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Developer didn’t think it would take 6 years to make The Outlast Trials

in News
Gabriel Stanford-Reisingerby Gabriel Stanford-Reisinger
March 2, 2024

Red Barrel Games didn’t think it would take six years to develop The Outlast Trials. If it knew it would take that long, things could’ve been different — we could’ve seen Outlast 3 already.

Speaking to Windows Central, senior game designer Phillippe Morin explained why it decided to make The Outlast Trials over the anticipated three-quel. Apparently, the team was “a bit fed up” — assumingly due to switching over to Unreal Engine 4 — and took four to five months brainstorming ways to use the new tech. The team managed to come up with a challenge for the project, like it always does — “be more narrative with Outlast 2 than 1, this time it was multiplayer.”

In hindsight, Morin admitted if it knew that it would take six years to make the game, it probably would’ve made Outlast 3 first. But, in the end, it’s happy with the game and it has been worth the six-year development cycle.

With The Outlast Trials, you assume the role of a journalist alongside other players as you try to escape the looming threat of Murkoff Corporation experiments. It’s already fostered a large community in its time in early access, with 500K sold in its first week, though it does have a slight dip in players based on SteamDB, we’re sure, once its full release happens on Tuesday, another large spike of players will emerge.

More Smash Jump: Read Robert’s preview of Unicorn Overlord, Crash and Spyro dev Toys for Bob goes indie, and Sega blames lackluster Sonic Superstars sales on Nintendo without naming names.

Gabriel Stanford-Reisinger Editor-in-Chief

Gabe has been a gamer since he was young, playing games like Pajama Sam, Freddi Fish, Guitar Hero, and whatever looked cool on GameFly. Ever since 2018, he's been infatuated with the inner workings of the gaming and entertainment industries, covering a wide range of topics from video games to TV and film. Starting as a contributor for PSX Extreme, he's worked his way up to its Managing Editor. Using what's he learned over the years, he founded Smash Jump to remind everyone to smash jump.

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  • Gabriel Stanford-Reisinger
    Editor-in-Chief

    Gabe has been a gamer since he was young, playing games like Pajama Sam, Freddi Fish, Guitar Hero, and whatever looked cool on GameFly. Ever since 2018, he's been infatuated with the inner workings of the gaming and entertainment industries, covering a wide range of topics from video games to TV and film. Starting as a contributor for PSX Extreme, he's worked his way up to its Managing Editor. Using what's he learned over the years, he founded Smash Jump to remind everyone to smash jump.

ยฉ 2025 Smash Jump. All rights reserved.

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