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OUTBRK: Development Outlook (July 2025)

[p]Hello, Chasers! This month, we’re giving you a sneak peek at an upcoming feature: Daily Contracts. We’re also sharing progress on ongoing iterations across several core systems, including probe gameplay, visual effects, and vegetation.[/p][p][/p]
NEXT UPDATE: DAILY CONTRACTS
[p]Our next feature, Daily Contracts, is almost ready for release![/p][p]Each day, players will receive one new contract with varying difficulty and rewards, up to a maximum of three active at once. Don’t like a contract? You’ll be able to reroll one per day for a fresh challenge. This system adds a steady way to earn more while chasing and introduces fun side objectives to mix things up.[/p][p]We’re excited to hear what you think once it’s live![/p][p][/p][p][/p]
PROBE GAMEPLAY
[p]Last month, we introduced a new vision for the probe gameplay. Since then, we’ve refined that concept to make it more unified, more realistic, and more grounded in the world of OUTBRK. We’ve decided to remove the filling bars shown in the last newsletter and replace them with a diegetic module.[/p][p]The module presents wind speed, pressure changes, and temperature shifts, while most notably adding a visual representation of the tornado’s distance or path as it moves around the probe. This change helps retain key aspects of the gameplay, such as the anticipation of watching a tornado’s strength build in real time and providing actionable data to improve your probe placement during future intercepts.[/p][p]Here’s a work-in-progress design mockup of the updated probe UI module:[/p][p][/p][p][/p]
VISUAL EFFECTS PROGRESS
[h2]New Tornado System[/h2][p]The team has begun laying the foundation for a revamped tornado rendering system. This updated system continues to use volumetric rendering, with a focus on enabling more flexible control over tornado shape and behavior. The goal is to eventually support a wider variety of realistic formations, including multi-vortex and wedge tornadoes. This marks the first major step toward that objective.[/p][p]
[/p][h2]Better 3D Wind Integration[/h2][p]Work is underway to make better use of the weather model data to drive wind behavior in the atmosphere. This includes integrating full 3D wind fields, which will result in more complex and varied cloud motion throughout the sky, especially around mesocyclones, inflow bands, and in time-lapse views. It will also allow tornado circulation to have a much more noticeable impact on surrounding cloud structures, actively shaping and affecting them based on rotation and intensity. This is an important step toward making the visual systems more tightly connected to the underlying simulated weather.[/p][p]
[/p][h2]Vehicle Windshield Rain Effect[/h2][p]A new rain-on-window effect is well into development. It includes more detailed visual features, improved view obstruction in heavy rainfall, distortion, and window fogging, all of which contribute to a more immersive and challenging driving experience during severe weather. Here is an early development capture where the team is playing with some parameters that will eventually be controlled by the weather.[/p][p]
[/p][p][/p]
VEGETATION UPDATE PROGRESS
[p]We’ve generated a representative slice of the new vegetation to validate our technical workflow, performance, and visual direction across different biome recipes. This phase provided valuable insights that are helping us refine our world-building tools, asset selection, and vegetation density values.[/p][p]Here are some of the next steps we’re taking:[/p]
  • [p]Major tool improvements to significantly boost performance when rendering dense forests: Trello link .[/p]
  • [p]Reduced overall tree density by ~30%, as the initial vegetation recipe was too heavy. [/p]
  • [p]Replaced all ground foliage assets with highly optimized versions—reducing triangle count by up to 20x per patch of grass, and resolving several visual issues. [/p]
[p]Here’s a short preview GIF of the new ground foliage (work in progress, in-editor, not final rendering):[/p][p]
[/p][p][/p]
NEW 3D MODEL
[h2]HEAVY DUTY LAPTOP[/h2][p][/p][p] [/p][p]You can follow our progress on all our tasks here: [/p][p]https://trello.com/b/nsBmMfIa/outbrk-game[/p][p] [/p][p]
[/p][p]That's all for this development update ! Thanks for all your support, consider leaving a review on the steam store to reach more potential future chasers ! [/p][p][dynamiclink][/dynamiclink][/p][p][/p][p]Till next time,[/p][p]-The OUTBRK Team[/p][p]

[/p]

HOTFIX 0.3.0.1293 - Bug & GPU Crash Fixes!

CHANGES
  • [p]Significantly decreased time it takes to "initialize atmosphere" while loading into a chase[/p]
  • [p]Decreased VRAM usage by no longer loading all scenario data at once into memory[/p]
  • [p]Tweaked lights to be more consistent in emission and color[/p]
  • [p]Tweaked lightbar angles to be more efficient [/p]
  • [p]Optimized icon material and character meshes[/p]
BUG FIXES
  • [p]Fixed a couple backend issues causing GPU crashes for some players[/p]
  • [p]Fixed passenger name tags disappearing after driving short distances[/p]
  • [p]Fixed an issue causing vehicle decals to disappear after riding as a passenger[/p]
  • [p]Fixed some headlights being too strong [/p][p][/p]

MAJOR UPDATE 0.3.0- The Storm Has Evolved

[p]Chasers,[/p][p]We're thrilled to introduce the long awaited 0.3 Major Update, featuring new core features and significant improvements. This milestone update includes a weather graphical overhaul, performance optimization, and dozens of QoL and UI enhancements. Traversing the core of the storm is more immersive than ever, and we are thrilled to see you take on this challenge.[/p][p][/p]
WEATHER
  • [p]Updated rain to behave dynamically & interact with environmental winds
    [/p]
  • [p]Improved rain shaft VFX quality & behavior significantly[/p]
  • [p]Improved dust cloud visuals and blending with rain[/p]
  • [p]Improved lightning illumination and flash rate throughout storms[/p]
  • [p]Improved lightning rendering from a distance[/p]
  • [p]Improved lighting and volumetrics quality to get a much better sense of depth in the storms[/p]
  • [p]Improved tornado blending with rain and volumetrics [/p]
  • [p]Refactored tornado damage system to be more precise and accurate[/p]
  • [p]Refactored tornado pathing to no longer be linear [/p]
  • [p]Decreased thick post storm fog within a certain radius to prevent bad visual issues[/p]
  • [p]Decreased visual cloud steps for the majority of cloud formations [/p]
  • [p]Significantly reduced visibility in rain heavy rain to be more realistic [/p]
[p][/p]
PERFORMANCE
  • [p]Added cloud quality presets (ultra performance, performance, balanced, quality, ultra quality)[/p]
  • [p]Added a check for Steam Deck to lower graphics settings by default to improve performance[/p]
  • [p]Refactored weather data to improve RAM usage & stability [/p]
  • [p]Refactored weather rendering to improve performance [/p]
  • [p]Optimized main menu navigation & resource usage [/p]
  • [p]Optimized tree loading & world textures to improve performance[/p]
  • [p]Optimized the minimap to improve performance while driving[/p]
  • [p]Optimized server performance by removing unnecessary server tasks[/p]
  • [p]Disabled shadows on headlights to improve performance[/p]
[p][/p]
GAMEPLAY & CUSTOMIZATTION
  • [p]Added a fully immersive free-look system, allowing natural head movement [/p]
    • [p]Removed the look-back action in the vehicle[/p]
    [p][/p]
  • [p]Added car dashboard lighting after turning on engine[/p]
  • [p]Added brand new Tripod & updated Pson Probe [/p][p][/p]
  • [p]Added a new light casting system to improve brightness & distance casted on headlights[/p]
  • [p]Added Yuki the dog bobblehead model [/p]
  • [p]Added 12 new decals (W.H.I.R.L.E.X, LucyPancakes, Syn_Fritz, Dom_in8tor, OptimusKale, AutumnicDuckie, Roll force, TheButteredDad, Skywarn, Mike2Eight, InfamousPandaaa, Dozers, ZCheyenne)[/p][p][/p]
  • [p]Added 20+ new scenarios to the scenario pool[/p]
  • [p]Updated the passenger camera FOV to match the driving FOV setting [/p]
UI ENHANCEMENTS
  • [p]Added vehicle occupancy UI indicator to display occupied seats in the vehicle[/p]
  • [p]Added brand new vehicle icons to the product maps[/p]
  • [p]Added indicators in text chat for when a player dies or disconnects [/p]
  • [p]Added a key bind to toggle name tag visibility of vehicle passengers[/p]
  • [p]Added the OZEF radar icon to the reflectivity map[/p]
  • [p]Added web socket for streaming UI[/p]
  • [p]Decreased car & player name tag rendering limit to prevent seeing name tags from far distances [/p]
  • [p]Removed sliders for step size & down sampling[/p]
  • [p]Removed F9 visibility while in settings menu[/p]
  • [p]Removed outdated keyboard control loading screen[/p]
  • [p]Removed background fade on loading screens[/p]
  • [p]Removed spotter dot on map when riding as a passenger[/p]
  • [p]Removed OZEF radar icon from advanced product maps[/p]
[p][/p]
QUALITY OF LIFE CHANGES
  • [p]Added support for Spanish & German languages toggleable in settings menu[/p]
  • [p]Added support to select microphone input in settings menu[/p]
  • [p]Refactored controllability system to allow passengers to exit vehicle with camera or phone open, and to prevent UI from getting in a stuck state.[/p]
  • [p]Enabled text chat while viewing radar maps to allow streamlined communication [/p]
  • [p]Updated towing system to prevent players from being towed to gas stations under a tornado warning[/p]
  • [p]Updated the enter vehicle indicator to display the vehicle owner's name prior to entering[/p]
  • [p]Updated upscaling plugin to provide more quality presets for DLSS & FSR[/p]
  • [p]Updated 10% multiplayer bonus to default to 0 when no positive balance is earned from chase[/p]
[p][/p]
MAJOR FIXES
  • [p]Fixed blue lines on all geography & props caused by down sampling[/p]
  • [p]Fixed line appearing on ocean water plane [/p]
  • [p]Fixed visual glitches and inability to see when driving through volumetric fog[/p]
  • [p]Fixed sudden death issues when exiting a vehicle near gas pumps or close objects [/p]
  • [p]Fixed the game appearing pixelated and low quality on high-end display screens[/p]
  • [p]Fixed large misalignments in the settings menu for displays outside of 16:9[/p]
  • [p]Fixed cars and destructible objects from getting stuck in the air upon impact[/p]
  • [p]Fixed passengers being immune to death if a vehicle is thrown without a driver[/p]
  • [p]Fixed gas station hitbox blocking tornados from being reported at some angles[/p]
  • [p]Fixed S014 from crashing halfway through the chase [/p]
  • [p]Fixed UI disabling when performing various actions while a photo is in progress[/p]
  • [p]Fixed UI conflict with product menu and radio[/p]
  • [p]Fixed text chat messages from covering the radio [/p]
[p][/p]
MINOR FIXES
  • [p]Fixed DOM3 animation not playing for local player after exiting the vehicle[/p]
  • [p]Fixed start engine and turn off engine icons from overlaying the map[/p]
  • [p]Fixed long player names being cut off on all maps, giving the impression of multiple users[/p]
  • [p]Fixed players unable to kick passengers out of the car in rare circumstances [/p]
  • [p]Fixed probes not displaying stats when leaving a match without picking up the probe[/p]
  • [p]Fixed hair glowing in the dark[/p]
  • [p]Fixed text chat not resetting to bottom left corner after exiting vehicle with radio open[/p]
  • [p]Fixed screen flashing while toggling UI during an F9 report or with the product map open[/p]
  • [p]Fixed UI conflict with product map and radio[/p]
  • [p]Fixed text chat from obstructing ability to tow vehicle[/p]
  • [p]Fixed shadows on bull bars preventing light to shine [/p]
  • [p]Fixed upscaling settings not properly updating or saving over time[/p]
  • [p]Fixed text chat being stuck open, while on game menu after losing connection to the game[/p]
  • [p]Fixed advanced products missing data in a scenario[/p]
  • [p]Fixed text chat messages from covering the radio [/p]
  • [p]Fixed enter/exit button not deactivating with product map open[/p]
  • [p]Fixed enter vehicle prompt appearing when when driving around other cars[/p]
  • [p]Fixed mesonets floating after equipping mobile weather station [/p]
  • [p]Fixed mesonets briefly displaying 9999 windspeeds when entering vehicle for the first time[/p]
  • [p]Fixed mesonets from clipping into the Hammerhead vehicle[/p]
  • [p]Fixed Eastern Falls tornado siren sounding after tornado warning expiry [/p]
  • [p]Fixed S076 tornado not going through the funnel stage[/p]
  • [p]Fixed car gas station icon exponentially growing when on low fuel[/p]
  • [p]Fixed several clipped weather stations & lightbars on vehicles[/p]
  • [p]Fixed visual bugs while toggling UI visibility with the F9 menu open[/p]
  • [p]Fixed cosmetic only warning not displaying on some cosmetics in the garage[/p]
  • [p]Fixed the Hammerhead driver vehicle camera being slightly off centered[/p]
  • [p]Fixed main menu scene shifting to the right after exiting garage [/p]
  • [p]Fixed minor background fading in splash screen[/p]
[p][/p]
TECHNICAL HIGHLIGHT: Performance Optim
[p]The journey to achieve better performance was no easy feat, considering no game has attempted to do what OUTBRK is achieving before with our cloud's technology. Our VFX team refactored all scenario data to improve performance and spent countless hours removing down sampling blue artifacts, to allow us to use higher down sampling for performance. Catalyst also introduced new techniques to help reduce cloud stepping artifacts on high step size to allow us to gain even more performance, without sacrificing visual quality. In the end months of research and development allowed us to provide a smoother user experience without sacrificing visuals.[/p][p][/p][h3]What’s Next?[/h3][p]As always, we’re listening to your feedback. Let us know what you think about the 0.3.0 update. See you in the chase![/p]

OUTBRK: Development Outlook (June 2025)

[p]Hello, Chasers! This month is a massive one, we’re releasing 0.3.0 tomorrow, streamers are already playing the update today and we’re showing what's coming next ![/p][p][/p]
0.3.0 UPDATE RELEASES TOMORROW!
[p]It’s finally time! After months of hard work, the highly anticipated major update 0.3.0 is dropping tomorrow, Tuesday, July 1st! The full patch notes will be published alongside the update, but here’s a quick summary:[/p][p]
[/p][p]☁️ WEATHER[/p][p]Updated rain to behave dynamically & interact with environmental winds.[/p][p]Improved rain shaft VFX quality & behavior significantly.[/p][p]Improved dust cloud visuals and blending with rain.[/p][p]Upgraded lighting and volumetric quality to get a much better sense of depth in the storms[/p][p]
🏎️ PERFORMANCE[/p][p]Refactored weather data to improve RAM usage & stability.[/p][p]Refactored weather rendering to improve fps.[/p][p]Optimized main menu navigation & resource usage.[/p][p]
MISC[/p][p]Light on vehicles has been fixed.[/p][p]Available seat indicator. (Never forget your friends again.)[/p][p]Improved look around in the vehicle.[/p][p]
[/p][h2]STREAMER EVENT[/h2][p]To show the update in its full glory, we partnered with a bunch of streamers to showcase 0.3.0 today Monday June 30th from 12 PM to 8 PM EST. [/p][p][/p]
[p]Name[/p]
[p]Twitch Link[/p]
[p]Sheriff Strafe[/p]
[p][dynamiclink][/dynamiclink][/p]
[p]JavaDreamz[/p]
[p][dynamiclink][/dynamiclink][/p]
[p]Mike2Eight[/p]
[p][dynamiclink][/dynamiclink][/p]
[p]Amaranthine[/p]
[p][dynamiclink][/dynamiclink][/p]
[p]ZCheyenne[/p]
[p][dynamiclink][/dynamiclink][/p]
[p]infamouspandaaa[/p]
[p][dynamiclink][/dynamiclink][/p]
[p]LucyPancake[/p]
[p][dynamiclink][/dynamiclink][/p]
[p]AutumnicDuckie[/p]
[p][dynamiclink][/dynamiclink][/p]
[p]dom_in8tor[/p]
[p][dynamiclink][/dynamiclink][/p]
[p]Syn_Fritz[/p]
[p][dynamiclink][/dynamiclink][/p]
[p]thebuttereddad[/p]
[p][dynamiclink][/dynamiclink][/p]
[p]amberwixx[/p]
[p][dynamiclink][/dynamiclink][/p]
[p]Jfavignano[/p]
[p][dynamiclink][/dynamiclink][/p]
[p]
AND MORE ![/p][p][/p]
BEYOND 0.3.0
[p]Our developers are hard at work developing features for the following updates and are already making excellent progress.[/p][h2]DAILY CONTRACTS[/h2][p]Angeline is putting the finishing touches on the daily contracts feature, including an option that allows players to reroll one contract of their choice each day. Here’s a preview of it in action in-game:[/p][p][/p][p][/p][h2]PROBE GAMEPLAY[/h2][p]Mathieu has begun work on the probe gameplay rework. This feature will introduce different stats for each probe, such as point capacity, deployment speed, upload speed, and more. We are also redesigning how points are displayed to make them easier to understand for new users, while providing additional information during the upload process, for example showing the wind speed recorded during the intercept.[/p][p]Here are some design mockups illustrating the direction we are taking for the probe module interface:[/p][p][/p]
MORE 3D MODELS
[h2]TIV2[/h2][p][/p][h2]CHARACTER ASSETS[/h2][p][/p][p][/p][p]You can follow our progress on all our tasks here: [/p][p]https://trello.com/b/nsBmMfIa/outbrk-game[/p][p] [/p][p]
[/p][p]That's all for this development update ! Thanks for all your support, consider leaving a review on the steam store to reach more potential future chasers ! [/p][p][dynamiclink][/dynamiclink][/p][p][/p][p]Till next time,[/p][p]-The OUTBRK Team[/p][p]

[/p]

OUTBRK: Development Outlook (May 2025)

Hello, Chasers! This month, we focused on squashing the final bugs as we prepare to launch our biggest update yet: version 0.3.0. At the same time, we're already hard at work on future updates such as contracts, updated probe gameplay and producing a lot more customization options.

0.3.0 UPDATE — ALMOST THERE!

We’re putting the final touches on the 0.3.0 update before giving it the green light. This one’s been a beast, and we’ve poured a ton of time into optimizing both assets and core systems across the board. Our focus has been to stabilize the framerate so you experience fewer dips and a much smoother chase overall.
It wasn’t all smooth sailing—some changes unexpectedly worsened performance before we could dial things in—but that’s part of the process. We’re now deep in final testing, which will confirm how much we’ve improved both average FPS and frame stability.
Also worth mentioning: RAM usage has seen a modest reduction in this update, but we’re aiming for a much more substantial memory improvement with the upcoming world update that's currently in the works.

WHAT’S NEXT — BEYOND 0.3.0

While 0.3.0 wraps up, our internal team hasn’t slowed down. We’re already building future updates:

Angeline has made major strides on the upcoming contracts system, which will deepen your gameplay with new goals and rewards.

Mathieu has been hard at work on a major backend improvement to decouple scenarios from game updates, allowing us to introduce new content—like upcoming real-life storm events—as playable scenarios on the fly. He’s also architected a full revamp of the probe system, laying the groundwork for smarter, more dynamic data gathering.


NEW WEATHER MODEL — A GAME CHANGER

We’re excited to share that the most complex part of our new weather model is DONE. The new system delivers exponentially higher resolution while running about twice as fast as the current version. That means better storms, faster updates, and more realism across the board.
Our next step? We’re working on fully automating the process. Soon, we’ll be able to spin up new weather models on demand—just by plugging in coordinates, time ranges, and the parent model used for initiation.
TONS OF NEW 3D MODELS ON THE WAY

Here are some previews of assets our 3d modelers worked on this month that we will integrate in OUTBRK in future content updates:



You can follow our progress on all our tasks here: https://trello.com/b/nsBmMfIa/outbrk-game

That's all for this development update ! Thanks for all your support, consider leaving a review on the steam store to reach more potential future chasers ! https://store.steampowered.com/app/1107320/OUTBRK/
Till next time,
-The OUTBRK Team