Explore the shifting seas of a strange realm. Fight challenging foes…or befriend them. Recruit lost souls and learn their histories. Take part in stories of the absurd and the tragic, the magical and the mundane - intimate, epic, and never the same twice in this fantastic strategy roleplaying game!
User reviews:
Very Positive (251 reviews) - 89% of the 251 user reviews for this game are positive.
Release Date: Mar 1, 2016

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Recent updates View all (26)

July 12

Overfall - Build 12/07/2016

  • Minor bug fixes about steam connection.

1 comments Read more

June 30

Overfall - Build 30/06/2016

  • Fixed a bug which caused massive frame rate drop if you exit to the main menu from the sailing interface and start the game a couple of times.
  • General bug fixes and minor improvements.

4 comments Read more


“This was one of the most delightful experiences I had this year in an RPG.”
8.8/10 – VGP

“Overfall hits all the proper notes of a good rogue like RPG.”
8/10 – Gamers Heroes

“Imagine for a second that the movie Groundhog Day was written by J.R.R. Tolkien, and you'll start to get an idea what to expect from Pera Games' debut role-playing game.”
4/5 – Common Sense Media

About This Game

Overfall is a fantasy role-playing game of rough diplomacy and tough action. Explore, negotiate, and fight your way across the high seas!

You will lead two heroes on a journey across the high seas in search of their lost king. You will encounter people of all breeds and all creeds; ally with them or crush them without mercy. You will face many dangers; survive them and you may unlock new characters, weapons and skills. In a world where death is permanent, you must return to the beginning and make a fresh start. The heroes you choose, the weapons you unlock and a world that is randomized mean that no two adventures will ever be the same.

Key Features

  • A huge, dynamic world to explore, ruled by a number of races in constant conflict - it’s up to you to help or betray them
  • Challenging and addictive turn-based combat - careful strategy and cunning skill combinations are the key to victory against your foes!
  • Permanent hero death, procedural world generation, and high replay inspired by classic roguelikes
  • Interactive story encounters where the choices you make and the allies you recruit ensure no two journeys are quite the same
  • Unlock new classes, weapons, trinkets and skills as you progress in the game
  • Beautiful hand-drawn art of of 9 player characters, 36 combat companions, 80+ enemies, 80+ NPCs, and 100+ locations

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Windows 7+
    • Memory: 2 GB RAM
    • Graphics: Open GL 3.2+ Compliant
    • DirectX: Version 9.0
    • Storage: 2500 MB available space
    • Sound Card: Windows Compatible Card
    • Additional Notes: 1080p, 16:9 recommended
    • OS: Windows 7+
    • Memory: 4 GB RAM
    • Graphics: Open GL 3.2+ Compliant
    • DirectX: Version 9.0
    • Storage: 2500 MB available space
    • Sound Card: Windows Compatible Card
    • Additional Notes: 1080p, 16:9 recommended
    • OS: OSX 10.9+
    • Memory: 2 GB RAM
    • Graphics: Open GL 3.2+ Compliant
    • Storage: 2500 MB available space
    • Additional Notes: 1080p, 16:9 recommended
    • OS: OSX 10.9+
    • Memory: 4 GB RAM
    • Graphics: Open GL 3.2+ Compliant
    • Storage: 2500 MB available space
    • Additional Notes: 1080p, 16:9 recommended
    • Memory: 2 GB RAM
    • Storage: 2500 MB available space
    • Additional Notes: 1080p, 16:9 recommended
    • Memory: 4 GB RAM
    • Storage: 2500 MB available space
    • Additional Notes: 1080p, 16:9 recommended
Customer reviews
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Very Positive (251 reviews)
Recently Posted
86.9 hrs
Posted: August 3
replayability +++
Helpful? Yes No Funny
1.1 hrs
Posted: July 21
I have bought this game after reading its review in game magazine. Premise was interesting: voyage on a ship with crew of up to 4 characters with small adventures on each island with turn based combat. Unfortunately reality is a bit bleak. Those "adventures" are very simple dialogues, usually not very interesting. For example addicted goblin asks you to help him to get to village where it can be treated. If you agree you appear in this village, get your reward and continue your journey. I do not find it interesting or exciting.
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Darth Chocula
15.3 hrs
Posted: July 20
There are moments for the game where it starts to feel big, but then trips over the very narrow scope and vision of the game design almost imediately. The storytelling is very lackluster, and the combat is weak compaire to other similiar title, like King's Bounty. There are a alot of meaningless status effects, I will give the game designers credit there, but making a deep and fun game, that is not terminology I would ever use in describing this game...
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3.6 hrs
Posted: July 11
Sadly I cannot recommend this game to all players. But if you are a fan of rogue like, turn based strategy game with some RPG elements, you can still give it a try.

The graphics looks beautiful but it becomes boring after several hours of play. Lots of islands look exactly the same. The distances between islands are still exactly the same. Combat map size is, again, exactly the same. For all the events, your charactors are always on the left-hand side and NPCs are always on the right. Many more of the like can be listed, I guess you guys got the idea. I understand this is an indie game, but...

Same issues for events. The first look is great but boring thereafter. Events are highly repetitive after hours of play and even worse, 80% of the events follow the same path:
Step 1: Land on an island and find that the residents are asking for your help.
Step 2: Choose to help them and off you go. (If not, please just shut down the game, because 80%.)
Step 3: You encounter some bad guys in the midway. Fight them and defeat them.
Step 4: The residents give you their thanks and reward.
Step 5: Go to another island and follow Step 1.

The combat mechanics and charactor abilities are well designed. But from my personal judgemennt, the tactics is still not good enough. A little example:
My cleric is almost dead, can I protect her with my worrior? No I can't.
Can I block the enemies with other charactors? No I can't.
Well, can I heal her? Yes, for 2 HP.
2 HP???... So can I give her some medicine? No, no backpack in this game.
Run lady, RUN! Sorry, nowhere to run. The combat map is small and most your enemies can reach almost anywhere within a turn.
All right, I give up, just die. GG...

Anyways, the combat is not very hard. I still want to give the combat system a thumb up remark. To sum up, this is a game with great originality but regretfully most of those creative ideas are not very well presented. It gives players a good first impression, but the mid and late game becomes repetitive and grinding.
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63.3 hrs
Posted: July 7
This is an awseome game.
Helpful? Yes No Funny
federated state of trollnesia
13.4 hrs
Posted: July 7
A great rogue-like in that you're traversing island to island, where your party makeup determines whether you can diplomatically raise reputation bonuses or through warfare. Combat is tough even on normal difficulty. The game rewards you when you lose by letting you unlock new classes and abilities for your next runthrough. The presentation layer is nice, with some decent soundtracks, art, and little stories.

Where the game suffers a little is in the story department - but it's a roguelike, so you should be expecting there to be a thin story I should think. The item management is also pretty barebones, with Dust, Food and Runes being the only resources you need to acquire, money itself being pretty worthless (only a few upgrades outside of those consumeables).

Worth $10 bux or so, I think I'll get 30 or 40 hours out of this. Don't get this game if you don't like the main concept of roguelikes (replaying over and over and over until you win). You don't get any saves, you just unlock more stuff for your next attempt.
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6.0 hrs
Posted: July 1
Overfall is a fun TBS game. Just finished it on easy to get a feel for the game mechanics. Went to "exalted" status with the Hollows and decimated the Elves. I'm sure there's tons more to discover on multiple playthroughs - replayability seems quite high. Going to replay on normal.

Though there are occasional grammar issues, the writing is good and the story kept me hooked till the finale. There are lots of puns and hilarious pop-culture references. I love 2D graphics based games so this is right up my alley. Loved the art and the sound/music too. Recommended if you enjoy TBS with exploration/adventure/RPG elements. 9/10 for making me smile almost non-stop for a few hours :)
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12.2 hrs
Posted: July 1
Deceptively simple. A positive surprise, I didn't have high hopes for it based on videos/screenshots, but it's not just a silly phone game or terrible grind.
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Starred Hamster
19.7 hrs
Posted: July 1
Aimless, repetitive and boring.
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88.6 hrs
Posted: June 29
The naval high-fantasy world of Overfall houses hundreds of diverse ships and colonies: all preoccupied with their various conflicts; all equally disinterested in the band of adventurers returning home through an interdimensional portal. The protagonists of Overfall have in their possession a sacred artifact that they stole from this alternate dimension. A barbarian invasion is following them through the portal in an attempt to recover the sacred artifact. The adventurers’ survival depends on finding allies that can help uncover the secrets of the artifact they stole before their home world is reduced to ash.

Emergent storylines in Overfall are seeded by branching scripted encounters that are triggered when visiting colonies in the vast naval game world. The encounters act as colourful anecdotes which add personality to the inhabitants of Overfall. Overfall elegantly avoids the problem of artificially narrowing branching storylines by offloading this task onto the imagination of the player. When an encounter reaches one of many branched end points it is up to the player to determine what meaning that ending has for the continuation of the narrative: one player may witness a branch where Dwarves are needlessly cruel to Goblins, while another player may have a completely different encounter. The player who witnessed Dwarven cruelty may now think about aligning with Goblins. Completely different storylines will now emerge for these two players as a result of decisions made in the domain of their imaginations.

Completing encounters in Overfall grants keys for unlocking branches in future encounters. These unlockable branches often provide character progression in the form of new companions, weapons, abilities and trinkets. Overfall uses a horizontal progression system, meaning unlockables are not objectively better than starting items, but they allow for new approaches to gameplay. The ability to try new approaches incentivize players to replay the game, generating new storylines. The entertainment value of Overfall is greatly increased by its replayability.

Overfall is a roguelike game with exceptional art, animation, sound and writing assets that rival any in the genre. The game design provides a framework that allows these other assets to truly shine.
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Most Helpful Reviews  Overall
73 of 75 people (97%) found this review helpful
108.0 hrs on record
Posted: May 18
Overfall is a fantasy turn-based rpg filled with tons of lite questing as you forge your own destiny by leading two heroes on a path to unite a single race of your choice torn by faction and conflict. Here are some of its most prominent features to give you the gist of it:

*High replay value due to ton of unlockables from Classes, to Companions, to Trinkets, to Weapons, to new Skills/Spells.

*Neat turn-based battle featuring the usage of a 3 step action-point system consisting of Movement (Step 1), Utility (Step 2), and Attack (Step 3). This allows tons of combo and synergy between classes and companions!

*A dynamic world where each race is in constant conflict with their arch rivals. Picking sides will further improve relations with one but at the expense of a deteriorating relationship with the other. This will reflect in the World Map (Seafaring) where they will chase each other with their ships, and you for helping their enemies.

*Tons of questing variety based on the different factions you can interact with for further replay value. Numerous dialogue bubbles will emerge during your quest for you to select with differing results based on your hero class composition.

*Tons of variety from how a character looks, with a character aesthetic that grows on you, from the heroes, to companions, to npcs, to enemies.

*Despite the familiarity of the races, many of these have their own backstory and lore, unique to Overfall. These races consist of a nemesis system involving Orcs vs Forsaken, Elves vs Hollows, and Dwarves vs Goblins, with a wild card consisting of the Vorn who is the aggressor, the Undead who populate razed territories, the Everguard who are somewhat neutral, and minor factions like Pirate Ships, Merchant Ships, and Guild Ships.

*A single play-through can be done in a relatively short time (1-3 hours). Quest are lite at best and does not have a strong narrative. This suits multiple playthroughs but does not reward players looking for a long and deep narrative.

*Buffs and Debuffs in turn-based battles are a huge part of Overfall with icons to symbolize them. Tons of strategy can be garnered from it, including combos from the stacking of buffs and debuff effects, offering greater depth. This might or might not be your cup of tea as you will need to diagnose its various status effects very often.

*Enemy AI during turn-based battles are punishing and does not hold back to ensure that the weakest link, health and defense wise comprising of your support heroes or companions are targeted with every opportunity the AI can get. Due to the rather medium to small battle layout combined with relatively high enemy movement, strategies to protect your supporters will be a challenge.

*Healing can be done at the world map by food consumption, at Inns where you can sleep and heal, and during turn-based battles in small portions via timed spells (for the most part) where healing will only commence on the next turn. You will need to plan ahead to ensure your party maintains a feasible health count before and during a battle.

*Personas which have positive or negative traits are a huge part of Overfall. Your heroes will aquire traits when you fulfil a certain requirement in-game which may completely affect your party stats either via benefiting or downright screwing your play-through to a certain degree. There is an option to remove all Personas at the Inn.

*Only two heroes can be selected at the start with extra slots for an additional two companions that will gradually join later on in the game. If both of your heroes die (permadeath) despite your companions being kept alive, the game will be instantly over. There is an option to resurrect a fallen hero, but at a cost.

*Unlockables are done from fulfilling various requirements from a mixture of hero composition, hero traits, and island types which will then trigger a questline where rewards can be unlocked once the game is over.

*The only manual control you will get (apart from combat) is via the world map where you control your very own ship. Upon landing on one of the many islands, a quest will ensue which happens via fade-in and fade-out sequences as it changes scenery from one location to the next. While this is somewhat linear, it will fare well for creators to contribute their questlines to the Steam Workshop.

*The map layout consist of randomly generated islands within a simple sea setting. Despite the heavy reliance of seafaring, the boat you are in is non upgradable and is merely used as a vessel for transportation between islands. While this is not its strong suit, it can be understood due to practicality purposes.

*You will constantly be in a race against time as the Vorn (Antagonist) increase in forces while you rally a racial faction under your banner via doing quest. Things will get a little hectic and the world dynamism will be heavily skewed in the Vorns favor if you let the timer run its course.

*Shop offers only basic upgrades in the form of upgradable skills and buffs. There are no buying of equipment. (The only way you will be able to change weapons, trinkets, and skillsets is by unlocking it in your play-through and selecting it from the character creation menu when you begin anew).

*You are unable to customize the way your hero looks. You can however rename them.

It is pivotal to take note that I heartily enjoyed Overfall, including those under "Neutral" and would definitely recommend it. However, I do feel it is important to list these prominent features down so one could make an informed purchasing decision based on their sole preferences.
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53 of 56 people (95%) found this review helpful
1 person found this review funny
36.7 hrs on record
Posted: April 10
From a single thread, many destinies are woven.

To begin with, I'd like to dully note that I'm not really a fan of the rogue-like genre. In all RPGs, I'd very much prefer being able to save my progress, 'cause I mainly play these kind of games for the story and the high probability of losing all my progress to a silly mistake that I may make in any given time is pure dread to me. But I'll make an exception and recommend a rogue-like today, considering it's story-driven part has overcome all my distaste towards the genre. Overfall, and everything that this game may offer are wondrously intriguing and fully enriched with countless things to stumble upon and discover.

As there would be a beginning to any story, our story begins with an old war. As the human armies manage to claim their utmost victory against orcish hordes - don't worry, this won't turn out to be the millionth orcs vs. humans tale - the wise Everking foresees a greater threat in the threads of future. He summons two heroes to his citadel and sends them on a quest to a foreign realm inhabited by the Vorn, a nation of ruthless barbarians. As ordered from them, these heroes overcome the challenges of the realm and steal the Disc of Ages, an odd artifact with immense power and questionable origins. As they manage to steal the artifact and go back to their native realm, hordes of Vorn follow them to retrieve the artifact at all costs. As if all this chaos is not enough, our heroes find their native realm in turmoil, ravaged by the endless war between other inhabitants of the realm: dwarves, orcs, elves, goblins, hollows and the forsaken. As informed by a messenger of the oracle Ezel, we are to take on a quest to prove ourselves to the leaders of this realm, gaining favor from their races. Only then, may we find the Everking and put an end to the Vorn invasion.

The tides are rising... They are coming.

Phew, as you can see we don't have a scarcity of action in this tale. Lots to do, to discover, to wage war for and claim. Let's take a closer look on the game dynamics though. As I have stated before, Overfall is a rogue-like RPG. If your party is to perish during combat, you start a new game. But with each playthrough, you possibly unlock a series of other upgrades, various companions and talents which could be chosen during your new playthroughs. We take the role of two heroes - a fighter and a cleric as we start, but there are many other unlockable classes to pick as we progress - and lead them in their journey. We travel with a ship and visit different islands or cross paths with other ships which will all contain various well-written random encounters that we may pursue with either diplomacy or pure combat. Through these encounters, we collect heroes, allies, materials, abilities; and progress our main story by choosing a side in this conflict of many nations. As time passes, the Vorn invasion takes a progress also, changing the tone and the difficulty of the travelling map equally.

Display options are incredibly good with countless unique cartoonish character designs and beautifully arranged background arts. The introduction cinematic is a triumphant beauty with ink swirl art and strong narrative depiction. As we rarely stumble on the rogue-genre, the whole world is living and it is more than possible to discover an encounter that you are yet to see in your 20th playthrough or even furthermore. All encounters that you may pursue carry well written script and appropriate choice options to deal with given problems. The subtext of most encounters are weaved out of both humorous and fitting homages to the fantasy genre itself.

I wouldn't know much about an appropriate rogue-like gameplay, but RPG options are better than most RPG games out there; both with encounter variety and character ability customization through unlockables. Your characters will gain random treats that will affect their abilities through their experiences, yet using your environment and choosing your battles carry utmost importance for any encounter you may stumble upon. Dying is a natural part of the game, and it's fine as you may use all unlocked abilities in a new playthrough anyhow. The default difficulty has been a tad bit cruel for my own gaming abilities, so I'm glad that there has been a recent patch to arrange difficulty. Now I can actually play the game and enjoy the story with an easy mode!

I've been following this one from Early Access and I'm not usually in favor of promoting those since you'd never know if it would actually worth it, but the attentiveness of the developer crew has been not only promising, it's briefly exalted! The game gets a minor update here and there nearly every day; and a major one once in a week to either add a new option or improve gameplay with countless fixes. Their reply rate in the community and their manner of addressing every little detail gracefully are all welcoming changes in this market. I strongly hope Overfall to get a lasting place among all-time favorites of all roguelike and RPG lovers alike! This is a journey worthy of taking any day!

Disclosure: A key has been provided by the developer for the purpose of this review.

Please also check out Lady Storyteller's Curator page here - follow for regular updates on reviews for other games!
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47 of 52 people (90%) found this review helpful
1 person found this review funny
7.4 hrs on record
Early Access Review
Posted: April 10
Another Human/Orc settlement needs your assistance!

Overfall is a story-driven rogue-like with turn-based combat from developers, Pera Games. You play as two adventurers who have been stuck in a mysterious portal for three centuries. A lot has changed in three centuries and you now face a world being ravaged by a faction called the Vorn. This group of experienced and ruthless raiders are not only incredibly dangerous, they are expanding incredibly quickly and it is up to you stop them!

Full Disclosure: A review copy was provided by the developer.

As you can see from the store page, Overfall is a good looking game (and it’ll only ever look that good since the game’s graphics settings are limited to resolution). The combat animations are all very good as well, sometimes they felt a little over-the-top but nothing too bad. However, Overfall’s audio is currently a bit hit and miss. This is because, while the sound effects are great, there quite a few actions which do not have sound effects. Again, it’s not a huge issue and I imagine they’ll be added in later since it is an Early Access game but I did find it a little jarring when some characters/actions made sounds and others didn’t in combat.

Your goal in Overfall is to stop the Vorn. As you’d imagine, you’re not going to be able to stop a huge faction of raiders on your own, you’re going to have to help the game’s other factions to gain their support. The other factions are:
  • Humans
  • Orcs
  • Everguards
  • Goblins
  • Elves
  • Dwarves
  • Forsaken
  • Hollow
Improving your relationship with these factions high enough will make them view you as a friend/ally and so they’ll help you with your mission by giving you any resources you need when you visit their homeland. These missions generally entail helping the factions with issues in their settlements. Since most islands are home to two factions, such as Human/Orc, many of these missions have something to do with decreasing the tension between the two factions. You travel between the islands on your boat and as you travel, time passes. As time passes the game’s ‘doomsday clock’ progresses, meaning the Vorn grow in strength until they eventually win, unless you stop them of course.

Your relationships with the game’s factions are improved by completing missions which help someone from one of the factions. Completing missions will also increase your worldwide recognition. As well as the Vorn, you are also unable to improve your relationship with Humans or the Everguards. Humans are always friendly and will still give you missions whereas the Everguards are more of an enemy faction, you can choose dialogue options to avoid fighting them but they aren’t the most likeable faction going so you’re probably going to want to kill them all! Once you’ve completed enough missions you’ll have high enough recognition to recruit up to two adventurers to help you in combat. Adventurers can be found all over the world and will ask to travel with you once you complete the missions associated with them. If you have a slot available, you can recruit them then but if you don’t, don’t worry! You can find adventurer ships travelling around which will allow you to recruit any of the adventurers you’ve found before (even from previous runs).

Staying with unlocks, there are also main character classes, weapons, utility skills and trinkets to unlock. New classes are unlocked in a similar way to adventurers, you’ll come across a special mission where (from my experience) you will fight alongside the character with the class and when you win the fight they will be unlocked for any subsequent runs. As for weapons, skills and trinkets, I haven’t found any myself just yet but they are unlocked through completing special missions with very specific unlock requirements. New weapons come with new offensive skills, utility skills should be self-explanatory and new trinkets grant you certain bonuses such as “Weapon attacks have a 15% chance to heal self by 3”.

Combat has three different phases: the movement phase; the utility phase and the combat phase (in that order). As it stands, once you end a phase you cannot return to the previous phase, however the developers are working on adding a way to return to the previous phase if you end it accidentally. In the movement phase, you can either move normally or use your character’s special move ability (with a two turn cooldown). These vary from character to character but they range from a massive leap dealing damage to adjacent enemies to leaving a healing aura on adjacent tiles while you walk to heal allies. The utility phase lets you use your class-specific skills. These skills are mainly focused on applying buffs to allies/yourself or applying debuffs to enemies but there are some skills that do other things too. The combat phase is where the real action happens, you can use your weapon-specific attacks to deal damage to your enemies. Melee focused classes can generally only attack targets adjacent to them but magic/ranged focused classes can attack from afar. One thing I will say, combat is tough as nails to begin with. Early on in a run you’ll want to avoid combat for the most part as pretty much anything can kill you, don’t pick fights you can’t win because believe me, you will die.

As I mentioned earlier, Overfall is actually a story-driven game, surprising for a rogue-like. You’d think this would have an impact on replay value but the game has two key features which, when considered with the game’s unlocks, mean the game does have a fair amount of replayability. First of all, your two main characters have special dialogue options during some conversations. Choosing one of these will make a difference to how the story plays out, even choosing different ‘normal’ dialogue will change how the story plays out. While these options aren’t enough to create an entirely new story, there’s enough variation (especially once you start playing with new classes) to prevent them from being tedious when you encounter them again. The stories themselves are generally very good though I did notice quite a few grammatical/spelling errors in the writing, not a huge issue but something worth mentioning. The other feature which helps keep things fresh is a built-in Story Builder with workshop support. This allows players to create and share their own quests which can be added to the game to supplement the quests already there. I haven’t played around with it too much but it does have a tutorial to help you get started and it does look reasonably straightforward to use.


With interesting stories, excellent turn-based combat, lots to unlock and great aesthetics, Overfall is a thoroughly enjoyable story-driven rogue-like.

Lone Ranger Reviews.

El K.
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33 of 38 people (87%) found this review helpful
2 people found this review funny
7.6 hrs on record
Pre-Release Review
Posted: March 5
Open world fantasy RPG

Overfall is an open world fantasy RPG that was successfully funded on Kickstarter. It has a turn-based combat with a focus on party encounters. The game features over a hundred different locations and dozens of NPCs, party companions and enemies.

The game starts off with a small introduction and after creating your two starting characters you are tossed back into the world. The story is pretty simple, you were sent on a quest to another world by your king and while you were there, centuries passed on your homeworld, while to you it was only a few days. Now, on your return, you find out that your king has gone missing and that your world is in chaos with various factions fighting for control and supremacy.

On your quest you’ll be traveling by boat from island to island and you can board any ship you find at sea, and they will react to you depending on your reputation with said faction. During dialogue you can choose to either trade, attack or persuade the enemy.

Combat will feel pretty familiar to anyone who has played any turn based tactical RPG. However, instead of having a certain number of moves per unit, Overfall arranges the combat in an interesting way. Each turn is divided into different phases: movement, utility and attack. During the Movement phase you can either move your character or use a special move ability such as leaping to get closer to your foes. On the Utility phase you can use abilities that don’t directly damage your enemies but still affect them in some way such as stunning or bleeding. On the last phase you get your chance to use offensive abilities to actually make some real damage to your enemies. I find this combat scheme to work rather well and it opens up many tactical opportunities.

Some characters that you find on islands or ships will let you know about certain events, such as humans that require assistance on an island. Completing tasks such as these will raise or lower your reputation with the various factions. The thing about these random quests is that they are not linear, you can either attack the other party straight up or you can try talking your way out of a fight.

Completing these random events will reward with either reputation or one of the four resources that are in the game. You have Food which is used to heal party members, Dust which is used to upgrade Utility Skills or increase the speed of your ship, Rune that is used to ressurrect or hire new companions and Frag which is the currency in the game. Completing quests is necessary to upgrade your weapons and make your party stronger.

  • Simple yet challenging combat
  • Story creator, which creates the possibility of infinite replayability
  • Gorgeous art style with beautiful backgrounds and some neat particle effects
  • Great and moody soundtrack
  • 9 different classes with full customization of skills, trinkets and weapons. You only start with a few, and it is fun to unlock more along the way
  • Feels pretty complete for an early access game
  • Reputation system with six different factions: Orcs, Elvest, Dwarves, Goblins, Hollows and Forsaken

  • Permanent death, once you lose a character they are gone for good. If you lose all characters you have to restart into a new world. While I think that this will appeal to a lot of people, I feel like having the option to continue a previous world would be nice for players that don’t like permadeath

  • I feel like there are some balancing issues. You might end up running into a combat scene early on the game which you can’t beat but still, I guess this is reminiscent of the “roguelike genre”
  • Some attacks/abilities have no sound effect but I figure this will be “fixed” on the final release version
  • No way to check what a certain buff or debuff actually does before using a specific skill. You’re only able to tell what each buff or debuff actually does after applying it, which will show a small icon above the character and if you move the mouse cursor over it you can see a small description of that status.

Overall thoughts:

Overfall is a great game and I was really surprised by it. The game by itself has a story mode with random encounters and several different classes and skills to choose from which makes the game perfect for multiple playthroughs. Not only that but the Story Creator only adds up to the replayability, even if you don’t fancy writing your own story to play, you can still check other peoples stories and download them on the Steam workshop. The combat is simple and easy to understand but yet, it requires thinking. Overfall plays great, feels great and runs great! Other than what I mentioned above, I believe I have no other complaints to make at the moment and I highly recommend this game to any fans of turn based combat RPGs or to people who are looking for a very replayable game.
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35 of 45 people (78%) found this review helpful
2 people found this review funny
19.5 hrs on record
Early Access Review
Posted: March 1
Overfall does a great job to keep me coming back for more and it's unlock system is just interesting enough to keep me playing, the artsyle is unique and pretty great and the combat mechanics are a great mix of RPG and RTS. All in all this game is great, but what will make it amazing is the story creator mode, which needs a lot more work.

Now, i feel the base game is already worth purchasing, which is why i did a review of the title. But the story builder as well as the PC options need a ton of work still.

Full review:

Break it down:
The core gameplay loop is interesting and mostly complete (barring balance issues). There are a plethora of encounters that have remained fresh through several (dozen) tries. The game has plenty of unlocks that are persistent even when the actual run at the game fails (much like many rogue lites these days)

The dialogue is pretty nice! with quite a few options i didn't expect. Also, the combat is very strategic using a hex-based turn system where each characters turn consists out of 3 actions, giving it all a pretty nice mix of Strategy & RPG elements.

Graphically it looks and performs fine, but the options are threadbare (need work for SURE), missing everything but basic sound and resolution options.

BUT the bread and butter will be the story builder, and while the base idea is implemented the story builder is 100% what they need to focus on to build a successful title that will provide the modding scene with the tools to take this game from an interesting FTL-on-a-real-boat into a truly amazing title that will give players many many hours of playtime.

i do recommend viewing the full review on youtube as it goes quite a bit more in dept than this summary.
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25 of 28 people (89%) found this review helpful
60.3 hrs on record
Early Access Review
Posted: March 11
It is a great rogue-like with very interesting tactical combat. The story is solid. The dialogue is often quite hilarious and witty. Exploring islands is a lot of fun, and when you have died and started again.. and you run into an identical situation... it does not go as planned. Love that. Pretty refreshing.

The learning curve and advancement is also a lot of fun, some battles in the early game you must simply avoid (I got pwned so hard by running into a ship, on purpose, after only visiting two islands; 4 pirates vs a Cleric and a Fighter = doomed). The combat is so much fun with the bad-azz music that seems to crescendo at the right times. Awesome spell animations/fight animations. Great art-style.

It's a great game with an active dev and consistent updates. ♥
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57 of 84 people (68%) found this review helpful
3 people found this review funny
4.2 hrs on record
Early Access Review
Posted: May 17
Product received for free
Disclaimer: The following review was conducted on PC via Steam. A code was provided by the developer for review purposes.

Overfall is a fantasy RPG roguelike game that sees two heroes begin a quest to save their king. They have just come back from stealing loot from the Vorm, but forgot to close the portal behind them, allowing an army of Vikings right into their kingdom through the backdoor. Your task throughout Overfall is to amass an army big enough to push them back through the portal that they came through.

At the start of the game, you are allowed to choose two heroes. Only two classes will be available at the start, warrior and cleric. Throughout the game you will unlock new classes to use on your adventure. There are 9 playable characters in total, with 36 combat companions to find. The game is completely non-linear – right from the start of the game you choose exactly where to go and when. You navigate around the world using a boat, sailing between islands which have unique events, quests and enemies to explorer. Everything in this game is completely procedurally generated, so much that anything can change depending on the make up or your party or depending on what actions you took in previous events. The aim of the game is to raise your reputation with enough different factions and races in the world to be able to band together with said factions and races to push back the Vorm army. Raising your reputation with these factions can be done either by completing quests, killing the races’ arch enemy in battle, or following through different random events throughout the world.

Overfall’s combat system is one of the game’s flagship features. The turn based hex based combat system is extremely in-depth, but not so complex that you can’t pick this game up and start playing immediately. Although the game doesn’t have much of a tutorial system, you soon are able to pick up how to play the game to its full potential. Each character has three phases to their turn, a movement phase, utility phase and attack phase. The utility phase and attack phase is where most of the tactical advances are made. You are able to create combos between your party member’s different attacks. The game has a very strong emphasis on status effects, and boy is there a lot of status effects. Almost every action apart from your regular movement will cause either a positive status effect or a negative effect. How you combat these effects is completely dependent on how well your tactical knowledge of the game has become.

Graphically Overfall uses a unique art style, with all of the characters having a bobble head look to them, with some really detailed cartoon graphics along with them. All of the characters have their own interesting look as well as some nicely animated movement and attacks. The environments throughout the world are all diversely created that allows for different weather effects dependant on what type of island you have found yourself on, from snowstorms on mountains, to sand storms in the desert. The sound effects are a little to be questioned about though; the majority of the effects are there and done to a high standard, but I did come across times when there was just missing sound effects. This detracted me from the immersion of the title and were a little off-putting a times unfortunately. The soundtrack is definitely something this game should be proud of though. It is so beautifully put together with different instruments such as violins and harps. Combined they make a classical soundtrack that adds to the game’s atmosphere which almost makes up for the missing sound effect issues.

A good rogue-like has plenty of replay ability, Overfall is no different. Whilst the game does feature perma death for your characters, your failed runs aren’t for nothing as you will end up unlocking different abilities, weapons and characters to use on future runs. This is what makes the difference between a good roguelike- and an amazing roguelike. It gives you another reason to keep playing after you fail. You will more than likely die a lot to begin with, as the opponent’s AI is extremely well tuned to add a sufficient amount of difficulty. Although the game play can sometimes feel repetitive, you are able to change your characters around so much at the start of a run, that you can get a completely different feel to the gameplay quite easily after you’ve unlocked a few extra options.

Other than the missing sound effects problem, I didn’t really have any other technical problems. I would have liked to of seen controller support included as this sort of game really benefits from being able to use a controller and sitting back in your chair but you can’t have everything I suppose. The game supports most high end resolutions but sadly not up to 4k. There aren’t any graphical options as hopefully this game should run at a steady 60 fps regardless of what setup you are running.

Overall I am absolutely having a blast with my time in Overfall, the game’s unique art style, and highly addictive nature of the gameplay just keeps making me want to jump in for another run here and there. The high replay factor will also swing this game into more people’s libraries as you can quite easily rack up twenty hours of gameplay before anything starts to become too stale. The game is perfectly priced as well; some may even consider it too cheap for the high production values on offer here!
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17 of 17 people (100%) found this review helpful
4 people found this review funny
179.4 hrs on record
Posted: May 28
A Hidden gem

Personally I don't really do game reviews but I thought I'd put in my 2cents as this game is fantastic.

Overfall is a game that I have sunk alot of time into, I was hooked from the get go and have only enjoyed it more as I have unlocked all the different things the game has to offer.

The game has an initial learning curve where alot of people struggle for some reason, at some point you realize the game isn't as hard as you had it made out to be (That's when you turn up the difficulty!).

+ High replay value (Massive variation in story and party setup)
+ 150 or so unlocks encouraging you to try different character combinations
+ Horizontal character progression
+ Turn based battles (Great if you need to step away from the computer)
+ Fantastic unique art style that lends itself well to the game
+ A living unique world made up of a heap of islands
+ A fantastic story builder tool to craft your own adventures
+ Enjoyable soundtrack
+ Fantastic community if you get stuck
+ Very active devs
+ Simple to learn, hard to master
+ You can play with just the mouse if you wish

- Punishing AI if you are new to the genre
- Steep initial learning curve
- Not really a con.... you will die, alot, its a roguelike what do you expect

I'm sure I could have added more to this list but didn't want to get carried away!

Bottom line:
Buy it before the dev team realize its worth more!
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24 of 30 people (80%) found this review helpful
4 people found this review funny
15.7 hrs on record
Early Access Review
Posted: March 1
Overfall is a charming turn based RPG with many roguelike elements and tongue-in-cheek humor mixed that will have you explore a wide-open ocean filled with various factions to befriend, quests to solve and monsters to defeat in glorious battle.

There are over 50 playable classes each with their own spells and abilities, numerous monsters and individuals to fight or chat with, randomized quests that can all be solved in multiple ways as well as plenty of characters, items and spells to unlock for future playthroughs. In short, Overfall has a ton of replayablity and some very nifty features...


Overfall has a rather unique art style that combined with some excellent audio/visual feedback results in a very compelling world to explore and to do battle in. Special mention goes to the character design which combines simple faces with highly detailed armor resulting in memorable and cool looking characters, especially the plate wearers that look like they came straight out of a WoW raid.

Simple but Complex Combat
The combat in Overfall is done in three phases: the movement phase where you get to move your character and cast movement based abilities such as teleports, the buff/debuff phase where you get to cast non-damage orientated spells such as heals or curses and finally the combat phase where you get to capitalize on all the prep work by smashing enemies over the head.

With each character having 8 spells dived between these three categories you will never be overwhelmed when it comes to combat options but don't make the mistake of thinking the combat in Overfall is simple, or even easy, because if you do you're going to find yourself on the wrong end of an Orc's blade and starting from the very beginning since Overfall has permadeath.

Quests & Choices
Like all roguelikes out there Overfall features many randomized quests and events, ensuring that each new playthrough doesn't end up feeling the same. Where Overfall differs from the rest is in the fact that seemingly every single encounter has multiple ways of being resolved: either through combat, diplomacy or even character specific abilities such as hypnosis. What this means is that even if you run in to repeat events on your subsequent playthroughs you can get a whole new experience with them by choosing a different path than you did the last time.

Question/Encounter Editor
But no matter how complex or expansive a roguelike is it will always end up feeling samey if you play it for long periods of time. Luckily, the developers behind Overfall opted to include a fully featured quest/encounter editor that allows you to create your very own stories and share them with other people over Steam Workshop. So if you think, for example, that Overfall is a bit on the easy side you can simply go in to the editor (or the Workshop) and draft yourself some challenging quests and set them to appear only in the areas you feel are lacking.
I cannot overstate how awesome this feature is and how important it will be for Overfall's long term appeal!


Difficulty Curve
Overfall is at its hardest point early on because you can sometimes get locked in to encounters you simply cannot defeat with your two initial heroes which means a trip to the graveyard and a quick restart. On the other hand, once you build up your party and bling out your heroes you are almost indestructible as long as you play it safe and keep those heals rolling.

Requirements to Unlock Certain Items
This is a minor complaint but one that's well worth mentioning. Overfall doesn't explicitly tell you what you need to do in order to unlock new characters and items, instead what you get is a short riddle or poem hinting towards the solution. For the majority of the unlocks this is completely fine but for some of the more complex ones which rely on timing, skill and annoyingly a bit of luck it becomes somewhat of a burden. Again, not much of an issue but if you're a completionist don't hesitate to look up a Wiki if you get stuck on some of the more obscure ones.

Combat Targetting
If two enemies are standing one above the other its sometimes very hard to know which one you're targeting, especially if the enemies are big fat guys such as trolls. This is once again a minor issue but it will draw out a few curses from you when your execute spell fails because you casted it on a full-health guy standing behind your target.

Quest/Encounter Editor Performance Problems
While the quest editor is an amazing addition to Overfall it isn't without its issues, most notable is the fact that it starts to really, really slow down the game when you're messing around with complex quests filled with branching and interacting choices. It doesn't affect the main game but its still something I would like to see fixed in the near future.

My Recommendation

Overfall is an extremely solid blend between turn based strategy and roguelikes that kept me engaged and pushing for more even after hours and hours of play. It does have a few annoying issues but they so easy to overcome when the game itself is this enjoyable.

If you are interested in some stylish turn based combat, slightly cheesy humor and numerous roguelike elements then I fully recommend you give Overfall a try, it has managed to accomplish everything it set out to. And most importantly, it is really fun.
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22 of 27 people (81%) found this review helpful
2 people found this review funny
48.5 hrs on record
Early Access Review
Posted: March 1
I was lucky enough to be given a key by the dev to review this game. I've spent a good amount of time in game so I believe I have played enough to give an accurate yet solid review.
I will be dividing it into sections. Basic points being the guts of the review and then generalized sections (Good, Bad, and the ugly) Scroll through the review to get to the parts that you are looking for.

Basic points
- Graphics are fairly solid in all aspects. (Character design is odd yet cute, Skill animations are simple yet satsifying, the background textures are fresh and rich with color)
- Game world is active and extremely dynamic on very rare occasions it can be linear.
- Main story consists of multiple smaller stories that don't occur in a specfic order. The player's choices grant access to certain stories.
- The npcs are most of the time in motion doing their own thing (fighting their own battles, farming resources, sailing, and conquering islands)
- The open world aspect consists of the player sailing across a decently sized map with so many different islands that change depending on which race is the current one that dominated it.
- Perma death is a key part to this game. If you die with both your characters you have to restart but once you restart the world itself is different. Previous perks, characters, events carry over to this new playthrough
- The combat consists of Movement (moving and one ability), utility (which are most cases buffs/de buffs), Attack which is self explanitory.
- There isn't to many skills to choose from before you begin your adventure. There is enough though to form different builds.
- The combat is fairly smooth. It's simple yet complex at the same time. (You can't bring potions into combat, a good amount of the time you are out numbered, In most cases you can out play the enemy if you just adapt)
- There are I guess you can call them "passive effects" that occur are key moments after fighting. Example say you have a character that has been taking a lot of damage throughout the fight and you've been healing him. Once the fight is over he may get an effect that will stick with him for the rest of the current play through. This effect would be something like saying that "He's taken to many blows to the head. Evasion is down by 4, accuracy is down by 2".
- Then there are those same "passive effects" that occur doing certain feats that give you a buff for the rest of this character's life.
- There is a good number of companions to unlock that will aid you on your adventure but they to can suffer from Perma death.
- Once the combat is done your character doesn't heal so you have to eat food. Which heals a small amount, food is rather expensive to get once you first start (Frags are moderately tough to come by at the beginning)
- The game wants you to die so you can expierence more of it's features which is interesting but can be frustrating ( I personally don't mind I've died 17x. Mainly to Vorn hoes -_- (Vikings). But I was able to get new stuff to play with in the next playthrough)
- Encounters with npcs are random in a good way. It could be a combat one, humourous conversation, a game within a game, a few other surprises I won't spoil.
- The choice system is interesting in this game your choices have more instant effects compared to other games. Most of the time you'll see the consequence almost right after making the choice (Whether its positive or negative).
- There is a story builder which you can well... build your own story. I don't know much about this feature since the tut was the only thing available for it.
- You will only run into a few dull characters that lack personality in this game.
- I've run into just half a handful of bugs in the 40 hours i've played this game. I have to say that is pretty impressive.

The Good
- Lush yet odd graphics
- Story within a story (Storyception!)
- Dynamic world
- Simple yet tactical combat
- Interesting characters
- There's always something to do
- Expierencing something new after each death (You will die at some point)
- The global passives or traits I guess you can call them that you can obtain
- A decent skill/trait customization system
- Small amount of bugs
- Companions are actually useful
- A great homeage to classic Rogue like games
- Only $9.99 (It's well worth the $9.99)
- Story Builder is fully functional

The Bad
- The rate you get the currency to get food at the beginning.
- Adventuring into vorn (vikings basically) by mistake from the start of the game (Most cases they have 4+ people that will attack you on site)
- Most cases the Vorn will use dust to increase their speed to chase you in the boats.
- Food rationing (Depending on the player) is bad because it heals so little, and is moderately hard to obtain which leaves you vulnerable if you have low healthed heroes.

The Ugly
-Perma Death (That depends on the player). I for one feel that this feature is good and bad since I don't mind restarting the journey with a new twist added.

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