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Platforms: PC
Languages: English
24 Mar 2017 @ 1:40
15 Nis @ 11:25
Yayınlanma tarihi: 2019

Enter Bahlam, a sunken fortress of the Old Gods, located deep in the South Atlantic ocean. Following a shipwreck, maritime archaeologist and adventurer Nikolay Bernstein regains consciousness 36.000 feet under the sea. He's severely wounded and unwillingly connected to a supernatural Buddy-unit. Searching for answers about his displacement our main protagonist digs deep into the lost undercity, gradually realizing an ominous presence hollowing in its shadowed caverns.

On your journey home you will share your fate with a friendly tribe of mining creatures, the Wozan, who fear the Old Gods and strive to get back to the surface since their ancestors had been enslaved 5000 years ago. Some of them were able to flee and founded secret colonies deep inside the sunken ruins, others are still exploited by the hostile creatures that have overtaken the city since the Old Gods suddenly disappeared.


Experience real non-linear metroidvania gamplay and uncover five distinct areas, all with remarkable puzzles, environmental hazards, epic boss encounters and captured Wozan to uncage. Your Buddy unit will procedurally map the area and function as a handy quality of life tool that can be controlled at will to manipulate your surroundings using various abilities like hacking, scanning and telekinesis.

Explore Bahlam with a high freedom of movement like climbing, crawling and diving right from the start. As you progress your set of options will expand by discovering ancient weapon systems, suit upgrades and hacking protocols for your droid. All gear will be carefully balanced in terms of combat abilities and has to be used selectively to overcome specific hazards and puzzles.


The local Co-Op option invites a second player to explore and experience this adventure together by taking control over the invincible Buddy unit. Support each other on your journey home, solve puzzles and overcome Bahlam's hostile maze.


Please drop us some feedback or open a bug report if you encounter any trouble with the demo or the early access build.

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51 Yorum
INDIE:J  [yaratıcı] 21 Tem 2017 @ 12:14 
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 Tem 2017 @ 15:50 
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  [yaratıcı] 15 Tem 2017 @ 15:54 
Finally managed to update the demo, you can grab it here: https://www.dropbox.com/sh/dud51y7d771fv0i/AAB85ab0d0aQ_nHBlHxMYkAKa?dl=0
INDIE:J  [yaratıcı] 1 Tem 2017 @ 15:46 
Check out our July 2017 update on Kickstarter: https://www.kickstarter.com/projects/782146531/outbuddies/posts/1927023
INDIE:J  [yaratıcı] 29 Haz 2017 @ 0:32 
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 Haz 2017 @ 7:38 
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  [yaratıcı] 26 Haz 2017 @ 2:53 
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  [yaratıcı] 26 Haz 2017 @ 2:53 
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 Haz 2017 @ 10:22 
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  [yaratıcı] 25 May 2017 @ 3:29 
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.