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 (20) - 95% of the 20 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (170) - 96% of the 170 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 (10)

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:


  • 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).


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


  • 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).


  • 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.
9 comments Read more

November 21, 2017

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.

26 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.


We expect to have more more Early Access release (Version 0.9) before the game is complete. That release will have all the remaining single-player features, including localization, as well as near-final polish, game balancing, and optimization.


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 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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