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.
[ 2018-02-28 03:24:11 CET ] [ Original post ]
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.
[ 2018-02-28 03:24:11 CET ] [ Original post ]
🎮 Full Controller Support
- Overload Linux [1.79 G]
- Overload Level Editor
- Overload Community Level Pack
- Overload Anniversary Level Pack
- 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
See below for the Full Game features, expected to release in late 2017.
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)
We plan to do a significant update to the game every 3-4 weeks of similar size, with some smaller updates to address bugs and player feedback. Much of the story content will be held back for the full game release, but by the end of Early Access, Overload will feature:
- 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
The remaining content listed in the FULL GAME will be added at launch.
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.- 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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