Outpost: Infinity Siege on Steam - User reviews, Price & Information

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Command Mobile Outpost and take XEN Firearm to venture deep into the Signet surveillance off-limit area. Collect unique Weapon Units. Amp up the firepower of the Outpost that fights with you. This is an FTD game - FPS, Tower Defense, Base Building and much more all at the same time.

Outpost: Infinity Siege is a robots, 3d and base-building game developed by Team Ranger and published by Lightning Games.
Released on March 26th 2024 is available only on Windows in 7 languages: Simplified Chinese, English, French, German, Japanese, Traditional Chinese and Korean.

It has received 13,066 reviews of which 8,728 were positive and 4,338 were negative resulting in a rating of 6.6 out of 10. 😐

The game is currently priced at 24.50€ on Steam, but you can find it for 4.65€ on Gamivo.


The Steam community has classified Outpost: Infinity Siege into these genres:

Media & Screenshots

Get an in-depth look at Outpost: Infinity Siege through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS: Windows 10
  • Processor: Intel i5 9600
  • Memory: 16 GB RAM
  • Graphics: NVIDIA GeForce GTX 1650 / AMD Radeon RX 570 / Intel ARC A380
  • DirectX: Version 12
  • Storage: 45 GB available space
  • Additional Notes: 1080P,Low,30FPS

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

Jan. 2025
Pro: Its filled with mechanics and accels at the ones that matter. Con: Its filled with mechanics. Pro: It has a story (w/English translation) Con: It drives me insane how bad it is. Pro: Interesting Rogue-like over-world map. Con: Honestly, I really liked this. Pro: Base building is pretty neat and feels well polished. Con: Its a tower defense. Pro: Games difficulty scales based on mid-game meta decisions. Con: People seem to be unable to grasp this concept. Pro: Crafting feels rewarding. Con: Just kidding. Pro: The grind is fun and is enjoyable to do. Con: Refer to above Con. Pro: Has been on steam for 8 months with active updates. Con: Likely will be dead following the next update. 10/10, its the type of jank you're looking for. In all honesty. Hybrid FPS/RTS is a genre that many studios have attempted but none have succeeded (Especially PvE). These devs still didn't succeed (unfortunately), but its still the best crack at the genre I've seen in a long, long time. I am pleasantly surprised with what they got right, it made it possible for me to overlook a lot of the egregious things wrong with the game.
Expand the review
Nov. 2024
There's a million reviews for this game, and a massive number of them are complains about the core gameplay not being what they want. Which is fine, but I think a lot of these could have been avoided if there was a review that actually explained what this game...is. So I'll make one. This game is PRIMARILY Escape From Tarkov. At your home base, you set your gear loadout - armor, weapons, attachments, inventory items like grenades and medkits. Then, you leave on what is called a "Tour," which is a series of sequential excursions into procedurally-generated maps for the purpose of getting new gear, crafting materials, and recipes. These missions are what I would call "Fine." They're fine. Most enemies at the point of the game I'm at pose absolutely zero threat and only exist to be instakilled. There's a finite and somewhat small number of map options that you will encounter, and you're going to start seeing repeats immediately. In the snow area, there's one small house model, but with two minor variations, AKA one has a locked door in the back and the other one doesn't. Sometimes you'll see both houses in the same map directly next to each other. There's a large supermarket static map where that is always 90% the same, but with a small pool of Points of Interest that can be chosen, like a watchtower to climb or something. Like I said, you'll see the same locations over and over, and while the loot is randomized, the distribution locations aren't. So, the more you see each site, the faster you'll get at looting them. Obviously it's not great that the solution to repetitive maps is "just play the game faster" but, hey, the game's good but it's not perfect. So, after you finish like, five or ten or fifteen little maps, the end of your tour means it's time for Extraction Day, which is the tower defense portion of the game. Back at the base, in addition to your gear loadouts, you also set up your mobile base that goes with you to each map. There's a ton to consider here, and I think this is what people kind of wanted the entire game to be. You need to load up enough guns to fend off the enemy, but each gun requires ammo. You can make ammo dispensers, but each one has a 60s cooldown, so you need multiple. But, each ammo box also costs 100 "Material" - you get material for killing enemies (1 per kill), but your base also passively collects materials from resource nodes nearby. If they're out of reach, you can extend you're bases Zone by using pylons, which can also enhance your bases overall Power. Power also boosts the damage of all your guns, so you want to make as many pylons as you can. You can also build Small Generators to buff your Power, but these are base-mounted objects, so you need space to place them. You have a finite amount of space in your base on which to mount things - you could maximize that by making a million walls, but those will also block the line of sight of your turrets. Like I said, a ton to consider. The difficulty of the extraction and tower defense segment depend on how much loot you're trying to leave with - higher value of loot, the longer the waves go, though there is a cap. There's also various modifiers you're given the option of taking throughout a Tour that can increase the difficulty in exchange for better rewards. Most of them are something along the lines of "gain double gold, enemies have 30% more attack," things like that. The primary reason for going out and doing these tours is to improve your mobile base. You farm recipes for new turrets, get materials to craft upgades - 90% of the metaprogression in this game is tied to the base. It should be noted that, because this is a Tarkov-like, there is a permadeath component to it. If you die on any of the extraction missions, or if you lose on the tower defense, you lose 99% of the loot. You keep...SOME items but I cannot find any consistency. If your base is destroyed, you just lose the gear, but the player can still emergency extract to keep your equipment and inventory. If you die, it's all gone. There's a main character who cannot die, but then you can also recruit additional units who can die. You might wonder why you would want to use one of these guys at all if you risk killing them, and...yeah. There's a practical reason to do it - these characters are all objectively stronger than ther MC because they have more skills and passives, but again, the risk makes it a REALLY tough sell. You can ensure equipment to make sure you don't lose it, and there's a chance they wont permanently die, but I can imagine losing a maxed out really strong character would be really tough. This permanent loss mechanic seems to be the second main thing people complain about. Its deceiving because for the first five or so hours, the game is pathetically easy. But, because of that, it's hard to know if your base is sufficiently geared up to win the next difficulty level up that you're unfamiliar with. I lost a two-hour Tour because the final base defense had three lanes of enemy attacks - up until that point, there was only one lane. So, three times harder than anything I'd experienced, and so obviously I was underprepared based on how easy the game had been thus far. I lost an hour-long base defense in the final ten seconds and lose most of my loot, and there's just no getting around the fact that it feels bad. I also want to briefly mention the story, which is basically nothing. AI have taken over the world (Terminator-style AI, not "we made a chatbot that draws anime tits"-style AI) and you're trying to fight back. This is a Chinese game, and so the dialogue is a little stilted, but the voice acting is SO fucking funny. They got like...two native English-speakers for the VA, so most of the voices have weird intonations that are totally normal for ESL speakers. But, then you have certain voice actors with Chinese accents who then also are doing impressions of other accents. There's a Chinese voice actor who is performing a VERY strereotypical African American voice and he can't keep it consistent, he keeps wandering into Chinese Louisiana, or Chinese Jamaican, its so insanely funny. There's also Chinese Australian woman, there's a Chinese Russian woman, lots of great stuff here. Anyways, this is a really unique game that pulls a little bit from a million different genres of game. I think that, if you're interested in the Tarkov looting gameplay, that will be a much better indicator of whether or not you enjoy the game than if you're looking for a raw tower defense experience. There are other game modes the devs have included that significantly cut down on the Tour Mode Tarkov components, but they're not the core gameplay loop. If you're willing to put up with the amount of jank that comes from a Chinese dev team that heavily utilizes the Unreal Engine Asset Store, there's a cool gameplay experience here. This game reminds me of Metal Gear Survive, another very poorly-reviewed game that I really liked, partially because it only cost like seven dollars. Fourteen dollars for this game is just right, and if you're interested in the experience I described here, you'll probably like it. Also it has multiplayer!
Expand the review
Oct. 2024
I love it, and I do recommend it, but with a few caveats. If you see these as negatives, don't get this game - you won't like it, and that's absolutely fine. If you see these as positives, then it's absolutely worth the full price (and more). 1) The initial learning curve is very steep. The game throws a lot at you, and you will feel lost (and maybe frustrated) for the first few hours. You will slowly settle in during the first 2-5 hours. 2) Each play session will give you progressively better rewards the longer you play it. If you only have 1 hour to spend on gaming, your progress may be 0.2x of someone who spends 2 hours. 3) This game has a lot of mechanics and features, and they get unlocked as you play, but the pacing is slow. The game progression requires considerable time investment, and it's quite the grind. Expect at least 40 hours to get into the initial stages of base automation, at least 80 hours to unlock the initial parts of end-game (mileage will vary). 4) Every session you play, you are risking the equipment you bring in with you (i.e. you die, you lose it). You can nullify this by "insuring" the equipment, but that's done by sacrificing other pieces of equipment. This is a non-issue later in the game, but makes early stages (when you can't insure everything) more daunting for a new player. It adds a mild "risk/reward" feeling to the game. 5) Awful - and I mean AWFUL - voice acting. At least for the English version. Can't comment on the Simplified Chinese. It's "The Room" levels of acting. All of the above can be considered as a "pro" or a "con" depending on who you are. Again, no shame if you don't think it's your cup of tea - I still send you love, and I hope you find some other game that is worth your time.
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Oct. 2024
This is an acquired taste. I’ve been obsessed with it, but I can totally see why it has mixed reviews. I’ve always kind of wanted a tower defense game where you were at ground level, in the thick of it. This is the first game I’ve found that does it… though it’s definitely rough around the edges. In particular, the gameplay loop that resonates with me is: 1. Theory-craft your outpost (your mobile mini-base, which no, you can’t walk it around), and build/configure it. 2. Go out on easter-egg hunts to find equipment, building materials, and technology recipes. 3. At the end of each “tour”, do the actual tower defense event. Here you decide how much of the stuff you looted you want to risk, trying to bring it back to the main base. The more you bring back, the longer and harder the attack waves are. If you lose, you lose the whole loot. 4. Return to base, check in on your research queue, operative expeditions, trade depot for trade opportunities, and build components. Repeat. I don’t actually want nonstop tower defense. I like the pacing of it. But, they spread themselves too thin. I think they were going for immersion, took the leap, and didn’t land on the other side. There’s a whole main story/quest line, where you have cinematics, cutscenes, (in my opinion) well designed vistas for various scenes, and special missions. Let’s take the topic of voice acting. Some reviews say that the voice acting is awful. That’s not fair, I think. We’re really talking about four different things - the voice acting; the lip syncing; the writing; and the timing of sound clip delivery. The voice acting is fine. The quality varies, but it’s fine. The lip syncing is an “there was an attempt” effort. The timing of line delivery is bizarrely awkward, sometimes leaving me thinking “... is the conversation over?”, only to suddenly have the next line manifest. And the writing is dorky. All these things multiply together becoming worse than the sum of its parts… and unfortunately, the actual voice acting part (someone speaking into a mic) gets blamed for it. The main base itself … okay, let’s put it this way. Suppose I want to edit my outpost, but I’m currently in the logistics section. I can: 1. Walk or run through the base, waiting for various doors to open for me, through different sections of the base. 2. Finally get to the outpost-edit section, see the dude standing here, walk up to him. Interact with the dude. 3. Then a menu pops up with a single option - “Build Outpost” (going from memory, might be different) 4. Click “Build Outpost” OR 1. Tap the “m” key to bring up the base map. 2. Click “Build Outpost” at the top. The physical space of the main base, which you can walk around in, is almost entirely superfluous. There’s no living quarters (beyond in the introduction), anywhere where you keep personal collections, or anything to make the main base feel like somewhere you’re living. It’d be like if your OS’s main menu had a 3D first person mode where you open MS Word by finding a dude in a maze and activating him, to have another menu pop up. They shove this female AI companion in your face, complete with underutilized boob physics, and a probably-should-blur-for-YouTube outfit, who - besides eventually start doing little dances for you, if you’re into that - only mostly exists in this one spot as a hologram, in the main base. I look at all of the above and think, “I kinda wish they spent that effort in improving the core gameplay loop”. Therein is the game’s problems. There’s additional things like the system where you can send operatives into independent missions to gather resources… that are just kind of tacked on. Effort went into that. Yet there’s issues like… the individual missions on each tour can get a little grindy and tiresome. You end up seeing the same maps over and over. It’s nice that they’re mostly hand-crafted (with some random placement of buildings in specific spots), and are not asset-flippy. But there’s only so many of them. There’s arguments to be made for the balance of the missions versus “recovery day” (the tower defense event)... or how many interesting things happen in those missions, or interesting smaller battles to be had. But instead, we have boob physics and a pointless main base environment. I’m not against immersion. Early on, they give you an initial intro mission with a fully decked out outpost, with a full fight with large badass bots and insect swarms, etc, surrounding you with your guts firing up into the sky. It’s a nice teaser, and I was like “hell yeah”. … but failing the attempt makes the game worse. I feel like this is underrated, but I also get why. There’s a lot that drives people off before they get into it. I could go on. Needs more optimization. Or… why do turret descriptions have a pithy quote instead of saying how much damage or range it has… or anything useful? 5000 range? What does 5000 mean? 5000 WHAT? HOW FAR IS THAT? THE GAME NEVER TELLS OR SHOWS YOU.
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Sept. 2024
This is a very misunderstood game because the first few hours with the game are a greatly paired down version of what the real game is. It was an even slower ramp up at launch and despite improving it, i'm sure new players are still getting pushed away when it feels like their piddly 3 machine gun base will take 100 hours of grind to get to be even half the size of ones shown in peoples videos or the games own cut-scenes. That isn't the case because playing through the storyline hands you a great deal of turrets and unlocks new systems frequently. I'm sure it was done this way with the intent to not overwhelm new players but i think the type of player who wants to play this kind of game based on its description is likely interested in the crunchy mechanics it has to offer. My advice to anyone new who picks up this game, play through the storyline by bee-lining it straight to the objective every time for like the first four or 5 regions. you will still get decent enough gear doing this but you wont end up over powered with trivial encounters AND you will unlock the much more fun components faster. Your starting character is an immortal fallback so never worry about losing him and your time/xp invested into him but he is also probably the least interesting build possible while still having a reliable set of powers. After a few zones completed you will have access to recruit and play as much more interesting characters, much more variety with your weapons including a gacha-esque component system which makes looting things in the open world maps much more engaging, you unlock ways to actually design a base that can operate and reload a variety of weapons platforms using automation systems you design. It crazy but the best way to play this game is rush to the mid-game content as fast as possible. Also its got really enjoyable coop but its very sensitive to players with bad connection speeds so keep that in mind
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Frequently Asked Questions

Outpost: Infinity Siege is currently priced at 24.50€ on Steam.

Outpost: Infinity Siege is currently not on sale. You can purchase it for 24.50€ on Steam.

Outpost: Infinity Siege received 8,728 positive votes out of a total of 13,066 achieving a rating of 6.58.
😐

Outpost: Infinity Siege was developed by Team Ranger and published by Lightning Games.

Outpost: Infinity Siege is playable and fully supported on Windows.

Outpost: Infinity Siege is not playable on MacOS.

Outpost: Infinity Siege is not playable on Linux.

Outpost: Infinity Siege offers both single-player and multi-player modes.

Outpost: Infinity Siege includes Co-op mode where you can team up with friends.

Outpost: Infinity Siege does not currently offer any DLC.

Outpost: Infinity Siege does not support mods via Steam Workshop.

Outpost: Infinity Siege does not support Steam Remote Play.

Outpost: Infinity Siege is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Outpost: Infinity Siege.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 22 July 2025 03:21
SteamSpy data 27 July 2025 08:09
Steam price 31 July 2025 12:50
Steam reviews 29 July 2025 19:56

If you'd like to dive deeper into the details about Outpost: Infinity Siege, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Outpost: Infinity Siege
  • SteamCharts - Analysis of Outpost: Infinity Siege concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Outpost: Infinity Siege compatibility
Outpost: Infinity Siege
6.6
8,728
4,338
Game modes
Multiplayer
Features
Online players
124
Developer
Team Ranger
Publisher
Lightning Games
Release 26 Mar 2024
Platforms
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