We are pleased to announce the release of Overload’s version 0.6 on Steam. We have a new CM level, robot and missile along with numerous features, fixes and tweaks.
New content:
Challenge Mode level: Blizzard
Robot: Reaver
Missile: Time Bomb
Level feature: Accelerator Tunnels (only available in Blizzard)
Player ability: Cloak
New features:
Player can now choose weapon/missile loadout in CM
Muzzle flash
TrackIR support
Fixes & improvements:
Player ship breaks into pieces in death roll. (Player ship still in development)
Can now choose which controller will vibrate
Updated upgrade screens’ coloring to be a little more obvious
Player will now have top weapon/missile as default in CM
Re-added Upsell screen to tell users more about the status of the game
Decreased HUD jitter when turning the ship while a selection wheel is up
Fixed issue with Golem damage to player not accurately tracked (did not change amount of damage, just stat tracking)
Improved Power Core & Reactor explosion effects
Tweaked Robots’ aiming and awareness of the player
Slow Motion Audio effects
Fixed an issue on some Joystick hats of diagonals not working properly
Joysticks can now navigate in menus. (have to set them to ‘joystick default’ in the controller remapping screen & then manually fix any controls if you already had them set up)
Added Reactor overload ‘rumble’
Added debug/temp version of increasing FoV to 90 in graphics options
We are pleased to announce the release of Overload’s version 0.6 on Steam. We have a new CM level, robot and missile along with numerous features, fixes and tweaks.
New content:
Challenge Mode level: Blizzard
Robot: Reaver
Missile: Time Bomb
Level feature: Accelerator Tunnels (only available in Blizzard)
Player ability: Cloak
New features:
Player can now choose weapon/missile loadout in CM
Muzzle flash
TrackIR support
Fixes & improvements:
Player ship breaks into pieces in death roll. (Player ship still in development)
Can now choose which controller will vibrate
Updated upgrade screens’ coloring to be a little more obvious
Player will now have top weapon/missile as default in CM
Re-added Upsell screen to tell users more about the status of the game
Decreased HUD jitter when turning the ship while a selection wheel is up
Fixed issue with Golem damage to player not accurately tracked (did not change amount of damage, just stat tracking)
Improved Power Core & Reactor explosion effects
Tweaked Robots’ aiming and awareness of the player
Slow Motion Audio effects
Fixed an issue on some Joystick hats of diagonals not working properly
Joysticks can now navigate in menus. (have to set them to ‘joystick default’ in the controller remapping screen & then manually fix any controls if you already had them set up)
Added Reactor overload ‘rumble’
Added debug/temp version of increasing FoV to 90 in graphics options
We're proud to announce the release of Overload's version 0.5 on Steam. This is a major drop with some big new features and content in it. Plus, Overload is part of the Steam Summer Sale and 25% off for a limited time!
* Initial player death sequence * Initial level exit sequence * Axis settings/calibration menus * Menus for save game/load game * Five new achievements * Automap Heatmaps -- see note below
Fixes & Improvements
* Now see your primary weapon when the cockpit is enabled (note that firing positions have changed slightly) * Slightly larger Pickup radius * Slightly larger font size for armor value on the reticle * Tweaked missile damage to player * Tweaked how robots are chosen to appear in Challenge Mode (should not affect overall difficulty, but should have more variety and more consistent difficulty) * Better feedback when invulnerable (sound + less push/shake) * Fixed descriptions/functionality for some upgrades and added asummary page * Fixed Thunderbolt exploits * Fixed a few controller issues * Fixed foreign language Linux bug * Fixed an issue with map-spawned armor/energy pickups despawning in Challenge Mode
Additional Notes
* The heatmap feature is new and is not in its final state. Heatmaps can be turned on in the regular automap by pressing the "Switch Missile" control. * Heatmaps can also be viewedfrom the Level Complete and Player Died menus. Red dots are robotdeaths; magenta dots are super-robot deaths; and blue dots are player damage. * When viewing a heatmap, pressing the "Roll Left 90" control will show a time-lapse view of activity. * VR support may be a bit buggy/unfinished with the death/exit sequences. * The player ship model is still low poly and untextured, but does represent the overall direction.
Known Bugs
* Exit sequence does not function properly in VR * Player ship does not break into pieces while exploding.
We're proud to announce the release of Overload's version 0.5 on Steam. This is a major drop with some big new features and content in it. Plus, Overload is part of the Steam Summer Sale and 25% off for a limited time!
* Initial player death sequence * Initial level exit sequence * Axis settings/calibration menus * Menus for save game/load game * Five new achievements * Automap Heatmaps -- see note below
Fixes & Improvements
* Now see your primary weapon when the cockpit is enabled (note that firing positions have changed slightly) * Slightly larger Pickup radius * Slightly larger font size for armor value on the reticle * Tweaked missile damage to player * Tweaked how robots are chosen to appear in Challenge Mode (should not affect overall difficulty, but should have more variety and more consistent difficulty) * Better feedback when invulnerable (sound + less push/shake) * Fixed descriptions/functionality for some upgrades and added asummary page * Fixed Thunderbolt exploits * Fixed a few controller issues * Fixed foreign language Linux bug * Fixed an issue with map-spawned armor/energy pickups despawning in Challenge Mode
Additional Notes
* The heatmap feature is new and is not in its final state. Heatmaps can be turned on in the regular automap by pressing the "Switch Missile" control. * Heatmaps can also be viewedfrom the Level Complete and Player Died menus. Red dots are robotdeaths; magenta dots are super-robot deaths; and blue dots are player damage. * When viewing a heatmap, pressing the "Roll Left 90" control will show a time-lapse view of activity. * VR support may be a bit buggy/unfinished with the death/exit sequences. * The player ship model is still low poly and untextured, but does represent the overall direction.
Known Bugs
* Exit sequence does not function properly in VR * Player ship does not break into pieces while exploding.
This is release #4 in Early Access. Major changes in this version include:
* New single-player level: Outer Moons 2
* New challenge mode level: Foundry
* Added the Holo-Guide (like the Descent Guide-Bot). The first time you run Version 0.4 the B key and Dpad-Right will be assigned to invoke the Holo-Guide. (If those controls are already used you'll need to add the mapping yourself.) Tap the control to invoke and search for the next goal, (security key, reactor or exit) or hold the control down to bring up the selection wheel.
* Added preliminary save/load system. NOTE: This system is NOT COMPLETE and there are many things that won't work or won't work correctly. To save, press F8 while playing a game. To restore, press F9 from either the main menu or the pause menu. Save/load is not available in challenge mode.
* You can now apply upgrades between single-player levels. On the briefing screen, select the upgrade menu to spend your upgrade points.
NOTE: The upgrade system is still a work in progress. In particular, it's too easy to skip the upgrade menu, there needs to be an upgrade summary screen, and we'll likely be rewarding you with some upgrade points automatically (for finishing a level or rescuing the cryotubes, for example).
Super Upgrade points will appear in later levels.
* Added destroyable monitors to SP levels.
* Added door switches & locked doors.
* Collision optimization. Especially benefits area with small pipes.
* Robot changes: - Titan and Guardian move about 50% faster when trying to reach the player. - Fixed super-fast robot movement bug. - Robots won't instantly fire at you when they see you for the first time or after not seeing you recently. - Golem makes a more obvious attack sound.
* Other fixes & tweaks: - Fixed boost upgrade not working as expected. - Tweaked choosing of spawn location in challenge mode. - Some doors now have different sounds. - Stopped exploding objects (reactor, etc.) from knocking the player back due to extreme velocities. - Added a small firing delay after using weapon wheel to prevent exploiting. - Powerups are not created when robot generators die due to the reactor being destroyed. - The Clean Machine achievement is now possible.
Check out the following sources for more information on Overload.
This is release #4 in Early Access. Major changes in this version include:
* New single-player level: Outer Moons 2
* New challenge mode level: Foundry
* Added the Holo-Guide (like the Descent Guide-Bot). The first time you run Version 0.4 the B key and Dpad-Right will be assigned to invoke the Holo-Guide. (If those controls are already used you'll need to add the mapping yourself.) Tap the control to invoke and search for the next goal, (security key, reactor or exit) or hold the control down to bring up the selection wheel.
* Added preliminary save/load system. NOTE: This system is NOT COMPLETE and there are many things that won't work or won't work correctly. To save, press F8 while playing a game. To restore, press F9 from either the main menu or the pause menu. Save/load is not available in challenge mode.
* You can now apply upgrades between single-player levels. On the briefing screen, select the upgrade menu to spend your upgrade points.
NOTE: The upgrade system is still a work in progress. In particular, it's too easy to skip the upgrade menu, there needs to be an upgrade summary screen, and we'll likely be rewarding you with some upgrade points automatically (for finishing a level or rescuing the cryotubes, for example).
Super Upgrade points will appear in later levels.
* Added destroyable monitors to SP levels.
* Added door switches & locked doors.
* Collision optimization. Especially benefits area with small pipes.
* Robot changes: - Titan and Guardian move about 50% faster when trying to reach the player. - Fixed super-fast robot movement bug. - Robots won't instantly fire at you when they see you for the first time or after not seeing you recently. - Golem makes a more obvious attack sound.
* Other fixes & tweaks: - Fixed boost upgrade not working as expected. - Tweaked choosing of spawn location in challenge mode. - Some doors now have different sounds. - Stopped exploding objects (reactor, etc.) from knocking the player back due to extreme velocities. - Added a small firing delay after using weapon wheel to prevent exploiting. - Powerups are not created when robot generators die due to the reactor being destroyed. - The Clean Machine achievement is now possible.
Check out the following sources for more information on Overload.
We've just put up our third Early Access release. Highlights include a new Challenge Mode level, a new robot, and Steam achievements. And there are also a pile of smaller features and fixes. Steam should download the update automatically; you can speed it up by exiting the Steam client and restarting.
Pipeline, a new Challenge Mode level
Pipeline features four moderately-sized hallways running parallel to each other, with multiple connections between them and a new style of natural area (ice caves). Pipeline's action mixes long-range shooting in a semi-limited locale, so long-range weapons are valuable, but staying on the move with short-range weapons can also make it easier to dictate the pace of the combat.
Golem, a new robot
Golem is an aggressive kamikaze robot that wants to destroy you by destroying itself. When it charges in to attack, it moves in an unpredictable swoop that can easily catch you off guard.
Achievements
We've started adding Steam Achievements. There are 11 that you can get, plus a couple more that won't work until we have a longer single-player campaign. And we'll be adding plenty more.
Challenge Mode Upgrades
Challenge Mode Upgrades turn your XP into tangible rewards, with permanent unlocks that give you a few small advantages to take your game to the next level.
Other changes
Here's an incomplete list of the smaller changes:
Option to display large banner messages as regular HUD messages
When fail to get Steam leaderboard data, tell player to try again
Tweaks to AI in challenge mode
Tell player a personal best in challenge mode was earned on stats page
Can no longer pickup powerups through grates
New stats page events and icons
Updated weapon/missile icons
Outline on Cryotubes, bigger pickup radius, and no shooting them.
Larger devastator explosion radius for robot damage (and more base damage too)
Increase min distance for ambush/close bot spawning
Toned down robot generator speeds a bit (and affected by difficulty level a little too)
Toned down impulse brightness a bit
If robot would drop ammo in SP, checks if you have an ammo-firing weapons and drops energy instead
Reduce boost heat when picking up energy, and unlimited in energy center
Increase despawn timer on dropped Energy/Armor in SP to 5 minutes
Flak firing distance increased a bit
Reduced angle for smash attack targeting
Fixed bug with running out of ammo-only weapons
Made it so you can never start with just ammo weapons in Countdown mode
Flak distance shown through reticle highlight
Fixed some automap errors with newer objects
Legend for automap doors
Updated security key model and effects
Made page up/down clickableon multi-page menus
Never get the same special event 2x in a row in CM
Made CM special event spawning more consistent
Fixed robot generators in OM3 being destroyable without triggering them
Changed how semi-auto weapons work with Overdrive (Thunderbolt charges even faster, Crusher auto-fires)
Revised CM levels to be in reverse chronological order
Updated driller sound effects
Titan can no longer be a runaway robot, and he moves a little slower
Added a backup timer for lockdown ending after it first starts
Changed door trigger shapes (should eliminate false activations)
Reduceexplosion particles a bit when lots of robots have died recently
Fixed CM Countdown-Ace not unlocking Insane
Don't overlap robot spawning with a robot death on the same frame (at least not on purpose)
As always, let us know what you think or if you have any problems.
We've just put up our third Early Access release. Highlights include a new Challenge Mode level, a new robot, and Steam achievements. And there are also a pile of smaller features and fixes. Steam should download the update automatically; you can speed it up by exiting the Steam client and restarting.
Pipeline, a new Challenge Mode level
Pipeline features four moderately-sized hallways running parallel to each other, with multiple connections between them and a new style of natural area (ice caves). Pipeline's action mixes long-range shooting in a semi-limited locale, so long-range weapons are valuable, but staying on the move with short-range weapons can also make it easier to dictate the pace of the combat.
Golem, a new robot
Golem is an aggressive kamikaze robot that wants to destroy you by destroying itself. When it charges in to attack, it moves in an unpredictable swoop that can easily catch you off guard.
Achievements
We've started adding Steam Achievements. There are 11 that you can get, plus a couple more that won't work until we have a longer single-player campaign. And we'll be adding plenty more.
Challenge Mode Upgrades
Challenge Mode Upgrades turn your XP into tangible rewards, with permanent unlocks that give you a few small advantages to take your game to the next level.
Other changes
Here's an incomplete list of the smaller changes:
Option to display large banner messages as regular HUD messages
When fail to get Steam leaderboard data, tell player to try again
Tweaks to AI in challenge mode
Tell player a personal best in challenge mode was earned on stats page
Can no longer pickup powerups through grates
New stats page events and icons
Updated weapon/missile icons
Outline on Cryotubes, bigger pickup radius, and no shooting them.
Larger devastator explosion radius for robot damage (and more base damage too)
Increase min distance for ambush/close bot spawning
Toned down robot generator speeds a bit (and affected by difficulty level a little too)
Toned down impulse brightness a bit
If robot would drop ammo in SP, checks if you have an ammo-firing weapons and drops energy instead
Reduce boost heat when picking up energy, and unlimited in energy center
Increase despawn timer on dropped Energy/Armor in SP to 5 minutes
Flak firing distance increased a bit
Reduced angle for smash attack targeting
Fixed bug with running out of ammo-only weapons
Made it so you can never start with just ammo weapons in Countdown mode
Flak distance shown through reticle highlight
Fixed some automap errors with newer objects
Legend for automap doors
Updated security key model and effects
Made page up/down clickableon multi-page menus
Never get the same special event 2x in a row in CM
Made CM special event spawning more consistent
Fixed robot generators in OM3 being destroyable without triggering them
Changed how semi-auto weapons work with Overdrive (Thunderbolt charges even faster, Crusher auto-fires)
Revised CM levels to be in reverse chronological order
Updated driller sound effects
Titan can no longer be a runaway robot, and he moves a little slower
Added a backup timer for lockdown ending after it first starts
Changed door trigger shapes (should eliminate false activations)
Reduceexplosion particles a bit when lots of robots have died recently
Fixed CM Countdown-Ace not unlocking Insane
Don't overlap robot spawning with a robot death on the same frame (at least not on purpose)
As always, let us know what you think or if you have any problems.