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The Outlast Trials

Red Barrels • 2024 • Xbox Series X|S, Xbox, PlayStation 4, PC (Microsoft Windows), PlayStation 5, PlayStation, Xbox One

Satisfying to completePerfect for a weekendTense
The Outlast Trials cover art

The Outlast Trials

Red Barrels • 2024 • Xbox Series X|S, Xbox, PlayStation 4, PC (Microsoft Windows), PlayStation 5, PlayStation, Xbox One

Satisfying to completePerfect for a weekendTense

Is The Outlast Trials Worth It?

Yes, The Outlast Trials is worth it if you want repeatable horror sessions and especially if you have one to three friends to play with. Its best trick is turning stealth, panic, and near-disasters into stories you'll retell later. The sound design, enemy presentation, and constant sense of being hunted are excellent, and the upgrade loop gives repeated runs a real sense of purpose. What it asks from you is simple but important: protected chunks of time, tolerance for graphic content, and a willingness to replay similar objectives. It is also much harsher and less fun alone. Buy at full price if you love survival horror, enjoy co-op chaos, and are happy with a mission-based loop instead of a one-and-done campaign. Wait for a sale if you're curious but mostly plan to play solo or you get bored by repetition fast. Skip it if you need a pause-friendly game, want a strong story ending, or dislike gore-heavy horror.

What is The Outlast Trials like?

Opinions of The Outlast Trials

What Players Love

  • Players Love

    Co-op panic turns each run into a story

    Players love the last-second revives, messy split-ups, and shouted saves. Even failed trials often become the kind of horror story friends laugh about later.

  • Players Love

    Atmosphere, audio, and enemy design feel genuinely disturbing

    Sound design, grim environments, and grotesque enemy behavior leave a strong impression. Fans say the setting feels oppressive in a way few horror games match.

  • Players Love

    Unlocks and grades give repeat runs a purpose

    Rigs, prescriptions, currencies, and score grades make replay feel more meaningful. Many players like having a clear reason to go back in after a rough run.

Common Concerns

  • Common Concern

    Repeated objectives can start to feel grindy quickly

    A common complaint is that familiar tasks and reused spaces show their seams over time. If you want constant novelty, the loop may wear thin sooner than expected.

  • Common Concern

    Solo play feels much tougher and less enjoyable

    Many players say going alone removes the game's best rescue-and-chaos moments while making mistakes harsher. The balance feels far more forgiving in a group.

  • Common Concern

    Online-only structure can make short play sessions inconvenient

    Server reliance, matchmaking hiccups, and the lack of a true mid-run pause can frustrate players who need flexible evening sessions or frequent step-away breaks.

What does The Outlast Trials demand from you?

Time

MODERATE

Time

It fits neatly into one-more-run evenings, but not into unpredictable ones. Trials have clean stopping points, yet starting one means committing until the end.

MODERATE

This game respects your time in one specific way and ignores it in another. The helpful part is the structure. Each night has a clear rhythm: prepare in the hub, run a trial, collect rewards, and stop at a natural endpoint. That makes it easy to say you'll do one run and actually mean it. You can feel like you've made real progress in a 45- to 60-minute block, and the menus do a good job reminding you what you're working toward. The hard part is flexibility. Once a trial begins, there is no dependable pause, and even solo play is tied to an online session. If you get pulled away often, the game can become stressful for the wrong reasons. Coming back after a week is manageable, but you'll still need a few minutes to remember your loadout, the current program, and how aggressive each map feels. It is also clearly better with friends, which can create its own scheduling friction. In short, this works well for planned sessions, not stolen scraps of time.

Tips
  • Only start a full trial when you have at least 45 uninterrupted minutes, especially if you're playing with other people.
  • Use the hub as your stopping line. Finish a mission, spend rewards, set your loadout, then quit instead of chasing one more.
  • After a longer break, check your current program and loadout first so your return run feels like a warm-up.

Focus

HIGH

Focus

Most of the time you're listening, scanning, and making quick stealth calls. It doesn't need elite reflexes, but it does demand your full eyes-and-ears attention.

HIGH

This game asks you to stay locked in from the moment a trial starts. You are watching patrol routes, listening for footsteps, checking where teammates are, and deciding whether to hide, sprint, or spend a valuable tool. The thinking is practical rather than deeply tactical. You're not solving giant system puzzles, but you are constantly reading danger and making fast calls with incomplete information. That makes it much more draining than a laid-back co-op game. It also makes the best runs feel fantastic. When you slip past a patrol, bait an enemy the right way, or save a teammate because you caught one tiny sound cue, the tension pays off immediately. The catch is simple: this is a terrible second-screen game. During the hub you can relax, but once a trial begins, even a short glance away can turn into a chase or a failed objective. If you like being fully pulled into a space, it delivers. If you want something to half-play while chatting or multitasking, it won't.

Tips
  • Use headphones if you can. Footsteps, doors, and enemy vocal cues often tell you more than the screen does.
  • Before opening a new area, stop for two seconds and mark hiding spots, exits, and objective items.
  • If you haven't played in a week, run a shorter challenge first to relearn map flow and enemy timing.

Challenge

MODERATE

Challenge

The basics come quickly, but real confidence takes several runs. Most failure comes from bad routes, mistimed tools, and panicking under pressure, not impossible execution.

MODERATE

This sits in the medium-to-hard range, with a big difference between understanding the rules and handling a bad situation cleanly. You'll learn the core verbs fast: sneak, hide, distract, sprint, revive, and use a rig. The harder part is staying calm enough to use those tools well when the game gets loud and messy. Enemy search patterns, map layouts, and objective flow start making sense after a few hours, but solid confidence usually takes longer. That is especially true if you're playing solo, where one mistake has fewer safety nets. The good news is that it is not a giant systems game. You do not need a wiki open, and the game explains its progression well enough. Mistakes also cost time and rewards more than permanent progress, so failed runs sting without wiping your account clean. If you've handled Resident Evil on normal or stealth games with some trial and error, you'll likely be fine. If you hate repeating missions after a sloppy run, the rough patches will feel sharper.

Tips
  • Buy survival-focused upgrades first. Extra healing, stamina, or stronger emergency tools smooth out early runs more than niche perks.
  • Learn one trial at a time. Familiarity with hiding spots and escape routes matters more than mastering every system at once.
  • Don't hoard every bottle and rig charge. Early panic often comes from saving tools too long instead of using them.

Intensity

HIGH

Intensity

This is loud, ugly, panic-heavy horror that can leave you buzzing after one run. The fear comes from being hunted, cornered, and forced to keep moving.

HIGH

Yes, this is a stressful game, and that's the point. The fear is not just in the art or the gore. It comes from hearing something close in, realizing your route is bad, and knowing a sloppy mistake can snowball into a chase, a downed teammate, or a ruined grade. That creates real pulse-raising pressure in a way many action games don't. The good news is that it is usually good stress if you enjoy horror. The game gives you clear goals, tools, and small wins, so the panic often turns into relief, laughter, or a great story once the run ends. Playing with friends also softens the edge, since group chatter and rescues turn some fear into chaos. The bad stress shows up when you're already tired, easily startled, or likely to be interrupted. Solo play especially feels harsher because every problem lands on you alone. If you want calm evening comfort, this is the wrong pick. If you want a scary session you'll still be talking about afterward, it absolutely delivers.

Tips
  • Play earlier in the evening, not right before bed, if loud audio and chase-heavy horror tend to stick with you.
  • If the game starts feeling more exhausting than fun, stop after a completed trial instead of queuing immediately again.
  • Queue with friends or friendly randoms if pure solo horror feels too sharp; shared panic is usually easier to enjoy.

Frequently Asked Questions

The Outlast Trials is moderately hard, and it feels harder than it reads because fear and noise make simple actions messier. The controls and basic rules are not difficult to learn. Sneak, hide, distract, sprint, revive, and use your rig are all easy to understand within the first few hours. What takes time is reading patrols, learning map flow, and staying calm when a chase starts. Think less Sekiro and more a stressful stealth game where bad positioning snowballs fast. In co-op, revives and shared scouting make the game much more manageable. Solo, the same missions can feel a full step tougher because every mistake lands on you. Most players will feel functional after 3 to 5 hours and genuinely comfortable after 8 to 12. If you've handled Resident Evil on normal or similar survival horror, you'll likely adjust. If you hate repeating a mission after a sloppy collapse, the rough spots can sting.

Most players will need about 12 to 20 hours to see the core of The Outlast Trials, and 25 to 40 hours if they chase more unlocks, better grades, and repeated runs. Because this isn't a single straight campaign, finished really means clearing the base program set, learning the main mission types, and usually reaching a first big progression milestone like Rebirth. A typical session is one full trial plus hub time, so plan on 45 to 60 minutes for a clean night and up to 90 if you squeeze in a second run or spend time on upgrades. The structure helps because missions end cleanly and the hub is a natural place to stop. The catch is that you can't save freely during a trial, and there is no dependable pause once you're in. Replay value is decent if you enjoy better grades, new loadouts, and co-op chaos, but players who want constant new content may tap out sooner.

Yes, The Outlast Trials is very stressful by design. The stress is mostly the good kind if you enjoy horror: loud audio, ugly enemy reveals, sudden chases, and the relief of barely escaping with your team. It raises your pulse much more than a normal action game, even though it is not mechanically brutal in the same way as a hard combat game. Where it can tip into bad stress is convenience. There is no true mid-trial pause, interruptions are a problem, and solo play feels much harsher because there is no teammate to revive you or draw pressure away. The gore and torture-heavy imagery also make it a rough pick if you're already mentally drained. This is a great weekend or planned-evening game when you want intense immersion and don't mind feeling wrung out afterward. It is a poor choice for bedtime wind-down, background play, or nights when you may need to step away often.

Yes, you can play The Outlast Trials solo, but it is clearly built to shine in co-op. The missions are completable alone, and some players enjoy the extra fear and control that come with moving at their own pace. Still, the game loses a big part of its magic without other people. Shared scouting, last-second revives, baiting enemies, and laughing after disaster are a huge part of what makes the loop memorable. Solo also makes every mistake more punishing, since there is no rescue buffer and no teammate to pull attention away. That makes the same content feel more tiring and sometimes more repetitive. If you love harsh stealth horror and want the purest tension, solo can work. If you're buying mainly for the best overall experience, try to bring friends or at least be open to online groups. In short: solo is viable, but it is not the version most people remember most fondly.

No, The Outlast Trials is not pay-to-win. It is sold as a one-time purchase, and there is no credible sign that the base game sells power, progression skips, or gameplay advantages that let paying players outperform everyone else. Your rigs, prescriptions, grades, and overall progress come from playing trials, earning currency, and unlocking systems through normal play. That matters here because the whole loop is built around learning maps, surviving runs, and gradually improving your setup. If players could simply buy stronger tools, it would undercut the core design, and there is no strong evidence that this is happening. Cosmetic or supporter-style add-ons may exist, but those do not meaningfully change your odds of surviving a mission. As always with live online games, it is smart to check current store listings before you buy, but based on the base-game model and available evidence, this is a straightforward premium game rather than a spending race.

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