Outpost — a voxel frontier of forests, rock, and farmland with a colony's campfire at its heart
A LOW-POLY COLONY-BUILDER

OUTPOST

ALPHA!

The king sent us to bolster the frontier outpost, but when we got here…

ALPHA v0.1.1· macOS & Windows
A SURVIVAL COLONY SIM

Stranded at the frontier

Your colonists were sent to reinforce a frontier outpost — and found it abandoned. Now they're stranded, and survival is the only way forward. Outpost is a colony sim about carrying them through four turning seasons: forage and farm in the warmth, dig in and stockpile before the freeze, and build something strong enough to outlast the wild — and whatever else is out there.

Four seasons to outlast

Spring thaw to killing winter. Each season changes what grows, what threatens, and how hard it is to keep everyone fed and warm.

Raise a real colony

Forage, fish, farm, chop, and mine. Lay down stockpiles, walls, floors, and crafting chains, and turn a bare clearing into a settlement that runs itself.

Set the work, not the steps

You don't pilot anyone. Mark out the jobs and your colonists handle the pathing, the priorities, and their own hunger, warmth, and rest.

THE ROAD AHEAD

As the colony grows, so does the danger. Mysterious raiders and deeper threats are coming for what you've built. Outpost is in active alpha — it gets richer and more challenging with every release.

ALPHA · v0.1.1

Download the Alpha

Free, early, and rough around the edges. Grab the latest build for your platform and help shape the colony.

macOS

Apple Silicon · macOS 11+

Download .dmg3.4 MBPrefer .app.tar.gz? Download it (3.1 MB)

Unsigned build — if macOS blocks it, right-click the app and choose Open, then confirm.

Windows

64-bit · Windows 10/11

Download installer (.exe)2.0 MBPrefer .msi? Download it (3.0 MB)

Unsigned build — on first launch click "More info" → "Run anyway" past the SmartScreen prompt.

FRESH FROM THE FRONTIER

Latest Updates

What's changed in the colony, straight from the game's changelog.

  1. v0.1.1NEWEST
    • Fixed a slowdown that crept in on long games: if you designated work a colonist couldn't actually reach — a mining tile or tree cut off across water, say — the colony kept trying to find a route to it every moment, and on a well-explored map that quietly dragged the whole game down to a crawl. Unreachable work is now checked once and set aside until something changes, so the framerate stays smooth no matter how long you play. (It automatically tries again the instant you dig or build a path to it.)
    • The Work panel now flags a task as "⚠ Unreachable" when no colonist can get to it, so you can tell at a glance why a designation is sitting untouched — cancel it, or carve a path to it, instead of wondering why nobody's working it.
  2. v0.1.0
    • The Craft menu's quantity box always opens on 1 again. If you pressed the camera keys (w/a/s/d) while the menu was open, those letters were landing in the quantity box and sticking around — so the next time you opened Craft you'd see stray letters in the field instead of the default 1. It now resets to 1 every time you open the menu.
    • Extending a stockpile now lines up cleanly: place a new storage pad while hovering over an existing one and it snaps flush against the edge you're nearest — the same way a farm plot snaps beside another — so the two merge into one tidy zone. Before, a pad dropped at an offset could land half a step out of line and render as a scattered, stretched-out clump of crates (a "2×6" smear instead of neat 2×2 patches). Hover off the stockpile to drop a free-standing one as before.
    • Carpenters now turn wood into timber based on skill: each wood is worked into one to four timber depending on who is crafting — a beginner gets only one or two, while a master gets three or four (it always took three wood to make a single timber before). Keep a colonist on the saw and let their carpentry climb, and the same woodpile goes far further for building. The craft menu shows the wood cost as "up to" that amount, since a skilled hand spends less.
    • Colonists no longer starve to death in their sleep: one who gets dangerously hungry overnight now wakes up to go eat, instead of sleeping straight through to starvation. (A colonist collapsing from hunger topples flat — just like a sleeping one — so these deaths often looked like dying in their sleep; they were really starvation, and they're now caught in time.)
    • Colonists carrying a full load no longer starve a few steps from a full stockpile: one hauling a heavy pack of wood, stone, or timber who gets urgently hungry now breaks off to grab a meal first and then finishes the haul — rather than trudging all the way home with food right there and dying on the doorstep.
    • Build crews no longer work themselves to death: a colonist ferrying timber out to a wall, floor, or door (or shuffling goods between stockpiles) used to ignore its hunger and drop dead mid-trip — queue a big floor and the whole crew could shuttle timber back and forth past starvation and collapse one by one. They now break off to eat when they get dangerously hungry, then return to finish the build, keeping whatever they were carrying.
    • Walls and floors now place with a precise corner-to-corner grid drag: pick Wall or Floor, click one corner and drag to the other, and the exact rectangle of tiles between them fills in — no more fuzzy screen-box that drifted as you tilted or spun the camera. A one-wide drag lays a clean line, a single click places a single tile, and walls snap to a straight run.
    • A whole wall or floor drag is now a single entry in the Work panel ("Build Floor — 8 tiles"), with one Cancel for the entire run, instead of flooding the panel with a separate row for every tile.
    • Storage that fills up no longer looks like laziness: when every stockpile is full, a colonist carrying a full pack has nowhere to put it, so they now stand put waiting to haul (with a ❓ floating over them) and their Work-panel status reads "Can't store goods" rather than "Idle". The HUD gained a "📦 Storage Available" line so you can see how much room is left across all your zones at a glance.
    • Turn off a stockpile's filter for something it's already holding and colonists now move those goods out: an idle colonist carries the rejected items over to another zone that will accept them (if one has room), instead of leaving them stranded where they're no longer wanted.
    • Stockpiles read as proper crate piles again — each 2×2 patch of a storage zone shows its own cluster of crates (a single big crate or a small stack), each with a slightly different lean, tint and size, so a large zone looks like a sprawl of crates rather than a flat, uniform grid.
    • Fixed a colonist who, after dropping a haul at one stockpile, would play the eating animation there while a meal was actually pulled from a different stockpile clear across the map — they now eat from the zone they're actually standing at.
    • Build walls and floors: open the Build menu (B), pick Wall or Floor, and drag out where you want them. Colonists haul timber from your stockpiles and construct them, working faster as their new Building skill rises. Walls are solid — colonists path around them — so you can wall off an area; floors are flat, walkable pads you can place stockpiles on top of.
    • Build doors: pick Door in the Build menu and click to drop a doorway. Press R before placing to rotate which way it faces, and F to flip which way it swings. A door is passable, so colonists walk through it — letting you close off a space with walls while still leaving a way in and out.
    • Building finally gives the logs→timber crafting chain a real purpose: walls, floors, and doors are all built from timber, so it's now worth keeping a crafter turning logs into timber.
    • The Destroy tool tears down walls, doors, and floors too now, not just campfires and farms — a colonist demolishes the structure and salvages some of its timber back into your stores.
    • Every wall, floor, and door you queue shows up in the Work panel as its own build entry — with the right icon and what it still needs — and you can cancel one before it's built. A build in progress is now saved as well, so a half-finished structure picks up where it left off when you reload.
    • Stockpiles are now placed as a 4×4 pad — the size of a farm plot — and render as a stack of crates, so they read clearly apart from the new flat floors. Dropping another stockpile next to an existing one still merges the two into one bigger zone.
    • Stockpiles are now something you build, like a farm or a campfire: pick Stockpile in the Build menu and click to place one, and a colonist hauls timber over and constructs the storage pad. A green/red preview shows whether it'll fit before you commit — so storage now costs materials instead of appearing for free.
    • The Work panel now opens automatically whenever a game starts, so you can see what every colonist is up to right away.