How to Destroy Bots

Posted February 29, 2016 by Cathy Schneider

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

Posted February 24, 2016 by Cathy Schneider

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

Posted February 23, 2016 by Cathy Schneider

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

Posted February 22, 2016 by Cathy Schneider

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


Posted February 15, 2016 by Luke Schneider

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

ARS Technica

Posted February 10, 2016 by Cathy Schneider

“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.”

ARS Technica


Posted February 10, 2016 by Cathy Schneider

“They remember the mechanics and level design that made the original a cult hit”