The Outlast Trials' initial playtests went poorly: Designer says 6-year development took 'a f**king long time' and 'a s**t-ton of prototypes'
The Outlast Trials faced significant development challenges, with early playtests prompting a six-year redesign to refine its co-op survival horror experience.
Philippe Morin, co-founder of Red Barrels, described The Outlast Trials' development as a grueling six-year process marked by extensive prototyping. He acknowledged that the team initially overreached in pursuit of systemic design and infinite replayability, which led to poor playtest feedback. The project required a pivot back to core Outlast mechanics to improve player experience. Morin characterized the timeline as 'a fucking long time' and the prototyping effort as 'a shit-ton.'
A seemingly shippable build emerged within four years, but playtests revealed fundamental issues that forced the team to restart development. The game’s shift toward a live-service model with around 20,000 concurrent players reflects its current direction. Players remain divided over the use of AI-generated imagery in the game, adding another layer of debate to its reception.
The Outlast Trials’ development struggles coincided with the postponement of Outlast 3, as the success of Trials redirected focus. Morin emphasized the team’s struggle to balance replayability with the signature Outlast atmosphere. The game’s evolution underscores the challenges of adapting a single-player horror franchise to multiplayer co-op.
Red Barrels’ experience highlights the unpredictability of game development, where even well-intentioned innovations can derail a project. The Outlast Trials’ journey from prototype to early access reflects broader industry lessons about scope, iteration, and player feedback.