A new six-degree-of-freedom shooter from the creators of Descent with intuitive controls, amazing lighting and graphics, and the best zero-G robot-blasting combat ever devised. Available now on Early Access!
Recent Reviews:
Very Positive (15) - 100% of the 15 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (144) - 96% of the 144 user reviews for this game are positive.
Release Date:
Mar 13, 2017

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

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

What the developers have to say:

Why Early Access?

“We're looking to develop a core group of Overload players to help us refine the gameplay and levels as we finish the content for the game. We're especially interested in refining Challenge Mode, a new single-player survival mode with randomized elements, high replayability, and online leaderboards.”

Approximately how long will this game be in Early Access?

“We expect to complete the single-player game and launch in early 2018, with a free multiplayer expansion to follow 4-6 months later. Our current estimate is a total of 10-12 months in Early Access.”

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

“Most of the core gameplay is present in the Early Access release. The bulk of the remaining work is on content -- more levels and robots and a few more weapons -- as well as tasks like tuning, polish, and localization. Much of the content updates in Early Access will focus on Challenge Mode, while about a third of the single-player campaign levels will be revealed before launch.”

What is the current state of the Early Access version?

“The initial Early Access release is a fully-playable game featuring several Challenge Mode levels and a sample single-player level. See "About This Game" for a more complete run-down of current features vs. full-game features, as well as what the first and future EA updates will contain.”

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

“The price will remain fixed during Early Access, no price reductions or increases. However, we plan to release the completed game for slightly more than the Early Access price.”

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

“We have active forums on our web site, http://www.playoverload.com. We engage our users in these forums, the Steam forums, and via email. We're eager for feedback on each new release, and will be actively asking questions about certain features and content such as Challenge Mode structure, scoring, levels, and more.”
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Recent updates View all (9)

November 21

Major Update: Version 0.8 (Build 94)

We are pleased to announce a great update to version 0.8!

Changes in this version include:

  • Leaderboards have been reset. We have made many balance changes (with a few more to come), so now seems like the right time for a reset. Sorry about your lost scores and good luck with getting new ones!

New Content
  • New challenge mode level: Backfire
  • Phantom robot (cloaked!)

New Features
  • Credits. Credits can be sped up/slowed down/paused (PgUp/PgDwn/Delete; Left Bumper/Right Bumper/Y)
  • We now have "combined" Challenge Mode leaderboard support. Shows sum of scores across all levels within a difficulty level and variant (Infinite or Countdown). Updates every time you complete a level with at least one kill. **Combined** appears in CM level list just like a regular level. Your old scores will be included once you update.
  • Secret Levels. These aren't available in Early Access, but you can find their entrances
  • Log Entry pickups. You can pick these up in Early Access, but the messages aren't available.
  • Ability to delete saves from Save & Load menus
  • Names for Cryotube occupants, and a new stats page for them. The full release will add pictures
  • New robot variants (new weapons for existing robots). Note that each robot will be either normal or a variant; you won't see both in a single match.
  • Ambient Volume control
  • Save/Load versioning. It is now not possible to load saves from a previous EA version.
  • Default challenge mode loadout. If you change your CM loadout, that loadout will be the default for the rest of the session unless you randomize it or change play types.
  • “Randomize Loadout” button for Challenge Mode (see previous item).
  • Challenge Mode stats export. Ctrl+C in a menu will copy CM robot stats to the clipboard. Ctrl+A will copy CM powerup drops per robot to the clipboard. Overwrites what was previously there. Format is tab-delimited, so easily pasted into a spreadsheet.

Content Removed
  • Outpost. The Outpost demo level is no longer built into the game. However, it’s still available as an add-on level — to to http://media.revivalprod.com/Outpost.zip to download. This is an early test of our support for addon levels.

Features removed
  • The View Readme button on main menu.

  • Updated the cockpit interior.
  • A checkpoint is now created between levels (that is, after completing a level).
  • Titan renamed to Triton
  • When setting/deleting one half of an axis to movement, automatically set/delete the other one.
  • Regardless of in-game settings, VR can be re-centered in the menus with F5 or the seventh button on a controller (generally the left face button on a gamepad).
  • Changed ‘Loading’ message to vary based on game type and level.
  • Added more ambient audio (levels 2 & 4).

Game Balancing
  • Adjusted spawning in Challenge Mode so the ‘small pools’ are larger (that is, it is much less likely to have 8 of the first 10 robots be all the same type).
  • Adjusted spawning in CM so it is much less likely to spawn the same enemy twice in a row, further increasing enemy type spread.
  • Adjusted robot weapons; in general, slightly slowed down projectiles & lowered damage.
  • Further tweaked (weakened) Ogre
  • Lowered movement speed for some robots in a couple of cases where they were moving too fast (such as fleeing snipers).
  • Lowered Scorpion zig-zagging by a bit
  • Rebalanced mass/drag of some bots to make them feel more appropriate
  • Changed Harpy & Super Harpy a bit; they hit a bit harder, but a little less often.
  • Slowed down Hydra max speeds a bit.
  • Lowered stun/pushback of some enemy projectiles on player.
  • Made other small changes to robots.
  • Several changes to robot drop rates and CM balance. Notably, Reaver will now drop something (bug prevented this before) and Super Goblin was weakened a bit.

  • Fixed a jittery HUD issue when turning with the cockpit up.
  • Fixed an issue with the cockpit still showing up during rearview.
  • Fixed an issue of secret pickups being miscounted.
  • Fixed an issue with pressing (BACK) after selecting ‘Play Again’ in Challenge Mode.
  • Fixed some issues with adding/removing multiple controllers
  • Fixed an issue with Security Level not displaying when a new key is picked up.
  • Fixed issue where the game could lose mouse focus.

This release (version 0.8) is the last version that will support pilot files older than one version back. Version 0.9 will *only* load pilot files from 0.8 or 0.9.

19 comments Read more

October 6

Major Update: Version 0.7 (Build 83)

We've just released Version 0.7 (Build 83) with lots of good stuff, including a new single-player level, the player ship model, and a ton of smaller changes.

New content
  • Level 4 (Phoebe Peleus)
New features
  • New Player Ship Exterior - will still be teaked a bit, but now mostly final
  • Rear View (not mapped by default, on 'Additional Controls' page of mapping)
  • Quicksave (Default is F8, saves in last slot. Previously had been combined
    with Checkpoint Save - now these things are separate)
  • 3rd reticle option
  • Ambient sounds in story missions
  • Ability to select which controller is "Primary." The primary controller is
    the one that controls the menus.
  • Function Keys can be remapped (Quicksave/Toggle Cockpit F8/F9, etc)
  • Selection wheel controls can be remapped (Additional Contols Page)
  • New fastest speed option for the Joystick/Keyboard turn speed
  • New 'Low' option for Joystick Sensitivity
  • Joystick/KB Roll Speed (Turn Speed already controls Yaw & Pitch)
  • Can enter Challenge Mode with less than full loadout (For 2nd+ Primary/
    Secondary slot, choose "-none-")
  • Automap now indicates Energy Centers
  • Can delete Pilots with a controller
  • Can quit directly to the Challenge Mode menu to save time when replaying
  • Can go to the Load Game menu from the SP death screen
Feature changes
  • Holo-Guide will no longer lead to secret powerups until the player finds them
  • Holo-Guide no longer in Challenge Mode
  • Removed "heatmaps" from the automap
  • Removed the option to change FoV in VR (not needed, and didn't do anything
  • Removed Super variants of Guardian, Kraken, & Scourge so their new 'Upgrades'
    will be a surprise in the final game :)
  • Optimizations
  • Weapon & Missile are now called Primary & Secondary
  • Super Secondary Weapon (Missile) Pickups now give *full
  • ammo (allowing player
    to have more than max ammo)
  • Changed AI in CM so robots engage the player a little faster at the start of
    the game (to decrease starting lull)
  • Changed aim on 'first shots' by AI, so the player will get more warning shots
    and be a little less surprised
  • Lowered Robot accuracy on Wind Tunnel Exit (was too precise/unfair)
  • Page Up/Down now wrap for Challenge Mode levels
  • Added First/Last Page controls to menus that support Page Up/Down.
  • Added 'Jump to My Score' to in-game leaderbaord.
  • Made [Cancel] not back out of Automap (caused conflicts, mainly with joysticks
    and zoom)
  • Improved robot AI when the player is cloaked
  • Increased movement in automap by 50%
  • Tweaked SFX for supers to differentiate them from their regular versions
  • Better fix to the issue with close-spawning in Challenge Mode
  • Fixed issue with robots getting stuck at exit of wind tunnel
  • Fixed an issue with the cursor re-centering on changing pages (pgup/pgdn)
  • Fixed issue where Holo-Guide was listed as the killer in Countdown
  • Fixed an issue with Reflex & Missile Pods quantum tunneling out of the world
  • Snipers will no longer 'fall asleep' in Challenge Mode
  • Cleaned up some timing-related issues with player death
  • Cryopod Numbers now correspond to normal counting, not computer counting
    (1, 2, 3,... instead of 0, 1, 2,...)
  • Fixed an issue with loading old profiles
  • Fixed an issue preventing the game from starting in Fullscreen
  • Fixed an issue in which the Saved Game Menu wouldn't render
  • Fixed an issue with Tarvos that would cause certain parts to disappear/not render
  • Fixed a font issue with dashes
  • Corrected the Automap Legend
Thanks for your support!

Revival Productions
10 comments Read more
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About This Game

Overload is a new six-degree-of-freedom shooter from the creators of Descent, currently under development. We released our 1st Early Access build on March 13, 2017, with our 4th major update (version 0.2) released on June 22, 2017. The current Early Access release contains the following, as of version 0.5:

  • 8 unique Challenge Mode levels
  • Infinite and Countdown variants that change the focus to Survival or Efficiency
  • Optional training level for refining your piloting skills
  • Three story mode single-player levels (from the main 15-level campaign)
  • One sample single-player level (not part of the main campaign)
  • 13 explosive weapons (7 primary weapons and 6 missiles)
  • 12 terrifying robot enemies
  • Steam Achievements and Online Leaderboards
  • Upgrades system and Advanced player stats
  • Automap and Holo-guide
  • Preliminary Save/Load

See below for the Full Game features, expected to release in early 2018.


Our focus with Early Access is to make Challenge Mode the best it can be through iteration, polish, and player feedback. We will also be revealing about a third of the single-player campaign with a focus on refinement of the elements present there as well as interface and level complexity/flow.

We plan to do a significant update to the game every 3-4 weeks of similar size, with some smaller updates to address bugs and player feedback. Much of the story content will be held back for the full game release, but by the end of Early Access, Overload will feature:

  • 10+ Challenge Mode levels
  • Multiple rule variants in Challenge Mode
  • XP-based unlocks and permanent upgrades for Challenge Mode
  • 5 Single-player fully playable campaign levels
  • 13-14 upgradeable weapons with fully functional upgrade screen in single-player
  • 15+ robots of varying ferocity

The remaining content listed in the FULL GAME will be added at launch.


When we exit Early Access and launch the full game, Overload will contain:

  • Single-player story campaign with 15+ FULL-SIZE atmospheric levels
  • 12+ Challenge Mode levels with tons of replayability
  • Upgradeable player ship and 16 weapons with multiple upgrade options
  • 20+ terrifying robot types and 3 massive bosses
  • Story by the writer of FREESPACE 2, plus pulse-pounding soundtrack
  • Epic soundtrack by Dan Wentz (DESCENT 2), Allister Brimble (DESCENT 1 REDBOOK), and Jerry Berlongieri (DESCENT 3)


All purchases include the FREE expansion to add Multiplayer support 6-8 months after launch. A custom Level Editor will also be released sometime after launch. The Level Editor is currently expected to be available before the Multiplayer Expansion.

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Windows XP SP2+
    • Processor: SSE2 instruction set support
    • Memory: 4 GB RAM
    • Graphics: DX9 (shader model 3.0) or DX11 with feature level 9.3 capabilities
    • DirectX: Version 9.0
    • Storage: 1800 MB available space
    • OS: Mac OS X 10.8+
    • Processor: SSE2 instruction set support
    • Memory: 4 GB RAM
    • Graphics: Shader model 3.0 support
    • Storage: 1800 MB available space
    • OS: Ubuntu 12.04+, SteamOS+
    • Processor: SSE2 instruction set support
    • Memory: 4 GB RAM
    • Graphics: Shader model 3.0 support
    • Storage: 1800 MB available space

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