Go Outside Simulator

Go Outside Simulator Logo

Description

Go Outside Simulator is a casual, first-person exploration game that allows players to experience various outdoor environments from the comfort of their own home. Developed by Aaron DeVries and published by SimRed, the game encourages players to simply wander and relax in virtual worlds, with no time limits, bad guys, or puzzles. It serves as a foundation for future game development and therapeutic applications, such as exposure therapy for mental health issues like agoraphobia. The game features hidden objects and Easter eggs to discover, adding an element of intrigue to the otherwise serene exploration.

Where to Buy Go Outside Simulator

PC

Go Outside Simulator Guides & Walkthroughs

Go Outside Simulator: Review

A meta-commentary on escapism, a therapeutic tool, and an accidental pioneer of minimalist simulation design.


Introduction

In an era where “walking simulators” polarize gamers and hyper-realistic open worlds dominate the market, Go Outside Simulator (2018) dared to ask: What if a game’s sole purpose was to mimic the mundane act of existing in nature—without quests, loot, or stakes? Developed by solo creator Aaron DeVries as a tongue-in-cheek experiment, this $1 indie title evolved into an unassuming cult classic, praised for its ironically therapeutic value and criticized for its barebones design. This review argues that Go Outside Simulator is a testament to gaming’s potential as a tool for mental health—and a fascinating case study in how even the simplest concepts can carve out a niche in a saturated industry.


Development History & Context

A Joke Turned Laboratory

Go Outside Simulator began life in 2018 as a self-described “joke project” by Aaron DeVries, a developer exploring Unity’s fundamentals. Initially conceived to parody the burgeoning “simulator” trend (see: Goat Simulator, Euro Truck Simulator), it quickly became a sandbox for DeVries to test level design and environmental interactivity. The game launched via Steam Early Access on November 15, 2018, with a humble scope: “No time limits, no bad guys, no puzzles. Simple outdoor exploration.”

The Landscape of 2018

At the time of release, the gaming world was fixated on narrative-driven epics (God of War, Red Dead Redemption II) and battle royale frenzies (Fortnite). Against this backdrop, Go Outside Simulator felt like a subversive gag—a low-poly Zen garden in a fireworks factory. Its Early Access status and $1 price tag signaled intentional modesty, but its aspirations grew as DeVries discussed plans to adapt its framework for therapeutic VR programs targeting agoraphobia and anxiety disorders.

Technical Constraints

Built in Unity with a shoestring budget, the game’s technical flaws were evident. System requirements listed an Intel Core i7-4820k and AMD Radeon 270—overkill for its rudimentary visuals, yet performance hiccups plagued lower-spec machines. Players noted janky collision detection and limited interactivity, calling it “an unfinished proof-of-concept” (Steam user Vitello, 2023).


Narrative & Thematic Deep Dive

The Absence of Story as a Statement

Go Outside Simulator has no plot, characters, or dialogue. Its “narrative” is an anti-narrative: a rejection of gaming’s obsession with goals and conflict. Players inhabit a silent, unnamed avatar wandering through disconnected biomes—forests, beaches, meadows—with no objectives beyond finding hidden Easter eggs. This minimalism serves as a meta-commentary on escapism itself: Why simulate reality when you could live it?

Themes of Mental Health and Connection

Beneath its jokey facade, the game quietly engages with themes of isolation and reconnection. The Steam description pitches it as a tool to “calm yourself down and just exist without goals, deadlines, or threats,” reflecting DeVries’ interest in therapeutic applications. For players grappling with agoraphobia or social anxiety, the game’s low-pressure environments functioned as digital exposure therapy—a safe space to “practice” existing in open worlds.


Gameplay Mechanics & Systems

Core Loop: The Joy of Nothing

The gameplay is intentionally uneventful:
Exploration: Walk, jump, and crouch across six environments.
Hidden Object Hunts: Discover obscured items (e.g., a buried soda can, a treehouse) for fleeting dopamine hits.
No Fail States: No health bars, no death, no time limits.

This design polarizes players. Critics called it “boring” (Steam user Trillnar, 2025), while fans praised its “meditative simplicity” (Steam review, 2024).

Innovations and Flaws

  • UI Minimalism: The HUD is invisible by default, immersing players in the environment.
  • Janky Controls: Movement feels “floaty,” and object interaction is limited to basic triggers.
  • Missing Features: Early Access promises like VR support never materialized, leaving the game feeling abandoned.

World-Building, Art & Sound

Aesthetic: Low-Poly Comfort Food

The visuals are functional, not revolutionary. Trees and rocks are rudimentary Unity assets, but the palette—soft greens, warm yellows, tranquil blues—creates a deliberately soothing atmosphere. One player compared it to “a 3D screensaver from 2010, in the best way” (Steam review, 2025).

Sound Design: Ambient Overhaul

Ambient noise carries the experience: rustling leaves, distant bird calls, and subtle wind evoke ASMR-esque relaxation. However, the lack of dynamic audio (e.g., weather changes) highlights the game’s budgetary limits.


Reception & Legacy

Launch and Longevity

At launch, Go Outside Simulator flew under the radar, but its “Very Positive” Steam rating (95% of 62 reviews) proves its niche appeal. Fans praised its affordability ($1) and novelty, while detractors dismissed it as “a tech demo masquerading as a game” (Kotaku, 2025).

Influence on the Industry

Though not a commercial juggernaut, the game presaged trends:
Therapeutic Games: Its framework influenced later titles like Playne (meditation sim) and Kind Words (anxiety-reducing chat tool).
Minimalist Simulators: It paved the way for reflective experiences like Proteus and Eastshade.


Conclusion

Go Outside Simulator is neither a masterpiece nor a throwaway gag. It’s a curious hybrid—a DIY experiment that stumbled into cultural relevance by challenging players to find meaning in mundanity. While its technical flaws and incomplete vision prevent it from greatness, its legacy as a pioneer of therapeutic gaming—and a quiet critique of industry excess—secures its place in history. For $1, it’s a thought-provoking curio. For game historians, it’s a reminder that even the smallest ideas can leave footprints.

Final Verdict: A flawed but fascinating artifact of gaming’s expanding emotional palette.

Scroll to Top