Dev blog

Game Design Updates #03 HUD Design

The user interface is one of the most important aspects of a finished game, it relays critical information to the player in real-time. It needs to be clear, readable, and efficient. But getting to that point can be a challenge... it can take many iterations to arrive at something acceptable, let alone excellent. We've got Grant, our Lead Designer, on hand to chat about some of the processes and challenges the development of a UI can go through.

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Dev blog

Overstep lore #04 – Oceanus, We Barely Knew You

The Elido System, the prize pearl, the feather in GSOP’s bonnet. Eight fascinating worlds (nine if you include that eyesore Atlas Array), all with their own mind-bending features. But my favourite is Oceanus.

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Dev blog

Overstep lore #03 – Second Contact

“I can only say this as I saw it, no more, no less.” - 1st Lieutenant Blackford. discharged for bad conduct. “Well I guess that will have to do, it’s better than the nothing we know now.” - Captain of Blackford's vessel.

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Dev blog

Overstep lore #02 – Leonis Gateway

Private Logs of Captain Esther Beaufort, Galactic Syndicate of Planets Navy

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Dev blog

Game Design Updates #02 Career System part 2

Our designers are now well underway on Overstep's career system. The design is in the last parts of production and the systems and mechanics that run through it are coming together nicely, making it feel like a coherent and fun system.

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Dev blog

Overstep lore #01 – The Peregrine

Welcome to the first entry in our new series on lore! To kick things off, what better place to start than where it all began - let's take a look at a key decision that pushed events in motion, ultimately resulting in the Overstep Games.

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Dev blog

Game Design Updates #01 Career System

Making video games is so much about constant iteration. Plan, prototype, test, plan again. It's an eternal loop of over-caffeinated game designers and heavy breathing programmers. Okay, it's not THAT bad. Still, you can pretty much always improve things - this is the first post of a series providing insight to some of our major game design updates and the reasoning behind them.

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Dev blog

Overstep will be 3 versus 3!

Developing Overstep is a cycle of iteration. A question we often ask ourselves is ‘How can we make this better?’ but my personal favourite is ‘What if?’, the answer to that varies and is often quite surprising. One such instance regarded the game mode itself. For a while we had 5v5 down as the chaotic ...

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