
Obsidian Entertainment likely won’t be making a sequel to The Outer Worlds. In an interview with Bloomberg’s Jason Schreier, the development team discussed their upcoming projects, and another installment in the series wasn’t mentioned.
Okay, so after we finally got Avowed, Grounded 2, and The Outer Worlds 2 out the door this year, our studio head, Feargus Urquhart, said we’re really aiming to speed up development. We’re hoping to get games out every three to four years from now. It took over six years to finish those two RPGs we launched in 2025, and we don’t want to wait that long again!
The company aims to speed up its development process so it can work on projects of all sizes. According to Schreier, a new installment in The Outer Worlds series isn’t currently planned, but they are looking to create more games set in the world of Avowed.
According to Urquhart, neither The Outer Worlds 2 nor Avowed sold as well as Microsoft had hoped. However, he clarified that the results weren’t catastrophic, explaining it was more of a disappointing setback – a learning experience rather than a major failure. He described the situation as simply ‘sucking’ and emphasized the importance of understanding what could be improved for the future.
The Outer Worlds 2 was released on PlayStation 5 alongside the Xbox Series X|S and PC versions. Avowed will follow on PS5 later this month, on February 17th. The team hopes Avowed will perform well and reach its sales goals, as Obsidian Entertainment plans to create more games in the Avowed series.
Both The Outer Worlds 2’s planned DLC – consisting of two expansions – and ongoing support for Grounded 2 are still happening.
Because their last two role-playing games didn’t perform as well as hoped, Obsidian is carefully re-evaluating its development process, including budgets and timelines. As a result, studio head Tim Cain is now advocating for games to be developed over a period of three to four years.
Look, everyone always praised Obsidian for getting out three games in one year, but honestly, inside the studio it felt like a disaster. We were constantly scrambling, with the support teams stretched super thin and people jumping from one project right into the next. Josh Sawyer, one of our design directors, put it best – releasing three games that quickly wasn’t a sign of success, it meant things were going wrong behind the scenes. We definitely don’t want to repeat what we called the ‘Year of Obsidian’ ever again.
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2026-02-03 18:36