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OVERBOUNCE

A physics roguelike of ricochets: aim, launch a heavy orb, and let the walls do the work.

Coming soon to Steam

OVERBOUNCE is a third-person 3D roguelike shooter where every shot is a geometry puzzle. You play a battle mage who throws a heavy physical orb: it ricochets off walls, pillars and enemies, chains hits through a crowd of brass automatons and flies back to your hand. A prediction line shows honestly where the first bounces will land, so a good run comes from good aim, not luck. After every wave you pick one card out of three — an artifact that bends the orb's physics, a rank for one spell, or a new spell — and the run turns into your own build.

Trailer
Features
  • Aim is the game. The orb flies in a flat plane at a fixed height, so every bounce is predictable and every chain is earned.
  • Seven heroines, all open from the start — Fire, Ice, Glass, Storm, Earth, Dawn and Shadow, each with her own spells, shield and cards. 45 spells in total.
  • Run mode: 15 waves across five arenas — The Foundry, The Grid, The Void, The Centrifuge, The Crucible. Each arena's shape changes the physics: octagonal pillars, curved walls, a pit that swallows the orb, spinning bumpers.
  • Build-crafting: 23 artifacts, spell ranks and OVERCLOCK mutators every five waves.
  • Expedition: four hand-built maps 1.3–2 km long — halls, corridors, doors, mini-bosses and a final boss. The Citadel has targets that open only to a ricochet and a boss you can hurt only with a reflection.
  • Not only monsters: duels against AI mages and against players — see Modes.
  • Brass automatons: six enemy types, from the swarming Husk to the shield- bearing Warden, the splitting Cluster and The Colossus boss.
  • Best-shot replay after each wave, 24 achievements, five languages at launch (EN, UK, RU, Simplified Chinese, PT-BR).
Heroines

Heroines — seven ways to bounce

Each has her own starting spell, her own shield and five to eight more spells that unlock as her level grows.

  • Fire — damage: long ricochet chains, burning, explosions.
  • Ice — control: every hit chills, the third charge freezes, frozen enemies shatter and take extra damage.
  • Glass — tactician: her orb leaves mirrors behind, and you build your own ricochet lines.
  • Storm — ricochet master: every wall bounce charges the orb; the longer the path, the bigger the discharge.
  • Earth — heavy control: a slow, heavy orb slams enemies into walls and stuns them.
  • Dawn — support: burns enemies with light and heals the allies her orb flies through.
  • Shadow — assassin: the first bounce tears a rift in the wall, and the orb strikes from an unexpected side.
Modes
  • Against monsters. Run — 15 waves on five arenas with a boss every five waves, solo or co-op for up to three through a Steam lobby. Expedition — four long hand-built maps, solo. After launch: Expedition in co-op.
  • Against AI. A 1v1 duel against an AI mage with three difficulty levels. After launch: your party against ×1 to ×10 AI mages, with AI allies filling your side up to five.
  • Against players. A 1v1 duel through Steam, a local network or a direct address: first to three rounds wins, on The Mirror arena. After launch: team battles 2v2 and 3v3 on The Bastion, 4v4 and 5v5 on The Works, and ranked matches.
Screenshots
Under the hood
  • Godot 4.7 (Forward+), GDScript only; data-driven design: arenas, spells, artifacts and enemies are resources, not code.
  • Fully procedural character animation: no animation clips — gait from harmonics, key poses, spring bones for hair and cloth with collision.
  • Heroines built on MetaHuman through an automated Blender pipeline; enemies and arena props generated and assembled by script.
  • 100 automated test suites cover physics, prediction, networking, UI and the shipped build itself.
  • Networking: ENet and Steam (GodotSteam); host-authoritative with client prediction.
Status

in development · Windows · Steam (page coming soon) · demo build ready (The Foundry and The Grid, Fire and Ice, waves 1–5 with a boss).