Last night we released Patch 7 (Build 1880), quick on the heels of Patch 6. This is another small one, mostly to fix a serious multiplayer error caused by using a special version of Unity required for the Xbox One version. New & Changed Features for Build 1880 Added a main me
Last night we released Patch 7 (Build 1880), quick on the heels of Patch 6. This is another small one, mostly to fix a serious multiplayer error caused by using a special version of Unity required for the Xbox One version.
New & Changed Features for Build 1880
Added a main menu button to join the Overload server on Discord.
Fixes for Build 1880
Fixed multiplayer disconnection issues introduced in Build 1875.
Removed code for restarting Dedicated Servers after each match because it seemed to have been causing troubles.
Fixed an issue with the HUD disappearing with custom loadouts in private matches.
We have released Patch 6 (Build 1875) for Overload. This is a fairly small patch. See details below. New & Changed Features for Build 1875 Added caching for leaderboard data. Dedicated Servers will now restart after each match. This will eliminate the need to manually restart
We have released Patch 6 (Build 1875) for Overload. This is a fairly small patch. See details below.
New & Changed Features for Build 1875
Added caching for leaderboard data.
Dedicated Servers will now restart after each match. This will eliminate the need to manually restart servers when they sometimes have problems.
Changed shadow settings so that they are no longer resource hogs
Fixes for Build 1875
Fixed "Jump to My Score" button on leaderboards.
Fixed a small error with some robot AI.
Fixed an issue with a few of the DLC levels having decal shadows on, which led to a *lot* more shadows than intended.
Fixed some small issues in the DLC levels.
Fixed some DLC text, including credits for Hendrik Martin 'Yinut' Hendrikson.
Today's Deal: Save 25% on Overload !* Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are! *Offer ends Monday at 10AM Pacific Time
Today's Deal: Save 25% on Overload!*
Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
We are excited to announce the release of the Overload Community Level Pack, and Patch 5 (Build 1872) to Overload. Later today we will launch the first Overload level pack, with levels created by members of the community. The nine-level single-player Eodem Sequitur mission is set
We are excited to announce the release of the Overload Community Level Pack, and Patch 5 (Build 1872) to Overload.
Later today we will launch the first Overload level pack, with levels created by members of the community. The nine-level single-player Eodem Sequitur mission is set in the same time frame as the original story. The campaign investigates another angle of Juno Offworld's malfunctioning Auto-Ops around Saturn's Moons. And there are 12 new challenge mode maps complete with leaderboard support. Play the levels created by some of the best Overload players in the world, who are receiving half the proceeds from this release. And get a look at what you can create using the free Overload Level Editor.
Join the discussion on Discord: http://discord.playoverload.com.
Also: Overload goes on sale this weekend, starting September 29. Got any friends thinking about buying the game? Now is the time!
New & Changed Features for Build 1872
A few small optimizations.
Changed lighting a bit, required by an update to a newer version of Unity.
LAN games can now play add-on multiplayer levels. The server and all players must all have the level. Note that you need the updated Level Editor to make these new levels.
Reduced the damage done by the Driller in Multiplayer.
Reduced the damage and range of the Flak in Multiplayer.
Reduced all MP XP requirements by ~90% to make it easier for new players to have access to all play options.
Added indicator icons to the Challenge Mode level select menu to differentiate between built-in, DLC, and user-made levels.
Added leaderboards support for DLC levels. There is a separate Combined leaderboard for the DLC levels.
Added a command to disable Time Cheating Detection to (hopefully) address the rare problem of hitches that occur at one-minute intervals during gameplay. Press Ctrl-Shift-T from the game menus to disable this feature. Achievements & leaderboard updates will also be disabled.
Slightly increased Reflex damage in Multiplayer.
Added new backer to Cryotubes in Mission 8 & credits.
Allow line break ("\n") in CM level descriptions.
Added support for Twitch tournaments. (Not yet usable; details coming soon.)
Fixes
Fixed some text & localization errors.
Added an error message if timed out when trying to join a private match. This can happen due to network connection errors or because the match is full.
Fixed a problem with robot variants appearing where they shouldn't.
Fixed a Challenge Mode problem where the "top" secondary weapon was not selected at level start.
Fixed a lighting problem with some parts of MP levels.
Fixed the problem of other players' ships not rendering properly in the rear view.
Removed the framerate dependency of Thunderbolt shake.
Fixed a problem where going into multiplayer could change mouse sensitivity in other modes.
We're pleased to release the latest & greatest version of Overload. Here's the list of changes for Patch 4, Build 1854. New & Changed Features Added a new multiplayer level: Terminal. Added new graphics options (see second page of Advanced Graphics Options). Added particl
We're pleased to release the latest & greatest version of Overload. Here's the list of changes for Patch 4, Build 1854.
New & Changed Features
Added a new multiplayer level: Terminal.
Added new graphics options (see second page of Advanced Graphics Options).
Added particle effects to make switches look more interactive.
Added platform identifier icons for MP.
Added some text to clarify successive NG+ runs.
Hacked "Just Practicing" achievement so it will be awarded for unlocking Insane+ on all CM levels.
Updated Rewired input manager to version 1.1.18.0. Provides support for 3Dconnexion SpaceMouse Compact and SpaceMouse Wireless.
Added 30 Hz option to V-Sync setting.
Private Matches now show password in the lobby now (unless it's hidden).
Fixes
Fixed an issue with warpers and chunked-out areas.
Fixed count-based Achievements on GOG Galaxy.
Fixed issue in CM where a robot could be a Variant *AND* a Super.
Fixed an issue with fabricated bots being invisible in some cases.
Alien secret doors no longer trigger when Flak 'targets' them.
Fixed a graphical glitch with Super Powerups after save/load.
Fixed an issue where completing Ymirus on NG+ wouldn't properly update saved NG+ values.
Fixed an issue where the Super Op warning message could block a the final message in a Secret Level.
Fixed a problem with some bots not activating properly after loading a saved game.
Added translations for cheat messages and other text.
Fixed a couple of minor text issues, including the spelling of "Initiated."
Updates/Fixes in Level Editor Build 34:
User level [format] improvements
Automatic chunking is now controlled by a export-time flag and not an ifdef
Support for reference_guid in Entities of an .overload for overriding with inline prefabs. Use "$INTERNAL$:" as a reference to the entity internally to the overload file
Bumped user level version number to 4
Added LocalPosition and LocalRotation to the ITransformComponent interface
Added UnityEngine.BoneWeight as a native serialized type
Added CreateInlinePrefab as a new command for user level files
User level support for loading asset bundles for OSX and Linux platforms (in addition to the existing Windows)
Updated UnityEngine.Mesh support for colors32, boneWeights, and bindposes
More emulated Unity matrix4x4 support and BoneWeight
We are super-excited to announce that Overload has been honored as one of the PAX 10 for 2018! This means we've been judged as one of "the ten best indie games in regard to gameplay and overall fun-factor." Thanks, PAX! We'll be exhibiting at PAX West Aug. 31 through Sept. 3, so
We are super-excited to announce that Overload has been honored as one of the PAX 10 for 2018! This means we've been judged as one of "the ten best indie games in regard to gameplay and overall fun-factor." Thanks, PAX!
We'll be exhibiting at PAX West Aug. 31 through Sept. 3, so stop by the PAX 10 booth if you're at the show. Or attend our PAX 10 panel on Friday at 7:30pm in the Wyvern Theatre (in the Westin).
To celebrate being selected for the PAX 10 (and for achieving an "Overwhelmingly Positive" rating on Steam) Overload will be on a 20% discount for three days only.
First off, we are excited to announce our official Wiki from Gamepedia! Please visit the page to learn more and share what you know on Overload. Also, we are happy to provide a series of tutorial videos on our level editor by Designer Luke Schneider. He covers the basics and give
First off, we are excited to announce our official Wiki from Gamepedia! Please visit the page to learn more and share what you know on Overload.
Also, we are happy to provide a series of tutorial videos on our level editor by Designer Luke Schneider. He covers the basics and gives you the information to take your maps to the next level.
Now the list of changes and fixes for this patch!
Changes: Two changes were made to data saved for NG+ after completing the game:
Level 2 upgrades (Super Upgrade points) are undone and the upgrade
points are refunded. This allows the player to choose different
Level 2 upgrades when starting the NG+ game.
Values will only be updated if they are better than the values saved
from the player's previous run(s).
Updated Rewired input manager, providing support for 3Dconnexion devices such as Space Mouse, Space Explorer, Space Navigator, etc.
Fixes
Fixed the problem with user levels not working on Linux.
NG+ now works add-on missions.
Add-on levels are ignored if they have the same name as an existing level.
The correct ending is now played for Cronus NG+.
Fixed survivor pickup error when there was no story text (which could
happen in an add-on level).
Removed anti-cheat detector warning messages that in certain cases caused performance issues.
Fix Save/Load issue with Flak range finder.
Player is no longer warned about skipping upgrades if all upgrades have been applied.
Fixed the orange sky in Phoebe Complex.
Fixed the flickering light at the start of Level 6.
Fixed problem of upgrades disappearing in add-on missions.
Level Editor Updates/Fixes:
Challenge mode data is removed from the Editor, and now is located next to the CM Level, in the format "challenge_mode_LEVELFILENAME.txt" to be right next to LEVELFILENAME.cm (loose or in a zip file)
CM maps can now use built-in music
Add "N0000_" to enums that don't work for entities
Removed texturing TEST button
Change Avg UD and Avg LR buttons to Seg (Average is mostly useless)
Added Reset button to reset decal settings (rotation/offset/repeat)
Add new option to only copy decals from the side you're inserting on (or none)
Make inserting decals refresh decals (for relevant segments only)
Lights draw their shape (when selected)
Diamonds drawn on linked objects (when scripts/triggers selected)
Shortcut key popup in Help menu
Add trigger entity for lava sparks (alien and normal) like energy center - use RptDelay to scale amount of particles
Fixed side count in Total is not showing anything
Changed the SliderLabel to support resetting with MMB in the future (too much work for now, 40+ things to update)
Added custom level info pane (alien levels/exit timing/etc)
Overload is one of the best retro FPS revivals out there. Simply put, it’s Descent 4 in all but name, developed by the original crew, complete with a soundtrack from the combined composers of the original three games. The only real complaint I had about it in my mini-review of it
Overload is one of the best retro FPS revivals out there. Simply put, it’s Descent 4 in all but name, developed by the original crew, complete with a soundtrack from the combined composers of the original three games. The only real complaint I had about it in my mini-review of it here was that it was a little on the short side, despite an excellent New Game+ mode. That became less of a problem this week, as developers Revival Productions released the level editor for it, along with a basic tutorial video within.
Sorry for the late patch notes on this one. Had some people out on Friday, so we're a bit slow posting info. Build 1834 is the latest build. Here are the changes: New & Changed Features ---------------------- Added 17 new cheat codes (total is now 20). We'll probably do somet
Sorry for the late patch notes on this one. Had some people out on Friday, so we're a bit slow posting info. Build 1834 is the latest build. Here are the changes:
New & Changed Features ---------------------- Added 17 new cheat codes (total is now 20). We'll probably do something like announce one new code each day in Discord. Pause menu and end level menu shows 'Cheater' if cheat code used. Added Valkyrie to some CM levels, and added Phantom to more CM levels. Made [Backspace] act like [Delete] on Mac. Post-level and post-mission results show times in line with the speedrun timer. Added stars in the sky in 4 CM levels, 3 MP levels, and 5 SP levels.
FIXES ----- Fixed an issue in NG+ with reactors doubling their health after each save/load. Fixed an issue with doors getting erroneously locked after save/load. Fixed a mixup with black/grey decals. Fixed missing boss music in NG+ level 15. Fixed issue with 'last' weapon available in CM not being randomly chosen. Fixed Vortex and Lancer (and Timebomb in some situations) not spawning in CM. Fixed an issue with not dying in certain situations on Linux in non-English after loading a saved game. Fixed invisible weapons in MP.
Thanks for reading. Here's a new cheat for reaching the end of the patch notes: "inflation"
We have a new build up (1829) with the below changes/fixes. We are aiming for another update in a couple weeks. Changes: First 4 modifiers for MP are unlocked by default Clean up Ping display on HUD in MP Show level image when voting Added Purple & White to HUD color option U
We have a new build up (1829) with the below changes/fixes. We are aiming for another update in a couple weeks.
Changes:
First 4 modifiers for MP are unlocked by default
Clean up Ping display on HUD in MP
Show level image when voting
Added Purple & White to HUD color option
Upgrade Points gained a small audio cue to help players find them
Reduced frequency of robot teleportation, especially on Trainee & Rookie
Robot eyes flicker when they are damaged
Updated Europa (music in Mission 7)
Added Camera shake & Screen flicker options (so they can be lowered)
Markers now have an SFX for activating/deactivating, and they try harder to be placed validly
Changed Matchmaking screen a little, including adding a Discord button for quick link to 'Play together' channel
'Unlock weapons' cheat now also give you the last missile & weapon
Added a new 'Mouse Limiting' Option & tweaked Strong/Very Strong/Max(new)
Fixes:
Typo in Linux batchfiles
Issue that could lower the max number of players allowed in some lobbies
Server stability issues
Rearview not working with Cockpit on
Issue that could cause a white/blackscreen
Removed 'Overload Development Build' from main menu
Hide bosses until the player enters the 'boss room' to prevent the player from getting stuck in the level
Typos
Issue with 'homing' sound not working in Missions/Challenge Mode
Issue with Robot count being wrong after Save/Load in NG+ Ymir
Issue with Cryotube count getting off (and screwing up the achievement)
Weapon selection issue with just mapping the second slot
Issue with doors getting closed/locked after the reactor is destroyed
Save/Load issue with end-game containers dropping items multiple times
Timing thing so secret levels should now always display the reward for completing them
Don't allow invalid GoG/Steam characters in Pilot name
Savegame count issue that was messing with achievements
'Flyin' Solo' - wasn't ignoring Keys
Save/Load issues with the states of robots & doors
Lvl 15 warp portal issue
Reduced VR hitching in CM/SP (synced physics back to 90hz, was set to 120hz on accident)
1994’s Descent was a game before its time. While other FPS’s of the era were only beginning to ask people to aim with the mouse, Descent demanded full 360-degree rotation and strafing on every axis. Perhaps now the time is right, as the original developers have reassembled as Rev
1994’s Descent was a game before its time. While other FPS’s of the era were only beginning to ask people to aim with the mouse, Descent demanded full 360-degree rotation and strafing on every axis. Perhaps now the time is right, as the original developers have reassembled as Revival Productions to deliver Overload, a true return to form for the free-flying shooter. It’s out today, and having played a preview build to death this past week, I can confirm that this one is very good indeed.
We are happy to announce the launch of OVERLOAD on Steam! The FULL game includes single player campaign, challenge mode with leaderboards, and online multiplayer all in one convenient package. As we indicated previously, the price is going up at launch and is set at $29.99 for no
We are happy to announce the launch of OVERLOAD on Steam!
The FULL game includes single player campaign, challenge mode with leaderboards, and online multiplayer all in one convenient package.
As we indicated previously, the price is going up at launch and is set at $29.99 for now.
To celebrate the launch, we have a 12-hour live stream on Twitch! Join us for multiplayer, a view of the editor, connecting with other streamers, a Reddit AMA, and more!
We also wanted to take this time to say how grateful we are for such an amazing community. This project wouldn't be what it is without your feedback and support. We are really proud of Overload and think you will enjoy it. Thanks for sticking with us through Early Access!
We have some great news for you! Overload will move out of Early Access for release on May 31 . The game will have the entire 15-level single-player campaign, challenge mode with everything unlockable, and full multiplayer support. We are proud of the progress we accomplished thr
We have some great news for you! Overload will move out of Early Access for release on May 31. The game will have the entire 15-level single-player campaign, challenge mode with everything unlockable, and full multiplayer support. We are proud of the progress we accomplished through Early Access, and are excited for you to play the entire game.
Today also marks the start of Overload’s press push leading up to launch, and we’ve got a brand-new action-packed trailer to celebrate. Check it out on our YouTube channel.
Our PR push is not limited to the press release and trailer. We have a great group of streamers who will be playing Overload over the next couple weeks. We’ll announce those as the time nears. We’ll also begin streaming from our office each Tuesday and Saturday at 2:00 PM CT, with our first broadcast on April 24th. If you stop by our Twitch channel , you’ll be able to check out us playing Overload, and in future streams you may even catch a glimpse of the first five levels with story elements included.
In addition to Twitch, another great way to stay in touch with Revival and find out what’s going on with Overload is to join our Discord channel .
We even updated the playable teaser. With many people going there to see how Overload looks and plays on their system, we didn’t want something a year old. You can get it off Steam or download from our site.
Overload, the spiritual successor to Descent, comes out on 31st May after a year in Early Access. Overload is a new six-degree-of-freedom tunnel shooter from some of the creators of 90s game Descent. It's out for PC at the end of May, with a PlayStation 4 and Xbox One version due
Overload, the spiritual successor to Descent, comes out on 31st May after a year in Early Access.
Overload is a new six-degree-of-freedom tunnel shooter from some of the creators of 90s game Descent. It's out for PC at the end of May, with a PlayStation 4 and Xbox One version due out in the third quarter of the year.
The developer is Revival Productions, which was founded by Matt Toschlog and Mike Kulas, co-founders of Descent developer Parallax Software. Revival raised just over $300,000 on Kickstarter from 4896 backers for the project, which has been available on Steam as an Early Access game since March 2017.
In this ever-shifting modern world where up becomes down becomes left and before you know it you’re all sorts of lost in life, maybe more Descent can help us reorient ourselves. Or Overload , the new six-degrees-of-freedom spaceship shooter from the co-founders of Descent creator
In this ever-shifting modern world where up becomes down becomes left and before you know it you’re all sorts of lost in life, maybe more Descent can help us reorient ourselves. Or Overload, the new six-degrees-of-freedom spaceship shooter from the co-founders of Descent creators Parallax Software. It’s doing Descent-y shooting in a modern way, sending players into sci-fi warrens to blast bots and zap-pow to victory. Following a crowdfunding campaign and a year in early access, it’ll finally launch on May 31st, developers Revival Productions announced today. And it looks a little something like this. (more…)
We are pleased to announce the availability of Early Access drop #9, build 117 on Steam! This is our last planned drop before the release of the complete game. We have a new campaign level, partial localization, and combo scoring in challenge mode! Be warned, leaderboards are res
We are pleased to announce the availability of Early Access drop #9, build 117 on Steam! This is our last planned drop before the release of the complete game. We have a new campaign level, partial localization, and combo scoring in challenge mode! Be warned, leaderboards are reset for this drop. Let us know what you think in discussions or email us at [email protected].
Thanks for the support!
Additions
Level 7 (Titan Workshop). This is the last SP level that will be released in Early Access.
Partial support for German, Spanish, French, and Russian. This is very new so it’s probably a little rough. Robot and weapon descriptions and a few other screens have not been translated. If you’re a native speaker of one of these languages, let us know if you see any problems.
Challenge Mode leaderboards contain additional data: score, favorite weapon and game time. Leaderboards reset and rank is now by score, not kill count.
Combo score bonus in Challenge Mode for rapid kills.
Steam Cloud Sync (for pilots, saved games, & local high scores).
Enhanced the Training Mission.
Hologuide can now lead the player to enemies & to energy centers.
Command-line Switch “-VRDisplayOnly” makes it so the game will render *only* in a headset, and not on the monitor.
New difficulty level: Insane+
Updated enemy silhouettes on score screens
PlayStation and Xbox controllers icon support.
New ‘Restart Level’ option on pause and death menus.
Removals:
Removed Matcens from the automap
Removed pairing for axis mapping. (That is, if you map up on the joystick to forward, back won’t automatically be mapped to down.)
Removed control to ‘Invert Y.’ Instead there’s a quick option inside the Tutorial Mission, and the menu option is still available.
Removed 3 Achievements.
Tweaks:
Changed Music tracks for a number of locations.
Spiced up explosions a bit
Updated version of Rewired (controller library)
Updated some robot animations
Tuned camera shake
Added Crunch texture compression (shrinks the game size down a bit and shold help low-RAM systems a bit)
Made Hologuide & Automap more consistent by only referring to them using those names
Hologuide now default maps to ‘z’ on keyboard when remapping
Changed the audio for a couple of pickups so that they’re distinct from each other.
Updated some sign names
Decreased light from secret items a bit (so they are more secret)
Tutorial messages will only show up once per pilot now
Faster fade-off for damage flash
No more live-forever debris
Changed Missile Pod pickup model
Renamed Checkpoint Saves to Autosaves. They are now created only between levels.
Sticky flares now limited to 10 at once
Markers & Hologuide now match the HUD color
Game Balancing
Changed some costs of upgrades in missions
Cyclone & Reflex use a bit more energy/shot
Tweaks to Variant Triton & Variant Harpy
Ammo pickups now scale by difficulty (like Armor & Energy).
Slightly increased the health of fabricators (robot generators) on higher difficulties.
Robots spawn a bit slower on CM Infinite.
Armor/energy powerups give slightly less (20 on Trainee, 10 on Insane).
Enemies do a bit more damage on Ace & Insane.
Firing distance of enemies is now affected by difficulty level in CM
Some CM maps can have more enemies at once (mainly for the more open levels).
Some anti-kiting changes in CM – enemies that have been around too long may change their AI behavior.
Changed the enemy loadout in Pipeline.
Tweaked Armor gain from smash attack enemies.
Changed center tunnel in Centrifuge a bit.
Redesigned Centrifuge and Pipeline a bit.
Insane for CM now unlocked based on score instead of kills.
Fixes:
Sliders/Throttles will now default with 0 as the middle (so they won’t need to be calibrated to use them to control forward/back movement).
Corrected a few errors in backers’ names in the credits.
Fixed an issue with switching controllers.
Fixed an issue with ‘Apply to All’ in the Controller Axis Settings menu.
Fixed some glitchy animations and added awaken animations for all robots
Known Problems:
Drop 8.5 saves will not work, giving an error when attempted to load.
There are some text overlap issues in languages other than English.
There are a handful of lines of untranslated text.
We are looking for incorrect translations/mistranslations, and would appreciate help from multilingual backers.
NOTE: This release (Version 0.9 Build 117) does not support pilot files older than one version back; it will only load pilot files from from 0.8. If you have older pilot files, you can load them using Version 0.8 Build 94.
We are pleased to announce the availability of Early Access drop #9, build 117 on Steam! This is our last planned drop before the release of the complete game. We have a new campaign level, partial localization, and combo scoring in challenge mode! Be warned, leaderboards are res
We are pleased to announce the availability of Early Access drop #9, build 117 on Steam! This is our last planned drop before the release of the complete game. We have a new campaign level, partial localization, and combo scoring in challenge mode! Be warned, leaderboards are reset for this drop. Let us know what you think in discussions or email us at [email protected].
Thanks for the support!
Additions
Level 7 (Titan Workshop). This is the last SP level that will be released in Early Access.
Partial support for German, Spanish, French, and Russian. This is very new so it’s probably a little rough. Robot and weapon descriptions and a few other screens have not been translated. If you’re a native speaker of one of these languages, let us know if you see any problems.
Challenge Mode leaderboards contain additional data: score, favorite weapon and game time. Leaderboards reset and rank is now by score, not kill count.
Combo score bonus in Challenge Mode for rapid kills.
Steam Cloud Sync (for pilots, saved games, & local high scores).
Enhanced the Training Mission.
Hologuide can now lead the player to enemies & to energy centers.
Command-line Switch “-VRDisplayOnly” makes it so the game will render *only* in a headset, and not on the monitor.
New difficulty level: Insane+
Updated enemy silhouettes on score screens
PlayStation and Xbox controllers icon support.
New ‘Restart Level’ option on pause and death menus.
Removals:
Removed Matcens from the automap
Removed pairing for axis mapping. (That is, if you map up on the joystick to forward, back won’t automatically be mapped to down.)
Removed control to ‘Invert Y.’ Instead there’s a quick option inside the Tutorial Mission, and the menu option is still available.
Removed 3 Achievements.
Tweaks:
Changed Music tracks for a number of locations.
Spiced up explosions a bit
Updated version of Rewired (controller library)
Updated some robot animations
Tuned camera shake
Added Crunch texture compression (shrinks the game size down a bit and shold help low-RAM systems a bit)
Made Hologuide & Automap more consistent by only referring to them using those names
Hologuide now default maps to ‘z’ on keyboard when remapping
Changed the audio for a couple of pickups so that they’re distinct from each other.
Updated some sign names
Decreased light from secret items a bit (so they are more secret)
Tutorial messages will only show up once per pilot now
Faster fade-off for damage flash
No more live-forever debris
Changed Missile Pod pickup model
Renamed Checkpoint Saves to Autosaves. They are now created only between levels.
Sticky flares now limited to 10 at once
Markers & Hologuide now match the HUD color
Game Balancing
Changed some costs of upgrades in missions
Cyclone & Reflex use a bit more energy/shot
Tweaks to Variant Triton & Variant Harpy
Ammo pickups now scale by difficulty (like Armor & Energy).
Slightly increased the health of fabricators (robot generators) on higher difficulties.
Robots spawn a bit slower on CM Infinite.
Armor/energy powerups give slightly less (20 on Trainee, 10 on Insane).
Enemies do a bit more damage on Ace & Insane.
Firing distance of enemies is now affected by difficulty level in CM
Some CM maps can have more enemies at once (mainly for the more open levels).
Some anti-kiting changes in CM – enemies that have been around too long may change their AI behavior.
Changed the enemy loadout in Pipeline.
Tweaked Armor gain from smash attack enemies.
Changed center tunnel in Centrifuge a bit.
Redesigned Centrifuge and Pipeline a bit.
Insane for CM now unlocked based on score instead of kills.
Fixes:
Sliders/Throttles will now default with 0 as the middle (so they won’t need to be calibrated to use them to control forward/back movement).
Corrected a few errors in backers’ names in the credits.
Fixed an issue with switching controllers.
Fixed an issue with ‘Apply to All’ in the Controller Axis Settings menu.
Fixed some glitchy animations and added awaken animations for all robots
Known Problems:
Drop 8.5 saves will not work, giving an error when attempted to load.
There are some text overlap issues in languages other than English.
There are a handful of lines of untranslated text.
We are looking for incorrect translations/mistranslations, and would appreciate help from multilingual backers.
NOTE: This release (Version 0.9 Build 117) does not support pilot files older than one version back; it will only load pilot files from from 0.8. If you have older pilot files, you can load them using Version 0.8 Build 94.
We’ve got two big things for you today: the first Overload multiplayer trailer, and the official announcement of our release plans. We’ve been working on multiplayer for a while now thanks to a new addition to the team, and we’re excited to show you some PvP action. Check out the
We’ve got two big things for you today: the first Overload multiplayer trailer, and the official announcement of our release plans.
We’ve been working on multiplayer for a while now thanks to a new addition to the team, and we’re excited to show you some PvP action. Check out the alpha trailer footage. We’ve still got a ways to go, but the core functionality is in and it’s a blast to play.
We have decided on a concurrent release of the single-player and multiplayer versions across all platforms. This will mean a slight delay for the SP version, but we believe it’s the best thing to do for Overload. We came to this decision because it's extremely difficult to create awareness for multiple launches. By releasing single and multiplayer at the same time, we should appeal to a larger audience and attract more players.
Our plan:
One more Early Access release (Version 0.9) sometime in February. This will include one more single-player level, localization, and nearly-final game balancing, bug fixes, and optimization.
A closed beta version of multiplayer will be released on PC (Windows, Linux, Mac) before the final release. Details to be announced closer to launch.
Final release in May/June for PC (Windows, Linux, Mac), PlayStation 4, and Xbox One.
Unexpected delays are always possible, but we feel pretty good about this schedule and think it will help the game. We’re excited to finish Overload and get it out to you.
Thanks to everyone who has supported the project and provided feedback during development.
We’ve got two big things for you today: the first Overload multiplayer trailer, and the official announcement of our release plans. We’ve been working on multiplayer for a while now thanks to a new addition to the team, and we’re excited to show you some PvP action. Check out the
We’ve got two big things for you today: the first Overload multiplayer trailer, and the official announcement of our release plans.
We’ve been working on multiplayer for a while now thanks to a new addition to the team, and we’re excited to show you some PvP action. Check out the alpha trailer footage. We’ve still got a ways to go, but the core functionality is in and it’s a blast to play.
We have decided on a concurrent release of the single-player and multiplayer versions across all platforms. This will mean a slight delay for the SP version, but we believe it’s the best thing to do for Overload. We came to this decision because it's extremely difficult to create awareness for multiple launches. By releasing single and multiplayer at the same time, we should appeal to a larger audience and attract more players.
Our plan:
One more Early Access release (Version 0.9) sometime in February. This will include one more single-player level, localization, and nearly-final game balancing, bug fixes, and optimization.
A closed beta version of multiplayer will be released on PC (Windows, Linux, Mac) before the final release. Details to be announced closer to launch.
Final release in May/June for PC (Windows, Linux, Mac), PlayStation 4, and Xbox One.
Unexpected delays are always possible, but we feel pretty good about this schedule and think it will help the game. We’re excited to finish Overload and get it out to you.
Thanks to everyone who has supported the project and provided feedback during development.
We are pleased to announce the release of Overload Drop 8.5 (Version 0.8 Build 104) on Steam. This release doesn't include any major pieces of content (such as new levels or robots) so we didn’t update the major number. But there are numerous enhancements, many of which came as s
We are pleased to announce the release of Overload Drop 8.5 (Version 0.8 Build 104) on Steam.
This release doesn't include any major pieces of content (such as new levels or robots) so we didn’t update the major number. But there are numerous enhancements, many of which came as suggestions from the players.
Changes in this version include:
Additions
New speaker mode options for sound (mono, stereo, quad, 5.1, 7.1, Pro Logic II). Requires multi-channel speaker systems.
CM Weapon Upgrades can now be chosen. Primary/Secondary upgrades will try the equipped weapon first, then others. If that weapon is maxed out, other weapons will be tried. If you don’t like the upgrade randomly given, press the Holo-Guide button within 10 seconds of receiving the upgrade to switch to the other upgrade for that weapon.
Sticky Flares. Hold the flare button to shoot. These last for 15 minutes and are useful as “breadcrumbs” to mark where you’ve been.
“Offline” indicator for when new Leaderboard scores won’t be saved.
Primary energy weapon shots bounce off of Forcefields. This indicates that the forcefields are invulnerable.
Loading screen with progress bar.
Mouse axes can now be set to turn (default), slide, or roll.
If the player uses the slide modifier, they can now invert pitch without inverting slide (for KB & joystick/gamepad).
Removals
Log entries no longer display on the Automap. They shouldn’t have been there in the first place 😉
Lots of explosion/debris effects changes (both for optimizations & aesthetics).
Holo-Guide now automatically moves to next Objective.
Changed where saved games live (no longer their own folder).
Added difficulty to in-game Save descriptions.
Missile Pod Pickup model updated.
Changed a setting for playing on the Oculus – now if it’s plugged in, it will *not* use it by default if you just run the executable. Now there’s an ‘Oculus’ bat file instead of a ‘no VR’ bat file. On Steam, use the Oculus option.
The Reactor now has a short ‘meltdown’ phase after being destroyed before the countdown starts.
Updated normal player death, death from Reactor, and Exit Sequences.
Updated various menu screens for alignment, etc. To view leaderboards in the new Challenge Level selection screen, press Space (keyboard) or the top face button (gamepad).
Game Balancing
Cyclone – Ramps up in fire speed; faster; more stun; kickback; and narrower spread.
Crusher – Less Spread/Damage/Ammo, no Falloff.
Tweaks to Thunderbolt, Driller, Flak.
Limited how many melee robots can be spawned at a time in CM (Shredder/Scorpion/Golem)
Reduced Ace/Insane robot ‘bonuses’ a bit (projectile speed, burst size, player damage, robot leading).
Fixes
Fixed some occluder issues (also helps with framerate).
Fixed some audio effects not playing.
Fixed an issue with Holo-Guide not playing nice with lockdowns.
Fixed an issue with Holo-Guide being stunned by Time Bomb.
Fixed an issue with some controllers not being kept as primary between sessions.
Fixed an issue with too many audio events causing performance hitches.