Compare The Outlast Trials prices across trusted key stores and find the best deal. Developed by Red Barrels. Published by Red Barrels. Released on 3/5/2024. Available on PC, Xbox. Genres: Action, Adventure, Indie.

Four players, zero weapons, one shared panic attack: if your friend group can handle grotesque Cold War experiments and a sanity meter that actively tries to break you, this one earns its place on the Saturday night roster.

My usual co-op test is simple: would four people of wildly different horror tolerances all find something to do, or would the scaredy-cats quit after twenty minutes? The Outlast Trials passed that test harder than I expected. Red Barrels took their no-weapons, run-and-hide formula and stretched it across a mission-based structure where up to four players operate as "Reagents" inside the Murkoff Corporation's Cold War-era Sinyala Facility, completing grotesque therapy sessions that range from feeding children to eliminating snitches, all while enormous, deeply unsettling enemies stalk every corridor. The core loop is stealth survival stripped to its fundamentals: move through the dark using night-vision goggles, manage your battery supply, hide, and run when you're spotted. What makes it click as a co-op game is the RIG system. Each player equips an active ability, and the smart move is spreading them across the squad. The Stun RIG lets one player temporarily freeze a pursuer while the rest finish the objective. The Heal RIG keeps the team alive when medical vials run dry. The Blind RIG drops a smoke mine that obscures enemy vision long enough to break aggro. On top of that, Prescriptions function as passive perks you upgrade over time. One player volunteering as bait while another completes the puzzle is not a meme strategy here; it's actually the intended design, and it works. Each run is graded on speed, items used, and damage taken, which quietly adds a competitive edge that brings out the competitive trash-talk in even the most casual group. The atmosphere holds up whether you're solo or in a full party, which is genuinely impressive. Solo play retains that suffocating Outlast isolation, though missions take considerably longer and the difficulty curve is sharper. In co-op, the fear shifts from pure dread to shared chaos: someone triggers a psychosis event, the Skinner Man appears from the shadows (or does he?), and your teammate's gamertag suddenly looks slightly wrong because that is not your teammate, that is an evil doppelganger, and the screaming that follows is the funniest and most terrifying thing you will experience this year. The five main trial locations each contain multiple missions plus shorter MK-Challenges, and weekly trials add mutators like glass shards on the floor that both make noise and deal damage. There is genuine replay value built into the structure. The Sleep Room hub between missions lets you customise your cell, arm-wrestle teammates, and prepare your loadout, giving the whole thing a social rhythm that keeps sessions from feeling like a relentless grind. The honest criticisms are real though. The fundamental gameplay session always follows the same shape: get in, avoid detection, complete the objective, get out. Objectives vary in theme but not dramatically in mechanical feel, and by the time you are cycling harder difficulty tiers for cosmetic unlocks, repetition starts to bite. The story takes a clear back seat to the mission structure, which will frustrate anyone who showed up expecting the narrative intensity of the original games. The post-launch progression hook, centred on decorating a cell your character spends almost no time in, is an odd choice that does not land as a retention driver. And if your friends tap out early and you are left running trials with random matchmaking, the experience can feel significantly flatter. For the Saturday night crew? This is close to the ideal session game. Roles are intuitive enough that a horror-novice running the Heal RIG feels useful immediately, and the runs are short enough to squeeze in three or four before anyone has to leave. It is not a replacement for the single-player Outlast experience, and franchise purists hunting a story-driven horror campaign will find it thin. But as a co-op horror game that prioritises genuine scares and tactical teamwork over asymmetric PvP nonsense, it fills a gap nothing else quite does. Riley, Scout Team

The Outlast Trials

The Outlast Trials

Mar 5, 2024Red Barrels
GamerScout Says

Four players, zero weapons, one shared panic attack: if your friend group can handle grotesque Cold War experiments and a sanity meter that actively tries to break you, this one earns its place on the Saturday night roster.

PCXbox
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Historical low: €3.36

GamerScout Verdict

Best for friend groups who want structured co-op horror with real teamwork mechanics, not another asymmetric PvP grind.

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Price History

Historical low
€3.3626 Jun 2026
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€2.45€5.58€8.72€11.855 Jun15 Jun25 Jun5 Jul15 Jul
5 Jun — 15 Jul
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About The Outlast Trials

My usual co-op test is simple: would four people of wildly different horror tolerances all find something to do, or would the scaredy-cats quit after twenty minutes? The Outlast Trials passed that test harder than I expected. Red Barrels took their no-weapons, run-and-hide formula and stretched it across a mission-based structure where up to four players operate as "Reagents" inside the Murkoff Corporation's Cold War-era Sinyala Facility, completing grotesque therapy sessions that range from feeding children to eliminating snitches, all while enormous, deeply unsettling enemies stalk every corridor. The core loop is stealth survival stripped to its fundamentals: move through the dark using night-vision goggles, manage your battery supply, hide, and run when you're spotted. What makes it click as a co-op game is the RIG system. Each player equips an active ability, and the smart move is spreading them across the squad. The Stun RIG lets one player temporarily freeze a pursuer while the rest finish the objective. The Heal RIG keeps the team alive when medical vials run dry. The Blind RIG drops a smoke mine that obscures enemy vision long enough to break aggro. On top of that, Prescriptions function as passive perks you upgrade over time. One player volunteering as bait while another completes the puzzle is not a meme strategy here; it's actually the intended design, and it works. Each run is graded on speed, items used, and damage taken, which quietly adds a competitive edge that brings out the competitive trash-talk in even the most casual group. The atmosphere holds up whether you're solo or in a full party, which is genuinely impressive. Solo play retains that suffocating Outlast isolation, though missions take considerably longer and the difficulty curve is sharper. In co-op, the fear shifts from pure dread to shared chaos: someone triggers a psychosis event, the Skinner Man appears from the shadows (or does he?), and your teammate's gamertag suddenly looks slightly wrong because that is not your teammate, that is an evil doppelganger, and the screaming that follows is the funniest and most terrifying thing you will experience this year. The five main trial locations each contain multiple missions plus shorter MK-Challenges, and weekly trials add mutators like glass shards on the floor that both make noise and deal damage. There is genuine replay value built into the structure. The Sleep Room hub between missions lets you customise your cell, arm-wrestle teammates, and prepare your loadout, giving the whole thing a social rhythm that keeps sessions from feeling like a relentless grind. The honest criticisms are real though. The fundamental gameplay session always follows the same shape: get in, avoid detection, complete the objective, get out. Objectives vary in theme but not dramatically in mechanical feel, and by the time you are cycling harder difficulty tiers for cosmetic unlocks, repetition starts to bite. The story takes a clear back seat to the mission structure, which will frustrate anyone who showed up expecting the narrative intensity of the original games. The post-launch progression hook, centred on decorating a cell your character spends almost no time in, is an odd choice that does not land as a retention driver. And if your friends tap out early and you are left running trials with random matchmaking, the experience can feel significantly flatter. For the Saturday night crew? This is close to the ideal session game. Roles are intuitive enough that a horror-novice running the Heal RIG feels useful immediately, and the runs are short enough to squeeze in three or four before anyone has to leave. It is not a replacement for the single-player Outlast experience, and franchise purists hunting a story-driven horror campaign will find it thin. But as a co-op horror game that prioritises genuine scares and tactical teamwork over asymmetric PvP nonsense, it fills a gap nothing else quite does.

Riley
Riley · Scout Team

Sports & racing

Tags

singleplayermultiplayercooponline-coopcontroller-support

System Requirements

Minimum

OS
Windows 10
Memory
8 GB RAM
DirectX
Version 11
Network
Broadband Internet connection
Storage
40 GB available space
Graphics
NVIDIA GeForce GTX 650 Ti, 2 GB or Radeon R7 360, 2 GB or Intel Arc A310, 4GB
Processor
Intel Core i7-3770 or AMD Ryzen 5 1400

Recommended

OS
WIndows 10
Memory
16 GB RAM
DirectX
Version 12
Network
Broadband Internet connection
Storage
40 GB available space
Graphics
NVIDIA GeForce GTX 1660, 6 GB or AMD Radeon RX Vega 56, 8 GB or Intel Arc A580, 8GB
Processor
Intel Core i7-6700K or AMD Ryzen 5 2600X

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Reviews & Ratings

Steam
93%(107,106)

Game Info

Developer
Red Barrels
Publisher
Red Barrels
Release Date
Mar 5, 2024

Game Modes

Online Co-op

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How much does The Outlast Trials cost?

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What platforms is The Outlast Trials available on?

The Outlast Trials is available on PC, Xbox.

When was The Outlast Trials released?

The Outlast Trials was released on 5 March 2024.

Who developed The Outlast Trials?

The Outlast Trials was developed by Red Barrels.