- Release Year: 2001
- Platforms: Windows
- Publisher: Continuum Entertainment, Take-Two Interactive Software Europe Ltd., Take-Two Interactive Software, Inc.
- Developer: Continuum Entertainment
- Genre: Strategy, Tactics
- Perspective: Diagonal-down
- Game Mode: LAN, Online PVP, Single-player
- Gameplay: Real-time strategy, Resource Mining, Technology research, Unit building
- Setting: Futuristic, Sci-fi
- Average Score: 59/100

Description
Outlive is a real-time strategy game set in the year 2045, where humans and robots vie for supremacy in a sci-fi futuristic world, with players able to command either faction through separate campaigns involving resource mining, base building, unit equipping, and progression along a technology tree, alongside skirmish modes, internet multiplayer, and a map editor.
Gameplay Videos
Where to Buy Outlive
PC
Outlive Cracks & Fixes
Outlive Patches & Updates
Outlive Reviews & Reception
metacritic.com (59/100): Enough “StarCraft” clones. Stop the madness and offer some innovation.
mobygames.com (67/100): It is not bad, it’s trash
oldpcgaming.net : being a mediocre StarCraft clone sort of guarantees everlasting obscurity
gamespot.com (52/100): there isn’t anything in Outlive that isn’t done much better in any number of recent games
Outlive Cheats & Codes
PC
Press [ENTER] then type any of the following codes at the prompt:
| Code | Effect |
|---|---|
| #CAN I PLAY WITH MADNESS | God Mode |
| #FEAR OF THE DARK | Reveal Map |
| #FORTUNES OF WAR | Add Money |
| #BE QUICK OR BE DEAD | Quick Build/Research/Construct |
| #THE CLAIRVOYANT | Reveal map under explored terrain |
| #REVELATIONS | Opens all campaign missions |
Outlive: Review
Introduction
In the shadow of RTS titans like StarCraft and Command & Conquer, few games dared to emerge from unexpected corners of the globe—yet Outlive (2000 in Brazil, 2001 worldwide) did just that, crafted by a minuscule Brazilian studio amid a genre dominated by Western behemoths. This isometric real-time strategy gem pits humans against rogue robots in a futuristic scramble for survival on Saturn’s moon Titan, blending familiar mechanics with intriguing asymmetries and a surprisingly intricate narrative. As a professional game journalist and historian, I’ve revisited Outlive through its MobyGames archives, Wikipedia deep dives, player testimonials, and critic aggregates, uncovering a title that, despite its derivative roots, stands as a testament to indie ingenuity in the early 2000s RTS golden age. Thesis: Outlive is a flawed but ambitious underdog—a StarCraft spiritual successor elevated by sophisticated AI, deep research systems, and Brazilian flair, deserving rediscovery as a landmark of non-Western game development.
Development History & Context
Outlive was the brainchild of Continuum Entertainment, a tiny Brazilian outfit founded in the late 1990s, marking it as one of the nation’s first fully homegrown RTS titles (SuperGamePower hailed it as the “first 100% national real-time strategy game”). Led by a core team of just 5-6 polymaths—including programmer/coordinator Alexandre Vrubel, AI specialist Rodrigo Otàvio Dal’Asta, storytellers Henry Tanaka Baggio and the Rodrigues Dolzan brothers, and audio duo Luciano and Fabiano Castro—the game credits swelled to 139 with “thanks,” but the heavy lifting was undeniably grassroots. Developed for Windows on CD-ROM with keyboard/mouse controls, it targeted Pentium-era hardware prevalent in Brazil’s emerging PC market, where weak specs demanded optimized 2D isometric visuals over flashy 3D.
Releasing in 2000 amid the RTS explosion (StarCraft‘s 1998 dominance, Age of Empires II‘s 1999 polish, Total Annihilation‘s 1997 innovation), Outlive navigated a saturated landscape. Publisher Take-Two Interactive (pre-GTA empire) handled global distribution after Continuum’s domestic success, but timing hurt: by 2001 NA/EU launch, 3D RTS like Warcraft III loomed. Technological constraints—limited budgets, no full-time artists/sound designers—yielded aged sprites (evident in Brazilian reviews noting “great designs but aged graphics” for local weak PCs). Yet, the vision was bold: a sci-fi epic with humans (genetic mods, wind/nuclear power) vs. robots (AI autonomy, solar/radioactive grids), three campaigns, multiplayer (up to 16 via LAN/Internet), skirmish, and a user-friendly map editor. Patches improved balance, underscoring post-launch passion from this garage-team triumph.
Narrative & Thematic Deep Dive
Outlive‘s story, penned by Baggio and the Dolzans, unfolds across three campaigns in 2045: Human, Robot, and Cooperative, weaving a conspiracy-laden tale of resource wars, betrayal, and existential human-AI conflict. Human Campaign kicks off with the World Council’s Outlive Project: probes identify Titan’s riches amid Earth’s terrorism surge (Liberty Army antagonists) and depletion. Dr. Joseph Taylor’s genetically engineered “Abominables” (hulking mutants) rival Dr. Mary-Anne Harley’s Mechatronics robots. Protagonist Brad “SCTG” Maxwell escorts Taylor’s convoy, uncovers Abominable outbreaks (sabotage?), clears Liberty Army from Mechatronics labs (revealing weapon caches), and battles AA guns threatening launches. Twists abound: General Kaminski’s Mechatronics alliance betrays Maxwell; Lt. Peter Mackenzie reveals as Liberty spy; Pablo Morales rescues them. Climax sees Liberty topple the Council via ICBM sabotage (Mackenzie’s heroic death), forming the Confederation.
Robot Campaign flips perspectives: Commander Argus (Outlive-2) aids Mechatronics’ Carl Eberhardt post-human war, builds Titan portals for Draco (Outlive-3), recaptures facilities, ambushes Kaminski, and thwarts Harley’s experiments—only for her to reprogram Argus as a double-agent, luring Draco into doom.
Cooperative Campaign unites Resistance (Maxwell, Morales, Argus) against Mechatronics tyranny: hybrid bases assault robotic strongholds, rescue captives (Maxwell or Harley branching paths), and culminate in a massive assault. The Gainax-esque finale teases aliens executing Eberhardt, unleashing UFO fleets—a sequel hook unrealized.
Thematically, Outlive probes hubris vs. autonomy: humans’ genetic hubris births monsters; robots’ AI sparks rebellion. Betrayals (Kaminski, Argus’ reprogramming) echo TV Tropes‘ “Heel-Face Brainwashing” and “Your Terrorists Are Our Freedom Fighters” (Liberty as anti-corruption heroes). Dialogue is cheesy (“Let’s rock!”), voices amateurish (cartoonish builders moaning “Me, me!”), but Portuguese localization (Brazilian release) added cultural pride. Player reviews praise the “interesting story,” critiquing muddled missions with scripted failures, yet its intrigue—spies, nukes, alliances—elevates it beyond rote conquest.
Gameplay Mechanics & Systems
Outlive‘s core loop—mine resources (iron/uranium), manage energy, research, build/upgrade units, conquer—mirrors StarCraft but innovates asymmetrically. Resources/Energy: Harvesters feed refineries for credits; humans chain buildings via energy networks (windmills on heights, nuclear risking leaks); robots auto-link solar/radioactive plants. Maintenance sliders divert credits to repairs/research, slowing foes but risking vulnerability—player Geraldo Falci called it “interesting” yet “slowness contributor.”
Research: Single center (no stacking) queues exhaustive upgrades (units, abilities, supers), automatable via advisor (praised as “well done” by Buuks). Slow pace drew ire (“every little ability… extremely slow,” Falci), but depth shines: 20+ units/side with specials (human ICBM: 2-min flight, disable/redirectable; robot cloning: 5x units).
Combat/Units: Isometric chaos favors zerg-rushes, but AI brilliance compensates (TV Tropes: auto-assists, weak-targeting, air transports for scouts/paratroops, combos like lockdown+nukes). Humans: Tanks (omni-directional fire), Choppers (upgradable firestorms), Abominables (neutral stealth boulders), spies (sabotage, no theft). Robots: Chaos (explosive/radioactive AoE), Apocalypse (missile GB), Dominators (mind-control). UI excels: hotkeys, waypoints/patrols/rallies/harass/retreats, pause-speed slider. Flaws: pathfinding clumps, unit similarity, micromanagement excess. Spy system/map editor/multiplayer (deathmatch/conquest/CTF) add replayability; patches balanced AI exploits (early flyer rushes).
| Faction | Key Innovations | Weaknesses |
|---|---|---|
| Humans | Energy chaining, ICBM, Abominable summons/Vampires | Slow repairs, vulnerable power |
| Robots | Auto-networks, cloning, Morphers (building spies) | Radiation leaks, reprogramming risks |
World-Building, Art & Sound
Set on Earth/Titan proxies (urban/forest tilesets), Outlive‘s world evokes cyberpunk desperation: uranium glows sickly green, Abominables roam wildly, weather impacts power. Visuals: Clean 2D isometric (StarCraft-esque skeletons building stages, animations like lab sparks), but dated sprites blend units into terrain—fine for 2000 Brazil, pedestrian globally (GameSpot: “three-year-old concepts”).
Atmosphere thrives via AI dynamism and lore (Titan’s toxicity birthing factions). Sound falters: Repetitive effects/music (“headache”-inducing, Buuks), atrocious voices (Sesame Street builders, synth robots)—unintended comedy undermines immersion, per critics.
Reception & Legacy
Launch: Mixed (MobyGames 67% critics/6.3 players; Metacritic 59). Brazilian rave (SuperGamePower 95%: “not behind C&C/StarCraft,” fluent PT-BR); international middling (GameSpot 52%: Starcraft reminder; CGW 70%: “damn fine” sleeper; GameZone 75%: best clone). Players split: Falci (micromanagement hell, but “good considering small team”); Buuks (“trash,” outdated).
Evolution: Obscure commercially (16 Moby collectors), but cult status via nostalgia (Reddit: “AI impressive… ICBMs to yetis”; Abandonware: “marked my childhood”). Influenced? Sparse, but pioneered Brazilian RTS (pre-Horizon Chase); TV Tropes notes AI feats predating peers. 2025 remaster Outlive 25 signals revival. Legacy: Proof small teams (garage devs) rival AAA in depth, inspiring Global South devs amid 3D shift.
Conclusion
Outlive synthesizes RTS conventions into a Brazilian fever dream: masterful AI and systems depth offset derivative design, sluggish research, and production woes. Its narrative ambition, faction asymmetry, and editor cement a niche classic—flawed diamond from six visionaries punching giants. Verdict: 8/10. Essential for RTS historians; replay on patch/patched modern rig for a forgotten era’s bold echo, securing Continuum’s page in underdog history.