"Over The Void" is an experience, an exploration of a strange, beautiful and sometimes psychedelic universe!
User reviews:
Mostly Positive (131 reviews) - 73% of the 131 user reviews for this game are positive.
Release Date: Nov 11, 2014

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About This Game

Made with love, "Over The Void" is an experience, an exploration of a strange, beautiful and sometimes psychedelic universe. An original 3D platformer in which you will rediscover the art of wandering...

Each level is a unique universe to explore, but they all have a common point: the VOID. To get through each of them, you will have to find a way to open the doors which are over the void! Use the tools at your disposal to move in a 3 dimensional environment.

Beware: Gravity is your main enemy. One misstep and it will be quickly over.

The main intention of this game is to make you feel relaxed! Empty your mind, wander around, enjoy the view, the colors, the forms and the amazing music.
But still, you have to move with dexterity to avoid falling down. It's like having a walk in an abstract street with abstract bridges and caves, wherein you can throw platforms in the air and jump on as if you were dreaming.
Fly away like nothing else matters.

- Original, beautiful and totally unique universe
- Simple and funny platformer mechanics
- Dexterity and contemplation combined
- 9 unique levels to unlock
- No princess to save

System Requirements

    • OS: Windows 7/8
    • Processor: 2.6 GHz
    • Memory: 1 GB RAM
    • Graphics: Direct X11 compatible graphics card
    • DirectX: Version 11
    • Storage: 2 GB available space
Customer reviews
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Mostly Positive (131 reviews)
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Most Helpful Reviews  Overall
32 of 33 people (97%) found this review helpful
1 person found this review funny
1.9 hrs on record
Posted: January 10, 2015
More of a proof of concept than a game, this is a bare bones 3d platformer with a simple twist: you can create temporary platforms underneath you to stop you from falling. Left click drops a green platform and right click drops a blue platform. The green platform is a stepping stone. The blue platform is a springboard that launches you into the air.

The levels are small but have a great deal of verticality to them. There are collectables to pick up along the way but the goal is to find and press a sequence of red buttons which will open a gateway to the next level. It plays and feels a bit like Portal sans portal gun mechanics.

You can finish Over the Void in well under an hour, with most of that time spent looking down as you tend to fixate on the platforms you create rather than the brilliantly bizaare and colourful environments. You will regularly bump your head on ceilings and floating objects that you never see until they are below you.

The game experience generally does not feel structured. The ability to launch yourself into the air with the click of a mouse button precludes the possibility of having platforming puzzles. You never wonder how you can climb your way through a level and your platforming ability is never tested because you can prevent a fall at any time. Whereas Portal felt like a 3d puzzle game, this does not.

I adored the aesthetic and the music, despite the platforming mechanics affording you little time and space to appreciate your surroundings. Over the Void works well as a 10 minute distraction every now and then but don't expect anything as substantial as a game or you will be disappointed.
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48 of 60 people (80%) found this review helpful
1 person found this review funny
1.7 hrs on record
Posted: June 15, 2015
Short exploration platformer, where you put platforms beneath your legs to navigate through the voids.
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45 of 56 people (80%) found this review helpful
2 people found this review funny
Not Recommended
1.1 hrs on record
Posted: December 19, 2014
Over The Void is caught between wanting to show you something and requiring you somehow arrive there on your own.

As an art piece it's beautifully bizarre, hyper saturated and full of weird twisting architecture inexplicably suspended in midair. The elegantly subtle house soundtrack is contemplative, maybe even a little meditative, pulling you into somewhere that feels familiar yet completely removed from our own world.

The problem is that Over The Void doesn't want to simply be a piece of art, it wants to be a game, and it doesn't know how to wrap its audio and visuals into something interactive. Your goal within each of the dozen or so levels is to hit buttons randomly positioned on parts of the environment whirling around you. To do so you place cross shaped platforms at will, either stationary or one which propels you higher into the air, until you've hit every button and the door to the next level opens. Aside from being extremely simplistic, navigating through these levels is rather abundantly tedious, as trying to platform upward requires you to look down and as a result it's rather hard to know where exactly you're going. This leads to a lot of bumping your head against the ceiling, or pieces of the environment, or random invisible walls that regularly appeared out of nowhere and proceeded to pound me toward the abyss below me as if the heaven's had seen fit to strike me down.

It's interactivity that feels forced, shoved in as a means to give you some objective to take on beyond admiring the world around you and perhaps to attempt to hide the complete lack of any context or narrative for what exactly is going on. I'd have been content, if rather confused, had Over The Void been nothing but a pretty screensaver for me to float around in, but its attempts to make itself more of a game cripple it and cause you to be so preoccupied with finding these blasted buttons that the artwork just becomes another obstacle you're required to somehow get around before moving onto the next level which may or may not work as intended. The abundance of control and performance issues make an already simple game feel unfinished and entirely unfocused, existing for no discernible reason than to be this incomprehensible thing attempting to ride the coattails of a recent trend of games as art that completely misses what makes any of them worthwhile.
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21 of 26 people (81%) found this review helpful
0.4 hrs on record
Posted: November 13, 2014
This game gave me what I was looking for, gameplay and objective are quite simple to understand, so I felt free to explore astonishing environments while playing. Moreover Music and graphics goes very well together, I had a very pleasant time.
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16 of 19 people (84%) found this review helpful
1.1 hrs on record
Posted: November 19, 2014
A majestic game, where a simple gameplay allows you to challenge gravity while wandering in a cosmic universe. The music is amazing, environments stunning, spending a few minutes/hours in the game is the best way to relax and empty your head. Congratulations Marie!
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13 of 15 people (87%) found this review helpful
1 person found this review funny
1.6 hrs on record
Posted: January 4, 2015
Over the Void is more of an atmospheric art piece than a game. You have several levels to explore, with a few game elements to guide you through them. You also have a somewhat free movement to complement it all.
Overall, I don't think it succeeds as a game, but is certainly a very nice experience. If you want something to simply jump into and be immersed in, I think this is very good!

You'll navigate a very expressionist world, with huge, abstract architecture, all backed up by a very nice and soothing electronic soundtrack. If this sounds good to you, give it a go!

I've taken one hour in my first play-through, and about half of that on my second. It's short, but it's the type of platform that you can easily revisit just to relax and look around, if you're into that.

This is undoubtedly the most important aspect of the game. This is something you play for the audio-visual experience, and not for the challenge or the story. So, how exactly does it compell the player?
Well, looking at the screenshots, you can have a very good idea of it. It looks amazing! It uses shape and color in a very unique way, and the scale makes you feel tiny, in a good way. Just moving around feels good, in this game.
It's not without its faults, however. I have a relatively small complaint just regarding the visuals:

Levels feel a bit inconsistent
The first few levels take a very simplistic stance, but one that makes each level feel very unique and gives off a completely different vibe. Later levels, however, feel a bit too full, regarding both the colors, geometry, and particles effects. Those levels still look very good, don't get me wrong, but they're not quite as astonishing and the first ones.

Regarding the music and sound-effects, I have a similar perspective. First off, they fit the overall experience very well, and are certainly pleasant to the ear. I'm not into electronic music, for the most part, but I still enjoyed this a great deal. A very nice detail of how the sound ties with the visuals, is the way some of the objects and particle effects pulse with the music, as well as your jumps emit a fitting sound-effect. Neatly done, so far.
I do have a problem with the sound design, however. While it may seem very minor, I think it makes a big impact on the experience, but is also easily fixed.

Pausing in the musics breaks the flow of the game
Both upon dying, and finishing a level, the music completely stops. In a game about immersing yourself in the levels it creates an unwelcome dissonance, in my opinion. When you die, the music of the level simply restarts. When finishing a level, the music stops, and a new song starts on the next nevel, which loads very fast, without a loading screen (a way of loading that would contribute to the immersion, if not for the music).
There are as many games that fall into this as there are those who overcome this issue. FTL, the Bit Trip Series, Thomas Was Alone, and even Super Meat Boy are but examples of how to do it well. Making music flow continuously is fairly easy to do and does wonders to the game, in my opinion!

Regardless of the issues that I point out, I think that the game is definitely worth playing for the presentation alone. It's not perfect, but I find it unique, and more games are certainly welcome to improve this style.

General Structure
Now, I'll look at Over the Void as a game. As I said, the you go through various level, all with the same objective: opening the void to progress to the next level. You do it by pressing buttons throughout the stages. There's no story or objectives for you to complete, necessarily, and each level is self-contained.
You also have a counter on the top right of the screen, with x/50. This refers to several Orbs spread around the levels (in this case, not self-contained). They serve absolutely no purpose that I saw, aside from being yet another way of guiding you through the beautiful levels. I've also ended up with 51/50.
As far as I can see, the game elements are very artificial, serving as a vehicle for the player to look at the environment. Take that as you will.

Another issue (which isn't crucial, but would have benefitted the game if it had been done differently) is the lack of an ending altogether. I realize that there's no build-up to it, per se, but the last level simply leads to the credits screen without any kind of aknowledgement of the player's actions. I would have enjoyed something like what Antichamber did, even. Just a small animated section, some little detail about The Void. There's nothing. It's fine, but the addition would make it more charming, in my opinion.

Movement and General Gameplay
Now that you have an idea of what to do, here's how to do it.
You can walk, jump (pretty high) and create 2 types of platforms: solid, and bouncy. These platforms disappear as you go away from them, or when you press K to destroy them all. Basically, you simply place these platforms in front, or under you, and you go everywhere you want. The game's gravity isn't too strong, giving the player more liberty.
It also features more vertical gameplay than horizontal. About 95% of the time, you'll be moving through your own platforms, rather than using the game's structures.
Aside from this, there are 2 hazards, so to speak. One, is air bubbles that push you up, slowly, and the other is downwards wind, to push you down strongly.

It tries a bit too hard to be considered a game
Personally, these 2 shouldn't be there at all. Yet another "game element" that doesn't seem to have been thought out from the beginning, but as a way of making Over the Void a "game". The biggest problem I have with it, is the way it tries to feel more like a game, but being rather unsuccessful. You die when you go off the limits of the level (sometimes too high, altough it's rare, as you're mostly confined), or going into the void (or water) below you. The air bubbles serve more as an aid, and are there to change up your movement feeling. The wind, is there to kill you, and increase the challenge. However, this challenge comes more as an annoyance, as it doesn't add to the overall experience. You'll simply have to use your platforms to go around it... Meh.

How the level design could have gone hand in hand with the art...
As I've said, the game elements feel forced. But there was a way of taking the strong point of games AND the twisted architecture and make it into one cohesive experience.
This is a 3D platformer. And some parts of the levels work pretty well for you player to walk around and jump from one point to another (although not for anything significant - you can jump around a bit, but it never leads anywhere). But since you always have access to platforms, it's much easier to navigate that way. With more work and thought put into it, you could use the twisting architecture as platforms, and have the player work through it to reach a given button. There, it would be easier to integrate the hazards into the level design, and have it fit well. Some parts the player would float to reach higher places, while trying to avoid the strong winds.
That would require a whole redesign of a game, which isn't to be expected, of course. Just brainstorming, here.

Constantly looking down is also a downside to it. Exploration and Navigation are almost mutually exclusive.

Aside from these, the games works well, for me most part. It has a few technical issues like getting stuck between platforms, some visual clipping, the game not responding after you Alt-Tab, and also a major lag issue in the second level (only).

These are all easy to ignore, though, in favor of the beautiful environments! This review may seem too negative, but I enjoyed it a lot! Please, take it as constructive criticism. Try it!
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10 of 10 people (100%) found this review helpful
3 people found this review funny
2.6 hrs on record
Posted: August 16
Product received for free
Basic Information
Title: Over The Void
Developer: Marie Ronnaux Games
Publisher: Strategy First
Genre: 3D Platformer

General Impression
Over The Void fits the psychedelic subgenre even though I simply prefer to call it “abstract”. Steam has a well formed niche for this type of games and the one I’m reviewing today is a platformer. Right off the bat you’re introduced to beautifully crafted and ever shifting structures, while the chromatic and aural diversity set the game apart from most platform games you played in a long time. Sure, it might seem just a pretentious excuse for an arthouse title but Over The Void doesn’t feel forced and even if it’s short, it is definitely worth its asking price and offers Trading Cards as well. Seeing as the game was released in 2014 as the dev’s debut onto Steam and no other game in their portofolio, I do hope I may get to play a sequel to this title or in any case, a game similar to it and a bit longer. Far too few indie games break the norms and go for the purely abstract aesthetic style.

Strong Points
+ A most pleasant mix of colors and sounds.
+ Simple yet relaxing gameplay.
+ Steam Trading Cards.

Weak Points
- A far too brief experience.
- No Steam Achievements.

Rating 8/10

This review was submitted for Cubbes.
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8 of 8 people (100%) found this review helpful
1.3 hrs on record
Posted: December 17, 2014
- it looks very amazing
- it's fun to play
- a good taste in music

- you can play through the whole game within 60 Minutes
- there are a few annoying bugs
- you most likely arent going to play it again after your first 2-3 runs
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8 of 8 people (100%) found this review helpful
1.2 hrs on record
Posted: December 23, 2014
There were a few reviews saying that this is more of an art gallery of sorts than a game, and I disagree. The purpose of this being a game is to put you in this strange, foreign world, and having an objective keeps you are juuust long enough to appreciate the scenery without dragging things out too long. It's a very short experience, yes, and perhaps $5 for less than an hour of wandering may put people off, but I think it was worth experience, certainly. My only gripe is that having a failure state at all is a bit counter-productive, especially in the last area with one certain button that's kind of a pain ti get without dying... but ehh, I did enjoy this in the end, yes. I think it's a good length for the concept too, else it might start to drag given even a few more stages.
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8 of 8 people (100%) found this review helpful
1.5 hrs on record
Posted: December 31, 2014
This game is wonderful. The music in the background as you play is great and it is easy on FPS on low-end pc's. Only 2 bad things about the game but one can be fixed, the controls are ZASD but you can change them in the imput tab when you open the game. The other thing is the game is fairly shot and can be completed quickly.
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Recently Posted
1.4 hrs
Posted: September 18
This is more of an experience than a game. It's very light on challenges, with very simple goals. Find the collectible orbs, get close enough to the buttons to make them go from red to green.

Similar to other games like Proteus, NaissanceE, or Kairo, this game is more for somebody who wants to take in the scenery as they move through the levels.

I've thoroughly enjoyed myself so far.
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2.4 hrs
Posted: September 12
A visually pleasing 3D platformer with a mildly unique concept and moderately low difficulty.


- Visuals are good
- Soundtrack is relaxing


- Controlling isn't great
- Game is short

Very enjoyable in short bursts, however it's doubtful that one would sink for than 2 hours into this game. I'd recommend picking it up on a sale.
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Iron King Hummer
0.9 hrs
Posted: August 23
A bit too glitchy.

I wanted to love this game so bad because the overall vibe is beautiful and the exploration mechanic feels really nice... when it's working properly.

I got stuck in-between so much terrain and it wouldn't allow me spawn platforms in areas wherein there are no visible objects obstructing it from forming.

Really cool looking game. Unfortunately the bugs are too frustrating to deal with, thus I cannot recommend.
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4.7 hrs
Posted: August 14
First person platforming is just never fun.
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5.9 hrs
Posted: August 10
Giving this a positive vote because there is no neutral option and I don't think it deserves a negative, despite its flaws.

Gameplay-wise, the premise is fairly straightforward. Each zone has a number of red buttons and a locked exit door. Navigate yourself close enough to the red buttons to activate them (causing them to change color). Once the buttons have all been pressed, the door is unlocked and you can move to the next zone.

Movement is fairly typical: 4 directions + jump (though for some reason the default keys are QZSD?? I had to exit the game to change them). Most of the zones have no floor and if you fall through the bottom you will respawn at the beginning of the stage. You have the ability to place temporary platforms in front of you (or whichever direction the camera is pointing). The standard platforms are green, but you can also place blue platforms which act as a trampoline. Cool idea, but the most efficient way to move around is to point your camera down and keep dropping trampolines directly under your feet until you get where you need to go.

Based on the trailer and the game description, I was expecting something different. Parts of the trailer appear as though the player is flying freely, and the frequent mention of "wandering" suggested that there would be more open exploration. The reality is that each zone is a boxed-in area. If there are no visible walls, moving too far from the play area will count as a fall and you'll respawn. Each area is effectively a solid sculpture. You can climb on the solid forms you find throughout each zone, but they'll also get in your way as you try to bound around on your platforms.

I experienced some problems during my playthrough, and I don't know if they're common. Occasionally I would hear the chirp of success when I reached a button, but when I turned to look directly at the button, I saw that it was still red. Pressing it again changed the color but didn't activate the sound. Additionally, in several levels, I found myself flung downward at great speed and barely caught myself from hitting the bottom. I'm not sure if this was the result of my bumping an object that I couldn't see or if there was a downward current in place with no visual cues (unlikely, since after catching myself I could generally ascend without difficulty). Either way, it was very frustrating.

Ultimately, I think this game is trying to do 2 directly opposing things. It's very closed and linear but bills itself as a wandering experience. It features narrow platforming and falling death as a primary obstacle but wants to be "relaxing" exploration.

I think it would be a good idea for the dev to explore these ideas separately. Make one game with fall danger, linear progression, and precision platforming. Make another game with massive expansive areas (not necessarily unobstructed), free exploration and high mobility. Thinking about stuff like Grow Home (especially in the late game), Antichamber, and Proteus for inspiration here.
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0.1 hrs
Posted: August 1
I dont normally write reviews. I have no idea if this game is good or fun, mostly because the frame rate on 1070x700 was so low the game was unplayable. My graphics card is not the best generation sure; but it can play some grunty games. Do not buy this unoptimized game if you are weary about your cards capabilities.
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0.6 hrs
Posted: July 4
Interactive demoscene rubbish that controls and navigates like crap due to poor clipping and an absence of texturing. Fortunately, it comes with a collectible orb counter so that you have some sense of how close you are to finishing it. About half an hour long max (if you can stomach it). Further proof that the availability of Unity is killing gaming.
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0.8 hrs
Posted: May 26
A very simple platformer with an awesome visual aesthetic and some very hypnotic music. This psychedelic experience doesn't last long but it's one you'll find yourself lost in.
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1.6 hrs
Posted: May 14
A psychedelic romper* dream-world/after-life exploration into the unknown.

* http://www.youtube.com/watch?v=td1KAgrYUGA
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