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!
All Reviews:
Very Positive (178) - 96% of the 178 user reviews for this game are positive.
Release Date:
Mar 13, 2017

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Early Access Game

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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 (11)

January 22

Release Schedule and Multiplayer Trailer

We’ve got two big things for you today: the first Overload multiplayer trailer, and the official announcement of our release plans.

We’ve been working on multiplayer for a while now thanks to a new addition to the team, and we’re excited to show you some PvP action. Check out the alpha trailer footage. We’ve still got a ways to go, but the core functionality is in and it’s a blast to play.

We have decided on a concurrent release of the single-player and multiplayer versions across all platforms. This will mean a slight delay for the SP version, but we believe it’s the best thing to do for Overload. We came to this decision because it's extremely difficult to create awareness for multiple launches. By releasing single and multiplayer at the same time, we should appeal to a larger audience and attract more players.

Our plan:
  • One more Early Access release (Version 0.9) sometime in February. This will include one more single-player level, localization, and nearly-final game balancing, bug fixes, and optimization.
  • A closed beta version of multiplayer will be released on PC (Windows, Linux, Mac) before the final release. Details to be announced closer to launch.
  • Final release in May/June for PC (Windows, Linux, Mac), PlayStation 4, and Xbox One.

Unexpected delays are always possible, but we feel pretty good about this schedule and think it will help the game. We’re excited to finish Overload and get it out to you.

Thanks to everyone who has supported the project and provided feedback during development.

The Overload Team
31 comments Read more

January 18

Semi-major Update: Release 8.5 (Version 0.8 Build 104)

We are pleased to announce the release of Overload Drop 8.5 (Version 0.8 Build 104) on Steam.

This release doesn't include any major pieces of content (such as new levels or robots) so we didn’t update the major number. But there are numerous enhancements, many of which came as suggestions from the players.

Changes in this version include:

Additions

  • New speaker mode options for sound (mono, stereo, quad, 5.1, 7.1, Pro Logic II). Requires multi-channel speaker systems.
  • CM Weapon Upgrades can now be chosen. Primary/Secondary upgrades will try the equipped weapon first, then others. If that weapon is maxed out, other weapons will be tried. If you don’t like the upgrade randomly given, press the Holo-Guide button within 10 seconds of receiving the upgrade to switch to the other upgrade for that weapon.
  • Sticky Flares. Hold the flare button to shoot. These last for 15 minutes and are useful as “breadcrumbs” to mark where you’ve been.
  • “Offline” indicator for when new Leaderboard scores won’t be saved.
  • Primary energy weapon shots bounce off of Forcefields. This indicates that the forcefields are invulnerable.
  • Loading screen with progress bar.
  • Mouse axes can now be set to turn (default), slide, or roll.
  • If the player uses the slide modifier, they can now invert pitch without inverting slide (for KB & joystick/gamepad).

Removals

  • Log entries no longer display on the Automap. They shouldn’t have been there in the first place 😉

Tweaks

  • Optimizations – Particle Effects, Lighting, Robot Deaths, Projectiles, Pathfinding, Textures, Auto-Map computations, etc.
  • Lots of explosion/debris effects changes (both for optimizations & aesthetics).
  • Holo-Guide now automatically moves to next Objective.
  • Changed where saved games live (no longer their own folder).
  • Added difficulty to in-game Save descriptions.
  • Missile Pod Pickup model updated.
  • Changed a setting for playing on the Oculus – now if it’s plugged in, it will *not* use it by default if you just run the executable. Now there’s an ‘Oculus’ bat file instead of a ‘no VR’ bat file. On Steam, use the Oculus option.
  • The Reactor now has a short ‘meltdown’ phase after being destroyed before the countdown starts.
  • Updated normal player death, death from Reactor, and Exit Sequences.
  • Updated various menu screens for alignment, etc. To view leaderboards in the new Challenge Level selection screen, press Space (keyboard) or the top face button (gamepad).

Game Balancing

  • Cyclone – Ramps up in fire speed; faster; more stun; kickback; and narrower spread.
  • Crusher – Less Spread/Damage/Ammo, no Falloff.
  • Tweaks to Thunderbolt, Driller, Flak.
  • Limited how many melee robots can be spawned at a time in CM (Shredder/Scorpion/Golem)
  • Reduced Ace/Insane robot ‘bonuses’ a bit (projectile speed, burst size, player damage, robot leading).

Fixes

  • Fixed some occluder issues (also helps with framerate).
  • Fixed some audio effects not playing.
  • Fixed an issue with Holo-Guide not playing nice with lockdowns.
  • Fixed an issue with Holo-Guide being stunned by Time Bomb.
  • Fixed an issue with some controllers not being kept as primary between sessions.
  • Fixed an issue with too many audio events causing performance hitches.
  • Fixed an issue with invisible lava.
  • Improved explosion distortion effects.
  • Added some missing backers to the credits.
11 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 latest update (Version 0.8 Build 104) released on January 17, 2018. The current Early Access release contains the following:

  • 10 unique Challenge Mode levels
  • Infinite and Countdown variants that change the focus to Survival or Efficiency
  • Optional training level for refining your piloting skills
  • Four story mode single-player levels (from the main 15-level campaign)
  • One sample add-on single-player level available for download (not part of the main campaign)
  • 14 explosive weapons (7 primary weapons and 7 missiles)
  • 14 terrifying robot enemies, plus Super-Robots and Variants
  • Numerous level challenges including lava, forcefields, enemy turrets, lockdowns, ambushes and secret rooms
  • Steam Achievements and Leaderboards
  • Upgrades system and advanced player stats
  • Automap and Holo-guide
  • Save anywhere
  • Five difficulty levels ranging from a casual challenge to very punishing
  • Support for mouse, keyboard, gamepad and/or joystick controls
  • Surround sound audio options

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

EARLY ACCESS ROADMAP

We expect to have more more Early Access release (Version 0.9) in February 2018. That release will have one more single-player level localization, and near-final polish, game balancing, and optimization.

FULL GAME

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)
  • Multiplayer! This was originally planned as an add-on, but will now be available with the full release.

    LEVEL EDITOR

    A free custom Level Editor will be released sometime after launch.

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • 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
    Minimum:
    • 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
    Minimum:
    • 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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