Classic Metroidvania “Outbuddies” Set for October – Plus: Developer Insights About Combat Mechanics & Weaponry | Headup

Outbuddies’ Release Date Announced

Plus: Insights about Combat Mechanics and Weaponry

September 23rd, 2019 – Headup announced the PC release date of ttheir upcoming classic metroidvania Outbuddies for the 15th of October. To date, Outbuddies’ developer Julian Laufer constantly improved the game and added new content, now there are only a few minor fixes left. After the release on PC in October, it will come to “PS4”, Nintendo Switch and Xbox One in Q1 2020.

Use the Bubble Beam to misuse enemies as platforms

Developer Insights about Outbuddies’
Combat Mechanics & Weapon Systems

Outbuddies uses ranged weapons and classic 4-way shooting, which was chosen by intention and forces the player to directly engage all types of foes. Poisonous bugs and spiky crawlers inflict contact damage while bigger enemies can be passed-by and use both ranged and melee-type attacks to kick your ass.

All types of hazards can be dodged by steam-rolling and a late-game upgrade, the Spin Blade, even allows to harm enemies by dodging them. All four up-gradable weapon systems also function as a selective tools and there are two weapon slots available, that can be equipped in parallel to create some interesting mix-ups. All four weapons and their functions at a glance:

  • The Seahorse Revolver: Your standard plasma gun and best friend. Unleashes a powerful vaporizing beam when charged-up. Has a high fire rate and good damage output.
  • The Missile Launcher: Your best choice when facing heavy duty like boss encounters or multiple tanky enemies at once. They can even break stones, but your storage is very limited and has to be upgraded by searching for missile tanks.
  • The Bubble Beam: A tactical weapon that fires organic ooze that can immobilize enemies and turn them into a suitable platform to step on. When charged, immobilizing clusters will spread to stun whole groups of foes.
  • The Corridium Galvanizer: Energizes wall structures and can re-power shut-down facilities. When charged it unleashes a powerful dash that can connect to a spider-ball like wall run and enables you to reach every corner of Bahlam.

The Corridium Galvanizer can be used for wall runs, too
“Movement in Outbuddies is very fast-paced, like also seen in Hollow Knight or Dead Cells. Controls are also tight, allowing for split-second decisions and various cancels to survive heated combat situations. To spice things up, I’ve implemented a (mostly optional) stealth system, so large enemy groups and security systems can be sneaked-by”, adds Julian Laufer.

“Your droid Buddy is equipped with telekinetic abilities to use the environment against your enemies and collect-able hacking protocols enable Buddy to even modify enemy behavior to your advantage.”

Please head over to the Steam post and let us know what you think in the comments sections, or ask Julian anything about the game!

Please find earlier released in-depth information about Outbuddies in here:

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!

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

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!