2–4 player co-op extraction horror // PC

The machine is here. The manual isn’t.

OVERTIME is a co-op horror game about splitting up inside a hostile industrial megastructure, talking your crew through physical repairs, and getting everyone back out.

In development // Working title // No release date announced

A shift has four parts.

The work changes from facility to facility. The order does not: find the fault, find the procedure, restore the system, and leave together.

  1. 01

    Clock in

    Enter a generated industrial facility with your crew.

  2. 02

    Split up

    Find the broken system and locate its matching maintenance procedure.

  3. 03

    Restore

    Relay symbols, serials, routes, and readings while another player manipulates the physical machine.

  4. 04

    Get out

    Complete the repairs, recover what the crew can carry, and reach extraction.

One player sees the machine. Another sees the answer.

Operator // at the fault

Breaker Bank B in a dark room, with four physical switches and symbol labels lit by a flashlight.

Report the unit, the visible state, and every symbol you can read. The machine does not carry its own answer.

Manual // somewhere else

Procedure index // electrical

Match the unit before giving the route.

A second player finds the right terminal, identifies the matching machine record, and translates the procedure over voice.

Source
Unit code
Check
Visible state
Return
Ordered input
  1. Unit code
  2. Radio call
  3. Manual procedure
  4. Physical input

Illustrative radio exchange // not a player quote

Operator // Breaker Bank B. Three switches down.

Manual // Read the symbols left to right.

Operator // Coil. Diamond. Sun. Wave.

Repairs you can put your hands on.

Switches move. Connections reroute. Instruments answer back. Components leave the cabinet in your hands, and mistakes can be corrected before they become fatal.

Breaker Bank B in a dark room, with four physical switches and symbol labels lit by a flashlight.
Breaker Bank B // switch position and symbol check

SYS-BRK // 01

Breaker restoration and routing

Flip physical switches, identify the bank by its markings, and route the correct connection through linked switchgear.

Three illuminated transformer phase-control panels beside a decommissioned generator in a concrete room.
Transformer controls // phase and tap work

SYS-TSF // 02

Transformer phase and tap work

Read the active phase controls, adjust the heavy hardware, and confirm the instrument response without exposing the full route.

A battery service bank holding three rows of removable, color-coded cartridges.
Battery Bank A // cartridge service rack

SYS-BAT // 03

Battery removal and replacement

Carry cartridges out of the bank, quarantine damaged cells, and install replacements in the correct orientation.

A low circular control hub console seen through a thick concrete doorway.
Control hub // instrument calibration floor

SYS-CTL // 04

Control calibration

Watch the instruments, turn the controls, and hold the machine at the values relayed from the maintenance record.

The job site doesn’t end at the walls.

Repairs are distributed through a generated industrial structure. Terminals and machines may be separated by stairwells, platforms, and long stretches of unlit concrete. Navigation becomes part of the call.

A damaged maintenance bridge crossing a tall amber-lit shaft between massive industrial walls.
Structural bridge // live environment study // service access against structural scale
A steep concrete stairwell descending beside a narrow opening into darkness.
Access stair // concrete service passage

Service access // human scale

Darkness is working space, concealment, and missing information. A crew has to describe routes as carefully as it describes machinery.

A dark multi-level service chamber with raised maintenance platforms crossing a deep industrial void.
Multi-level service chamber // human-scale access

Everything you take has to come back with you.

Five repairs are the mission requirement. What happens around them is a crew decision.

  • 01 Dead machinery can be stripped for copper.
  • 02 Live circuits offer more, but sacrificing them darkens the facility.
  • 03 Only cargo carried to extraction survives the mission.

The crew decides how much of the structure to keep alive, how much weight to carry, and when the return trip has become too dangerous.

What is working now.

The separate repair prototypes now connect to a generated, networked shift with consequences, extraction, and a way forward. These are the major systems already in place.

Read the full July report
  1. 01

    Mission loop

    A floor can now run from clock-in to result.

    All five repair families report through one mission lifecycle. Completion can unlock the transfer and extraction sequence, while success, total loss, and the next-floor reset now resolve cleanly for the crew.

  2. 02

    Generation

    Generated facilities have three distinct sectors.

    Each sector now builds its own connected mini-map with long routes, loops, short branches, recognizable boundaries, and topology-matched hallways. Current validation floors land at roughly 75–80 rooms without falling back to placeholder layouts.

  3. 03

    Environment

    The route is gaining landmarks and vertical scale.

    Multi-story generation, a four-way floor breach, a hanging-cable chamber, and giant boundary structures give crews places they can name over the radio instead of navigating an undifferentiated maze.

  4. 04

    Co-op physics

    Players can affect—and recover—one another.

    Server-owned item drops, charged throws, impact reactions, forced equipment drops, and downed-player dragging now work across the network. A five-row facility work order keeps the crew’s shared repair state readable.

  5. 05

    Presentation

    The visual target is locked in.

    Eye adaptation, restrained fog, noisy low-saturation darkness, and an exact two-times nearest-neighbour upscale now produce the coarse industrial image without blurring the machinery players need to read.

  6. 06

    Threat

    The Angel can hunt through generated floors.

    The host-controlled security machine roams the doorway graph, pursues across baked navigation, stops when any living player has a clear view, and uses power-down periods to recharge before moving again.

  7. 07

    Power & salvage

    What the crew removes now matters later.

    Sector power, sparse copper recovery, physical cargo, survivor-held equipment, ship fabrication, and a timed extraction sequence connect optional risk on the floor to what the crew brings into the next shift.

Detailed reports

View all field reports
Field report

The First Complete Shift Is Taking Shape

A July development report on the connected mission loop, five repair families, three-sector generation, physical co-op systems, and the work still ahead.

  • DEVELOPMENT
  • MISSION LOOP
  • GENERATION
  • CO-OP
Read report
Field report

What We’re Building

An introduction to OVERTIME’s physical repair work, split maintenance procedures, and extraction loop.

  • DEVELOPMENT
  • REPAIR SYSTEMS
  • ENVIRONMENT
Read report