This game has been Greenlit by the Community!

The community has shown their interest in this game. Valve has reached out to this developer to start moving things toward release on Steam.

Greenlight is being retired. For more information on how to submit games to steam, refer to this blog post.
Platforms: PC
Languages: English
Mar 24 @ 1:40am
May 23 @ 9:45am
Recent Announcements View All (3)
DevLog June 2017
OUTBUDDIES is live on Kickstarter and we got a day one staff pick!
Release date: Q2/2018

Outbuddies is a deeply crafted 16-bit style Metroidvania for Windows-PC and a story of teamwork and friendship between two very unlikely heroes. It was our natural desire to integrate a local Co-Op option, so you can explore, enjoy or even speedrun this game together.

Outbuddies´ story unfolds in Bahlam, a sunken city of the Old Gods, located deep in the South Pacific ocean. After a shipwreck, our main protagonist John, a marine biologist specialised in deep sea life forms, wakes up 36.000 feet under the sea. He´s severely wounded and unwillingly connected to a supernatural Buddy-unit, which can be controlled at will to manipulate his surroundings using various abilities like hacking, scanning and telekinesis.

On your journey home, you will be supported by a friendly tribe of mining creatures, the Wozan, who fear the Old Gods and strive to get back to the surface since they´ve been enslaved 5000 years ago.

Check out the demo @

"…a game that lives up to the full potential of this genre for a new generation of gamers.” (Victor Romo, RETRONUKE)


Outbuddies is inspired by timeless classics like Super Metroid and Symphony of the Night. As you explore the sunken ruins of Bahlam you´ll discover five distinct areas, all with remarkable puzzles, environmental hazards, intelligent enemies and epic boss battles.

We put a great emphasis on all weapon systems and suit upgrades being selective to specific situations and balanced in terms of combat abilities. The parkour-like platforming mechanics with a high freedom of movement, like climbing, crawling and diving, will fire your ambition to explore and search for gear and Easter eggs.


Over the course of the game's development since early 2013, we constantly integrated player feedback to preserve the iconic core mechanics from the past while adapting gameplay and presentation to today's demands.

All pixel art will scale crisp and free of distortion to your native screen resolution running at stable 60 FPS. A hybrid physics engine ensures realistic accelerations and object movements while maintaining the pixel perfect control of the old classics. We crafted believable and adaptive enemy and boss AIs that will kick your♥♥♥♥♥in a Souls-like manner!

Outbuddies supports various control setups like keyboard, mouse and multiple gamepads to ensure you´re able to play with your preferred device.

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Jason Jun 18 @ 10:22am 
I really want to like this game, as it combines (in theory) a lot of elements I like, but after playing the demo, I find that I just can't.
This isn't meant to be a slam, I just want to provide honest feedback.
In playing the demo, I found the rooms to be unnecessarily large and haphazard in their design. Enemies seemed lazy in appearance and poorly implemented.
For a game that includes "parkour" elements in its description, the controls are overly tight and restrictive.
The "physics" of block-moving and puzzle solving are unintuitive and irritating to the point that even after passing several of these challenges I found myself manipulating them incorrectly.
Finally, the map is far below even passable in the QOL elements one would expect from a Metroid/Metroidvania style game.
There's potential here, but in a genre that's very likely in the early stages of its glut, this is one game I would definitely pass on.
INDIE:J  [author] May 25 @ 3:29am 
Outbuddies has been greenlit! Thanks a lot for your support, guys! I'll continue to post relevant development updates on this page as well as on Oubuddies' Kickstarter forum.
INDIE:J  [author] May 6 @ 5:24am 
No, I have not implemented button mapping yet, but it's on my (long) list of stuff to do =D
Delta_Thunder May 4 @ 12:14pm 
That's a *mini* boss? =P
One more thing: is it possible to remap the controls in the demo right now, or is that going to be added in the final version?
INDIE:J  [author] May 3 @ 11:51am 
Thank you guys!
@ Delta_Thunder: The miniboss has to be rebalanced, it is a bit too hard for a first encounter. Made a video of how to beat him here ^o^
Delta_Thunder May 2 @ 11:17am 
I voted up, but how the heck do you beat the first boss?
Toropaisen setä Apr 26 @ 10:28am 
looks awesome! gameplay looks great, can't wait to test what the ball buddy can do
AgileMaster Apr 22 @ 5:28am 
i found this completely by accident on indieDB. looks sick, surprised it isn't greenlit yet. you got my vote :) good luck!
freddyguys Apr 18 @ 2:57pm 
cool :D
Ardentsquid Apr 18 @ 10:34am 
Looks fun!