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Final Outpost: Definitive Edition News

Deep Dive: Meta-Progression

Progression has always been a part of Final Outpost but now, for the first time, you can settle more than one Outpost and test your survival skills with collectible gameplay modifiers.

So, how do you reach new Outposts?



There is now a rusty motorhome amongst the rubble in your Outpost. The motorhome contains a procedurally generated map, which lets you plan your route and decide where to settle next.



Once you've repaired the motorhome with parts obtained from the trader, you can move to a new location!

So what happens next?

This is where modifiers come in.



In Final Outpost: Definitive Edition, there are 38 modifiers that change everything from seasons and weather to worker efficiency and zombie horde behaviour.

Each location on the map is associated with a negative modifier, sometimes easier, sometimes incredibly challenging, so route planning is crucial to avoid areas with stamps that you don't like!



After selecting your destination, you pick from a selection of positive modifiers to optimise the situation you find yourself in. A great positive stamp can help you to complete an Outpost with even the toughest negative modifier.



With 1000 possible Outpost modifier combinations, this system brings a new level of replayability to the game. Choose whether to survive as long as possible in a single Outpost or to traverse the map to get a higher prestige level.

We've also introduced the Stamp Book, allowing you to collect the stamps you found along your survival journey.



Every time you leave an Outpost the modifier stamps tied to that Outpost will be added to the Stamp Book, a fun way to document your progress and showcase your accomplishments - with an achievement for 100% completion!

Finally, we added 10 new achievements and leaderboards that track this new progress. Leaderboards will be tied to difficulty modes, which we'll cover in our next deep dive.



The motorhome, map, and stamps bring a whole new level of strategy, competition, and replayability to the game. How many Outposts will you settle?

Our next deep dive will cover the new difficulty modes and OST.

- Sam & the Final Outpost team

https://store.steampowered.com/app/3066310

2.3.6 Patch

[h3]Changes[/h3]
  • Requirement for the Collector achievement is now to collect all stamps (not to complete an Outpost with them)
  • Requirement for the Completionist achievement is now to have completed an Outpost with all stamps on any difficulty (not to complete all in Hardcore)
  • Added an error message in the main menu for any future save migration issues
  • Improved gamepad navigation of the main menu save panels
  • Reduced number of leaderboard entries shown in the game over screens
  • When in the 'Friends' leaderboard the friend rank is now displayed rather than the global rank


[h3]Fixes[/h3]
  • Fixed resource drop-off indicators on the right side of the base merging with those on the left
  • Back button is no longer hidden behind the credits in the main menu on devices with narrower aspect ratios
  • Fixed a case where fast-forward mode could get stuck at maximum if using the shortcut at the same time as using the mouse
  • Fixed scrollable menus starting from the bottom with gamepad
  • Fixed gamepad leaderboard navigation in the game over screens
  • Improved movement latency of the gamepad selection outline on lower framerates


Deep Dive: Trading System

Survival in Final Outpost: Definitive Edition is not just about gathering supplies, it is about making smart trades.

With the introduction of the trader, there is a new way to secure resources and expand faster. Here's our video on the new feature:
https://www.youtube.com/watch?v=bWr-2jiA7wY



Need 150 stone for an upgrade? Instead of assigning miners, you can trade for it instantly. Facing a food shortage? The trader might have wheat to save your citizens on the brink of famine.



Do you spend gold now to help your citizens in the short term or hold onto it for future trades? Do you gamble on a big upgrade or slowly stockpile for stability? The trader makes possible entirely new strategies for Outpost growth.

However, trading is not available straight away. You will need to build a Radio Tower to attract traders to your Outpost. After parting with 50 scrap, you'll start attracting traders every few days.



An extra bonus of the Radio Tower is that it acts as a rod to absorb some lightning strikes, protecting other buildings in your Outpost. Level 1 and 2 take 15% and 50% of all strikes, respectively. Your Outpost will be better protected for the rest of the game since the Radio Tower cannot catch fire.



The level 2 Radio Tower unlocks a new type of trader who offers more valuable deals as well as rare vehicle parts that can be used to repair the decaying Motorhome inside your Outpost. The Motorhome is the hub for the new meta-progression system in Final Outpost: Definitive Edition, with which you'll be able to drive off into the sunset (or sunrise).



Our next deep dive will cover the new meta-progression system.

- Sam & the Final Outpost team

https://store.steampowered.com/app/3066310

2.3.4/2.3.5 Patch

[h3]Changes[/h3]
  • Slightly reduced the volume of Forge and Blacksmith sound effects
  • Reduced conductivity of the level 1 Radio Tower to 15% (from 50%) and level 2 to 50% (from 80%)
  • Added fade in/out animation to the stamp info card when hovering over stamps
  • Leaderboard scores are now submitted every time the game saves
  • When no knife fighters are assigned to a wall being attacked by zombies, warnings now only appear if there are no guards or snipers
  • Added battery Motorhome part to replace second wheel part
  • Switched some input shortcuts to perform their action on release, rather than on press, to be consistent with other shortcuts
  • The game now pauses when a gamepad is disconnected
  • The game now pauses when the Steam overlay is activated


[h3]Fixes[/h3]
  • Fixed inability of snipers to shoot a zombie when another sniper has been unassigned or dies while targeting that zombie
  • Fixed incorrect animation in the stamp completion screen where lower difficulty stickers replaced higher difficulty ones
  • Fixed stamp completion screen still occasionally appearing even when there are no new completed stamps
  • Fixed rare case where the high-level trader would appear with an empty slot
  • Prevented interaction with different menu tabs during the defence menu tutorial tip
  • Removed the occasional ability to close the defence menu during the defence menu tutorial tip
  • Fixed starvation notifications not stacking
  • Fixed cases where the tutorial could get stuck due to scrolling in some menus
  • Removed the level 3 Forge light due to rare crash
  • Fixed save migration from version 2.0
  • Fixed inconsistent gamepad navigation in the save slots panel in the main menu
  • Fixed issues with fast forward behaviour on gamepad when using hold-down mode
  • The correct score is now always submitted to the leaderboards upon repairing the caravan
  • Fixed rare case of stamp info card getting stuck open on gamepad
  • Right-click can no longer be used to press UI buttons

2.3.3 Patch

[h3]Changes[/h3]
  • Made mouse cursor and gamepad crosshair dynamic, indicating when you are hovering over something interactable in the world
  • Added finalised stamp artwork


[h3]Fixes[/h3]
  • Fixed region generation seed not always being replaced when creating a new run
  • Fixed being about to ‘return to map’ from game over menu before having completed the first outpost
  • Fixed being able to click on a different menu tab on the defence menu tip
  • Fixed lingering sound effect after destroying a Forge
  • Fixed typos and translations in Spanish, Portuguese, Japanese