The new update is now available on all The Outer Worlds 2 platforms with all these improvements.
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The update 1.0.5.0 for The Outer Worlds 2 is now available, and it’s not just a minor patch: we’re talking about a massive update that tackles crashes, progress errors, companion issues, broken quests, collisions, weird animations, and a ton of quality-of-life improvements.
To avoid getting lost in technical jargon, we’ve summarized a huge list of changes that are worth knowing if you’re playing (or thinking of starting) on Xbox, PC, or PlayStation 5.
New Update Now Available for The Outer Worlds 2
Stability and Performance
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Several critical crashes have been fixed, including one that occurred when dying from a fall while climbing a ladder and another related to Ray Tracing.
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A crash in zone transitions with Frame Generation on Nvidia GPU has been fixed.
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A specific fix for WinGDK versions when initializing the save system.
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Optimized loading and navigation in crowded areas, reducing errors with NPCs and animation issues.
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Collision and pathfinding improvements: fewer glitches, fewer instances of getting stuck or falling off the map.
Saves, Interface, and Quality of Life
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If the “Saved Games” folder didn’t exist, it’s now created automatically (goodbye to blocked saves).
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A case of “stuck” crime data has been fixed, which prevented saving.
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An option to disable mouse smoothing/acceleration has been added, ideal if you noticed weird input on PC.
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Loading screens now scale better on high resolutions, avoiding black bars and pixelated art.
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Active quest objectives no longer disappear from the HUD when updating another quest.
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Improvements to save/load menus and journal, with a clearer hierarchy, corrected text, and less overlap.
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The damage value of grenades, inhalers, and ammo is now displayed correctly, as well as the bullet count and purchases from vendors.
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On Steam Deck and touch devices, improved icon detection and control, without ghost keyboard or weird inputs.
Companions, NPCs, and Behavior
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Companion survivability has been increased, especially on Hard and Very Hard difficulties (and better synergy with the Leadership skill).
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Multiple issues with Inez, Tristan, Hogarth, Marisol, and others have been fixed, where they wouldn’t appear, dialogue wouldn’t progress, or they’d get stuck in “wants to talk” mode forever.
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Companions no longer get stuck, teleport incorrectly, or photobomb important conversations.
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Companions now display their traits correctly on the Incognito ship and can follow you better after joining the group.
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Adjusted behavior of hostile NPCs and guards: fewer decorative enemies, more coherent reactions.
Combat, Perks, and Equipment
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The Bomb Suit has been rebalanced: it now reduces explosive damage taken (as it should).
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Menacing Mask and Vital Striker have been adjusted: the sneak attack bonus now applies only where it’s supposed to.
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Nature’s Friend / Nature’s Best Friend have been improved: less investment required and better duration when taming creatures.
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Perks that activated without companions have been fixed, or didn’t reflect the bonus correctly (like Tinkerer).
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Explosive damage through walls has been fixed, as well as mines that didn’t explode properly and inconsistent traps.
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AI for ranged shooting and cover has been improved: more logical movement and shooting.
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Forced to launch only one grenade when spamming the button, avoiding wasting ammo.
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A bug where weapons could become “dead” after reloading in a burst has been fixed.
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More mods have been added to vending machines, and minigun barrel mods are now accessible from various vendors.
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Haptic feedback has been improved for several iconic weapons (Adrenaline-Edge MK3, Burst SMG, etc.).
Quests and Progress (no direct spoilers)
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Multiple situations where main and side quests could break (Vox Relay, Saboteur of Paradise, A Way Back to the Light, Fiends in High Places, etc.) have been fixed.
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Objective marking, beacons, and quest text have been improved, making it clearer where to go and what to do.
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Progression blockers have been fixed due to specific quest order or loading saves at critical moments.
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Adjustments have been made to several encounters so that, when eliminating pending enemies or loading a save, the game recognizes victory correctly and allows progress.
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Key scene management has been improved: accessible elevators, doors that seal when they should, clearer puzzles, and fewer “I’m stuck forever” situations.
World, Art, and Animations
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Lighting, shadows, and popping improvements on Paradise Island, Golden Ridge, Cloister, Praetor, and several stations.
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Stretched textures, floating objects, holes in the ground, and out-of-bounds areas have been fixed.
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Several animations have been polished: less sliding, less weird movements when sprinting, jumping, changing weapons, or entering cinematics.
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Fixed cases like Inez “breaking her back” when reloading in cover or shoulders and shoulder pads flying off.
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Many collision adjustments: less getting stuck on stairs, rocks, and doors, better movement in caves and labs.
Sound and Ambiance
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Improvements to exploration music, radio mixes, and new station alerts, as well as sounds in specific areas.
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Effects that cut off or sounded out of place (NPCs making noise before appearing, audio not playing, etc.) have been eliminated.
The studio has thanked the community for their feedback and reminds players that they can continue reporting issues through the official support portal. But the important thing is that this patch fixes a huge number of bugs that affected all versions, and also improves the overall balance of combat and ally AI.

