Compara los precios de OddBallers en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Game Swing. Publicado por Ubisoft. Lanzado el 15/8/2024. Disponible en PC, Xbox, Nintendo Switch. Géneros: Action, Casual, Indie. Puntuación Metacritic: 74/100.

Grab three friends, boot this up on the couch, and you'll have a genuinely good time. Show up to ranked online alone and you'll be staring at bots all night.

I've played enough online party games to know the pattern: clever concept, rough launch, dead servers by month two. OddBallers hits that wall hard, and the honest answer right now is that the online population is close to nonexistent. That's not a rumor, it's what reviewers across the board found at launch and what Steam's 'Mixed' user score reflects. If you're buying this expecting queues full of randoms, rethink the plan. With that out of the way, the actual game underneath is more interesting than Ubisoft's near-zero marketing effort suggested. The control scheme is just four inputs, throw, dodge, grab, and push, which sounds like nothing until the arena starts throwing tractors and electric fences at you. There are 30-plus arenas split across farm, city, and island themes, and the minigame variety is real. You're not just playing last-one-standing over and over. One round you're pelting people with fish while dodging a sheep stampede, the next you're racing to play a horn to 100% in Toot Your Horn, or fighting over mascot-suit supremacy. The rotation keeps sessions from going stale faster than the concept would suggest. Netcode-wise, the few reviewers who did find live matches reported lag and some forced disconnects, which is a bad sign for a game whose entire purpose is real-time reaction windows. The throw-and-dodge timing is tight enough that latency matters, and there are micro-freezes that have been flagged even in local play. The AI bots are tiered and adjustable, which softens the blow of empty lobbies, but they are not a substitute for the chaos that comes from four humans on a couch making bad decisions together. No campaign exists. There is no solo challenge mode. It is purely a social product. On the cosmetics side, a free battle pass (not F2P, just a progression reward system) earns you outfits, emotes, and accessories through match XP. The Rabbids crossover characters are genuinely good fit for the tone and are available to unlock. Customization depth is surprisingly solid for a game this size. Mutators can flip match rules mid-session, and the pre-match lobby actually lets you throw stuff around and practice while waiting, which is a small design win that most party games skip. Bottom line for PC and Xbox buyers: this is a couch game that got launched like an online game, then abandoned by Ubisoft's marketing department before it could build a community. If you can consistently put three other people on the same couch or on a private lobby, the core loop is fast, stupid-fun, and has more staying power than its premise implies. If you need public matchmaking to work, skip it. There is no ranked ladder to speak of, no competitive scene, and no sign that server health is improving. Sometimes a good game just ships at the wrong time with the wrong strategy behind it. Fred, Scout Team

OddBallers

OddBallers

15 ago 2024Game SwingUbisoft
GamerScout opina

Grab three friends, boot this up on the couch, and you'll have a genuinely good time. Show up to ranked online alone and you'll be staring at bots all night.

PCXboxNintendo Switch
Steam Deck Playable
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Mínimo histórico: €4.46

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I've played enough online party games to know the pattern: clever concept, rough launch, dead servers by month two. OddBallers hits that wall hard, and the honest answer right now is that the online population is close to nonexistent. That's not a rumor, it's what reviewers across the board found at launch and what Steam's 'Mixed' user score reflects. If you're buying this expecting queues full of randoms, rethink the plan. With that out of the way, the actual game underneath is more interesting than Ubisoft's near-zero marketing effort suggested. The control scheme is just four inputs, throw, dodge, grab, and push, which sounds like nothing until the arena starts throwing tractors and electric fences at you. There are 30-plus arenas split across farm, city, and island themes, and the minigame variety is real. You're not just playing last-one-standing over and over. One round you're pelting people with fish while dodging a sheep stampede, the next you're racing to play a horn to 100% in Toot Your Horn, or fighting over mascot-suit supremacy. The rotation keeps sessions from going stale faster than the concept would suggest. Netcode-wise, the few reviewers who did find live matches reported lag and some forced disconnects, which is a bad sign for a game whose entire purpose is real-time reaction windows. The throw-and-dodge timing is tight enough that latency matters, and there are micro-freezes that have been flagged even in local play. The AI bots are tiered and adjustable, which softens the blow of empty lobbies, but they are not a substitute for the chaos that comes from four humans on a couch making bad decisions together. No campaign exists. There is no solo challenge mode. It is purely a social product. On the cosmetics side, a free battle pass (not F2P, just a progression reward system) earns you outfits, emotes, and accessories through match XP. The Rabbids crossover characters are genuinely good fit for the tone and are available to unlock. Customization depth is surprisingly solid for a game this size. Mutators can flip match rules mid-session, and the pre-match lobby actually lets you throw stuff around and practice while waiting, which is a small design win that most party games skip. Bottom line for PC and Xbox buyers: this is a couch game that got launched like an online game, then abandoned by Ubisoft's marketing department before it could build a community. If you can consistently put three other people on the same couch or on a private lobby, the core loop is fast, stupid-fun, and has more staying power than its premise implies. If you need public matchmaking to work, skip it. There is no ranked ladder to speak of, no competitive scene, and no sign that server health is improving. Sometimes a good game just ships at the wrong time with the wrong strategy behind it.

Fred
Fred · Scout Team

Shooters

Etiquetas

singleplayermultiplayerpvponline-pvplocal-multiplayerlocal-coopachievementstier:indieCouch Co-op EssentialTop-Down ArenaMinigame RotationBot Fill SupportCrossplay EnabledRandomized MutatorsPhysics ProjectilesFree Battle Pass

Requisitos del sistema

Mínimos

OS
Windows 10 (64-bit versions)
Memory
6 GB RAM
DirectX
Version 11
Storage
5 GB available space
Graphics
NVIDIA GeForce GTX 750 Ti (2 GB), AMD Radeon RX 460 (2 GB), or better
Processor
Intel Core i5-2500K @ 3.3 GHz, AMD FX-6350 @ 3.9 GHz, or better

Recomendados

OS
Windows 10 (64-bit versions)
Memory
6 GB RAM
DirectX
Version 11
Storage
5 GB available space
Graphics
NVIDIA GeForce GTX 1050 Ti (4 GB), AMD Radeon RX 470 (4 GB), or better
Processor
Intel i5-4460 @ 3.2 GHz, AMD Ryzen 3 1200 @ 3.1 GHz, or better

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Reseñas y valoraciones

Metacritic
74

Información del juego

Desarrolladora
Game Swing
Distribuidora
Ubisoft
Fecha de lanzamiento
15 ago 2024

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¿En qué plataformas está disponible OddBallers?

OddBallers está disponible en PC, Xbox, Nintendo Switch.

¿Cuándo se lanzó OddBallers?

OddBallers se lanzó el 15 de agosto de 2024.

¿Quién desarrolló OddBallers?

OddBallers fue desarrollado por Game Swing y publicado por Ubisoft.

¿Merece la pena comprar OddBallers?

OddBallers tiene una puntuación Metacritic de 74/100, lo que lo convierte en uno de los títulos destacados de Action. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.