Reviews from

in the past


I want a sequel soooooooo bad!!!!

I really wanted to like this game. I like the art style and premise but after several hours on Normal mode — the easiest difficulty in the game — I couldn't get halfway through the road trip because of insanely lucky enemies that kept blocking my paths or killing my teammates. It's not tough in a Dark Souls way, it's just impossible for regular gamers

A beautiful, frustrating post-apocalyptic game that needs better gameplay balance.

Actually abysmal. Despite being a turn based game, your choices from map to map are so severely limited they play themselves. RNG heavy, uninspired atmosphere, and harsh punishments make this game hard to get into.


its ok graphics feel more simplistic than stylised
and same goes for the gameplay

Really cool and fun, I just couldn't handle my companions dying

it feels like it's missing something - some way of being able to intuit what the enemies will do and reacting to it. because without that, it feels like you have far less control over the outcome of almost all the encounters.

however the art is lovely, and there is a sense of satisfaction with chaining together character abilities and stocking up your car with supplies. i didn't beat it and probably wont, but there is always a chance that i might pick it up again

Quick and dirty tactics game, and surprisingly addicting to boot. +1 for dogs only mode.

I will also mention that Overland has a beautiful UX design. There is always a decent learning curve in just understanding how to navigate a turn-based strategy game for casuals of the genre like me. With menus within menus within menus being commonplace, it's easy to get overwhelmed and alienated. However, because Overland is so fundamentally straightforward and efficient, doing a task that sounds complex in another game can be done with two simple clicks and a drag and drop in Overland. The game flows so cleverly and deliberately that I could pick it up years later and still know exactly what I'm doing.

This game was honestly a lot of fun. I liked the mechanics, and how accessible it felt. The music was also very moody and added very well to the whole experience. Many interesting ideas that worked out for the most part, like there being nothing that indicates that the starting party is the main cast, because you can actually lose your entire starting party by them dying and being replaced with other people that you find. Dogs were really powerful allies in this game that can easily take out most aliens while not being able to operate mechanical things. Made for interesting considerations. I was quite bummed that they didn't let you take two cars to have a party of MANY members. However, I guess that would have been a lot harder to balance from a level perspective. The problem that lead to me not finishing this game, however, was the second-to-final world. Because the first level there was such a huge difficulty spike that I actually felt turned off from the game immediately. It truly felt like bullshit, which is a shame, because I really liked this game. But even though I may never finish it, I still had a lot of fun and consider this to be a good game!

Buen ejemplo de diseño de niveles procedural que sale mal. El juego escala dificultad de forma ridícula de un nivel para otro, el sistema de progresión es errático, y el momento a momento está lleno de situaciones frustrantes por culpa de una aleatoriedad poco contenida: pathing de niveles diseñados regular, elementos dispuestos con mucho riesgo pero poca recompensa, etc... SI todo esto no fuera suficiente, la mecánica de rellenar gasolina tiene un rol tan protagonista que a menudo no querrás ni podrás enfocarte a otra cosa en los niveles.
Tenía muchas ganas de este juego cuando lo vi pero fue una gran decepción.

Overland wird oft als „Squad-based Survival“ Spiel und als „postapokalyptischer Road Trip“ bezeichnet. Das Spiel erklärt einem nicht wirklich viel, man sollte wahrscheinlich alles durch Trial & Error selbst herausfinden. Wenn ihr euch für das Spiel interessiert und die Spielmechaniken selbst erlernen wollt lest lieber nicht weiter. Man startet alleine mit einem Auto an der Ostküste der USA auf dem Weg Richtung Westen. Dabei muss man immer wieder Zwischenstopps machen um Treibstoff für das Fahrzeug und andere nützliche Dinge wie Erste-Hilfe- und Werkzeugkästen zu sammeln. Dabei wird jeder Stopp dargestellt in Form einer Karte die aus mehreren Quadraten besteht, ähnlich wie bei anderen rundenbasierten Strategiespielen wie X-Com und Into the Breach. Auf diesen Karten muss sich die Gruppe an Überlebenden vor Monstern verteidigen bzw. flüchten, denn die so genannten „bugs“ zu töten ist oft nicht leicht und lockt nur noch weitere an. So ist die Karte schnell überfüllt von Monstern und das Looten und später auch die Flucht wird nur erschwert. Jedes Mitglied des eigenen Squads hat zwei Aktionen, man kann sich also zwei Felder weit bewegen während die Gegner in der ersten Region nur ein Feld weit gehen können. Deshalb kann man noch gut vor ihnen weglaufen und ihnen im wahrsten Sinne des Wortes einen Schritt voraus sein. Ohne Rucksack kann jedes Mitglied einen Gegenstand mit sich tragen. Rucksäcke und Gepäckträger für das Auto kann man per Zufall finden. Drohen die Gegner zu nahe zu kommen kann man sich mit herumliegenden Ästen und Steinen erwehren. Kleinere Gegner können mit einem Schlag bzw. Wurf getötet werden, durch ihr Geschrei beim Ableben werden aber weitere Gegner angelockt die dann durch den Boden in der nächsten Runde brechen und dem Spieler das Leben schwer machen. Größere Gegner werden erst eine Runde betäubt und nach einem weiteren Treffer getötet. Anders als bei anderen Genrevertretern gibt es keine Trefferwahrscheinlichkeit. Solange die Möglichkeit für einen Angriff besteht, ob vom Spieler oder vom Gegner aus, trifft dieser auch. Eigene Teammitglieder haben zwei Lebensbalken die auch die Aktionspunkte darstellen. Das bedeutet nach einem Treffer hat der Charakter nur noch eine Aktion übrig. Dieser muss dann mit einem Erste-Hilfe-Kasten verarztet werden damit er sich wieder erholt. Sollte jemand zwei Treffer einkassieren landet er am Boden. Dort kann er von einem anderen Charakter wiederbelebt werden, er ist also nicht sofort für immer tot. Das eigene Fahrzeug hat auch einen Treffer frei. Es kann also von einem Gegner einmal getroffen werden oder man kann einmal ein Hindernis rammen, was manchmal nötig ist um den Fluchtweg zu sichern. Nach einem zweiten Treffer fängt jedoch der Motor das Brennen an und die Spielfiguren müssen sich schnell in Deckung begeben, denn das Auto wird explodieren und alles im näheren Umfeld beschädigen. Ohne Auto kann man nicht die weite Reise zur Westküste bestreiten, aber hier ist das Spiel noch nicht vorbei. Es geht zu Fuß weiter, Encounter für Encounter bis man ein anderes Fahrzeug findet. Unterwegs trifft man auch mal andere Menschen die sich gerne eurer Gruppe anschließen oder die mit euch handeln wollen. Der Synthy Soundtrack passt gut zur eher melancholischen Stimmung des Spiels, wird aber manchmal sehr laut wie als Vorwarnung für ein großes, schlimmes Ereignis, es passiert dann aber nichts weiter was mich unnötig verwirrt. Da das Auto oder die Charaktere schnell und oft sterben kann und wird das Spiel schnell unnötig schwer. Einzelne Runden kann man rückgängig machen oder einen ganzen Encounter neu starten. Wenn man aber früh eine falsche Entscheidung getroffen hat kann man diese später nicht rückgängig machen, deshalb wird man oft den New Game Button klicken werden, ob gewollt oder nicht. Ich selbst bin nur bis ans Ende der zweiten Region gekommen, das ist vermutlich weniger als ein Drittel des Spiels. Der Schwierigkeitsgrad scheint aber ein allgemein kritisiertes Problem zu sein. So ein post-apokalyptischer Road-Trip ist aber nun mal kein Zuckerschlecken, was wahrscheinlich auch die Intention des Entwicklers war zu zeigen wie schwer das Leben nach dem Ende der Welt ist.

Overland just didn't do it for me. I like the premise and the design of these creatures. I like how dark the game feels, being able to kill random people you encounter. The systems you have to manage with the car and its fuel are engaging.

I'm not really a fan of the presentation in general. The game is also way too short to have any substantial impact. And it does not warrant being played again. Once you beat it once you have seen everything. The ending also leaves much to be desired...

The gameplay is decent on paper. There's a risk vs reward system. But you honestly are advised to just run from everything instead of finding creative solutions to a problem. The combat dossnt give enough incentive to fight anything.

It's a harmless enough experience but super forgettable. And not something I can reccomend really.

i played it a bit once a while back, but didn't beat it.

A cute little game. I think it tries to hide the fact that it's a puzzle game by labeling itself as a rogue like. But because of this, the game ends having a foot in each camp, and failing at both.

Learning how to interact with the world is extremely neat, and fun early on. But because the puzzle elements are extremely simple, you end up not doing them that much. Most objects/interactions are never needed at best, or would be worse than dashing past enemies at worst. The gameplay loop is a little too same-ish for most people to replay.

Still, the art direction is really good, and I like the world. Slowly finding gear and upgrading your party and car was fun. I think this meta progression during a run, on top of collecting consumables, should have been the focus for a deeper game.

A gorgeous sort of weird western procedural tactics game. I save-scummed until I won because starting over would suck, and the game was very friendly to that. My party members died, I met new ones, we made it to the west coast. Quite memorable.

You can play as a full pack of dogs. 5/5

So I made it to the last area but didn’t reach the boss. It’s debatable whether the game is technically complete but it’s a rogue like where you do runs and have to start from scratch if you die. You can retry the last level as many times as you want, but you’ll be put in impossible situations depending on the random generated levels you encounter. This is also my biggest problem with the game. The fact that it’s dependant on luck and it’s really harsh if you’re stuck. You’re basically dead. It gave me a good sense of survival and I like the game otherwise. Just don’t feel like repeating what I already did. The game is not strong enough to warrant repeated runs imo. I saw some depth hidden but there is not enough variety with the enemy (etc) and the repeated dialogue doesn’t help either.

I've been playing this off and on for a few years and never got to the end until now. The game's mildly fun and pretty challenging but I do wish there was a bit more going on, I agree with others that it feels like something is missing and it starts feeling repetitive after a bit. I'm glad I finally beat it but the ending was pretty lackluster, which I get was the point, but still.

I think Overland deserves a lot of credit for how understated it all is, even if that's sometimes to its detriment.

The story here is simple: an alien meteorite has crashed into Earth and society has collapsed as the infestation spreads. Our characters are heading west across the United States, looking for... answers? Hope? Some sort of catharsis? That's really up to you. A couple of randomly generated lines make up each person's backstory, and the rest is up to how the game unfolds from there. It gives just enough crumbs of small story beats throughout for me to color in the rest in my head.

Ross stole a flashlight early on from a group of traders. They reacted poorly, but he and Joel got away easily. Still, being marked a thief (literally, in the game's menus) never sat right with Ross as he would comment on it frequently. He and the crew avoided traders for a while, and when they did happen upon one he let Joel or Violet do the talking. Ross stayed in the car. Ross hates tomatoes. Ross is a thief.

When stories play out like that, the game really sings. Sometimes though I wish the game had a little more to say. Randomly generated conversations started to feel similar to one another as we got further down the road. Enemies and items are inscrutable, which fits with the survival aspect of the narrative, but the deeper I journeyed into alien territory the more I just wanted to know what certain things would do. It was fine on normal difficulty (with the ability to restart levels if things got too off the rails) but I could see how it would get old on a harder difficulty and hurt replay value.

Overland is entirely worth playing once at the very least. If the art style or unique sound design are drawing you in, I say hop in and enjoy the ride.

Baffling, boring, & disappointing. I’m not a particularly big fan of roguelikes anyway, but this tastes to me like the extra-salty bottom of the roguelike barrel.

Just as an example, Into The Breach’s small, chess-like levels seem like an obvious point of inspiration here, but the key thing that makes Into The Breach sing is your perfect, prophet-like foreknowledge of what the enemies will do each turn. Overland’s aliens, on the other hand, are inscrutable and random, revealing nothing. Other than just letting them kill my dudes over and over, I have no idea how I’m even meant to suss out their basic behaviors. How am I supposed to manuever through these tiny enemy-filled maps then? Unclear.

Invisible Inc’s emphasis on stealth over combat seems like the game’s other major touchstone, but likewise Invisible Inc has a super-clear visual language that tells you what actions are stealthy and which will raise alarm bells, while Overland’s stealth system amounts to a vague and inconsistent noise indicator that blips after you’ve already effed up. What actions cause noise? Seemingly goddamn everything.

In their attempt to make a minimalistic tactics game, it seems like Finji stripped out everything that would actually make the game… you know, fun? Fun to do? Instead it presents players with a dull, impenetrable wasteland slog that seems to punish you for taking anything other than the dullest, most risk-averse path through every level. And then, hours down the road, it then punishes you for not taking more risks. No carrots anywhere, just small sticks now or big sticks later. But maybe you’ll get more lucky on your next run!

Nope. No thanks. I’m good, actually.


\ [Apple Arcade ranked \]

Really loved this game. Beautiful art style, I usually don't get along well with strategy games but this was easy enough even I managed to finish it.

I'm really loving Finji games so far! I got Overland as part of the Itch Bundle For Racial Justice And Equality, and it's been a really great time waster. Indie game design can really produce some unique and engaging stuff!

Gushing aside, I did find that while highly replayable, the game tended to just brick itself every once in a while. Like I get that it's RNG, but sometimes I'd be a ways into a playthrough, and simply not be able to continue due to an impassable roadblock (literally) or an unnecessarily difficult level.

I'm sure I'll return to Overland when I have the time, and it'd be a great game to stream. I'm just done with it for the moment!


Overland es un gran juego de supervivencia y estrategia por turnos que consigue transmitir una constante sensación de desasosiego y peligro gracias a la equilibrada gestión del ratio riesgo/oportunidad, a un apartado estético y sonoro que dibujan una atmósfera asfixiante y a una narrativa minimalista que nos invita a rellenar sus huecos y fantasear con lo ocurrido.

Es un juego que no te coge de la mano en casi ningún momento, cualquier error es fatal, que te obliga a hacerse con sus mecánicas a base de prueba y error y en el que cada movimiento precisa de ser planeado con turnos de antelación, como si se tratara de una partida de ajedrez. Además, la aleatoriedad a la hora de generar los diferentes escenarios y recursos que nos encontramos en nuestro viaje puede resultar en ocasiones bastante injusta y hacerte parecer que el juego te está penalizando de más. Y aunque esto puede ser frustrante, hay partidas que casi desde el principio sabes que no van a acabar bien por mucho que lo intentes, es innegable que esa frustración es parte del mensaje del juego. Porque Overland son los amigos que hacemos en el camino, sobre todo aquellos que sacrificamos para que el resto lleguen a su destino.

Diario: https://www.backloggd.com/u/Alexicko/plays/overland/

It's like X-COM meets Oregon Trail meets my computer turning off