
OVERWHELM II
3D dark-fantasy horde action where your blade decides the cut
About
Overwhelm II is a separate 3D game that follows the original Overwhelm. It is a dark-fantasy horde game set in a desecrated basilica under a blood moon, and it runs in the browser. Nothing from the first game was reused: not a texture, a model or a sprite. The world, the enemies and the effects are drawn by code.
The fighting is melee and magic against growing crowds. The direction and height of your slash decide where a body is cut, and larger enemies can be cut in half along the swing. Blood is thrown into the air as thick jets and ropes and lands on the floor. This is a very gory game. Dismemberment is the point, and the game treats it as its signature.
There are ten classes and ten levels, and up to four heroes can share a field, with AI teammates that use their own skills. Levels are chains of chambers sealed by fog gates, each held by a guardian. Enemies drop vials that coat your weapon in an element, and every level-up pauses the game for a choice of cards.
What is in it
- Ten classes across ten levels
- Slash direction and height decide where each body is cut
- Five weapon coatings that change your spells as well as your hits
- A dodge roll with a short invulnerable window, and no safe place to stand still
- A threat rating that scales the horde to the size and strength of your party
- Keyboard and mouse, plus PS5 and Xbox controllers
Screenshots
How far along
Playable build, 66 out of 100, ranked 5 of 17 on the progress ranking.
A browser build with ten Levels is live and playable, every Level 2 to 10 mini boss is now a new or evolved model, and the boss cut-in-half finisher and the newer modes are drafts that no person has played.
- Playable7/10
The browser build has been redeployed repeatedly at its own address, most recently as version 6.66.42 on 12 October with a live smoke check that started a run in The Narthex with 0 game errors, and phones are offered Watch only.
- Core gameplay6/10
A wrist limit brought the weapon wrist from 110 to 86 degrees on six classes and mini bosses now keep every limb until 8.3 percent of their life (0 limbs lost in 240 critical blows down to 8.4 percent), though Level 2 guardians still fall almost instantly to a level-20 hero and the Watch AI almost never clears Level 1.
- Content8/10
Ten classes and ten Levels exist, and Levels 2 to 10 now have 36 mini-boss encounters (18 newly sculpted and 18 evolved bodies) with entrances, attacks and finishers, but Survival and Showdown are still marked drafts that no person has played.
- Art and audio6/10
The 36 mini-boss encounters and the earlier boss and character models are in the playable build, each class has its own resting hand that closes on its weapon, and a local boss cut-in-half finisher passed 116 of 116 forced cuts, while most sound is still synthesized in code.
- Stability6/10
All 36 mini-boss encounters passed a real game test with zero reported game errors and 116 of 116 local boss cuts passed with 0 errors, but a clean 5 October measurement showed about 20 fps with 62 enemies and nothing has been tried on a real phone.
- Release readiness5/10
A public build is deployed on Cloudflare Pages with version 6.66.42 live on 12 October, the options screen carries the credits that one sound licence requires, and the sources record no store packaging.
Assessed Oct 16, 2026. Based on some documentation and posts. This is the studio’s own assessment and it changes as the game does.
Updates
Every boss is cut in half, and what the reviews caught
Bosses now die cut in half by the hero's own weapon, with a cut face on each half and blood from the split. It passed 116 of 116 forced cuts on 55 boss bodies, and reviews caught a long list of faults along the way, plus a real bug in the combat code. Local only, and not yet played by a person.
Measuring the wrist, and mini bosses that keep their limbs
Weapon wrists folded back 110 degrees on six classes, which only a measurement showed. A wrist limit, a search for the most natural forearm pose and per-class hands fixed it, and mini bosses now keep every limb until almost the last of their life.
Thirty-six mini-boss encounters, and hands that close on the handle
Three releases in a day. The new mini bosses went live in all 44 guardian chambers, then in a refreshed roster of 36 encounters, and character hands were rebuilt so they close round their weapons. Phones also went back to normal graphics by default.
Five mini bosses get new sculpted bodies
Five newly sculpted, rigged mini-boss bodies now load in normal local play, with entrances and finishers checked in the real game and a lifecycle test for the nasty cases, like a body that arrives after the enemy it replaces. Not deployed.
Tithe, restorations, a last-Keeper-standing mode and fewer, stronger drops
A new currency you can lose and recover, seven restorations for the Cathedral hall, a Showdown mode where the floor closes in, and a loot rework that cuts ordinary drops to a third. All of it is a local draft build with numbers still open.
Bigger bosses grew longer arms, and eight new enemy bodies
Making bosses 4 to 8 times a player's height also stretched how far they could hit. Three rounds of measured fixes brought the first guardian's kill rate from 14 of 30 fights back toward where it started, and eight new enemy bodies were rebuilt after a visual pass found about 50 faults.
Show 7 earlier updates
Modelled bodies in the game, and a place to spend sigils
The nine modelled characters and ten modelled bosses went from files into the playable build with their own animation. Around them came a ranking screen, a Sigil Altar for permanent upgrades, a map after death, an endless Survival mode, bosses 4 to 8 times a player's height and touch controls.
Nineteen bodies from one reference sheet
Nine character bodies and ten Mega Boss bodies were generated from reference images and remeshed to about 40,000 and 60,000 triangles. The characters are rigged. None of it is in the playable build yet, and generating an animation turned out to be different from checking one.
Two out of ten, and a rule we let go of
The six newest character bodies were rejected, rebuilt in code, and still rated 2 out of 10. Those six are moving to sculpted, rigged 3D models, and the game's all-in-code rule is lifted for them. Loot you pick up now survives a death even if the last checkpoint is behind you.
Thirty times too strong, and a rating that answers back
A long Watch AI run showed the horde melting in about two seconds, with roughly 30 times more damage than it needed early on. The fix is a threat rating that scales the horde to the party. Along the way, a stuck-still bug was the game's fault, an Enter key fired twice, and a dodge roll arrived with a measured invulnerability window.
Cuts that follow the blade, and a black screen that hid its error
The slash decides where a body is cut, bigger enemies now go in half, and blood stays in the world instead of on the lens. A shader array that was too short turned the 3D view black, and the only place the error appeared was the game's own log.
A load that fell from thirty seconds to eight
Cold load dropped from 27-37 seconds to 7-8, and the horde now holds a median of about 31 fps. A constant hiss under the music was traced to four continuous noise loops and measured one loop at a time. The HUD was redrawn, and both console controller families work.
Drawn entirely by code, and too slow to play
Overwhelm II started today, a horde game where every visual and every sound is generated by code. A full first build stood up in one evening. Its first problem was the frame rate, and the first numbers were taken on a machine that was not idle.
