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The Outlast Trials vs The Isle
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| shopping_cart Where to Buy | |
| info General Information | |
| Release Date | |
| Mar 5, 2024 | Dec 1, 2015 |
| Developer | |
| Red Barrels | Afterthought LLC |
| Publisher | |
| Red Barrels | Afterthought LLC |
| Genre(s) | |
| Survival Horror, Co-Op Multiplayer, Psychological Horror, Stealth, Action | Action, Adventure, Indie, Massively Multiplayer, Simulation, Survival Horror |
| Engine | |
| Unreal Engine 4 | Unreal Engine 5 |
| stars Ratings & Price | |
| Content Rating | |
| Mature | Teen (Anticipated) |
| Avg. User Rating | |
| 4.5 / 5.0 | 3.7 / 5.0 |
| Current Price (USD) | |
| $39.99 | $19.99 |
| tune Key Specs | |
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| trending_up Progression & Upgrades | |
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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. |
The Isle features a completely biological progression system. Players do not earn experience points; instead, they 'grow' in real-time. You spawn as a fragile juvenile and must survive for hours to reach the Adult stage. The Evrima branch introduced a complex 'Diet System': by consuming specific nutrient combinations (Lipids, Proteins, Carbohydrates) native to your species' diet, you receive massive buffs to growth speed, stamina regeneration, and healing. Failing to maintain a proper diet or suffering from starvation leads to debuffs and eventual death. |
| 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 active Evrima map features over a dozen square kilometers of highly detailed, continuous terrain. Biomes include the dense 'Jungle', which offers camouflage for ambush predators; the 'Plains', offering wide visibility for grazing herbivores; the 'Swamps', where massive crocodilians lurk in the muddy waters; and various river networks connecting the map. Terrain elevation, distinct flora, and weather patterns dictate where specific species can effectively hunt or hide. |
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| book Story & Characters | |
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| people Multiplayer | |
| 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 Isle is fundamentally a Massively Multiplayer Online (MMO) survival game. Servers host up to 100+ players simultaneously in a single, persistent ecosystem. The game relies heavily on emergent PvP (Player vs Player) interactions, as players group up into packs or herds for safety. Communication is handled via species-specific in-game vocalizations (roars, friendly chirps, distress calls) and an integrated chat system, fostering intense, unscripted territorial disputes and hunting strategies. |
| extension Editions & DLC | |
| Available Editions | |
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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). |
The Isle is currently in Early Access on Steam. There is only a single standard edition available for purchase. Buying the game grants access to both the 'Legacy' branch (the original, older version of the game with more dinosaur species but outdated mechanics) and the 'Evrima' branch (the actively developed, highly advanced Unreal Engine 5 overhaul). |
| 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 game operates on a continuous, free update cycle as part of its Early Access roadmap. Rather than paid DLC, the developers periodically release massive updates to the Evrima branch. These updates introduce new playable dinosaur species (each with entirely unique mechanics, animations, and life cycles), new environmental hazards, AI creatures (like ambient fish and small mammals), and expansions to the island's map. |
| help_outline FAQ | |
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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 5, the Evrima branch is visually stunning. It features incredibly detailed, scientifically influenced (yet creatively stylized) dinosaur models with high-resolution scales, dynamic mud accumulation, and visceral scarring systems that show physical wounds during combat. The environment utilizes dense foliage, volumetric lighting piercing through the canopy, and a terrifyingly dark night cycle that forces players to rely on silhouettes and sound. |
| 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. |
Sound design is the absolute core of The Isle's horror and survival mechanics. Players must constantly listen for the heavy footfalls, rustling bushes, or distant roars of approaching predators. The game uses a complex attenuation system where a massive T-Rex roar can be heard from kilometers away, bouncing off mountains, while a raptor's stalking footsteps are nearly silent. The music is sparse, generally only swelling during the terrifying pitch-black nights or when engaging in life-or-death combat. |
| 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 Evrima update stripped away clunky menus in favor of a highly immersive, minimalistic UI. Standard UI elements like health and stamina bars are hidden unless the player is actively resting, bleeding, or sniffing. The 'Scent System' is the most vital UI tool: holding a button visualizes scent trails in the environment, highlighting nearby food sources, fresh blood tracks, and water bodies with color-coded auras, allowing players to track prey or find safety without immersion-breaking waypoints. |
| 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. |
Due to its hardcore survival nature, the game lacks traditional accessibility features like difficulty sliders or visual threat indicators. However, it does feature fully remappable controls, toggleable sprint/crouch options, and UI scaling. The reliance on purely auditory cues makes it difficult for hearing-impaired players, though the visual 'Scent System' provides some compensation for tracking. |
| 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 i7-9700K / AMD Ryzen 5 3600X developer_boardGPU: NVIDIA GeForce GTX 1070 / AMD Radeon RX 5700 XT laptop_macCPU (L): Intel Core i7-11800H / AMD Ryzen 7 5800H laptop_windowsGPU (L): NVIDIA GeForce RTX 3060 Mobile / RTX 4050 Mobile layersRAM: 16 GB saveStorage (Tier): 25 GB NVMe SSD |
| 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 i5-4460 / AMD FX-8320 developer_boardGPU: NVIDIA GeForce GTX 960 (4GB) / AMD Radeon R9 280 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): 25 GB SSD |
| 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 7 5800X3D developer_boardGPU: NVIDIA GeForce RTX 3070 Ti / AMD Radeon RX 6800 laptop_macCPU (L): Intel Core i7-13700H / AMD Ryzen 9 6900HX laptop_windowsGPU (L): NVIDIA GeForce RTX 4070 Mobile layersRAM: 32 GB saveStorage (Tier): 25 GB PCIe Gen4 SSD |
| 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 XTX laptop_macCPU (L): Intel Core i9-13900HX / AMD Ryzen 9 7945HX laptop_windowsGPU (L): NVIDIA GeForce RTX 4080 Mobile / RTX 4090 Mobile layersRAM: 32 GB saveStorage (Tier): 25 GB PCIe Gen4/Gen5 SSD |
| 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: 25 GB available space (SSD Required) Note: Installing on a mechanical HDD will result in massive stuttering, invisible predators, and unplayable asset streaming lag. An SSD is absolutely mandatory. 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 / Windows 11 (64-bit) Explanation: Required to support modern memory allocation and DirectX 12, which the Evrima branch utilizes for better multithreading. |
| 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 12 Explanation: Recommended for the Unreal Engine 5 overhaul, providing superior draw calls for the dense jungle environments. |
| info_outline Other Game Notes | |
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info_outline Feature details based on available data. System requirements and performance estimates may vary.
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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.