by Benjamin Feb 22,2026

The Outer Worlds 2 will not include a respec feature to ensure player decisions carry weight. Discover the developers' design philosophy and how this choice values your commitment as a player.

The Outer Worlds 2 preserves the series' signature retro-futuristic sci-fi style while removing a common RPG feature: character respec. In a June 21 interview with RPG Site, Game Director Brandon Adler confirmed the game will not include this mechanic.
Respecialization, commonly called "respec," lets players reset their character's skill points or attributes to try different builds. The original Outer Worlds offered this through the "Vocational Competence Respecification Machine" on your ship. This time, however, the developers have chosen to remove it for a deliberate purpose.

Adler explained that the team aims to highlight the impact of player decisions, which shape how you experience and progress through the game. He said, "I want players to recognize their choices are permanent and meaningful, so they consider them more carefully."
The goal is to deliver a genuine role-playing experience where decisions truly resonate. Adler elaborated, "Many games offer unlimited respec, but then you're not really role-playing a consistent character. You switch from a long-range sniper to a smooth-talker and back again—it breaks the immersion."

Although Adler didn't work on the first Outer Worlds, he brings deep RPG expertise from his time at Obsidian on titles like Alpha Protocol, Pillars of Eternity, and Fallout: New Vegas—a major inspiration for The Outer Worlds 2.
He acknowledged this design shift may split player opinion but stood by the team's vision. Adler emphasized that while liking respec isn't wrong, the developers are committed to their creative direction.

"If we're making The Outer Worlds 2, I want the role-playing to feel deep and meaningful. I want you to build your character with intent and feel that commitment throughout the entire journey," Adler added.
Players can test different builds in the starting zone, but after that, their choices are final. To support planning, the game menus offer comprehensive details on perks and ability progression.

Since the game will be on Game Pass, players can try it casually. However, those who purchase it later might not grasp the long-term impact of their initial decisions. Adler was straightforward: accommodating that scenario isn't a priority, as it doesn't align with the engaging, fun experience they aim to deliver.
He restated their commitment to making every choice feel significant, arguing that this philosophy actually respects players' time. Adler noted, "When we say your choices matter, we mean it—and we honor that by delivering meaningful consequences for your actions. That’s how we value your time."

This approach may risk appealing to a narrower audience, but Adler accepts that trade-off. He hopes players will be drawn to their vision but insists that catering to every preference would "dilute the experience significantly."
"We absolutely want to create a game that players enjoy for a long time. But not every game is meant for everyone. Sometimes you have to choose your path and stick with it," he remarked.

By eliminating respec, The Outer Worlds 2 sets itself apart, ensuring that player decisions carry real weight. Whether this design earns community approval remains to be seen, but the development team is confident it will enhance the RPG experience.
It's also uncertain whether launching as Xbox's first $80 title is the right move. The Outer Worlds 2 arrives on October 29 for Xbox Series X|S, PlayStation 5, and PC. For the latest updates, check our article below.
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