
How to Destroy Bots
We’re working hard on many aspects of the game, with one of the major ones being new weapons. They’re a great way to show off what’s cool about Overload, and they’re also just fun to work on. Right now our focus is on ensuring that each weapon functions in a fairly unique way, is fun… read more

Art in Motion
We start off with a huge note of appreciation to Martijn for being the first top tier backer on Kickstarter. Thank you for the continued support from all our backers; we can only do this with your help! Now, Lead Artist Chris Claflin would like to give you a glimpse at the process it takes… read more
Dan Wentz on the sound of Overload
Dan Wentz has been around the Descent community for a long time, as he joined Parallax Software in 1995 and contributed both levels and songs to Descent 2. He also designed many of the levels in the Vertigo series (expansion for D2) and made quite a few memorable custom multiplayer levels including Vampyro and Stadium. … read more

Development in Action
Development of a game like Overload is intense. Developers spend a huge amount of time going over every addition, testing and balancing things to give the best finished product. While it might not look action-packed, there are a lot of small changes that add up to significant gameplay. One of the tools that help create… read more
ShackNews
“Overload appears to be what we imagine Descent would look like in 2016.”
One Word: MULTIPLAYER!!!
At Revival Productions, we’ve been consistent about our desire to make Overload a great single-player game, a high-quality 6-DOF shooter that everyone can enjoy. We are aiming to release it in March of 2017 on Playstation 4, Xbox One, and PC/Mac/Linux. None of that is changing. However… MULTIPLAYER EXPANSION; FREE TO ALL BACKERS! Due to… read more
HardcoreGamer
“Now a new heir to the Descent legacy has arrived and it’s got the strongest claim yet”
“This demo has all the right pieces working together to show the rough outline of the incredible game ahead.”
ARS Technica
“The images and video available look very much like an updated version of the game I played in the mid-’90s: a mix of tight corridors and open spaces, colored beams and blobs shooting forth from your ship, polygonal enemies exploding in showers of sparks.”
Rock Paper Shotgun
“Speed and movement and robo-bothering seem all present and correct”
Engadget
“They remember the mechanics and level design that made the original a cult hit”