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Outer Wilds (Windows)

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Title Screen

Outer Wilds

Developer: Mobius Digital
Publisher: Annapurna Interactive
Platform: Windows
Released internationally: May 28, 2019


DevMessageIcon.png This game has a hidden developer message.
DevTextIcon.png This game has hidden development-related text.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.


This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.

Outer Wilds is a wholesome free-form space exploration mystery time travel thriller with realistic physics and an extra special bit of existential dread.

Comments in Story Text

Various text files contain development-related text that was not removed before release, hinting at possible ideas that were never put in place or discarded.

Gabbro_merge

The comment at the top of the file notes some things that should be added (thus reveals that the game has been in production since at least 2017) and ponders about some possible dialogue paths that were not implemented for the final game (too macabre?).

<!--
This is for once players have gone through one of the four Gabbro intro paths

TO ADD: New Gabbro writing from summer/fall 2017 (has conditional option to tell Gabbro you’re turning the time loop device off, etc.)

TO ADD: Gabbro calling the player "time pal," "time buddy," "time loop bud," etc.

IDEA FOR LATER: Have Gabbro ask player about the ways they’ve died (or too macabre?).

IDEA FOR LATER: Have Gabbro ask player where they think the worst place to start a time loop would be!
-->

[...]

DB_Vessel_SignalFirstContact

The comment at the top of this file contains an old version of the text in this text file.

<!--
	ORIGINAL (changed 4/10)
FILIX: I’m recording now - I’ve never seen anything like this!\\n\\nESCALL: This is our first contact with anything of this nature. The signal the <![CDATA[<color=orange>Vessel</color>]]> is receiving appears to be older than the universe itself.\\n\\nFILIX: Shouldn’t we [tell someone where we’re going] first?\\n\\nESCALL: No, this signal will likely disappear as quickly as it appeared to us. We can send another message upon our arrival.\\n\\nFILIX: I understand! I’ll do that.\\n\\nESCALL: Annona, is the <![CDATA[<color=orange>Vessel</color>]]> ready to warp to the signal’s approximate coordinates?\\n\\nAnnona: The warp core is powered, but this will be a significant jump. Afterwards, we’ll need time to recharge the core.\\n\\nESCALL: That shouldn’t create a problem, provided we arrive at or near the signal’s source. Prepare to warp!
-->

[...]
Text in comment Text in-game
FILIX: I’m recording now - I’ve never seen anything like this! FILIX: I’m recording now — I’ve never encountered anything like this! The signal the Vessel is receiving appears to be older than the universe itself>!
ESCALL: This is our first contact with anything of this nature. The signal the Vessel is receiving appears to be older than the universe itself. ESCALL: This is our first contact with anything of this nature. Everyone, prepare to warp immediately!
FILIX: Shouldn’t we [tell someone where we’re going] first? FILIX: Escall, wait, I need more time to send an outgoing message! Shouldn’t we tell another clan where we’re going?
ESCALL: No, this signal will likely disappear as quickly as it appeared to us. We can send another message upon our arrival. ESCALL: We can send the message upon our arrival. This extraordinary signal appeared suddenly; it may disappear just as quickly, and we can’t lose a discovery this incredible! Focus on preparing for the warp, instead.
FILIX: I understand! I’ll do that. FILIX: I understand!
ESCALL: Annona, is the Vessel ready to warp to the signal’s approximate coordinates? ESCALL: Annona, is the Vessel ready to warp to the signal’s approximate coordinates?
Annona: The warp core is powered, but this will be a significant jump. Afterwards, we’ll need time to recharge the core. ANNONA: The warp core is powered, but this will be a significant jump. Afterward, we’ll need time to recharge the core.
ESCALL: That shouldn’t create a problem, provided we arrive at or near the signal’s source. Prepare to warp! ESCALL: That shouldn’t create a problem, provided we arrive at or near the signal’s source. Everyone, we’re ready to warp!

GD_StatueIsland_ConsciousnessDebate

The comment at the top of this text file debates some of the philosophical consequences that come with the time loop concept present in the game.
The actual text in this file is a paraphrased version of this, staged as a debate between two characters.

<!--
1 — 2 — 3
        |
        4 — 5 — 6

WHAT’S HAPPENING: You’re receiving memories from a future version of you that’s never going to happen.

How do we classify those memories metaphysically?

Do you actually die, considering "future" you kind of never exists/happens?

Is a person just their memories?



Is the version of you that dies and has its memories copied and sent back in time really you?


PHLOX: I’m curious: 

Because the memories are being sent back in time, and time gets rewritten, does the person who died really exist?

If you overwrite a timeline, do the events of that timeline still count?
	It’s both true that the events will ever happen, but it’s also true we have a record of them happening. (What are the ethical implications of that?)

-->

<NomaiObject>
	<TextBlock>
		<ID>1</ID>
		<Text>PHLOX: I’m curious: Is sending a being’s memories back in time the same as sending the being itself back in time?</Text>
	</TextBlock>
	<TextBlock>
		<ID>2</ID>
		<ParentID>1</ParentID>
		<Text>PHLOX: As an example, if we were to send my memories back in time, is that the same as sending “me” back in time (not my physical body, but my essence)?</Text>
	</TextBlock>
	<TextBlock>
		<ID>3</ID>
		<ParentID>2</ParentID>
		<Text>DAZ: I imagine they’re two different actions.</Text>
	</TextBlock>
	<TextBlock>
		<ID>4</ID>
		<ParentID>3</ParentID>
		<Text>CASSAVA: Wouldn’t both actions be effectively the same?</Text>
	</TextBlock>
	<TextBlock>
		<ID>5</ID>
		<ParentID>4</ParentID>
		<Text>DAZ: Suppose that time was being rewritten. I believe this is different than receiving memories from what is effectively the future.</Text>
	</TextBlock>
	<TextBlock>
		<ID>6</ID>
		<ParentID>5</ParentID>
		<Text>CASSAVA: But isn’t the end result identical in either case?</Text>
	</TextBlock>
</NomaiObject>

GD_ConstructionYard_LaunchReport

The comment at the top of this text file debates making the destruction of the Orbital Probe Cannon more clear in this part of the story text. This was never put in place.

<!--
	"...receiving data from probe" or "signal"?

	Also. Do we want to include something indicating structural damage? What about a "time" indicating the module is no longer receiving the probe’s signal?
-->

[...]

Cut Story Text

Various text files contain commented-out story text blocks.

Hal_Outside

A cut dialogue option in this story has Hal, whom you encounter at the museum's Nomai statue, very excited about the activation of the statue.
In the final game, Hal is already gone when activating the statue and is waiting outside of the observatory with similar dialogue.

<!--   <DialogueNode>
    <Name>Friend2</Name>
    <Dialogue>
      <Page>It opened its eyes? Really? I didn’t know it could do that!</Page>
      <Page>What do you think it means that the eyes are open? Hornfels told me the eyes wouldn’t open before. Did something change? Maybe the statue is doing something now?</Page>
      <Page>Oh wow, speaking of Hornfels — they’re going to be <i>crazy</i> excited when they hear about this.</Page>
    </Dialogue>
    <DialogueTarget>PostConvoMenu</DialogueTarget>
  </DialogueNode> -->

Pivot's Easter Egg

A file named "laradidthis" contains ASCII-art smileys and a QR code reading "pivot's easter egg".

This is part of an Easter Egg. To activate, find a hidden scroll on Brittle Hollow, insert it into a Nomai scroll reader and read the wall markings with your translator. The scroll is located next to a tree somewhere between Gravity Cannon and Escape Pod and easy to overlook because it's made of the same material as the rocks.[1]

<!--
lmao dont look

-->
<NomaiObject>
	<TextBlock>	
			<ID>1</ID>
		<Text>
<![CDATA[<color=

loading...


></color><size=11><color=orange>
 . . . . . . . . . . . . . . . WWWWWWWWWWWWWWWWWWWWWWWWWWWW . . . . . . . . . . . . . 
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</color></size>]]>
		</Text>
	</TextBlock>
	<TextBlock>
			<ID>2</ID>
		<Text><![CDATA[<color=

LOADING...???


></color><size=22><color=orange>                                           
               WWWWWWWWWWWWWWW             
           WWWWWW          WWWWWWW         
        WWWW                   WWWWW       
      WWWW                       WWWWW     
    WWWW                           WWWW    
    WWW                             WWWW   
   WWW      WW            WWWW       WWWW  
  WWWW     WWWW         WWWWWWWW     WWWW  
  WWW      WWWW        WWW    WWW     WWW  
 WWWW       WW                        WWW  
 WWWW                                WWWW  
 WWWW                    WWW         WWWW  
  WWWW       WWWW      WWWW         WWWW   
   WWW         WWWWWWWWWW          WWWW    
    WWWW                         WWWWW     
     WWWWW                     WWWWW       
        WWWWW              WWWWWWW         
          WWWWWWWWWWWWWWWWWWWW             
                WWWWWWWW                   
</color></size>]]>
		</Text>
	</TextBlock>
	<TextBlock>
			<ID>3</ID>
		<Text>omg... :O<![CDATA[<size=24><color=black>

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</color></size>]]>
		</Text>
	</TextBlock>

</NomaiObject>

Debug Features

The game contains various debug features and shortcuts.

DebugHUD

The class "DebugHUD" prints out various variables related to the state of the game, for use when debugging.

Outer Wilds DebugHUD.png

DebugInputManager

The class "DebugInputManager" implements various Debug keyboard shortcuts defined by the "DebugKeyCode" class. Not all of them are implemented anymore and were likely stripped before release.

public class DebugKeyCode
{
	public static KeyCode destroyShip = KeyCode.Delete; // Still present in release version
	public static KeyCode cycleGUIMode = KeyCode.F1;
	public static KeyCode suitUp = KeyCode.F2; // Still present in release version
	public static KeyCode learnLaunchCodes = KeyCode.F3; // Still present in release version
	public static KeyCode refillResources = KeyCode.F4; // Still present in release version
	public static KeyCode learnForgetFrequencies = KeyCode.F5; // Still present in release version
	public static KeyCode spawnEffect = KeyCode.F6;
	public static KeyCode powerOverwhelming = KeyCode.F7; // Still present in release version, toggles invincibility
	public static KeyCode revealAllShipLogFacts = KeyCode.F8; // Still present in release version
	public static KeyCode triggerDisconnectMenu = KeyCode.F9;
	public static KeyCode saveProbeSnapshot = KeyCode.F11;
	public static KeyCode triggerSupernova = KeyCode.End; // Still present in release version
	public static KeyCode destroyTimeline = KeyCode.KeypadPeriod; // Still present in release version
	public static KeyCode breakAllFragments = KeyCode.Home; // Still present in release version
	public static KeyCode activateWarp = KeyCode.BackQuote;
	public static KeyCode timeLapse = KeyCode.Equals; // Still present in release version
	public static KeyCode fastForwardTimeLoop = KeyCode.RightBracket;
	public static KeyCode rewindTimeLoop = KeyCode.LeftBracket;
	public static KeyCode uiTestAndSuicide = KeyCode.Minus; // Still present in release version, sets all resources to 0 and kills the player
	public static KeyCode probeAnchorDebug = KeyCode.Backslash;
	public static KeyCode cometWarp = KeyCode.Alpha1;
	public static KeyCode hourglassTwinsWarp = KeyCode.Alpha2;
	public static KeyCode homePlanetWarp = KeyCode.Alpha3;
	public static KeyCode brittleHollowWarp = KeyCode.Alpha4;
	public static KeyCode gasGiantWarp = KeyCode.Alpha5;
	public static KeyCode darkBrambleWarp = KeyCode.Alpha6;
	public static KeyCode shipWarp = KeyCode.Alpha0;
	public static KeyCode quantumWarp = KeyCode.Alpha7;
	public static KeyCode moonWarp = KeyCode.Alpha8;
	public static KeyCode putOnHelmet = KeyCode.I; // Still present in release version
	public static KeyCode altWarp = KeyCode.P;
	public static KeyCode hidePlayerBody = KeyCode.B;
	public static KeyCode setWarpPoint = KeyCode.PageDown; // Still present in release version
	public static KeyCode gotoWarpPoint = KeyCode.PageUp; // Still present in release version
}