Compare My Friend Pedro Steam key prices across 50+ stores and find the best deal. Developed by DeadToast Entertainment. Published by Devolver Digital. Released on 6/20/2019. Available on PC. Genres: Action, Indie. Metacritic score: 81/100.

A banana-fueled gun ballet where slow-motion acrobatics and split-aim gunplay turn every room into a brutal, beautiful mess.

My Friend Pedro is a side-scrolling action game built around one core idea: what if every firefight could look like a stunt reel? DeadToast Entertainment, a studio small enough that the credits read like a solo project, put together something that punches far above its weight class. You play as a masked amnesiac taking orders from a sentient banana named Pedro, and yes, that sentence is the entire premise. It never tries to be anything deeper than that, and the restraint to commit fully to its own absurdity is part of what makes it work. The mechanical heart is split-aim gunplay combined with a slow-motion toggle. You can target two separate enemies simultaneously while mid-flip off a wall, or kick a frying pan into the air and shoot it to redirect bullets into a crowd. The skateboard sequence. The spinning rope segment. The game keeps handing you new toys at a pace that feels generous without becoming overwhelming. Weapons range from dual pistols and SMGs to shotguns and a sniper rifle, and the level design actively encourages you to chain kills into score multipliers, rewarding style over pure survival. It plays closer to a score-attack game in disguise than a traditional action platformer, and once that clicks, replaying stages for higher grades becomes genuinely compelling. As an indie and narrative specialist, I do want to be honest: the story is tissue-thin. Pedro exists to give the violence a winking mascot, not to say anything. The runtime is short, around four to five hours on a first run, and the back half leans harder on spectacle than mechanical invention. A few sections feel like the budget showing its edges. If you arrive expecting the kind of intentional pacing and emotional payoff I usually champion here, you will leave a little hungry. This is craft applied to kineticism rather than feeling, and that is a legitimate creative choice even if it is not usually my beat. What saves it, and what earned those Steam numbers, is that the movement and gunplay feel genuinely handcrafted. Every animation frame seems considered. The soundtrack does real work, thrumming and spiking in time with the carnage in a way that makes the action feel choreographed rather than chaotic. For a small development footprint, the moment-to-moment feedback loop is as tight as anything a larger studio puts out in this genre. Speed-runners and score-chasers have given it long legs because the systems reward mastery rather than just completion. If your instinct when loading a game is to find the messiest, most stylish way to clear a room rather than to read every collectible note, My Friend Pedro was made for exactly that itch. It knows precisely what it is, it knows when to end, and it sticks the landing on its own terms. Kai, Scout Team

My Friend Pedro Steam key
ActionIndie

My Friend Pedro Steam key

Jun 20, 2019DeadToast EntertainmentDevolver Digital
GamerScout Says

A banana-fueled gun ballet where slow-motion acrobatics and split-aim gunplay turn every room into a brutal, beautiful mess.

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About My Friend Pedro Steam key

My Friend Pedro is a side-scrolling action game built around one core idea: what if every firefight could look like a stunt reel? DeadToast Entertainment, a studio small enough that the credits read like a solo project, put together something that punches far above its weight class. You play as a masked amnesiac taking orders from a sentient banana named Pedro, and yes, that sentence is the entire premise. It never tries to be anything deeper than that, and the restraint to commit fully to its own absurdity is part of what makes it work. The mechanical heart is split-aim gunplay combined with a slow-motion toggle. You can target two separate enemies simultaneously while mid-flip off a wall, or kick a frying pan into the air and shoot it to redirect bullets into a crowd. The skateboard sequence. The spinning rope segment. The game keeps handing you new toys at a pace that feels generous without becoming overwhelming. Weapons range from dual pistols and SMGs to shotguns and a sniper rifle, and the level design actively encourages you to chain kills into score multipliers, rewarding style over pure survival. It plays closer to a score-attack game in disguise than a traditional action platformer, and once that clicks, replaying stages for higher grades becomes genuinely compelling. As an indie and narrative specialist, I do want to be honest: the story is tissue-thin. Pedro exists to give the violence a winking mascot, not to say anything. The runtime is short, around four to five hours on a first run, and the back half leans harder on spectacle than mechanical invention. A few sections feel like the budget showing its edges. If you arrive expecting the kind of intentional pacing and emotional payoff I usually champion here, you will leave a little hungry. This is craft applied to kineticism rather than feeling, and that is a legitimate creative choice even if it is not usually my beat. What saves it, and what earned those Steam numbers, is that the movement and gunplay feel genuinely handcrafted. Every animation frame seems considered. The soundtrack does real work, thrumming and spiking in time with the carnage in a way that makes the action feel choreographed rather than chaotic. For a small development footprint, the moment-to-moment feedback loop is as tight as anything a larger studio puts out in this genre. Speed-runners and score-chasers have given it long legs because the systems reward mastery rather than just completion. If your instinct when loading a game is to find the messiest, most stylish way to clear a room rather than to read every collectible note, My Friend Pedro was made for exactly that itch. It knows precisely what it is, it knows when to end, and it sticks the landing on its own terms. Kai, Scout Team

Tags

steamScore AttackSplit-Aim CombatSlow-MotionStylish ActionSide-ScrollingShort Burst PlayReplay ValueBullet Ballet

System Requirements

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Reviews & Ratings

Metacritic
81
Steam
96%(28,222)

Game Info

Developer
DeadToast Entertainment
Publisher
Devolver Digital
Release Date
Jun 20, 2019

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