Patch NotesPC

The Outlast Trials Season 7 Sends Reagents to Prison Farm

Project Boneyard adds Coyle's Lockshock the Warden Trial, the Blood Drive event, new customization options, and major Escalation and Invasion changes.

The Outlast Trials Season 7, titled Project Boneyard, brings Reagents into the Prison Farm and puts Sergeant Leland Coyle back in the center of a new Trial. Red Barrels published the full Steam patch notes on July 14, 2026.

The update adds the Lockshock the Warden Trial, two MK-Challenges, the new Ex-Pop enemy called The Biter, and a Blood Drive community event. It also introduces Rig and Knife customization, Loadout Presets, Mastery Tasks, a Hint System, Escalation Therapy 2.0, and Invasion 2.0.

Project Boneyard also starts a new Invasion Season and adds new Blackmarket outfits and Twitch Drops. The Blood Drive event and its limited-time catalog run until August 25 at 9:59 a.m. ET. Unused Event Tokens will be forfeited when the event ends.

The Prison Farm Trial environment in The Outlast Trials

Project Boneyard adds a new Trial and enemy

Prison Farm is the new Trial environment, while Lockshock the Warden brings Coyle back as the central threat. The update also adds Bribe the Judges and Cancel the Broadcast as new MK-Challenges.

The Biter is a new member of Murkoff’s experimental population. It uses mechanically enforced jaws to attack and can move faster than its restrained appearance suggests. For now, Biters appear in Lockshock the Warden, Bribe the Judges, and Cancel the Broadcast before being added to other Trials.

The Biter enemy in The Outlast Trials

Blood Drive event and catalogs

Blood Drive adds Blood Extractors to multiple Trial environments. Reagents must reach a minimum donation amount before leaving a Blood Drive Trial, and each donation permanently lowers maximum health for the rest of that Trial.

  • Introductory and Standard difficulty grants +1 blood sample per Blood Extractor.
  • Intensive difficulty grants +2 blood samples.
  • Psychosurgery difficulty grants +3 blood samples.

The community’s progress unlocks rewards for participating Reagents. A personal minimum contribution is required to claim event rewards.

The Blood Drive Limited-Time Catalog uses Event Tokens for exclusive rewards. Its final page includes an infinitely repurchasable Murkoff Box containing XP, Stamps, and a random cosmetic item. The catalog disappears on August 25 at 9:59 a.m. ET, taking unused Event Tokens with it.

The permanent Project Boneyard Deluxe Catalog contains 10 pages of cosmetic items. Players unlock it with Murkoff Coins and spend Stamps earned from Trials and Tasks to claim its rewards.

Using a Blood Extractor during the Blood Drive event

Customization, presets, and Mastery Tasks

Reagents can change the appearance of their Rigs through the Mirror in the Personal Cell. Imposters can customize their Knives from the customization menu. New skins come from Catalogs and Mastery Tasks.

Players can save up to three Loadout Presets and switch between them before starting a Trial. Mastery Tasks provide additional challenges that unlock variant customizations for every Rig and for the Knife.

A new Hint System can display a hint and visual marker tied to the current objective when players press the Display Objective button during a Trial. The feature can be disabled in the Settings Menu.

Escalation Therapy 2.0

Escalation now includes themed Weekly Escalations, leaderboards, and a refreshed Endless Therapy. Each Weekly Escalation gives every player the same Trial and Variator sequence, while loadout choices remain random. A new theme begins every Tuesday at 10:00 a.m. ET and resets the leaderboard.

The first theme is HARDCORE. Damage causes permanent health loss between Trials, Syringes are unavailable, and solo players receive no respawns.

Existing Escalation progress, active save files, and previous peak records were reset for the new system. Previous best peaks remain visible in Personal Records. In Endless Escalation, reaching Trial 21 or later makes maximum health loss persist between Trials.

Leaderboards rank players by their highest Trial reached, with total run time serving as the tiebreaker. Only the best run is recorded. Players must begin a run to qualify, while players who join after it starts are not eligible. Missing more than two Trials before rejoining also removes eligibility.

Only the host now carries the Escalation save file. Progress saves after a completed Trial, and a run fails if all players quit, disconnect, or fail during a Trial. Players have five minutes to rejoin after an unexpected disconnect. Group Finder can place players with Join-in-Progress into runs between Trial 1 and Trial 5.

Invasion 2.0 changes the hunt

Invasion now focuses on pursuit, stealth, disruption, and escape rather than direct fights. Imposters receive a dedicated Gadget Loadout purchased from Dorris with Vouchers.

  • MIMIC lets an Imposter take on a Reagent’s appearance, move more quietly, and conceal themselves from pings while holding a fake item.
  • NEUROSHOCK briefly disrupts a Reagent and disables their Rig.
  • STIM temporarily improves speed and stamina and provides projectile immunity.
  • STEEL TRAP briefly immobilizes a trapped Reagent.
  • MOTION SENSOR detects nearby Reagent movement.
  • EX-POP BAIT lures an Ex-Pop toward the impact area.

Stabbing now begins a Struggle minigame. Imposters mash to deal damage, while Reagents mash to reduce the incoming damage. A Reagent’s remaining health affects the result. Bottles and bricks can no longer provide an instant counter while held in inventory.

Imposters also receive limited Night Vision. Its battery drains quickly and does not recharge over time. Returning to an Insertion Gate is required to restore it.

The Lockshock the Warden Trial in The Outlast Trials

Patch Notes

Project Boneyard’s biggest systems changes affect Escalation progression, Invasion combat, matchmaking, rewards, and Trial survival. The official notes are reproduced below in their original order.

Imposters Changes

  • Slash damage reduced to 25 (previously 33).
  • Cooldown between Slashes reduced to 1.5s (previously 3s). While the cooldown is active, Imposters are limited to walking and cannot run.
  • Added BACKSTAB, a new attack that instantly kills a Reagent. BACKSTAB bypasses the STRUGGLE minigame entirely and cannot be countered. Unlock this new Imposter Chem through Barlow.
  • Nearby Reagents now display a red overhead indicator showing their name and health. This indicator disappears when the Reagent moves too far away, enters darkness, or breaks line of sight behind an obstacle.
  • Imposters no longer impersonate a random Reagent by default. To gain this ability, equip the new MIMIC Gadget in your Loadout. MIMIC also provides additional benefits.
  • Stabs no longer kill outright and now place the Reagent into a downed state.
  • The group widget is now permanently visible while in Camera View, displaying the status of other Imposters, including whether they are invading or in-camera/spectating.
  • Reduced score penalties from Reagent projectiles and Rigs. Scoring values have been rebalanced to support the new gameplay systems and Gadgets.
  • In a situation where 2 Imposters can Invade at once (3v3, 3v4, 4v4), they will now deploy together at the start of an Invasion rather than entering one after another.
  • Each Imposter now has an independent respawn timer. One Imposter’s death no longer affects the respawn time of another.
  • The “ImitateImposter Chem has been removed and reworked into the MIMIC Gadget. All Vouchers and Permanent Upgrade Tokens previously spent on Imitate have been reimbursed.
  • A new “BackstabImposter Chem has been added and unlocks the ability to perform a backstab.
  • Using a Gadget automatically re-equips your Knife, allowing you to quickly resume the hunt.
  • In-camera ping time reduced to 5s (was 10s).
  • Imposters no longer have a timer when they are deployed at the final phase of a Trial (During the Reagent’s “Exit the Trial” objective). They also don’t have the retire when incapacitating or killing a Reagent during this phase.
  • Imposters can now freely relocate using Insertion Gates during the Reagents’ “Exit the Trial” objective. During this phase, there are no respawn timers. Using an Insertion Gate will immediately redeploy the Imposter through another gate near the shuttle doors.
  • Imposters can now leave an Invasion at any time. Imposters receive a notification when all players in a group reach A+ grade. In group play, the Group Leader can trigger the Exit Invasion option from the Pause Menu. When the entire group exits together, all Imposters receive rewards based on their grade and performance. Leaving alone/abandoning an ongoing Invasion will not grant rewards.
  • In solo play, Exit Invasion always grants rewards based on performance.
  • Imposters can make changes to their Loadout directly when in the camera view or spectating.
  • Active invasion time now changes according to the total amount of Imposters in the Trial.
  • 1 Imposter: 5 minutes
  • 2 Imposters: 3 minutes
  • 3-4 Imposters: 2 minutes
  • Imposters spend less time spectating/in-cameras between deployments, as they no longer lose health as rapidly as before unless they are killed during their round.

Reagents Changes

  • Reagents now deal minimal damage to Imposters. Tools are intended for disruption and delaying pursuit, not eliminating Imposters.
  • Stunlocking or burst damage strategies using projectiles are no longer viable against Imposters.
  • Getting slashed now triggers a flinch reaction instead of a full body interruption, allowing Reagents to continue moving and fleeing immediately after being hit.
  • Exit Shuttle doors now open automatically once the final objective is completed. Calling the shuttle is no longer required.
  • Ping System has been refactored: Reagents can now always ping Imposters, rather than only after an Imposter has been revealed (using Knife). However, Imposters using the MIMIC gadget cannot be pinged while holding a fake item.
  • Reworked Invasion scoring to reduce penalties and provide greater rewards for surviving an Invasion.
  • Jammer Rig now inflicts Electric Disruption instead of Vomiting to Imposters. The effect is now applied instantly rather than after a delay.

Invasion Mode Maps

  • Trial layouts are now more open, with fewer blocked doors, padlocks, and dead ends to support smoother movement and pursuit.
  • Invasion Trial selection has been adjusted to remove maps with heavy choke points.
  • All Trials remain invadable with Global Invasion (Trials played from Genesis/Events with Invasion set to “Allow” or “Friends only”).

Invasion General Changes

  • Players can no longer quit and rejoin a Trial once an Invasion has started. This applies to both Reagents and Imposters. Any player who leaves – intentionally or otherwise – cannot re-enter the same match.
  • Cross-team communication has been added during Invasions, allowing players to communicate with opponents.
  • Open Microphone: Press B to toggle between team-only and global voice.
  • Push-to-Talk: Hold V for team voice chat, or hold B for global voice chat.
  • This feature can be fully disabled in the Settings Menu.
  • Previously ineffective Amps now have effects in Invasion.
  • EVASIVE MANOEUVRE: Win STRUGGLES more easily against Imposters.
  • LAST CHANCE: Survive a fatal Imposter slash once per Trial.
  • SELF REVIVE: Self revive after being killed by an Imposter once per Trial.
  • STRONG ARM: Bricks no longer break instantly when hitting an Imposter.
  • Global Invasion Rewards: Receive rewards for enabling Invasion. These are now displayed in the Trial Details reward list.

Invasion Matchmaking

  • Matchmaking has been reworked to better prioritize fair and balanced matches between players of similar skill levels.
  • The system now considers Invasion Tier, Relapse Level, and Therapy Level when selecting opponents.
  • Matchmaking criteria will gradually expand over time to maintain reasonable queue times and will continue to depend on overall player population and regional availability.

Additions/Fixes/Balancing

  • Players can now use Group Finder to find a group for Rebirth (minimum of 100 Rebirth Tokens for the option to appear).
  • Completing a Trial no longer grants a random cosmetic. Instead, cosmetics can now be obtained through Therapy Level progression, the new Event Catalogs last page Murkoff Box, and the free daily Black Market Murkoff Box.
  • Increased the flat XP reward for completing a Trial.
  • Intensive: XP reward doubled.
  • Psychosurgery: XP reward tripled.
  • X-Ray: Pressing the Night Vision input while the X-Ray is active now deactivates the X-Ray.
  • Added the Terminal Poses that were previously used as the default Reagent animations before the introduction of Pose Customization. These can now be selected from the Pose Customization menu.
  • Improved gamepad interaction selection in situations where multiple interactable buttons are in close proximity.
  • Added scoring for the COLLECT EVIDENCE BOXES and DECIPHER BROADCAST Variators. Completing these objectives will now contribute to your Trial Grade.
  • Any Variator that causes permanent maximum health loss will now persist through revives. Reagents will be revived with their reduced maximum health instead of having it restored to the default value.
  • Fixed an issue where the Knife would become unusable in Trials with variator “Limited Rig”.
  • Re-added Salvage Rigs variator in Trial Maker and Escalation.

Season 7’s Twitch Drops campaign runs from July 14 at 10:00 a.m. ET through August 25 at 9:59 a.m. ET. All streams of The Outlast Trials are eligible, and Red Barrels has published the Twitch Drops details.

Project Boneyard gives The Outlast Trials plenty of new ways to suffer, whether you prefer chasing leaderboard records or trying to survive an Imposter with a gadget in every pocket. Tell us what you think of Season 7 in the comments, and follow us on X, Bluesky, YouTube, and Instagram.

The Outlast Trials

The Outlast Trials

The Outlast Trials is a survival horror game you can play by yourself or with other players online. You'll have to survive the twisted, sadistic and bizarre experiments of the Murkoff Corporation, alone or in a group up to 4 players.

  • Genre: Adventure, Indie
  • Platforms: Xbox Series X|S, Xbox, PlayStation 4, PC (Microsoft Windows), PlayStation 5, PlayStation, Xbox One
  • Modes: Single player, Multiplayer, Co-operative
  • Release: 2024-03-05
  • Publisher: Red Barrels
  • Age Rating: ESRB MPEGI 18USK 18ACB MA 15+CLASS_IND 16 PEGI 18 / ACB MA 15+ / USK 18 / ESRB M / CLASS_IND 16
  • IGDB Rating: 70.2/100

Margarita Kicevski

My job is similar to Angel's, focus on news and updates, even though most of my work is taking care of two little devils. I am here to cover when most needed, and try to deliver the best I can. It's my fault pushing Angel to reboot ConsolePCGaming.com Wish me luck <3.

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