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 color-coded transformer phase control columns mounted on a dark industrial cabinet.
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 broad maintenance platform with waist-high rails and sparse electrical controls against a vast dark wall.
Maintenance platform // human-scale access deck

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.

Work logged from the floor.

Development notes on repair systems, environments, and the changes that follow playtesting.

View all field reports