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 (125) - 95% of the 125 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 (8)

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
    anyway)
  • Removed Super variants of Guardian, Kraken, & Scourge so their new 'Upgrades'
    will be a surprise in the final game :)
Tweaks
  • 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
Fixes
  • 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

August 30

Update: Release "6.5" (Build 77)

This isn't a regular full update, but we've made a bunch of additions and improvements that we wanted you to be able to check out.

Changes in Build 77
  • Added real level names for single-player levels.
  • Made several significant optimizations, including changing how objects are destroyed and a fix for "Reactor Rumble Slowdown."
  • Changed Super Harpy behavior and weapon.
  • Fixed Centrifuge error - only five robot types spawned in.
  • Fixed an issue where only two Super Robot types were spawning in at a time in CM.
  • Fixed super-close CM spawning bug.
  • Fixed an issue with Mission Upgrades not working in some conditions.
  • Cleaned up some menu navigation code.
  • Fixed an issue with X & Y deadzones being linked on a joystick.
  • Renamed "Joystick" Sensitivity/Deadzone Renamed to 'Axis' for clarity.
  • Checkpoint saves now correctly show preview image.
  • Fixed issue with some Robots not being able to drop power-ups in missions.
  • Improved melee/Reaver robot behavior when player cloaked. More work to do here.
  • Adjusted robot sounds (notably Golem) so they would be more prominent.
  • Reduced robot leading, which was made too powerful when a bug was fixed in build 72.
  • Made arrow clickable on CM pages.
  • Fixed issue with wrong default weapon selected in CM when using only ammo weapons.
17 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.

EARLY ACCESS ROADMAP

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.

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 EXPANSION AND LEVEL EDITOR

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

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

What Curators Say

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