PORELAST trial DEV suggests PVP function may be on the way
Blog Andrew Joseph 06 Mar , 2025 0

For a team like Red Bucket, it wasn't easy to make a success in just one series for over a decade. It seems particularly difficult when you think about a series produced by the team. lasting It's a creepy, unwavering, destructive horror series with gory, violent and even naked horror series, so I'm sometimes surprised by the games in the series, which won't get adult ratings, besides most other games.
I would also add that this is one of my favorite horror series, although I didn't expect it to be Judgment of trial Revealed a few years ago. As a four-person co-op’s take on the typical single-player horror story of the series, I feel like Overlast might lose some of its best features – lonely helplessness and intense situations where no one can save you. Last year, I wrote mine Exceeded trial reviewwhich helped me discover that I had made a wrong judgment on this game before. Today, this has become my rotation routine and is especially interesting to me as it is essentially a live service game from a highly competitive live studio.
With all this background in mind, I'm eager to talk to Red Barrels game director Alex Charbonneau, so I can ask about these and other aspects of the game before it started today since the 1.0 state. Charbonneau talks about the game's jaw-dropping description of violence and the problems it sometimes brings to the community. He also talked about how the community helped shape the game, which was originally planned far less than what we've seen in our first year. Perhaps the most attractive thing is what he said about PVP participating in the game, it is currently only PVE cooperative. Find all these details, and more in the GamesPot interview below.

GamesPot: Outlast trials have been a year since 1.0 was launched. What is the biggest gain of the team since the first year? How is the time taken from early visits?
The release of version 1.0 marks the real beginning of our adventure! Throughout the early access, we learned a lot and saw the game evolve into something dynamic and constantly changing. We had to adapt – because that's what the players wanted. More healing, more gadgets, more enemies – everything. While we never initially planned to serve as a real-time service for the game, we accepted the transformation. After all, players like to be test subjects! We feel like we have reached a good point now. Reagents are Murkoff's test subjects, and our players are ours. Trust us – there are a lot of surprises coming!
One thing that fascinates me is the world of live service and how it feels Volatility, even if it does not disappear, intermediate position. The Outlast trial seems to be one of several games that have been successful in this field without becoming the largest game in the world. How does the team view this success?
We've noticed More than the test It's a gamer who keeps coming back – sometimes even every day, which surprises us! To support this, we have created a system that evolves regularly: weekly shows bring new challenges, time-limited events occur every few weeks, and major seasonal updates bring significant changes. We also think the game has a unique appeal – new players keep discovering its rich content while experienced players return to continue healing.
I was impressed that even though the team hadn't done anything like this before, there was no field service element beyond the trial running well. How do teams deal with things like designing daily and weekly tasks, cosmetic rewards, and limited-time events? Have the existing Red Barrel team members learned how to implement these things, or have the team introduced industry veterans who built these things in previous games?
We have a very talented team. Some players think we are a huge 300-plus studio, but in fact, we are a close-knit team of about 60 years old. Everyone is deeply involved, passionate and committed to making the game the best. Although some of our developers have experience serving games in real-time – shaping certain aspects of our approach, we are not strictly following all the usual rules. Instead, we focus on what suits our players best and expand accordingly. Being a smaller team also brings us a key advantage: the ability to adapt and move quickly, which is one of our biggest advantages.

What is the biggest way the community has helped shape the game in the past year (and even since early visits)? Can you point out the main elements and say they will be very different until the feedback from the community shows you a new path?
Initially, the game planned only five major trials – that's it. But after spending a weekend in a closed beta, it's clear that players want more. So, we focus on mechanics who can provide fresh content without relying on complete program generation (we experimented with this but found lacking at the time). result? A large-scale ecosystem that includes trials, MK-Challenges, variants, upgraded therapies, daily and weekly tasks, catalogs, and more, all designed to keep players engaged. We listen and act as soon as possible when players share their feedback.
How has the community surprised you so far?
We were impressed by the quality of feedback we received. Our players invest a lot of investments and we make sure to read, listen and observe everything they do. It is not uncommon for some insightful comments to bring me directly into the editor to tweak something – because what they say is completely reasonable. Soon after, the changes were real-time and players witnessed their impact on the game. The truth is – they definitely shape experience.
Many games are now crossing across borders with movies, TV series and other popular culture. Is there room for this in the hosting trial? Are you going to do something like this?
This is something we have been discussing, but for us, maintaining the credibility and authenticity of the world we have built is a top priority. If we collaborate, they will need to fit our universe seamlessly. Currently, we have worked with very talented artists to dub and we are exploring ways to expand these collaborations in the future.
I've loved Outlast games since their debut – I even bought the PS4 so I could play the original game – but I'm not sure about the multiplayer game announced a few years ago. I know I was wrong. Is there a significant change in the mood for the game?
Absolutely. We have learned that horror is something people love to experience together. At first, this was a huge risk for us. It took countless iterations to get to where we are today, because it seems simple, but it's just something. Balancing tension and horror in a complex multiplayer environment is no easy task. But now, we cannot be proud of it. More than the test Playing with friends is an absolute excitement, and watching streamers and YouTubers dive into it is just as incredible.


Outlast Games is incredibly bloody and taboo. This is a feature for many players, but may be a critic of other players, as it can be very scary. Have you ever talked about where to draw a line in terms of mature content in the game? Do you have to back off to avoid adult ratings?
This is a topic we discuss from time to time, but ultimately, we believe that the uniqueness of the game is something that attracts players. Changing this will be a risk because it may disappoint our fan base – so, for now, that’s not what we plan to do. However, we are exploring ways to help streaming and YouTubers capture content more easily without having problems.
Do you (or before) have any plans to introduce PVP mode to the game, or will it always be a PVE co-op?
I'm going to say that the reagent is the subject of the test, and Murkoff may have planned some experiments for it in the near future. We like the competition aspect More than the test in one way or another. So let's wait and see what Murkoff is cooking, right?
Already shared that the game has sold 3.3 million copies so far, and if I remember correctly, it is by far the biggest elimination game. How does this compare to the team’s initial expectations, and this number means you may be different in the future?
It is always incredibly beneficial to achieve business and critical success. Our most valuable critics are players and we are excited and proud of their love for the game. We've seen this game last for many years. We are filled with ideas for new and exciting content, and the success of the game means that as long as players join our adventures, we can continue to bring these ideas to life.


The team previously announced 3. Did the success of the phase-out trial make the game easier to make, perhaps by funding and making IP more popular? Or make it more difficult by asking for more resources themselves?
Red Bucket is essentially a small company and our goal is to keep this size as much as possible. When we set out on another project, it won't come at the cost of reducing resources More than the test. This is a discussion on our team to ensure we balance existing commitments with new efforts.
Can you give an example of how the game continues to change shape within the second year? Maybe there are things you want to do, but you can’t do it until now, or the latest philosophical changes allow you to try new things as soon as possible.
We finally reached our pipeline to enable us to provide more of what players crave. Expect more trials, more enemies, more major assets, more gadgets, more cosmetics, more mutants, more events, for example, more stuff. For the second year, players can expect new content. On the other hand, we also like to surprise our players with their toes. New legends, new twists, new game elements, new modes – In many ways, the second year will be a year of surprise.
Outlast tests are available for Personal computer,,,,, Xbox Series X |S.and PS5. You can stream today's anniversary in the studio Youtube or Twitch Channel.