The most recent update we have recorded for Star Wars Outlaws is "TITLE UPDATE 1.7", published 24 June 2025. 12 updates are listed below, newest first, with the developer's own notes.
Outlaws,Our latest patch has just been deployed across all platforms. This Title Update includes a range of fixes and improvements. You can find the complete list of changes below. Once again, thank you for your support and enthusiasm - see you in the Outer Rim! PATCH DETAILS:Steam: 3.38GB (8779316.TU7) FULL PATCH NOTES: General GameplayFixed an issue where pick-up weapons could have no ammo after a saveFixed an issue where Kay could not go into low cover in certain areasFixed an issue where players would be prevented from fast travelling or taking off from Achra Station if landing when dialogue is playingFixed an issue with Intel Quest completion with Smuggler’s Camp, Abandoned Hideout, and Hidden Riches UIFixed an issue with a missing key bind under Starship control options AccessibilityAdded an option for accessibility shortcuts when using a controllerFixed an issue where crosshair visibility settings were missing MiscellaneousFixed an issue where irrelevant NPC lines could be played after specific story progress MAIN & SIDE QUESTS (beware of spoilers) TosharaUnderworldFixed an issue where players could lose Pyke reputation by defeating Pyke NPCs after loading a save during the ‘Break into the Tower’ objectiveTatooineSmuggler Camp and Abandoned Hideout IntelFixed an issue where players who had already looted the chest could not complete the intel quest. Quest should complete when revisiting the intel locationAkivaFixed an issue where players would be prevented from fast travelling or taking off from Achra Station if landing when dialogue is playingHidden Riches IntelFixed an issue where players who had already looted the chest could not complete the intel quest. Quest should complete when revisiting the intel location Wild Card – Story PackThe GameFixed an issue where Kay could board the Morenia with a secondary weapon holstered A Pirate's Fortune – Story PackLost TreasuresFixed an issue where the grapple point prompt would not appear when sliding down the cliffDead Man’s TaleFixed an issue where Kay was not able to leave Achra station after the end cutsceneFixed an issue where Kay could get stuck behind a forcefield after performing a save/loadMiscellaneousFixed an issue where contraband contracts were not available from Reess, the Holotable, or contract terminalsFixed an issue where saving was not possible when carrying contraband cargoFixed an issue where the Rokana Raider ship (R93 Refractor) HUD could disappear when boostingFixed an issue with the ‘Supercharged Ions’ passive system descriptionFixed an issue where friendly NPCs could be targeted when using the TL-40
Outlaws, Hotfix 6.1 released today for all platforms bringing with it fixes that address several issues related to contracts such as job offers becoming unavailable with some brokers and contracts failing upon saving or loading. Thank you for continuing to share your feedback and support – See you soon in the Outer Rim!
Outlaws, Our latest patch has just been deployed for Star Wars Outlaws across all platforms! The new update arrives alongside our brand-new story pack, A Pirate’s Fortune, bringing new improvements and fixes. It also includes a free new cosmetic pack inspired by Star Wars: Skeleton Crew, available to all players! Be sure to check your delivery crate aboard the Trailblazer to claim it. {STEAM_CLAN_IMAGE}/45219011/7082afc04e7282c510e1c2857233986f4bf71ad6.png This update also adds some new gameplay upgrades: you can now free-fire Kay’s blaster while riding your speeder. Additionally, to create a smoother combat experience, you can now seamlessly switch between two-handed weapons and Kay’s blaster. The Trailblazer customization has also been enhanced, with new passive systems to equip which offer a variety of gameplay effects, giving you more ways to fine-tune your strategy during space missions. {STEAM_CLAN_IMAGE}/45219011/e7b6c2e9c0511719764b351101c9da9c7d4747da.png For those eager to get back to the pilot seat - new space contracts are live as well, featuring multiple challenge types and rewards for daring pilots. Of course, this update also comes with a full list of improvement and bug fixes. You can find the complete list of changes below. If you’d like to make the team aware of any bugs you’re experiencing further, be sure to check out our Bug Reporter tool that allows you to track the status of existing issues and raise new ones! Once again, thank you for your support and enthusiasm - see you in the Outer Rim! PATCH DETAILS (version 8636159.DLC2): PlayStation®5: 6.17GB (01.006.000) Xbox Series X|S: 8.55GB (1.0.6.0) PC (Ubisoft Connect): 10.21GB (1.0.6.0) Steam: 8.5GB (1.0.6.0) FULL PATCH NOTES: Highlights Added the ability to free-fire Kay’s blaster while riding the speeder Added the ability to holster and swap between two-handed weapons and Kay’s blaster Added the ability to equip new passive systems to the Trailblazer for additional gameplay effects Added new space contracts for all players that include multiple challenge types Fixed an issue where the Hidden Riches intel could not be completed General Gameplay Improved shooting when behind cover to prevent hitting the environment Fixed an issue where certain intel quests could not be completed if intel was found before picking up the quest Improved enemy AI when moving to cover/being suppressed Fixed an issue where Kay could get trapped when respawning in a restricted room on Toshara Improved Kay’s movement animations on stairs and slopes Adjusted effects of getting ionized in space Fixed space NPCs going "out of bounds" when in combat Miyuki Traders have been upgraded to full vendors and now sell passive system upgrades in addition to previous resource items Fixed issue where the Ion upgrade of the smoke bomb was inconsistent in ionizing enemies Fixed issue where melee finishers sometimes wouldn't trigger if the blaster is overheated Fixed issue where configurations with improved heat capacity from upgrades and gear would risk overheating the blaster if quick switching modules when near the overheat threshold Crimson Reign gear set has a reduced cooldown on Stun Shot for each enemy caught within all variants of the Smoke Bomb Outlaw Belt has a reduced cooldown and increased duration of the supercooled state when swapping between Kay’s blaster modules. Additional HUD feedback has been added for the duration and cooldown Fixed an issue where shields would not protect Kay from direct impact explosive projectiles Performance improvements during climbing Improved attaching and releasing input when using the grappling hook Fixed an issue where Kay would move slowly when aiming during strafing in certain areas Kay no longer gains adrenaline during standing jumps on the speeder Kay is now thrown off the speeder when hit by a melee attack Improved cases where dropping weapons could result in clipping Kay now exits scoping when staggered Fixed an issue where the Glowlamp would disable when entering vents Performance Fixed an issue where the game could crash when activating FSR3 Frame Gen and Freesync Premium Pro HDR Graphics RTXDI improvements Ray Reconstruction improvements UI, HUD and Settings Fixed an issue where a vendor's purchase screen was unable to be closed when the items list was empty Fixed an issue where the incorrect journal entries would be highlighted when hovering over a different entry Audio Fixed an issue where crew members lines would be played at incorrect times Cinematics Improved instances where props were missing/floating in certain cinematics Camera Fixed an issue with camera jittering and clipping while on the speeder Worlds, Fauna and Flora Fixed an issue where the surrounding environment would not reflect correct time of day Fixed an issue where color banding was present in the sky on Consoles Accessibility Added accessibility shortcut allowing high contrast, auto run, and menu narration to be toggled without accessing menus Gadget wheel can now be set to a toggle rather than a button hold HUD background transparency and colors can now be adjusted High contrast UI setting now also affects headings in settings menus Gameplay high contrast transparency now affects darker colors more evenly Map menu narration now reads whether a location is on another planet Fixed an issue where remapping breaks sabacc controls Fixed an issue where high contrast mode settings menu preview did not match how the transparency slider works in the game Fixed an issue where some HUD icons were hard to see when high contrast HUD was enabled Fixed an issue where large HUD text would be larger than its background Fixed an issue where autowalk was not available when using a controller on PC, or on consoles Fixed an issue where the Trailblazer was not displayed correctly in high contrast mode when damaged Auto-vault no longer triggers if the fall will kill Kay Miscellaneous Reduced instances of environmental clothes clipping MAIN & SIDE QUESTS ...
Outlaws, Hotfix 5.3 released today for PC bringing with it improved game performance and stability for NVIDIA GPU users. Thank you for continuing to share your feedback and support – See you soon in the Outer Rim!
{STEAM_CLAN_IMAGE}/45219011/c32f3eb7da57e1438e6a85890d11d4dc2124cd63.jpg Hey, Outlaws! A patch has just been deployed for Star Wars Outlaws across all platforms! It brings support for NVIDIA 50 series GPUs on PC and an update to PSSR on PS5 Pro. PATCH DETAILS (version 1.0.5.1)): PlayStation®5: 1.93 GB (version 01.005.001 / 7641097.TU5) Xbox Series X|S: 3.65 GB (version 1.0.5.1 / 7641097.TU5) PC (Ubisoft Connect): 3.30 GB (version 1.0.5.1 / 7711640.TU5) Steam: 3.30 GB (version 1.0.5.1 / 7711640.TU5) FULL PATCH NOTES: Star Wars Outlaws on PC now features DLSS 4 with Multi Frame Generation for GeForce RTX 50 series, which boosts FPS by using AI to generate up to three frames per traditionally rendered frame. DLSS 4 also introduces faster single Frame Generation with reduced memory usage for RTX 50 and 40 Series, and new transformer AI models for DLSS Ray Reconstruction, Super Resolution, and DLAA for all GeForce RTX GPUs, which enhances stability, lighting, and detail in motion. Streaming: Fixed a crashing issue on streaming platforms when travelling to Renpalli Station PC: Added support for NVIDIA series 50 GPUs PS5: PSSR has been updated to the latest version for PS5 Pro users All platforms: Fixed an issue where Kay could not dismount the speeder when on a steep incline Fixed an issue where audio from overhead ships would be louder than expected
Outlaws, For this Dev Update, we’d like to chat about an aspect of the game that the team loved making and we see that you’ve loved experiencing during your journey across the galaxy, the mini-games. Being an outlaw can be tough – from managing your reputation with menacing syndicates to tense blaster fights and not knowing who is friend or foe – Kay and Nix needed to have ways they can unwind. Whether you’re swindling some unsuspecting civilians out of a few credits in a game of Kessel Sabacc, testing the local cuisine with Nix or giving Raven 6 just one more attempt for the high score, there’s always ways to blow off steam and get in some quality time with Nix. Here to dive deeper on this is Thibaut Machin, Game Director in our Paris Studio who led the efforts on the mini-games of Star Wars Outlaws! Outlaws had many cities planned, and our goal was to make them as alive and immersive as possible to stay true to the Star Wars experience. Creating mini-games to achieve this made perfect sense, and that’s where our team focused their efforts, aiming to provide a refreshing experience through different game mechanics. With that in mind, this is how our journey to create Kessel Sabacc, Galactic Street Food, Canto Fathier Racing and arcade games began. I'll share a few insights on how we developed them and highlight some of the key moments along the way! SABACC Sabacc was the very first idea that came to our mind when we began brainstorming mini-games for Outlaws. Its deep roots in Star Wars lore, first referenced in the original trilogy as the game through which Han Solo won the Millennium Falcon from Lando, made it a must-have. From the outset, we knew bringing this iconic, highly cinematic card game created for film into a video game would be complex, but it was a challenge we were eager to tackle. {STEAM_CLAN_IMAGE}/45219011/38985d707abc4ded7d315088decadf66391df18b.png We began by simplifying the rules, drawing inspiration and patterns from a mix of blackjack (binary choices of drawing or standing), rummy (drawing from face-up and face-down decks), and Uno™ (wildcard mechanics). Once we had a foundation, we tested the rules with a paper prototype until we felt confident enough in their inherent fun. Then, we introduced the Shift Tokens, which added a layer of strategy and unpredictability. That’s when our play sessions truly came alive. Team members started playfully taunting each other with unexpected twists and improbable comebacks that sometimes paid off. It was at that moment we knew we were ready for the next step. Translating our paper prototype into a video game brought its own challenges but also made some tasks easier. For instance, there was no more shuffling or dealing since we had a very efficient droid to handle that! We also implemented the cheating mechanics we had envisioned from the start, which weren’t feasible with the paper version. These mechanics were introduced to counterbalance the inherent randomness of dice rolls or drawing cards, making them exciting to discover and learn while providing a real advantage. Thanks to the team’s passion and talent, the game grew, brimming with attention to detail and love. Seeing the incredible response from players online has been thrilling. From fans building or printing their own Kessel Sabacc decks and crafting custom tables to passionate discussions about the best Shift Tokens, strategies to beat high rollers, and real-life or online challenges, the community’s creativity and enthusiasm has been truly heartwarming. This feedback and engagement have far exceeded anything we could have expected! GALACTIC STREET FOOD The Outer Rim is full of exotic and interesting dishes so we had to celebrate galactic cuisine in Star Wars Outlaws. Building Galactic Street Food was a unique adventure and we were really excited to craft these intimate scenes where our two beloved protagonists could bond, share meals, and discover new foods. As French developers, this concept naturally resonated with us! {STEAM_CLAN_IMAGE}/45219011/9f14d992c04bfc55b2e69f402096e38fa969620c.png Everything started to come together when we crafted the goofy, memorable moments that made each food stall unique. The first success was the scene where Nix’s tongue gets stuck on the ice while eating on Kijimi. Seeing team members smile widely at this adorable moment was the validation we needed. From there, it was about ensuring every location had its own standout sequence. Watching players fall in love with Nix through these moments made all our effort worthwhile. It’s a testament to the care and effort the team poured into making Nix not just a companion, but a character with charm and personality that inspires joy and affection! CANTO FATHIER RACING Canto Bight is not only Kay and Nix’s home but also the home of Fathier Racing which is why it was a natural fit for our game. With Canto Bight in the game and syndicates obviously rigging races, it perfectly aligned with the world we were building. The races offer thrilling scenarios, where your fathier might make a desperate sprint to cross the finish line first, capturing the excitement of real horse races. We worked hard to make these races as entertaining as possible. {STEAM_CLAN_IMAGE}/45219011/cf500a3bf9bbafe97abc4ddd892f17365076ec0e.png Here’s a little secret: to this day, no one has acquired their own fathier! To unlock this, players need to complete dedicated short quests scattered around these betting stations. This will reveal an additional quest that brings Kay back to Toshara for a special opportunity. Let’s see if anyone can crack it now! ARCADE GAMES Lastly, we wanted to recreate classic arcade games from the original trilogy era but with modern gameplay. Shooters and racers were obvious choices, as they were among the first video game genres ever created. During playtests, we saw players spend countless hours on these games, celebrating wildly when they beat the high scores. We even ran an internal contest to...
Outlaws, We just deployed a hotfix, V1.5.0.1, that addresses a crashing issue when entering Mirogana on streaming platforms. Thank you for continuing to share your feedback with us—we are listening closely and working hard to make sure the Outer Rim is the best it can be for you to explore!
Outlaws, Our 5th and latest patch has just been deployed for Star Wars Outlaws across all platforms! This Title Update brings a myriad of performance improvements and adjustments, such as smoothing transitions when NPCs move in and out of cover and improving AI reactions to grenades and Kay when concealed by smoke. We’ve also updated Frame Generation and DLSS options in addition to a range of improvements to gameplay, UI, audio and more to ensure you have the best experience possible across the galaxy. Also, we're aware of ongoing issues regarding foliage flickering on PS5 Pro and crashes occurring when entering Mirogana City for some Luna and GeForce Now players. We are currently investigating these issues and are working hard to fix them as soon as we possibly can. Thanks for your understanding. You can find the complete list of changes below. Ubisoft Connect Challenge: Between December 12th 2024 until January 9th 2025 take part in the Ubisoft Connect challenge by taking a photo mode image on Kijimi to unlock a festive striped scarf cosmetic for Nix. {STEAM_CLAN_IMAGE}/45219011/d87c13b15d4e0536f3dd8a8d9343bbf2bcebec7f.jpg If you’d like to make the team aware of any bugs you’re experiencing further, be sure to check out our Bug Reporter tool that allows you to track the status of existing issues and raise new ones! Once again, thank you for your support and enthusiasm - see you in the Outer Rim! PATCH DETAILS (version 7497632.TU5): PlayStation®5: 6.76GB (version 01.005.000) Xbox Series X|S: 7.10GB (version 1.0.5.0) PC (Ubisoft Connect): 6.32GB (version 1.0.5.0) Steam: 7.5GB (version 1.0.5.0) FULL PATCH NOTES: General Gameplay Balanced damage done to ionized enemies Fixed an issue with NPC collision area in syndicate districts that prevented shooting in some situations Smoothed NPC transitions for going in/out cover Fixed an issue where capital ships would not spawn in space Improved enemy AI when detecting grenades and when Kay is hidden in smoke Fixed an issue where enemies would take cover behind hollow fences Fixed an issue where fast travelling on Akiva to the Abandoned Hideout could cause an infinite loading screen Fixed an issue where the Wanted status would not decrease in certain areas Fixed an issue where some NPCs would get stuck in combat areas in an Imperial compound on Toshara Fixed an issue where VFX would impact the entire screen when shooting outdoors from an indoors location Performance Fixed an issue that caused performance drops when aiming the camera straight down with RTDXI enabled Graphics Fixed an issue with flickering lights at the bottom of the screen on consoles UI, HUD and Settings Updated options for Frame Generation and DLSS Improved detection when ‘in-combat’ state Fixed an issue where item descriptions would not show in the loadout menu Fixed an issue where intention icons no longer appeared above NPCs Audio Fixed combat music not playing in syndicate territories in cities Lowered Nix’s footsteps volume Fixed missing contract VO's Improved music playback in The High Roller quest Improved Flyer creature foley playback Improved VO loudness issues on localized versions of the game Cinematics Improved quality of ‘The Deal’ cinematic in Wild Card Fixed an issue where characters could get stuck in a T-pose during the sabacc tournament in Wild Card Camera Fixed an issue where Kay's head would face a different direction than the camera Worlds, Fauna and Flora Improved the takeoff animation of the aglis flyer on Toshara Added additional flee animation and audio to scurriers on Tatooine Fixed an issue with terrain blending on Tatooine Photo Mode Enabled option to toggle cinematic lens effect Fixed an issue where Nix could be seen clipping through Kay’s chair if photo mode is activated when planting a card during sabacc in Wild Card Accessibility Fixed an issue where in-game objects would not change color when switching between colorblind presets Fixed an issue where simple numerals in sabacc would not show correctly Fixed an issue where swapping a button for ‘On Foot’ would also change it for the Speeder and Trailblazer Fixed an issue where you could get stuck in the Custom Control screen when using a mouse and keyboard Fixed an issue where the gadgets wheel could not be opened after switching the input to toggle Fixes for various high contrast mode bugs and inconsistencies Narration on the map screen now reads distance to points of interest Sabacc: Fixed an issue when leaving a sabacc game if an enemy is playing the ‘Embargo’ or ‘Direct Transaction’ could prevent continued play at the table Fixed an issue where Kay’s left hand would suddenly disappear whilst ‘auto-success’ was enabled when using the magnetic dice Fixed an issue where suspicion states were not registering correctly when caught cheating Fixed an issue where SFX would play/trigger at incorrect moments Miscellaneous Fixed an issue where some NPC clothing was clipping Fixed an issue with random floating objects Fixed an issue where defeating enemies using the ‘Blast’ or ‘Pulse’ Power module would not count towards the Power Surge Ubisoft Connect Time-Limited Challenge PS5 Pro In addition to the ‘Quality (60FPS)’ mode, the three base PS5 options of ‘Quality’, ‘Performance’ and ‘Balanced’ are now selectable graphics options An ‘Upscaler Type’ toggle has been added allowing you to use either PSSR or FSR MAIN & SIDE QUESTS (beware of spoilers) Canto Bight Beginnings Fixed an issue where Kay would be unable to speak to vendors or Preeban after winning a fixed Fathier race Toshara Codebreaker Fixed an issue where a player could get stuck behind an energy barrier after reloading a save Tosharan Treasure Intel Fixed an issue where the intel chain does not start after reading the IWM datapad The Wreck Fixed an issue where Kay could get stuck navigating a narrow passage Contracts Fixed an issue where a slicing terminal will already show as unlocked if completing a contract for a second time Tatooine The Hotfixer ...
Outlaws, Today, we’d like to talk about the enemies you face in Star Wars Outlaws. On Kay’s journey, she encounters a variety of foes, from the dangerous Pyke sentinels or intimidating Gamorrean guards to the bog-standard stormtrooper. We’d like to discuss how we’ve expressed these threats in-game and some recent updates to them. To speak more on this topic is Fredrik Thylander, Game Director of the Star Wars Outlaws team. Combat was the primary focus of Title Update 1.4, and a key piece of that was to get the enemy AI and behaviors right to balance the improvements we’ve made to Kay’s blaster and capabilities in addition to the weapons you find in the field. A key part of fun and engaging combat is to constantly have to adapt and make decisions on the fly, reacting to what happens on the battlefield. To increase strategic and active combat, we enabled all enemy archetypes to use cover - with a few key exceptions like the Gamorrean guards. This means you must use positioning and reactions to get the drop on enemies to keep or regain the upper hand. We improved the enemy’s awareness of where the player is focusing so they can take their shots when you are engaging a different target. This means you now have to think on your feet and be much more aware of your surroundings in combat. Enemies are now more capable in using their grenades. While before it could feel quite sporadic and surprising, it’s now a more integrated part of the combat loop on a regular basis. This means having to reposition or react when a grenade lands near you or shoot it out of the enemy's hand when it's about to be thrown. We also updated how enemies react to blaster bolts flying near them, causing them to be supressed. This makes them less accurate and temporarily favor taking cover rather than directly pursuing Kay. This makes running while using your blaster when repositioning to a new location an effective tool to manage the battlefield, even if you have less chance of hitting enemies than when aiming down sight. Your opponents now also have improved aim – yes, even stormtroopers – to hit you more frequently when exposed, but with less damage per shot. This makes it easier to understand where the danger is and makes it easier to react quickly to incoming fire. It also makes it clearer when you are making the right decision in a fight and when you are in trouble. Last but not least, it’s important to point out that stealth also got a major set of improvements. We managed to remove some moments of unintended detection – making the enemies more consistent and fair when sneaking. We added a new UI element to show you when an enemy is detecting you, allowing you to play at the edge of getting caught with full control. With this also came a general tuning pass on how quickly enemies detect and investigate, how they react to distractions such as whistle and how consistent they are in talking to each other in a way that lets you know when they are suspicious or giving up the hunt. As a result of all these improvements combined, fights now have more depth, decision making, relocation and action than before. The enemies are more capable – but so are you! And when sneaking, you should now feel in full control and have more fun expertly avoiding getting caught. This is all in the pursuit of making the best possible Star Wars Outlaws combat experience we can. As always, keep an eye on our socials for more from us, and be sure to give us your thoughts on Twitter, Instagram and start a conversation with us in our Official Discord. Thank you again for your feedback and excitement! The Star Wars Outlaws Team
Outlaws, Our 4th and biggest patch yet has just been deployed for Star Wars Outlaws across all platforms! This Title Update brings changes to combat and stealth allowing for greater player choice, the ability to now keep pick-up weapons in more situations, visual options to allow for a sharper image and much more to improve your journey across the galaxy. You can find the complete list of changes below. Also, we have just deployed a temporary hotfix (v1.4.1) for players who were experiencing issues playing on Windows 11 24H2. Please note that you may experience some performance issues while we work on a more permanent fix. As soon as it is ready, we will let you know. Thank you for your patience. We also want to thank you for all your feedback, especially in our Bug Reporter tool, as it truly helps us to provide you with the best experience possible. You can also use this tool to track the status of previously reported issues. Find details on how to report your bugs using Bug Reporter tool below. Thank you for your support and see you in the Outer Rim! PATCH DETAILS (version 7309905): PlayStation®5: 7.44 GB (version 01.004.000) Xbox Series X|S: 10.18 GB (version 1.0.4.0) PC: 8.83 GB (version 1.0.4.0) NOTABLE CHANGES: Notable updates to stealth and combat that allow players greater choice, including using stealth or reaching for their blaster, even in syndicate territories in cities. Enemy AI and detection improvements, with players being notified when they’re being detected and can choose to escalate or change tactics to remain in stealth. Enemy weak points have been added to reward strategic gameplay, which if targeted can trigger explosions or cause enemies to die in spectacular new ways. Re-tuned Kay’s blaster and pickup weapons to improve the combat experience, including being able to carry two handed weapons in more situations. Facial expressions and animations in dialogue scenes have been improved, the option to toggle off the cinematic lens during gameplay has been added, and the visibility of distant lights has been improved. FULL PATCH NOTES: General Gameplay Fixed an issue where players could get stuck by not being able to take off using the Trailblazer after certain missions Kay now holsters a two-handed weapon in more situations such as when climbing, grappling or using the speeder Improved AI speeder usage Improved enemy detection Improved enemy tactical decision-making in combat to encourage more active management of their positioning Decreased enemy damage per shot while increasing the damage cadence increase over time Improved detection signs and feedback of cameras Player state (crouched, standing) is now kept after traversal actions Fixed an issue where only one NPC would be alerted when whistling Fixed an issue where the player could remain undetected in high grass while performing aggressive actions Enabled the use of combat in parts of syndicate districts Added weak points to various enemies Adjusted weapon aiming (spread, recoil, etc.) to allow for more precision and management Updated weapon damage values for Kay for all weapons Increased headshot damage when hitting enemies Improved blaster module usage (Ion and Power) Removed player blast damage from the Power module Added enemy stagger to explosions Added body part-specific death animations to improve combat satisfaction Improved NPC cover usage during combat Fixed an issue where Kay would put away the holotracker when crouching Fixed an issue where hostile NPCs were sometimes marked as friendly and could not be damaged by blaster fire Adjusted jumping to give more control in the air of where you will land UI, HUD and Settings Added visual indication of when an NPC starts detecting the player Added text highlighting which blaster module should be used when aiming at heavy guards, droids and cameras Prompt to ping the tracked objective is now more prominent and affected by HUD visibility settings Added icons to environmental objects that require unlockable abilities Improved Nix quick action icon by highlighting button when having an active target Made it clearer whether a takedown could trigger combat Added NPC tags above their heads (works with existing colorblindness settings) White – Neutral Orange – Aware Red – In Combat Adjusted Adrenaline Rush cost based on difficulty Story mode – 100% (unchanged) Normal – 110% Challenging/Hard -150% Improved wanted system messaging and display Fixed an issue where some gear effect icons were not showing correctly Audio Improved enemy dialogue when they are going in and out of cover Fixed an issue where sound wouldn’t play through the DualSense controller on PS5 Fixed an issue where arcade games would be missing music after starting a new game Cinematics Added facial animations to gameplay dialogue scenes and vendors Improved animations and visuals of some dialogue scenes Fixed an issue where ND-5 would be missing from the passenger seat when landing/taking off from Renpalli or Achra stations Camera Improved camera when shooting, aiming down sights, and moving aim Improved cover camera, including the ability to manually shoulder swap when aiming Improved the camera by showcasing a better view of each shop when interacting with a vendor Worlds, Fauna and Flora Fixed an issue with destructible flora Fixed an issue where the visual effects created by waterfalls were broken Increased the distance at which lights can be seen in the world Improved the visuals of some grass textures and mud, especially at distance Photo Mode A new clean lens has been added Accessibility Added a Custom Controller Preset to allow remapping of individual buttons. You can choose separate sets of button swaps for Kay, the speeder, and the Trailblazer. Added a new ‘strong’ aim assist setting Added a new auto-transfer option for climbing, which lets you automatically hop between climbable objects by moving towards them instead of having to press a button Added setting to change how large and clear the e...
Outlaws, Welcome back to another Dev Update from the Star Wars Outlaws Team! This time, we’d like to dive further into player choice – specifically, the agency given to you to decide whether you’d like to use a stealthier or more combat-focused approach. Since launch, we’ve made some adjustments to the game experience to ensure you have options on how you approach situations across your journey – for example, you can now choose to go in combat-first around Syndicate territories or approach them from the shadows. Star Wars Outlaws represent to us a true scoundrel experience and as Kay and Nix are street thieves by trade, stealth will always be an option for players that prefer that playstyle – but we heard your feedback, and we’re implementing changes that allow for greater player freedom and embracing more playstyles. To speak more on this topic is Drew Rechner, Creative Director on Star Wars Outlaws: Player choice has always been a core focus of Star Wars Outlaws, but after listening to your feedback, we've realized there’s more we can do to give you even greater freedom. Restrictions like “Do not raise the alarm” or “Do not get caught” in quests were forcing players into stealthy playstyles, limiting the ability to choose whether to use combat or not. As a result, some quests could feel frustrating or unfair. We also found that detection mechanics could be unpredictable and inconsistent as well. As you know, Title Update 1.4.0 will bring the biggest improvements to this and I’ve shared some more details on that below. Our first step in expanding player choice is removing forced stealth from almost all quest objectives. This doesn’t mean that sneaking is no longer a viable or even preferable option in some cases. Rather, if you're caught while sneaking, the objective won't fail and reset you to the last checkpoint. Instead, you’ll seamlessly transition into combat. We know many of you enjoy the stealth approach, so it was important to us to preserve that playstyle while also giving you the freedom to decide how to tackle each mission. Ultimately, you’ll have the choice to sneak, go in combat-first, or—my personal favorite—sneak until you're caught and then blast your way out. And if you end up in combat, you’ll get to experience the new and improved combat loop described in our Dev Update #2. Our changes don’t stop with just quests though. We've also enabled combat in syndicate districts, which previously only allowed for stealth. This means you can still enter a syndicate district peacefully if you’ve built a good reputation with that syndicate or sneak past their guards, but now you also have the option to fight your way through if you prefer. Again, this is all to maximize your agency and choice. And we’re not stopping there. We’re also expanding player choice in broader ways. For example, you can now pick up and keep weapons you find in the field for much longer, with more opportunities to use them in various scenarios. We’ve also added more meaningful combat decisions, like targeting specific enemy body parts for powerful headshots and exploiting weak points. The addition of positioning and timing tactics will also make combat scenarios more dynamic. Our goal is to let you play the way you want to play. We’re excited for you to experience these changes and hear your feedback. Thank you for being part of this journey as we continue to improve the game. As always, keep an eye on our socials for more from us, and be sure to give us your thoughts on Twitter, Instagram and start a conversation with us in our Official Discord. Thank you again for your feedback and excitement! The Star Wars Outlaws Team
Outlaws, Welcome to another Dev Update here from the team at Massive. Our focus this week is the weapons and combat of Star Wars Outlaws! From the development of the combat system to recent tweaks we’ve made in response to player feedback, we’d love to dive in and give you more insight into the workings of this integral part of the Outlaws experience. After all, a scoundrel is only as good as their getaway! To speak more to this, here’s Drew Rechner, Creative Director: Outlaws, One of the key pieces of feedback we hear is that there is a desire for a deeper and more engaging combat loop. In Title Update 1.4, releasing on November 21st, we are bringing big updates to enemy AI and your freedom of approach, allowing you to go silent or loud in all scenarios – more on the latter in a future update. Along with these improvements, we also revamped the feel and utility of weapons and core combat. First, we’ve updated the stats on all weapons and enemies, making headshots more rewarding and tuning armor and health for all enemy types, to differentiate archetypes and make them more distinct. We’ve also added weak points to enemies which allow you take down tough opponents with a well-placed precision shot at the right moment. To bring it all together, new defeat animations and hit reactions have been added to make sure hitting enemies is as rewarding and gratifying as it can be. Second, we took a step back to review what we would call “weapon feel”, to really upgrade gameplay mechanic aspects like recoil, fire rate, ammo and accuracy for every weapon, and we updated feedback in terms of audio, VFX and UI. The goal was to create weapons and blaster modules that feel distinct and rewarding to master. On some weapons, such as the Ashiga ABR-2 Zato Blaster Rifle, we had the opportunity to completely redesign the shooting pattern to bring out the weapon’s unique gameplay style. Next, we reviewed and improved the utility of weapons. For Kay’s blaster, we added the ability for the Power module to hit cover and knock out enemies that were hiding behind it. We also updated the Ion module to stun enemies for longer and make them vulnerable to damage while they are stunned. Our intention is to give you more freedom and to make using the different modules during combat even more fun. For weapons that Kay finds in the field, we made sure that you get to hold onto them longer, even when climbing and traversing the environment or interacting with enemies and the world. This change, that was highly requested, means you can now make longer term strategic choices, get more rewarded for turning enemy weapons against them, and have more varied combat encounters. Lastly, we’ve taken a new approach to how cover works. The camera will no longer try and predict which shoulder it should be on, it will now be more comfortable and stable around cover. To facilitate this, we’ve added the ability to shoulder swap when aiming, giving you greater control and precision. Add to that a host of improvements to the animations around and reliability of using cover and we hope this will let you focus on tactics and action, rather than thinking about the cover mechanics. All in all, we believe and hope that this update to weapons, cover and damage stats will create a much deeper and more engaging combat loop with more variety, choice and satisfaction. We look forward to hearing your feedback when you get your hands on this huge update to the core combat systems in this update, and hope you enjoy your journey across the galaxy with Kay and Nix. As said, we’re bringing you many requested changes in Title Update 1.4, which will be our biggest update yet, coming your way on November 21st! As always, keep an eye on our socials for more from us, and be sure to give us your thoughts on Twitter, Instagram and start a conversation with us in our Official Discord. Thank you again for your feedback and excitement! The Star Wars Outlaws Team
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Sale and marketing announcements are filtered out.
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When was Star Wars Outlaws last updated?
24 June 2025, with "TITLE UPDATE 1.7".
Where do these patch notes come from?
The developer's own announcements, published through Steam. We filter out sale and marketing posts and keep the changelogs, and we link back to the original for each one.