Ce jeu a été Greenlighté par la communauté !

La communauté a montré son intérêt pour ce jeu. Valve a contacté ce développeur afin de préparer la sortie de ce jeu sur Steam.

Greenlight est en passe d'être retiré. Référez-vous à cet article du blog pour plus d’informations sur la publication des jeux sur Steam.
Platforms: PC
Languages: English
Publié le
Mis à jour le
24 mars à 1h40
27 oct. à 3h50
Annonces récentes Tout voir (6)
Date de sortie : 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 @ www.outbuddies.com

"…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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51 commentaires
INDIE:J  [créateur] 21 juil. à 12h14 
Glad you like the new map! You were right with the physical blocks btw. I'm tweaking them right now to build momentum slower and lowered their max speed. It really feels better like this and I'll include the improvements in one of the next builds:)
Jason 18 juil. à 15h50 
That new map looks 1000% better! I'm glad you're so willing to take constructive criticism and I can tell from you're eager to make this the best game it can be. I'm definitely starting to feel the hype train. Gonna check out that new demo!
INDIE:J  [créateur] 15 juil. à 15h54 
Finally managed to update the demo, you can grab it here: https://www.dropbox.com/sh/dud51y7d771fv0i/AAB85ab0d0aQ_nHBlHxMYkAKa?dl=0
INDIE:J  [créateur] 1 juil. à 15h46 
Check out our July 2017 update on Kickstarter: https://www.kickstarter.com/projects/782146531/outbuddies/posts/1927023
INDIE:J  [créateur] 29 juin à 0h32 
Thanks, Jason^^ I sent you a friend request so we've DM available. You're also right with the level design. I'm trying to focus more on the jump & run mechanics at the moment utilising the new run and far jump options. I'll also have to think more about creating a convincing architecture rather than some random caves. The first two areas are in iteration 3 now, I think many rooms still kind of suck and could support the game's core mechanics and aesthetics way better. I'll have to be sure to get this stuff right before I'm too far into the further development.
Jason 28 juin à 7h38 
Hey man super happy to hear back and glad that my feedback is useful.
As I stated (sort of :( ) I really like a lot about this game and want to see it succeed.
It sounds like you're already addressing many of my points.
Regarding the block-moving physics, while it's explained well enough, it's hard to grasp in action, at least in the time of the demo. I would suggest if the current system is going to be maintained (as I assume it would) maybe tweak the rate at which the block moves, and if any puzzles require fast reactions, keep it forgiving in the early game, and maybe include movable objects in areas they aren't needed just so the player can mess around with them.
Regarding enemy AI, it sounds like you're already working on that, which is great, but I would definitely pay attention to room size versus monster density. Puzzles of course are different.
INDIE:J  [créateur] 26 juin à 2h53 
The HUD will also be fixed in the next build. The map was very rough, did not contain any useful information and was even wrong at many points. The new map is larger, shows doors, save points and teleporters.

The physics puzzles and their handling has been discussed among the players a lot. Most of them like the implementation like this. It's necessary though, that you get the point that the droid pushes if located under an object and pulls when it's over it (it's stated in the tutorial section, maybe you missed it?). If not, how would you do it, I'm really interested in new ideas and approaches.
INDIE:J  [créateur] 26 juin à 2h53 
Hi Jason,
Thanks a lot for your feedback!

Luckily I've about a year left until release and a lot of issues with the game will be fixed until then. The demo you played is still the Kickstarter version, I'll update it soon as a lot of the platforming mechanics and AIs were redone. We've a run button now which allows for much faster traversal and far jumping. Underwater movements have also been redone and are much faster now. Enemy AIs have been discussed controversially so far. Many players thought they were too hard, while few rather find them "lazy" (like you ^^), seems difficult to get the right balance here.

Jason 18 juin à 10h22 
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  [créateur] 25 mai à 3h29 
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.