The Outer Worlds 2 romance options — what you can and can’t do
The Outer Worlds 2There are no romanceable companions or dateable NPCs; relationships in the sequel stay strictly platonic.
The Outer Worlds 2 does not include romance. Companions are written as platonic allies, and there isn’t a dating system for party members or other named NPCs. This follows the first game’s approach, where relationships centered on friendship, loyalty, and story arcs rather than love interests.
Romance with companions
There are no romance routes for any companion. You won’t unlock courtship dialogue trees, intimacy scenes, or approval-based romance payoffs. The game’s own companion reveal explicitly frames the crew as non-romanceable, shutting down the idea of “sleeping with them” and setting expectations up front.
Practically, that means you can invest in companions’ stories without tracking romance flags or gift mechanics. Relationship outcomes focus on narrative choices and mission decisions rather than courting a specific character.

Are there any other dateable NPCs?
No. The sequel doesn’t offer romances outside your crew, either. That includes quest givers and other named characters you’ll meet across factions and hubs. If you’re looking for a side activity built around dating, you won’t find it here.
What you get instead of romance
- Party dynamics built on banter and conflict: companions have strong viewpoints and will react to your decisions.
- Personal questlines: crew members bring their own backgrounds and problems to solve, with outcomes shaped by your choices.
- Combat and utility roles: each companion contributes distinct abilities in fights and exploration.
In short, the investment goes into character writing and mission payoffs without coupling those arcs to love interests or approval meters.

The companions (and what they do)
| Companion | Faction | Notable role/abilities |
|---|---|---|
| Niles | Earth Directorate | Engineer with stealth-oriented tools (including invisibility-style tricks) |
| Valerie | Earth Directorate | Robot partner; deploys twin turrets |
| Aza | The Glorious Dawn | Assassin archetype focused on aggressive takedowns |
| Inez | Auntie’s Choice | Field medic who leverages biomedical enhancements in combat |
| Marisol | Order of the Ascendent | Leans into mystical, essence-draining effects shown in previews |
| Tristan | Protectorate | Heavy melee presence wielding a giant hammer |
Each companion represents a different faction and fills a clear niche in your loadout and party composition. The focus is squad synergy, not romance progression.
How this compares to the first game
The original The Outer Worlds built strong character bonds without romance and let two companions tag along on missions while you advanced their personal quests. The sequel keeps the “platonic crew” philosophy, channeling resources into companion personalities, questlines, and combat kits instead of dating systems.
Quick answers
| Feature | In The Outer Worlds 2? |
|---|---|
| Companion romances | No |
| Romance with non-companion NPCs | No |
| Companion approval or dating meters | No |
| Companion personal quests and strong opinions | Yes |
| Distinct combat roles and abilities | Yes |

If romance is a must-have for you, this sequel won’t scratch that itch. If you prefer character-driven party banter, faction-backed storylines, and clear combat roles, the companion design leans hard into those strengths—without the distractions of a dating system.
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