





Overload is a new six-degree-of-freedom shooter from the creators of Descent, currently under development. We're releasing in Early Access on March 13, 2017. The first Early Access release contains:
The first update, currently planned for late March/early April, will add the following to the game:
- 4 unique Challenge Mode levels
- Infinite and Countdown variants that change the focus to Survival or Efficiency
- Optional training level for refining your piloting skills
- One sample single-player level (not part of the main campaign)
- 12 explosive weapons (7 primary weapons and 5 missile)
- 10 terrifying robot enemies
EARLY ACCESS ROADMAP
Our focus with Early Access is to make Challenge Mode the best it can be through iteration, polish, and player feedback. We will also be revealing about a third of the single-player campaign with a focus on refinement of the elements present there as well as interface and level complexity/flow.The first update, currently planned for late March/early April, will add the following to the game:
- One full singleplayer level from the main campaign
- One new Challenge Mode level, Hive
- A new missile, Nova
- Top 25 personal scores on leaderboards (in additional to Steam world-wide and friends)
- 10+ Challenge Mode levels
- Multiple rule variants in Challenge Mode
- XP-based unlocks and permanent upgrades for Challenge Mode
- 5 Single-player fully playable campaign levels
- 13-14 upgradeable weapons with fully functional upgrade screen in single-player
- 15+ robots of varying ferocity
FULL GAME
When we exit Early Access and launch the full game, Overload will contain:- Single-player story campaign with 15+ FULL-SIZE atmospheric levels
- 12+ Challenge Mode levels with tons of replayability
- Upgradeable player ship and 16 weapons with multiple upgrade options
- 20+ terrifying robot types and 3 massive bosses
- Story by the writer of FREESPACE 2, plus pulse-pounding soundtrack
- Epic soundtrack by Dan Wentz (DESCENT 2) and Allister Brimble (DESCENT 1 REDBOOK)
MULTIPLAYER EXPANSION AND LEVEL EDITOR
All purchases include the FREE expansion to add Multiplayer support 6-8 months after launch. A custom Level Editor will also be released sometime after launch. The Level Editor is currently expected to be available before the Multiplayer Expansion.
Major Update: Version 0.7 (Build 83)
Revival Productions
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
Revival Productions
[ 2017-10-06 15:44:24 CET ] [Original Post]
Minimum Setup
- OS: Ubuntu 12.04+. SteamOS+
- Processor: SSE2 instruction set supportMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Shader model 3.0 support
- Storage: 8 GB available space
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