I Broke This Game So Hard, Its Whole Universe Gave Up – Outpath

I Broke This Game So Hard, Its Whole Universe Gave Up – Outpath

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I Broke This Game So Hard, Its Whole Universe Gave Up – Outpath – Let’s Game It Out

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Check it out on Steam ► https://store.steampowered.com/app/2237970/Outpath/

More about Outpath (from Steam):

Taking Satisfactory, Forager and the gratifying gameplay loop of clicker/idle games as references, Outpath would be just that. Exploit your environment, craft, build and automate your base in this 3D first-person platformer!

Gather. Craft. Build. Explore. Relax. No time limits, no pressure, play at your own pace and style.

Gather, collect and manage resources.
Craft useful items.
Base building, automate everything.
Buy islands to expand and exploit!
Level up skills and unlock new blueprints.
Parkour movements.
Play active or idle, you choose!
Music reacts to your actions.
Uncover the secrets of this stylized place.

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42 Responses

  1. Let's Game It Out says:

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  2. Toby Cornish says:

    Letting Josh play your game is both good marketing and extreme playtesting by a rare insane genius.

  3. Lamaan Syed says:

    *Josh is about to make the devs add several limits to the game script*

  4. SomeSameSam says:

    I love how Josh build random things for hours but can’t wait for 10 seconds 😂

  5. I0NE007 says:

    For those interested; the jittering UI elements are likely due to floating point inaccuracies caused from being too far away from the world origin. This can be seen in a video currently titled “The Map’s Limits” by “The Dauntless Wolf,” where the effects of continuously reaching beyond the designated limits of a map does to visible geometry. For Josh, it’s his UI/HUD, for the reference video, it’s the held item models.

    • ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ ⸻⸻⸻ says:

      But why is the UI even connected to the world coordinates in the first place? That doesn’t make a lot of sense.

    • TTIOttio says:

      @⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ ⸻⸻⸻because it’s displayed in front of the camera, which definitely does need co-ordinates

    • Sophie 🏳️‍⚧️ says:

      ​@TTIOttio that’s the more popular choice for game engines. You can do it by drawing directly onto the screen too, which wouldn’t require world coordinates or even a camera.

    • TTIOttio says:

      @Sophie 🏳️‍⚧️ yeah, but as far as I’m aware that takes more time if you’re doing complex stuff? Like, if your code isn’t writing to the screen itself, you’re probably going to be interrupting a fairly optimised pipeline if you try to go that low level.
      Of course, if you’re using opengl or sdl or something, that’s not a concern…

    • Sophie 🏳️‍⚧️ says:

      @TTIOttio yeah, I probably should’ve clarified I was referring to drawing via graphics APIs

  6. gamerperson45 says:

    Only Josh could be so psychopathic and completely sane at the same time.

  7. Alek Althouse says:

    Josh truly has mastered the dichotomy of man. 10 seconds why so long, 3 hours later.

  8. MakiFish says:

    Breaking the game is somehow more entertaining then actually playing the game normally 💀💀

  9. Lorxus says:

    Josh: [spends 27 hours carefully Roller Coaster Tycoon-ing all of an alien planet]


  10. Lil Bobbie & Lil Mango Studios says:

    Watching Josh defy the laws of the universe and slowly break its space-time continuum is my favorite kind of entertainment.

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