Audio Ambiance

Posted February 13, 2017 by Cathy Schneider

From Dan Wentz, Audio Designer: The Descent series has always been a very immersive experience for me.  Back when there were very limited resources to work with, we still found enough bandwidth to include simple but important ambient audio cues for entities such as exhaust fans, shield barriers, and interacting with lava.  These were each… read more

Cryochambers in Development

Posted February 7, 2017 by Cathy Schneider

From Victor Duarte, Artist: The Cryochamber in Overload is similar to the Hostage room from Descent. It is meant to be cold and sterile.  The room was initially created by Luke. Chris then painted over the rough geometry to give us a better sense of what the finished room should look like.  Chris will usually… read more

New Launch Target

Posted February 3, 2017 by Cathy Schneider

In response to questions, we’d like to let everyone know that our current plan is to release Overload in Fall 2017.  We’re working hard on the game and it’s looking great, but as sometimes happens, it’s taking longer than expected.   We’ve added a ton of cool stuff recently, such as a much-improved automap, significant… read more

Gameplay Developments

Posted February 2, 2017 by Cathy Schneider

From Luke Schneider, Lead Designer: I’ve been working on a lot of levels lately, but I took a break to work on other issues. One of the recent problems we’ve been discussing with the levels is the need for more variety in pacing. We have a good mix of combat in various-sized rooms with distinct… read more