
Run, gun and explore an open undercity in this otherworldly non-linear Metroidvania adventure about the Old Gods, strange creatures and the remnants of a lost world!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Japanese, Korean, Russian, Simplified Chinese, Portuguese - Brazil
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
По окончании прохождения мне игра очень понравилась, но по какой то причине я долго не мог втянутся в игру, начинал доходил до первого босса и бросал и так несколько раз, поначалу даже было желание вообще бросить игру, но потом игра всё таки меня затянула и открылась во всей красе, очень точное управление, ретро графика, хардкор, поиск секретов, вообщем всё что должно быть у хорошей метроидвании, и как изюминка на торте Boss Rush, это действительно достойный вызов.
Outbuddies DX, developed by Julian Laufer and published by Headup, is a dark, atmospheric Metroidvania that carries both the spirit of classic exploration games and the creative ambition of a deeply personal indie project. Set deep beneath the ocean’s surface, the game casts players as Nikolay Bernstein, a maritime archaeologist who awakens after a shipwreck to find himself trapped 36,000 feet below sea level in a mysterious ancient undercity called Bahlam. With only a floating robotic companion known as “Buddy” for company, Nikolay must uncover the secrets of this ruined world, face its monstrous inhabitants, and find a way back to the surface. It’s a premise steeped in mystery and isolation, and the game embraces it fully—delivering a brooding, intricate experience that feels both familiar and alien, both mechanical and organic. From the outset, Outbuddies DX establishes a tone of deep unease and wonder. The pixel art style is lush and meticulously detailed, painted in dark blues, purples, and greys that evoke a haunting subterranean world lit only by faint bioluminescence. The environments feel ancient and alive, a network of half-ruined temples, flooded caverns, and decaying machinery that suggest a civilization long lost to time. The atmosphere is heightened by an ambient soundtrack that shifts from unsettling drones to hypnotic melodies, immersing the player in the oppressive stillness of the deep. It’s a world that invites exploration not just through visual design, but through a sense of slow discovery—the kind of place where every corner might reveal a relic, a hidden chamber, or a fragment of lore that expands the mystery of Bahlam. It’s clear that Laufer took inspiration from the mood and tone of early Metroid titles, but he adds a sense of cosmic melancholy that makes the experience distinctly his own. Mechanically, Outbuddies DX blends traditional Metroidvania exploration with innovative ideas that alter the player’s relationship to the environment. The defining feature is the Buddy system—a small, drone-like companion that can be controlled independently to manipulate objects, scan areas, move obstacles, or even hack certain enemies. This dual-character dynamic creates a unique rhythm of play, requiring players to think about puzzles and combat from two perspectives. Some areas can only be accessed by sending Buddy ahead, while others demand coordination between both entities to solve environmental challenges. This feature gives the game a layer of tactical depth uncommon in most 2D exploration titles and makes problem-solving a central component of the experience. In combat, the mechanics are demanding but fair: each weapon and tool has weight and timing, and boss battles, though sometimes punishing, are skillfully designed to test adaptability as much as reflex. The structure of Outbuddies DX follows the traditional Metroidvania formula—non-linear exploration, backtracking with new abilities, and environmental storytelling—but with a distinct emphasis on complexity. The world of Bahlam is vast and interconnected, with multiple zones that feel distinct in both layout and mood. However, this ambitious design sometimes becomes a double-edged sword. The in-game map, while functional, can feel opaque, occasionally misrepresenting paths or failing to mark key areas. It’s easy to get lost in the labyrinthine corridors, especially since many environments share a similar aesthetic palette. While this confusion contributes to the game’s sense of being lost in an alien world, it can also lead to frustration during extended play sessions. The sparse use of fast-travel points and limited navigational assistance make retracing your steps a time-consuming process, and the lack of clear direction in early stages can overwhelm players unfamiliar with the genre’s trial-and-error approach. Despite these frustrations, the sense of discovery remains rewarding. Each upgrade feels meaningful, not just as a gameplay enhancement but as a new key to understanding the environment. Gaining the ability to swim freely, survive in hostile conditions, or manipulate new mechanisms opens previously inaccessible spaces and reveals hidden layers of Bahlam’s design. The pacing of these discoveries feels carefully curated, encouraging players to experiment and think laterally about how to progress. The world’s inhabitants—both monstrous and sentient—add a sense of continuity to the setting, as if the city’s long decline has left behind remnants of a culture still clinging to life. Through environmental clues and subtle interactions, you piece together the civilization’s downfall, and this gradual storytelling gives the game a quiet, introspective power. Where Outbuddies DX truly shines is in its atmosphere and tone. Every visual and auditory element works toward the goal of immersion. The ambient soundtrack evokes a constant sense of pressure and solitude, like the echo of being trapped beneath the weight of an ocean. The pixel art, detailed to a remarkable degree for a solo-developed project, captures both the beauty and decay of a dying world. Light sources shimmer faintly in the darkness, mechanical remnants hum with forgotten energy, and water drips rhythmically in the distance. Even the enemy designs—mutated sea creatures and biomechanical horrors—reinforce the feeling that Bahlam is both a tomb and a living organism. It’s a hauntingly cohesive world that rewards patience and curiosity rather than quick reflexes alone. Not everything in Outbuddies DX works perfectly. The controls can feel heavy or awkward during precise platforming sections, particularly when wall-jumping or switching rapidly between Nikolay and Buddy. Some boss battles rely on patterns that can feel overly punishing without clear visual telegraphs, requiring multiple attempts before their logic becomes clear. The lack of early-game guidance can alienate those who prefer tighter progression systems. Yet these flaws, while noticeable, are products of ambition rather than neglect. Laufer’s design philosophy clearly favors depth and freedom over accessibility, and that choice gives the game a distinctive identity in a genre often crowded with safer, more streamlined entries. Ultimately, Outbuddies DX is a work of passion—a singular vision realized through years of meticulous craftsmanship. It captures the essence of classic Metroidvania design while introducing enough originality to stand apart from its influences. Its haunting art direction, layered world-building, and inventive dual-character system create a deep and memorable experience for players willing to invest time and patience. For those who crave atmospheric exploration, demanding platforming, and the thrill of uncovering secrets in a world that feels ancient and alive, Outbuddies DX offers a journey unlike any other. It is imperfect, challenging, and occasionally disorienting, but also deeply rewarding—a true labor of love that reminds players why the Metroidvania genre continues to endure. Rating: 6/10
What a steaming HEAP. Had to watch the walkthrough after getting stuck in the first 10~15 mins. I can't perform those kind of moves, nor would one be expected to try to perform those moves. This is no Metroid-vania, this is just a mess. TOO MANY INPUTS. Seriously. I had to forward joystick to keyboard with a 3rd party program and there's still too many inputs for a SNES controller. Too much is thrown on the player at once, too. It just all gets lost. TEDIOUS which I read in another review sums it up. Movement and input is just TEDIOUS. PLEASE DO NOT MAKE ANY MORE GAMES. These are not FUN. Would refund if I could but it's too late sadly. What happened to simple and fun? Seriously? You can't even figure out what a USB controller is!?
一上来各种玩法扑面而来,还有点难适应,初步体验感觉还不错,游戏过于冷门
Хорошая игра, прошел за 15 часов, ну я еще так оставил без паузы поэтому можно пройти за 10-12 часов, получил из 38 наград только 35, одна награда как я понял за прохождение игры менее 7 часов, но это я думаю для спидраннеров, там так и написано в награде "спидраннер". В общем, я поставлю 10 из 10. В игре никаких багов или вылетов, неожиданностей много, поэтому подыхать будете это конкретно, бродишь и исследуешь мир, условно показывает карту где есть комнаты, поэтому куда то сквозь стены не пытаешься идти чтоб найти секретную комнату, ну это на самых крайних уголках мира, вот еще враги непредсказуемы, вроде бы слабые но ошибки не прощают. Почти похожа на игру Axiom Verge ну и на Axiom Verge 2, главное отличие тут прорисовка чут чуть не такая пиксельная. На счет музыки, ну своя атмосфера, понравился то что перед комнатой босса идет музон о прибижении босса, потом заходишь в следующую комнату и там босс, а так же есть мини боссы, в начале не мог пройти босса ТАМ ТАМ, оказывается я зашел не в ту сторону, хорошие игроки пройдут наверно обычным плазменным бластером (бластер урон наносит меньше чем ракетница), а у меня на ракетнице обойма была только на 10 шт. Интересная игра. А кстати, те которые уже прошли игру, у меня к вам вопрос, артефакт мощь древних находишь и отдаешь людям с синим плащом, я так и не всем раздавал, по окончании осталось еще 13 штук, их еще найти надо, и собственно вопрос, что будет если найти все и раздать всем?
:)
💋
if you want to sink your teeth into a metroid-like game thats oozing with atmosphere and cool mechanics then this great!
Good Game
This is a strange, clever and beautiful game. I am gravitating towards my problems with this game because of all the things it nails so well. Playing this game made me feel like an explorer in a curious, difficult world. A beautiful world that truly did inspire a sort of curiosity in me that I look for and often don't find in media. The world here feels massive and true in scale as if it really is an ecosystem of its own. The visual definitions of creatures, terrain, energy and such are beautiful and sensible. It all makes me want to sink my teeth into the place, makes me want to get lost in it all. The steam effects in the propulsion and jumps is also very nice. Its a special thing. I do wish the rooms were better connected. The worlds size is great, it feels incomprehensible in a nice and immersive way as much as it does in an incogerent interconnectivity sort of way too. If I could make sense of the layout easier and honestly if there were fewer boxy and narrow pathways I'd have liked it lots more. I also would have liked more weapon variety but its more of a personal thing.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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