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Full Steam announcements and update articles for this title.
Two small bug fixes:
Fixed a bug where Star Tokens were being inadvertently awarded for completing Token Limit challenges.
Fixed a bug where you could enter an Artifact Level before meeting the Star Token requirement.
Here comes an update with some performance improvements and bug fixes:
Updated the waves for the endless mode on level 2 to reduce sudden spikes in difficulty.
The enemy pathing system has been rewritten. Enemies will now split more evenly across maps with multiple paths, and move around corners more smoothly. This new system should also improve performance.
Fixed various bugs with the level select modal.
Various smaller performance improvements.
We're participating in the Steam Spring Sale, and Outhold will be 25% off for its entire duration. This is the perfect time to jump into the game if you've been waiting, and we recently expanded the game with more content!
We have a great bundle together with the talented people who made A Game About Feeding A Black Hole, check it out if you want to enjoy two different flavors of incrementals during this sale:
New update! We've heard your feedback on wanting to play all levels on endless without any token limits, so we've added a mode for that now. You'll find a checkbox on endless levels 1-8 to play the unrestricted versions.
We wanted to get this out sooner rather than later, so some additional balancing may still be needed. Please let us know what you think!
We've also increased HP scaling again on waves 20 and above in endless. This should most notably affect level 9, so we've gone ahead and reset the leaderboard on it.
Full changes below:
Added Unrestricted Endless mode. Levels 1-8 can now also be played without any token limits, with separate enemy scaling and leaderboards. The endless challenge can still be completed in this mode.
Increased token limit on Level 2 Endless from 1000 triangle tokens to 2500
Fixed a bug that counted two of the same artifact as only one in the token limited modes
Increased HP scaling of endless waves above 20
Fixed a bug that caused the "Master" achievement to not activate when beating an endless level
Various performance improvements
It's been fun to see everyone enjoying the new endless mode, and completely breaking it in various ways!
We've identified a couple issues that we wanted to address, so that towers don't completely outscale the difficulty of the enemies (especially on the later endless levels). With these changes, we're also resetting all endless leaderboards.
Full changes below:
The enemy health multiplier now scales faster after reaching wave 30 in endless
You can now only spawn one early wave ahead of your completed waves in endless
Accelerated waves in endless mode will now have less cooldown between individual enemy spawns
Tower upgrade costs now keeps scaling up at level 5 and above.
The "Earned Mastery" upgrade (reduce upgrade cost for each enemy the tower defeats) now reduces the cost by 0.25% per level (down from 0.5%)
All endless leaderboards have been reset
Play Outhold on-the-go with the mobile version available as of today!
The game features no in-app purchases or ads. It costs $3.99 and offers the same content as the Steam version (including the new content update), but customized to fit great on phones in portrait mode.
Update: The issue should be fixed now.
The iOS version has a bug with the "Play Again" button, you will have to always go back to the upgrade screen between runs for now. A bug fix for this is currently awaiting an expedited review and should hopefully go live later today.
The game has been updated with more content! See our previous announcement for a look at the new Endless Mode and Artifact Levels:
Full patch notes below:
Added Endless mode, available after having reached the endgame.
Added 5 Artifact levels, available after having reached the endgame.
You can now pick between 3 different save slots when starting the game.
The Level 2 build challenge has been changed to "Complete the level without dealing any damage with Arrow Towers".
Reduced the required burn damage on the Level 3 build challenge from 50k to 40k.
The game now supports a wider variety of aspect ratios.
The "Auto Shoot" upgrade will now target the frontmost enemy if nothing is Marked.
We kind of missed our chance to do an announcement when we surpassed 100k copies sold, so we're doing one now instead at 125k! Thank you everyone for playing the game ❤️🔥
As we mentioned in our previous post, a free content update is coming to the game a week from now on March 9th. We're now ready to unveil what that new content will be.
We're adding an endless mode to the game! After beating the game and unlocking the endgame, you will now be able to play an endless version of level 1-9 and compete on the leaderboards for how far you can get.
In endless mode, you will face off against an infinite stream of waves that get increasingly more difficult. Each level will have their own token limit (with no limit on level 9), so you'll have to try to find the best build you can within the constraints.
You will also be able to use coins to unlock additional build slots on any tile of the level, so you won't be limited to the original number of build slots that come with each level.
We're excited to see how far you can push the limits of your builds in endless mode!
We're adding 5 new levels to the game, which will become available in the endgame phase. Each of these new levels will award you with one additional copy of the five artifacts in the game (Light, Fire, Wind, Ice, and Earth). Completing all of these levels means you'll have two of each artifact to help you in the rest of the game's challenges.
With this update, we're also adding save slots to the game. Now you can safely practice your speedruns of the game without affecting your main save file!
As a reminder, the above content will also be available in the mobile version that comes out on March 9th. You can pre-order/wishlist here to be notified as soon as the game becomes available:
We have two exciting announcements to share with you!
Outhold releases on Android and iOS on March 9th
New content for the game is coming on March 9th as well, on all platforms
The mobile version of Outhold is releasing on March 9th, and you can pre-order/wishlist it starting today:
We've decided to go for the pay-up-front approach to make the monetization as clear and user-friendly as possible. The game will cost $3.99 and offers the same content as the Steam version, but customized to fit great on phones in portrait mode.
Here's a trailer to give you an idea of how the game will look like on your phone:
We think the game plays great in this format, and are excited for you all to get your hands on it soon!
Alongside working on the port, we've also spent time on a free content update for the game. This will coincide with the mobile launch and be available on all platforms. We'll have more to share about this soon, stay tuned!
We are now back from our holiday break!
We've pushed a small update with some minor bug fixes, see below:
Fixed a UI layout issue affecting the settings screen in certain languages
Fixed an issue where rewound enemies would sometimes get stuck
Fixed a window size issue on Linux
Fixed an issue where Mark would sometimes end up in a glitched state
Small update from us to slightly adjust some things that got a little too overpowered with our latest update.
Reduced the default frostfire slow effect on ice enchanted fire towers to 15% (down from 40%).
Burn stacking now starts at 10% (down from 15%).
Added one more level to the "Stacked Heat" (increased burn stacking) upgrade.
Fixed an issue with the level 3 build challenge where overkill damage was accounted for when it shouldn't be.
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!
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.
While it's too early to promise anything concrete so far, we can share what we have in mind at this point.
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.
Please let us hear your suggestions and ideas that you would love to see added to the game!
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!
Our plan is to start looking at how a mobile version might work. Here's what you should be able to expect:
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.
The monetization will be as straight-forward as possible. The options we are considering are:
Charge a fixed price upfront and you get the full game.
You get to play the first 3 levels for free, and are then prompted to pay to unlock the whole game.
You can experience the full game for free with ads, or pay to get rid of them.
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.
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!
/ Joel & Robin
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.
There are two issues that we're aiming to address with this update, as we'll get into below.
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.
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.
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.
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.
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.
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.
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.
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.
Here's how the updated Combust works:
Now there's no longer any drawbacks to triggering a combust, as it is a pure damage addition to the on-going burn stack.
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.
With this new change, placing more Fire Towers should always provide a benefit.
We'll continue to do what we can to make the best game possible based on the feedback we're getting.
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!
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.
We're doing the best we can to interpret this feedback into actionable improvements to the game!
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).
Added more build slots and pre-enchanted slots to level 4-10.
The "Chainblast" upgrade (chance to launch fireball on defeating an explosive enemy) can now trigger from all explosions.
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.
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.
"Multi-Combust" (Multicrit triggers Combust) now triggers a Combust of up to 5 ticks.
"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".
"Arc Flash" (trigger combust on discharged enemies) now triggers a Combust of up to 100 ticks.
The "Combustion Power" (increased damage on Combust explosions) upgrade has been removed.
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.
"Light Arrows" (increased Arrow Tower fire rate at the cost of base damage) now reduces base damage by 5% per level (down from 10%).
"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%.
"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.
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
The level 7 boss has had its HP and movement speed reduced.
The level select panel will now remember which level you last had open when opening and closing it.
The token list should now more clearly communicate that you can toggle between showing unspent / total and spent / total.
Fixed a weird game state when enabling Prestige Mode on another level and then starting level 10.
Fixed an issue where the build challenge on level 8 wasn't tracking all explosion damage correctly
Version 1.0.3 is out with mostly some smaller bug fixes:
Fixed an issue where upgrade tooltips wouldn't update correctly to reflect their correct token costs
Fixed an issue where a token limit challenge would appear to be active in a level while the requirements haven't actually been met
Fixed a performance issue when having the "Show Marked Enemy Stats" setting toggled on
Fixed a crash that happens when you go from level -> straight to main menu -> new game
Another patch is out now for Outhold!
We've been hearing your feedback on the endgame content being too much of a puzzle and not allowing for a large variety of builds. To help address this, we've tuned down the difficulty of this content to make it accessible to more players.
Full changes below:
We've reduced the difficulty across the board of the endgame content, to make it more accessible to all skill levels and allow for more variety in viable builds
The difficulty of level 5 and 6 have been reduced to better smooth out the progression curve
The "Big Game Hunter" (Arrow Tower targets enemies with the most health) upgrade has been reworked, since its utility was questionable at best. The upgrade has been changed to add 10% critical hit chance to the Arrow Tower when damaging unharmed enemies.
Added support for panning the upgrade tree with WASD and arrow keys
Fixed an issue where the Leaper Boss on level 7 would head straight to the Outhold if hit by rewind at a specific time
Fixed a bug that caused the "Unharmed Vulnerability" (deal more damage to unharmed vulnerable enemies) to always apply its full effect on the level 9 multi-segmented boss
Hi everyone! Quick update from us.
We've heard your feedback on the Speedrunner achievement (complete the game in less than 2 hours) going against the spirit of incremental games. We understand that many of you would like to be able to max out the achievements in your first playthrough, and it doesn't feel good to know from the start that you won't be able to.
Because of this, we've decided to remove the achievement from the game. Our goal with the achievement was to provide another challenge for those who would like to test their ability to optimize their choices in the upgrade tree in a fresh run after having completed the game already. However, since we already have leaderboards in the "Speedrun mode", there's enough of an incentive to try to beat the game as fast as possible even without the achievement.
For those of you who had already completed the achievement, we understand the disappointment of not being able to show it off anymore. But we think this change is for the better of the whole player base, so we hope you can understand our decision.
We'd also like to take another chance to give a big thank you to everyone who has been playing the game over this weekend, and helped make our launch bigger than we could have ever anticipated. We're beyond excited to be able to announce that we've officially sold 20,000 copies of the game within less than 48 hours of the game's launch. It's been quite surreal to see more than 1,000 players concurrently playing the game through almost the entire weekend so far. You are all the best. <3
First of all, a big thank you to everyone who purchased and played the game on our launch yesterday, it means the world to us to see so many of you enjoying what we've made.
Outhold managed to make it into the New & Trending tab on the Steam front page, and surpassed 1,000 concurrent players. This is absolutely huge!
Now, there has unfortunately been a bug that has been affecting a number of you who have been transferring over the save from the demo version, resulting in progress being lost partially. We've been able to track down and fix the issue now, but we fully understand how much it sucks to have your progress erased like this. If you've run into the issue, please reach out to us at [email protected] with your save file, and we'll generate a fixed version for you that should restore your progress. The save file can be found here:
Windows: %APPDATA%\\Godot\\app_userdata\\Outhold\\save_data_full.cfg
macOS: ~/Library/Application Support/Godot/app_userdata/Outhold\\save_data_full.cfg
Full patch notes below:
Fixed an issue where tokens would be partially reset when going to the main menu and back into the game. This affected players who were continuing from a transferred demo save.
Upgrades should no longer reset when going from a demo save into the full game
Fixed 2 typos in the Brazilian Portuguese translations
Outhold is officially out now!
What started as a small prototype in April this year has now grown into a full-fledged game with 4-5+ hours of gameplay, a big skill tree to explore and powerful synergies to discover. We hope you'll have as much fun playing the game as we had making it. <3
Make sure to check out the bundles that we're launching with, you might find another fun incremental game to also pick up for a discount.
We're looking forward to seeing all the builds you come up with, don't be afraid to share them over at our Discord server.
Small demo update as we get ready for the full release on Friday:
Increased cost of leveling up the Bank Tower to level 3
Increased cost of building additional Bank Towers after the first one
Added a settings option to always show the stats panel of the currently Marked enemy
Remember that progress from the demo will carry over to the full game, including your completed levels, challenges, and the tokens earned from those. There will however be a migration limit of 10,000 triangle tokens from the demo into the full game.
Outhold has reached 30,000 outstanding wishlists!
We're very happy knowing that there are so many out there excitedly waiting for the release this Friday, we couldn't be more thrilled to soon get to share the full game with all of you.
We also wanted to share an update with you on the launch discount. We had previously announced that the game would be releasing with a 20% discount. We've however decided to bump it up to 30%, to give you an even better deal going into the holidays. This will put the discounted price at $4.89 during the launch.
Lastly, we want to remind everyone that progress from the demo will carry over to the full game, including your completed levels, challenges, and the tokens earned from those. There will however be a migration limit of 10,000 triangle tokens from the demo into the full game.
I hope you're looking forward to Friday as much as we are!
The demo has been updated to version 0.9.5. Changelog below:
You can now hover the tokens in the top left of the upgrade tree to highlight upgrades of that type.
Fixed an issue where you could level up towers with the shift keybind before the level up milestone had been unlocked.
Fixed an issue where you could accelerate the last wave before the early spawn milestone had been unlocked.
Fixed an issue where you would earn hourglass tokens without actually completing the time trial.
The demo has been updated to version 0.9.4, adding in all of the balance improvements, polish and tweaks we've made as we have been working towards the full release on December 12.
Here's a summary of the biggest changes included in this update:
The rewards panel shown at the end of a level has been redesigned, and now includes information about how much damage you dealt with different damage types / towers.
You can now see how much damage an individual tower has dealt during a level in the stats tooltip seen by hovering over a tower.
A new Build Sets milestone has been added to the game, allowing you to switch between 5 different saved builds
You can now hover over enemies to view their HP and applied status effects
A number of performance improvements across the board
Please note that the above doesn't cover all the tweaks we've made over the past two months. Once we reach the full release, you can expect more fine-grained change logs from us going forward.
We're happy to finally be ready to announce the release date and price for Outhold!
The game will be releasing on Steam on Friday, December 12th 2025, priced at $6.99 and a 20% launch discount (= $5.60). We couldn't be more excited about getting the full game out to all of you!
We are also planning to run a private playtest during November to iron out any final bugs and balancing issues. If you'd be interested in participating, please fill in this form: https://docs.google.com/forms/d/1ENlJSM9XB8XS5qMYNJLDo2CizgqXO9RdsBW-zWpf1Fg.
Please note that slots for the playtest will be limited, so depending on how many of you sign up for this we may need to be quite selective
We've been doing a number of smaller hotfixes over the past few days to iron out some bugs going into this week's Next Fest. Here's the summary of those changes:
You can now hold down the shift key in the upgrade tree to quickly add and remove multiple levels
Fixed an issue where the Explosive Burn upgrade (enemies hit by an explosion start burning) wasn't causing the correct damage
Fixed an issue where the Rain of Arrows upgrade (increased fire rate on arrow tower) didn't actually do anything
Fixed an issue where the Multi-Multicrit upgrade (add 1 more multicrit) didn't work
Added colored outlines to unleveled upgrades to more clearly show their token type
Fixed an issue where the camera in the upgrade tree would get stuck in panning mode
Fixed an issue where your own leaderboard entry wouldn't show up if outside the top 10
Fixed an issue where upgrades could be selected without having upgraded the previous nodes in the tree
Improved performance when upgrading or downgrading multiple nodes at the same time
The demo has just been updated to version v0.2.1, removing the 20 000 token limit and adding localization for the following languages:
French
Italian
German
Spanish
Japanese
Korean
Polish
Portuguese (Brazil)
Russian
Simplified Chinese
Traditional Chinese
Additional smaller changes below:
Fixed an issue with the "Refund All" button not appearing when it should.
Fixed an issue where damage numbers would not always appear.
The "Aftershock" (bonus damage on shocked enemies) upgrade now correctly branches from the "Lingering Shock" (increased stun duration) upgrade.
Updated colors to make it clearer which upgrades nodes have been maxed out.
The demo has just been updated to version v0.2.0, introducing two new tower types (Fire and Lightning), tweaked colors and visuals, and rebalancing across the board.
This update comes in preparation for the October Next Fest, which we will be participating in. We've also updated our capsules and key art for the game on Steam!
Due to the balance changes in this patch, we've gone ahead and reset the leaderboards.
Full changes below:
The colors and visual style has been updated
Added a Fire Tower and related upgrades
Added a Lightning Tower and related upgrades
Rebalanced a number of upgrades, and added new ones to existing builds
Arrow Towers will now avoid targetting enemies that are already about to be defeated
Allow toggling between spent / total and unspent / total token displays, by clicking on the token list
Added automatic crash reporting
General performance improvements
Upgraded the engine to Godot 4.5
Another small bug-fix patch:
Fixed a bug where you were able to start level 3 before completing level 2
Fixed a text formatting issue with the "Last Stand" upgrade
Just a quick follow-up update on v0.1.0, fixing some bugs:
The build challenge on level 2 should now be able to be completed
The window size should not reset when opening the in-game menu
Bumped the maximum number of collectable basic tokens to 20,000
The demo has just been updated to version v0.1.0, which introduces a huge amount of new additions and changes. This includes a couple new challenges on the existing levels, a few new build archetypes (including a new tower), and redesigned mechanics.
If you've already completed the demo once, we highly recommend giving it another playthrough to experience everything new. There are also leaderboards you can compete in for fastest initial level completion times.
Due to these big changes, we've unfortunately had to reset all save files, so any current progress will be wiped. We will do our best to not have to do this again in the future, and our plan is to let progress from the demo carry over to the full game (with some limitations on amount of tokens that you can bring with you).
Here's a list of changes in this patch:
The upgrade tree has been redesigned in various ways, and now includes "Milestone Upgrades" that stay enabled once a certain threshold of tokens has been reached.
A new type of challenge can now be unlocked, which gives you a unique objective to complete in each level.
Added a speedrun mode that can be enabled in settings. While this is active, the game will keep track of your total playtime for your current save, and you can compete against other players on the leaderboards to get the fastest initial completion time of each level.
The Early Spawn mechanic has been changed to be more intuitive and also more rewarding when used tactically.
A new Vulnerability status has been added.
A new "Burn" build archetype has been added to the upgrade tree.
A new "Bank Tower" can now be unlocked in the upgrade tree.
The Slow Tower is now called Pulse Tower, and has a couple of new upgrade branches to specialize into.
Added elite and boss versions of the Runner (triangle) enemy.
Added collection of anonymous gameplay data to help us balance the game. You can opt-out of this in the main menu, and we plan to remove this once we feel happy with the balancing.
Various visual, UX, and performance improvements.
Added some graphic options, and the option to disable the custom cursor.
Added macOS support.
We hope you enjoy this latest update, and don't be afraid to share any feedback you have in our Discord!
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Outhold, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Outhold statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.