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Outhold News

Update v1.0.6 - Bug Fixes

[p]We are now back from our holiday break![/p][p][/p][p]We've pushed a small update with some minor bug fixes, see below: [/p][p][/p]
  • [p]Fixed a UI layout issue affecting the settings screen in certain languages[/p]
  • [p]Fixed an issue where rewound enemies would sometimes get stuck[/p]
  • [p]Fixed a window size issue on Linux[/p]
  • [p]Fixed an issue where Mark would sometimes end up in a glitched state[/p]

Update 1.0.5

[p]Small update from us to slightly adjust some things that got a little too overpowered with our latest update. [/p]
  • [p]Reduced the default frostfire slow effect on ice enchanted fire towers to 15% (down from 40%).[/p]
  • [p]Burn stacking now starts at 10% (down from 15%).[/p]
  • [p]Added one more level to the "Stacked Heat" (increased burn stacking) upgrade.[/p]
  • [p]Fixed an issue with the level 3 build challenge where overkill damage was accounted for when it shouldn't be.[/p]

50k copies sold! Future plans for Outhold

[p]It's now been exactly one week since we launched Outhold, and the response has been beyond what we could have ever expected. We're happy to announce that we've now sold 50,000 copies of the game! [/p][p][/p][p]As we're closing in on the holidays and the end of the year, we will be going on a break to spend time with our families. We'll still keep an eye on the balance of the game and any bugs that need to be fixed, but don't expect any bigger updates for the rest of the year. We do however have plans for future updates to the game in early 2026. [/p][p][/p][p]While it's too early to promise anything concrete so far, we can share what we have in mind at this point.[/p][p][/p][h3]More levels and content[/h3][p]While we intended Outhold to be a short and sweet experience, it hasn't gone unnoticed that a lot of you are craving for more. We've started brainstorming on ideas to extend the regular mode further with more levels, upgrades, and even new towers. We're also exploring what potential alternative game modes could end up looking like. Whatever we end up deciding on, it would come as a free update to the game.[/p][p][/p][p]Please let us hear your suggestions and ideas that you would love to see added to the game! [/p][p][/p][h3]Mobile Ports[/h3][p]One of the more common points of feedback we hear from people is that Outhold looks like a perfect fit for mobile. And we agree! [/p][p][/p][p]Our plan is to start looking at how a mobile version might work. Here's what you should be able to expect:[/p]
  • [p]The mobile version will feature the same content as the Steam game, but with adapted UI and UX to fit smaller screens and touch input. [/p]
  • [p]The monetization will be as straight-forward as possible. The options we are considering are:[/p]
    • [p]Charge a fixed price upfront and you get the full game.[/p]
    • [p]You get to play the first 3 levels for free, and are then prompted to pay to unlock the whole game.[/p]
    • [p]You can experience the full game for free with ads, or pay to get rid of them.
      [/p]
[p]In all three cases the purchase price would be the same, so it's mostly a question of trying to match what players are expecting from a game like this on mobile. [/p][p][/p][h3]Happy new year 🎉[/h3][p]Thank you all for making us end 2025 on such a high note as our tiny indie game studio. We wish you all wonderful holidays and a happy new year![/p][p][/p][p]/ Joel & Robin[/p]

Update v1.0.4 - Balance

[p]We've just pushed a new patch, bumping the version to 1.0.4. This update focuses on improving the balance in a number of areas that we've been getting feedback about. [/p][p][/p][p]There are two issues that we're aiming to address with this update, as we'll get into below.[/p][p][/p][h3]Unable to progress after having maxed out all available upgrades[/h3][p]If you don't end up landing on a good enough build, there's a chance you'll get stuck in a state where you're gated from progressing any further, because you don't have any upgrades left to spend your tokens on. [/p][p][/p][p]While we do want there to be some strategy involved in making a build that can get you past the next hurdle, we also understand the bad feeling of having to abandon the build you've been investing into.[/p][p][/p][p]The incremental aspect of the game is meant to be there to eventually help make you strong enough. To help with this, we've increased the max level of many of the essential upgrades in the upgrade tree. This will allow you to spend more of your tokens, so that you always have something to farm towards even when stuck. [/p][p][/p][p]We've also added more build slots to levels 4-10, to give more optionality in placing towers in a way that fits your current build. We've also made more of these slots pre-enchanted, to help give a bigger power boost. [/p][p][/p][p]As an example, here's how level 5 will look now. You'll find to extra build slots right at the enemy entrance, and two extra light enchanted slots to play around with. [/p][p][/p][p][/p][h3]A couple upgrades are "anti-synergies" and could end up ruining your build[/h3][p]A few of the upgrades in the tree have been designed in a way to increase power in a specific way, in exchange for drawbacks in other areas. These are often trickier to fit into your build, but can help out a lot if you can find the specific synergies with it. [/p][p][/p][p]What can easily end up happening however is that you pick one of these in passing, not realising the effects they have on your specific build. After all, this is how most other incremental games are played, you're expecting to always get stronger no matter what you pick in the tree. [/p][p][/p][p]We've updated most of the upgrades that run into the risk of being anti-synergistic. As an example, the way that the Combust mechanic previously worked is that it consumed all burn ticks to instantly deal the damage and triggered an explosion. This was great in builds that focused on getting out quick bursts of damage, but completely ruined builds that were aiming to stack up a big burn over time. [/p][p][/p][p]Here's how the updated Combust works:[/p][p][/p][p]Now there's no longer any drawbacks to triggering a combust, as it is a pure damage addition to the on-going burn stack. [/p][p][/p][p]As an aside, we've changed the way burn works to always be stacking by default (and not require the "Burn Stacking" upgrade). Fire Towers were a bit unintuitive in how they worked previously. Without the burn stacking upgrade, placing a Fire Tower next to another one would have almost no effect at all to your damage, since it would only end up basically replacing the previous burn effect. [/p][p]With this new change, placing more Fire Towers should always provide a benefit. [/p][p][/p][h3]Keep the feedback coming[/h3][p]We'll continue to do what we can to make the best game possible based on the feedback we're getting. [/p][p][/p][p]We know that one of the biggest wishes is for us to add more levels. We're still very early in the planning phase for what a future content update might look like, so we can't make any promises just yet. But we're hearing you loud and clear![/p][p][/p][p]As far as continued balancing goes, our design goal with the game has been to aim for an incremental-style game but with more strategic choices than what you would usually expect. We're getting feedback both from people who really love what we're going for, but also others who would rather have a more classical incremental game where continued power growth is guaranteed no matter which choices they make. [/p][p][/p][p]We're doing the best we can to interpret this feedback into actionable improvements to the game![/p][p][/p][h3]Full Changelog[/h3]
  • [p]Increased the max level of following upgrades: Reinforced Arrows + Hardened Arrows (Arrow tower damage), Exploited Vulnerability (Vulnerability damage bonus), High-Voltage + AC/DC (Lightning tower damage), Deadly Sparks (Lightning tower crit chance), Venom Coating (additional poison stacks on hits), Detonation Power (explosion damage).[/p]
  • [p]Added more build slots and pre-enchanted slots to level 4-10.[/p]
  • [p]The "Chainblast" upgrade (chance to launch fireball on defeating an explosive enemy) can now trigger from all explosions.[/p]
  • [p]The "Burn Stacking" upgrade is now enabled by default on all burns. The previous star token upgrade now instead unlocks the ability for burn ticks to crit.[/p]
  • [p]Combust no longer consumes fire ticks, and its explosion effect has been removed. Combust now instantly deals a fixed number of ticks of burn damage, depending on what triggered it.[/p]
  • [p]"Multi-Combust" (Multicrit triggers Combust) now triggers a Combust of up to 5 ticks.[/p]
  • [p]"Disintegration Station" (enemies that damage the Outhold trigger Combust) has been changed to instead trigger a Combust of up to 15 ticks on all enemies hit by the fiery pulse emitted by "Burning Vengeance".[/p]
  • [p]"Arc Flash" (trigger combust on discharged enemies) now triggers a Combust of up to 100 ticks.[/p]
  • [p]The "Combustion Power" (increased damage on Combust explosions) upgrade has been removed.[/p]
  • [p]Applying Burn beyond 1000 tick damage now has a reduced effect. This should mostly affect endgame build that were snowballing a little too quickly after the changes above.[/p]
  • [p]"Light Arrows" (increased Arrow Tower fire rate at the cost of base damage) now reduces base damage by 5% per level (down from 10%).[/p]
  • [p]"Dancing Arrows" (increased Arrow Tower fire rate at the cost of base damage when leveling up) has been moved further down the poison branch of the tree, and now instead costs an hourglass token. It will now increase fire rate by 20% for each tower level, while reducing damage by 10%.[/p]
  • [p]"Reactor Surge" (explosions charge towers more) is now capped at 2 levels, but each level grants a 0.15 second bonus instead of 0.1.[/p]
  • [p]Reduced the explosion damage goal on the level 8 build challenge from 250k to 175k, to account for the removal of explosion damage in Combust[/p]
  • [p]The level 7 boss has had its HP and movement speed reduced.[/p]
  • [p]The level select panel will now remember which level you last had open when opening and closing it.[/p]
  • [p]The token list should now more clearly communicate that you can toggle between showing unspent / total and spent / total.[/p]
  • [p]Fixed a weird game state when enabling Prestige Mode on another level and then starting level 10.[/p]
  • [p]Fixed an issue where the build challenge on level 8 wasn't tracking all explosion damage correctly[/p]
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Update v1.0.3 - Bug Fixes

[p]Version 1.0.3 is out with mostly some smaller bug fixes:[/p]
  • [p]Fixed an issue where upgrade tooltips wouldn't update correctly to reflect their correct token costs[/p]
  • [p]Fixed an issue where a token limit challenge would appear to be active in a level while the requirements haven't actually been met[/p]
  • [p]Fixed a performance issue when having the "Show Marked Enemy Stats" setting toggled on[/p]
  • [p]Fixed a crash that happens when you go from level -> straight to main menu -> new game[/p]