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I Am Overburdened

 
I Am Overburdened, 1.2.10. don't mess up.Apr 22, 2022 - Community AnnouncementsHello there! Hot-fix time. Sadly version 1.2.9. contained some "glitches" :( Bugs everywhere First and foremost please accept my apology for the bugs that I left in the game. Multiple discussions were started and you reached out to me with detailed descriptions and useful reproduction steps. I'm really thankful for having such an understanding and helping community. You are awesome! Besides delivering the fixes I will do my best to minimize the occurrence of issues of any caliber in future updates. That is a promise ;) Nightmare retry A glaring issue. I'm really sorry about it. I don't know how I could miss this. Originally (before the 1.2.9. update) when retrying or restarting the game on Nightmare difficulty, the new game would also start on Nightmare difficulty. I messed this up with the Nightmare and Treasury shuffling and changes in the Inn and it always switches back to Normal. {STEAM_CLAN_IMAGE}/30852012/8d1294fb6714a84d625ccb584afd2b63c48948ce.gif Now it's fixed and I wrote some new automated tests to make sure I never break this feature again! Achievements An achievement (more specifically Nightmare achievements) related problem was described in a community discussion. I could not reproduce any related errors on my local build, but I did make changes to Nightmare and Treasury mode handling for update 1.2.9., so I decided to look into it. I haven't found any blatant mistakes, but I did put in some extra safety code changes. Hopefully, if there was any bug in Nightmare achievements handling it is squashed now. Teleport path-NOT-finding The new movement mode (teleport) seems to be very well received, which makes me super happy :) On the other hand, I did manage to leave a bug in this feature as well :( {STEAM_CLAN_IMAGE}/30852012/32557c46a1f79adc65dea73150ce50757e19e95e.png Not a show-stopper, but the path-(NOT-)finding and navigation systems do not handle broken chests correctly (the "Toolbelt" item allows you to break them). {STEAM_CLAN_IMAGE}/30852012/e6425a1f0505050d1aaaa65f6c1868cb3991c378.gif Normally you should be able to plan your movement through the broken chests without a necessary stop. Now it works as intended. Next stop Progress is slower than expected on tying up the loose ends of the expansion pack. Steady, but a bit slow. I may change my mind in the end and release another smaller update beforehand. Will get back to you with the decision soon ;) Thank you very much for your patience and understanding. Until then, take care and stay tuned!I Am Overburdened, 1.2.9. two steps forward, one step back.Mar 24, 2022 - Community Announcements{STEAM_CLAN_IMAGE}/30852012/982e1626dc3719546f595b8fc5642ba9677b6b3d.png Hi everyone! As the title suggests progress has been made, but I took a really bumpy road to get here. I'm done with a new update, but even though I mentioned around two weeks multiple times, it took more than a month :/ Big-ish? Or lots of small-ish? I wanted to release some of the new goodies of the planned expansion pack without spoiling the new content. Just new functionality. For this to happen I had to make a version of the game which is halfway between my current development build and the existing released builds, which took way more time than I originally expected. Silly me. Regardless of not featuring new content, it does bring lots of convenience features and quality of life changes ;) Teleport to target There's a new mouse control mode in town: teleport! If you play the game a lot and dislike waiting for the movement animations this will speed it up to be *instantaneous. {STEAM_CLAN_IMAGE}/30852012/1694e13ed93e3dae5520f93d15eb383f8a3ca505.gif Path-finding is still the default option for mouse controls, but you can change your settings within the "Options" menu under the "Mouse" sub-menu using the "Control" entry. {STEAM_CLAN_IMAGE}/30852012/e94f884a7c47717a96c10ed70ee139d9bfbfac54.gif * Only the tile-to-tile movement is changed to be lightning fast. Picking up stuff, fighting battles, or opening chests still animate the same way for the sake of clarity. Localization The game has been localized to Polish ( {STEAM_CLAN_IMAGE}/30852012/a364918e8aacbb2faa04f32e2f0b3aaceabffd2f.png )! I'm hoping I Am Overburdened will be enjoyed by more players in Poland thanks to this. Ahoy from Hungary my dear friends :) Special thanks to Daniel Oskar Moroz (MorDan) for his awesome work! {STEAM_CLAN_IMAGE}/30852012/76e7cfa252d0283cee1687b33cdb98c04dc52b1e.png This build also includes a bunch of localization text fixes. Typos corrected, a few things renamed, some sentences re-worded, and such in multiple languages. I would love to add even more supported languages, but at the moment the translation of the updated content is still ongoing. New translations will probably not happen in the near future. I did add support for non-Latin characters/languages (e.g.: Cyrillic or CJK) though, so strides have been made in this direction. Maybe... Where credit is due {STEAM_CLAN_IMAGE}/30852012/b226085bc0610887e1bf4af5a3d3dc2f1bfb51f8.gif The game officially supports 8 languages already. For this to happen many people contributed and I wanted to honor their work more appropriately. Previously only the translators of the currently selected language were shown in the credits menu, but now there's a menu entry to cycle through the names of everyone who worked on the texts of the game. Nightmare and Treasury confusion {STEAM_CLAN_IMAGE}/30852012/6bda45bf3cbbff37c84602e9011b5056dd7be588.gif There was a "discrepancy" between the Main Menu and the Inn area in the way the Treasury game variant and the Ni...I Am Overburdened, 1.2.8. a trail of broken dreams.Feb 12, 2022 - Community Announcements{STEAM_CLAN_IMAGE}/30852012/fe9081d06853a51aeb29e61f4f95a5e2f7ac0647.png Hello there! Not much news on my front, but I'm doing game development (at least some, sort-of) and I'm still alive :) Where have you been? I disappeared for a looong time from the online world and from I Am Overburdened development. I really wanted to continue releasing updates for the game, but I wasn't in a good place and my circumstances did not allow it. I hope you can understand and forgive the prolonged silence. Where are you going to? Not a Blue Cafe specifically, but I wish to finish my plans. I wasn't putting in many hours, but progress did happen bit by bit on the I Am Overburdened content update. I'm excited to return to it. I don't know if I'll be releasing it piece by piece or as a big package, but you can come with me if you are still interested in this journey ;) I want to know what is new! Hold your horses (and your enthusiasm) just yet. This is a small update. Kind of a "first step" for me as well towards the release of the long-awaited expansion. New dungeon templates {STEAM_CLAN_IMAGE}/30852012/2510154cab8b5c20707c7abdd1a3e9ec66960f7a.png 5 new assets were added for allowing the map generator to create even more varied levels. The game launched with 20, now reaching 40 with this update. These new ones were carefully balanced to fit into the difficulty range of the existing game well. Level balance fixes Many of the existing levels had balance "bugs". The underlying dungeon templates allowed the generator to create too easy setups, or just the opposite, quite grueling ones with too big of a chance. On a few levels you easily had to fight 3 or 4 enemies to open the way to the stairs, but sometimes 0 were put in your path. {STEAM_CLAN_IMAGE}/30852012/d4477b8785d1793df5f55c54d2c169a484422659.png 9 dungeons from the existing ones were retouched to make these less frequent and/or less extreme. An achievement hint I remembered that the "Van Helsing" achievement left some players confused or puzzled about the last monster. Now a tiny hint appears if you unlocked all the other monsters and met the one you are supposed to unlock, to "nudge" you in the right direction. {STEAM_CLAN_IMAGE}/30852012/2dbcc3fd06237a3511d6e29c88388a22c247c6b6.png Miles of endless roads Yep, that is it and indeed it is not much. Regardless for me, it feels like a lot, since it means I still have the drive to release updates for this lovely project and hopefully the expansion pack will materialize. To keep my momentum up and to not leave you waiting indefinitely again, I'm planning to write another post in about a week or so. Sort of like a follow-up to detail how and when this eluding expansion can happen. Maybe it will be accompanied by another tiny update too ;) Thanks for your relentless interest. I really appreciated all your inquiries and kind words even if and when I had no strength in me to show it to you in any form! Take care, talk to you soon.I Am Overburdened, happy holidays!Dec 20, 2019 - Community AnnouncementsNo big updates this time, but I wanted to post an entry to wish everyone happy holidays, a fun-filled winter and most importantly an awesome new year :) Plus I'm sharing some info nuggets about the upcoming Overburdened update. Artifacts Progress is steady on the development of the expansion pack. I've finalized all the new items (+17, totaling at 139) and I'm really proud of the results. Many became pretty extreme :D Hopefully with their inclusion fresh strategies will emerge. {STEAM_CLAN_IMAGE}/30852012/6ad3c09dc9ad23f0a0eea20dc67dd4ca0bd171b0.gif Flying to safety {STEAM_CLAN_IMAGE}/30852012/95affb88426f0a5b8b5240880097173fd78abda4.gif Knocking back your enemies {STEAM_CLAN_IMAGE}/30852012/0e011243a5c3a0c5ce89ff8baa1dcd0cb8df13e9.gif Combusting your surroundings {STEAM_CLAN_IMAGE}/30852012/f71258f91c2db5a1af8feda7e7d449d261c3a32a.png Let me know what you think. Since we are close to the end of the year (and the decade :O) I'm going to spend most of my time with my family so I may become a bit dormant and disconnected, but I will check on the boards every now and then. Thank you for being the awesome community you are and for being so supportive :) Take care and again have a wonderful holiday!I Am Overburdened, 1.2.7. what is to comeNov 22, 2019 - Community AnnouncementsI Am Overburdened, what is to come. Hi there! Been pretty much out of touch with the online world in the last few weeks. So I guess it is time to break the silence with an I Am Overburdened update and some news about the expansion :) ?! The update Showcasing version 1.2.7. will be short as it is a refinement build. Nothing spectacularly, just a bunch of fixes and tunings. DPI/mouse issue bug-fix There was a problem limiting the mouse movement which occurred on non-default DPI settings and/or high desktop resolutions. Now it is fixed and there is no need for using the workaround posted on the community forums of the game. Book of monsters enhancements {STEAM_CLAN_IMAGE}/30852012/e1cd2fff4eac266d263fc2918f6213c7a30e18a4.gif To fix the confusion around the monster unlocks I've added progress visualization. You just have to kill a single monster from a given kind and then you can check how much more of it you have to fight to successfully open detailed information about them. As a tiny addition mouse-wheel scrolling is also supported in the book (forgot to add it in the last update). Treasury and stash upgrades {STEAM_CLAN_IMAGE}/30852012/c146b2ccd6bec55fff43ac93970290ca826de524.gif To make the item selection more streamlined in treasury mode I moved the "Random artifact" option to the first slot and implemented in-game inventory highlights based on the currently focused item. It works the same way as with other pickups (e.g.: in the shop). {STEAM_CLAN_IMAGE}/30852012/95e2fb3663ceacb76868649fe75fabeb3fc50d77.png Repositioned the random stash item selection too mainly for consistency. The expansion pack It's almost at the finish line, but not properly baked yet. Let see what it already brings to the table! Warning, spoilers ahead... New boss fights The original boss fight feels underwhelming to me mechanically. I like how the story, the characters, and the outcomes turned out, but the fight itself is a bit lame. More like a randomized stronger special enemy and less like a boss :| I decided to introduce 3 new completely different scenarios, to keep you on your toes while battling the Buzzard wizard. {STEAM_CLAN_IMAGE}/30852012/d1253fca4a758395609fe5ee0c47012a79b55bde.gif As you can imagine the new fights will not only make the conclusion of a run more varied, but new strategies will be possible and the value of many existing items will be altered. New artifacts More than a dozen new items will find their way into the expanded version. I haven't settled on the final number yet, but at the moment it is close to 140 artifacts total :O ! They will introduce new skills and allow way different strategies especially on the early levels (e.g.: stash choices) and in the end game (e.g.: boss fights). {STEAM_CLAN_IMAGE}/30852012/f71258f91c2db5a1af8feda7e7d449d261c3a32a.png Another goal with the new set is to introduce more synergies and heavier focus on "neglected" attributes (vitality and defense) too. New monsters {STEAM_CLAN_IMAGE}/30852012/abc046fe7c05db6573...I Am Overburdened, 1.2.6. looney tuningSep 16, 2019 - Community AnnouncementsHello there! Time for one last small update before I go into full promotion mode regarding the new I Am Overburdened expansion pack ;) Update The new 1.2.6. version is more of a refinement over the existing stuff, but it packs a lovely change which I hope receives a warm welcome. Screen transition I've been fighting with level change for a long while to make it look good and readable. I always wanted to help the player instantly recognize where Joey is when entering a new dungeon floor. Finally what I have now feels really good :) https://www.youtube.com/watch?v=juvf24hARWY I should have looked into cartoons for inspiration long ago. Bug-fixes While testing the new content I made for the expansion I've stumbled into a few issues :( https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30852012/6982dc73a4ca18b63a0622613c391442d56d6aef.png A huge error found its way into the game code with the previous update. Wearing the "Wizard Hat" item could cause a crash in certain cases upon reaching a dungeon level with a number of hallucinations in it. Now it's fixed! Please accept my apology if any of your runs came to an unexpected end due to this mistake. I'm really sorry. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30852012/9974c600a53728d1d04e7450ca3d656e96a1a02d.gif As you can see on this gif some item combinations could mess up the boss fight scene. Not a major problem, but it looked pretty weird. Bad karma (balance) I constantly tweak difficulty related things with each update and this one is no exception. With luck and a few right choices early on you could become too overpowered and I tried to address this "problem". Now the game tries to push back a little if you are shredding everything in your path with ease. It isn't drastic but affects your luck and the pickup and chest spawn rates a bit. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30852012/f8bd7000cd47bc0c2efcb467af626400d4395409.png The second half of the gameplay was affected mostly so the change focuses on later dungeon levels as well. Upcoming The time has come to start showing some real footage from the expansion pack! The first official reveal is one (or two in this case?) of the new enemies: the Ooze. You can expect the same level of functional diversity. All new beasts are going to have their own special "thing" ;) https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30852012/abc046fe7c05db6573e4b7e10a31357736b2f150.gif The expansion will focus on replay value first and foremost and will NOT extend the story. The new monsters will be introduced as part of the existing dungeons as "variants" at certain sections, randomly selected for each run. That is why the Ooze is encountered in the caves. I made good progress in the last month and it looks like I'm only going to release one more update before I complete the enhanced edition of the game. This also means I'm going to reveal a lot more details about the new stuf...I Am Overburdened, 1.2.5. optimize primeAug 16, 2019 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30852012/67a4d10e04e9f21df74c6a18e3a3600f32f15cf8.gif Hi everyone! Here comes a not so spectacular, but hopefully funny update for I Am Overburdened. As the name suggest version 1.2.5. is way more swift than the previous one, plus it is equipped with a nasty new trick to terrorize artifact hunters ːsteammockingː Hallucination 2.0 Please welcome "positive" hallucinations. Previously when you accidentally drank poison or a venomous creature attacked you, monster phantasms (non-existent hallucinated creatures) would be placed randomly on the following dungeon level. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30852012/248c60c7e5df5c4da99f9d518d6a05c9973834b1.gif This feature always felt fun, but a bit insignificant. Its impact was quite low because if you played a lot you could figure out in many cases which of the monsters are hallucinated and you never feared extra monsters when in a good shape (health and loot wise). https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30852012/b1ada7d2541e37cc57ed91a08d7964de0d7b9924.gif Now other entities (chests, pickup, etc...) can be hallucinated and their placements are influenced by the level templates and the dungeon generator. The new version is way more effective, a.k.a. confusing ːsteammockingː If you have an existing save-game no worries. The new save files may be a tiny bit bigger (due to the more complex hallucinations), but the game is backward compatible. Inventory triviality A tiny ease of use feature. Now when opening your inventory while standing next to an item or opened chest the relevant item slot will be focused. The slot of the last picked up item still has priority though! https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30852012/176f77dfbe35bfa0aff8d03e3a66ee596ffaee4f.gif Optimization I keep saying that I Am Overburdened runs on a toaster, but what does this mean and is it really true? Well, for the most part, it IS true. I have a 10+ years old laptop on which I test the game from time to time (1st gen 1.5Ghz Atom CPU, 1Gb RAM :O for real) and the game is able to run at 60 fps (not that it matters a lot with a turn-based game ːsteamfacepalmː but still). My work desktop is also quite modest so a performance mistake surfaces easily. The more taxing parts where the real problems lie are switching between screens and launching the game. Checking loot Sadly the inventory screen had a blatantly unoptimized implementation. Opening it could cause almost a second long halt on my older machine. It was still my original prototype implementation. Silly me, sorry for the inconvenience. I simplified the layout data of the screen, remade the loading algorithm and voila. Now it can load within the same frame of the press/click even on a simple computer. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30852012/26e726a5be427b9faeae53fa4cb40affc3be7809.gif A bit slow...I Am Overburdened, 1.2.4. cracks showingJul 23, 2019 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30852012/67a4d10e04e9f21df74c6a18e3a3600f32f15cf8.gif Hello everyone! This update is a tiny one with bug-fixes only. Life has interesting ways of slowing things down. If you stay till the end of the post and can put up with my whining I'll explain how come I could only make a hot-fix build in a whole month. The update Some glaring issues have been discovered lately and I just managed to repair a few long-standing problems so version 1.2.4. contains important fixes. Not saved https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30852012/82a31fa526979392be3c0a65b118c05a22377045.png Sadly the path was not "ensured" (existence of directories) in all cases when saving the game. I estimate, that this could affect quite a few people theoretically, but not many reported it so far. I hope this means it worked for most people and not many run into it so far :S If you did lose a save I'm really sorry. Please accept my apology and know that now "Save & Exit" is fixed and works as intended. Hallucinated boss https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30852012/fc2f0016fa02b9c2f0fb2977f87f96836c7b6fc1.gif Some items in the game are totally insane and their combinations, well let just say they can lead to weird outcomes :P One of these is the "Carnival Mask" which can turn monsters into hallucinations. It cannot be triggered on the boss level, as there are no other monsters around the boss itself. Except when you have an item on you which can summon monsters in certain situations. Mix in some chemical X and bang! The boss can easily turn into a hallucination, preventing the completion of the run. Funny thing is that I already had a configuration coded for items to optionally disable them against certain enemy types (e.g.: the boss), but I probably thought this could not happen. Fixed! Left-handed https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30852012/f488c3bb69c34908cb1ed43f1d701a90b759617c.png Due to the underlying technology I used the game could not support left-handed mouse usage (left and right buttons switched in the operating system). I swapped out parts of the tech and fixed this problem. To all the left-handed people in the world who would have loved playing I Am Overburdened with a mouse: I'm sorry for not realizing this mistake before! Focus on what you are doing! https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30852012/80a0c042b87b9394f8f359ba06428e3233816d34.gif There were some posts about the game occasionally capturing mouse input even if its window is not in focus. I tried fixing this before, but I never had the complete picture about what is going wrong. I'm still not sure if it is fully fixed, but I could reproduce a case when it occurred and with the input tech change, I could correct this problem too. Special thanks to all the community members who reported and helped in the diagnostics of these issu...I Am Overburdened, 1.2.3. experience tidbitsJun 25, 2019 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30852012/67a4d10e04e9f21df74c6a18e3a3600f32f15cf8.gif Hi there! So it came to pass, that only a tiny update gets completed within two weeks while working on another way bigger project :D Hopefully, the user interface enhancements in version 1.2.3. will be appreciated still ;) The book of monsters The biggest (albeit functionally neglectable) change is the new "Book of Monsters" layout. Now the unlocked monsters can be explored using a scrollable grid just like in the case of the "Tome of Artifacts". It looks much less crammed + this was a necessary change for the future ;) https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30852012/b78b82725ed26aedd66cad32a71455b26da1533d.gif Yep, this also means new monsters will join the party with the upcoming bigger content update (currently it looks like 4 to be more exact) and for this to happen the presentation had to be changed beforehand to accommodate. Scroll madness All the scroll-bars (not just the new monsters book one) were updated to handle up/down clicks too + screens where scrolling grids reacted to mouse movement (Stash, Treasury), were fixed since they could produce horrible noises with the quickly changing focused artifacts. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30852012/94de459eabfb89ba091218523f4caef6ec663f99.gif Nearby beasts How could I forget about this feature?! The same thing was implemented for the "Tome of Artifacts" with nearby items long ago, but somehow I missed this one. Opening the "Book of Monsters" next to an enemy now selects it immediately. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30852012/a55f0ea82d40b3db5ea86b9cd39b80f574395bb3.gif Tome hot-keys I also added hot-keys for accessing the tomes (Left Ctrl + A for the "Tome of Artifacts", Left Ctrl + M for the "Book of Monsters") with only one press as they may be opened semi-frequently during play. The input guide was updated to reflect these changes. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30852012/0fc0998d782f75147d7ae512c5ecff8d0192325c.png In-game inventory on steroids! A real nemesis of mine. I could not find a good way to notify the player about nearby items so far. I tried multiple things in the past (some even made it into the game), but I was never satisfied. I think I got it now? I really like the current version. Let me know what you think! https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30852012/f8b3f7999ce7bbc0a0a613ce59ab7ed8999f05c8.gif What's next? This is the first "teaser" update where changes related to the expansion pack crawled into the official build of the game and I shared tiny but concrete info about what is to come. Expect a few more updates like this in the upcoming weeks, but soon (hopefully really soon) I will unleash a bigger and better I Am Overburdened upon the world ːsteamhappyː Thank you very much for reading my p...I Am Overburdened, 1.2.2. cosmeticsJun 13, 2019 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30852012/67a4d10e04e9f21df74c6a18e3a3600f32f15cf8.gif Hello everyone! This time instead of launching new content or features I'm upgrading the graphics of the game a little. Graphical facelift This is the first update for I Am Overburdened focusing only on the visual aspect. If the response is good I may create another similar one :) Let me know what you think! Auto-Tiling The biggest graphical improvement is the auto-tiling feature of the dungeon levels. In short, it is a technique to (dynamically) change tiles based on their neighbors to achieve a much less "blocky" look and to add depth to the scenes. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30852012/dbae8d320212bccc032107dca037e85c0e8b0c97.gif To me, the difference is night and day. It does make the grid structure of the levels less readable (functionally may be a bit of a downgrade), but it makes the dungeons feel much more claustrophobic so all in all, I feel like it is a big win :) Crystal clear The looks of the last episode in the game received some valid criticism. My original goal was to make the "Crystalline Cavern" a bit confusing. Almost like a place full of mirrors. I think I went a little overboard and visual clarity suffered a lot. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30852012/a88bd2d2be9f56e1e829741c0f63eabccc9d4ceb.gif I've redrawn parts of the tile-set, recolored the rest and a new walking effect was introduced to preserve the reflecting and mirror-like feeling. Rain The ambient sounds in the inn just weren't doing it justice. I added some splash effects outside of the building to set a more convincing mood. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30852012/36bd13a431dde8228e4e8b17a979d976891ed823.gif Bugs & Performance The fixes and optimizations are graphics related too. The biggest enhancement is the introduction of multiple (rendering) layers within the effect system and overall improved effect handling performance. Effect layers This problem probably did not bother many players, but some environment effects looked funny before the introduction of multi-layer spell effects. Fixed! https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30852012/4d5b8d99e09f06dc2327663363ef631b4f8ab41e.gif Mouse control sprites There was a tiny sprite state related bug which could only occur when controlling the game with the mouse. Not anymore. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30852012/d619bb60f090a4d1e7a5fbddc5e4b10f5d212aa4.gif Spell performance Although the game could always run on a "toaster" hitches and frame-spikes during spell heavy moments weren't uncommon. This is now a thing of the past. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30852012/7900e04218667e263bb06c4befee54b73d9457af.gif Next stop? Work continues on I Am Overburdened. The planned content expansion pack is...Incoming graphical facelift #1May 31, 2019 - Community AnnouncementsHello there! I don't usually share upcoming updates in detail as I've fallen into the trap of failing to deliver on time before ːsteamfacepalmː, but I'm really close to the finish line with this one. I'm planning to release a series of graphical facelift features and this is how the first step looks like: https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30852012/2220d0df3778b56345e29e9c8abdfea9eed85149.png https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30852012/23b210da1bd9ea411503521327b506feec41e45c.png https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30852012/c4985afbf6d7135272da5a2fc1880136a810cc39.png Jokes aside IMHO in-game the new tile system looks better and the dungeons feel a bit more claustrophobic. I'm almost done with all the tile-sets so I can ship it soon with more goodies ;) Hope you all like it ːsteamhappyː Let me know what you think!I Am Overburdened, 1.2.1. journal entryMay 16, 2019 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30852012/67a4d10e04e9f21df74c6a18e3a3600f32f15cf8.gif Hi there! My apologies for being dormant for so long. I'll explain what happened, but I want to jump right into the details of the latest update I've just released. I'm leaving the boring rambling to the end ːsteammockingː ! Update Version 1.2.1. has a plethora of changes, but mostly just fixes and tiny additions. It is not THE huge content update I've been teasing, but has a bunch of nice things I hope many will appreciate. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30852012/1fc6de880336702311389830f6e442c273734efd.png The game has been localized to German ( https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30852012/f6cead36339e76673a43872fa948326db75eae64.png ...) and Spanish ( https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30852012/2d81470b15703f0bcc849399058bc83d11da5087.png ...). With this second set of official translations the game now supports 7 languages :O ! Hopefully this way even more players will be able to enjoy the wacky descriptions and dialogues ːsteamhappyː I would love to add even more in the future, but I can't make promises yet as these take time and money. Will try my best. Special thanks to the translators for their work: Nico Weiß (canemus): German, Juan Buleo (PsychoKurt): Spanish Mouse and UI When I Am Overburdened launched it lacked proper mouse support. I patched-in this feature shortly after and I tried upgrading it ever since, but there are still a few ideas left worth pursuing. Book graphics and controls https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30852012/f28affe13afaa204057c3defb13d5b22a1d22372.gif The menu book graphics were improved with a simple trick and all the screens received separate "Back" and "Close" buttons. This way it is way easier to navigate them (some menu "stacks" were quite deep) + now it is possible to move around with only the left mouse button easily. In-game UI https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30852012/2d147cfdb1ec00939947c94bb06f5ef97063933b.png There is a new book icon under the health-bar for opening the menus. Again this allows left mouse button only navigation during play. Inn renovation https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30852012/fea4ebd44621baf1e97cb828a36df23a61005927.png The same way the user interface needed some changes to better support controlling the game with mouse only, the inn had to be updated a bit to accommodate. I added a journal next to the innkeeper which can be used to access the main menu. Stash confusion https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30852012/31a1e1047e0396e484253a7026b39a3c33b72f8b.gif Many players claimed that they did not notice the "Stash" in the inn and had no idea about collecting starting items. Mea culpa, this was a big design error on my end. Now when it h...I Am Overburdened, 1.2.0. saving my soul updateNov 14, 2018 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30852012/67a4d10e04e9f21df74c6a18e3a3600f32f15cf8.gif Hello everyone, I've been away from working on games for months, but thanks to some new opportunities it looks like the time has come for me to return to active development again ;) Version 1.2.0 is live and the highlight of it is the save-game feature! Besides this one major addition, it is mostly a bug-fix and tweak build. Save & Exit Finally the game can be suspended in the dungeon and continued later. Since a full play-through is relatively short plus I Am Overburdened is primarily a rogue-like and save-scumming would undermine this core idea so only one save slot exists. Of course more could be added with slots only having a continue option if there are genuine requests for it, but I think the game works well this way. This is more like a convenience feature to be able to stop playing at any point you wish and finish the run when you have the time to spare. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30852012/d83b596bb8ceaf0ee2908111ffb8e49f81a7108c.gif The pause menu had to be reorganized a bit, since it was already crammed. As you can see it's cleaner now and the last option saves and closes the game. Immediate (Save &) Exit The immediate exit hot-key was remapped from F10 to F9. Sorry about this change, it was a necessity (os/platform reasons), but as a bright side it also supports saving the game. So now if you hit F9 during play and the game could be continued (e.g.: the player is not dead :) ), the state will be saved just like when saving and exiting using the pause menu. This change is already reflected in the input guide. Pesky bugs I've been working on the game on and off in short bursts in the last months and alongside with the community I discovered some problems too. I fixed quite a few things so I'm simply going to list them: Few items and their related skills could cause a crash under super specific circumstances. It's not likely many of you run into these issues, but if your play was interrupted by a crash I'm sorry. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30852012/9f3bfddd2e3da9faf2d49d537f9abc0f54ed531c.png Certain item skills with persisting effects (e.g.: Fear, Cripple) could get stuck or be triggered on freshly summoned/resurrected monsters in rare cases. These were not visible, but could affect how well you did, so my apologies for the occasional unfair (de-)buffs. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30852012/c65b4536d32ca4f8104e4461386f7bd653232952.png The positioning of hallucinations from toxicity effects (e.g.: Toad monsters, poison in potion) were not correctly randomized. These hallucinated monsters were always placed in the upper-left quarter of the map, breaking the illusion. Now this is fixed. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30852012/21498ea216b26a014617d3afb5279bd5c7f43f39.png ...I Am Overburdened, 1.1.8. tiny achievement updateJun 7, 2018 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30852012/67a4d10e04e9f21df74c6a18e3a3600f32f15cf8.gif Hi there artifact hunters! It is time for another tiny update. 1.1.8 is online, featuring mostly fixes and fine-tunings, but lets see in detail what it has to offer! Changes Achievement bug fixed https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30852012/0edaac3a02726d6177d45984445209346badeb1b.png Due to some timing and file-reading mistakes in rare cases some achievements were not unlocked. The boss, monsters and the four artifact unlocking related trophies may have been affected for some players. Now the problem is solved and I added an extra step to the startup logic of the game so that achievements missed by previous versions will be unlocked automatically (e.g.: if you unlocked all the monsters, but the achievement is missing). My apologies for each of you who run into this problem. Item pickup and shop enhancements Item pickups (especially buying one in the shop) bugged quite a few people, due to not knowing what kind of item one receives. I wanted to leave item collection as a "mystery" and unlocking artifacts being both a reward and a learning process, but I understand the inconvenience of this. To alleviate it a little I added a simple item slot notification when the player moves next to an artifact. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30852012/4b8c9937d7bf48c8c2b3259b636b04a25d38a8b8.gif Another hopefully useful addition is the "same item speech" in the shop, which triggered before when you tried to pick up an item you already own, but now it triggers before buying items you have equipped too. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30852012/fac354f8d071f1ea055b2f645ce9b39bbe6a2edd.gif What's next? Finally the Mac and Linux ports are getting closer to the finish line and the save-game feature is already functional :) ! It will still take a week or two to stabilize and complete them, but they are next and will be out later this month ;) I'm also working on a bigger update. I may have mentioned it before, but it is still too early to show anything in action, however it will see the light of day by the end of summer. Thanks everyone for your patience, understanding and for your continued support. Good luck and have fun in the dungeons!I Am Overburdened, 1.1.7. first language updateApr 24, 2018 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30852012/67a4d10e04e9f21df74c6a18e3a3600f32f15cf8.gif Hello there dungeon crawlers! It's been a long while since my last I Am Overburdened update and I haven't posted anything online for more than a month now ːsteamsadː . Version 1.1.7 is online now containing some nice additions ːsteamhappyː , so I'll showcase the changes and I'll go into what happened to me. Changes https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30852012/1fc6de880336702311389830f6e442c273734efd.png The game has been localized to French (https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30852012/8ec94d54a09ed5a385955e449c8a21aa3faadb49.png https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30852012/7f7ad585f633bb78f7b495fb093584372f2b1f1f.png ...), Danish (https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30852012/0ec9e00fc7516782fb2172e32d0b7e1b513b63a4.png ...) and Romanian (https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30852012/f3a7989a74d4ea1cf5db7a2833688112925def3a.png ...)! These are the first bunch of official translations besides English and Hungarian. I'm hoping the game will reach more players with new languages added. Of course I would like to add even more in the near future and I already started talking to translators to make this happen. Special thanks to the translators for their work: Nicolas Fourcroy (French), Victor Fisker (Danish), Fazekas Sándor-Imre and Vezsenyi Ákos (Romanian) https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30852012/c74d4c9c1e761d5e6f31fea05957e63aa1cef86c.png Another addition is the "developer" tools for localization and QA. In the latest build of the game three debug screens can be accessed. Of course these were developed for internal use, primarily to test translations, but I thought they could help anyone who would like to localize the game. So I cleaned them up and added an option to access them in the release builds too. I also created an official guide how these tools can be used and how new languages can be added to the game. P.S.: I guess using them could be considered cheating ːsteammockingː (spoiler alert!), since you can see all the items and monsters the game has to offer even if you have not unlocked or seen them previously. What is up? So yeah, long time no see and this update isn't a huge one neither. What is going on with Magic Item Tech?! Last month I stopped focusing on my projects and made the decision to find a full-time job. I already have a position secured at a studio. This does not mean goodbye, my contract allows me to keep my company and I'm not abandoning my games. Magic Item Tech and I Am Overburdened will not be forgotten, only they are becoming a secondary commitment. Besides job hunting, organizing and integrating the translations, I also worked on new features. If you checked my Trello board recently you already know that the "save g...I Am Overburdened, 1.1.6. tiny "input" updateFeb 24, 2018 - Community Announcementshttp://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/30852012/67a4d10e04e9f21df74c6a18e3a3600f32f15cf8.gif Hello there dungeon crawlers! I know it's been a while since the last update, but this one will be a relatively small one regardless :( . I'll go into why this is the case but lets start with the list of changes and additions first ;) ! Changes http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/30852012/6c4e0c4986e24c80727d3eaad59c39f2fc4341f1.png Now the game supports a much wider range of controller devices. With older joysticks and game-pads it tries to emulate the mapping of the Xbox 360 controller automatically. In the "Controls" menu you can re-map your buttons if the game fails to capture a sensible layout. If you had to use x360ce before you probably don't need it anymore :) ! http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/30852012/6a5d4da0607e266846341f3ffec2ffc6688f8ad6.png Pressing Left Ctrl + R in the dungeon restarts the run immediately without confirmation now. I forgot about this modification, but many of you requested it multiple times so I finally added this hot-key. http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/30852012/ef39a5677f5f526ed09220786eee345dc43dd51b.png A little balance fix: the skill of the Zombie was tweaked heavily. Their regeneration now only triggers if you can damage them for a given minimum amount (5), so you won't hit a wall going against these monsters regardless of your build having high defense/health/dodge but low damage. I hope this is another step in the right direction for making the game feel challenging, but fair. Another tiny extra is the InputGuide. It's an official documentation containing all the relevant information about possible control mechanisms, hot-keys and default button mappings. I'll do my best to keep it up-to-date if something changes and I'll provide localized versions too in the future! So as I mentioned it is not a huge list, but took some time to deliver. The reasons behind this are the larger features I'm working on. I'm currently juggling between several longer-term projects and they take up all my time. These are: organizing and delivering official localizations, more robust tools and guidelines for translators, the "save and continue later" feature, porting the game to other desktop operating systems (Mac & Linux) and I'm also working on a "secret" big update, but that is all I can tell about this as I want it to be a surprise plus I'm super unsure when I will be able to finish and release it. I'm hiding in my room, working in silence, but development on I Am Overburdened is still going strong :) ! You can check the Trello board or follow me on Twitter for more frequent updates. Thanks for your understanding and patience. Good luck and have fun!I Am Overburdened, 1.1.6. tiny "input" updateFeb 24, 2018 - Community Announcementshttp://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/30852012/67a4d10e04e9f21df74c6a18e3a3600f32f15cf8.gif Hello there dungeon crawlers! I know it's been a while since the last update, but this one will be a relatively small one regardless :( . I'll go into why this is the case but lets start with the list of changes and additions first ;) ! Changes http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/30852012/6c4e0c4986e24c80727d3eaad59c39f2fc4341f1.png Now the game supports a much wider range of controller devices. With older joysticks and game-pads it tries to emulate the mapping of the Xbox 360 controller automatically. In the "Controls" menu you can re-map your buttons if the game fails to capture a sensible layout. If you had to use x360ce before you probably don't need it anymore :) ! http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/30852012/6a5d4da0607e266846341f3ffec2ffc6688f8ad6.png Pressing Left Ctrl + R in the dungeon restarts the run immediately without confirmation now. I forgot about this modification, but many of you requested it multiple times so I finally added this hot-key. http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/30852012/ef39a5677f5f526ed09220786eee345dc43dd51b.png A little balance fix: the skill of the Zombie was tweaked heavily. Their regeneration now only triggers if you can damage them for a given minimum amount (5), so you won't hit a wall going against these monsters regardless of your build having high defense/health/dodge but low damage. I hope this is another step in the right direction for making the game feel challenging, but fair. Another tiny extra is the InputGuide. It's an official documentation containing all the relevant information about possible control mechanisms, hot-keys and default button mappings. I'll do my best to keep it up-to-date if something changes and I'll provide localized versions too in the future! So as I mentioned it is not a huge list, but took some time to deliver. The reasons behind this are the larger features I'm working on. I'm currently juggling between several longer-term projects and they take up all my time. These are: organizing and delivering official localizations, more robust tools and guidelines for translators, the "save and continue later" feature, porting the game to other desktop operating systems (Mac & Linux) and I'm also working on a "secret" big update, but that is all I can tell about this as I want it to be a surprise plus I'm super unsure when I will be able to finish and release it. I'm hiding in my room, working in silence, but development on I Am Overburdened is still going strong :) ! You can check the Trello board or follow me on Twitter for more frequent updates. Thanks for your understanding and patience. Good luck and have fun!I Am Overburdened, not so "elite" hotfix.Jan 30, 2018 - Community Announcementshttp://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/30852012/67a4d10e04e9f21df74c6a18e3a3600f32f15cf8.gif Hello everyone. Sadly I made a mistake in the code of the latest "elite" update ːsteamfacepalmː so I had to upload a new build today. A pesky bug crashed the game on startup if you completed the game prior to the update once (and only once). I guess still many people could run into this wondering why the game is not starting. The problem was with the automatic unlocking logic of the skull candle. Please accept my apology if you wanted to try the new update, but the game did not launch ːsteamsadː . In 1.1.5 this problem is fixed now and the game should work properly. Looks like I'm struggling with keeping the updates bug-free like Joey is struggling with the loot on the animated box art ːsteamhappyː . Sorry ːsteamfacepalmː ! I'm going back to making new features and content now and will try my best to don't make new issues while doing so. Thanks for your understanding and patience!I Am Overburdened, not so "elite" hotfix.Jan 30, 2018 - Community Announcementshttp://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/30852012/67a4d10e04e9f21df74c6a18e3a3600f32f15cf8.gif Hello everyone. Sadly I made a mistake in the code of the latest "elite" update ːsteamfacepalmː so I had to upload a new build today. A pesky bug crashed the game on startup if you completed the game prior to the update once (and only once). I guess still many people could run into this wondering why the game is not starting. The problem was with the automatic unlocking logic of the skull candle. Please accept my apology if you wanted to try the new update, but the game did not launch ːsteamsadː . In 1.1.5 this problem is fixed now and the game should work properly. Looks like I'm struggling with keeping the updates bug-free like Joey is struggling with the loot on the animated box art ːsteamhappyː . Sorry ːsteamfacepalmː ! I'm going back to making new features and content now and will try my best to don't make new issues while doing so. Thanks for your understanding and patience!I Am Overburdened, 1.1.4. "elite" update.Jan 29, 2018 - Community Announcementshttp://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/30852012/67a4d10e04e9f21df74c6a18e3a3600f32f15cf8.gif I've just released another update for I Am Overburdened. It is now at 1.1.4. and received quite a few enhancements since the first major update ;) . Latest additions Elite variant http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/30852012/3b076e47706c3163ac0613a1c6102ba244a8e1e0.gif There is a new "decoration" in the inn. If you complete the game twice on normal or on nightmare difficulty you unlock the skull candle. Once lit, there will be one tougher "elite" monster on each dungeon level. If you completed it before the candle will be unlocked automatically. http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/30852012/2dabbf835e3b1b138e62cc001283c9ccaf984ff4.gif I don't consider this a new difficulty as it is a variant working on both levels, but if someone finds nightmare too easy :P or too painful :( with normal not being a challenge any longer it can spice them up ;) . Ease-of-use http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/30852012/46365b9604690041e678b7a2c0142d85c35ef01a.gif The most requested UI enhancement was inventory screen access through the in-game inventory bar. Plenty other UI and mouse control enhancement found their way into the game (e.g.: the handling of speech bubble fade-out effects are not instantaneous when using the mouse). Effects beef-up http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/30852012/63f13d2535658939140c3b24dad6ff3601f759cb.gif Both the battle effects and the level entry (player spawn) got a little more love. The later one especially got many complaints. Hopefully from now on the player will be instantly recognizable when reaching a new dungeon level. Fixes & fine-tuning There were some annoying problems which were fixed with this build. Rendering and input handling works correctly when the application is not in focus and there was a more serious item skill problem too (dodge wasn't canceling some penalties & de-buffs even though at the end not suffering the hit causing them) which is history now :) ! The future As always I have quite a few plans for the future! I would like to add more variants (like the Elite or the Treasury) in the near future and I started working on the next big update: Saving. Don't worry no save scamming, this is a roguelike after all :D . This feature would only allow you to suspend and close the game any time and be able to continue later on where you left off. Sadly I don't have the capital to pay for professional localization yet, but who knows, the game is sold on a special promotional price for a week and it may turn out well, fingers crossed ;) ! Good luck and have fun in the dungeons ;) . Stay tuned!