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Outlast

A night in an asylum with nothing but a camcorder

Red Barrels' first game, released for Windows in September 2013, sent the journalist Miles Upshur into Mount Massive, a Colorado asylum whose inmates have broken loose. He cannot fight; he can run, hide and see in the dark only through his camcorder's night vision, which eats batteries. Videos of people playing it spread widely on YouTube, and by 2018 the series had sold 15 million units.

Outlast takes away the gun. Its hero, the investigative journalist Miles Upshur, carries a camcorder, and in most of the building he has come to investigate, its night-vision mode is the only way to see. Night vision drains the batteries quickly. When they run out, the camera keeps only “some weak functionality”, and the player is left to make what Edge called “a panicked, wall-hugging search for more batteries”. Edge found those moments “so nerve-shreddingly enjoyable” that it wished batteries were scarcer.

The game was the first from Red Barrels, a small Montreal studio, and came out for Windows on 4 September 2013. Edge said plainly that it “owes much to Amnesia: The Dark Descent”.

Mount Massive

The game begins at night, as Upshur drives up to Mount Massive, a remote Colorado asylum “shut down in 1971 amid scandal and secrecy”. It reopened in 2009 under the Murkoff corporation, outwardly as a charity, and a source on the inside has told Upshur that Murkoff’s intentions “may not be entirely honourable”. The front door is locked. He climbs scaffolding to an open first-floor window, which Edge thought was “more reminiscent of Mirror’s Edge’s Faith than, say, Gordon Freeman”, and finds the inmates loose.

Upshur cannot defend himself. He can hide in lockers and under beds or keep to the shadows. At a doorframe or corner he can lean out to look; while running, he can look back over his shoulder. Doors can be flung open or eased open with the mouse for a peek, a trick Edge noted had been “lifted” from Amnesia. Not every inmate wants to kill him. Many, Edge wrote, are as frightened as he is, and some are aggressive but harmless, and “in most cases there’s no explicit visual cue”, so the player is never quite sure. Edge praised the sound too: Upshur’s breathing quickens when he sees an enemy or enters a dark room, and the rustle of his clothes and the creak of the floorboards “sound perilously loud”. A playthrough lasts four to five hours.

Why a camcorder

Philippe Morin, one of Red Barrels’ founders, explained the design in 2015. The team wanted a hero who needed to see in the dark, and a reporter fitted: “camcorders also have night vision, so it fit nicely.” They “decided to go with no combat because it would allow us to build a more focused experience.” Filming certain events adds a note to Upshur’s notebook, but Morin said the studio left it to the player to decide how much to investigate, “without any game mechanics to re-enforce it”.

A game for watching

Outlast arrived just as people were starting to watch other people play games online. “Back then, it was really the beginning of the streamers, the wave of streamers, and YouTubers,” Morin said in 2026. “We had a game that was almost perfect for them, not necessarily by design.” When Red Barrels released its first trailer, he recalled, commenters kept saying they could not wait for PewDiePie to play it. A video of IGN staff playing the demo drew attention, PewDiePie then asked to play the demo too, and Morin estimated that his video reached “20 million views or something like that”.

The game also reached many players without being bought. A PlayStation 4 version followed early in 2014, given free to PlayStation Plus subscribers. By January 2015, Morin wrote, “about 3 million units of Outlast and Whistleblower have been downloaded on all platforms”. In 2018 he told GamesIndustry.biz that the series had sold 15 million units.

The series

An add-on, Outlast: Whistleblower, followed in May 2014. Outlast 2 (2017) moved to a hidden town in the Arizona desert and the followers of a man called Sullivan Knoth. The Outlast Trials (2024), played alone or in a team of up to four, is set during the Cold War, when Murkoff tests “advanced methods of brainwashing and mind control” on “human guinea pigs” it has “involuntarily recruited”. The Red Barrels entry tells the studio’s story in more detail.

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