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.
Every ability matters, every loadout is a real choice, and the only currency that wins fights is your skill.
Six-slot action bar, deliberate cast bars, real interrupts. Fights are decided by reads, not by how many hours you put in last week.
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.
Solo, duo, and trio queues with proper matchmaking and seasonal resets. Climb because you played better — not because you played longer.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Everything we just showed you — loadouts, masteries, hundreds of builds — is opt-in depth, not a wall. New players run the default core loadout and win matches. Power caps quickly. The thousand-hour player and the ten-hour player are fighting on the same numbers; everything past the cap is taste, flavor, and skill.
If you've ever bounced off an arena game because the meta build had 80 nodes you needed to copy from a guide before you could compete — this is the opposite of that game. You don't grind for power. You grind, if at all, for the build that fits your head.
6 core abilities, a starter gear set, full mana bar. You're a real threat — not a tutorial chew-toy.
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.
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.
Refine your masteries, climb the ladder, find a comp that breaks the meta. The fight is the grind.
Click any row to see it in the build. Everything below already exists in the game today.
Every wishlist helps us launch on a Steam featured page. It costs nothing and you'll get notified the moment we go live.
▸ Wishlist OutclassedClosed alpha is live, balance changes ship weekly, and the devs are in the chat. The best way to shape the game is to show up.
Yes — completely free. No box price, no subscription, no pay-to-win shop. We may add cosmetics later, but never anything that affects power or matchmaking.
We're targeting Early Access on Steam, no firm date yet. 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.
Windows, macOS, and Linux. One launcher, one account — your characters and progression follow you across machines.
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.
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.
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.
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.
TrueSkill 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.
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.