
The Outer Worlds 2 is the sequel to the award-winning first-person sci-fi RPG from Obsidian Entertainment.
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
About
The Outer Worlds 2 is the eagerly-awaited sequel to the award-winning first-person sci-fi RPG from Obsidian Entertainment (just look at the exciting number of dashes in this sentence!). Time to clear your calendar – get ready for an action-packed adventure with a new crew, new weapons, and new enemies in a new colony! So much newness!
As a daring and most likely good-looking Earth Directorate agent, you must uncover the source of devastating rifts threatening to destroy all of humanity. Your investigation leads to Arcadia, home of skip drive technology, where the fate of the colony, and ultimately the entire galaxy, rests on your decisions—your strengths, your flaws, your crew, and the factions you choose to trust.
The Arcadia colony is engulfed in a factional war, as the Protectorate’s so-called benevolent rule is challenged by the rebellion of their religious order and a corporate invasion. As destructive rifts spread across the colony, each faction fights to control or close them for their own ends. Navigate diverse zones, uncover hidden lore, and shape the fate of a system on the brink!
Build your character with the abilities and choices that reflect your playstyle. The colony reacts to your every move, crafting a narrative that’s yours to own—whether you’re a disciple of diplomacy, an astute strategist, a crusader for chaos, or something different altogether. And yes, you can dumb!
Recruit companions with unique traits, backgrounds and goals. Whether you choose to help them achieve their ambitions or steer them toward your own objectives, your influence shapes their growth (or death), making them an integral part of the immersive story you create together.
High Fidelity Graphics
Explore Arcadia with stunning visual detail. The Outer Worlds 2 supports true 4K resolution on compatible devices and unlocked framerates on PC, delivering smooth performance across sprawling alien landscapes, neon-lit cities, and fractured space environments.
Ray Tracing
Ray tracing adds depth and realism across Arcadia. From glowing rift anomalies to the reflections of neon signs on rain-soaked streets, advanced lighting, shadows, and reflections create a more dynamic and immersive experience.
DLSS, FSR, and XeSS Support
Play with optimized performance across the board. The Outer Worlds 2 supports NVIDIA DLSS, AMD FSR, and Intel XeSS upscaling, ensuring sharp visuals and higher frame rates no matter your GPU.
HDR
Step into Arcadia with high dynamic range support. HDR enhances contrast and color depth across compatible displays, making every neon light, alien sky, and weapon blast more vivid and lifelike.
Ultra-wide Support
See more of Arcadia with ultra-wide 21:9 display support. From massive corporate facilities to the vastness of space, a wider field of view delivers a more cinematic perspective on the colony’s fractured future.
Sums Steam only; Xbox, PlayStation publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $69.99 | 8.9Kreviews | 74% | — | $18.2M |
| $69.99 | 6.2Kratings | 72% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 898 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
googd
Technically, this game doesn't really do anything wrong as a Fallout alternative. Except actually has no characters per se, thus making everything else feel hollow. Can't really have that type of game work great without some Fallout: New Vegas 'Easy Pete' type of characters. The Outer Worlds 2 feels like a theater, and I don't really give a ♥♥♥♥ about theaters. Poor performance.
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $18.2M | 30.4K | 78% | $34.99 | |
| $18.3M | 37.8K | 82% | $19.99 | |
| $18.1M | 18.3K | 87% | $59.99 | |
| $18.1M | 53.1K | 95% | $14.99 | |
| $18.1M | 20.3K | 93% | $29.99 | |
| $18.1M | 24.6K | 81% | $29.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 28.3K | 82% | — | |
| $56.4K | 386 | 78% | $7.49 | |
| $160.2M | 175.4K | 57% | $49.99 | |
| $133.6M | 429.3K | 81% | $19.99 | |
| $47M | 261.8K | 96% | $9.99 | |
| $5.9M | 22.2K | 81% | $9.99 |
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Aug 26: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Spanish - Latin America*languages with full audio support
| $99.99 |
| 4.4Kratings |
| 83% |
| — |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 903 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
SCORE: ★★★ THE BREAKDOWN +Enjoyable build options and strong, consistently polished combat +A clever flaw system based on how the player fights and interacts with the world +Gorgeous environments and scenery +Companions are likeable and have substantial dedicated missions -The writing feels workhorse and industrial in quality -The difficulty curve struggles to keep up well before the end of the game -The story and most non-companion characters simply aren't memorable I've got a complicated relationship with Obsidian Entertainment. A fan of theirs ever since their stellar Knights of the Old Republic II changed my perspective on Star Wars back in 2005, I saw them as one of the strongest forces in meaningful decision-making and compelling personalities in RPGs. From New Vegas to Pillars of Eternity all the way up through the oft-forgotten villain simulator Tyranny, this remained true and I always walked away from their games with a deep appreciation for their talent. Even if the gameplay was often not my cup of tea (such as in Pillars, as I'm an avowed Real-Time With Pause hater, sorry) I'd still be glad I played for the interactivity, consequences, and characters. Ever since the first Outer Worlds, however, that started to change. I liked The Outer Worlds, to be clear. It had a novel setting, some funny running jokes, and pretty satisfying combat for a game of its size. Unfortunately, what I felt it lacked was memorable writing. The story and characters weren't bad, but they were ultimately workhorse in quality; serving their role in the plot, providing direction, and occasionally creating drama...but not much else. It didn't help that it felt a little rushed, and there were plenty of rumors of development trouble. All in all, while I enjoyed the game, it didn't really have the pedigree I had come to expect from the studio. I had similar feelings on the writing of Avowed, their next RPG in the Pillars universe, and I started to worry this was going to be a trend. It didn't take long for Outer Worlds 2 to prove to me that my concerns were warranted, even if I still wound up liking the game overall. The sequel places the player in the authoritative boots of an Earth Directorate officer sent in response to the distress call that went out at the end of the first game. Sent to get to the bottom of why the colonies have been in disarray, the player character discovers that reality-threatening rifts are starting to tear apart the solar system - and before they can investigate further, a sudden betrayal leaves them stranded in an escape pod and frozen for a full decade. Upon awakening and reuniting with the only other survivor from the incident, they get right back to work, but the dominant factions in the sector - an authoritarian dictatorship, a hyper-capitalist corporate conglomerate, and what's best described as a religious math cult that worships probability - don't make it easy for them. By and large, these factions are made up of stereotypes more than characters. Only party members really tend to be more than caricatures of their original group's belief systems, and while I did enjoy them, I struggled to feel as strongly about them as I ever did the likes of KOTOR II's Atton Rand or New Vegas' Raul the Ghoul. Ask me to put a finger on why, and it's difficult to articulate - but if I had to guess, it was that despite them often talking a bit game about challenging my beliefs if I ran against their own, nothing much ever seemed to come of it; and while their personal quests were fun and often decently involved, I usually felt like I was helping them solve problems and not learning a whole lot about them in the process. Maybe I'm just shallow and not personally coded to not remember characters who don't get their own 'big moments' in cutscenes, but I think it goes deeper than that. I think that the issue is that so much of what I see in them is just how they are defined by their relationship to the Commander. They're admirably involved in quests, often providing opinions and sometimes unique solutions, but I struggle to remember any times where they interacted with others without the player ultimately being the final authority, and that gamifies them in my mind. But while the narrative might falter due to its reliance on shallow archetypes, the gameplay quite frankly goes hard as hell. Shooting and melee feel visceral for a game of this scale, and interesting weapons and armor allow for a wide range of playstyles and unique power-ups. Companions are helpful too, with meaningful activated abilities and generally contributing a decent amount of damage. Quests - whether or not they had interesting stories to them - often led me to exciting locations, like poison-filled canyons and robot factories full of design documents that left it little surprise that they turned rogue. It's rare that I didn't enjoy my time exploring and picking fights, though I did notice that by about the halfway point, my build - a heavy gunner with an emphasis on using bullet hoses and inordinate amounts of drugs to outpace anything else on the field - got so overpowered that even the hardest difficulty failed to throw anything but minor speedbumps at me. Even so, I found myself generally having a whale of a time, especially when it came to one particular highlight: the Flaw system. As I played, Outer Worlds 2 did an admirable job of making note of how I approached encounters and conversations. When it discovered certain habits I had, I'd be offered a Flaw - something that hilariously called me out while offering a usually significant double-edged perk. For example, I'm a chronic reloader in any shooter; if even a single bullet is missing between fights, I'll reflexively top it off. The game not only poked fun at me for this habit, but offered me an interesting Flaw: a significant damage bonus as long as I kept to my usual habits, but an equally serious penalty if I actually did run try and reloaded an empty clip. There are dozens of Flaws like this, and on top of making for pretty funny stories, they contributed significantly to me being able to pursue the drug-addled gun-berserker playstyle I wanted. All in all, I was left with a bittersweet feeling by the time I wrapped up my playthrough of Outer Worlds 2. It was frequently funny and great fun to blast my way through hordes of enemies with, but I also had to accept that by and large, Obsidian doesn't mean what it used to when it comes to depth of character writing and meaningful narrative choice. Sure, I got to make plenty of decisions through the story and choose my dialogue - and I'm not saying those didn't matter - but due to the reliance on caricatures to represent each faction, I felt more like a Saturday morning cartoon protagonist than the lead of a nuanced RPG. I still liked the game - quite a lot, at times - but like the setting's serialized comics, the actual plot felt like popcorn, enjoyable in the moment but ultimately not filling. Unfortunately, that may have to be enough for me when I decide to buy an Obsidian game in the future.
此评测发表于第一个星球结束,总体不推荐: 1. 射击玩法乏善可陈,RPG要素如同鸡肋,打起来像没有词条的无主之地 2. 剧情平淡乏味,缺乏戏剧性冲突,做任务像通马桶 3. 场景设计平淡,单个地图不大,也缺乏探索要素 4. 美术设计维持了较高水准,画面优化尚可 第二个星球真的让人昏昏欲睡,弃了……
I waited a long time to play it and I am not disappointed. Really love the story and how everything unfolded. Shooting feels very satisfying too.
Итак, The Outer World 2 - продолжение очень достойной первой части от Обсидиан. К глубокому сожалению не могу рекомендовать эту игру. Если только 1 раз. Возвращаться к ней и перепроходить на другие концовки особого желания нет, в отличие от первой части. 1. Напарники. Квесты напарников скучные, за исключением Марисоль. Сами они между собой взаимодействуют не очень, перекидываются парочкой фраз и все. Теперь напарникам нельзя выдавать оружие и броню, их теперь просто улучшаешь. Сами по себе они стали практически бесполезными. А самое главное абсолютно скучными (вспомните только одного СЭМа из первой части). 2. Мир. Он абсолютно мертвый. 3. Фракции, а точнее репутация. Пройдя все сторонние квесты я так и не смог полностью поднять репутацию ни у одной из фракции. При этом репу дают максимально странно. Ты сделал мега важное дело и дал тело Тети Клео, 0 репы и т.д. 4. Диалоги - первая часть это просто эталон крутых диалогов. Их было интересно слушать, а тут полный отстой. 5. Сюжет - он никакой. Вот вообще. Добавить даже нечего 6. Музыка - музыка представлено тремя радиостанциями. Поначалу их интересно слушать, потом бесит. 7. Разнообразия противников никакое - пару тройку моделек и все 8. Юмор - его стало очень мало. Первая часть просто была пропитана юмором на корпорации и т.д. Здесь его минимум. Из плюсов могу отметить хорошую графику, красивый дизайн планет и довольно бодрую первую часть игры. Оцениваю в 5/10. На одно прохождение, не более. Лучше перепройти 1-ую часть.
非常棒的游戏,个人认为无论是剧情还是射击手感都是远强于一代的。剧情分支多,展现出强大的剧情编排能力,剧情反转带给游戏波澜起伏的变化,给人出乎意料之感。缺陷设计很贴合现实,即使是英雄也会有瑕疵,不完美是每个人身上都会存在的。玩家作为地球理事会的成员,以自己的种种行为,改变着遇到的每个人,改变着整个阿卡迪亚星系。在整个游戏中,玩家是至上的,推动着剧情的发展,起着至关重要的作用。这种尊重玩家的游戏,值得点赞。
I just finished the game, and I would give it a good 7.8/10 overall. The best part I would say is probably the combat, the TTD is as satisfying as ever, and the elemental effects and large varierty of weapons make it very fun. The NPCs are also pretty good, some of the writting and gags had me cackling like an old sea witch, and I really liked all the companion npcs and their different dynamics though there was definitely points in the story where I wish they had more to say about the current events or durring certain dialouges, and I felt some of the characters quests lacked depth or were a little too simular in theme. The enviroments I thought were cool and the added verticality really made the maps feel expansive, though I would have liked if enemies respawned to make back tracking less boring and I wish there were a few more areas to explore overall. I will say I thought the story of the game was lacking especially near the end of the game, the BBEG to me was a bit of a let down, I felt like they were mostly in the background for the entire game and their motivations and ambitions were not explained until the last 5 minutes of the game and were neither relatable or believable, which was dissapointing for me given how much they were built up and how much destruction you see them leave in their wake for much of the game. I would say the big thing that that prevents me from rating the gane higher is the skill system, the lack of any respec option or even appearance changes, mistakes being completely irreversible beyond reloading a save, and how easy it is to break the game balance. Much of my 220 hours in this game was spent restarting my playthrough 20-30 hours in when I realized I had made a mistake often due to a simple lack of knowledge of what to expect or how certain mechanics worked in detail, and have no way to rectify them. This is and was an major point of frustration as often I would only realize I had spent skill points or perks poorly or made ill-advise story decisions until it was far too late to simply load a prior save without losing hours of progress. All in all I enjoyed my time with The Outer Worlds 2 and I look forward to the DLC.
専門用語や所属の団体が最初から多すぎて理由が分からない。 そして自分が何を目的に動いてるのか分からない。 お使いするけど理由が分からないのでやる気が削がれる。
Jogo muito bom, estou esperando lançar as DLCs de história 1 e 2 para joga-lo.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
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