Overcharge is a 2.5D Tactical RPG about a rebellion and hope in a cyberpunk world. Featuring a high-risk overcharge system and dynamic combat. ENG/ESP #indiedev
Hi!✨
This is the start of our journey to create 'Overcharge', a 2.5D Tactical RPG exploring themes of identity, rebellion, friendship, and justice.
We're in the very early stages, learning and building every day. Thanks for joining us on this voyage!
#indiedev#gamedev
Last week: modeling the plasma claw. This week: it's fully integrated into the combat system! ⚡
Added a stock electronic error SFX for the impact and I liked the outcome.
What do you think? #ScreenshotSaturday#UE5#gamedev#indiedev
Taking our first steps out of the White Box for this #ScreenshotSaturday! The new plasma claw slash animation is running in a loop inside Unreal Engine. The tactical grid is finally getting its visual claws!⚡ #UE5#gamedev#indiegame#TacticalRPG
Taking our first steps out of the White Box for this #ScreenshotSaturday! The new plasma claw slash animation is running in a loop inside Unreal Engine. The tactical grid is finally getting its visual claws!⚡ #UE5#gamedev#indiegame#TacticalRPG
Hey! For this #ScreenshotSaturday I wanted to share some music progress. 🎧
Here is a new fragment I’ve been cooking for Overcharge. I'm really loving how the atmosphere is shaping up, what do you think?
#gamedev#indiegame#GameAudio
Retiring the infinite damage bug for this #ScreenshotSaturday!
Fixed the elemental reaction loop in Overcharge. Now electric damage properly spreads across water tiles to adjacent hazards without nuking a single target! 💥
#UE5#gamedev#indiegame
Cubes from 2 weeks ago are now actual mechanics!
Water tiles affect movement & react to electric attacks, spreading damage to adjacent hazards.
(And yes, a bug made it deal a lot of damage, balance is fine I guess 💀)
#ScreenshotSaturday#UE5#gamedev#indiegame
Spent the week refactoring the backend.
Tactical grid data now handles tile states & elemental modifiers perfectly. Just translucent cubes for now, but I'm cooking something 🍳
#ScreenshotSaturday#UE5#gamedev#indiegame
Cubes from 2 weeks ago are now actual mechanics!
Water tiles affect movement & react to electric attacks, spreading damage to adjacent hazards.
(And yes, a bug made it deal a lot of damage, balance is fine I guess 💀)
#ScreenshotSaturday#UE5#gamedev#indiegame
Spent the week refactoring the backend.
Tactical grid data now handles tile states & elemental modifiers perfectly. Just translucent cubes for now, but I'm cooking something 🍳
#ScreenshotSaturday#UE5#gamedev#indiegame
Building on the interaction logic from 2 weeks ago! 🧱
Now, interacting with objects triggers environmental shifts—lowering walls to dynamically open new paths on the tactical grid. Puzzle mechanics are taking shape!
#ScreenshotSaturday#UE5#gamedev
Acabo de notar que en unos meses esta cuenta tendrá un año, lo que significa que llevaré aproximadamente 1 año desarrollando Overcharge. Es algo bastante sorprendente para mí, no me había puesto a pensar en ello y no soy capaz de dimensionar cuanto he avanzado desde entonces.
¡Dark Adelita esta en el Game Effect Showcase!
Muchas gracias a @GameEffectMx por la oportunidad! 🫶
https://t.co/bz3FE9z1Qx
https://t.co/wdovAqlOao
¡No olvides checar todos los juegos del evento!
#gamedev / #indiedev / #mexico / #GES2026
Note to self: Don't punch random boxes in Overcharge. 📦❌💥
Implemented destructible hazard logic for this #ScreenshotSaturday. Hitting it damages it's surroundings, inflicts Stun, and destroys the object. White box but deadly!
#UE5#gamedev#indiegame
@RoFerreiraDev Es un blueprint custom que hice, ya que el movimiento es tanto lógico como visual por lo que necesitaba hacer que se pudiera detectar cualquier escenario posible de un mapa automáticamente.
No more ghosts! 👻🚫
Finally, the 3D grid in Overcharge auto-detects walls and obstacles. Seeing the AI actually find its way around the map instead of through it is a huge win for this #ScreenshotSaturday
#UE5#GameDev#IndieDev#TacticalRPG
Done with finals! 🎉 Celebrating this #ScreenshotSaturday with a win:
Interactables logic is officially working in Overcharge! Proximity triggers the UI button & ends the turn. Base modular foundation is ready!
#UE5#gamedev#indiegame https://t.co/tjnupKgLIw