Friendship Club
Imaginary friends do battle in the mind of young Timmy Bibble! Who will be victorious in this arena of improbable dimensions, where no two rooms are the same and bullets bounce forever?! Get your buddies together for the ultimate showdown in this bullet hell party game!
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8 user reviews - Need more user reviews to generate a score
Release Date:
Mar 24, 2015
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Early Access Game

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Note: Games in Early Access are not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Friendship Club was in a fun, playable, competitive shape from very early on and we're excited about being able to share it with people. Importantly we want your feedback and help. Over the past few months we've refactored a lot of the game to allow for fine-tuned control of the rules, meaning you can create your own game modes, which drastically changes the nature of the game. Friendship Club is a game about getting your buddies 'round and having a good time, we feel that inventing house-rules is a fun part of that and we want to see what you come up with! There's lots of elements of the game design that are still on the table and with active engagement from y'all we feel like we've got a better chance of nailing it.”

Approximately how long will this game be in Early Access?

“The honest answer: we don't know. We have a roadmap and a reasonable idea of the overall features we want to include, but we're aware that things will change as the community starts to grow. We'll need to do additional support, marketing, shows and all of that. Also, if someone comes up with something awesome we'll probably want to add it! We're realistic about how long it takes to make games and are intent on making everything as well as we can. Doing what we do to the best of our ability is our philosophy, we're not about raking in the cash and moving onto the next 'big thing' (if we were about that we'd be doing a very bad job of it)!”

How is the full version planned to differ from the Early Access version?

“There will be more of just about everything. Game modes, arenas and possibly characters. New arenas will include specific level elements that affect gameplay. Some will encourage more chaos (as if that's necessary) and others will emphasise slower, more strategic play. We're keen to take the core mechanics of Friendship Club as far as possible, whilst lathering it with humour and fun. There will also be a dynamic soundtrack that follows the action. There will be a single player mode, though we are very much focussed on local multiplayer at the moment. One of the major additions will be the ability to save, name and share your own custom game modes made out of the advanced modifier options.”

What is the current state of the Early Access version?

“It's pretty good, though there is a long way to go. There are four characters, two arenas (each with their own procedural generation algorithms), team matches, and under the hood the advanced modifiers working away. Most importantly the game in its current iteration is FUN, which is why we're happy to get people playing it. We tag things that are still under development with a little WIP icon, so you'll see things as they go through various states on their way to completion.”

Will the game be priced differently during and after Early Access?

“Yes. We don't believe in selling promises so we're pricing the game based on its current state. So as we add more features the game will get more expensive. However, all future updates of Friendship Club are free once you've bought it. Get on board early, help us with your feedback, see the game grow and put up with the odd bug and you'll be rewarded by getting it at a cheap price. Better than that, you can say you were playing it before it was cool. We don't believe in selling promises.”

How are you planning on involving the Community in your development process?

“We will be asking for feedback on game elements as they are added to the game. If something doesn't feel right or is less fun than it used to be, we want to know about it. We play the game a LOT, but we also spend an awful lot of time making it so we can get snow-blind sometimes. That said, whilst we'll take every suggestion on board, we do have a reasonably clear vision on what we want the game to achieve in terms of how it plays and where it's headed. An important aspect of user feedback will be the ability for players to create their own game modes, allowing for all sorts of wacky combinations. Some of these may even make it into the game as default game modes in their own right.”
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Reviews

“I want to play it again. Right now. Bring it back to the office at once!”


“This is insane! I love it though, it's great!”

About This Game

Imaginary friends battle for supremacy in the mind of young Timmy Bibble! Play as Chud - a beast from the mountains; Old Man Ricketts - a prospector driven mad by his lust for gold; Shakey Jake - a ninja, bandit, skeleton... thing; and The Canardinal - a duck from the Vatican!



Friendship Club is a bullet-hell party-game for PC, Mac & Linux. Pit yourself against your friends (and enemies) in brutal combat with finely-tuned controls, customisable game mechanics and procedurally generated levels in which bullets bounce forever!

Please Note: since this is a twin stick shooter, a Microsoft Xbox 360® Controller for Windows® (or equivalent) is strongly recommended.



  • LOCAL MULTI-PLAYER MADNESS - Friendship Club supports up to 8-players locally. Not only that, but you can have any possible configuration of team members, ranging from all-against-all to 2v2, 3v2, 2v4v1v1... whatever you fancy!
  • FULLY CUSTOMISABLE GAME MODES - Choose from a selection of tried and tested game modes, or create your own with the advanced modifiers! Do you want a strategic battle using the level layout to your advantage, or a fast and furious rampage? Friendship Club is designed as a sandbox for the discerning local-multiplayer fan.
  • PROCEDURAL LEVEL GENERATION - With procedurally generated levels and unique content rules for each world, you'll never play the same arena twice!
  • ADJUSTABLE GAME SPEEDS - Battle in super slow-mo, hyper-speed and everything in-between! Become a bullet-time master or a champion of twitch-gameplay.
  • A WORLD MADE FROM GIBS - Nearly everything in Friendship Club is destructible. Charge through tables, chairs, TVs, or surprise a friend by smashing through a wall - just like you've always wanted to!



  • NEW WORLDS - We've got a host of new worlds waiting to be made, each featuring their own new gameplay-warping elements.
  • NEW CHARACTERS - We'll be adding to the current retinue of eccentric imaginary friends with some equally twisted new creations from little Timmy's mind.
  • NEW MODIFIERS / NEW MODES - We're going to gradually add new modifiers and new modes, opening up even more gameplay possibilities. We want to cover game types like Deathmatch and Capture The Flag, but with a Timmy Bibble twist!
  • MORE GIBBABLE EVERYTHING - Just about every new level object we add will be gibbable. Of course.
  • SINGLE PLAYER - We're focussed on trying to make the best local-multiplayer game we possibly can at the moment, but in time we want to expand Friendship Club with a single player mode.
  • DESIGNED LEVELS - Some of the new worlds we're planning on might work best with pre-designed levels (or partly pre-designed), meaning that we'll offer symetical maps for perfectly balanced matches...
  • LEVEL EDITOR - …and of course, there'd be no point making a level editor just for us to use...
  • STEAM WORKSHOP INTEGRATION - …and there'd be no point in you making awesome new levels and modes if you can't share them!

System Requirements

Windows
macOS
SteamOS + Linux
    Minimum:
    • OS *: Microsoft® Windows® 7 or later
    • Processor: 1.5GHz Processor
    • Memory: 512 MB RAM
    • Graphics: OpenGL 3.1 Compatible, OpenGL Shading Language 1.5+
    • Storage: 128 MB available space
    • Additional Notes: Microsoft Xbox 360® Controller for Windows® (or equivalent) is strongly recommended.
* Starting January 1st, 2024, the Steam Client will only support Windows 10 and later versions.
    Minimum:
    • OS: Mac OS X Lion 10.7 or later
    • Processor: 1.5GHz Processor
    • Memory: 512 MB RAM
    • Graphics: OpenGL 3.2 Compatible, OpenGL Shading Language 1.5+
    • Storage: 128 MB available space
    • Additional Notes: Microsoft Xbox 360® Controller for Windows® (or equivalent) is strongly recommended.
* Starting February 15, 2024, the Steam Client will no longer support 32-bit games or macOS 10.14 or lower.
    Minimum:
    • OS: Ubuntu 14.04 or SteamOS
    • Processor: 1.5GHz Processor
    • Memory: 512 MB RAM
    • Graphics: OpenGL 3.2 Compatible, OpenGL Shading Language 1.5+
    • Additional Notes: Microsoft Xbox 360® Controller for Windows® (or equivalent) is strongly recommended.

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