Where Outclassed is today, and what we're building on the way to Steam Early Access. Updated whenever something meaningful ships.
Five steps from where the game is today to a paid Steam launch. The systems work is behind us. What's left is sharpening every part of the experience.
The game already plays as a complete experience.
Closed alpha with friends and testers. Sharpening everything based on what playtests turn up.
Opening the tester pool wider. Discord regulars and wishlist signups get in first.
Public, free beta weekends. Final tuning before we charge for the game.
Paid release on Steam. The game starts its first real season.
What's on the bench right now.
The high-impact work landing before the next round of invites.
Larger features and content drops landing after the polish phase wraps.
Major milestones already in the game. For the smaller fixes between them, the dev log is the place.
Spellslinger, Swashbuckler, Cutpurse, and Medic. Each on its own resource system with its own playstyle.
Every class has a deep pool to draw from. Six locked core skills define the class. Six flex slots are yours to fill.
Per-ability mastery trees full of real side-grade trade-offs. Respec is free and instant.
Build the look, equip the kit, see the result in a live 3D preview right in the character pane.
The original Ruins of Valgor, plus Veinwood. Both with their own pacing, sightlines, and chokepoints.
Proper matchmaking across 1v1, 2v2, and 3v3 brackets, with party invites and ready checks.
Rating per character, per bracket. Seasonal leaderboards. Climb in the bracket you actually play.
Every match recorded with K/D/A, damage done, and healing done.
A shared pre-match space to try out builds against test dummies. Swap abilities, try mastery picks, see real numbers before queueing.