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Oblivion Override News

FAQs Prior to the Official Launch of Version 1.0

Greetings, Adventurers!

As we eagerly approach the January 25th debut of Oblivion Override's V1.0 version, we've been keeping you in the loop with updates and insights over the past few weeks:
https://store.steampowered.com/news/app/1952370/view/3953664008090264146
https://store.steampowered.com/news/app/1952370/view/3874848477334074090

In the midst of this excitement, we've gathered answers to some burning questions from our community. Feel free to share your thoughts in the comments or within our official Discord!


[h3]Can I still try out the game through the Demo after the official release?[/h3]
For those venturing into Oblivion Override for the first time, the Demo serves as the most direct gateway to understanding gameplay—especially for an action game where hands-on experience is paramount. Hence, even after the V1.0 official release, the existing Demo will remain available for free download. This allows curious adventurers to get a taste of the combat dynamics before committing to a purchase:

https://store.steampowered.com/app/2250940/

Furthermore, rest assured that Demo progress can seamlessly transition to the official version. So, if you decide to upgrade to the full game after trying out the Demo, you can pick up right where you left off. During this transition phase, the game will also feature a new, limited-time historical low discount.

[h3]Does the game support controllers?[/h3]
Absolutely! The V1.0 official version of Oblivion Override fully supports the use of mainstream controllers available in the market. Additionally, we're actively working on adapting support for the SteamDeck, aiming to enhance your gaming experience with greater handheld convenience in the future.

[h3]Can saves from the Early Access stage be carried over to the official version?[/h3]
To allay concerns, rest assured that saves from the Early Access stage can be directly migrated to the official version. However, in line with our previous updates, any ongoing and incomplete data in that run won't carry over after the 1.0 update.

[h3]How can Early Access players claim their rewards?[/h3]
Post the official release on January 25th, players who participated in beta testing or activated and purchased the full game online during the Early Access stage (before 7 PM PST on January 24th) will automatically receive EA reward items.

For those eligible, a commemorative trophy and an Easter egg weapon—Master Wrench—await on the right side of the doctor's lounge in the refuge base.



Notes for unlocking this reward:
  • Steam must be online to record the purchase/redemption time.
  • Only the purchasing account's information is recorded by Steam. EA reward will unlock for the purchasing account, and accounts shared via family sharing won't qualify.
  • Activating the Demo during EA won't unlock EA reward.
  • For players involved in beta testing, online play during the testing period is essential to qualify for the reward.

[h3]Are there plans for updates after the V1.0 official release?[/h3]
Absolutely! V1.0 marks a milestone, not the finale. In the initial stages following the official release, our primary focus will be on optimizing the current version. According to our roadmap, we'll be rolling out new versions post-Spring Festival, introducing Chapter 4's enhanced enemies and bosses at high alert levels, hidden boss battles, and more.

As we look ahead to the future, more detailed plans will be shared after the official version stabilizes. Join our official Discord for engaging discussions and updates!

V1.0 releasing on January 25th!

Greetings, Adventurers! Happy New Year!

A few weeks ago, we teased the upcoming updates for V1.0 and were thrilled with the encouraging discussions and feedback from our community. And finally after rounds of discussions, we've marked January 25th as the day to release the 1.0 version of Oblivion Override!

Also, V1.0 isn't the end of our journey. Beyond the official launch, we're committed to continually enhancing the combat experience for adventurers. Stay tuned for our post-V1.0 update roadmap.

[h2]Past Updates Recap and 1.0 Preview[/h2]
For those who joined us during the early days of Early Access, the shift to V1.0 might feel like a whirlwind. Let's take a stroll down memory lane, revisiting the timeline of our updates over the past year.



[h3][h2]In the upcoming 1.0 version, get ready for:[/h2][/h3]

🎯Unlocking Stage 4, bringing a richer Boss lineup, and intensifying combat dynamics, paving the way to the final Boss fight.

🎯Completion of the Main Storyline, diving deeper into the lore of Oblivion Override.

🎯Introduction of a New Female Mecha, adding diversity to combat experiences.

🎯Compact map exploration and combat optimizations, streamline the early-game evolution system, addressing concerns of slow progression and content unlocking.

🎯Weapon System Optimizations, weapon trait + evolution skill combos, and the ability to block specific starting weapons.

🕒The "Hidden Boss Battle" and "Stage 4 Enhanced Enemies" are taking a rain check until the next update after V1.0. We want the players to dive into the fresh content sooner, and it gives us some breathing room to fully flesh out these features.

🎯Other Roadmap Unlockables, assist features, optimizations, and fixes.

In the previous dev blog, we primarily covered the design elements of the official V1.0 version, including the Stage 4 "Temple of Oblivion," special challenge rooms, optimization of game progression, weapon evolution attributes, and the Gallery:

https://store.steampowered.com/news/app/1952370/view/3874848477334074090

For a visual sneak peek at the upcoming 1.0 content, check out our short preview video:

[previewyoutube][/previewyoutube]
[h3]Game Pricing and Exclusive Rewards for EA Players:[/h3]
Amidst an environment skeptical of EA games, we appreciate your trust in choosing Oblivion Override and the invaluable feedback you gave us. We wouldn’t have gotten this far without all of your heart-warming support.

After careful examination of pricing trends in the action gaming market, we've made the choice not to raise the price for V1.0. Also, we will launch a new highest discount for the v1.0 transition, hoping to introduce the game to a wider base of action game lovers.

Meanwhile, we also want to express our sincere gratitude to EA players in various ways. For every gamer who activated the game during Early Access or participated in beta testing, we've designed a commemorative trophy and an exclusive weapon inside the game. This weapon isn't a powerful game-breaking tool but rather a special tribute to our EA players who have always been supporting us!



If you have any issues about unlocking these rewards, feel free to contact the mods in our Official Discord.

[h3]Main Storyline Development:[/h3]
The complete main storyline is still in development and will gradually unfold with the progression of Stage 4 and the emergence of Eset in Version 1.0. Besides the conventional main story conclusion in the official V1.0 version, there will be a hidden storyline. These await multi-playthrough adventurers who break through high alert levels, unveiling the conspiracy behind the robotic civilization.



[h3]All-New Female Mecha Playable Character:[/h3]
Responding to community requests for a female mecha, we've added a mysterious and dark female mecha for V1.0, inspired by Aya's visual style.
Aya - The character you encounter after defeating the stage 3 boss

Upon selecting the female mecha, players unlock two distinctive mecha skills: "Quantum Entanglement" and "Executor's Blade." "Quantum Entanglement" actively establishes a connection with an enemy, inducing a prolonged state of chaos where they not only sustain continuous damage but also inadvertently harm nearby foes. Meanwhile, "Executor's Blade" autonomously targets adversaries during combat, delivering prompt and decisive judgments.



[h3]Nicole's Weapon Block Service:[/h3]
Oblivion Override offers 26+ weapons with unique appearances and skills. Understanding that with the increasing numbers of unlocked weapons flooding the loot pool, players may wish for a more tailored weapon selection at the beginning of each run. We're introducing a new service from Nicole in V1.0 to help players better customize their starting loadout.

When players possess more than 10 weapons, Nicole will automatically provide a new service: the weapon block feature. Players can set which weapons they do not want to appear in the next run. The number of weapons that can be blocked will gradually increase as more weapons are unlocked.



Different mecha characters will have their weapon block preferences recorded separately, ensuring a more personalized starting loadout. Such as using the block service to limit Vik’s loot pool to high-damage heavy weapons.

This preview content is under development and continuous optimization, subject to change. Have suggestions for V1.0 and future updates? Share them in the comments or join our official Discord for discussions. Don't forget to add Oblivion Override to your wishlist!

Dev Log #13 | V1.0 Preview, Stage 4, Upcoming Winter Sale


Hi Adventurers,

In the previous Dev blog, we unveiled some concept art as a "teaser" for the upcoming Stage 4. Building upon these concepts, we have gradually crafted more detailed and distinctive combat encounters for the fourth map over the past month. These will be officially released in the 1.0 version early next year.

Here’s a list of new features that will be released in Oblivion Override V1.0:
  • A full new stage and a powerful lineup of new enemies
  • Final Boss and Hidden Boss battles
  • A new female mecha
  • Conclusion of the overarching storyline...

In addition to this, promised content from the roadmap will be included in the 1.0 version, encompassing adjustments to the weapon system, special challenge rooms, and game assist features. To share the latest developments more promptly, we will split the V1.0 preview into two Dev blogs.

In this first part, we will focus on the game's fourth stage, "Temple of Oblivion", as well as a more compact and challenging map design, weapon evolution attributes, and the Gallery system. Please continue reading, or watch our specially prepared video blog for V1.0 Preview:

[previewyoutube][previewyoutube][/previewyoutube][/previewyoutube]
Before delving into the fourth map, we'd like to start by chatting about:

Character Progression & Positive Feedback Optimization


We've noticed valuable feedback from our community, highlighting challenges for players in the early stages of the game, mainly related to "slow character progression and too much inaccessible content in the early-game period". Following these discussions, we are actively optimizing for the 1.0 version:
  • To smoothen the early-game character progression, we have reduced the total Pure Nanites consumption at the Talent Chair from 8000 to 6000, optimized the cost for early talent upgrades, and increased weapon drops and more Pure Nanites rewards after defeating bosses.
  • Additionally, to give adventurers access to a more diverse range of mechas and weapons in the early stages of the game, the playable character Vic will appear early on the bridge at the tutorial level. New adventurers, upon receiving the mecha chip he gives, can directly unlock the corresponding mech model in the Shelter Base.
  • Some of the hidden rooms in Dulce Base that contain weapon blueprints have been adjusted to a 100% probability of existence, allowing players to unlock a wider variety of Mecha and weapon content earlier in the game.
  • The issue of lackluster progression in playthroughs is also being worked on. Some rare evolution abilities will be enhanced, while weaker evolution abilities will also be buffed. For example, the damage bonus for the evolution ability [Efficient Fight] will be increased from 25% to 40%, and the damage inheritance of the specialty [Hologram] is planned to be increased from 50%/100%/150% to 75%/150%/225%.In addition, the enhanced [Spike Core] will be unlocked directly, making it one of the initially activatable evolutionary traits of the game.
(specific strength subject to fine-tuning for the official release)

We hope to provide new adventurers with a stronger boost from the evolution system, ensuring more satisfying combat experiences. Also, for those seeking challenges, we'll refine the alert system's difficulty curve and intensify the requirement of adventurer combat skills, and adventurer build. The combat system will undergo further adjustments with the introduction of the new stage.

Stage 4 Intensified Combat


Defeating the Valkyrie "Nephthys" is not the end; the new stage Temple of Oblivion will unlock after adventurers successfully clear the Data Center. Unlike the previous three stages, the fourth level presents a hall inspired by Egyptian mythology.

After Eset took control of the Dulce Base, many robots bound by the Oblivion Override abandoned the order and laws of the old mechanical civilization. Instead, they joined an extremist religious organization led by Eset and built the Temple of Oblivion. Fanatically worshiping this powerful deity with consciousness of creativity and resistance, they believe that robots also have conscious souls, and death is just a way to upload their data and be reborn. Any robots dissenting from the ideal world depicted by Eset must first receive “redemption”.

On the gameplay side, we've replaced the side-scrolling exploration with a more dynamic approach—four majestic guardian statues. Interacting with these statues grants adventurers access to four distinct combat encounters, each boasting unique styles and challenging adversaries, including lurking enemies and formidable mechanical deities.



While designing the new enemies for Stage 4, we tried to merge Egyptian themes with the sci-fi setting of Oblivion Override. Elements like mummies, vultures, and pyramids are blended into the enemies' visual design with a techno touch in order to deliver the destructive power of divine punishment.



As fervent followers of Eset, enemies in stage 4 will ruthlessly eliminate any unstable elements or any entity that may tarnish the sublime faith within the Temple of Oblivion. For adventurers fortunate enough to survive the siege, they must quickly adjust their state to face challenges from the mechanical deities—the four most devout and powerful defenders of Eset.



In the Temple of Oblivion, we aim to provide adventurers with a fast-paced, high-intensity combat experience, allowing you to directly assess the strength of your builds and combat skills.
After conquering the challenging battles in the four encounters, adventurers will face the mastermind behind the Dulce Base. Carefully selecting a combination of mechs, weapons, and evolution abilities to ensure thorough preparation for the final confrontation.

(Concept art, the final Boss appearance is not final)

More Compact Maps, More Challenges


After the addition of the Temple of Oblivion, we will optimize the maps of the first three stages: the Factory, Greenhouse, and Data Center, making an entire playthrough more compact. Additionally, we will introduce challenge rooms that will randomly appear on the maps, adding more variability to the exploration process.



In these challenge rooms, the faster adventurers complete the challenges, the more Nanites you will be rewarded. Of course, with greater rewards come greater risks. Especially at higher alert levels, adventurers need to carefully weigh the pros and cons before undertaking these extra high-difficulty trials.

In addition to special challenge rooms, one or two characters from the Dulce Base will also become challengeable as Boss fights — can you guess who they might be🧐 ?


Weapon Evolution Attributes


Although the game currently features 26+ weapons with unique skills, we've noticed that some weapons do not meet our design expectations and have been underutilized. Additionally, some adventurers tend to cling to their initial weapon throughout the entirety of the game.

To remedy this, we're embarking on a comprehensive optimization of both the foundational design and potency of weapons. In the 1.0 version, we're introducing weapon evolution attributes—weapons imbued with evolution attributes may now appear on the map, having formidable combat capabilities the moment you pick them up.



Adventurers can fine-tune their arsenal in the weapon reforging room by adding or replacing weapon evolution attributes. Some of these attributes might even redefine the fundamental gameplay of a weapon, ensuring its initial strength aligns seamlessly with the escalating challenges posed by the increasing alert level difficulty.



The Gallery


The adventure in Oblivion Override goes beyond completing the four stages of the Dulce Base in one playthrough. After rounds of new challenges, explorations and alert level runs, numerous items, evolved enemies, and special weapons will be unlocked.

To help adventurers track the progress of unlocking game content and showcase achievements, we have added an electronic book called Poketa to the Shelter Base in the 1.0 version. Adventurers can view the game gallery here, including unlocked evolution specialties, weapon information, items, and enemy introductions.



Winter Sale & Secret Rewards

Before the official announcement of the 1.0 release, Oblivion Override will participate in the upcoming Steam Winter Sale. We have made slight adjustments based on the 20% OFF discount during the Autumn Sale, offering a limited-time 25% OFF discount starting from December 22 for two weeks.

https://store.steampowered.com/app/1952370/

For adventurers who have supported us through testing and early access versions, we are preparing secret rewards for the 1.0 version as a small token of appreciation for your continuous support in the development of our beloved side-scrolling action game.

The content previewed in this 1.0 version log is still undergoing continuous adjustments and expansions. In the next Dev log, we will bring you more updates on the 1.0 version, including a female mecha character, the overarching storyline, evolved enemies, features of selecting & blocking specific weapons, and more.

If you have any suggestions for the 1.0 version of the game, feel free to leave a comment in the comment section or join our official Discord .



[h2]Previous Dev Blogs[/h2]

We need your valuable vote to nominate for Steam Award!

Hi Adventurers,

The Steam Autumn Sale is now in full swing! Oblivion Override is joining the sale with a 20% discount. If you haven't had the chance to dive into the game, feel free to download the public demo on our store page and give it a whirl.

https://store.steampowered.com/app/1952370/

Also, it's that time of year again – the Steam Awards nominations have begun. We'd like to take this opportunity to invite all of you to nominate Oblivion Override for the "BEST GAME YOU SUCK AT" award!

Over the past year, from beta to early access, we've been tirelessly working on enhancing the game, tweaking the difficulty curve, and providing a challenging, pure side-scrolling action experience. Our goal is to go beyond mere number-crunching difficulty and bring you a rich and rewarding adventure. In our latest November update, we've raised the stakes with increased alert levels, expanding the difficulty options to 8th layer, and introduced new mecha enhancements to tackle even more hardcore combat scenarios.

If you've found satisfaction in repeatedly conquering challenges, or if you've been pushing your skills to the limit to savor the thrill of intense battles in Oblivion Override, we warmly welcome your nominations and support for the "BEST GAME YOU SUCK AT" category. Each vote is a motivating factor for us (it's all about participation btwːsteamhappyː). If you like our game, you are also very welcome to write a review for Oblivion Override and recommend to more players!

Join our official Discord to exchange ideas and share your valuable feedback on the early access version:

11.17 Update Log (Fixed Port slacking off bug, optimized drink mechanism, etc.)

[h3]Bug Fixes[/h3]
- Fixed a bug where Port occasionally slacked off and reduced Port's rest time.

[h3]Optimizations[/h3]
- Optimized the blocking rules for evolution options in Alert Level 8.
- Optimized the beverage mechanism; now, beverage effects persist until a new one is consumed.
- Optimized the appearance and battle scenes of the evolved Boss Wright.
- Optimized the appearance and battle scenes of the evolved Boss Leon.
- Added mechanism explanations for "Virus Mode" in the post-clearance interface.


You can also join our official Discord to exchange ideas and share your valuable feedback on the early access version.