Night surface with the shaft leading down
Outlawz emblem: epaulette with cloak

OUTLAWZThe Lost Epaulette

Get in. Get rich. Get out alive.

A co-op action RPG with extraction. The loot waits below. It becomes yours up top.

Begin the descent

Above the depths

The world you leave behind.

OTLE does not end at the shaft's edge. Above lies an open world: this is where you hunt your cards, where your crew gathers, and where every run sets out. The descent is the deal. The world is home.

Dungeon entrance, steps leading down

Depth 1 · The Descent

Everything is down there.

The world rerolls itself every time you set out, its dungeons leading down in stages. The deeper you go, the harder the enemies. And the fatter the loot.

Extraction means nothing down there is yours. Every relic, every coin is borrowed until you carry it out alive. And at every passage the dungeon asks you the same thing: leave with what you have, or go deeper with everything on the table.

  1. In
  2. Deeper, stage by stage
  3. Keep going, or get out?
  4. At the bottom: the boss
  5. Outside, the loot is yours

Keep going, or get out?

Underground hall with four alcoves glowing in different colors

Depth 2 · The Classes

Your class. Your loadout.

Four classes with MMO roots, all open from minute one. Each brings its own arsenal, and you decide what comes down with you. Don't pick the strongest. Pick yours.

Legend: Frostic

Ice · Bow

You decide where the fight happens, and you decide it from range. The ground freezes where you aim, and whoever hunts you is already standing in your trap. Seven abilities, three come down with you. Battlezone “Whiteout”: every shot becomes a fan of ice.

Legend: Metah

Lightning · Fists

You go straight into the middle. Every hit charges you up, and when you find the rhythm, half the horde drops at once. Battlezone “Unlimited Power”: the storm fights on your side.

Legend: Kiamaro

Shadow · Magic

You appear, curse, and are gone before anyone blinks. You can't take much. You don't have to: what you hit goes down. Battlezone “Dark Encore”: every ability strikes twice.

Legend: Kona

Earth · Club and Shield

You are the rock the horde breaks against. And you never stand alone: your pack fights where you stand. Battlezone “Alphapede”: the pack doubles.

How deep will you go?

Vast cavern arena with broken ground
  • Ice
  • Lightning
  • Shadow
  • Earth
  • Fire
  • Water
  • Wind
  • Light

Depth 3 · The Fight

This is how you fight down here.

Real time, right in the thick of it. You pull hordes apart, dodge at the last second and hold your battlezone back until it really hurts.

Every hit leaves a state, and the next element sets it off. You freeze an enemy, your buddy throws fire after it, the frozen one bursts in a shockwave. Eight elements, every pair with its own reaction. In co-op that becomes a craft: one lays it, one lights it.

28 pairs, 28 reactions. Ten are already in:

  • ÜberschlagLightning leaps from the frozen one to its neighbors.
  • ErdungThe discharge runs into the ground and hits everything around.
  • ThermoschockThe frozen one bursts instantly, with a shockwave.
  • KurzschlussThe cursed one discharges in a salvo of four strikes.
  • SplitternThe shaken frozen one bursts apart, shards striking its neighbors.
  • GrabmalThe ground closes and holds the cursed one in place.
  • PrismaThe beam refracts and fans out across several targets.
  • FrostbannA brief standstill instead of a slow.
  • DriftThe frozen one slides, dragging along whatever it grazes.
  • SlickThe ground freezes. Step on it and you slow down.

The way back keeps getting longer.

Junction deep in the rock with branching energy lines

Depth 4 · Your Build

No two descents play the same.

You pick your second element freely, from all eight. Your pair decides which reactions are yours.

Then your loadout: not everything fits into one run, so you decide what comes down with you.

And your card deck. Cards drop up in the open world and stay yours forever. Down below you draw your run's power from it.

Base element
Second element

ThermoschockThe frozen one bursts instantly, with a shockwave.

Keep going, or get out?

Treasure hollow with gold glints in the frost

Depth 5 · The Loot

Loot that rebuilds your game.

Over 40 relics, and not one of them is a percentage. Three samples:

  • Delay ChargeEnemies you kill explode, a second and a half too late for the stragglers.
  • Burn TrailYour dodge leaves a burning trail.
  • Echo DriveA shadow follows you and repeats everything you do.

The nine rarest only ever come off a boss: signature relics that rebuild your character from the ground up.

How deep will you go?

Narrow bridge over a black chasm

Depth 6 · The Stakes

Extraction: the dungeon's deal.

Die, and the dungeon takes a cut of the gold and materials from that run. Character, gear, cards: they stay. The loss burns, but it never throws you back to zero.

Always stays

Character · Gear · Cards

At stake

Gold and materials from the run

That is why every decision counts. Leaving is never wrong. Going deeper is never safe.

Darkest chamber where only the epaulette glows

All the way down · The Bottom

The Epaulette lies at the very bottom.

Nine bosses stand between you and the bottom. Survive them all and the tower comes last, with the leaderboard waiting inside.

And somewhere down there lies the piece this game is named after: EOF +8. Wear it, and you'll know why.

The deal at a glance

  • Four classes, your loadout
  • Eight elements, real reactions
  • Over 40 relics, no percentages
  • Your card deck for every run
  • Extraction: loot only counts outside
Outlawz emblem: epaulette with cloak

Join the descent.

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