About Outward Definitive Edition
Outward Definitive Edition is a survival role-playing game set across Aurai, where travel, weather, wounds and hostile creatures shape each expedition. Build a character through learned skills and chosen faction, prepare equipment and supplies, and pursue quests alone or with a local or online co-op companion. The edition includes The Soroboreans and The Three Brothers.
Outward begins with an ordinary resident of Cierzo whose family home is threatened by a debt, sending the character beyond the town walls to find a way forward. Aurai is not arranged around a foretold hero: the protagonist is a traveler who must negotiate with people, earn money, and make their own place in a world already shaped by its communities and dangers. The coast and settlements of Chersonese form the starting region, while roads lead toward Enmerkar Forest, the Hallowed Marsh, the desert of Abrassar, and the volcanic Caldera. Each region contains settlements, wilderness routes, caves and ruins, so reaching a destination is an expedition rather than a menu selection. The story can follow different faction paths, with each route bringing its own political relationships and missions into the wider conflict around Aurai.
A journey depends on supplies as much as on direction. Food and drink address hunger and thirst, while meals and potions can provide recovery or useful effects; sleep restores the traveler but also requires a safe place and time. Temperature, disease and injuries can leave lasting consequences if neglected, so clothing, medicine, water and a route back to shelter belong in the same plan as weapons. The backpack holds gathered materials, provisions and equipment, but its weight and the items inside matter during a fight. Setting it down before combat can improve movement, yet anything needed immediately, including some magic equipment, may be unavailable until it is recovered. Discoveries and setbacks both persist through autosaving, which makes preparation and the time needed to return part of the adventure’s structure.
Combat asks the player to watch distance, stamina, enemy posture and openings rather than rely on a character level to overwhelm every encounter. Weapons and skills shape close-range options; blocking, dodging, timed attacks and consumable items can each change how a confrontation unfolds. Tripwire traps can be assembled and loaded with components before an enemy reaches them, while rags, potions and other prepared items add effects or recovery. Defeat does not simply restart a battle: the character may wake in a different situation, with time lost and equipment or supplies needing attention. That outcome can alter a planned return trip or quest schedule, so retreating, preparing a trap, or avoiding a fight can be as relevant to progress as winning outright.

Magic follows a deliberate, physical process. To gain access to mana, a character must reach the Conflux Mountain ley line and give up part of their maximum health and stamina in exchange for a mana pool. A spell can also depend on a combination of learned skills, a carried catalyst, or a prepared sigil: PC Gamer describes the fireball as weak on its own but stronger when cast from within a magic circle, which itself requires materials. This makes equipment and spell selection part of the same loadout decision as food and weapons. Skill trainers teach abilities for silver, while breakthrough choices limit how many skill trees a character can fully develop. A build therefore takes shape through selected training and supplies rather than through unrestricted access to every advanced ability on one character.
The main faction storyline branches through organizations with competing ideas about how Aurai should be governed and protected. The Blue Chamber Collective is rooted in Berg and its network of families; the Holy Mission of Elatt operates from Monsoon and frames its work through faith and service; and the Heroic Kingdom of Levant offers a different political order in the desert city. The Soroboreans adds the Sorobor Academy and its Harmattan setting as another faction path. Committing to a route opens related quests and rewards while leaving other faction stories for another character. Outside those central paths, expeditions lead to requests, dungeon searches and encounters with people whose needs can redirect a planned outing. Travel between towns also brings traders, skill teachers and caravaners into the practical rhythm of building a character.
The Definitive Edition includes the material from both The Soroboreans and The Three Brothers, alongside adjustments and additions to the base experience. The Soroboreans brings the Antique Plateau and Harmattan, a storyline, skills, weapons, dungeons, and corruption: a hazard that accumulates in affected places and through some enemy attacks, progressing through stages with penalties and combat-related effects. Its dungeons connect across longer excursions, and enchanting lets equipment receive effects using rare materials. The Three Brothers adds the Caldera region and the effort to turn the old Sirocco refugee camp into New Sirocco, giving the player a town-development strand alongside exploration and combat. Definitive Edition also folds in new dungeon encounters, defeat scenarios, diseases, crafting and enchantment improvements, and corruption hazards across existing regions. These are edition-wide additions, whereas the two named expansions first appeared as separate releases for the original game.

Aurai can be explored alone or with a friend in online or local split-screen co-op. The second traveler can share the journey through regions, fights, camps and discoveries, giving two players room to divide roles or coordinate preparation. The base structure remains built around exploration, survival needs, and decisions about where to go and what to carry, so co-op sits inside those systems rather than replacing them. Travel between settlements is done on foot, so a trip can involve navigation, provisions and encounters along the way. Quests, trainers, merchants and dungeons provide reasons to make those journeys, while the player’s chosen faction and learned skills determine which tools are available when the next problem appears.
- Developer
- Nine Dots Studio
- Genre
- Survival role-playing game
