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Outlast

Outlast is a 2013 first-person survival horror video game developed and published by the Canadian independent studio Red Barrels. In the game, players control investigative journalist Miles Upshur, who ventures into the remote Mount Massive Asylum in the Colorado mountains—a facility secretly operated by the Murkoff Corporation—using only a handheld camcorder equipped with night vision to document horrific experiments and evade deranged inmates, as combat is unavailable and survival relies on hiding, running, and environmental navigation. The game's gameplay centers on psychological tension and immersion, featuring AAA-quality graphics, unpredictable enemy AI inspired by real asylums and criminal insanity cases, and mechanics like battery management for the camcorder's night vision mode. Originally released for Microsoft Windows on September 4, 2013, it later launched on PlayStation 4 in February 2014 and Xbox One in June 2014, with ports to additional platforms including Nintendo Switch in 2018. Outlast was critically acclaimed for its atmospheric horror and innovative no-weapon approach, achieving a Metascore of 80 based on 59 reviews and an "Overwhelmingly Positive" user rating on Steam from over 95,000 reviews. As the inaugural title in the Outlast franchise, it includes the Whistleblower DLC expansion released in 2014, which serves as a prequel, along with a five-issue comic series expanding the lore. The series as a whole, including sequels Outlast 2 (2017) and The Outlast Trials (full release 2024), had sold over 15 million copies worldwide and generated more than $64 million in revenue for Red Barrels as of 2018, reaching over 37 million players by 2024.

Gameplay

Core mechanics

Outlast employs a first-person perspective to immerse as the unarmed Miles Upshur, emphasizing in the derelict Massive . The revolves around without any options, compelling to evade threats through hiding, running, or sneaking past deranged inmates. This heightens , as is , and results in brutal deaths that reset progress to recent checkpoints. Battery management for the camcorder's mode creates tension, as it drains power rapidly in darkness, forcing players to navigate pitch-black environments carefully while evading enemies, amplifying fear through limited visibility and unreliable perception. The internal further conveys Upshur's unraveling , blending with to underscore . Environmental interactions are deliberately limited to promote evasion over empowerment, allowing players to run at full speed, crouch for quieter movement, jump over low obstacles, and break through weak wooden barriers or doors. These actions facilitate dynamic chase sequences but offer no offensive capabilities, reinforcing the game's focus on flight and stealth. Enemy AI drives much of the horror through realistic behaviors, including patrol patterns along hallways and rooms, detection via line-of-sight or player-generated noise like footsteps or banging doors, and aggressive chase sequences when alerted. Once spotted, enemies pursue relentlessly, searching hiding spots and overturning nearby areas, requiring players to break line-of-sight, hide, or evade until the enemy loses interest. The checkpoint system integrates with battery management, as night vision drains power rapidly in darkness, and progress is saved automatically at frequent intervals, with a "save and exit" option available from the menu.

Equipment and exploration

In Outlast, the primary piece of equipment available to the protagonist, investigative journalist Miles Upshur, is a handheld camcorder that functions as both a recording device and a navigational aid within the darkened confines of Mount Massive Asylum. The camcorder's night vision mode illuminates pitch-black environments, enabling players to perceive threats and pathways that would otherwise be invisible, but this feature consumes battery power at a steady rate, turning resource management into a core survival challenge. Batteries are scarce and must be scavenged from drawers, shelves, and other environmental objects, often located in high-risk areas where enemies patrol, compelling players to weigh the urgency of visibility against the danger of prolonged exposure. Exploration in the game revolves around navigating the asylum's labyrinthine layout, which follows a predominantly linear structure punctuated by branching corridors and dead ends designed to disorient and heighten tension. Players progress by interacting with the environment, such as prying open doors or climbing through narrow passages, while using the camcorder to document and collect scattered notes and audio recordings that reveal backstory elements about the facility's experiments and inhabitants without directly influencing the main narrative progression. These collectibles total 62 in the main game (31 documents and 31 notes) and an additional 31 in the Whistleblower DLC, encouraging thorough searching and providing contextual lore, rewarding players with optional insights into the Murkoff Corporation's unethical practices. To evade pursuers, rely on environmental hiding spots integrated into the , including for quick concealment, spaces under beds for temporary respite, and ventilation shafts accessible via jumps or crouches that allow crawling to routes or positions. scavenging and hunts frequently occur in these dimly lit, maze-like sections, where vent traversal offers both sanctuary and shortcuts, but overuse of can leave vulnerable if power depletes mid-pursuit. Light puzzle-solving ties directly into evasion and progression, requiring players to locate keys, access codes, or interactive objects through visual environmental clues—such as inspecting walls, furniture, or debris—often under the strain of limited battery life and approaching dangers. For instance, unlocking secured doors demands finding specific items hidden in adjacent rooms, blending observation with risk assessment to advance without combat options. This integration ensures that equipment use and spatial awareness remain central to surviving the asylum's oppressive atmosphere.

Plot

Main game

Outlast's main game centers on Miles Upshur, a freelance investigative journalist who receives an anonymous tip alleging unethical human experiments at the Mount Massive Asylum and ventures there to uncover the truth. The narrative unfolds in the isolated Mount Massive Asylum, a sprawling, derelict psychiatric hospital nestled in the remote mountains of Colorado, which the multinational Murkoff Corporation has secretly reopened under the pretext of charitable mental health research. In reality, the facility serves as a site for Murkoff's clandestine operations involving extreme psychological torture and a broader corporate conspiracy to exploit vulnerable individuals. Upshur's journey begins with his infiltration of the asylum's outer perimeter, progressing through tense exploration of its male and female wards, where he encounters deranged inmates driven mad by the experiments and remnants of the staff twisted by the same horrors. These encounters build to the revelation of the Walrider, a malevolent entity emerging from Murkoff's illicit projects. The story's structure relies heavily on documents and recordings scattered throughout the asylum, which Upshur collects to piece together Murkoff's Morphogenic Engine initiative—a experimental program aimed at harnessing human consciousness through induced near-death states and lucid dreaming, exposing a history of institutional atrocities dating back decades. This mechanic underscores themes of voyeurism, as players document atrocities via Upshur's camera while remaining powerless to intervene, amplifying a pervasive sense of helplessness central to the horror experience. The ending reinforces these motifs, questioning player agency in the face of overwhelming corporate malice and personal vulnerability, leaving implications about the cost of witnessing unfiltered truth. The Whistleblower DLC presents a parallel narrative exploring events tied to the asylum's downfall from another whistleblower's viewpoint.

Whistleblower DLC

Outlast: Whistleblower is a downloadable content expansion for Outlast, serving as a prequel that explores the events precipitating the asylum's descent into chaos. The narrative centers on Waylon Park, a software engineer employed by the Murkoff Corporation at Mount Massive Asylum, who becomes an unwitting whistleblower after documenting the company's unethical activities. Park's story unfolds concurrently with the early stages of the asylum's riot, providing backstory to the horrors encountered in the main game, where journalist Miles Upshur arrives amid the ensuing pandemonium. Throughout the DLC, Park experiences mounting unease as he witnesses Murkoff's clandestine experiments on patients, including early tests of the Morphogenic Engine—a device designed to harness lucid dreaming for controlling nanoscale entities. Initially hired for a short-term contract to develop software for these operations, Park anonymously emails investigative journalist Miles Upshur with evidence of the abuses, prompting Murkoff executives, led by Jeremy Blaire, to detain him and subject him to the Morphogenic Engine trials as punishment. This act of whistleblowing ignites his desperate escape attempt during the asylum's lockdown and outbreak, forcing him to navigate hostile environments while evading deranged inmates and security forces. Key sequences unfold in the asylum's administrative areas, where Park accesses restricted documents revealing staff dynamics—such as tense collaborations between scientists and security personnel overseeing patient subjugation—and proceeds to the underground labs for Morphogenic Engine calibration tasks. His journey intensifies in the chapel, a site of ritualistic fervor led by Father Martin Archimbaud, a former patient turned self-proclaimed prophet who guides Park through hallucinatory visions and moral dilemmas. Encounters with the Walrider, a nanite-based entity born from the Engine's experiments on subject Billy Hope, heighten the terror, as it manifests through possessed hosts and disrupts the facility. These events culminate in Park's convergence with the spreading anarchy, including brutal clashes between inmates and Murkoff's tactical response team. The DLC delves into themes of whistleblowing and moral complicity, portraying Park's initial professional detachment evolving into profound guilt over his role in enabling Murkoff's atrocities. Exclusive lore highlights the asylum's internal hierarchies, such as Blaire's ruthless oversight of experimental protocols and the psychological toll on staff involved in the Morphogenic Engine's development, which aimed to weaponize human consciousness but unleashed uncontrollable horrors. The narrative concludes with Park's narrow escape, transmitting final recordings to Upshur via a compromised uplink, underscoring his determination to expose the corporation despite personal peril.

Production

Development

Red Barrels was founded in 2011 in Montreal, Canada, by former Ubisoft and EA Montreal employees Philippe Morin, David Chateauneuf, and Hugo Dallaire, who sought independence to create original single-player experiences after a project cancellation at EA. The studio's debut project, Outlast, emerged from Morin's earlier unsuccessful pitch for a horror game at Ubisoft in 2009, leading the trio to self-fund initial efforts while drawing on their combined expertise in design, art, and programming. The game's core concept was inspired by psychological horror films such as The Shining, REC, Shutter Island, Session 9, The Thing, and Cloverfield, as well as video games including Amnesia: The Dark Descent, which influenced the decision to eliminate combat mechanics in favor of pure evasion and tension-building exploration. Prototyping began in mid-2011 with a fake gameplay trailer that took three months to produce, focusing early on the camcorder mechanic as a central tool for night vision and documentation to heighten immersion in a found-footage style narrative set in an abandoned asylum. This prototype was iterated through vertical slices to test tension and player anxiety, with development conducted primarily for PC using Unreal Engine 3, leveraging Dallaire's prior experience with the engine. Development spanned approximately 18 months of active production after securing funding, announced publicly via a trailer in October 2012, though the full process from inception to release extended over two years with a core team of 10 full-time members supplemented by contractors. Key challenges included a protracted 18-month funding search from the Canada Media Fund, resulting in no salaries for the founders and a tight $1.36 million CAD budget that necessitated versatile team roles and external help for specialized tasks like character modeling. Balancing difficulty proved difficult, with iterative adjustments to pacing and controls to avoid frustration while maintaining horror intensity; voice acting was handled on a shoestring, relying on limited professional talent within the indie constraints. Sound design emphasized immersion through in-house efforts after initial contractor limitations, incorporating eerie environmental audio to amplify the asylum's dread without verified use of real historical recordings.

Release

Outlast was initially released on September 4, 2013, for Microsoft Windows via digital distribution on Steam. The game later launched on PlayStation 4 on February 4, 2014, and on Xbox One on June 18, 2014, with Linux and macOS ports following on March 31, 2015. It was available exclusively as a digital download through platforms such as Steam, the PlayStation Store, and the Xbox Marketplace, with no physical retail edition at launch. The Whistleblower downloadable content, which expands on the main story, was released on May 6, 2014, for Windows and PlayStation 4, and on June 18, 2014, for Xbox One. This DLC was later bundled with the base game as part of Outlast Trinity, a collection that also included Outlast 2 and became available in physical form for PlayStation 4, Xbox One, and PC starting April 25, 2017. Red Barrels promoted Outlast through a series of trailers that highlighted its survival horror elements, including intense atmosphere, vulnerability, and psychological tension, beginning with the reveal trailer in late 2012 and culminating in the launch trailer on September 4, 2013. Additional gameplay trailers, such as those showcased at E3 2013, further emphasized the game's first-person perspective and lack of combat, building anticipation among horror enthusiasts. Following launch, Red Barrels issued free updates to address technical issues and add support for the Whistleblower DLC, including a major patch on April 30, 2014, that fixed bugs and optimized performance across platforms. These post-launch efforts ensured ongoing stability for players without additional cost.

Reception

Critical response

Outlast received generally favorable reviews upon release, earning aggregate scores of 80/100 on Metacritic for the PC version based on 59 critic reviews and 78/100 for the PlayStation 4 version. Critics widely praised the game's ability to build tension and immersion through its core vulnerability mechanic, in which the protagonist possesses no weapons or combat options and must rely solely on evasion and hiding to survive encounters with hostile inmates. The sound design was frequently highlighted as a standout element, creating an oppressive atmosphere with ambient noises, heavy breathing, and minimalistic scoring that amplified paranoia and dread. Narrative delivery via scattered documents, audio recordings, and video footage was commended for evoking a cinematic found-footage style, effectively weaving a disturbing tale of corporate conspiracy and institutional horror without direct exposition. Reviewers often compared Outlast to Amnesia: The Dark Descent for its emphasis on helplessness and exploration in a hostile environment, but distinguished it as more action-oriented and cinematic, with relentless chase sequences that heightened immediacy over slow-burn psychological tension. However, common criticisms focused on the game's brevity, typically lasting 5-7 hours, which limited depth and replayability in its largely linear structure. Repetitive enemy pursuits were noted to occasionally dilute the initial terror, turning some sections into predictable cat-and-mouse routines rather than innovative scares. Early console ports also faced minor technical hiccups, including occasional frame rate inconsistencies and loading glitches that disrupted immersion. Retrospectively, Outlast has been recognized as a pivotal title in revitalizing indie survival horror following its 2013 launch, influencing a wave of similar games by popularizing the "run-and-hide" formula in first-person perspectives and emphasizing atmospheric dread over combat. It garnered several accolades, including Game of the Year, Best Gore, Best Indie Horror, and Scariest Game at the 2013 FEAR Awards, underscoring its impact on the genre. The Whistleblower DLC, expanding on the original's story from the perspective of insider Waylon Park, earned a Metacritic score of 73/100 based on 12 critic reviews, with users rating it higher at around 8.0. It was lauded for providing deeper narrative context to the Murkoff Corporation's experiments and introducing more grotesque elements, though critics pointed out its reliance on the base game's mechanics led to familiar gameplay without significant innovation.

Sales and awards

Outlast achieved notable commercial success following its 2013 release, selling over 1 million copies across platforms by 2014. By 2018, the original game had reached 4 million units sold, contributing significantly to the franchise's total of 15 million units at that time. As of 2024, the Outlast series has sold over 15 million copies worldwide, with continued growth from later entries. Digital distribution played a key role in its performance, with strong sales on Steam where estimates indicate 5.2 million units sold and $62.6 million in gross revenue generated. The PlayStation 4 version, launched in February 2014 and offered via PlayStation Plus, enhanced its visibility and drove additional sales. Bundles such as Outlast Trinity, released in 2017 and including the original game alongside its DLC and sequel, further extended its market longevity by attracting new and returning players. The game earned recognition through various awards, highlighting its impact as an independent title. It received a nomination for Best Downloadable Game and a win for Fans' Choice Award at the 2014 Canadian Videogame Awards (for 2013 releases). Outlast also won Best Indie Horror Game at the 2013 FEAR Awards, voted by fans for its terror and innovation. Commercially, Outlast proved highly profitable for Red Barrels, turning an initial development budget of $1.4 million CAD into a franchise yielding $64 million USD in revenue, which directly funded subsequent entries in the series. The 2018 Nintendo Switch port added to these totals by expanding access to new audiences. The Whistleblower DLC, released in 2014, performed solidly with hundreds of thousands of units sold and was often bundled with the base game to boost overall package sales.

Franchise

Sequels and prequels

Outlast 2 is a direct sequel to the original Outlast, released on April 25, 2017, for Microsoft Windows, PlayStation 4, and Xbox One, with a Nintendo Switch port following on March 27, 2018. The game shifts the setting from the Mount Massive Asylum to a remote cult compound in the Arizona desert, where protagonists Blake Langermann, a freelance video journalist, and his wife Lynn, a reporter, investigate the murder of a local journalist. Unlike the original's institutional horror, Outlast 2 explores themes of religious fanaticism through the Temple Gate cult led by Sullivan Knoth, emphasizing psychological terror via intensified sanity mechanics that trigger vivid hallucinations and distorted audio-visual effects when the player's health depletes. The title introduces light puzzle-solving elements, such as environmental interactions to progress through cult territories, while maintaining the series' core no-combat survival horror gameplay focused on hiding, running, and using a camera for night vision. It received generally positive reviews, with Metacritic scores ranging from 75 to 79 across platforms, praised for its atmospheric dread but critiqued for repetitive chase sequences. The game contributed to the franchise's growing success. The Outlast Trials, a prequel set in the 1960s during the Cold War, entered early access on May 18, 2023, for PC, before its full release on March 5, 2024, across PC, PlayStation 4, PlayStation 5, Xbox One, and Xbox Series X/S. Players control customizable "Reagents"—abducted civilians subjected to Murkoff Corporation experiments in a sinister facility—enduring psychological and physical trials to become sleeper agents. The game emphasizes cooperative multiplayer for up to four players, introducing mechanics like shared objectives in procedurally varied trials, character upgrades via a "Rig" system for abilities such as night vision or pain resistance, and team-based survival strategies without combat options. Solo play is supported but optimized for co-op, enhancing replayability through randomized enemy encounters and moral dilemmas. Post-launch, Red Barrels has delivered ongoing updates; Season 4 launched in July 2025 with the new Rebirth trial focusing on resurrection mechanics and environmental hazards, while the October 21, 2025, patch introduced Invasion Mode—a PvP variant where "Imposters" disguise as Reagents to hunt players during trials. The 2025 roadmap includes additional modes, seasonal cosmetics, and events extending through Halloween, ensuring continued content evolution. The series maintains narrative connections through the overarching Murkoff Corporation lore, with Outlast 2 linking to the original via hallucinatory visions of the Walrider—a nanite-based entity from Mount Massive experiments—that tie into Blake's backstory and the cult's apocalyptic prophecies. The Outlast Trials delves deeper into Murkoff's origins by depicting early unethical programs like Project Genesis, expanded through in-game motion comics that provide backstory on the corporation's mind-control initiatives and precursor experiments to the Walrider. Red Barrels has sustained the franchise's commitment to no-combat horror in both titles, prioritizing vulnerability and tension over confrontation to heighten immersion, as emphasized in developer interviews. For The Outlast Trials, the studio pivoted to multiplayer to foster emergent horror through player cooperation and betrayal risks, aiming for greater longevity via live-service updates while preserving the psychological intensity of prior entries.

Adaptations

In October 2024, Lionsgate announced a partnership with Red Barrels to develop a live-action film adaptation of the Outlast horror video game series, with production led by Vertigo Entertainment. The project features an original story set within the established Outlast universe, drawing connections to the games and related media to expand the lore of the Murkoff Corporation. Screenwriter J.T. Petty, who previously contributed to the narrative design of the Outlast games, is penning the screenplay, while producer Roy Lee—known for horror films such as It and Barbarian—is overseeing development. As of November 2025, the adaptation remains in early stages, with no director, cast, or release date confirmed. The Outlast franchise has also expanded through print media, notably the six-issue webcomic series Outlast: The Murkoff Account, written by J.T. Petty and illustrated by The Black Frog. Released digitally by Red Barrels starting in 2016, the series delves into the historical origins of the Murkoff family and the corporation's unethical experiments, providing backstory that bridges events in the games. All issues, including an epilogue, are available for free on the official Red Barrels website, emphasizing the company's commitment to accessible lore expansion. Complementing the games' narrative, The Outlast Trials received a series of motion comics in 2025, serving as animated shorts to deepen player immersion through lore tied to seasonal updates. Examples include "#1: Amelia Against the Machine," released in February, which explores Reagent Amelia Collier's resistance efforts, and "#5: Amelia and the Harvester," issued in March, depicting her confrontation with corporate enforcers. These shorts, produced by Red Barrels and distributed via YouTube, focus on character backstories and Murkoff's experiments without introducing new gameplay elements. No television series adaptation of the Outlast video game has been developed or announced. Separately, a 2023 Netflix reality competition series titled Outlast—involving survival challenges in Alaska—shares no narrative or thematic connection to the horror franchise and was produced independently by The Natural Studios.

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