About this project
Scroll down & watch the extended gameplay trailer in HD60!
Outbuddies is a deeply crafted 16-bit style Metroidvania for Windows-PC.
Enter Bahlam, a sunken city of the Old Gods, located deep in the South Pacific ocean. Following a shipwreck, marine biologist John regains consciousness 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. Searching for answers about his displacement John quickly realises that there's danger lurking in the dark...
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 their ancestors had been enslaved 5000 years ago. Some of them were able to flee and founded secret colonies deep inside the ruins of Bahlam, others are still exploited by the hostile creatures that have overtaken the city since the Old Gods suddenly disappeared.
WATCH THE EXTENDED GAMEPLAY TRAILER IN HD60
"OUTBUDDIES has a sort of cuteness to it, while also having a horror vibe at the same time. Its level design is dark, mysterious, and anything but comforting. Julian Laufer is doing what indie developers do best -- not only bringing an old genre to a new generation but evolving it into something unique and special." (Damien Smith, GAME SKINNY)
REAL METROIDVANIA GAMEPLAY
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.
It was my natural desire to integrate a local Co-Op option, so you can explore, enjoy or even speedrun this game together.
"Outbuddies is one of the most-complete demos I’ve played for RETRONUKE. Between the original design, gameplay elements, and overall presentation, one can only assume this game was created by someone who truly enjoys great pixel games. This passion oozes from this game in a way that can only be explained as a great time." (Victor Romo)
I put 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.
A 16-BIT STYLE EXPERIENCE FOR THE NEW AGE
Over the course of the game's development since early 2013, I 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 object movements and believable enemy AIs will kick your ass in a Souls-like manner!
"The enemy designs are unique and amazing. The A.I. for them is very intelligent as they will not simply just let you shoot and kill them. They will do everything in their power to kill you." BGN GAMING
Outbuddies supports various control setups like keyboard, mouse and multiple gamepads to ensure you're able to play with your preferred device.
"... a game that lives up to the full potential of this genre for a new generation of gamers." RETRONUKE
"I could spend hours playing these types of games. That is pretty much what I did with a new 16-bit metroidvania game, Outbuddies." FUTURE BETA GAMER
"Outbuddies (...) impresses with its beautiful pixel art visuals, realistic physics, interesting game world and unique dual-hero metroidvania gameplay that makes unearthing the mysteries of the sunken city a captivating experience. A deep sea metroidvania with plenty of depth." ALPHA BETA GAMER
Outbuddies has been in development since 2013, beginning in spare time as a one-man project. In 2016 I decided to switch to a part-time job and dedicate more time to the game's development, which was the right step to push its quality to the next level.
Game development is time-consuming and therefore expensive. My model of cross-financing the project has borne fruit to show the feasibility and beta demo of this game. Funding is needed to bring it home, and have more people pulling in that same direction!
Besides acquiring some resources for myself working on the game, I also really hope to enable two more talented creatives to join the project by reaching the first two stretch goals.
In the last years, I've been an active member of this community and I believe in Kickstarter being the best forum for bringing wonderful ideas and collaborations to life!
FUNDING MILESTONES: WHERE YOUR MONEY WILL GO!
5.000 Euro (~ 5.400 USD): Outbuddies is successfully funded!
I reached my basic funding goal, got in touch with the awesome Kickstarter community and can hope to establish a constant invaluable feedback loop with dedicated genre fans.
With your money, I can afford to stay on my cut-back daytime job until the game's release in June 2018. Also, some of your money will go to commissioned work, as well as sound FX and software licenses.
8.000 Euro (~ 8.600 USD): Unlock Robin "Original Soundtrack"
With your support, Robin Ogden, who also contributed the trailer music, will create an original soundtrack for the game, inspired by the epic soundscapes of the Metroid saga. His work is grounded in a lifelong love affair with sound, whether produced from wonky 80's rack synthesisers, contact microphones or strange and wonderful hand made instruments.
[Please note that the demo´s music was composed by Julian using licensed sound loops and does not represent the final vision of the game´s soundtrack.]
10.000 Euro (~ 10.800 USD): Unlock Amanda "Concept & Box Art"
With your support, Amanda Kiefer, who also drew the Kickstarter banner, will be able to contribute a series of exclusive concept sketches, as well as environment and boss designs to the game. These assets will also help us to spread the word about the game and assemble the exclusive collector's booklet!
15.000 Euro (~ 16.200 USD): Free DLC - Arcade mode
I'll continue working on the game after its official release and design a bonus arcade mode. The "Tower of the Old Ones" can be unlocked by beating the main game and will be a mixture of tower climbing and a boss rush challenge that will test your skills like in the old days.
20.000 Euro (~ 21.600 USD): Free DLC - Course of the Wozan!
One of the games NPC - the Wozan Mechanic - will be redesigned as an alternative playable character, with his own storyline, unique weapons & upgrades. This will fundamentally change the way the game has to be approached and add a whole new experience for the player.
* You will be sent a playable, but not finished game in June 2017. New builds will be sent out pending completion of every new area! Right now, about 20% of Bahlam's total area can be accessed and 2/10 bosses & minibosses are to be challenged. Keep in mind that you get your hands on an unfinished product, which includes the possibility of major bugs and crashes.
** By choosing the "Tribe Member", "Resident", "Miniboss" or "Endgegner" tier, you become part of the development process of this game and I´ll try my best to fulfil your expectations! Before backing please note that your contributions, may it be character naming & design, dialogue or provided assets, are not allowed to violate the terms and conditions of Kickstarter. This means I will not accept harassing or discriminating material as well as drug-related or pornographic content and product placements in any way. If you provide assets we´ll work together to make sure they match the art style and background story of the game, but I must insist on the right to veto and modify material you bring in.
ABOUT THE TEAM
Julian is an independent game developer located in Cologne, Germany and the creator of Oubuddies. As a kid of the 80s, he was deeply affected by timeless classics of the SNES era and thinks that growing up, in general, is a bad idea. Making game prototypes since he was a 12 years old boy, he´s developed solid cross-over skills working with different game engines, doing pixel-art & sound design. Outbuddies is a project of true passion for the games of his childhood and has been in spare-time development since early 2013. In 2016 he finally decided to cut back heavily on his daytime job and follow the way of the ronin.
Robin is a freelance composer, producer and sound designer, (who used to operate under the dubious sobriquet Monster! Monster!), and hates writing about himself in the third person. He operates from his studio in the ever inspiring South West of England and is utterly and completely obsessed with audio. His work is grounded in a lifelong love affair with sound, whether produced from wonky 80's rack synthesisers, contact microphones or strange and wonderful hand made instruments.
Amanda is a freelance illustrator and concept artist, located in LA, California. Addicted to worldbuilding & character creation, Amanda will contribute a series of exclusive boss sketches and environment designs to sculpt the vision of Outbuddies, enrich the exclusive collector's booklet and also care about the game´s box art and promotional material to help us spread the word.
Risks and challenges
Julian Laufer is the only person in charge of fulfilling the backers' rewards. Robin and Amanda will join the project as associated freelancers if their stretch goals are reached but are not accountable regarding this campaign.
From a technical point of view, Outbuddies is almost feature-complete now and most of the headache stuff is in place. To proof the game's quality I made you guys a demo and I highly recommend to check it out! For the next year until release, my main task will be to expand the playable area and create more assets, enemies and puzzles upon the established codebase.
Outbuddies is made with the reliable Fusion game engine, which has fueled remarkable retro-titles like Heart Forth Alicia, Freedom Planet and The Escapist and is maintained by a dedicated team of experienced programmers. You never make a game alone and if I hit a wall in the last years I always found a helping buddy from the awesome Clickteam-Community to keep this going. There's still a lot to learn.
I cannot exclude the possibility of delays. Most indie developers suck at estimating time and I'm no exemption there. Besides this disclaimer, I´m actually confident to match the expected release date in Q2/2018 and I can guarantee that I will work my ass off to make this game happen!
Thank you very much for your support ^o^ Let's do this!Learn about accountability on Kickstarter
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