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Outpath

Outpath

An experimental clicker base building game. Craft, gather & manage resources, base building, islands buy, exploit and expand!

Information

Release date: October 16, 2023

Age rating: Everyone

Rating (IGDB): 71/100

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Steam Reviews

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  • Not recommended Posted January 4, 2026 on Steam I wish there was a neutral button tbh. Ive owned the game for a couple years now, I was there for the drama of what happened. It was a couple who worked on it, then the girlfriend left him and he said he would try to come back twice. Did once, gave us the tiiiiiniest QOL update. Then said he was gonna try to come back again, (so three times total) asked what should be added, and removed the christmas deco (RIP) annnnd dipped and never came back again. Its been 2 years I think so far, going on 3. Its a decent game, but not worth $15 so try to get it on sale or in a bundle. I never played Forager, but basically its Forager apparently from what everyone else says. You start on a tiny island, island grows bigger, you eventually unlock more islands. Unlock tools for islands, and keep getting more islands, then destroy islands (never got this far), start again. Good..20 or so hours of gameplay if your truly dedicated. I got about 11 with my husband, and then it got really boring....and tedious..... So yeah. This isnt "complete" but its abandoned with no hope for any future updates either...Make of that what you will, but its kinda fun if you wanna relax for a couple hours.
  • Not recommended Posted August 15, 2025 on Steam I love the idea here—an “idle Minecraft” with cozy automation—but the inventory system ruins it. The prologue’s global inventory felt perfect: relaxed, incremental, and smart. The full release swaps that for local inventories, collectors, and energy gimmicks that turn play into constant errands. Automatic mining depends on collectors, so you spend most of the game running in circles charging miners and clicking collectors. Farming’s the same: either babysit it nonstop or ignore it because payoffs are unclear. Progression even punishes curiosity: I dumped 500k into an unlock only to learn—after—the resources mattered only if I’d unlocked a different producer first. No warning, no gating. And every time you think you’ve removed tedium, you’ve just traded it for slightly different tedium; “automation” pieces don’t even talk to suppliers, so setups collapse. Energy adds nothing, the creature pot is slower than just fighting, and wands feel too weak to prefer over machines. What would fix it? Bring back a real global inventory. Let machines pull from and push to it; miners should harvest straight there. Ditch collectors/chests. Make planters auto-replant from seed slots, and let water route via global storage. Show net income per minute, allow upgrading existing buildings and make energy a meaningful buff system. I truly like the concept, but the inventory ♥♥♥♥♥♥♥♥ turned a chill automation game into Inventory Manager 3000. Until that core is fixed: negative.
  • Recommended Posted March 1, 2026 on Steam Edit: Research Bench bug is FIXED! Thank you devs for the prompt response! I genuinely love this game and purchased it when it first went into early access, and recently I felt like diving back in because its absolutely a cozy/chill/relaxing survival game. This is definitely one of the more "zen" types, but the blend of automation with the procedural spawning of resources makes it unique amongst the rest. Also wall running is always rad.
  • Recommended Posted September 10, 2025 on Steam Insanely addictive. Great game, takes around 30h straight to 100%. it takes less time if you play maybe 3h a day because some stuff keeps going while you're away. Expected it to have some bugs because it's a single indie dev, but I was surprised, there were a lot less bugs than I expected! Felt like a minecraft skyblock kind of game. Loved it.
  • Recommended Posted April 28, 2026 on Steam It's good, but it's a little shorter than I expected. What you're getting is very similar to Forager, but in a first person perspective and with a few of its own fun little mechanics. You gather materials and unlock new islands to obtain new materials, repeat until credits. The big difference is that there isn't any combat or puzzles like Forager had, it's just running around and collecting resources. If there's one complaint I had, it's that crafting is really messy. Often times you'll need a specific material and it takes a lot of digging around in different crafting benches to finally figure out where it is. Sometimes new crafting recipes will unlock silently for a crafting bench that you put down hours ago and forgot even existed. Sometimes the crafting recipe is only available when the table is placed next to a different table. I often found myself interacting with every crafting station one by one because of how unintuitive the whole system is. That said, I did eventually beat the game, so it's not like it's impossible or anything. I would rank this game lower than Forager, but it scratches the same itch if you've already played that to death like I have.
  • Recommended Posted January 24, 2026 on Steam In short, it's a 3D Forager (the 2D game), but not as complete. The music is a blatant copy of Minecraft. There's TOO MUCH GRIDING; I believe the resources needed to craft items should be halved, at least, and I won't even start talking about the point system. Automatic miners in the mines should solve some of the grinding. Speaking of automatic miners, mining posts should consume less energy, as they deplete much faster than killing posts. Also, the range mechanic in this game is stupid. Automatic mining range should be based on location and not a circle. A simple automatic miner should mine the block on the island it's on, regardless of location or position. A post should mine the entire island, also regardless of position. The same goes for automatic gathering. Instead of red, yellow, and green for the automatic miners, make the Slayer purple (or something similar) and have it change color when its energy is low or depleted, something as simple as turning red without energy. Furthermore, an endgame power grid system would be amazing. Installing a magical power tower on each island, connecting them to a hub, allowing everything in the entire biome to be recharged from a central block. The movement needs some adjustments; jumping is great, but walking can be tricky when placing objects. The way the trees block the menu is annoying. It could be charming if it were just the game interface, but in the menu it's irritating, as is the inability to move the camera when choosing an item to place. For the inventory, it's great. I would like an option to remove the blur from dashing, is bad for my motion sickness. The synergy mechanic would be much more fun if it were possible to stack structures. It seems the game is determined not to allow you to shape the island by moving and placing blocks at will, and if you want to keep that, I would love a way to add rope bridges, making movement between islands more natural. Even between biomes, jumping is a lot of fun, but the motion sickness is a pain. Anyway, the game is a lot of fun and well worth the price, I recommend it.