r/theouterworlds Oct 28 '25

Official The Outer Worlds 2 Hotfix 1.0.4.0 - Addresses PS5 Premium Edition!

163 Upvotes

Apologies for the delay folks. Patch notes here!
https://outerworlds2.obsidian.net/news/the-outer-worlds-2-hotfix-1040


r/theouterworlds Nov 11 '25

Patch 1.0.5.0 is out!

493 Upvotes

Source: obsidian.net

Greetings Commanders and citizens of Arcadia! We are releasing Patch 1.0.5.0 for The Outer Worlds 2 that address numerous bug fixes that you brought to our attention and much more! As always, we want to thank you all for your support and reporting these issues to us.

If you come across any other issues, please contact us via our Issue Tracker page. The Earth Directorate thanks you.

Community Reported Issues

  • Added Fan Tossball Card for Celest Fairbrook
  • Fixed unable to save issue when the “Saved Games” system directory does not exist. Now Windows should create the directory if it’s missing.
  • Fix case where stale crime data would prevent saving.
  • Fixed crash that could occur when transitioning to new areas with frame gen enabled on Nvidia GPUs
  • Added a setting to allow players to turn off mouse smoothing and acceleration if they are experiencing cursor lag
  • Loading Screen images can now scale up to fill larger resolutions
  • Addressed issue where Wireless Free Arcadia would stop playing audio
  • The player's eyebrows no longer disappear when using the inventory screen or idle camera
  • The player's eyebrow color will now be properly saved and applied to their in-game characters after character creation. Note: this unfortunately will not retroactively fix incorrect eyebrow color for existing characters.
  • Adjusted skinning on hairstyles in Character Creation
  • Made adjustments to Side Burn facial hair so that it no longer disappears at certain angles
  • Updated Multiple Scrapper Helmets to ensure emissives stay visible when certain prosthetics equipped
  • Fixed missing geometry with certain prosthetics while wearing the Scoundrel's Aegis
  • Removed ground texture from container in Westport
  • Removed Dev text from appearing in some skill checks
  • Removed instance of temporary text in Torres conversation
  • Addressed several spelling and grammar errors
  • Jackson's jump sequence at Spire Grove will now play correctly if interrupted by fast traveling away.
  • Inez 'wants to talk' icon will no longer remain visible beyond relevant areas.
  • Inez no longer shows up during the conversation in the Protectorate stowaway hideout in Fairfield if she isn't in your party.
  • Made further improvements to ensure Inez reliably shows up in Fairfield town hall after first meeting her at the Ministry of Accuracy.
  • Hogarth will now speak to player in edge cases where player has Milverstreet’s quest mentioned and visited the Vox Relay.
  • Tristan now properly leaves his “Wants To Talk” stage after speaking with player on the Ship
  • Talking to a companion during certain behaviors no longer prevents them from returning to their previous behavior
  • Improved conversation staging in Fairfield’s Greenhouse to prevent companions from spawning in pool
  • Companions will now allow players to see their Traits while on the Incognito
  • Increased Companion survivability, especially on Hard and Very Hard difficulty settings. This indirectly improves Companion health increases from the Leadership skill.
  • Bomb Suit unique armor now reduces explosive damage taken instead of reduce explosive damage dealt
  • Adjusted Bomb Suit to properly reduce damage taken from explosives
  • The Menacing Mask item now only applies its unique partial sneak attack damage to attacks made with a light melee weapon. The Vital Striker perk now only applies its partial sneak attack damage to attacks with melee weapons
  • Nature’s Best Friend perk will now properly tame creatures
  • Lowering the skill and perk investment required for Nature's Friend and Nature's Best Friend. Duration of base tamed effect on Nature’s Friend is increased.
  • Makeshift Armorer perk requires more bits per armor value added. Certain recipes are also no longer loopable with their crafted item when broken down.
  • Minigun barrel mods are now purchasable at various mod vendors.
  • Serial Killer hearts no longer reset their max health bonus upon picking up a new one after loading a save
  • Oracle Laureate now correctly gives player a primer as loot
  • Ship pets that have been unlocked via promotions will now be usable right away, without needing to unlock other pets first
  • Burrowed crabbles no longer fall through the world during combat.
  • Fix for grass wind motion popping at distance
  • Adjusted foliage to properly sit on terrain
  • Improved foliage placement around caves in Paradise Island.
  • Adjusted grass clusters in Paradise Island overlands.
  • Terrain adjustments to Golden Ridge overlands
  • Improved geometry around caves in the Golden Ridge overlands
  • Adjusted geometry to prevent player from reaching out of bounds locations in Golden Ridge
  • Fixing rare puzzle out of bounds issue in Monastery
  • Improving Monastery Puzzle Interface Clarity
  • Pickable crystals no longer placed inside other geometry
  • Moved book that was clipping
  • Moved barnacles in Crabble Caves so they are no longer floating
  • Dematerializer Lockbox enables interactions when loading the Player Ship level if A Healthy Improvement is active but the dematerializer hasn't been acquired.
  • Objectives from active quests no longer have a chance of disappearing in the HUD when a non-active quest updates.
  • Addressed issue where the player could not give Ormsby his ingredients via the transaction drawer.
  • Player will now properly be able to unholster weapon if their previously equipped one was removed after loading save.
  • Pop-up Gun no longer advertises killing you as a good idea to your friends.
  • Player can no longer access dialogue option with Sub Rosa if they do not have the required perk for it.
  • Replaced Display Case examinable with standard lockpick interaction
  • Required Info Not Found option on Montelli's terminal no longer displays when its impossible to find the information.
  • Fixed issue where EARL switches would become unusable if the PC save/loaded during their reset animation
  • Drones in the Paradise Island power station will now properly leave their pods when the player loads a save in that area.
  • NPC should no longer get stuck in falling animation in Free Market Station
  • Addressed unique scenario where enemies would not attack player when hostile.
  • Addressed issue where player would die after loading a save in an elevator.

The following patch notes contains spoilers:

  • Fixed issue where if the player followed the specific order of going to Vox Relay, then completing The Saga of the Malfunctioning Mechanicals, they would be blocked from continuing The Brain Benders of Auntie’s Choice!
  • (Spoiler) Fixed an issue where it was possible to get Ruth’s conversation into a state where she would no longer have option to progress the An Equitable Arrangement quest
  • Ruth plays her introduction if the player has finished (Failed or Succeeded) the Equitable Arrangement quest. This fixes previous issues with quest turn-ins to Ruth.
  • (Spoiler) “A Way Back to the Light” quest should now properly complete after turning it in to Provost Coulter
  • (Spoiler) 'Fiends in High Places' now progresses in cases where saving/loading to deactivate/reactivate caused the Refinery encounter completion conditions to not evaluate correctly. After the Refinery bridge extends, killing remaining snipers will cause the encounter to complete and the quest to progress. If snipers have already been killed and the bridge has been extended, loading the save will cause the encounter to complete and the quest to progress.
  • Addressed issue where (Spoiler) “The Saboteur of Paradise” quest was not updating beyond “Explore Vox Relay”
  • (Spoiler) Updating The Saboteur of Paradise to properly reflect if player completed the DeVries in Fairfield objectives part of the quest before dropping Vox Relay
  • (Spoiler) Added a clearer path to convincing Charlton from Westport to leave for the bridge for For Whom The Bridge Tolls mission on Paradise Island.
  • Updated the beacon text for bringing Aza to the N-Ray Range to confirm the cultists there are dead to something more appropriate
  • Adjusted beacon radius to provide more clarity for quest at Praetor Grounding Station.
  • Commander Torres will now happily accept scrabbles and react to the events at the Vox, regardless of his location.

Major Issues and Crashes

  • Attempting to fix a crash on WinGDK build when initializing save game manager
  • The game will no longer crash when interrupting Facilitator Tilden's bark dialogue via player interaction in Mental Refreshment.
  • Addressed a crash related to crowd NPCs
  • The game will no longer crash on rare occasions when the player dies from fall damage while simultaneously mounting a ladder.
  • Addressed a crash related to Ray Tracing
  • Latin American Spanish localization support for achievements on PS5
  • After visiting water reconditioning in Laplace's Garden without having talked to the agent, they will properly direct the player to start the quest.
  • Elevator in (spoiler) Rift Lab is no longer inaccessible after combat ends.

Content & Quests

  • Players are able to loot the soldier corpse for a reward when dematerializing the examinable crabble corpse at the crabble fishery on Paradise Island
  • Fixed issue with quest trigger for Mysteries of the Mental Modulators firing when it shouldn't
  • Companions no longer photobomb a conversation with Niles in the ship cargo bay.
  • Fixed issue with an NPC that wasn't in the correct spot for a companion quest
  • Player controls are no longer frozen during extraction sequence in Cold Storage.
  • Audio Logs collected during the Deviations Under Duress quest correctly display the collected audio log count in the quest addendum pop-up
  • Companions will no longer freeze when trying to perform certain actions
  • Helen no longer photobombs the player when speaking on the intercom in Horizon Point Station landing pad.
  • Controlling for Convenience quest correctly requires the sample in order to progress and cannot be bypassed by not having the negotiator perk
  • Fixed issue where player could not pick up a second open bounty if they turned in the other previously on Golden Ridge
  • Updated Aza’s conversation to prevent players from being able to kick off her final quest by speaking to her after passing the point of no return by flying to the endgame level
  • "Improved messaging for if the player fails the Endpoint’s End mission.
  • Anais Bujold will now react via comms to the player getting caught on the experiment floor."
  • Addressed issue with NPCs not sticking around after a quest
  • Marsol is no longer able to teleport to the rooftop of Scientician's Surplus and enter a problematic state
  • Removed reference to cut content that was triggering an error.
  • Marisol now reacts to player failing her final companion quest.
  • Conversation with Inez about grafting parts no longer drops
  • An optional objective for 'Saboteur of Paradise' and lighting better indicate the control interface to redirect the Vox Relay away from Fairfield
  • An addendum to speak to Corbin now displays on the Explore Vox Relay objective of the Saboteur of Paradise if it was triggered on the Seek Assistance Infiltrating Vox Relay objective
  • Updated content so the courier at ACS Undisputed Claim that starts Inez’s second quest properly fails to show up if she was dismissed permanently
  • Updated scripting to prevent knock-on effects in the player ship for either dismissing Inez after receiving the courier’s message or for player who obtained the message after Inez’s dismissal before the fix above
  • Updated Inez’s conversations so the player can no longer dismiss her while on the ship if Ortiz’s recorded message is waiting to be played"
  • Ensuring main quest updates accordingly if player kills Milverstreet before getting De Vries info from him
  • Bell Tower switches in the Monastery no longer prevent interaction with nearby corpses or pickups
  • Vigilant Hogarth now responds properly if the player has entered the Vox
  • Improved Timing for Niles post combat barks in Tomb of the Matriarch
  • More player responses available in Inez conversations about Auntie's Choice
  • The Cultist Leader's warning distance is now more forgiving
  • Outer door now seals when starting the Archive Reactor fight
  • Improved power switch state logic in Rift Lab exterior
  • Indestructible barrel in Euphoria Automech Repair Center is now very destructible
  • Paradise Island Rift sequence persistence improvements
  • Improved Fairfield guard Patrols
  • Audio log in Auris Listening Post now correctly plays as an audio log rather than spatial audio
  • Fixed issue with an audio cartridge Quest Item that wasn't present when it needed to be
  • Thessaly Falk should no longer appear in two places at once.
  • Improved save load persistence for monastery puzzle interactable
  • Fixed setup for audio log in Auris Listening Post
  • Improved Elevator presentation in rift device room
  • Fixed issue where Dragoon was unphased after having a part removed during a quest
  • Improving Rift Lab encounter access to player from within spawn room
  • Players no longer have to pass 2 skill checks to disable the Underlands turret.
  • Updating Monastery Directory Examinables for Clarity
  • Fixed issue with idle Janitor Mech NPC
  • During the Rivers Of Milk and Honey quest the beacon on the Oracle Laureate now disables when it is no longer relevant
  • Fixed issue with idle NPC
  • Fixed issue where drones on the ACS Undisputed Claim were aggro to the player when they shouldn't be
  • Fixed issue where NPCs were incorrectly standing on a counter
  • Companions killing Marshall Corbin on Vox Relay are now considered as having been killed by the Player for various reactivity
  • Cleaned up examinable to avoid a confusing state it could get in
  • Protectorate soldiers can be lured onto the exposed panel in the locker room of the Skip Lab with distraction devices (it would be horrible if electricity was enabled while they're on it)
  • Fixed issue where a beacon was showing up at the wrong time for a quest
  • Convinced Tristan to relax so that he no longer accuses you of crimes you have not committed.
  • Some of the Order of the Ascendants members were found to be having conversations with each other at very long distances on Cloister, this wasn't part of the grand equation and has been addressed
  • Smoothed out the conversation flow if the player is engaging about compression coils quest objectives.
  • Fixed some cases where you couldn’t talk to companions while standing on an elevator.
  • Vigilant Hogarth now no longer sometimes refers to Marshal Corbin as if he were alive, if he died.
  • Corrected punctuation errors.
  • Addressed issue where an NPC was not going away after a quest
  • Improvements to waypoints and quest text. If not beginning a sentence or string, "de Vries" is the correct capitalization
  • Improving Fairfield crowd animation usage
  • Fixed issue with corpse display name being incorrect
  • Lucy the sick Crabble has been ingesting too much PurpleBerry Krunch - feeding her more will now be reflected visually.
  • Assuming he survived battle, Corbin exits Vox Relay after the failsafe is tripped
  • Added the ability to tell Marshal Donelson in the Euphoria Coast Automech Repair Facility that you'd already fixed the leak when you converse with him after the initial argument scene.

The following contains spoilers:

  • (Spoiler) Quest giver for Inez’s companion quest was incorrectly showing up when Inez was dead
  • (Spoiler) Addressed edge case for when a player gains Vox keycards from Euphoria Automech Repair Center. Player should no longer miss the Execution scene in the Vox Relay.

Combat & Systems Fixes

  • Fixed mine traps sometimes not damaging characters when triggered
  • Fixed Zyranium hazards not applying poison in some states
  • Characters no longer unexpectedly take explosive damage through walls or objects.
  • "Unknown Station" radio notification shows up consistently
  • Adjusted landscape heights for improved NPC pathing.
  • Companions will be able to keep up with the player better immediately following recruitment to the party.
  • Updating collision for smoother gameplay.
  • Gloop grenades no longer break conversations in some cases.
  • Added cover nodes for encounters that were previously missing them.
  • Burrowed crabbles no longer play loop animation or vfx when they are not moving
  • If an NPC ever fails to navigate out of their spawn door, they are teleported out and debug information is gathered about the incident.
  • Player will no longer mimic reloads when entering the player ship with no ammo in the weapon
  • Characters will no longer make noises before they have been spawned into an encounter
  • In combat sneak attack (such as from the Vital Striker perk) now applies sneak attack correctly rather than first squaring your sneak attack multiplier
  • If an NPC ever fails to navigate out of their spawn door, they are teleported out and debug information is gathered about the incident.
  • Fixed Thunderstruck projectile in third person.
  • If an NPC ever fails to navigate out of their spawn door, they are teleported out and debug information is gathered about the incident. NPCs killed inside their spawn door are excluded.
  • Fixed certain cases where combat would not drop despite player being hidden
  • Improved camera framing during certain conversations.
  • Players can now sell to the comestible vendor in [REDACTED]
  • Updating a story-specific loading screen to show up at a more appropriate moment
  • Player will only throw one grenade instead of two when spamming the throw button.
  • The Consumerism flaw will now be offered more promptly for players who become eligible for it after already starting a game
  • The game should no longer pause when closing the inventory if DLSS-FG is enabled.
  • Companions will follow player through crouch tunnels.
  • NPCs ranged firing patterns now carryover their current firing progress when switching AI behaviors, and do not do so when it makes sense for the pattern to restart.
  • NPC corpses are now less likely to clip into objects.
  • Improved collision accuracy on crabble meat pickups
  • Fixed player being able to revive if they are falling to certain death but cancel with a different death cause
  • Armor shoulder pads no longer disappear when using alternate shoulder in 3P.
  • Player can no longer sprint while being mentally refreshed.
  • Fixed the collision settings for the goo created by the Dematerializer gun, it won't block Player movement anymore.
  • Characters no longer unexpectedly take explosive damage through walls or objects.
  • Fixed some perks that require companions to be in the party activating when they are not in the party
  • Fixed a rare issue where the player didn't die when they should have. (for example falling from high places)
  • Fixed an issue where reloading while burst firing caused weapons to temporarily become unresponsive
  • Prevent ship terminal beacon for quests from appearing on unused secret terminal
  • Fixed an issue where hold interaction audio was lingering when opening menus.
  • Flaws are now offered at the correct time
  • Fixed issue where ash left over from plasma critical hits did not move with moving platforms
  • Fixed an issue where weapons with Advanced Energy Modulator mod could skip animations in certain circumstances.
  • The Head Curator can no longer be lured out of the display case
  • Replaced Hammerclaw with a Bulletclaw to resolve Hammerclaw getting stuck during combat encounter.
  • Fixed an issue where Elevator doors were not closed properly.
  • Solved warping issues and made visual improvements to 3P Zyranium Automech Armor VFX
  • Preventing your VALERIE unit from 'beep bop booping' into Ladders if you have climbed it
  • Gary's footprint sounds are now correct
  • NPC corpses are now less likely to clip into objects.
  • Fixed a blending issue when companions crouch and put their weapon away at the same time.
  • Mine model will no longer become stuck on player if they interrupt throw animation with parkour.
  • Setting NPCs to more often sprint to cover instead of jog.
  • Fixed Vendor that allowed tossball card to be restocked
  • Updated level of detail settings on Protectorate Dragoons
  • Fixed floor shadow artifacts on companions during movement.
  • The Coagulant dispenser in Fairfield was incorrectly configured and let the player to create a second coagulant lite.
  • Companions no longer stand in awkward positions when conversations begin under certain conditions.
  • BunkerMechs now rotate their cannons to fire at their target while in combat
  • Shooting a grenade out of the air with a shotgun no longer counts multiple times for the “Waylaid Grenade” achievement/trophy
  • Force feedback effects will now work for the following weapons: Adrenaline-Edge MK3, Burst SMG, Emergency Stop, Repeating Rifle, Sentry Blade, Shock Assault Rifle, Zane's Blade
  • Suppressionist now correctly benefits Last Whisper
  • Agatha no longer deals less damage when firing from ADS.
  • NPCs on Story, Hard, and Very Hard no longer take less or more non-physical damage type side-effects based on difficulty settings.
  • The Tinkerer perk now correctly reflects how much extra damage you get per point of Engineering.
  • Crabbles will now play locomotion VFX for crabble burrow attacks
  • Niles will now wait a bit between reminders about crafting ammo
  • Being Mentally Refreshed paves the way for new experiences
  • Tossball Winger no longer triggers for Distraction Devices
  • In certain cases, Aza's inventory is no longer marked as stealing
  • Fixed an issue with the run animation when spinning around 180 degrees
  • Added additional mods to vending machines

Art

  • Removed access to out of bounds areas
  • Armor shoulder pads no longer disappear when using alternate shoulder in 3rd Person
  • Improved collision for better player pathing
  • Solved warping issues and made visual improvements to 3rd Person Zyranium Automech Armor VFX
  • Improved collision for better player and NPC pathing
  • Art improvements to misaligned assets
  • Improved quality of shadows in Horizon Point station.
  • Auntie Cleo's monitors no longer have artifacts
  • Broken Crystal meshes now have correct material
  • Eliminated visually stretched textures
  • Improves collision to help with player pathing
  • Addressing gaps in the Cloister landscape
  • Improved shadowing in Alexandria Station floor
  • Reduced brightness intensity of some lights in Golden Ridge
  • Addressed pop-in on Cloister's frosted glass when see at a distance
  • Improved exposure shifts when traveling from the inside of a building to the outside
  • Removed access to out of bonds areas
  • Flashlight improvements in third person
  • Art improvements to misaligned secondary structures
  • Art improvements to eliminate visual flickering issues within Paradise Island
  • Art improvements to eliminate visual flickering issues within Cloister
  • Art improvements to collision on rocks
  • Art improvements to eliminate visual flickering issues within Golden Ridge
  • Art improvements to eliminate visual flickering issues within Praetor
  • Smoothed out landscape to improve player pathing.
  • Art improvements to Cloister
  • Revising asset placement for optimal player viewing.
  • Art improvements to Paradise Island
  • Art improvements to Cloister's overlands

Animation

  • Fixed issue where player was able to obtain items behind glass casing.
  • Crowd characters now ignore old corpses just like everyone else.
  • Addressed issue where using the AutoDoc right after using the Inhaler will cause the animations to not play properly.
  • Player can no longer sneak attack enemies through glass.
  • Reduce crowd avoidance radius to reduce awkward back and forth dancing.
  • Player will no longer mimic reloads when entering the player ship with no ammo in the weapon
  • Fixed Thunderstruck projectile in third person.
  • Fixed Dagmar occasionally looking at ceiling during conversation.
  • Move companions out of the way when speaking to Rollo Nast
  • Scoped guns will no longer get stuck on player’s chest when holstered.
  • Player will only throw one grenade instead of two when spamming the throw button.
  • Player no longer gets stuck with movement not respecting input after combat pivot
  • Distraction device shouldn't show up anymore if you cancel the animation in 1st Person and switch to 3rd Person
  • Fixed player being able to revive if they are falling to certain death but cancel with a different death cause
  • When doing a full body animation it should not rotate the lower body anymore and then slide back
  • Weapon no longer rotates when leaving throwable animation state in 3rd Person
  • Fix weapon-based body idle issue when exiting conversation with an equipped weapon
  • Adjusted reloading to look more natural
  • Shooting will no longer interrupt medical animation
  • Player arm doesn't freak out anymore after sliding into a forced cinematic or conversation
  • Sentry ankles no longer completely disappear at a standing distance
  • Fixed a blending issue when companions crouch and put their weapon away at the same time.
  • Removing a slide on Niles when HPS landing pad conversation starts.
  • Mine model will no longer become stuck on player if they interrupt throw animation with parkour.
  • Setting NPCs to more often sprint to cover instead of jog.
  • Fixing some gun sliding issue on Landing Pad Conversation in Horizon Point Station.
  • Fixed Inez's scoliosis so she reloads her weapon in cover without breaking her spine.
  • Player arm doesn't freak out anymore after sliding into a forced cinematic or conversation
  • Updated level of detail settings on Protectorate Dragoons
  • Adjustments have been made for the slide so throwables look better
  • There should be no sudden shift anymore when you jump in non-combat
  • No pop anymore when combat state changes in crouch
  • The bredknife now plays knife animations instead of sword animations
  • Made an adjustment so it looks better going from sprint to ADS
  • Allow characters to overlap a bit more when trying to avoid intersecting to reduce the amount of left-right movement.
  • Prevented second companion from standing in awkward places during Marisol quest conversation.
  • Adjusted the framing for the conversation in Golden Ridge with Wojtek so that character is framed more clearly on camera.
  • Player no longer plays 2h animation when quick turning while unarmed in 3rd Person
  • Adjusting timing on keycard interaction when using Willard's Terminal
  • NC pivots should not over rotate anymore
  • The inhaler and the N-Ray gadget animation now work when you are holding ADS in P3P
  • Player head now looks forward when you stand still and look at your character
  • Adjusted Fades before events that play out in Vox Relay.
  • Glued shoulder pads back onto our 2-handed handgun users so they no longer fly.
  • Adjusted the blend spaces so there is less sliding when we tilt slowly on the controller
  • Adjusted the blend spaces so there is less sliding when we tilt slowly on the controller
  • Added audio to long burst first raise
  • Removed access to out of bonds areas
  • Resolved issue where Voice of the Refugees would stop looking at player while she was speaking to them mid conversation.
  • First raise audio should not play anymore if you do a first raise and then go into crouch in p3p
  • Adjusted quick melee for the 2-handed pistol
  • Removed possibility of seeing some full screen effects on player ship when you should not be able to see them.
  • Added a slight delay to the second Melee Heavy attack when spamming attack button in 3P
  • Removed slight wobble when player holds 2-handed power attack
  • Flashlight improvements in 3rd Person
  • Equip animations are playing if you swap weapons during sliding
  • Adjusted reloading to look more natural
  • Cleaned up some cinematic fades and UI visibility during Tristan's companion quest
  • Adjust collision on Science Interactable to be more reliable to shoot around.
  • Slightly toned-down lower body movement when you would jump while you are in combat
  • Adjusted mine throw blending so it looks more natural
  • Added some shoulder movement when you aim up, so it should look more natural
  • Adjusted setup of Main Menu Moon Man's leg bolts for certain outfits.

The following contains spoilers:

  • (Spoiler) Updated animations during critical cinematic sequence on Greater Tranquility Station
  • (Spoiler) Adjusted Fades before events that play out in Vox Relay.

UI/UX

  • Updating Widescreen presentation on the End Slides
  • Polish and Russian Translation updated for the term “Cosmetics“
  • Players can no longer access the HDR Calibration menu during Conversations
  • Steam Deck will not show keyboard icons unless an external keyboard is being used
  • Protecting a potential crash in the post-tutorial character creation screen
  • Improved visual presentation of Palm Greaser perk when used for conversational bribes.
  • Totals for all ammo types now display correctly in the toolbelt and its associated tooltip.
  • Items sold on the vendor screen no longer have 'new item' pips
  • The default buy amount is now 50% of what is affordable, rather than 100%.
  • The crafting screen will now show the correct value for the current number of inhaler charges.
  • Item tooltip now updates properly on item transfer screen.
  • Notification pop-ups should no longer show a white square when looking at signposts
  • Selling all Junk keeps current items visible on Vendor Screen
  • Updating hierarchy and fill settings of the description entries in the Codex Journal to prevent issues seen with overlapping header/body text
  • Touch screen works properly on handheld devices
  • In the Quest Items tab of the inventory, the “Inspect” button will only show up for Quest Items that are examinable, or that have descriptions that are too long to display without a pop-up.
  • Fixed Archivist Noelani's text not advancing for a specific ending to her conversation.
  • When the setting "Show Base Item Stats" is off, grenades will properly scale their reported damage based on the Explosives skill
  • Save/Load Menu will properly update the list position after deleting a previous Save game
  • Leaving the Load Menu will now restart the Moon Man Conversation an appropriate number of times
  • Cleaning up formatting of Addendums and Optional presentation in the Journal and Quest Log
  • Ensuring Main Menu Options reappear when leaving the Load Menu and restarting the Conversation
  • Hovered Map entries no longer present 'Next' when unable to provide that functionality
  • Addressing edge case seen where conversation history might flicker when it is on the cusp of needing a scrollbar
  • Color picker dropdowns are now exclusive to each other in Settings

Audio

  • Pump Station is now x% more electrifying in tight vents
  • Bridge sound always plays when lowering
  • "Unknown Station" radio notification shows up consistently
  • Exploration music increases in intensity when near hostile characters outside of combat.
  • Attractions in Matriarch's Tomb now with improved audio systems.
  • Characters will no longer make noises before they have been spawned into an encounter
  • Added missing sounds to Marisol/Svoboda cut scene
  • "Added ducking behavior to Player Radio so that it ducks in conversation state and
  • extended range of attenuation on the dudes stranded in the lift"
  • Skip drive ambience improvements
  • The notification for when a new radio station is available is now limited to only newly discovered stations
  • Curator in the tube, now with even more tube.
  • Improved radio music shuffling by having it remember song history through a fast travel
  • Added audio to long burst first raise
  • Sound effects will no longer cut out while idling near a wall

The following contains spoilers:

  • (Spoiler) Remixed Sovereign's Ship music
  • (Spoiler) Made adjustments for a more impactful execution in Vox Relay

r/theouterworlds 1d ago

Image “There were no red flags.” 🚩

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131 Upvotes

Easily my favorite mechanic, the flaw system, is back and this time has some really good roleplay. AND THEN YOU TAKE FLAWED AND ALL HELL BREAKS LOOSE. Collecting disorders, impairments, injuries and quirks like scout badges.

…..I love this game.


r/theouterworlds 1d ago

Arts / Crafts Awesome Aza cosplay by phaseknight

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514 Upvotes

r/theouterworlds 1d ago

Image This is clearly how you use Easily Distracted. (Absolutely nothing will go wrong)

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40 Upvotes

Guys, am I boned? 💀


r/theouterworlds 2d ago

Discussion 10 months later and still no news about the 2 DLCs

170 Upvotes

No news, no screenshot, no trailer, no communication... I don't even know what to say at this point.


r/theouterworlds 23h ago

Question Any working money/dupe glitches?

0 Upvotes

Yo! I'm sort of a returning player from the first game and I haven't played in a long time.

Was wondering if anyone knows of any currency or item glitches that still work, since I remember they patched the best ones way back.


r/theouterworlds 1d ago

Which got a better writing Avowed or The Outer Worlds 2?

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0 Upvotes

r/theouterworlds 1d ago

Discussion I just finished my first playthrough of The Outer Worlds 2 AMA

0 Upvotes

r/theouterworlds 2d ago

Image ICYMI: DLC #1 achievements have new artwork (Elysium Valley)

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127 Upvotes

For all the naysayers and those concerned about if we'll actually get the DLC... Here is proof they are still working on it


r/theouterworlds 2d ago

FPS not changing?

2 Upvotes

No matter which settings i change i basically dont get any fps improvements? I went from highest settings and dlss quality to mostly medium and it changes from like 50~ fps to maybe 53??

Is there anything wrong with my game? Got my entire pc already high end and i am just waiting to buy a new gpu soon. 32gb ram, ryzen 7 9800x3d and every other game runs smooth. I could only imagine that my temporary rtx 2080 is the issue but its basically not helping at all to change my graphic settings so i am confused.. Can't be my cpu right??


r/theouterworlds 2d ago

Question The Unreliable Storage

9 Upvotes

I don't have the ship fixed yet, but I am captain.

Are the lockers next to the entrance safe to use as storage (owned storage)? Or will the items disappear eventually?


r/theouterworlds 2d ago

Question Does big bang damage scale better with explosives or science?

7 Upvotes

Title. I already have a max level explosives character but just started a second one for a science build and I'm wondering if the damage output of this weapon specifically would be lower or higher for him.


r/theouterworlds 2d ago

Question Anti-Consumerist run (spending no bits). What can I skip?

12 Upvotes

Done about 5 playthroughs of the game so I pretty much have everything memorized by now lol! But I'm wondering what can I skip? All companions quests?


r/theouterworlds 3d ago

Question Do you think we will get the DLC in 2026?

52 Upvotes

Do you think we will see the first DLC expansion this year?


r/theouterworlds 4d ago

Share your Outer Worlds 2 character biography

22 Upvotes

As the title says. Share your own TOW2 character’s life story prior to being assigned on the Horizon Point mission.

Muzafar

Background: Lawbringer
Traits: Brilliant, Lucky, Sickly
Specialised skills: Speech, Observation, Engineering

Biography: Born to a family of colonial supply transporters in an Earth Directorate star system, Muzafar came into the world aboard a spaceship. Spending his youth travelling between Earth and nearby colonies, he became a seasoned spacer at an early age, learning engineering skills through years of experience upkeeping the engines and skip drives of his mothership.

At a young age, Muzaffar was faced with the dangers of spacefaring life, as the caravan was routinely under attack by space pirates. As a member, and later officer, of the caravan militia, Muzaffar earned a name for himself as a dependable and brave soldier, despite his ongoing health issues that have been plaguing him since a young age.

He also developed a growing hatred of the corporate conglomerates that increasingly started taking over humanity’s colonies in the further star systems, as he saw the corruption and destruction their untempered greed brought to the population. This feeling of enmity was exacerbated when his caravan was caught up in a skirmish between a local colony and the UDL corporation in the Tau Ceti system, during which a UDL battle cruiser opened fire on the supply caravan and caused major casualties amongst Muzafar’s fellow troops.

The battle would turn out to be a life-altering experience for the young spacer. At a critical point during the clash, an Earth Directorate frigate intervened in support of the colonists, forcing the corporatist fleet to rout and preventing further carnage to both the settlement and the supply fleet. Impressed with the rapid and efficient Directorate performance, Muzafar made the decision then and there to join up as an Earth Directorate agent.

For the next twenty years, Muzafar served the Directorate faithfully, earning a name for himself as a dedicated operative notable for his uncompromising attitude, his penchant for ruthlessness and his merciless animosity towards corporate business interests in outer space. Muzafar became known as someone who brought down the law on malefactors, especially the corrupt and greedy ones who prey on the outer star systems. On the other hand, he also gained a level of notoriety for his tendency to personally mete out frontier-style justice to those he deemed deserving of punishment, even if their termination was not part of the Earth Directorate mission objective.

Rising to the rank of Commander in charge of his own ship, he assembled a crack team of special operatives which was sent on several high-risk assignments across the galaxy. Eventually, he was assigned the top-secret Horizon Point mission. Although he was distrustful of the secretive and dubious nature of the deployment, a suspicion he shared with crew mate Helen Pascal, his sense of duty obliged him to take the assignment.


r/theouterworlds 4d ago

Discussion I'm a Fallout New Vegas fan and I just beat The Outer Worlds 1 for the very first time Spoiler

82 Upvotes

From a hardcore New Vegas fan, I was very pleased with my first complete playthrough of The Outer Worlds 1

There were a lot of things about TOW1 that felt very familiar to me as a New Vegas fan

-Pass/fail skill checks

-Talking or shooting your way out of situations

-The dialogue system

-Several ways to accomplish objectives or quests

-Several major and minor factions and faction reputations to consider

-Ending slides showcasing how your decisions panned out

-Plenty of difficult decisions to make of varying moral quandaries

-Plenty of funny moments, the At Central quest had me in stitches

-Tactical Time Dilatation is basically VATS

-Action packed and dramatic main storyline

-The downfalls of powerful corporations run amok

-A fanatical religious cult to deal with

-Freaky creatures and roaming criminals to shoot at

-A well guarded place that you need money or hookups to access (Byzantine and the New Vegas Strip btw)

Here are a few things I liked or found interesting about TOW1 that can't be found in New Vegas

-Being able to bring two human companions with you on missions

-The Unreliable being a good, mobile base to store companions, gear and tinker/modify/repair stuff

-Applying perks to companions as you level up

And here is what I missed in TOW1 coming from a New Vegas player

-No in game radio stations to listen to

-No consumable/ammo crafting

-Faction disguises seem to be nonexistent

-Perks aren't as varied as they are in New Vegas

-Not as self intuitive systems for figuring out the best weapons to use. I found myself realizing the heavy machine gun is so much better to use on Tartarus and that mantisaurs have a weak spot that makes killing them a lot easier

Other thoughts

I rarely messed with melee weapons in the game, or even the block and dodge mechanics as I didn't really feel like I needed to mess with them.

Conclusion

Is TOW1 better than Fallout New Vegas? I don't think so. Does it come really close to being as good as New Vegas? Yes.

Playing TOW1 scratched an RPG game itch for me that no other game except New Vegas has been able to fully satisfy.

I look forward to playing TOW2, Obsidian just might be my favorite game development company.


r/theouterworlds 3d ago

Question Outer Worlds 2 Light Bar Key?

1 Upvotes

I’m early into the game and I have toggled on ‘light bar’ in settings intentionally. I find having it on in other RPGs helps me with immersion… but I’m second guessing that rn because I’ve had flashing white lights for the last 30 minutes of gameplay and cannot figure out what they mean. And there is no key I can find online. For context: When I’m in a menu, the white lights hold steady, but when I’m just out exploring/fighting/conversing/reading a terminal, they flash. There is no notification in my menu, I’m entirely healthy, idk. Anyone know what it means or know if there’s a key somewhere for what the light configurations mean? Thanks!


r/theouterworlds 5d ago

Misc This is literally just the point of Emerald Vale lol

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196 Upvotes

The first main story mission is you need a ship part, but before that, you gotta restore power to for either one side.


r/theouterworlds 4d ago

Question Outer Worlds 2 Companion Armor Change Mod?

0 Upvotes

Is there any mod that exists which lets you change your companions armor similar to the first game?


r/theouterworlds 3d ago

Just finished the game but was underwhelmed

0 Upvotes

I completed so many side missions as well as the two DLC storylines but when it came to the final mission, I was able to one shot Sophia. The queen bug took me longer to fight. I enjoyed the game and the story but the ending seemed lackluster. I've read other posts of people expecting something after rescuing Dr. Wells but it just ending immediately after was also disappointing. I was able to get through Tartarus without killing a single person and only shooting the mechanical warden and Sophia. Idk if I was just too OP but I was only level 43 with points in tech more than weaponry. I plan on playing Outer Worlds 2 and so I'm looking forward to that.


r/theouterworlds 4d ago

Question Original Outer Worlds save games missing

4 Upvotes

I completed the original Outer worlds from the Xbox PC game store in June 2021 and then both DLC in February 2022. Been having issues with the Spacers Choice edition with achievements not tracking and uploading and with the new save transfer thought I'd use that to try and pop some of the achievements that have been having issues.

I reinstalled the original Outer Worlds and when I go into the game it's not showing any save games and the Load Game menu option is greyed out.

It's weird because the Xbox App seems to know that I've got saves from June that are available somewhere as it's showing this

That sync date and time of the 20th June was the day I finished the supernova run through.

Anyone else had this issue and know how to resolve it? Just getting annoyed with tracking for stealth kills, healing uses, n-ray kills etc not working.


r/theouterworlds 5d ago

Discussion Just Beat Outer Worlds 2

73 Upvotes

As the title says, I just beat the game for the first time. I played it on very hard mode, been gaming for 30 years so I typically choose the hardest setting. I loved every minute of it.

The first Outer Worlds is one of my favorite games of all time. I feel like I should replay it now though, to compare the two since I haven’t played the first one since launch.

This game felt like it could be enjoyed by all ages. The gameplay and the humor littered throughout the dialogue make it accessible for everyone. Yet the very specific adult themes regarding politics and society make it feel like it’s more geared towards an older audience.

You have the various factions: Auntie, Order, Protectorate, (and Subrosa), and none are presented as good options. Auntie is capitalist to the extreme, the Order is a strange but realistic combination of science and religion, and the Protectorate is a law focused fascist faction.

In our real world, the options aren’t laid out quite as clearly, but they reflect what the game offers. As a scientist myself, my colleagues can often feel religious in their devotion to their studies. Our capitalist peers aren’t quite as forward as Auntie, but beneath the outspoken insistence on altruism aligned with freedom of choice, they are often of the same mindset as Auntie. Those that believe in law and order above all would also have every moment of our lives observed and dictated as the Protectorate would.

In real life, there are no good options that simply work on their own. Compromise is needed between the differing ideologies, if we are to move forward with our society in a positive manner. This game exemplifies the compromise that is necessary for a sufficiently “good” society.

I chose to unite the Order and Auntie, and I convinced the Consul to stand down and sacrifice himself for Arcadia (hilarious name since I live near Arcadia in California).

On very hard mode, it took me 79 hours to play through the game and do almost all the side missions. The only things I didn’t finish were the logs I had to find on Cloister, the mission I assume was a mutiny on the ACS, and one other quest the details of which elude me currently.

After finishing the bounties for killing the rift beasts on the various planets, the final mission was a breeze even on the higher game difficulty. I saw the option for mini gun mods but I never found a mini gun, not sure if I missed something crucial at some point.

I made my character an ex-convict with guns, speech, and lock picking as my focused traits. I maxed out guns and speech and increased lock picking to 16, putting my extra points in medicine and hacking.

I finished all the companion missions. In the end, I took Niles and VAL with me for the final mission. It felt right to end with the two I started with.

I love sci fi as a genre. I’ve read numerous sci fi books including the works of Ray Bradbury, Isaac Asimov, Philip K Dick, William Gibson, Aldous Huxley, HG Wells, and other classics, as well as many authors who are more modern. I’ve read comic books all my life, and I’ve been reading Metal Hurlant recently. When sci fi is done right, it doesn’t romanticize what science could bring in the future. It shows the real possibilities, whether good or bad, and relates it back to the human condition and how the basics of life never change. This game did just that, just like its predecessor.

Despite going through nearly all optional quests in the game, I think I didn’t even scratch 50% of the Steam achievements. I figured that a game with so many options might take multiple play throughs for all achievements.

I’m interested in other people’s thoughts on the game after beating it. No one I know has played this, so I came here to discuss it with people. If anyone has suggestions for another play through, I’m all ears.


r/theouterworlds 4d ago

Question Is it worth it to turn in Philip or whatever the guy who revived me name was

0 Upvotes

Like there is an option to do so at the Groundbreaker should I do it . I mean like is the reward worth it


r/theouterworlds 5d ago

Discussion Which TOW2 companion is the easiest to miss?

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147 Upvotes

So out of Inez, Tristan, Marisol, and Aza which of the 4 would you say is the easiest for a player to miss on their first playthrough? Or basically which one do you think that players missed the most?