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The Outlast Trials vs Mimic
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| shopping_cart Where to Buy | |
| info General Information | |
| Release Date | |
| Mar 5, 2024 | Oct 27, 2026 |
| Developer | |
| Red Barrels | Ryan Laley Games |
| Publisher | |
| Red Barrels | Ryan Laley Games |
| Genre(s) | |
| Survival Horror, Co-Op Multiplayer, Psychological Horror, Stealth, Action | Action, Adventure, Indie, Asymmetrical Multiplayer Social-Deduction Survival Horror |
| Engine | |
| Unreal Engine 4 | Unreal Engine |
| stars Ratings & Price | |
| Content Rating | |
| Mature | Mature (Anticipated) |
| Avg. User Rating | |
| 4.5 / 5.0 | 0.0 / 5.0 |
| Current Price (USD) | |
| $39.99 | Free |
| tune Key Specs | |
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Unlike previous Outlast games where you were entirely defenseless, The Outlast Trials offers a robust progression system. Players visit various Murkoff staff in the Sleep Room to purchase upgrades. 'Rigs' are active, cooldown-based abilities equipped before a trial (Stun Rig, Blind Rig, Heal Rig, X-Ray Rig, and Barricade Rig). 'Amps' are passive perks that radically alter gameplay (e.g., taking no damage from broken glass, starting trials with a lockpick, or regenerating health over time). Finally, 'Prescriptions' are permanent, tiered physical upgrades that increase the player's stamina, inventory slots, and sliding speed, ensuring that even a failed trial yields progress. |
Instead of traditional RPG skill trees, progression and capabilities are defined entirely by the secret roles randomly assigned at the start of a match. Crew members must master environmental interaction and deductive reasoning to repair the ship. The Mimic can shapeshift into other crew members and utilize hidden vents to assassinate isolated targets. Dead players transition into an 'Omen', an invisible ethereal form with a unique skill set allowing them to poltergeist objects, slam doors, and sabotage or assist the living, ensuring that death is a transition into a new playstyle rather than the end of the game. |
| public World & Exploration | |
| World & Level Design | |
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The game features several sprawling, multi-objective Trial maps, each constructed as a horrifying, artificial facade built inside a massive warehouse (complete with visible scaffolding and camera rails on the ceilings). Key regions include the 'Police Station', a gritty urban environment focused on hunting down snitches; the 'Fun Park', a twisted carnival filled with deadly games and rollercoasters; the 'Orphanage', a deeply unsettling religious school; and the 'Toy Factory', a sprawling industrial maze. Each map is modular, allowing Murkoff (the developers) to block off certain doors or change objective locations during subsequent 'MK-Challenges' (shorter, harder variants of the main maps). |
The primary map is the Icarus spacecraft, a densely packed, multi-level industrial labyrinth composed of dimly lit hallways, cramped ventilation shafts, and critical infrastructure rooms (such as the reactor core and escape shuttle bays). While the physical square footage is relatively contained to foster tension and forced encounters, the map is highly interactive. Players can utilize vents to traverse secretly, while malfunctioning doors and failing lights alter the navigability of regions in real-time as the ship breaks down. |
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| book Story & Characters | |
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| Multiplayer Details | |
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The game is balanced for 1 to 4 players. While fully playable and highly terrifying as a solo experience, it shines in cooperative multiplayer. Co-op fundamentally changes the gameplay loop; players can distract enemies while a teammate picks a lock, use the Heal Rig to sustain the party, and physically kick enemies off pinned teammates. The game utilizes built-in proximity voice chat, meaning communication is natural, but shouting will alert nearby enemies, leading to terrifying moments where players must whisper to coordinate. |
The game operates exclusively as a multiplayer experience accommodating up to 10 players in matchmaking (and historically up to 8 in private lobbies). It heavily leans into Asymmetrical PvP and Social Deduction. Players are randomly assigned one of three factions (Crew, Corporate Agent, or Mimic) every round. The 'Guess Who' style deception is amplified by the ability to connect private lobbies, making it a definitive 'The Thing' style party game for friend groups, as well as a chaotic public matchmaking experience. |
| extension Editions & DLC | |
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The Outlast Trials launched in Early Access on PC in May 2023, before achieving its 1.0 full release across PC, PS4, PS5, Xbox One, and Xbox Series X/S on March 5, 2024. The game is available in a Standard Edition and a Deluxe Edition, which includes the base game and the 'Reagent Starter Pack' (featuring unique cosmetic player skins, cell decorations, and player icons). The game uses a live-service seasonal model, continuously adding new Trials, Prime Assets, and cosmetic battle passes (called Catalogs). |
Mimic is set to launch into Early Access on Steam on October 27, 2026. While specific premium editions have not yet been heavily detailed, the base game includes the full asymmetrical multiplayer suite, private custom lobbies for up to 8 players, and integrated Twitch chat features. The developer, Ryan Laley Games, plans to eventually bring the title to the Epic Games Store, PlayStation 5, and Xbox Series X/S. |
| Post-Launch Content / DLC | |
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Red Barrels treats the game as an ongoing live-service horror experience. Since launch, they have released massive seasonal updates, such as 'Project Lupara', which introduced a brand-new map (The Docks) and a terrifying new Prime Asset (Franco 'Il Bambino' Barbi, a mobster armed with a sawed-off shotgun). These updates also bring limited-time events, new MK-Challenges, escalations, and completely free gameplay modifiers to keep the trials unpredictable. Cosmetic catalogs (battle passes) are added regularly, allowing players to unlock new outfits and room decorations. |
The Early Access model indicates a robust post-launch roadmap. The developer intends to balance the asymmetrical gameplay through community feedback. While traditional paid DLC has not been outlined, the game features a highly customizable 'Affixes' system—modifiers like 'One Hit Kills', 'Invisible Mimics', and 'Permanent Fire'—that remix gameplay. Further map variations, new Android AI behaviors, and expanded Twitch chat integration are expected to be the primary focus of updates. |
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| build Technical Details | |
| Graphics & Visual Fidelity | |
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Powered by Unreal Engine 4, the game pushes the visual boundaries of the horror genre. The environments are hyper-detailed, grim, and dripping with gore, perfectly capturing the twisted 1950s aesthetic. The iconic Outlast 'Night Vision' returns, seamlessly integrated into the players' surgical goggles, casting the pitch-black environments in a terrifying, grainy green glow. The character models for the Ex-Pops and Prime Assets are grotesque and highly varied, showcasing the horrific surgical mutilations inflicted upon them by Murkoff. |
Powered by Unreal Engine, the game embraces a dark, cinematic sci-fi aesthetic inspired by classic horror films like Alien and The Thing. The visuals prioritize heavy shadows, flickering emergency lighting, and volumetric fog to obscure sightlines and induce paranoia. The Mimic's transformations are depicted as gruesome, evolving biological horrors, standing in stark contrast to the cold, industrial metallic surfaces of the Icarus and the rigid, unfeeling design of the roaming maintenance droids. |
| Audio & Soundtrack | |
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Sound design is the absolute pinnacle of The Outlast Trials. The game utilizes complex spatial audio; stepping on broken glass, triggering a sound trap, or sprinting makes distinct noises that AI enemies will investigate. The Prime Assets constantly taunt the players with deeply unsettling, brilliantly voice-acted dialogue that echoes through the warehouses. The music, composed by Tom Salta, is a horrific, pulsating mix of Cold War-era orchestral pieces and dark, industrial synths that escalate dramatically when a chase begins. |
Audio design is arguably the most critical mechanic in Mimic. The game features proximity voice chat, meaning sounds carry realistically through the dark corridors of the Icarus; speaking too loudly can attract both the Mimic and the NPC Android. The ambient soundscape is characterized by eerie silence broken by the groaning hull of the failing spaceship, alarm sirens, and the terrifying mechanical footsteps of the hunting Android. Deception relies entirely on what you hear and who you believe. |
| User Interface (UI/UX) | |
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The UI is deeply immersive and Diegetic. Health, sanity, and battery life are represented by minimalistic, color-coded bars in the corner of the screen. Night vision is indicated by a classic green tint and a draining battery icon. When players suffer from 'Psychosis' (sanity drain), the UI deliberately lies to them—spawning fake player nameplates over hallucinated enemies, distorting vision, and producing horrific auditory hallucinations until an antidote is consumed. |
The UI is designed to be minimalistic to heighten immersion, keeping the screen clear of clutter so players focus on the dark environments. The most critical UI element is the Voting and Suspicion system, which allows players to cast a vote against a suspected Mimic; doing so commands the NPC killer Android to seek out that target. Additionally, proximity chat indicators provide spatial awareness of who is speaking in the dark, and an objective tracker outlines the necessary repairs for the escape shuttle. |
| Accessibility Options | |
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The game includes robust accessibility options, particularly regarding visual and auditory feedback. It features fully customizable subtitles with speaker indicators, a colorblind mode, UI scaling, and toggleable settings for holding vs. pressing buttons during quick-time events (QTEs). The game also offers an 'arachnophobia' toggle and warnings for photosensitive players, given the heavy use of flashing lights and strobe effects during psychosis events. |
While comprehensive accessibility menus have not been fully detailed, the game's heavy reliance on audio cues and voice chat means that visual indicators for sound (like speaking icons) will be necessary. As an indie title built in Unreal Engine, standard features like subtitle support, adjustable FOV, mouse sensitivity sliders, and remappable keybinds are expected at the Early Access launch. |
| video_library Media Links | |
| Gameplay Video | |
| launchWatch | launchWatch |
| Walkthrough/Guide | |
| launchView | launchView |
| settings_applications System Requirements | |
| 1080p (Full HD) - Recommended (High Preset, 1080p (60 FPS Target)) CPU: The official recommended processors that provide enough threads to ensure perfect frame pacing during intense, chaotic co-op chases. CPU (Laptop): Provides excellent overhead for a flawless, console-quality 60 FPS experience. GPU: The official recommended GPUs provide the necessary VRAM and rasterization power to run the game at 1080p 60FPS on High settings with full volumetric effects. GPU (Laptop): A modern 3060 Mobile will absolutely crush the game at 1080p, maintaining 100+ FPS. RAM: The official recommended memory configuration to ensure completely seamless texture streaming. Storage: NVMe SSD highly recommended for fast lobby loading. | |
memoryCPU: Intel Core i5-9600 or AMD Ryzen 5 3600XT developer_boardGPU: NVIDIA GeForce GTX 1660, 6 GB or AMD Radeon RX Vega 56, 8 GB laptop_macCPU (L): Intel Core i7-9750H / AMD Ryzen 7 4800H laptop_windowsGPU (L): NVIDIA GeForce RTX 3060 Mobile layersRAM: 16 GB saveStorage (Tier): 40 GB available space | memoryCPU: Intel Core i5-8400 (2.80 GHz) / AMD Ryzen 5 3600X (3.80 GHz) developer_boardGPU: Nvidia GeForce RTX 2080 / AMD Radeon RX 5700 XT / Intel Arc A770 laptop_macCPU (L): Intel Core i7-10750H / AMD Ryzen 7 4800H laptop_windowsGPU (L): Nvidia GeForce RTX 3060 Mobile / RTX 4050 Mobile layersRAM: 8 GB saveStorage (Tier): 10 GB available space |
| 1080p (Full HD) - Minimum (Low Preset, 1080p (30-60 FPS Target)) CPU: The official minimum processors. Older quad-core/octa-thread CPUs provide enough baseline logic to handle the AI without bottlenecking the render thread. CPU (Laptop): Entry-level mobile processors easily run the game, but expect occasional frame drops during massive explosions or when multiple gas mines detonate. GPU: The official minimum GPUs. Players will need to keep visual settings low to avoid exceeding the 2GB VRAM limits. GPU (Laptop): Capable of providing a highly playable 1080p experience at 60 FPS on Medium settings. RAM: The official minimum system memory required to prevent page-filing crashes. Storage: Standard SATA SSD or 7200RPM HDD. | |
memoryCPU: Intel Core i7-3770 or AMD Ryzen 5 1400 developer_boardGPU: NVIDIA GeForce GTX 650 Ti, 2 GB or Radeon R7 360, 2 GB laptop_macCPU (L): Intel Core i5-8300H / AMD Ryzen 5 3550H laptop_windowsGPU (L): NVIDIA GeForce GTX 1650 Mobile layersRAM: 8 GB saveStorage (Tier): 40 GB available space | memoryCPU: Intel Core i5-6600 (3.30 GHz) / AMD Ryzen 3 3100 (3.60 GHz) developer_boardGPU: Nvidia GeForce GTX 980 / AMD Radeon RX 470 / Intel Arc A750 laptop_macCPU (L): Intel Core i5-9300H / AMD Ryzen 5 3550H laptop_windowsGPU (L): Nvidia GeForce GTX 1650 Mobile / RTX 3050 Mobile layersRAM: 8 GB saveStorage (Tier): 10 GB available space |
| 1440p (QHD/2K) - Enthusiast (Max Preset, 1440p (60+ FPS Target)) CPU: Modern mid-tier CPUs easily handle the game's background logic, letting the GPU push high resolutions. CPU (Laptop): Easily powers the game logic while driving QHD laptop displays. GPU: Handles the increased pixel count cleanly, ensuring sharp visuals on the horrific monster designs without dropping below 60 FPS. GPU (Laptop): Provides the necessary compute overhead for 1440p rendering on portable panels. RAM: Standard for high-end gaming, ensuring background tasks do not interfere. Storage: NVMe SSD. | |
memoryCPU: Intel Core i5-11600K / AMD Ryzen 5 5600X developer_boardGPU: NVIDIA GeForce RTX 3060 Ti / AMD Radeon RX 6700 XT laptop_macCPU (L): Intel Core i7-11800H / AMD Ryzen 7 5800H laptop_windowsGPU (L): NVIDIA GeForce RTX 4060 Mobile layersRAM: 16 GB saveStorage (Tier): 40 GB available space | memoryCPU: Intel Core i5-12600K / AMD Ryzen 5 5600X developer_boardGPU: Nvidia GeForce RTX 3070 / AMD Radeon RX 6700 XT laptop_macCPU (L): Intel Core i7-12700H / AMD Ryzen 7 6800H laptop_windowsGPU (L): Nvidia GeForce RTX 3070 Ti Mobile / RTX 4070 Mobile layersRAM: 16 GB saveStorage (Tier): 10 GB available space |
| 2160p (UHD/4K) - Ultra (Max Preset, 4K (60 FPS with DLSS/FSR)) CPU: Ensures absolutely no bottlenecks at the highest visual fidelity. CPU (Laptop): Desktop-grade performance in a mobile chassis. GPU: Required to maintain a stable 60 FPS at true 4K, ensuring the blood, gore, and night vision static look pristine. GPU (Laptop): Required to power a flawless 4K survival horror experience on a high-end laptop. RAM: Optimal configuration. Storage: Gen4 NVMe SSD. | |
memoryCPU: Intel Core i7-12700K / AMD Ryzen 7 5800X3D developer_boardGPU: NVIDIA GeForce RTX 3080 / AMD Radeon RX 6800 XT laptop_macCPU (L): Intel Core i9-13900HX laptop_windowsGPU (L): NVIDIA GeForce RTX 4080 Mobile layersRAM: 32 GB saveStorage (Tier): 40 GB available space | memoryCPU: Intel Core i7-13700K / AMD Ryzen 7 7800X3D developer_boardGPU: Nvidia GeForce RTX 4080 / AMD Radeon RX 7900 XT laptop_macCPU (L): Intel Core i9-13900HX / AMD Ryzen 9 7945HX laptop_windowsGPU (L): Nvidia GeForce RTX 4080 Mobile / RTX 4090 Mobile layersRAM: 16 GB saveStorage (Tier): 10 GB available space |
| save Overall Storage | |
| Spec: 40 GB available space Note: An SSD is highly recommended to eliminate loading hitches when transitioning from the Sleep Room hub into the massive Trial maps. Type: Unknown | Spec: 10 GB available space (Solid State Drive Recommended) Note: While the footprint is small, an SSD is vital to ensure you load into the lobby in sync with other players, preventing early-game disadvantages. Type: SSD |
| desktop_windows Operating System | |
| Spec: Windows 10 64-bit Explanation: A 64-bit operating system is officially required to handle modern memory allocation and the Unreal Engine 4 network code. | Spec: Windows 10 / 11 (64-bit) Explanation: Required to handle DirectX 11/12 APIs and modern multithreaded task scheduling utilized by the engine. |
| gamepad DirectX Version | |
Spec: Version 11 (Minimum) / Version 12 (Recommended) Explanation: DirectX 11 provides baseline compatibility, while DirectX 12 is supported and often provides better multi-threading performance on modern hardware. | Spec: DirectX 11 / DirectX 12 Explanation: DirectX 11 is supported for broader hardware compatibility, while DirectX 12 is recommended for optimized draw calls and better GPU utilization. |
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info_outline Feature details based on available data. System requirements and performance estimates may vary.
laptop_chromebook Laptop Recommendations
Common Recommendations (Handles All Compared Games)
For The Outlast Trials Specifically
For Mimic Specifically
info_outline Laptop recommendations are estimates based on available component benchmarks and game requirements. Actual performance may vary depending on settings, drivers, cooling, power limits, etc. Prices and availability subject to change. As an Amazon Associate, we earn from qualifying purchases.