The Outlast Trials Dev Hints That PvP Features May Be On The Way

As a devoted fan, I can’t help but marvel at Red Barrels’ remarkable achievements over the years. Creating a single successful series for more than a decade isn’t an easy feat, especially when that series is as uncompromisingly terrifying as Outlast. With its graphic depictions of horror, relentless intensity, and boundary-pushing elements such as gore, violence, and nudity, the Outlast series often leaves me awestruck that these games aren’t rated Adult.

Initially, when The Outlast Trials was announced years ago, I didn’t think it would remain one of my favorite horror series due to its shift from single-player horror stories to a four-player co-op format. I worried that the game might lose some of its best aspects, such as the eerie feeling of loneliness and helplessness, where rescue seemed impossible. However, upon writing my review last year, I realized I had underestimated the game. Now, it’s a regular part of my gaming rotation, and given it’s essentially a live-service game from a studio new to such a competitive scene, it’s particularly intriguing to me.

Excitedly, I looked forward to chatting with Red Barrels’ game director, Alex Charbonneau, as a fan, I wanted to hear his thoughts on various aspects of the game ahead of its first anniversary since its 1.0 release. Charbonneau discussed the game’s intense depictions of violence and the challenges they sometimes pose for the community. He also highlighted how the community has significantly influenced the game’s development, with far less originally planned than what we’ve already experienced in just one year. What really caught my attention was his mention of potential Player-versus-Player (PvP) gameplay, which is currently only PvE co-op. For more details on this and other fascinating insights from the interview, check out TopMob’s piece below.

What insights did the developers gain during the first year after the official release of The Outlast Trials (version 1.0), and how does this experience differ from their time in Early Access?

As a game developer, stepping into version 1.0 feels like the real kick-off of our journey! During Early Access, we’ve gathered valuable insights and watched as our game transformed into something vibrant and always evolving. We had to be flexible – that’s what the players demanded. More treatments, more gizmos, more adversaries – more of everything was their call. Initially, we didn’t envision our game as a live service, but we’ve embraced the change. After all, who doesn’t love being part of an experiment? Now, players are our test subjects, and we’ve got some exciting surprises in store for them!

I’m really intrigued by the realm of live-service games and the sense that there’s a precarious, perhaps dwindling, balance point. The Outlast Trials appears to be one of the rare games thriving in this niche without being the most popular game globally. I’m curious about how the team perceives their success and how they navigate the challenge of maintaining relevance in such a fiercely competitive environment.

As a dedicated gamer, I’ve gotta say, I’m consistently drawn back into the chilling world of The Outlast Trials! What really caught me off guard was noticing that other gamers are doing the same, some even visiting daily. To maintain this captivating experience, we’ve designed a system where the game constantly changes: Weekly Programs offer new challenges, bi-weekly events create urgency, and major seasonal updates bring substantial overhauls. I also think The Outlast Trials has a special allure – fresh players are consistently discovering its depth, while veterans like me keep coming back for more, seeking therapy in its eerie yet enthralling atmosphere.

I’m intrigued by the seamless integration of The Outlast Trials’ live-service aspects, given that this is a new territory for the team. Can you explain their strategy when it comes to creating daily and weekly tasks, cosmetic rewards, and limited-time events? Was it existing Red Barrels members who learned to implement these elements, or did they hire industry veterans with experience in building similar features in past games?

Our team is exceptionally gifted, yet some people might think we’re a large studio with over 300 members. In truth, we’re a closely-knit group of approximately 60 individuals. Each member is fully invested, impassioned, and dedicated to crafting an exceptional game. Although some of our developers have expertise in live service games, influencing certain aspects of our methodology, we don’t adhere rigidly to standard practices. Rather, we prioritize what benefits our players most and adjust accordingly. Being a smaller team offers us a significant advantage: the agility to adapt quickly, which is one of our major strengths.

Could you tell me about the significant impacts the community has made on the game during the past year, or even since its early access phase? Have there been any key aspects that underwent substantial changes due to the community’s feedback, guiding us towards a different development path than initially planned?

Initially, the game was intended to consist of only five major challenges. However, following a brief closed beta test, it became evident that players were craving more content. In response, we shifted our focus towards mechanics capable of providing fresh content without relying heavily on procedural generation (which we had tried but found underwhelming at the time). This transformation led to an expansive environment encompassing Trials, MK-Challenges, Variators, Escalation Therapy, Daily and Weekly Tasks, Catalogs, and other elements, all designed to maintain player engagement. Whenever players offer feedback, we make it a priority to respond promptly.

How has the community surprised you so far?

We’re consistently amazed by the high-quality input we get from our players. They put a lot of thought into their gameplay, and we take the time to review, consider, and analyze everything they do. Often, some astute observations will prompt me to modify certain aspects of the game right away–because their suggestions always seem spot on. Before long, the adjustments are implemented, and players can immediately witness how they’ve influenced the game. In reality, they have a significant hand in shaping the overall gaming experience.

With numerous games incorporating collaborations with media like films, television shows, and popular culture, is there potential for The Outlast Trials to follow suit? Are any such plans in the works?

In our ongoing conversations, what consistently comes up is the importance we place on preserving the trustworthiness and originality of the world we’re constructing. If we engage in partnerships, they must align perfectly with our existing universe. At present, we’re collaborating with exceptionally gifted artists for voiceovers, and we’re actively seeking ways to broaden these collaborations in the time ahead.

As a dedicated gamer, I’ve been hooked on the Outlast series ever since its initial release. In fact, I splurged and bought a PS4 just to experience the original masterpiece. Initially, when they announced a multiplayer version, I had my doubts. But boy, was I wrong! Have there been any significant changes in public opinion about the game lately?

Indeed, we’ve discovered that horror serves as a shared delight for many. Initially, this approach presented a significant risk, requiring numerous revisions before achieving our current state – a process far from straightforward despite its apparent simplicity. Crafting an appropriately tense and terrifying atmosphere within a dynamic multiplayer setting proved challenging. However, we’re now filled with pride. The Outlast Trials offers an exhilarating experience when played cooperatively, while observing streamers and YouTubers explore it is equally captivating.

Discussions about the level of graphic violence and taboo-breaking elements in the Outlast games are common, as these aspects may appeal to some players but potentially deter others due to their intense nature. Have there been any discussions about setting boundaries for the game’s mature content? Has the team ever had to make adjustments to prevent an Adult rating?

Occasionally, we delve into this particular subject, and we feel the game’s distinctiveness is a major factor that captivates players. Altering it might be risky, as it could potentially upset our audience. For now, making such changes isn’t part of our plans. Yet, we are actively seeking solutions to facilitate content creation for streamers and YouTubers without encountering any problems.

Is there a possibility that we’ll see a Player versus Player (PvP) mode in the game, or is it designed to be only cooperative play (PvE)?

As a gamer, I’ll just put it out there: Reagents are subjects they’re testing, and it seems like Murkoff has some intriguing experiments lined up for them soon. There’s always that thrill of competition in The Outlast Trials that keeps us hooked. So, let’s keep our eyes peeled and see what Murkoff is brewing up, don’t you think?

Has it been reported that the game has already sold 3.3 million copies, which sets a new record for the Outlast series, if I’m not mistaken. How did this sales performance compare to their initial expectations, and might this number influence any changes in their plans for the future?

Experiencing both commercial and acclaim from critics is always incredibly gratifying. Our harshest, yet most cherished critics are the players themselves, and it fills us with joy and pride to see them enjoying our game. We anticipate that this game will have a long lifespan. We’re bursting with creative concepts for fresh and exhilarating content, and the success of the game allows us to realize these ideas as long as players choose to embark on this journey with us.

Could the accomplishment of The Outlast Trials potentially simplify or expedite the development process for Outlast 3, possibly by securing funds and increasing recognition of the IP? On the other hand, might it also pose challenges, such as requiring additional resources to meet heightened expectations from its successful predecessor?

As a dedicated gamer speaking about Red Barrels, I’ve got to say that despite being a small but mighty team, we take great pride in staying compact and focused. When it comes to taking on fresh challenges, like another project, rest assured that our commitment to The Outlast Trials remains unwavering. We’re constantly having conversations within the team about how to strike a balance between honoring our existing promises and exploring new horizons.

Could you provide some instances showing how the game might evolve throughout Year 2? Perhaps there are ideas you’ve been eager to implement but haven’t had the chance yet, or a shift in perspective is leading you to try out fresh approaches in the near future.

At long last, our system now allows us to provide an abundance of what gamers desire most. You’ll see more Trials, more adversaries, more premium items, more gadgets, more cosmetics, more variants, more events – essentially, a lot more of everything. For Year 2, players should brace themselves for a torrent of fresh content. Conversely, we’re equally excited to keep our audience guessing with unexpected twists. Fresh stories, innovative plotlines, novel gameplay aspects, new modes – Year 2 will undoubtedly be the year filled with surprises.

The game titled “The Outlast Trials” can be played on personal computers (PC), Xbox Series X/S, and PlayStation 5. If you’re interested in watching today’s special stream to celebrate the anniversary, check out the studio’s YouTube or Twitch channels.

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2025-03-06 00:25