
Miami City. 2054. The Ichido Corporation creates biological robots (replicants). A revolution begins, and the replicants help you escape from the corporation, as you are not human either, having been grown in a test tube as a weapon for future use.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 27 reviews with recorded playtime.
Reviews
scam
game is nice but i can feel that the game is still on alpha tests crashes often and has little content, shooting is fun and i like this graphic design excluging interface (i mean shop for example looks like potato) so i can recommend this game fo everyone who likes arena shooters but not at this phase of game, at the end i'd love to see the game develop further because it has a potential
I found the game to be pretty fun. Granted, I have only played one run so far, but I did successfully get to the end of what is in the game currently. One thing that stood out to me as soon as I started it is that it felt like another game called BPM. It's got the same minimap/floor layout system, shops and other things you can interact with are random through the levels, and the dash feels similar. However, this isn't a music based game, so it's different there. Something else that I discovered as I played was that there's a system like the elite enemies in Vampire Survivors. It gives a random upgrade and money (Which I don't know what that's for). The music is nice, but it does get very repetitive after a while. I have a couple of issues with it (Bearing in mind that it is still pre alpha release) is that I really felt no desire, nor need, to swap off the starting pistols. I got multiple other weapons, and while I did try them out, I kept going back to the pistols as they were plenty strong, oneshotting enemies up until the end. I believe I got them up to lvl 9? Also, why did they start off with an elemental effect? Is that supposed to be there? It made the enemies that weren't killed in one shot take damage over time and either killed them with that or the next shot did the trick. There's also levels where there are open spots in the floor so you can fall through. That's a purposeful thing, I know, but it's really annoying when you first spawn into a room and immediately fall off because you try to go to the side rather than forwards. Overall, I'd say it's worth the price right now. It's enjoyable for a couple of runs, then hop over to something else. Will I come back to it? Yea, in a while, but probably not for a couple days.
サイバーなUIが目を引くローグライクFPS。 ボスエリアの敵を倒すと次の面へ。 とても目がチカチカするので、苦手な方はオプションから各エフェクトをOFFに。 ドア横の判定が飛び出していて、スムーズなエリアチェンジが難しい。 アイテム入手でリコイルやブレ低減など、強化システムが楽しかった。 ---------- キュレーターページでは、他にも多くのレビューが閲覧可能です。 ぜひご覧ください。 https://store.steampowered.com/curator/32044813 ----------
Excelente FPS roguelike de acción desenfrenada con niveles procedurales y una estética cyberpunk hermosa tanto en gráficos como en banda sonora. Su precio muy bajo justifica su estado pre-alfa pero aun así lo recomiendo bastante.
Overdrive Escape is a hardcore action roguelike developed and published by Orazgylyjov Davut that combines fast-paced combat, science fiction storytelling, and unforgiving progression systems into an intense top-down shooter experience. Built around repeated attempts, constant adaptation, and mechanical mastery, the game throws players into a dangerous futuristic world where survival depends on movement, precision, and persistence. Rather than creating a forgiving action experience designed around gradual progression alone, Overdrive Escape embraces challenge as a defining feature and expects players to improve through failure. Set within a futuristic version of Miami during the year 2054, the game introduces a world heavily influenced by technological experimentation and corporate control. A powerful organization known as Ichido Corporation dominates society through advanced scientific projects involving artificial life and dangerous experimentation. The protagonist becomes trapped inside this system and gradually discovers disturbing truths surrounding their own existence. Instead of playing as an ordinary survivor, players step into the role of someone engineered for purposes far darker than initially expected. The narrative premise adds emotional weight to progression because survival becomes tied directly to uncovering personal identity. Questions surrounding humanity and artificial creation shape much of the larger story while the corporate dystopian setting creates a fitting atmosphere for mystery and rebellion. The world itself feels shaped by technological ambition pushed beyond ethical boundaries, giving exploration and progression stronger thematic purpose. One of the more interesting narrative ideas comes through the game’s time loop structure. Death does not simply restart gameplay from a mechanical perspective. The protagonist repeatedly awakens at the beginning of the same day after every defeat, turning failure itself into part of the story. This design choice helps strengthen immersion because repeated attempts feel connected to the world rather than existing separately from it. Gameplay forms the strongest pillar of the experience. Overdrive Escape moves quickly and demands full attention during combat encounters. Enemy attacks arrive aggressively and often overwhelm unprepared players through projectiles, environmental hazards, and layered attack patterns. Positioning becomes critical because remaining stationary for even short periods can quickly lead to defeat. The game consistently rewards awareness and movement while punishing hesitation. Combat systems feel heavily inspired by bullet-heavy arcade shooters and modern roguelike design philosophy. Enemy encounters require constant adjustments while larger battles test reflexes and pattern recognition under pressure. The challenge rarely feels accidental. Instead, the game deliberately builds around learning enemy behaviors and refining execution over repeated attempts. Weapon variety contributes strongly to replayability. Different firearms and combat tools introduce opportunities for experimentation while encouraging players to adapt based on enemy defenses and combat situations. Conventional firearms provide consistency while more advanced technology creates alternative tactical options. Energy-based weaponry and elemental interactions add another layer of strategy that prevents combat from becoming repetitive. Enemy design also deserves recognition. Security units and hostile forces protecting corporate facilities introduce varied combat behaviors requiring different responses. Some enemies emphasize aggression while others rely on defensive mechanics or movement advantages. Boss encounters further expand challenge variety by introducing larger-scale battles that test player understanding of combat fundamentals. Character progression systems strengthen long-term engagement without undermining difficulty. Rescuing additional characters and expanding available options creates flexibility while rewarding exploration and persistence. The game avoids relying exclusively on traditional upgrade structures and instead encourages players to develop mastery through practice alongside progression. Visually, Overdrive Escape embraces a futuristic science fiction style built around neon lighting, cyberpunk influences, and technology-driven environments. The presentation complements gameplay effectively by reinforcing the darker atmosphere while maintaining readability during combat. Fast action remains visually understandable despite increasingly chaotic encounters. The pacing remains one of the title’s strongest qualities. Combat intensity rarely disappears entirely, creating an experience built around momentum and pressure. Quiet moments exist primarily to prepare players for future challenges rather than slowing progression significantly. The result creates an atmosphere where tension remains consistently present. The game naturally carries limitations depending on player expectations. Difficulty becomes one of its defining strengths but also its largest barrier. Players looking for a more forgiving progression structure or heavily narrative-focused pacing may find the challenge level demanding. Success depends heavily on patience and willingness to learn through repeated failure. Certain players may also discover that its intense combat focus leaves less room for slower exploration or relaxed progression. Overdrive Escape remains fully committed to action and rarely compromises that direction. However, players who appreciate demanding roguelikes and skill-focused shooters will likely find considerable satisfaction in the game’s structure. Orazgylyjov Davut creates an experience built around improvement and perseverance rather than convenience, and that commitment gives Overdrive Escape a clear identity. Its combination of futuristic storytelling, challenging combat systems, weapon experimentation, and dystopian atmosphere creates an engaging action experience for players willing to embrace difficulty and gradual mastery. Overdrive Escape does not aim to make survival easy. Instead, it makes success feel earned. Rating: 7/10
Summary: Overdrive Escape is a pre-alpha Early Access version of what will ultimately be a multi-stage roguelike FPS. The game feels somewhat like a hybrid of a boomercore shooter and a FEAR style sci-fi tactical FPS. At the current point the gameplay is very solid and clearly there but the game is incomplete with a small number of stages and graphical variation outside of weapons and background assets clearly to come in time. Cons: - Small number of stages - AI can seem cheap and feel aimbotty at times (e.g. strafing sideways without reacting to your bullets while minigunning you with 100% accuracy) - Bipedal enemies being limited to different colours of the same soldier bar melee soldiers makes it hard to tell who needs dealing with first Neutral: - Guns start off quite inaccurate - Health drops feel rare, making most health damage feel permanent - Drops being RNG mean some runs become a lost cause - Music gets a bit repetitive after a while, seeming to be based round short loops of beats. That said it sounds really good and does a great job. Pros: - Excellent, heavily responsive controls - Clear intent and action to reward the player constantly for sticking at it - Engaged, thoughtful, considerate and hardworking developer - Regular updates - Impressive suite of guns, character types and upgrades - Cash stays after you die - Clear intention to keep building the game - No 'full game price, pre-alpha content' racket with an extremely reasonable asking price for Early Access that places this game as cheaper than most skins for AAA games-as-service titles. Conclusion: Unless you want to moan about the short amount of content in an average run (runs on the first available difficulty take about 15 minutes tops if successful), this is a really great way to spend a couple of quid. The developer is on point about listening to player input and has already developed an extremely solid play experience that they intend to keep building and building upon, with the next update already planned. Right now the AI can seem a bit indifferent to being shot in the face and far too accurate, and there seem to only be two or three different models for AI humanoids making them hard to differentiate without getting right in their faces, but that and an expansion of the number of stages, maybe some variation on the Tron-lite environments to distinguish each stage too is all I would add. This is already a very entertaining coffee-break-speed roguelike shooter. I look forward to more being added to what is a commendably and conscientiously developed game with an extremely fair price in comparison to other Early Access games. This already gets so much right, and I can't wait to see what is added over time.
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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