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The Outer Worlds 2 on Steam

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The Outer Worlds 2 is the sequel to the award-winning first-person sci-fi RPG from Obsidian Entertainment.

The Outer Worlds 2 is a rpg, singleplayer and action rpg game developed by Obsidian Entertainment and published by Xbox Game Studios.
Released on October 29th 2025 is available on Windows, Steam Deck and Steam Machine in 12 languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese and Spanish - Latin America.

It has received 8,618 reviews of which 6,205 were positive and 2,413 were negative resulting in a rating of 7.1 out of 10. 😊

The game is currently priced at 69.99€ on Steam.


The Steam community has classified The Outer Worlds 2 into these genres:


Here is the detailed breakdown of supported languages for The Outer Worlds 2:

UI Subtitle Audio
English
German
French
Italian
Korean
Spanish - Spain
Simplified Chinese
Russian
Japanese
Polish
Portuguese - Brazil
Spanish - Latin America

Media & Screenshots

Get an in-depth look at The Outer Worlds 2 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 10/11 with updates
  • Processor: AMD Ryzen 5 2600 / Intel i5-8400
  • Memory: 16 GB RAM
  • Graphics: AMD RX 5700 / Nvidia GTX 1070 / Intel Arc A580
  • DirectX: Version 12
  • Storage: 110 GB available space
  • Additional Notes: SSD required. Performance scales with higher-end systems.

Steam Price & Best Deals

User reviews & Ratings

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

315 hours played
Feb. 2026
This game is far over-hated online, and I would say in most cases this game is better than the first, however there are some surprising regressions in quality and implementation compared to the first game, and that's what I want to focus on in this review, as they were somewhat unexpected for me since I was a big fan of the first game. The first and most frustrating to me, is that the most compelling faction in the game, The Protectorate, who are telegraphed early as being the "bad guys", or the "evil" faction, are not joinable for the player. They have the most interesting lore and worldbuilding out of any faction in both games, the best art and aesthetics, and interesting internal conflicts and strife, yet the player cannot align themselves with them through to the end of the game. This is such a major disappointment to me because they are much preferable as a hypothetical player-joinable evil faction compared to something like Caesar's Legion; they are much more redeemable (whilst still clearly being overtly evil and fascists), and more interesting. The second major regression is a lack of plurality in the number of quest outcomes for side quests . To be clear, there are usually MANY ways to leverage different skills to solve the majority of side and companion quests in this game, depending on how you've built your character, and the game does a really good job of rewarding unconventional player builds. However, most side quests have only one outcome. Other than killing the questgiver or NPC's that are part of the quest. But that isn't very interesting, other than to give player agency to kill people they find annoying or something. Your "choice" with most quest outcomes are: do I do the quest or not. You can't really tilt the resolution of a quest towards different factions or groups of people, or deliberately solve it in an inferior way, or botch it. Contrast this with Avowed, where almost every single side quest in that game, while starting out as fetch quests, always have some moral complication that necessitates resolving the quest in one of at least two ways, usually. Avowed lacks the systemic depth (i.e. skills, etc.) that TOW2 has, especially different ways and skills to solve quests, but Avowed was much better in this regard, generally. Another criticism is that the structure of the game's factions, and how their presence is distributed across the planets is too inconsistent and uneven. Auntie's Choice, the mega-conglomerate colonizing faction, you have the MOST capacity to aid and do quests for, as they have a presence on basically all of the planets, and have a separate gigantic flagship in space as well. As a sidebar, I found myself doing many more Board playthroughs in the first game, compared to Phineas, and I think a major reason for that, was due to the somewhat obscure, or enigmatic presence of The Board; they weren't really in your face a lot of the time. AC on the other hand, is probably the most obnoxious faction I have seen in a game. Their aesthetics and design are so extra, the NPC's in the faction feel strikingly similar to each other, as they are all a riff on that 50's hyper-corporatized, advertising-everywhere sort of aesthetic. This is made worse by their flagship where you go later in the game, The Undisputed Claim, one of the worst levels ever made, simply due to the constant bombardment of advertising and rote news announcements that you CANNOT ESCAPE or turn the volume down on! I legitimately HATE being there, and do my best to avoid it, even in my pro-AC playthroughs. April Stewart's portrayal of Auntie Cleo is superb , but can get unbelievably grating when you listen to her long enough on the Undisputed Claim via the news and ads. The Order of the Ascendant, an offshoot of the OSI of the first game, are probably the most altruistic out of the 3. Their writing is decent; their angle of satire is primarily on how out of touch those mired in academic pursuits and life are compared to the average person, and the wastefulness of requiring basic and obvious-to-solve humanitarian or structural issues be addressed with overly-sophisticated algorithms and literal planet-cooled computing. They also feel the most lopsided in terms of their distribution across the game, as they only are really present on 2 of the 4 planets, and even then, they don't have a ton of side content to flesh them out. But like with AC, people belonging to this faction don't really feel "real", and are almost always riffing on some sort of joke pertaining to multivariable calculus or computing. The character writing for AC and the OA just doesn't feel strong with respects to portray their people as real human beings with hopes and dreams, or even idiosyncratic or unconventional characteristics to make them feel unique. The Protectorate is at least internally consistent as to why all their citizens (err, "subjects") all behave and act the same due to Mental Refreshment. The Protectorate is present on 3 out of the 4 planets, but like I said earlier, you cannot join or aid them in substantial ways, and after approximately the halfway point in the story, due to what transpires, they are pigeonholed into being cannon fodder enemies that end up being the main antagonists. The last criticism I have for is companions. Even ignoring the absolute outlier in terms of quality that was Parvati Holcomb, the companions here, whilst interesting, are just not as memorable compared to the first game. And it's apparent that the writing team was not given a large enough budget to truly flesh out their general, "ask me about life and philosophy and stuff" type of chit-chat-y "mundane" dialogue. They all have basic boilerplate "tell me about yourself" dialogue that exhausts its content quite quickly, and there is no capacity for the player character to ask them in-depth or philosophical questions, a la KOTOR 2. Even the robot companion is worse; V.A.L.E.R.I.E. doesn't hold a candle compared to SAM. SAM from the first game was the result of a cut companion, and as a result, didn't have a large budget for dialogue compared to the other companions. But they leaned into that limitation to make almost every single line written for SAM an absolute banger. The new robot is so generic, that I stopped adventuring around with her after two playthroughs even though her combat and gameplay abilities are quite useful. Their quest resolutions now branch more in terms of outcomes, but they are almost entirely predictable, and are almost either resolved by: "do I push this person to be a better person and more compassionate, etc." or "do I push this person to be anti-social, evil, etc." There's almost no morally-grey outcomes that contrast well against the other. Contrast this with Avowed, and TOW2 feels very much "quantity over quality" in comparison to Avowed's companions, whom all were well fleshed out. I want to close this out by saying I love this game, but clearly it's just not finished in certain respects. And we know now from information that's been made public, is that Obsidian didn't have the budget or funding for certain things, namely to flesh out The Protectorate to be a player-joinable faction. I hope the DLC packs they release do something to flesh out this game, because it is very fun, and this game more than the first does so much to give the IP distinct aspects and quirks that has me and other fans quite invested now. P.S. Check out the soundtrack! Each faction gets its own radio station that Obsidian commissioned real musicians to write, perform, and record for to add essential worldbuilding to the game for the factions. There are many legitimately good, catchy, or interesting songs on there!
56 hours played
Dec. 2025
If you liked the first one... This is more of the same! A few quality of life improvements, a compelling story that stands on it's own but so far ties in gently to the first game. I'm happy with my decision to buy it. I suspect you will be, too. (Legally Mandated Disclosure: Auntie's Choice paid me 500 bits to write this review.)
52 hours played
Dec. 2025
It's not bad, it's not great, it's just ok. Obsidian seems to have inhereted the old Bethesda mantra of "a mile wide but only an inch deep". There are multiple worlds to visit, many large areas to explore, countless characters to interact with, lots of weapons and armour... but much of it feels generic, repetitive, and forgettable. It doesn't help that most of the NPC dialogue is, depending on faction, either: 1) stilted and wooden (the Protectorate) 2) Pedantic and technical (the Order) or 3) full of buzzwords and coorperate jargon (Aunty's Choice). It's midly entertaining the first few times, but after several hours it becomes tedious and makes everyone come across as more than a little thick-headed. The gunplay, like everything else, is serviceable but unremarkable. Though it all feels reasonably well polished, it also seems to lack any real ambition - or even a particularly engaging vision. I don't regret buying it, nor do I miss the hours I spent playing it. I had fun... but I doubt I'll ever think about it again after posting this review.
60 hours played
Nov. 2025
A disclaimer to start: I have never played Fallout: New Vegas. So I did not and do not care a single bit about Obsidian's pedigree in relation to that series. I did, however, complete the first Outer Worlds (w/ all DLC) and the base game for Avowed. So I can speak to what the dev is currently putting out, and how this second Outer Worlds game compares to the first. We good? Good. Onto the spoiler free, useful stuff! -- The Good -- I just finished my play through. I did what side-quests I came across, and didn't go out of my way to 100% the game. If you played the first game, you know that Outer Worlds (OW) has a very particular sense of humor. It's still here, but it has been refined in a way I found more enjoyable. The setting, atmosphere, and story paint a much more consistent picture of Arcadia, and the well-written NPC dialogue doesn't have to be as wacky and quirky to paint the picture instead. Note the use of the word "as". It is still very humorous, but it flows a lot better than in the first game. The writing: On the whole is extremely good. And I was worried it wouldn't be, going into it. Lots of different options for dialogue, and the choices felt meaningful. I maxed out the speech skill, so I got to enjoy all of the ways to verbally tie people in knots. And the choices tangled together in strange, fun ways that I couldn't have anticipated. The world felt very reactive to me. And unlike recent games I have played, I am actually wanting to play this game again in a few months or a year. I want to go a different build, and will probably go for an anti-corporate run! Combat: Fighting is very fun, flowing well and punishing me for not adapting to the situations more often than not! I jumped between a couple of different load outs in the first half of the game, and enjoyed all of them. Running and gunning with light weapons felt incredible. Pulling out a hard hitting machine gun made me feel like a slow moving terminator. And the triple barrel shot gun makes you feel like a god early on. All in all, amazingly fun and I was always wanting to get into the next fight. Performance: I had to upgrade my rig recently (thanks Microsoft, have a middle finger salute), so I am running an extremely high end, all AMD set-up. Besides a few very minor graphics bugs, such as grass floating off of the ground in a single, small area, I encountered basically no bugs. NPC path finding bugged once, but reloading a save from 30 seconds earlier fixed it. -- The Mid -- Factions: They matter, but also don't. Certain narrative paths will be opened or closed based on how much you are helping or murdering a given group. It's really not hard to get them to like you, though. It didn't really bother me, but I was also trying to go for a "friendship and flowers" first run. It mattered for maybe four main story beat, and never again. Companions: I actually quite enjoyed all of the human companions. The robot one is blander, but that felt right. All of their stories were intriguing, and I was surprised that several of them were companions! I did grow to care about each of them differently, and wanted to try and get the best out come for all of them. They were reactive, had funny additions to situations, and I loaded a save more than once to make sure a specific one was present for an event that felt important to them. However, something was missing. Maybe it was how their stories were spread out to favor the back half of the game? But regardless, each companion's arc felt like it ended with a wet blanket of "I think I have resolved my issues and have changed. Thank you, player! You made all the difference!." It didn't ruin the experience, but I feel like the writers were so close and just dropped it at the end. Flaws / Perks: Putting these together, because I was thoroughly whelmed by them in the first game. Flaws actually are worth considering in OW2. A boon for a bane. I think it takes a dozen hours of playing before you'll understand if a flaw is fun for your build, or ruinous to it. Great for extra play-throughs! The perks are a lot more fun, but also weirdly vague as to how they might work in the world. And there are no re-specs! The perks feel like a guide to potential builds, and they are quite versatile in what they cover. -- The Poor -- Environments: On the whole, they are functionally fine and pretty to look at. Even gorgeous at times! The art style does feel very Avowed. Fantastical and very colorful, especially with compared to the human-made parts. It's a style, I feel neutral about that. The map DESIGN, however feels off. Maybe it's how all of the points of interest are spaced out, maybe its how I felt a compulsion to open the map every few minutes to make sure I was filling it in? Maybe that speaks to a lack of flow and memorable landmarks? But at the end of my time with OW2, I feel like I rarely engaged with the world. With this, I also have issues with the quest density in some later areas. I swear, I can smell the cut content. Massive stations, city ships, and structures filled with people... and maybe three to five quests. Combing the areas twice seemed to lead me to believe I didn't miss anything. OW1's later planets felt rushed and small, OW2's later planet's felt like they have been notably "Swiss Cheesed" and felt hollower as a consequence. The Ending I Got (Spoilers ahead): I made an alliance between Auntie's Choice and the Order. However just before the end, I did a side mission and got some info about Auntie, then during the last scene was able to convenience Auntie to sacrifice herself instead of myself, or one of my crew. Sounds cool right? Nope... THIS ENDING ONLY MAKES SENSE / HAS IMPACT IF YOU HAVE SEEN THE OUTER WORLDS EPISODE OF SECRET LEVEL ON AMAZON. This floored me! I just thought meeting Amos was just an easter egg, but having included and then using it as the sole reason to convenience Auntie to kill herself for others felt so hollow and wrong. She hadn't been personally characterized to us, the player, in any meaningful way that wasn't via propaganda or from her employees. -- Conclusion -- I very much enjoyed my time with this game, and felt drawn to come back to it each evening. (Unlike the first game, where I kept setting it down at Monarch). The combat, story, and writing were the highlights for me, while most maps felt a bit empty and unmemorable. The companions were very close to being great, but the companion arcs all fell a bit flat at the end in a manner that left me a bit whelmed. The BIG question in 2025: is the $70 price tag something you feel is fair for this type of experience? For me, yes it was. I feel like my money was well spent, even if I think $60 is what games should cost in general. (I'm an old man with white hair, sue me!) If some of these points I brought up are bigger issues for you, then wait until a sale. $40-$55 is probably the price point for you.
24 hours played
Nov. 2025
So my thoughts boil down to it's worth playing & it's not a $70 game. Too short to be $70. Grab it on sale & you're golden.

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Frequently Asked Questions

The Outer Worlds 2 is currently priced at 69.99€ on Steam.

No, The Outer Worlds 2 is currently not on sale. You can purchase it for 69.99€ on Steam.

Yes, The Outer Worlds 2 received 6,205 positive votes out of a total of 8,618 achieving a rating of 7.06.
😊

The Outer Worlds 2 was developed by Obsidian Entertainment and published by Xbox Game Studios.

Yes, The Outer Worlds 2 is playable and fully supported on Windows.

No, The Outer Worlds 2 is not playable on MacOS.

No, The Outer Worlds 2 is not playable on Linux.

Yes, The Outer Worlds 2 is playable and fully supported on Steam Deck.

Yes, The Outer Worlds 2 is playable and fully supported on Steam Machine.

No, The Outer Worlds 2 does not support VR.

The Outer Worlds 2 is a single-player game.

No, The Outer Worlds 2 does not currently offer any DLC.

No, The Outer Worlds 2 does not support mods via Steam Workshop.

No, The Outer Worlds 2 does not support Steam Remote Play.

Yes, The Outer Worlds 2 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 The Outer Worlds 2.

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 18 October 2026 07:15 UTC
SteamSpy data 21 October 2026 23:28 UTC
Steam price 29 October 2026 20:22 UTC
Steam reviews 19 October 2026 05:58 UTC

If you'd like to dive deeper into the details about The Outer Worlds 2, 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 The Outer Worlds 2
  • SteamCharts - Analysis of The Outer Worlds 2 concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck The Outer Worlds 2 compatibility
The Outer Worlds 2 PEGI 18
Rating
7.1
6,205
2,413
Game modes
Features
Online players
248
Developer
Obsidian Entertainment
Publisher
Xbox Game Studios
Release 29 Oct 2025
Platforms