Overload

The Descent Sequel That Refused to Wait Twenty Years

by Revival Productions, LLC

Action gameSteam$29.99

Reviewed by the Rankeno Action DeskUpdated Oct 2026

Overload is an Action game for Steam. The three-dimensional level design and flight model carry a repetitive campaign, a forgettable story, and a multiplayer scene that never found an audience — worth buying for the right player, and only for that player. It scores 7.3 out of 10 — Good.

7.3Good#549 of 785 Action games

How it scored How we score

  • Design8.0
  • Innovation6.0
  • Value7.5
  • Utility7.0

Each of the four criteria is scored out of 10. The headline score is our editorial verdict across them — weighing all four rather than taking an arithmetic average — and every review publishes the breakdown so you can see where the verdict came from.

How this score compares with every review we publish — Score atlas.

In one line

Overload understands what made its ancestors great and mostly sharpens it, but it rarely pushes past faithfulness.

Released May 31, 2018

The verdict

The three-dimensional level design and flight model carry a repetitive campaign, a forgettable story, and a multiplayer scene that never found an audience — worth buying for the right player, and only for that player.

What we liked

  • Genre-leading flight model — weighty, precise, immediately legible
  • Strong 3D level design with an automap that actually solves the readability problem
  • 16 weapons with meaningful build specialization via tech points
  • Light hardware demands suited to the precision input model
  • Free level editor and community map packs extend the life indefinitely
  • Soundtrack from the original Descent composers

What could be better

  • Repetitive mission structure — fifteen variations on one objective chain
  • Difficulty spikes in the back third that feel like balance patches, not design
  • Story and voice acting are inert — pure connective tissue
  • Multiplayer is deserted despite solid systems
  • Steep onboarding — 6DOF disorientation is a genuine barrier for newcomers
  • Visuals are functional, not impressive by 2018 standards

Pricier than 77% of the 732 Action games we price-check.

Is it for you?

Best for

  • Descent and Descent II veterans. This is the sequel you were owed, and it holds up against your memory of the originals.
  • Players who want mechanical mastery over narrative. The pleasure here is skill acquisition — getting measurably better at moving through space.
  • Level design obsessives. The mine architecture is worth studying even when you're not shooting anything.
  • Arcade score chasers. Challenge Mode's Infinite and Countdown variants are where the long-haul players actually live.

More reviewed in Action

Overview

There is a specific kind of grief that belongs to fans of dead genres. Six-degrees-of-freedom shooters — games where you fly a ship through enclosed corridors with full pitch, roll, yaw and strafe on every axis, where “up” is a suggestion rather than a law — died somewhere around 1999. Descent and Descent II defined the form. Then the industry moved on to gravity, cover systems, and regenerating health, and 6DOF became a nostalgia object: something people described to younger players who nodded politely and went back to their battle royales.

Overload is what happens when the people who invented the genre get tired of waiting for someone else to resurrect it. Revival Productions was founded by Matt Toschlog and Mike Kulas, the co-creators of Descent and Descent II, and the studio name is not subtle about intent. They ran a Kickstarter in 2016, shipped a free playable teaser, and released the full game on Steam on May 31, 2018, at $29.99, to a 74 on Metacritic.

That middling critic number is much of the story. Overload is not trying to be a broad-market product. It is a precision instrument built for people who already know they want it, positioned in a market where its nearest competitors are a 30-year-old shareware classic and Sublevel Zero. It arrived alongside the slow-motion collapse of Descent: Underground, the other Descent revival, which spent years in Early Access flailing at multiplayer while Overload quietly shipped a finished, fifteen-plus-level single-player campaign with a soundtrack from the original Descent composers. One studio made a game. The other made an announcement.

The result is uncompromising in ways that are both its greatest strength and the ceiling on its commercial reach. It does not hold your hand. It assumes you want to be disoriented.

Key features

  • True 6DOF flight: Full pitch, roll, yaw and lateral/vertical strafe with no fixed orientation. Not a gimmick layer over an FPS — the movement model is the game, and every level is built to exploit it.
  • 15+ handcrafted campaign levels: Objective hunts through robot-infested mines across the moons of the outer solar system, each ending in a reactor kill and a white-knuckle escape countdown while the facility comes apart around you.
  • 16 weapons with branching upgrade paths: Primary and secondary loadouts you actually specialize, backed by a between-mission tech point system for energy, missile, or defensive builds.
  • 20+ enemy robot types and multi-stage bosses: Distinct behavioral profiles across five difficulty tiers, escalating from target practice to genuine threat modeling.
  • Challenge Mode: Infinite and Countdown survival variants — the arcade-score layer that gives the game legs after the credits.
  • 8-player online multiplayer and a free level editor: Customizable arenas plus community map packs, extending a finite campaign into something open-ended.
  • Quality-of-life stack: Save-anywhere, a readable automap, holo-guide waypoint navigation, and optional SteamVR/Oculus support.

Analysis

The Gameplay Loop

Strip Overload down and the loop is almost aggressively simple: enter mine, find objectives, locate reactor, destroy reactor, survive the countdown, escape. Descent ran this exact structure in 1995. Revival did not modernize it, and that is a deliberate design decision worth defending.

What they modernized instead is everything underneath. The flight model is the genre’s strongest argument for itself. The ship is designed to have weight without sluggishness — inertia to cancel, a sliding drift when strafing hard around a corner that never tips into floatiness. The difference between Overload and its ancestors is legibility: the ship’s state is always readable. That matters enormously when the game’s central hostile force is not the robots but architecture. These mines are genuinely maze-like, vertically stacked, full of shafts that connect in ways the brain resists mapping. Getting lost is a designed experience, not a failure state.

The automap is the unsung hero here, and it deserves specific praise. Rendering a 3D maze in a way a disoriented player can parse mid-combat is a hard interface problem, and Revival’s solution — rotatable, color-coded by objective, readable at a glance — is a sound one. Pair it with the holo-guide waypoint system and the game defuses its own worst frustration without removing the disorientation that makes it interesting. That’s a mature design call. A lazier team would have either left players to suffer or bolted on a quest marker that flattened the whole experience.

Combat is where the design pays off. Sixteen weapons sounds like a spreadsheet flex, but the branching upgrade paths force real commitment. Tech points are scarce enough that you cannot max everything, so by mid-campaign you have a build — an energy specialist who never runs dry, a missile platform that deletes bosses and then panics in sustained fights, a tank that trades damage for survivability. The between-mission loadout screen is where the strategy layer lives, and it’s the closest Overload comes to genuine innovation over its forebears.

Enemy design does the heavy lifting on encounter variety. Twenty-plus robot types is a lot, and crucially they behave differently in three dimensions — some hug ceilings, some flank through side passages, some bait you into open chambers where you lose your walls. Fighting in 6DOF means threats arrive from directions FPS instincts do not check. Overload exploits that relentlessly.

Where It Wears Thin

Here’s the honest criticism, and it’s the same one that kept the Metacritic score at 74: the mission structure repeats. Fifteen levels of find-reactor-then-run is fifteen levels of the same beat, and around level nine or ten the campaign starts feeling less like escalation and more like iteration. The survivor rescues and secondary objectives are meant to break the rhythm. They mostly don’t. Level geometry keeps evolving; the verbs stop.

The difficulty curve is designed to spike hard in the back third. Not the good kind of spike — the kind where an unlucky spawn in a tight chamber can cost a run through no fault of the player’s reads. Save-anywhere blunts the pain, which is arguably the tell: the feature exists because the balance needed a pressure valve.

And the story is nothing. A framing device, voice acting built to land flat, plot beats delivered between missions that a second playthrough will skip. That’s fine — nobody bought Descent for its narrative — but it means Overload has no answer for the player who bounces off the flight model. There’s no other hook. The onboarding friction is real: full 6DOF nauseates some people, and the first hour asks you to rewire spatial instincts you’ve had since your first shooter. The game offers auto-leveling to soften the landing, but auto-leveling is philosophically opposed to the point of the game. Use it too long and you’re playing a worse shooter.

Visuals & performance

The art direction is functional-industrial and it commits. Mines look like mines — grimy, riveted, lit by emergency strips and reactor glow rather than a global illumination showcase. This is not a technically ambitious renderer, and comparing it to 2018’s AAA output is beside the point. What it does have is strong readability, which in a game about not knowing which way is up is worth more than polygon counts. Enemy silhouettes pop against backgrounds. Projectiles are unmistakable. Corridors and dead ends are visually distinct. Every rendering decision serves navigation.

A 2D-corridor game of this scope is light on hardware by design, and the modest renderer suits the demands of the input model, where precision matters more than spectacle. The trade-off is deliberate and, on paper, sensible.

The soundtrack, from the composers behind the original Descent scores, is the strongest audiovisual element. Driving, industrial, escalating exactly when the countdown starts. It does more emotional work than the entire script.

VR support is optional and, frankly, brave. A 6DOF shooter in a headset is either the most exhilarating thing available or a fifteen-minute trip to the bathroom, with very little middle ground. Treat it as a bonus for iron-stomached veterans, not a headline feature.

Platform nuances

Steam-only, and that’s the right call — this is a mouse-and-keyboard game first, and everything about the platform serves it.

Mouse-and-keyboard is the definitive control scheme. The precision aiming a mouse provides on pitch and yaw, combined with keyboard bindings for roll and all six strafe directions, is the configuration the levels were balanced against. Expect to spend twenty minutes in the bindings menu, and expect that to be time well spent — Revival’s rebinding options are thorough in a way that signals they knew their audience would arrive with strong opinions.

Controller support exists and works, but you are trading accuracy for comfort. Dual-stick handles orientation fine; it struggles the moment you need to strafe, roll and aim simultaneously, which is roughly always. Joystick and HOTAS users get proper support too, which is a small, correct courtesy to the sim crowd.

The Steam ecosystem matters more than usual here. The free level editor plus Workshop-adjacent community map packs are what keep this game alive past its finite campaign. Steam’s frequent deep discounts have also done more for Overload’s audience than any marketing did — the game has quietly accumulated its players over years rather than in a launch window.

The one platform disappointment: the multiplayer population is effectively dead. Eight-player arenas, customizable rulesets, solid netcode — none of it matters when the lobby is empty. If you want competitive 6DOF, you need to bring your own friends and schedule it like a board game night. Buy this for the campaign and Challenge Mode. Treat multiplayer as a lottery ticket.

Final verdict

Overload’s achievement is that it made the right game instead of the popular one. Revival Productions had every commercial incentive to soften the 6DOF model, bolt on a progression treadmill, and chase a broader audience. They didn’t. They built a hard, dense, mechanically precise shooter for the people who wanted a hard, dense, mechanically precise shooter — and that discipline is exactly why its audience, while committed, stayed narrow.

The 74 on Metacritic is fair. Critics reviewing against the full 2018 slate correctly noted a repetitive campaign, a nonexistent story, and uneven late-game balance. Players who came for the flight model correctly noted that none of those things are why they’re here. Both groups are right about different games.

What keeps Overload from a higher rating is not its conservatism — reviving a genre faithfully is legitimate work — but its unwillingness to push past faithfulness. The tech point build system is the one place Revival advanced the form, and it’s the game’s most interesting idea. There should have been three more like it. Instead, the campaign coasts on the strength of its architecture and asks the same question fifteen times.

Buy it for the flight model, stay for the level design, and set your expectations on multiplayer to zero. Eight years on, nothing else moves like this.

Reviewed by the Rankeno Action Desk. Scores are out of 10; the overall score is the desk’s editorial judgement, informed by the four sub-scores above. How we review

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Quick facts

Developer
Revival Productions, LLC
Released
May 31, 2018
Platform
Steam
Price
$29.99
Genre
Action
Metacritic
74

Questions about Overload

Is Overload worth it?

Overload's achievement is that it made the right game instead of the popular one. Our editors scored Overload 7.3 out of 10, which puts it in our Good band.

Why does Overload score 7.3 out of 10?

With a score of 7.3 out of 10, Overload lands in our Good band. Design is its strongest category at 8.0 out of 10. Innovation is the weakest at 6.0.

What do our editors like most about Overload?

Genre-leading flight model — weighty, precise, immediately legible. Strong 3D level design with an automap that actually solves the readability problem.

What do our editors say is Overload's biggest weakness?

Repetitive mission structure — fifteen variations on one objective chain. Difficulty spikes in the back third that feel like balance patches, not design.

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