Compare Out of Reach prices across 50+ stores and find the best deal. Developed by Space Boat Studios. Published by Space Boat Studios. Released on 7/13/2018. Available on PC. Genres: Action, Adventure, Indie, Massively Multiplayer, RPG, Simulation.

A survival sandbox where you wash up on a hostile island with nothing and have to craft your way out. Rough edges included, free of charge.

Out of Reach drops you on a procedurally generated island as a castaway with empty hands and a growling stomach. The core loop is the familiar survival trinity: scavenge, craft, build. You gather wood and stone, throw together a basic shelter before nightfall, then slowly work your way up a crafting tree toward sturdier tools, weapons, and more permanent structures. If that sounds like a dozen other survival games you have already played, that is because the DNA is essentially the same. The game wears its influences openly and does not pretend otherwise. Where Out of Reach leans harder than most of its genre peers is on the multiplayer angle. The game has always positioned itself as a shared-world experience, with PvP raiding, clan dynamics, and the social chaos that comes from strangers building competing bases on the same island. At its best, that produces the emergent storytelling that survival sandboxes are famous for: someone burns your base, you rebuild smarter, grudges form, alliances get made and broken. At its worst, you log in to find a near-empty server, your shelter looted by the one other player who apparently never sleeps. With a Mixed review score sitting at 57 percent positive from over three thousand reviews, the player experience has clearly been inconsistent. The crafting system covers the expected bases: melee weapons from crude clubs up to swords, ranged options, armor tiers, food preparation, and multi-room base construction with locks and storage. There is enough progression to keep you occupied through the early hours, and the island environments have some genuine atmosphere when weather systems kick in. Combat, though, is floaty and imprecise in a way that feels like an unfinished prototype rather than a deliberate design choice. Melee especially lacks the weight you want when you are swinging at another player who just torched your food supply. From an RPG perspective, which is the lens I naturally reach for, Out of Reach is shallow. There are no meaningful character arcs, no dialogue worth re-reading, no build variety that survives scrutiny past the first few hours. Choices matter only in the practical survival sense: did you build near water or near a forest? That is fine for a pure sandbox, but it means the RPG tag on the store page is doing a lot of heavy lifting it has not earned. If you are coming in expecting progression systems with any real depth, you will bounce off this one fast. Out of Reach is a game that probably made more sense on a populated server in its early life. Right now, finding an active community is a project in itself, and a survival game without other people to contend with loses most of its reason to exist. It is not without charm in short sessions, and the price of entry has dropped considerably since launch. Approach it as a weekend curiosity with a friend rather than a long-term commitment, and manage expectations accordingly. Monika, Scout Team

Out of Reach
ActionAdventureIndieMassively MultiplayerRPGSimulation

Out of Reach

Jul 13, 2018Space Boat Studios
GamerScout Says

A survival sandbox where you wash up on a hostile island with nothing and have to craft your way out. Rough edges included, free of charge.

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About Out of Reach

Out of Reach drops you on a procedurally generated island as a castaway with empty hands and a growling stomach. The core loop is the familiar survival trinity: scavenge, craft, build. You gather wood and stone, throw together a basic shelter before nightfall, then slowly work your way up a crafting tree toward sturdier tools, weapons, and more permanent structures. If that sounds like a dozen other survival games you have already played, that is because the DNA is essentially the same. The game wears its influences openly and does not pretend otherwise. Where Out of Reach leans harder than most of its genre peers is on the multiplayer angle. The game has always positioned itself as a shared-world experience, with PvP raiding, clan dynamics, and the social chaos that comes from strangers building competing bases on the same island. At its best, that produces the emergent storytelling that survival sandboxes are famous for: someone burns your base, you rebuild smarter, grudges form, alliances get made and broken. At its worst, you log in to find a near-empty server, your shelter looted by the one other player who apparently never sleeps. With a Mixed review score sitting at 57 percent positive from over three thousand reviews, the player experience has clearly been inconsistent. The crafting system covers the expected bases: melee weapons from crude clubs up to swords, ranged options, armor tiers, food preparation, and multi-room base construction with locks and storage. There is enough progression to keep you occupied through the early hours, and the island environments have some genuine atmosphere when weather systems kick in. Combat, though, is floaty and imprecise in a way that feels like an unfinished prototype rather than a deliberate design choice. Melee especially lacks the weight you want when you are swinging at another player who just torched your food supply. From an RPG perspective, which is the lens I naturally reach for, Out of Reach is shallow. There are no meaningful character arcs, no dialogue worth re-reading, no build variety that survives scrutiny past the first few hours. Choices matter only in the practical survival sense: did you build near water or near a forest? That is fine for a pure sandbox, but it means the RPG tag on the store page is doing a lot of heavy lifting it has not earned. If you are coming in expecting progression systems with any real depth, you will bounce off this one fast. Out of Reach is a game that probably made more sense on a populated server in its early life. Right now, finding an active community is a project in itself, and a survival game without other people to contend with loses most of its reason to exist. It is not without charm in short sessions, and the price of entry has dropped considerably since launch. Approach it as a weekend curiosity with a friend rather than a long-term commitment, and manage expectations accordingly. Monika, Scout Team

Tags

steamSurvival SandboxBase BuildingPvP RaidingCrafting ProgressionCastawayMultiplayer-DependentOpen World Survival

System Requirements

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Reviews & Ratings

Steam
57%(3,046)

Game Info

Developer
Space Boat Studios
Publisher
Space Boat Studios
Release Date
Jul 13, 2018

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