Overload Version 0.4 Build 44 now live on Steam EA

Posted May 19, 2017 by Cathy Schneider

We’re continuing work on Overload, with more of an eye towards finishing the full game. There are fewer tweaks/fixes in this build, but more major (in-progress) features, as well as a Singleplayer and Challenge Mode level. The latest build of Overload is available on the main branch of Steam. Build 44 is what you should… read more

New Content on Overload Early Access Version 0.2

Posted March 31, 2017 by Cathy Schneider

We are excited to release some major new Early Access content with a full campaign level, lots of gameplay improvements, and our best challenge mode level yet. This update also includes additional tweaks and bug fixes listed below. If you don’t see the update, restart Steam and it should be visible. 1st Single-player Level Full-size… read more

Playable Teaser 2.0 Available

Posted March 3, 2017 by Matt Toschlog

We are pleased to announce that after almost a year, we have updated our Playable Teaser. Check it out to see the latest in graphics, sound, and gameplay. Runs on Windows, Mac, and Linux. Supports Oculus Rift VR. Available on Steam or DRM-free If you have time, after playing it a bit, we’d like to know… read more

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

Developer Concept Art

Posted January 17, 2017 by Cathy Schneider

From Chris Claflin, Lead Artist: Happy New Year!  Hope you all had a great holiday season. I am focusing on a pair of bots we are currently calling Wyvern and Hydra.  Both attack from a distance; Wyvern uses rapid firing missile pods, and Hydra fires a version of the Cyclone that the player uses. One of… read more

Developing AI

Posted January 3, 2017 by Cathy Schneider

From Mike Kulas, Programmer: Today, I’m going to show you some videos of the new “leading” code.  Through the most recent demo, robots have not been leading the player when they fire.  They will always try to point at the player and fire at that point.  If the player is moving fast left/right/up/down relative to… read more

Luke’s Task List: Powerups

Posted December 12, 2016 by Cathy Schneider

From Luke Schneider, Lead Designer: My primary task for the rest of the project will be getting levels done, but I’ll be squeezing in a lot of other tasks along the way.  Recently as I was expanding and refining the August Demo Level into a middle-of-the-game level, I needed more level elements and powerups to… read more