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New Merch Roundup

11/23/2024

 
Hello Travelers,

There’s been so much new Outer Wilds merch the past year that we’ve made a little guide to it all! There have also been restocks of some of the more popular items, like the Outer Wilds Soundtrack Vinyl. A lot of our partners are doing sales and promotions for the holidays, so be sure to take a look.

In particular, we want to highlight a project over 2 years in the making: The Hearthian Lander Model Kit!
The Mobius Digital team worked incredibly closely with the manufacturer to produce this high quality, 100% accurate, 1/58 scale model kit. When fully constructed, it’s about 7.9 inches tall and 10.6 inches wide – about the size of an average adult human skull! The box art was specially designed by our very own Ian Jacobson. And we all pitched in on the infomercial above. We had a lot of fun putting this together and we hope you enjoy it. You can purchase it – while supplies last – at Fangamer for $99 plus shipping. 

Here is everything else new and currently available from each of our official partners.
Lost in Cult

Preorders for Lost in Cult’s upcoming Outer Wilds: Design Works book and deluxe edition, which features a papercraft ship model and other goodies, are available until December 2nd. This Design Works will include exclusive interviews with us and the community, some new behind-the-scenes art and commentary. Pre-order before it’s too late!
https://www.lostincult.co.uk/ ​​
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Iam8bit

We’ve been working super closely with iam8bit to bring you some of our most requested physical items, including worldwide physical releases on PS5 and Switch. Everything is limited quantity, so be sure to grab a copy before it’s sold out! 

For a list of all retailers selling Outer Wilds: Archaeologist's Edition on PS5 and Switch, check out the site below:
https://outerwilds.iam8bit.com/

*Note: If you purchased the PS5 edition from a retailer and the game is not complete on disc, please reach out to iam8bit Support at support.iam8bit.com.
New/noteworthy items:
  • Collector’s Edition (PS5 and Switch) 
  • Outer Wilds Archeologist’s Edition - Retail Edition (PS5) -- This is the fixed version with all content on disc.
  • Outer Wilds Archeologist’s Edition - Retail Edition (Switch) -- Find a list of retailers here. 
  • The Art of Outer Wilds (Hardcover Book) (Sold Out)
  • Echoes of the Eye Soundtrack Vinyl
  • Outer Wilds Soundtrack Vinyl
If you’re in Europe, you can purchase the vinyls and fixed PS5 disc from iam8bit’s partner, Black Screen Records:
  • Echoes of the Eye Soundtrack Vinyl EU
  • Outer Wilds Soundtrack Vinyl EU
  • Outer Wilds Archeologist’s Edition - Retail Edition (PS5) EU -- This is the fixed version with all content on disc.

Happinet
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This Japan-exclusive retail release features exclusive art by Demizu Posuka, illustrator of The Promised Neverland! Available as a standard edition and a special edition with extra goodies. There are also some retailers doing special, first-come-first-serve free goodies with purchase of either edition. Check out all the details here:
https://outerwilds.happinet-games.com/ 
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Fangamer

We’ve collaborated with Fangamer on a lot of merch this year. First of all, there’s the ship model kit–we’re thankful for Fangamer’s help with warehousing, fulfillment, and creating the paint guide. There are also five literally-just-released items: a mug, journal, and three pins! For anything out of stock, you can sign up to be notified when it’s back in stock. 
​
Collection link: https://www.fangamer.com/collections/outer-wilds
New and noteworthy items: 
  • Model Ship Kit! (not eligible for free shipping)
  • Gabbro's Island Pin
  • Slate's Hearth Pin
  • Launch Team Pin
  • Hatchling's Training Log Journal
  • Outer Wilds Camping Mug
  • Traveler Riebeck Plush (Sign up to be notified when it's back in stock​)
  • Riebeck’s Camp Pin
  • Stellar Sandscape Mousepad
  • The Into the Wilds shirt has been reprinted on a new garment!
  • The Planetary Chart Desk Mat is on sale for $21
That's the end of this update

Whew, yep that's all our new merch. Maybe we went a little overboard this year, but it’s fun, and our partners always do a fantastic job. We hope you enjoy any new souvenirs you pick up! 
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Thanks for your support and keep exploring!
Mobius

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Patch Notes for All Platforms: Patch 15 on PC, Xbox, and Playstation, and Patch 4 on Nintendo Switch

6/10/2024

 
We have a patch for Outer Wilds and Echoes of the Eye now available on PC, Playstation, Xbox, and Nintendo Switch! This patch addresses some feedback on the UI updates we introduced in Patch 14, needing to use your mouse to close the gamma calibration screen, and some other bug fixes. 

Today’s patch on Nintendo Switch brings a lot of fixes to visuals across the game, some performance improvements, fixes some community reported bugs, and adds some features found in Patch 15 on other platforms. This is our last major patch planned for Nintendo Switch. 

If you run into issues, please check out our support page here to fill out a bug report or find troubleshooting tips.

New Feature: X-axis invert Move and Camera Look
Due to some very impassioned emails we’ve added a long requested feature: inverting the Move and Camera Look on the x-axis (horizontal). We hope all 18 of you, and Jeff, enjoy your topsy-turvy world.

Patch 1.1.15 Changes (PC, Xbox, Playstation):

Gameplay
  • Flying outside the solar system long enough to trigger the associated achievement now correctly triggers a new Slate dialogue option
  • Sudden death from above should occur less frequently while exploring the Hanging City
  • Portable light sources now react to crossing a certain boundary
  • A certain locator now can be viewed from afar with the Scout
  • Fixed some instances where the player could get stuck in a slow walk
  • Fixed an issue where if you quit to main menu while viewing slides the game would fail to load the main menu
  • Fixed various issues with collisions

Art & Visuals
  • The Hourglass Twins are now correctly positioned on a certain holographic map
  • Fixed inconsistent Nomai child writing visuals on Giant's Deep
Tech
  • New Feature: You can now invert Move and Camera Look on the X-Axis (horizontal)
​
UI
  • Descriptions of settings update when you hover over a new setting with your mouse
  • The Regular UI size has been slightly reduced to match its size from before Patch 14
  • Lock On prompts now resize properly based on UI Size mode
  • Fixed selection arrows obscuring some text in the Options menu
  • Removed a duplicate button prompt when using the ghost matter camera in the Hearthian village
  • It's me. No time to chat, SERN has found me. The drop at the flaming flower's atelier is active. Yes, of course I switched it off! El ps--hey, they hung up on me!
  • The Wake Up prompt no longer appears over the Controller Disconnected message
  • The Ship Log no longer gets cut off when the Aspect Ratio is set to 5:4
  • When closing a Ship Log entry you should no longer see a white image
  • In Chinese, the "Mark on HUD" prompt no longer has text overflow issues
  • Adjusted the size of the "Leave Menu" button in "Switch Profile"
  • Fixed visual bug with ship Signalscope waveform
  • Various other minor UI fixes

Text & Localization
  • Fixed an issue where in some languages, such as Russian and Polish, in Regular UI size you would not see some Ship Log text
  • Fixed some overflowing text in some languages
  • Fixed a minor malapropism. It's "poring over" not "pouring over". Yes this was news to many of us as well!
  • Added some missing Echoes of the Eye playtesters to the credits
  • Fixed some Japanese characters using the wrong glyph set in the Credits, causing certain characters to be incorrect

PC Only
  • The gamma calibration screen can now be closed with the mouse
  • Improved mouse smoothing so it is no longer tied to framerate. You might need to adjust your mouse sensitivity after this update.
  • Another attempt to fix "lock on" breaking after pausing and changing application focus outside of the game
  • Increased the minimum sensitivity setting for mouse movement
  • If you're using a PS5 DualSense Controller you can now map the Touchpad button to an action

​Nintendo Switch Patch 4 Changes

Art & Visuals
  • Improved the visuals of tractor beams throughout the game
  • Fixed inconsistent Nomai child writing visuals on Giant's Deep
  • A Nomai child's toy is now officially sponsored.
  • Improved resolution of a certain easter egg
  • Fixed a misaligned island splash effect on Giant's Deep
  • Timber Hearth's atmosphere visuals now react correctly during a certain solar event
  • Fixed missing collision and improper scaling of floating Nomai lights
  • Small slide projectors now cast shadows
  • Giant's Deep ocean no longer disappears when viewed through a projection pool
  • It's me. No time to chat, SERN has found me. The drop at the flaming flower's atelier is active. Yes, of course I switched it off! El ps--hey, they hung up on me!
  • Taking scout photos no longer causes textures to pop in and out in Echoes of the Eye
  • Trees no longer turn white when approaching Brittle Hollow
  • Reduced visibility of a hidden location in Echoes of the Eye
  • Improved transition into and out of projection pools
  • Improved the transition into a certain starless void
  • Improved the visuals during the ending sequence
  • Various lighting adjustments and fixes
  • Improved texture resolution of many assets
  • Various fixes to collisions
  • Various fixes for incorrect, misaligned or missing textures and materials
  • Various fixes for LODs so they match better with their high resolution versions and reducing noticeable LOD popping
  • Fixed various issues where you could see through the world
  • Fixes for various minor visual issues

Gameplay
  • Sudden death from above should occur less frequently while exploring the Hanging City.
  • The ship no longer falls through the ground if left behind on a planet
  • Fixed some instances where the player could get stuck in a slow walk
  • Flying outside the solar system long enough to trigger the associated achievement now correctly triggers a new Slate dialogue option
  • Equipping the signalscope at a certain campsite no longer chucks the player away at high velocity
  • A secret passage on Ember Twin is now harder to spot from a distance
  • Fixed an issue where sometimes the music from many of the Travelers could not be heard

Tech
  • Reduced performance degradation over time
  • Improved loading speeds when traveling great distances instantly
  • Various memory optimizations to improve performance and stability

Text & Localization
  • Fixed some Japanese characters using the wrong glyph set in the Credits, causing certain characters to be incorrect
  • Fixed a certain Easter Egg so the code can be scanned by external tools
  • Updated the credits
​
UI
  • The ship HUD marker is no longer visible in scout photos
  • Various minor adjustments and fixes to UI in Normal and Large UI modes

​That’s the End of This Update

As we said last time, there are no more major updates planned for Outer Wilds or Echoes of the Eye because we are moving on to new projects. There might be smaller updates, like this one, as we have time, but we cannot guarantee more updates. Regardless, you can report any issues via our support page.

Thanks for your support and keep exploring! 
Mobius

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A Patch Is Now Available On Switch!

1/11/2024

 
​We’re kicking off the new year with a patch on Switch! It includes many visual improvements, and improvements to gameplay and stability. 

​Patch 1 Changes: 

Gameplay
  • Various fixes for places where the player could get stuck in level geometry
  • Nomai shuttles now collide with all planets
Art & Visuals
  • Improved animation of a certain hologram
  • Various fixes for assets appearing where they shouldn't
  • Various fixes for incorrect, misaligned or missing textures and materials
  • Various fixes for LODs so they match better with their high resolution versions
  • Fix for pursuers getting stuck in certain animations 
  • The visual effects for a certain sequence in the High Energy Lab are now correctly displayed
  • Fix for a certain campfire not animating correctly
  • In the museum, the anglerfish's lure now glows correctly
  • Various fixes for slide reels not always displaying
  • Various lighting adjustments and fixes
  • Fixes for various minor visual issues
Tech
  • Fix for lag while using Signalscope in a certain situation
  • Improved performance over long play sessions
  • Some memory improvements
UI
  • Ship Log markers no longer appear truncated
  • Various minor UI bug fixes

​That’s the End of This Update

If you run into any bugs or technical issues on Switch, you can get troubleshooting tips and submit bug reports on our Support page. 

As always, thanks to our lovely community for their all support! We always love to see the hype and guidance you all share with our new recruits. 

Happy flying to the newest members of Outer Wilds Ventures! 

Cheers,
Mobius

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Outer Wilds blasts into orbit on Nintendo Switch

12/7/2023

 
Dust off your space suit and hug a pine tree, because Outer Wilds has officially launched on Nintendo Switch! We squeezed an entire solar system onto a little handheld, so now you can bring it with you to play next to the campfire. ::) 

Here’s the link to the Nintendo E-Shop, where you can buy the Archeologist’s Edition (Outer Wilds + Echoes of the Eye): https://www.nintendo.com/us/store/products/outer-wilds-archaeologist-edition-switch/

If you prefer, you can choose to buy just the base game and add on Echoes of the Eye later (link). There will also be a physical version coming out in 2024, so keep all your eyes peeled for that announcement!

This was no small feat of Hearthian engineering, and it took many time loops of work. There was a lot of optimism when we announced our original launch date. However, Outer Wilds is more complicated than it appears from high orbit. We delayed launch when it became clear more work was needed, and when we decided to ship the expansion, Echoes of the Eye, alongside the base game on Nintendo Switch. 

Two and a half years later, we feel the Nintendo Switch version is finally ready to go out into the world. We're also committed to continual support and improvement for the Switch version, so please look forward to patches coming very soon.

We’re very thankful to our friends at the campfire, Unity Professional Services, for all their hard work on the Nintendo Switch version. Without their determination and ingenuity, this would not have been possible. 

To all Switch-only gamers waiting for this day, we appreciate your patience. And to all our existing fans, thank you for continuing to share your experiences in the Wilds. At long last, welcome to the Space Program, and happy exploring! 

Cheers,
​Mobius Digital
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Patch 13 is now available

9/15/2022

 
​Outer Wilds and Echoes of the Eye Patch 13 is now available! This is our final planned major patch, so we’ve filled it with lots of polish, bug fixes, and some new features on all platforms. Any future patches will be smaller and focused on specific areas, features, or major bugs. 
Patch 1.1.13 Changes:
​
Gameplay​
  • Significant changes to Starlit Cove level design
  • Playing Echoes of the Eye no longer requires a photographic memory
  • Numerous revisions to visual clues and ship log entries pertaining to "the bottleneck" in Echoes of the Eye
  • Echoes of the Eye's conclusion now significantly less subtle
  • Added a distracting way to exit a certain cove after it's filled with water
  • Moderate revisions to Shrouded Woodlands level design
  • Added a wine cellar to the Endless Canyon
  • Improved public transit between two islands beneath a starry sky
  • Buffed reaction times during certain dark sequences
  • Changes and bug fixes to certain behaviors in the Starlit Cove
  • Fixed a softlock caused by jumping out of a grave
  • Player character no longer gets stuck when walking slowly up or down stairs
  • Ship autopilot now obeys the first law of thermodynamics
  • Cracked down on two violations of the Rule of Quantum Imaging
  • Meditation is now a valid path to quantum enlightenment
  • Improved logic for “Rigidbody,” "Sleep Wake Repeat," and “You'll Never Take Me Alive!” achievements
  • Various fixes for collision meshes hindering player movement
  • Various minor sfx/audio fixes
  • Various minor UI fixes
  • Various minor gameplay fixes

Art & Visuals
  • Improved depiction of a flight trajectory in Echoes of the Eye
  • Added a new mural to a burned building in Echoes of the Eye
  • Removed a mural and added a rug in the Cinder Isles Tower (it really ties the room together)
  • Added and improved narrative-related art to support design changes
  • Improved water traversal VFX in Echoes of the Eye
  • Improved shader and meshes for a technology found in Echoes of the Eye
  • New stair climbing animations in Echoes of the Eye
  • The Party House loft now gets more popular over time
  • An important quantum corpse can no longer be seen changing states
  • Swapped the material on certain plant pots for historical accuracy
  • Improved the presentation of a rooftop easter egg
  • Texture fixes to Hearthian sky shutter satellite
  • Slight lighting improvement on certain types of crystals, ice, and glass across the game
  • Fixes for gaps and seams
  • Rock fixes
  • Various minor visual bug fixes

Tech
  • Added alternative method to reset input bindings, see our Support Page for details
  • Added a calibration screen for the Gamma setting
  • Disable Screen Prompts settings now behaves more as expected
  • Fixes pausing the game catapulting you into the options menu under certain circumstances
  • Fixes HUD markers showing up in the wrong location at less common aspect ratios and resolutions
  • The player should no longer be able to steal an important artifact (it does not, in fact, belong in a museum)
  • Distant versions of planetary bodies should behave more as expected
  • The player should no longer unexpectedly encounter rogue Brittle Hollow fragments
  • Fixes the player getting jostled mid-transit when recalling a ship from a moon
  • Fixes the player waking up in strange places in certain circumstances
  • The player can no longer be seized in conditions that didn’t make sense
  • Extensive input fixes
  • Various UI fixes
  • Minor optimizations across the solar system

Text & Localization
  • Improvements to readability in some languages
  • Fixed text color inconsistencies with certain messages
  • Updates to the credits
  • An easter egg now loads better in some languages
  • Fix for some missing characters in Chinese, Japanese, and Korean
  • Minor text fixes
  • Minor fixes to localizations

PC Only Changes
  • Updated default PS4 controller mappings
  • Added a indicator for unsupported controllers
  • Added a default file for secret settings
  • On the Windows Store version, save files no longer get wiped when switching from Game Pass Windows PC to Cloud-supported platforms (Xbox, etc)
That’s the End of This Update
Thank you all for your bug reports and kind messages! We have updated our support page with solutions and workarounds to some remaining issues. As always, you can reach us via email to report any issues.

Thanks for your support and keep exploring! 
Mobius

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Outer Wilds lands on PS5 and Xbox Series X|S!

9/15/2022

 
​Outer Wilds is now available on PS5 and Xbox Series X|S! These ports use next-gen powers to allow spacefaring at 4k 60fps. Note that the release may roll out unevenly, so there might be slight delays getting the download onto your console. 
​These ports are technically upgrades. We’ll dive into some common questions about what that means below. 
FAQ’s: 
Wasn’t Outer Wilds already out on PS5 and Xbox Series X|S? 
  • Previously, next-gen consoles emulated the PS4 and Xbox One X versions of Outer Wilds. Playing these was not recommended because players could run into sections that weren’t optimized for the next-gen consoles, and encounter other backwards compatibility issues such as controller input lag. The new ports are custom built for next-gen consoles to solve these issues and take performance further than before.
Is upgrading from the old version to the new version free? 
  • Yes! 
Is the upgrade available through PlayStation Plus and Game Pass? 
  • Yes! The free upgrade should be available through Game Pass, PS+, PS+ Extra, and PS+ Premium.
Does the disc version get the free upgrade? 
  • Yes! 
How do I upgrade if I have the Archaeologist Edition? 
  • Players with the Archaeologist Edition will need to upgrade the base game and Echoes of the Eye separately on their respective store pages. 
Can I keep my previous save? 
  • Yes, if you have a save file linked to your account you’ll get a one-time prompt to switch it over. Make sure you’re online and logged into the account containing your old save. 
Can I keep my trophies?
  • Unfortunately, trophies will need to be earned again. 
How to update the game on PS5: 
If you have the PS4 version of Outer Wilds already downloaded on PS5: 
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1. Navigate to Outer Wilds in your Games Library. Select the three dots next to “Play Game.” Choose “Select Version” in the dropdown.
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2. Choose the PS5 version.
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3. Select “Download.”​
If you own Outer Wilds but the PS4 version isn’t downloaded on your PS5: 
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​1. Navigate to Outer Wilds in your Games Library.
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2. Select PS5 on the “Which version do you want to view?” screen.
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3. Select "Download."
That’s the End of This Update
Whether you’ve been around the solar system or have yet to lift off, we hope you enjoy exploring on the PS5 and Xbox Series X|S! Though these consoles are new and shiny, we promise the ship is still held together with good old duct tape and tree sap. 

As always, you can reach us via email to report any issues. 

Thanks for your support and keep exploring! 
Mobius

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A wild Fan Content Policy appears!

5/19/2022

 
We are constantly amazed by all the wild and wonderful fan art made by the Outer Wilds community. However, we’ve also been struggling to keep up with requests to review or give permission for use of Mobius Digital IP. In response, we decided that we too should become a cool, hip game studio with a fan art policy.

We want this policy to enable you all to continue to make Outer Wilds and other Mobius Digital related fan works. We spent a lot of time crafting it, reviewing other studio policies, and incorporating feedback from our legal team. However, we want to make sure this policy and FAQ are clear and answer the most common questions, so if you have questions or feedback, please let us know! Either by commenting on this blog post or emailing us at [email protected]. We’re a small team, so won’t be able to respond to every message, but we’ll do our best!

Read our Fan Content Policy here.

Thank you again – from the bottom of our hearts – for being such a great community of creative, curious, and wonderful people. 

Cheers,
Mobius

THE INTENTIONALITY OF WANDERING

8/18/2016

 
We chat with creative director Alex Beachum about how design is being adjusted now that we're so deep into production!

SO WE’RE NEARING THE POINT WHERE ALL THE LOCATIONS IN THE GAME HAVE BEEN DESIGNED. HOW DO YOU FEEL THE DESIGN OF THE GAME STANDS CURRENTLY?

Alex: We just kind of did a high level reassessment a little while ago, level-design style-wise, and we realized that we really wanted to take a new pass on pathing. Because the game is kind of all of these nodes with content in them with either paths between the nodes or no paths because it’s just on the surface of the planet, and when it’s easy to see the node it works fine, because you see an object and you think, “Oh, I’m supposed to investigate this.” But we realized a lot of the paths…
​

You’d be in a place with a node with paths leading to different places away from it and players would kind of choose which one to go down randomly, and you wouldn’t have any real idea of what you’d find on the other side...which isn’t bad, per se, but the whole point of the game is having your choices motivated by your curiosity. So we decided to telegraph where paths lead. Ideally this happens visually, so you think, “Oh this path leads to a tower in the distance, I’m going to follow it.” But underground this doesn’t work as well so we’re trying to add trailmarkers and some things more cryptic so you have a little bit of information to go on when choosing instead of just flipping a coin.
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Example of forking path where more information is required

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Post Cards From the Outer Wilds Ventures!

8/18/2016

 
Our amazingly talented artist, Alice Li, has been creating all the backer rewards headed your way when production ends! Here are the postcard sketches: hope y'all enjoy! We think they're a pretty good tour of the solar system...at least the known solar system!
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Meet The Team: Welsey Martin!

12/10/2015

 
Our awesome & talented Art Director, Wesley Martin, discusses what he does on Outer Wilds and how he got his job. This is #2 in the Meet the Team series: hope y'all enjoy!
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So you're the Art Director on Outer Wilds: What does that mean you do on a day-to-day basis?

On a day to day basis, being the Art Director on Outer Wilds involves jumping back and forth between a bunch of different processes. For the first few months I focused on setting a visual style through research, concept art, and the creation of all of our initial 3D assets and pipeline. Once the direction was established to the satisfaction of the team, my role shifted towards art asset production and technical art. On the technical side, most of my work is in tandem with Logan, our technical art programmer. He and I work together on shaders and materials, particle effects, and techniques for making the game visually spectacular that often involve a lot of trial and error as well as unusual visual magic. On the art side, I spend most of my time making copious amounts of planetary terrain, as well as putting together the final scenes in unity - doing prop placement, setting up lighting, and getting rid of any art-related bugs we encounter. I have been training our concept artist Alice in 3D modeling, and she is already cranking out props to help fill out our worlds with visual detail. We also just hired Lara, who is a generalist like myself, so that she can help fill out the game with terrain, props, and characters. For those who aren't familiar with the game development process, my job is somewhere in between a painter, a sculptor, a landscape architect, an interior decorator, and an animator.

How long have you been working on Outer Wilds?

I started work on Outer Wilds in pre-production this past July, and my initial role was to make the vertical slice that we used to design our art direction and pitch the game on Fig. Though I have only been working on the game for six months, as soon as I played the alpha demo I felt like I had been preparing to work on this game my whole life. I have always been obsessed with space exploration and I grew up on the grounds of a summer camp, so this job fit me like a glove!

What’s the most fun part of being a Art Director?

My favorite part of being an art director is being able to fill any role as needed to make sure the art gets done to specification. I get to be the first one to jump in and try to solve a problem, and I am usually the last one sticking around to get that last bit of visual polish into the build. I love jumping back and forth between different roles and doing whatever is necessary to make the game look great! I also love working with the whole team - design, programming, production, and art, to make sure that everyone is on the same page and contributing everything we need to get the game done.

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