The Expanse: Osiris Reborn Targets 2027 Release with Bold New Direction

Closed beta details, companion system, and action-focused gameplay hint at a major shift for the upcoming sci-fi RPG.

News by Nusrat Choity on  Mar 28, 2026

Something interesting is going on with The Expanse: Osiris Reborn that isn't just a normal update. New information shared at a recent showcase has made it easier to understand what this project is trying to become, and it's trying to become something very different. The game will now be released in the spring of 2027.

A secret beta will start much sooner, on April 22, though. It will also be available on Xbox Game Pass from the start, which means it will be seen by a lot more people right away. The beta will not be a small test. Instead, it's meant to be a small but rich part of the whole experience.

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A mission early in the story will be available to players and will also be used to test many of the game's key features. This includes battles, progress, player choices, and how those choices affect the story. It's a focused method with one goal: to show off as much as possible without giving away too much too soon.

However, making characters will be limited during this time. Players will pick from pre-made character choices instead of making their own from scratch.

Some of these are being an Earther or a Belter and having jobs like officer or hacker, which affect how things go. There aren't as many as are planned for the full game, but there are enough to get a sense of how different types of play might work. The goal seems to be to give players meaningfully different ways to complete the same task, even with that restriction.

The mission takes place on the Pinkwater-4 station, one of several places we've seen so far. Ganymede and Thoth Station, on the other hand, look like a mix of industrial settings and tense, closed-off areas. This makes sense in a world known for its political unease and realistic sci-fi look.

The early look also showed a main enemy tied to a powerful military group, giving players a taste of the kinds of fights they will face.

The change in how you play is where things really start to stand out. The project's company is best known for making RPGs that take a long time to finish. This time, it's clear that acting is the main point. Players must be able to quickly switch between positions, handle threats, and make choices when needed in combat, which is based on cover-based shooting.

On the surface, it looks like a normal setting, but there are a few changes that are meant to make it more interesting.

One of them is "active pause." It doesn't stop the game; instead, it moves very slowly, which gives users time to think. Though the change is small, it could make a big difference when things get crazy. Tools, skills, and the surroundings all affect this game, so you need to be quick on your feet and carefully plan your moves.

Being able to remove cover is another thing that makes the battlefield feel less stable and more uncertain. But fighting isn't the only thing that makes the experience worth it. The partner system is very important to the game, and from what we know so far, it will play a big role in the story.

All together, there are seven companions, and each has their own personality and job. There are some details that aren't very clear, but the main idea is simple: this is a crew with a past, views, and the potential to fight.

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One of them is a twin character that the player can count on as a friend and who reacts to their choices in interesting ways. There's also a combat medic whose past isn't clear, a sniper who keeps her mental and physical distance, and a hacker who quit a stable job for something less predictable.

A demolitions expert, an assault-focused soldier, and a quiet engineer who relies on gadgets to turn the tide of battle make up the rest of the group.

They won't be able to bring everyone with them at once. There is a way for all of your companions to stay connected with a mission, but only two can join directly. They will give their opinions, respond to choices, and keep up with what's going on in the real world. This setup tries to find a good balance between story presence and gameplay limits so that no character feels totally left out.

The way these partners treat each other makes them more than just support groups. The sources say that interactions can either build trust or cause conflict or even betrayal, based on the choices that are made. It's the kind of system that makes you pay attention to both the goal and the people who are working on it.

There won't be a lot of time to make decisions, and that stress could be one of the best parts of the game. When looking at the whole thing, the game should last about 30 hours. But that number isn't set in stone. Focusing on the main storyline might help you finish the game faster, but if you take your time with side material and interactions between characters, you might be able to play for a lot longer.

It has an open structure that lets different types of players take part at their own speed.

This all points to a project that needs to do many things at once. On the one hand, it's moving into a place with more action, which comes with its own set of expectations. On the other hand, it keeps the studio's signature story depth and attention on characters. It won't be easy to find a balance between those two sides, especially since the change in gameplay style is so big.

The relationship with Xbox makes the story more interesting. It's not just about convenience to launch on Game Pass from the start; it's also about reaching more people. That means a lot of people will be able to play the game right away, which could help it get going quickly. For a project that is clearly going in a different way, that level of visibility could be very important.

For now, the beta will get most of the press. This is the first real chance to see how everything fits together. Does the fighting feel good? Do the partners give the story more depth? When people are in charge, does the pace still work? These are the kinds of questions that early players will soon begin to answer.

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Perhaps this game is more than just another one set in a well-known place. It feels like a test of ideas, direction, and how far the studio can go to try new things. Some parts already look good, especially the way the world is built and how the characters interact with each other. Some still have something to show, like the fight.

Things can change since there is still time and a test coming up soon. But one thing is already clear: this isn't being safe. Those are the things that sometimes make a project worth watching.

As the days count down to 2027, one question remains: will this big change change what players expect from this world, or will it have trouble fitting in with other games in the same genre? 

Nusrat Choity

Senior Editor, NoobFeed

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