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Name

 Overload 

 

Developer

 Revival Productions, LLC 

 

Publisher

 Revival Productions, LLC 

 

Tags

 

Singleplayer 

Release

 2018-05-31 

 

Steam

 6,24€ 5,94£ 7,49$ / 75 % 

 

News

 26 

 

Controls

 Keyboard 

 

 Mouse 

 

 Full Controller Support 

 

Players online

 17 

 

Steam Rating

 Very Positive 

Steam store

 https://store.steampowered.com/app/448850 

 

VR Support

Keboard & mouse

 YES 

 

Gamepad support

 YES 

 

Seated

 YES 

 

SteamSpy

Peak CCU Yesterday

  

Owners

 20,000 .. 50,000 +/-  

 

Players - Since release

  +/-  

Players - Last 2 weeks

  +/-  

Average playtime (forever)

 0  

Average playtime (last 2 weeks)

 0 

Median playtime (forever)

 0 

Median playtime (last 2 weeks)

 0 

Public Linux depots

 Overload Linux [1.79 G] 


DLC

 Overload Level Editor 


 Overload Community Level Pack 


 Overload Anniversary Level Pack 




LINUX STREAMERS (18)
sllik_raptur_valiantcheesesakuramboo
0_derhassjpng811nanki353nekorin24
radoohitmansoft1990mathrimcjedihajabi
carstenrebornlastdragonmx80casualdavidhaerer
rxrblnkeyn_73




Patch 7

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.


[ 2018-10-24 19:48:07 CET ] [ Original post ]

Patch 6 Released

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.



[ 2018-10-16 22:34:23 CET ] [ Original post ]

Daily Deal - Overload, 25% Off

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


[ 2018-09-29 19:10:00 CET ] [ Original post ]

Overload Community Level Pack (plus Patch 5)

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 ("
    ") 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.



[ 2018-09-29 00:56:30 CET ] [ Original post ]

Patch 4 (Build 1854)

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


[ 2018-08-15 01:25:36 CET ] [ Original post ]

PAX 10 + Three-day Sale

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.


[ 2018-07-17 19:58:32 CET ] [ Original post ]

Patch 3, Build 1839 is Live!

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)
  • Made custom levels' reflection probes ignore items/doors/robots (caused weird lighting effects)
  • Made editor export CM data file (with music tag)
  • Other miscellaneous fixes


[ 2018-07-05 23:04:07 CET ] [ Original post ]

2nd Update is Live

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"


[ 2018-06-18 16:55:21 CET ] [ Original post ]

First Patch is Up!

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)


[ 2018-06-08 18:37:44 CET ] [ Original post ]

FULL GAME LAUNCH!!

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!


[ 2018-05-31 17:33:19 CET ] [ Original post ]

A Release Date!

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.

Thanks again for your continued support.


[ 2018-04-23 15:39:26 CET ] [ Original post ]

Version 0.9 Build 117 is out!

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 feedback@revivalprod.com.

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 its probably a little rough. Robot and weapon descriptions and a few other screens have not been translated. If youre 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 wont automatically be mapped to down.)
  • Removed control to Invert Y. Instead theres 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 theyre 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 wont 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.


[ 2018-02-28 04:24:11 CET ] [ Original post ]

Version 0.9 Build 117 is out!

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 feedback@revivalprod.com.

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.


[ 2018-02-28 04:24:11 CET ] [ Original post ]

Release Schedule and Multiplayer Trailer

Weve got two big things for you today: the first Overload multiplayer trailer, and the official announcement of our release plans.

Weve been working on multiplayer for a while now thanks to a new addition to the team, and were excited to show you some PvP action. Check out the alpha trailer footage. Weve still got a ways to go, but the core functionality is in and its 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 its 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. Were excited to finish Overload and get it out to you.

Thanks to everyone who has supported the project and provided feedback during development.

The Overload Team


[ 2018-01-22 17:48:00 CET ] [ Original post ]

Release Schedule and Multiplayer Trailer

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.

The Overload Team


[ 2018-01-22 17:48:00 CET ] [ Original post ]

Semi-major Update: Release 8.5 (Version 0.8 Build 104)

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


[ 2018-01-18 19:00:08 CET ] [ Original post ]

Semi-major Update: Release 8.5 (Version 0.8 Build 104)

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 didnt 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 dont 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 youve been.
  • Offline indicator for when new Leaderboard scores wont 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 shouldnt have been there in the first place


Tweaks


  • Optimizations Particle Effects, Lighting, Robot Deaths, Projectiles, Pathfinding, Textures, Auto-Map computations, etc.
  • 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 its plugged in, it will *not* use it by default if you just run the executable. Now theres 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.
  • Fixed an issue with invisible lava.
  • Improved explosion distortion effects.
  • Added some missing backers to the credits.


[ 2018-01-18 19:00:08 CET ] [ Original post ]

Major Update: Version 0.8 (Build 94)


We are pleased to announce a great update to version 0.8!

Changes in this version include:

Leaderboards


  • Leaderboards have been reset. We have made many balance changes (with a few more to come), so now seems like the right time for a reset. Sorry about your lost scores and good luck with getting new ones!


New Content

  • New challenge mode level: Backfire
  • Phantom robot (cloaked!)


New Features

  • Credits. Credits can be sped up/slowed down/paused (PgUp/PgDwn/Delete; Left Bumper/Right Bumper/Y)
  • We now have "combined" Challenge Mode leaderboard support. Shows sum of scores across all levels within a difficulty level and variant (Infinite or Countdown). Updates every time you complete a level with at least one kill. **Combined** appears in CM level list just like a regular level. Your old scores will be included once you update.
  • Secret Levels. These aren't available in Early Access, but you can find their entrances
  • Log Entry pickups. You can pick these up in Early Access, but the messages aren't available.
  • Ability to delete saves from Save & Load menus
  • Names for Cryotube occupants, and a new stats page for them. The full release will add pictures
  • New robot variants (new weapons for existing robots). Note that each robot will be either normal or a variant; you won't see both in a single match.
  • Ambient Volume control
  • Save/Load versioning. It is now not possible to load saves from a previous EA version.
  • Default challenge mode loadout. If you change your CM loadout, that loadout will be the default for the rest of the session unless you randomize it or change play types.
  • “Randomize Loadout” button for Challenge Mode (see previous item).
  • Challenge Mode stats export. Ctrl+C in a menu will copy CM robot stats to the clipboard. Ctrl+A will copy CM powerup drops per robot to the clipboard. Overwrites what was previously there. Format is tab-delimited, so easily pasted into a spreadsheet.


Content Removed

  • Outpost. The Outpost demo level is no longer built into the game. However, it’s still available as an add-on level — to to http://media.revivalprod.com/Outpost.zip to download. This is an early test of our support for addon levels.


Features removed

  • The View Readme button on main menu.


Tweaks

  • Updated the cockpit interior.
  • A checkpoint is now created between levels (that is, after completing a level).
  • Titan renamed to Triton
  • When setting/deleting one half of an axis to movement, automatically set/delete the other one.
  • Regardless of in-game settings, VR can be re-centered in the menus with F5 or the seventh button on a controller (generally the left face button on a gamepad).
  • Changed ‘Loading’ message to vary based on game type and level.
  • Added more ambient audio (levels 2 & 4).


Game Balancing

  • Adjusted spawning in Challenge Mode so the ‘small pools’ are larger (that is, it is much less likely to have 8 of the first 10 robots be all the same type).
  • Adjusted spawning in CM so it is much less likely to spawn the same enemy twice in a row, further increasing enemy type spread.
  • Adjusted robot weapons; in general, slightly slowed down projectiles & lowered damage.
  • Further tweaked (weakened) Ogre
  • Lowered movement speed for some robots in a couple of cases where they were moving too fast (such as fleeing snipers).
  • Lowered Scorpion zig-zagging by a bit
  • Rebalanced mass/drag of some bots to make them feel more appropriate
  • Changed Harpy & Super Harpy a bit; they hit a bit harder, but a little less often.
  • Slowed down Hydra max speeds a bit.
  • Lowered stun/pushback of some enemy projectiles on player.
  • Made other small changes to robots.
  • Several changes to robot drop rates and CM balance. Notably, Reaver will now drop something (bug prevented this before) and Super Goblin was weakened a bit.


Fixes

  • Fixed a jittery HUD issue when turning with the cockpit up.
  • Fixed an issue with the cockpit still showing up during rearview.
  • Fixed an issue of secret pickups being miscounted.
  • Fixed an issue with pressing (BACK) after selecting ‘Play Again’ in Challenge Mode.
  • Fixed some issues with adding/removing multiple controllers
  • Fixed an issue with Security Level not displaying when a new key is picked up.
  • Fixed issue where the game could lose mouse focus.


NOTE: This release (version 0.8) is the last version that will support pilot files older than one version back. Version 0.9 will *only* load pilot files from 0.8 or 0.9.


[ 2017-11-21 22:58:05 CET ] [ Original post ]

Major Update: Version 0.7 (Build 83)

We've just released Version 0.7 (Build 83) with lots of good stuff, including a new single-player level, the player ship model, and a ton of smaller changes.

New content


  • Level 4 (Phoebe Peleus)

New features

  • New Player Ship Exterior - will still be teaked a bit, but now mostly final
  • Rear View (not mapped by default, on 'Additional Controls' page of mapping)
  • Quicksave (Default is F8, saves in last slot. Previously had been combined
    with Checkpoint Save - now these things are separate)
  • 3rd reticle option
  • Ambient sounds in story missions
  • Ability to select which controller is "Primary." The primary controller is
    the one that controls the menus.
  • Function Keys can be remapped (Quicksave/Toggle Cockpit F8/F9, etc)
  • Selection wheel controls can be remapped (Additional Contols Page)
  • New fastest speed option for the Joystick/Keyboard turn speed
  • New 'Low' option for Joystick Sensitivity
  • Joystick/KB Roll Speed (Turn Speed already controls Yaw & Pitch)
  • Can enter Challenge Mode with less than full loadout (For 2nd+ Primary/
    Secondary slot, choose "-none-")
  • Automap now indicates Energy Centers
  • Can delete Pilots with a controller
  • Can quit directly to the Challenge Mode menu to save time when replaying
  • Can go to the Load Game menu from the SP death screen

Feature changes

  • Holo-Guide will no longer lead to secret powerups until the player finds them
  • Holo-Guide no longer in Challenge Mode
  • Removed "heatmaps" from the automap
  • Removed the option to change FoV in VR (not needed, and didn't do anything
    anyway)
  • Removed Super variants of Guardian, Kraken, & Scourge so their new 'Upgrades'
    will be a surprise in the final game :)

Tweaks

  • Optimizations
  • Weapon & Missile are now called Primary & Secondary
  • Super Secondary Weapon (Missile) Pickups now give *full
  • ammo (allowing player
    to have more than max ammo)
  • Changed AI in CM so robots engage the player a little faster at the start of
    the game (to decrease starting lull)
  • Changed aim on 'first shots' by AI, so the player will get more warning shots
    and be a little less surprised
  • Lowered Robot accuracy on Wind Tunnel Exit (was too precise/unfair)
  • Page Up/Down now wrap for Challenge Mode levels
  • Added First/Last Page controls to menus that support Page Up/Down.
  • Added 'Jump to My Score' to in-game leaderbaord.
  • Made [Cancel] not back out of Automap (caused conflicts, mainly with joysticks
    and zoom)
  • Improved robot AI when the player is cloaked
  • Increased movement in automap by 50%
  • Tweaked SFX for supers to differentiate them from their regular versions

Fixes

  • Better fix to the issue with close-spawning in Challenge Mode
  • Fixed issue with robots getting stuck at exit of wind tunnel
  • Fixed an issue with the cursor re-centering on changing pages (pgup/pgdn)
  • Fixed issue where Holo-Guide was listed as the killer in Countdown
  • Fixed an issue with Reflex & Missile Pods quantum tunneling out of the world
  • Snipers will no longer 'fall asleep' in Challenge Mode
  • Cleaned up some timing-related issues with player death
  • Cryopod Numbers now correspond to normal counting, not computer counting
    (1, 2, 3,... instead of 0, 1, 2,...)
  • Fixed an issue with loading old profiles
  • Fixed an issue preventing the game from starting in Fullscreen
  • Fixed an issue in which the Saved Game Menu wouldn't render
  • Fixed an issue with Tarvos that would cause certain parts to disappear/not render
  • Fixed a font issue with dashes
  • Corrected the Automap Legend

Thanks for your support!

Revival Productions


[ 2017-10-06 17:44:24 CET ] [ Original post ]

Update: Release "6.5" (Build 77)

This isn't a regular full update, but we've made a bunch of additions and improvements that we wanted you to be able to check out.

Changes in Build 77


  • Added real level names for single-player levels.
  • Made several significant optimizations, including changing how objects are destroyed and a fix for "Reactor Rumble Slowdown."
  • Changed Super Harpy behavior and weapon.
  • Fixed Centrifuge error - only five robot types spawned in.
  • Fixed an issue where only two Super Robot types were spawning in at a time in CM.
  • Fixed super-close CM spawning bug.
  • Fixed an issue with Mission Upgrades not working in some conditions.
  • Cleaned up some menu navigation code.
  • Fixed an issue with X & Y deadzones being linked on a joystick.
  • Renamed "Joystick" Sensitivity/Deadzone Renamed to 'Axis' for clarity.
  • Checkpoint saves now correctly show preview image.
  • Fixed issue with some Robots not being able to drop power-ups in missions.
  • Improved melee/Reaver robot behavior when player cloaked. More work to do here.
  • Adjusted robot sounds (notably Golem) so they would be more prominent.
  • Reduced robot leading, which was made too powerful when a bug was fixed in build 72.
  • Made arrow clickable on CM pages.
  • Fixed issue with wrong default weapon selected in CM when using only ammo weapons.


[ 2017-08-30 23:25:29 CET ] [ Original post ]

Major Update: Version 0.6 (Build 67)

We are pleased to announce the release of Overload’s version 0.6 on Steam. We have a new CM level, robot and missile along with numerous features, fixes and tweaks.

New content:
* Challenge Mode level: Blizzard
* Robot: Reaver
* Missile: Time Bomb
* Level feature: Accelerator Tunnels (only available in Blizzard)
* Player ability: Cloak

New features:
* Player can now choose weapon/missile loadout in CM
* Muzzle flash
* TrackIR support

Fixes & improvements:
* Player ship breaks into pieces in death roll. (Player ship still in development)
* Can now choose which controller will vibrate
* Updated upgrade screens’ coloring to be a little more obvious
* Player will now have top weapon/missile as default in CM
* Re-added Upsell screen to tell users more about the status of the game
* Decreased HUD jitter when turning the ship while a selection wheel is up
* Fixed issue with Golem damage to player not accurately tracked (did not change amount of damage, just stat tracking)
* Improved Power Core & Reactor explosion effects
* Tweaked Robots’ aiming and awareness of the player
* Slow Motion Audio effects
* Fixed an issue on some Joystick hats of diagonals not working properly
* Joysticks can now navigate in menus. (have to set them to ‘joystick default’ in the controller remapping screen & then manually fix any controls if you already had them set up)
* Added Reactor overload ‘rumble’
* Added debug/temp version of increasing FoV to 90 in graphics options

Thanks for your support!

Revival Productions


[ 2017-08-03 22:56:22 CET ] [ Original post ]

Major Update: Version 0.5 (Build 55)

We're proud to announce the release of Overload's version 0.5 on Steam. This is a major drop with some big new features and content in it. Plus, Overload is part of the Steam Summer Sale and 25% off for a limited time!

New Content
* Challenge Mode level: Roundabout
* Single-player level: Titan 6
* Robot: Scourge

New Features
* Initial player death sequence
* Initial level exit sequence
* Axis settings/calibration menus
* Menus for save game/load game
* Five new achievements
* Automap Heatmaps -- see note below

Fixes & Improvements
* Now see your primary weapon when the cockpit is enabled (note that firing positions have changed slightly)
* Slightly larger Pickup radius
* Slightly larger font size for armor value on the reticle
* Tweaked missile damage to player
* Tweaked how robots are chosen to appear in Challenge Mode (should not affect overall difficulty, but should have more variety and more consistent difficulty)
* Better feedback when invulnerable (sound + less push/shake)
* Fixed descriptions/functionality for some upgrades and added asummary page
* Fixed Thunderbolt exploits
* Fixed a few controller issues
* Fixed foreign language Linux bug
* Fixed an issue with map-spawned armor/energy pickups despawning in Challenge Mode

Additional Notes
* The heatmap feature is new and is not in its final state. Heatmaps can be turned on in the regular automap by pressing the "Switch Missile" control.
* Heatmaps can also be viewedfrom the Level Complete and Player Died menus. Red dots are robotdeaths; magenta dots are super-robot deaths; and blue dots are player damage.
* When viewing a heatmap, pressing the "Roll Left 90" control will show a time-lapse view of activity.
* VR support may be a bit buggy/unfinished with the death/exit sequences.
* The player ship model is still low poly and untextured, but does represent the overall direction.

Known Bugs
* Exit sequence does not function properly in VR
* Player ship does not break into pieces while exploding.

We would appreciate it if you would take a brief survey about your experience with Overload: https://docs.google.com/forms/d/e/1FAIpQLSduqRflU0191LNeZvfjPdhw-sl66TNGQ5nbRKQeo1AjeZDeag/viewform


[ 2017-06-22 19:04:10 CET ] [ Original post ]

Major Update: Version 0.4 (Build 44)

This is release #4 in Early Access. Major changes in this version include:

* New single-player level: Outer Moons 2

* New challenge mode level: Foundry

* Added the Holo-Guide (like the Descent Guide-Bot). The first time you run
Version 0.4 the B key and Dpad-Right will be assigned to invoke the
Holo-Guide. (If those controls are already used you'll need to add the
mapping yourself.) Tap the control to invoke and search for the next goal,
(security key, reactor or exit) or hold the control down to bring up the
selection wheel.

* Added preliminary save/load system. NOTE: This system is NOT COMPLETE and
there are many things that won't work or won't work correctly. To save,
press F8 while playing a game. To restore, press F9 from either the main
menu or the pause menu. Save/load is not available in challenge mode.

* You can now apply upgrades between single-player levels. On the briefing
screen, select the upgrade menu to spend your upgrade points.

NOTE: The upgrade system is still a work in progress. In particular, it's
too easy to skip the upgrade menu, there needs to be an upgrade summary
screen, and we'll likely be rewarding you with some upgrade points
automatically (for finishing a level or rescuing the cryotubes, for
example).

Super Upgrade points will appear in later levels.

* Added destroyable monitors to SP levels.

* Added door switches & locked doors.

* Collision optimization. Especially benefits area with small pipes.

* Robot changes:
- Titan and Guardian move about 50% faster when trying to reach the player.
- Fixed super-fast robot movement bug.
- Robots won't instantly fire at you when they see you for the first time
or after not seeing you recently.
- Golem makes a more obvious attack sound.

* Other fixes & tweaks:
- Fixed boost upgrade not working as expected.
- Tweaked choosing of spawn location in challenge mode.
- Some doors now have different sounds.
- Stopped exploding objects (reactor, etc.) from knocking the player back
due to extreme velocities.
- Added a small firing delay after using weapon wheel to prevent exploiting.
- Powerups are not created when robot generators die due to the reactor
being destroyed.
- The Clean Machine achievement is now possible.

Check out the following sources for more information on Overload.

Web site: http://playoverload.com.
Forums: http://playoverload.com/forums/
Twitter: @PlayOverload
Facebook: https://www.facebook.com/playoverload/
Youtube: https://www.youtube.com/revivalproductions
Twitch: https://www.twitch.tv/revivalproductions
Steam: http://steamcommunity.com/app/450220

Thanks for playing!

The Overload Team


[ 2017-05-19 21:18:03 CET ] [ Original post ]

Major Update: Version 0.3 (Build 29)

We've just put up our third Early Access release. Highlights include a new Challenge Mode level, a new robot, and Steam achievements. And there are also a pile of smaller features and fixes. Steam should download the update automatically; you can speed it up by exiting the Steam client and restarting.

Pipeline, a new Challenge Mode level
Pipeline features four moderately-sized hallways running parallel to each other, with multiple connections between them and a new style of natural area (ice caves). Pipeline's action mixes long-range shooting in a semi-limited locale, so long-range weapons are valuable, but staying on the move with short-range weapons can also make it easier to dictate the pace of the combat.

Golem, a new robot
Golem is an aggressive kamikaze robot that wants to destroy you by destroying itself. When it charges in to attack, it moves in an unpredictable swoop that can easily catch you off guard.

Achievements
We've started adding Steam Achievements. There are 11 that you can get, plus a couple more that won't work until we have a longer single-player campaign. And we'll be adding plenty more.

Challenge Mode Upgrades
Challenge Mode Upgrades turn your XP into tangible rewards, with permanent unlocks that give you a few small advantages to take your game to the next level.

Other changes
Here's an incomplete list of the smaller changes:


  • Option to display large banner messages as regular HUD messages
  • When fail to get Steam leaderboard data, tell player to try again
  • Tweaks to AI in challenge mode
  • Tell player a personal best in challenge mode was earned on stats page
  • Can no longer pickup powerups through grates
  • New stats page events and icons
  • Updated weapon/missile icons
  • Outline on Cryotubes, bigger pickup radius, and no shooting them.
  • Larger devastator explosion radius for robot damage (and more base damage too)
  • Increase min distance for ambush/close bot spawning
  • Toned down robot generator speeds a bit (and affected by difficulty level a little too)
  • Toned down impulse brightness a bit
  • If robot would drop ammo in SP, checks if you have an ammo-firing weapons and drops energy instead
  • Reduce boost heat when picking up energy, and unlimited in energy center
  • Increase despawn timer on dropped Energy/Armor in SP to 5 minutes
  • Flak firing distance increased a bit
  • Reduced angle for smash attack targeting
  • Fixed bug with running out of ammo-only weapons
  • Made it so you can never start with just ammo weapons in Countdown mode
  • Flak distance shown through reticle highlight
  • Fixed some automap errors with newer objects
  • Legend for automap doors
  • Updated security key model and effects
  • Made page up/down clickableon multi-page menus
  • Never get the same special event 2x in a row in CM
  • Made CM special event spawning more consistent
  • Fixed robot generators in OM3 being destroyable without triggering them
  • Changed how semi-auto weapons work with Overdrive (Thunderbolt charges even faster, Crusher auto-fires)
  • Revised CM levels to be in reverse chronological order
  • Updated driller sound effects
  • Titan can no longer be a runaway robot, and he moves a little slower
  • Added a backup timer for lockdown ending after it first starts
  • Changed door trigger shapes (should eliminate false activations)
  • Reduceexplosion particles a bit when lots of robots have died recently
  • Fixed CM Countdown-Ace not unlocking Insane
  • Don't overlap robot spawning with a robot death on the same frame (at least not on purpose)


As always, let us know what you think or if you have any problems.


[ 2017-04-21 23:36:55 CET ] [ Original post ]

Major Update: Version 0.2 (Build 18)

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 campaign single-player level: Outer Moons 3 (final name to be revealed later). This level is mostly complete in terms of gameplay, geometry, and texturing. It represents a fairly low difficulty and complexity level, as it is intended to be the 3rd (of 15) level in the game. Later levels are up to 2x larger (on average). Regardless, some use of the automap may be required. Note that story features (such as the full briefing, in-level voice/story, and ending) are deliberately withheld.

New features seen in this level:


  • Cryo Chambers
  • Energy Centers
  • Lockdown Event


Challenge Mode Features/Content
The single-player level isn't all. Challenge Mode gets some great new content as well.

  • New Challenge Mode Level: Hive
  • New Weapon: Nova missile
  • Local Leaderboards


Additional Improvements and Fixes
Finally, we've improved other aspects of the game in response to community feedback (and our desire to make the game awesome):

  • Graphics brightness option
  • Vive recenter key (F5) fixed
  • Performance optimizations especially with large numbers of bots and projectiles
  • Robot balance changes to Titan, Guardian and Scorpion
  • HUD tweaks
  • Control configuration changes: remapping weapon select buttons, dedicated smash attack button, new advanced control options
  • Various minor fixes


We'll keep an eye on the forums for feedback, as well as updating the game quickly if we need to make any critical fixes. We're already working on the next major update, so look for more info on that coming soon.


[ 2017-03-30 19:57:27 CET ] [ Original post ]

Build 8 (small fixes) released! 1st patch notes!

Build 8 was just released on Steam. If you don't see the update, restart Steam and it should be visible. This fixes a number of small issues:

* Improved mouse control when VSync disabled.
* Show CM variant (Countdown/Infinite) on briefing (next to difficulty level).
* Removed ability to play Challenge Mode on Insane from Leaderboards screen if Insane still locked.
* Increased timeout time on leaderboard.
* Reduced size of large text on leaderboards.
* After playing Challenge Mode, leaderboard now shows Countdown/Infinite based on what you just played.
* Fixed weapon select keys affecting powerup outlines.


[ 2017-03-13 21:09:25 CET ] [ Original post ]