When I booted Star Wars Outlaws in 2026 to revisit patch 6, I expected a routine maintenance drop. Instead, version 1.006.000—the update that brought A Pirate’s Fortune and the Skeleton Crew-inspired cosmetic pack—felt like a hydrospanner tossed into a starship engine bay: one small tool, but the whole machine hums differently afterward. The download sizes alone told me this was no quick fix: PlayStation 5 at 6.17 GB, Xbox Series X|S at 8.55 GB, PC Ubisoft Connect at 10.21 GB, and Steam at 8.5 GB. I cleared space, made a pot of caf, and settled in for a patch that touches nearly every layer of Kay Vess’s outlaw life.

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Platform Download size Version
PlayStation 5 6.17 GB 01.006.000
Xbox Series X S 8.55 GB
PC Ubisoft Connect 10.21 GB 1.0.6.0
Steam 8.5 GB 1.0.6.0

The headline for me is the story DLC, A Pirate’s Fortune, paired with a cosmetic pack inspired by Star Wars: Skeleton Crew. I like how the update frames Kay’s journey: the DLC gives me a reason to return to the underworld, while the cosmetic pack lets me reshape the visual tone without changing the build I trust. It is a smart pairing, like a sabacc table that offers both a new hand and a fresh tablecloth.

The highlights I felt immediately

The first change I noticed was free fire with Kay’s blaster while riding the speeder. On paper it sounds simple; in motion, it is like threading a needle while riding a blurrg—awkward at first, then oddly graceful once my thumbs stop arguing with each other. I practiced strafing runs on Toshara’s dusty flats, and the difference is real: I can harass a convoy, peel away, and keep pressure on without dismounting every ten seconds.

I also appreciate the ability to holster and swap between two-handed weapons and Kay’s blaster. That flexibility makes combat feel less like I am locked into one script and more like I am improvising with whatever the job throws at me. The Trailblazer now accepts new passive systems for additional gameplay effects, which gave my ship build a welcome layer of theorycrafting. New space contracts for all players, with multiple challenge types, add reasons to leave atmosphere beyond the main path.

A quality-of-life fix that matters more than it sounds: Hidden Riches intel can now be completed. I had a save where that thread dangled awkwardly, and seeing it resolved made my journal feel less like a junk drawer.

Combat, movement, and the small mercies

The general gameplay notes are where patch 6 really earns its keep. Shooting from behind cover is improved to prevent hitting the environment, and enemy AI is better at moving to cover and reacting to suppression. I noticed fewer moments where a firefight turned into a comedy of errors. Kay’s movement animations on stairs and slopes are smoother, and climbing performance is improved. The grappling hook’s attach and release input feels cleaner, which matters when a mis-timed swing means a long walk back.

I also welcomed fixes for intel quests that could not be completed if the intel was found before picking up the quest, a Toshara respawn trap in a restricted room, and space NPCs going out of bounds in combat. Miyuki Traders are now full vendors and sell passive system upgrades alongside their previous resource items, which makes those stops feel more purposeful. The Ion upgrade of the smoke bomb is more consistent, melee finishers no longer fail as often when the blaster is overheated, and the Crimson Reign gear set now reduces Stun Shot cooldown for each enemy caught in any Smoke Bomb variant. The Outlaw Belt gets reduced cooldown and longer supercooled state when I swap Kay’s blaster modules, with extra HUD feedback for duration and cooldown.

There are quieter fixes too: shields now protect Kay from direct-impact explosive projectiles, Kay no longer gains adrenaline during standing jumps on the speeder, and a melee hit throws her off the speeder. Weapon drops clip less, scoping exits when staggered, and the Glowlamp no longer disables when entering vents. These are not flashy changes, but they are the kind of polish that keeps me in the world instead of fighting the controls.

Accessibility and technical polish

The accessibility additions are genuinely useful. I can toggle high contrast, auto run, and menu narration through a shortcut without diving into menus. The gadget wheel can be set to toggle rather than hold, HUD background transparency and colors are adjustable, and high contrast UI now affects headings in settings menus. Map menu narration reads whether a location is on another planet, remapping no longer breaks sabacc controls, and auto-vault no longer triggers if the fall will kill Kay. Small? Yes. But accessibility is often built from exactly these small mercies.

On the technical side, patch 6 includes RTXDI and Ray Reconstruction improvements, UI fixes for vendor screens and journal highlights, and world fixes for time-of-day reflection and console sky color banding. Quest fixes cover Akiva’s The Veteran, Kijimi’s Breakout, and Revelator, including a turbolift stuck spot and a ladder interaction issue after respawn. The known issue list still flags contraband contracts, so I will keep an eye on that.

The patch notes themselves read like a starship maintenance manifest: dense, technical, and weirdly comforting. In 2026, revisiting patch 6 reminds me that Star Wars Outlaws is at its best when the fantasy of being a scoundrel is matched by systems that stay out of the way. A Pirate’s Fortune gives me the story hook, Skeleton Crew cosmetics give me the look, and the fixes give me the confidence to keep flying.