$9.99Overlooting Every run, a new build
Overlooting is a turn-based loot roguelike about one thing: grabbing every shiny piece of gear you can. Match equipment sets for powerful bonuses, pick skills from a tree that reshuffles every run, and march three unlikely heroes through dungeons toward the boss waiting at the end of each region. No two runs play out the same.
Is Overlooting worth it?
Overlooting is worth it if…
- you enjoy arranging loot in a bag until the numbers sing
- you like roguelike runs where the build comes together piece by piece
- you want turn-based fights you can read, plan and win on purpose
- you want a game that plays well in short sessions and saves your run for later
- you have finished your last deckbuilder and want the same loop with armor instead of cards
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Loot first, ask questions later
Looting is the whole job. Every piece of equipment you grab belongs to a set, and wearing enough pieces of one unlocks a bonus that can reshape how you fight. So every pickup is a decision: does this helmet serve the set you are building, or just look impressive? The answer is not always the same. Equipment shows up on your character, so your hero slowly becomes a walking trophy shelf of everything you have taken from the dungeon. When the pieces click together, the build carries you.
Three heroes, one dubious mission
The world is being corrupted by a new dark force, and the group sent to stop it is an odd one. Maximilian is a beloved hero from a noble family. Liz is a legendary thief wanted in multiple countries. And The Shadow is an enigmatic being everyone assumed was the source of the corruption in the first place. You pick one of the three per run, each with their own skills and style, and take them through region after region until a boss with special abilities tries to end the quest.
A skill tree that refuses to sit still
Between fights you build toward victory from a skill tree that changes every single run. Skills can add general utility, raw power, or the one push that sends a specific build past its limits. Since the tree deals a fresh hand each time, the smart move is reading what you are offered and committing to it, rather than forcing a plan the run has no intention of supporting. It keeps every playthrough honest: you adapt, or the dungeon does not care.
Is this game for you?
Can you keep playing after beating the game?
Yes. Clearing the higher difficulties is only part of it: there is an endless mode where you take a finished build and see how far it can go, plus meta progression that unlocks new characters and raises the difficulty ceiling over time. Runs are structured around regions ending in a boss, so there is always a next target.
How long is a run and can you pause it?
A run takes you through several regions, each ending in a boss fight, and works well in short sessions. You can save a run in progress and continue it later, which makes it a good game to keep around for a fight or two between other things.
What does the combat actually look like?
Fights are turn-based. You pick targets and let your gear and skills do the talking, so most of the real strategy happens before the fight: which sets you wear, which skills you took, and which enemy should die first. Hovering over an enemy shows what it does, so decisions are informed rather than guessed.
How much does luck decide a run?
It matters. Which equipment drops and which skills the tree offers are random, so a planned build is never guaranteed. The upside is that adapting to what a run gives you is part of the skill, and a well-built character can carry you through even when the loot gods are stingy. If you want total control over every step, temper your expectations.
























