Coming soon · Wishlist now

OUTCLASSED

Hundreds of build paths. A skill ceiling that keeps climbing. Pick a class, build your 12-ability loadout from a deep pool, and fight 1v1, 2v2, or 3v3 against players of your own rank - no filler, no grind for power.

Wishlist now · helps us launch on a Steam featured page
The pitch

Deep builds. High ceiling. Honest fights.

Every ability matters, every loadout is a real choice, and the only currency that wins fights is your skill.

Tight Combat

Six-slot action bar, deliberate cast bars, real interrupts. Fights are decided by reads, not by how many hours you put in last week.

Loadout Depth

Pick 6 flex abilities from your class pool. Unlock tier-1 and tier-2 masteries as you climb. Builds are short to assemble, deep to master.

Skill-Based Ladder

Solo, duo, and trio queues with proper matchmaking and seasonal resets. Climb because you played better - not because you played longer.

Four classes

Pick your style.

Every class plays differently. No two perform the same role, and there's no "best" pick - they're all designed to be viable at the top of the ladder.

Spellslinger

Ranged Caster · Mana

Heavy crowd control and big damage from range. Lock down threats, kite melee, force enemies to fight on your terms - but mana doesn't regen mid-fight, so every cast is a commitment.

Swashbuckler

Melee Bruiser · Rage

Aggressive in-your-face melee. Rage builds while you're swinging and drains while you're not - staying in the brawl is the build. Reward for pressing forward, punishment for backing off.

Cutpurse

Stealth Assassin · Energy + Combo Points

Pick your moment from stealth, then ride combo points on a single target until they break. Sustained pressure rewards staying glued - break off and you reset all your work.

Medic

Healer · Mana

Keep your team alive when damage comes hard. Cleanse CC, shield the kill target, out-heal the burst, and chuck damage back when the pressure lets up. Smart Medics decide who lives.

The build hook

Build the class you wanted.

Classes give you the playstyle. Loadouts and masteries let you shape it - every choice is a real trade-off, not a +0.5 % filler node.

Flex Loadouts

Pick the six abilities you want to play this match.

Every class has a pool of abilities. Six locked core skills define the class identity; six slots are yours to fill. Want more crowd control to peel for your team? Slot it in. Need a panic button instead of a damage skill? Swap it before the next match. No respec fees, no daily quest, just drag-and-drop.

  • 6 locked core abilities - your class identity, always there
  • 6 flex slots - fill from your pool, swap freely between rounds
  • Per-category caps - no degenerate "all CC, all the time" stacks
Outclassed loadout screen showing the 12-slot ability bar with six locked core abilities and six flex slots
Outclassed mastery tree UI showing interconnected nodes for an ability, each node a side-grade trade-off
Masteries - 200+ tweaks

Tweak every ability. Every tweak costs you something.

Every class ability has its own mastery tree. Each node trades a clear upside for a clear downside - no upgrade ladders, just sidegrades. Two players running the same loadout will still feel completely different.

  • Cast your nuke while moving - but it deals less damage
  • Stun lasts twice as long - but the cooldown doubles
  • Your shield also heals you - but it costs more mana
  • Free, instant respec - undo any mastery, pick another, zero cost. Experiment without commitment.
  • 200+ nodes total - masters of a class are different, not stronger
Pacing

Full class unlocked after just a few games.

Depth comes from choice, not from time. We're not gating the game behind a grind - you're a real threat in your first match, and you cap on power before the end of your first night.

Loadouts, masteries, hundreds of builds - it's opt-in depth, not a wall. New players run the default loadout and win matches from match one. Raw power caps quickly - gear sets bought, full class unlocked, that's it. The new player and the seasoned one are fighting on the same damage, the same health pools.

Want to go deep? You can. Top builds take real work to dial in. But every node is a sidegrade, never an upgrade. A meta build is a shape, not a stat boost. The newer player isn't behind on numbers - they just have fewer levers to pull, and they're pulling them in the same fight.

Match 1

Day one

6 core abilities, a starter gear set, full mana bar. You're a real threat - not a tutorial chew-toy.

Levels 1–4

Your class fills out

Each level (every 1–2 games), one more of your class's abilities unlocks and auto-equips. By level 4 you've got all 10 class abilities ready.

Level 5 onward

Customization opens

Mastery points start around game 3, then one every ~2 games. Flex slots - your real 1-of-3 picks - open at L5 and L6, around games 9 and 13.

Forever

The actual game

Refine your masteries, climb the ladder, find a comp that breaks the meta. The fight is the grind.

Built for arena

Every system, sharpened for PvP.

Everything below already exists in the game today.

Ability unlock screen in Outclassed where players pick one of three new flex abilities at each progression milestone
Progression

Pick what unlocks next.

From level 5, every level offers a 1-of-3 cross-class pick to add to your pool. Unlocks expand options, not power - new players are competitive from match one.

Arena

1v1, 2v2, 3v3 queues.

competitive matchmaking per bracket, practice and ranked tabs, seasonal resets. A reconnect window keeps disconnects from costing you the match.

Outclassed arena view during a ranked 2v2 match with cast bars, nameplates, and team frames visible
Outclassed seasonal leaderboard showing per-bracket skill rating across 1v1, 2v2, and 3v3 queues
Ladders

Seasonal leaderboards.

Top of every bracket, refreshed each season. Per-character, per-bracket rankings - a 2v2 main and a 1v1 specialist can both have their own claim to fame.

Gear

Gear that caps fast.

A starter set plus four purchasable sets per class, each focused on a different stat axis. Once you're geared, the only currency that wins is play.

Outclassed gear vendor in the lobby with a live 3D preview rotating a character wearing armor pieces for sale
Outclassed character creation screen with class selection and a live 3D character preview
Characters

One slot per class.

Pick a class, a name, an appearance. Four characters total - every playstyle is yours to main. Try out new builds in practice mode without touching your rating.

Lobby

Your home base.

Hub world between matches. Target dummies for testing builds, leaderboards to scout the meta, and other players to spar with and show off your gear.

Bachiki Landing, the Outclassed lobby, a tropical island with players gathering near match-queue NPCs and training dummies
Built for arena

Every system, sharpened for PvP.

No throwaway systems. Everything in Outclassed exists to make duels deeper or matchmaking fairer.

Wishlist on Steam

Every wishlist helps us launch on a Steam featured page. It costs nothing and you'll get notified the moment we go live.

▸ Wishlist Outclassed
Join the players

Where the fights happen.

Closed alpha is live, balance changes ship weekly, and the devs are in the chat. Follow new features and patch notes in the dev log, or see what's coming on the roadmap. The best way to shape the game is to show up.

Discord

Looking-for-group, alpha keys, dev chat, weekly patch notes.

Join the server

r/Outclassed

Strats, clips, build talk, and the weekly "what should we balance" thread.

Join the subreddit
Quick answers

FAQ

Will Outclassed be free to play?

Honestly, we're not sure yet. Hosting the servers costs money, and our top priority is queue health - an online-only PvP game only works if enough people are playing. Free is great for player count; a small entry fee keeps the lights on. If we do put a price on it, it'll be $10 at most, just to support continued development and hosting. Either way: no subscription, no pay-to-win shop, never anything that affects power or matchmaking.

When does it release?

We're targeting Early Access on Steam, no firm date yet. The public roadmap shows where we are and what's coming. Wishlist to get notified the moment we launch - wishlists also help us hit the Steam featured-page threshold, which is the difference between a good launch and a quiet one.

What platforms do you support?

Windows, macOS, and Linux. One launcher, one account - your characters and progression follow you across machines.

Can I get into the alpha right now?

The closed alpha is currently full. Join our Discord - we open new testing waves as the build stabilises, and Discord is where we announce them first.

How does the build system work?

Each class has a 12-slot loadout: 6 locked core abilities, 4 class-flex slots that auto-fill as you level (levels 1–4), and 2 cross-class slots that open at levels 5 and 6 with a 1-of-3 pick each. Every class ability also has its own mastery tree - over 200 nodes total, all sidegrades, never upgrades. Respec is free and instant, so trying a new build costs nothing.

Can I queue 2v2 or 3v3 solo?

Yes. Bring a premade or queue alone; the matchmaker fills the gaps with players of similar rating. Each bracket also has a separate practice queue if you want to test a build without touching your rating.

Is there PvE?

Tutorials and training dummies in the lobby for build testing, plus a practice queue against other players (no rating impact). The heart of Outclassed is competitive PvP - that's what we're building.

What does matchmaking look like?

Skill-based rating, per character, per bracket. 1v1, 2v2, and 3v3 each have their own ladder and their own seasonal resets - a 2v2 main and a 1v1 specialist can both have their own claim to fame.

Will my progress reset before launch?

Alpha progress will likely reset at least once more before public Early Access, so we can balance around a clean ladder. Cosmetic alpha rewards (titles, frames) stay forever for everyone who tested with us.