
OUTPOST
ALPHA!“The king sent us to bolster the frontier outpost, but when we got here…”
ALPHA v0.2.15· macOS & WindowsStranded 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.
As the colony grows, so does the danger. Wolves are the first of it, wild animals prowling in from the map's edges for your colonists to fight off, with raiders and a deeper threat still ahead. Outpost is in active alpha, it gets richer and more dangerous with every release.
Watch the alpha
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+
Signed & notarized for macOS — download, open, and play.
Windows
64-bit · Windows 10/11
Unsigned build — on first launch click "More info" → "Run anyway" past the SmartScreen prompt.
Latest Updates
What's changed in the colony, straight from the game's changelog.
- v0.2.15NEWEST
- Trees now turn with the seasons: as autumn arrives, maples and poplars shift from green to fiery orange and gold, then shed their leaves a few at a time — drifting down to the ground — until they stand bare, each trunk tapering up into its own spread of branches, through winter. Come spring they leaf back out gradually over the first several days — the bare woods greening in a little more each day rather than all at once. Pines stay green year-round.
- Double-click a job in the Tasks panel to send the camera straight to it — a quick way to find where a task actually is out in the world, like a far-off chop or a stalled build you can't spot.
- Autumn mushrooms are less of a carpet — they now sprout in tighter, more scattered clumps across the forest floor rather than blanketing it, so gathering them feels more like seeking out patches. (New worlds only.)
- The colonist cards along the top are now a quick way to get around: click one to pan the camera straight to that colonist, and double-click to open their full stats card (which still follows them). Before, a single click always popped the stats card open.
- Colonist cards along the top now hold a steady width — they no longer suddenly grow wider and jostle the whole row whenever a colonist picks up wood or other goods.
- Take charge of who does what: every colonist's card now has a work priority next to each skill — set it Off, 1, 2, or 3 and they'll always work their 1s before their 2s before their 3s. There's a new Hauling row too, covering fire tending, torch refills, and tidying loose goods — give it a 1 on someone dependable and the fire stays fed even when the task list is long.
- Colonists set to Rest now really rest: they no longer get pulled off their break to shuffle goods between stockpiles.
- Colonists now gather smarter: they keep foraging, chopping, and mining until their pack is full before hauling the load to storage, instead of trudging all the way back after every single bush, tree, or rock. Big harvests now take a fraction of the trips.
- Firelight now stays inside your walls at night. A campfire or hearth lights up its room as before, but its warm glow no longer spills straight through the walls onto the ground outside — a fire in a sealed room reads as a warm room, with darkness beyond the wall (light still spills out through an open doorway).
- v0.2.14
- Farm harvests are rebalanced: each plot now yields 12–24 grain (down from 24–48, which piled up far more food than the colony could eat), and straw is much easier to come by — even a brand-new farmer now brings in a thatch bundle from about half their harvests, instead of never seeing straw until their farming skill had grown for ages.
- v0.2.13
- Wall torches can now be managed like campfires. Hover a torch and you'll get a "Keep stocked" toggle: leave it on and colonists keep hauling wood to keep it lit, or switch it off to let that torch burn out and stay dark (flip it back on any time). The torch hover is now a card you can click into, instead of a fuel readout that slipped away the moment you reached for it.
- Wolves now trot on the move — their legs actually step in a diagonal gait, their body lopes with each stride, and the tail sways — instead of the old stiff slab that slid across the ground.
- Canceling a building no longer swallows the materials already delivered to the site — they drop as little piles on the ground (stacked planks, cut logs, straw bundles, rubble) and colonists gather them back into storage on their own.
- New Controls screen: press F1 (or click CONTROLS on the title screen) to see every keyboard shortcut lit up on a drawn keyboard. Hover a key for what it does, and flip to the second tab to see how R, F, and Esc change while you’re placing a blueprint.
- Stockpiles now show exactly one crate per square you placed — a square set down slightly off the others no longer shows a phantom extra crate wedged into it. And when you place a new square right against a stockpile, it now snaps onto the stockpile's grid so the crates line up neatly.
- v0.2.12
- The Craft menu now names each item right on its row — no more hovering over a bare quantity box to figure out whether you're ordering Timber or Stone Blocks. Quantity boxes everywhere (crafting, weapon orders, stockpile trash) also only accept plain numbers now, so a stray letter can't sneak into an order.
- A hurt colonist can now be stood down until they're actually better: the Duty dropdown gains "Rest until healed", which sends them back to work on its own at full health. Wounds also mend faster the worse they are — a colonist limping away from a bad mauling recovers at up to triple speed at first, easing off as they close up, so a brush with death no longer lingers for days on end.
- Bows now shoot much farther — archers loose arrows the moment a wolf threatens instead of letting it close to near-melee first, and a colonist rallying to a fight will stop and give supporting fire from a distance rather than running all the way in.
- Farm plots got a fresh look — crops now grow as leafy tufts of grain instead of stiff square stalks, ripening from green to gold and putting out plump heads of grain when they're ready to harvest, and a crop killed by the winter freeze keeps its dead stalks standing in brown. The soil matches: instead of a flat brown square, a plot is now low furrowed tilled earth with a ragged hand-dug edge and clods of turned dirt scattered along it — and plots placed side by side join into one continuous field.
- Colonists now draw their weapon when danger strikes — the staff, spear, sword, or bow appears in their hand as a fight breaks out, swings with every blow, and is put away once the danger has passed.
- Felled trees now fall with the lay of the land — a tree beside a rock outcrop or hillside tips toward open ground instead, and where the ground is uneven the fallen trunk leans up against ledges or drapes down slopes rather than sinking into the hillside with just its end poking out.
- Foraging is much quicker — a colonist picks a berry bush clean in a third of the time it used to take, so a forage sweep keeps the pantry stocked without eating the whole morning.
- Thatch beds look like real straw bedding now — a low, hand-shaped straw mattress with softly rounded corners, loose golden ends poking out all around its edge, and a proper stuffed pillow at the head, instead of the old flat board-like mat. They're also a bit longer, so a sleeping colonist lies full-length on the mattress instead of hanging off the foot (beds now take up one more tile of floor).
- v0.2.11
- Every new game is now a brand-new world. Starting fresh — including hitting Restart after losing a colony — rolls new terrain and a new band of colonists, instead of dealing you the exact same map and the same four names every time.
- Campfires now burn wood at a steady rate around the clock — nightfall no longer makes them chew through fuel twice as fast, so your wood stores drain evenly instead of dipping every night.
- Colonists slip right past young trees now. Saplings no longer claim the ground around them the way a full-grown tree does, so paths through the woods run straighter instead of winding way around every thicket.
- v0.2.10
- You can see what everyone's up to at a glance now. Each colonist card up top wears a little badge in its corner — 🪓 chopping, 🌾 farming, 💤 sleeping — that dims when they're idle and pulses red when they're in trouble, like a wolf fight. Hover a card for the full story: what they're doing, how good they are at it, and what they're carrying.
- Colonists hauling a load now wear a proper backpack — a boxy leather pack with a bedroll that sits snug on the back and moves as they move. And it shows for everything they carry, wood and stone included, not just food.
- Colonists (and wolves) walk diagonally now. They head straight for where they're going instead of taking odd right-angle detours — no more watching someone march way down and then all the way across to reach a berry bush — so trips across open ground are up to a third shorter. Walls still hold, too: nobody slips through a gap at a corner.
- The title screen now greets you with gameplay tips — nearly fifty pointers on surviving your first winter, storage, beds and sleep, wolves, and more. A new one fades in every ten seconds; hover to pause it while you read, or click NEXT ⟳ to flip through at your own pace. The screen is tidier all around: just the wordmark and your Play/Continue button in the middle, tips resting in the bottom-left, and the music and What's-New controls gathered bottom-right — so your world shows through behind it.