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 (16) - 100% of the 16 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (193) - 96% of the 193 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 (12)

February 27

Version 0.9 Build 117 is out!

We are pleased to announce the availability of Early Access drop #9, build 117 on Steam! This is our last planned drop before the release of the complete game. We have a new campaign level, partial localization, and combo scoring in challenge mode! Be warned, leaderboards are reset for this drop. Let us know what you think in discussions or email us at feedback@revivalprod.com.

Thanks for the support!

  • Level 7 (Titan Workshop). This is the last SP level that will be released in Early Access.
  • Partial support for German, Spanish, French, and Russian. This is very new so it’s probably a little rough. Robot and weapon descriptions and a few other screens have not been translated. If you’re a native speaker of one of these languages, let us know if you see any problems.
  • Challenge Mode leaderboards contain additional data: score, favorite weapon and game time. Leaderboards reset and rank is now by score, not kill count.
  • Combo score bonus in Challenge Mode for rapid kills.
  • Steam Cloud Sync (for pilots, saved games, & local high scores).
  • Enhanced the Training Mission.
  • Hologuide can now lead the player to enemies & to energy centers.
  • Command-line Switch “-VRDisplayOnly” makes it so the game will render *only* in a headset, and not on the monitor.
  • New difficulty level: Insane+
  • Updated enemy silhouettes on score screens
  • PlayStation and Xbox controllers icon support.
  • New ‘Restart Level’ option on pause and death menus.
  • Removed Matcens from the automap
  • Removed pairing for axis mapping. (That is, if you map up on the joystick to forward, back won’t automatically be mapped to down.)
  • Removed control to ‘Invert Y.’ Instead there’s a quick option inside the Tutorial Mission, and the menu option is still available.
  • Removed 3 Achievements.
  • Changed Music tracks for a number of locations.
  • Spiced up explosions a bit
  • Updated version of Rewired (controller library)
  • Updated some robot animations
  • Tuned camera shake
  • Added Crunch texture compression (shrinks the game size down a bit and shold help low-RAM systems a bit)
  • Made Hologuide & Automap more consistent by only referring to them using those names
  • Hologuide now default maps to ‘z’ on keyboard when remapping
  • Changed the audio for a couple of pickups so that they’re distinct from each other.
  • Updated some sign names
  • Decreased light from secret items a bit (so they are more secret)
  • Tutorial messages will only show up once per pilot now
  • Faster fade-off for damage flash
  • No more live-forever debris
  • Changed Missile Pod pickup model
  • Renamed Checkpoint Saves to Autosaves. They are now created only between levels.
  • Sticky flares now limited to 10 at once
  • Markers & Hologuide now match the HUD color
Game Balancing
  • Changed some costs of upgrades in missions
  • Cyclone & Reflex use a bit more energy/shot
  • Tweaks to Variant Triton & Variant Harpy
  • Ammo pickups now scale by difficulty (like Armor & Energy).
  • Slightly increased the health of fabricators (robot generators) on higher difficulties.
  • Robots spawn a bit slower on CM Infinite.
  • Armor/energy powerups give slightly less (20 on Trainee, 10 on Insane).
  • Enemies do a bit more damage on Ace & Insane.
  • Firing distance of enemies is now affected by difficulty level in CM
  • Some CM maps can have more enemies at once (mainly for the more open levels).
  • Some anti-kiting changes in CM – enemies that have been around too long may change their AI behavior.
  • Changed the enemy loadout in Pipeline.
  • Tweaked Armor gain from smash attack enemies.
  • Changed center tunnel in Centrifuge a bit.
  • Redesigned Centrifuge and Pipeline a bit.
  • Insane for CM now unlocked based on score instead of kills.
  • Sliders/Throttles will now default with 0 as the middle (so they won’t need to be calibrated to use them to control forward/back movement).
  • Corrected a few errors in backers’ names in the credits.
  • Fixed an issue with switching controllers.
  • Fixed an issue with ‘Apply to All’ in the Controller Axis Settings menu.
  • Fixed some glitchy animations and added awaken animations for all robots
Known Problems:
  • Drop 8.5 saves will not work, giving an error when attempted to load.
  • There are some text overlap issues in languages other than English.
  • There are a handful of lines of untranslated text.
  • We are looking for incorrect translations/mistranslations, and would appreciate help from multilingual backers.

NOTE: This release (Version 0.9 Build 117) does not support pilot files older than one version back; it will only load pilot files from from 0.8. If you have older pilot files, you can load them using Version 0.8 Build 94.
19 comments Read more

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
32 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 0.9 Build 117) released on February 27, 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
  • Five 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
  • Six difficulty levels ranging from a casual challenge to very punishing
  • Support for mouse, keyboard, gamepad and/or joystick controls
  • Surround sound audio options
  • Virtual reality support for Oculus and Vive

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


Version 0.9 is our last planned release in Early Access.


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.


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

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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