Run, explore and blast through the undercity with trustworthy robot sidekick in this otherworldly Lovecraftian adventure
Set deep in the Ocean and infested with hostile Lovecraftian creatures and lethal environmental hazards, players must dash, dodge, and blast through Bahlam, a danger-filled sunken fortress of the Old Gods. By deploying the Buddy unit to manipulate and scout the surroundings through hacking, scanning and telekinesis, the players will discover ancient weapon systems and gear upgrades to battle through a gigantic sunken labyrinth. Outbuddies’ local co-op mode allows a second player to control Buddy with an expanded tool set.

Based on the feedback from core-speedrunners and Metroid-enthusiasts since the game‘s PC release, Outbuddies DX now offers vastly improved visuals and a variety of new features added to the well-received original.
For more information, tune into Guerrilla Collective’s online session with Headup at www.guerrillacollective.com and follow them on Twitter for more details.


About Outbuddies DX
Enter Bahlam, a sunken city of the Old Gods, located deep in the South Atlantic Ocean. In the wake of a shipwreck, adventurer and maritime archaeologist Nikolay Bernstein regains consciousness 36,000 feet under the sea. He is severely wounded and unwillingly connected to a supernatural Buddy-unit. Searching for answers about his displacement, Nikolay digs deep into the lost undercity, gradually realizing an ominous presence lurking in its shadowed caverns.
Features:
- 2D Side-scrolling ‘Metroid-like’ adventure
- Explore an open Lovecraftian fantasy labyrinth with five huge distinct areas
- Evolve characters with a non-linear gear-based progression system
- Sandbox-like freedom to develop speed-techs
- Unique drone ‘Buddy’ unit with local co-op option
- Epic and creative boss battles that stand out within the genres
- Original soundtrack by OGRE
- Optimized performance for smooth gameplay with 60 FPS throughout
- MS-DOS style pixel art with distortion-free adoptive scaling
Praise for Outbuddies so far:
“This is my favourite Metroid-me-do since Axiom Verge […] I’ve had a very splendid time with this, and have much splendid time left with it. A proper fine achievement, and a game worthy of measuring against the mighty Metroid.”
Rock Paper Shotgun
“It is games like Outbuddies that remind me of why I choose indie games over AAA.”
9/10, The Video Game Autopsy
“It was well worth the wait: The skillfully crafted title puts back the focus on exploration with one of the most impressive level-designs of the genre!“ Gazette of Independent Gaming
What players are saying:
“I wish more metroidvania games were this bold when it comes to world design.“
“The atmosphere of Outbuddies is incredible. Throughout the entire game, there is that sense that you are in a hostile and alien world that humans were never supposed to discover.“
“The boss design is some of my favourite of any metroidvania ever.“
“It is classic Lovecraftian writing but it is so infrequent that it is used properly and that is what makes the plot, setting and world of Outbuddies so special.“
“Outbuddies deserved to set in ranks of; Super Metroid, Castlevania: Symphony of the Night, Hollow Knight, Axiom Verge and Dust.“
About Headup
Headup is a hybrid games publishing and development company providing players worldwide with the best content in the independent gaming sector. Established in 2009, it is active on all major platforms such as consoles, mobile devices and PC, and was awarded as “Best Publisher” at the German Developers Awards in 2012, 2013 and 2017. With over 80 million customers served on mobile and further several million players on the PC and consoles, Headup is always looking to raise awareness and commercial success for developers thinking outside the box. More information can be found at www.headupgames.com, Twitter and Discord.
About Julian Laufer (Developer)
The development of Outbuddies started as a spare time passion-project in early 2013, influenced by timeless classics of my childhood starring Super Metroid, Castlevania, Super Mario Bros., and Mega Man. The quality, depth, and acceptance of indie metroidvanias like Axiom Verge & Hollow Knight proved what can be achieved by small teams or even single persons. Those developers inspired me to allocate even more personal resources and dedication to the project so it could eventually evolve into something really special.
As a father, daytime employee, and gamer myself I loved how progression and iteration were tackled in outstanding indie platformer Celeste, so Outbuddies was designed to provide challenging and encouraging gameplay while skipping punishing throwbacks and grinding mechanics in total. I listen to feedback and I’m dedicated to support and improve the game further after release, so shoot me your feedback anytime!