geometry on a certain island in Giant’s Deep Small tweaks to Ash Twin level design Fixed missing line of text in English (“813”) Fixed the player ship’s notification console inconsistently reporting damage locations Fixed the player ship not updating fragment integrity Fixed the player ship not being affected by certain electrical forces Fixed a memory leak Missable Gabbro ship log entry involving a statue is no longer required for “Archaeologist” achievement Additional VFX/lighting for certain objects Fixed props not appearing properly in certain ships
If you experience other bugs that you don’t see on this list, please contact:
I really wanted to enjoy this, but I just hated never knowing what to do next. I kept trying to explore a cavern, only to find myself being teleported thousands of miles out in to space. The amount of time it would take to try again made me lose my patience and stop playing. I can see why it really appeals to some though, I just personally found it overwhelming. It felt like trying to solve a complex equation without having a grasp of basic algebra. That's the only way I can describe how I came away from it feeling.
Played a couple of sessions so far and loving it. Like the pace of it revealing itself whether that be Story, Gameplay or many other interesting things. Nice that its quick to get back into another loop as well.
Hi everyone! Thanks for your patience - we’ve released a new patch! (And it’s a big one!)
Patch 1.0.3 is out!
Here’s a list of the biggest and most exciting changes:
Players can now sleep at campfires to fast-forward time. This automatically becomes available after a few loops. Updated writing, art, and level design across multiple planets to clarify the solution to the Ash Twin Project mystery: Updated writing (and ship log entries) for the Black Hole Forge, High Energy Lab, White Hole Station, Nomai Mines, and Hollow’s Lantern. Art and design changes for the Black Hole Forge and the area around it, including a different mural. Art and design tweaks for the High Energy Lab, including a new mural, better gravity alignment, and other minor art fixes. Art and design changes on Ash Twin, including a new mural and some architectural tweaks. Updated writing for the Sun Station and Interloper to clarify a certain story beat. Additional improvements to the key rebinding system. It now registers more keyboard keys and controller axes (as in: more than one axis). New binds work immediately, but aren't saved until you specifically press Save and Exit. Support for ultrawide resolutions and other aspect ratios Proper scaling for the HUD, reticle, map labels, and lock-on UI elements. Added support for 4k on the XBox One X Added support for user-customizable FOV
Continue reading below if you want to know what else made it in!
Slightly more speed is retained when traveling through a certain area in Dark Bramble. It is no longer possible to activate the "put me outside" feature of a specific Nomai device until it is necessary to do so. Player ship less likely to fall into the sun after falling through the black hole. Added dialogue to later Gabbro conversations to alleviate Archeologist achievement issues. Translator tool is less likely to accidentally skip over unread Nomai text. Translator tool now has page numbers. A Nomai computer in a certain room stays activated even after the orb moves away. Relocated fuel stash on the surface of Brittle Hollow for easier discoverability. Removed extraneous gravity crystal path inside a building on Giant's Deep. The ship’s eject button no longer allows players to bypass electricity on Giant's Deep. Miscellaneous writing tweaks, including tweaks to several Hearthians.
Profiles, Saves, and UI
Deleting a profile from the menu now properly deletes associated files New profiles will now only copy over graphic settings, instead of all settings Profile Creation window now doesn't respond to Q/E hotkeys for Submit and Default Options menu will only save over settings data if something was changed. Save data will be created in a temp directory first, and then overwrite the current save file. Fixed returning to the settings menu from the key rebinding menu not selecting any menu options The "Reset to Defaults" menu option now sets all settings to default, including graphics settings. Fixed some UI elements not aligning to scaled text The "Discard Changes" button has been renamed to "Discard Changes then Exit Menu" Sliders in the options menu have new graphics and display numeric values when adjusting FOV and Gamma Gamma will now change as it is adjusted in the settings menu, instead of only when the change is saved. Fixed mouse behavior with various menu items (sliders, multiple option settings, etc) Updated keyboard button prompt icons and layout to improve visibility of certain prompts Fixed sound effect issues on menu elements
Minor Fixes and Adjustments
Reduced jitter when zooming in with the signalscope Signalscope UI element now animates on zoom "Mark on HUD" and "Scroll Text" prompts in the ship log are 1.5x larger Fixes for the player ship's lights being on or off at the wrong times Changed the player ship's altimeter to be more visible in landing camera mode. Fixed bugs with the player ship's notification display Notifications on the player ship and HUD should update more consistently now Fixed foliage in the player ship Fixed the player ship’s landing camera view not properly showing warp fog, quantum fog, sand, and clouds. Fixed player character popping during certain animations. Improvements to keep the traveler's signals in sync. Adjusted Brittle Hollow fragments so they would not clip through the eye shrine area in the Hanging City. XB1: Fixed a bug involving an Xbox System Resume causing unwanted controller behavior The sun's fog should no longer override the Hourglass Twins' fog. Fixed occasionally falling off of the gravity crystal trails on Brittle Hollow Fixed a bug where default hotkeys were not being applied. More memory leak fixes. Optimizations on the title screen, Dark Bramble, and player ship Adjusted jetpack behavior to reduce jitter in certain situations. Fixed warp platforms to allow the scout to warp through them again. Fixed several missing arcs of text across the game. Fixing geometry and visuals on the Orbital Probe Cannon Toned down lights on the Orbital Probe Cannon Minor changes to some areas on Giant's Deep to prevent players from getting stuck Improved visual interaction of tractor beams and Giants Deep ocean shader Adjusted some sandfall visuals in certain places around the Hourglass Twins Fixed small art bugs (clipping meshes, seams) on the Hourglass Twins Lighting pass on various characters and Nomai objects Fixed missing nomai shuttle props Fixing collision on certain Nomai objects Adjusted art for certain Nomai objects Minor art and collision adjustments on BrittleHollow Adjusted vine geometry in Dark Bramble. Removed extraneous fog light from Dark Bramble Disabled certain shadows in dark bramble for low/medium quality settings Fixed a seam on the Quantum Moon Optimized materials for the player's tools and HUD helmet
That’s the End of This Update
Join us for another development update soon! Have a great weekend everyone!
Started playing this evening on X1S - just launched off the planet and landed on the moon before I had to stop. Seems like a nice world so far and a really like the music. However the framerate feels so choppy and distracting and its not obvious why it's like that.
In two minds as to whether I keep at it or wait hopefully for an update that resolves the issue.
I feel this way too, though really the graphical fidelity was never my issue, it was just that progress was so completely intangible to me.
You've probably realised by now, but all of your progress is recorded in the ship's log, which also tells you if there's more to explore at locations you've already discovered. I'm not 100% sure, but I think the log will always point you towards something new based on what you've found so far, so you should never be in a position where there's nothing obvious to explore.
I think I'm close to the end now, and I think this might be one of the best games I've ever played. It's definitely one of the smartest, both in the puzzles it presents and the way it teaches you to solve them.
How do you load your game in this? Just went to continue from where I left off the other day (having launched and gone to the moon) and my only menu option was to start a new expedition from scratch. That can't be right surely? I have to start again?!
ignition wrote:How do you load your game in this? Just went to continue from where I left off the other day (having launched and gone to the moon) and my only menu option was to start a new expedition from scratch. That can't be right surely? I have to start again?!
It only saves after every loop or if you kill yourself i.e when you wake up at the campfire. I'm not sure about your loading problems.