I Am Overburdened is a silly roguelike with a fun twist to the tried and true classical formula. The player takes the role of an artifact hunter, who has a surprisingly large carrying capacity, embarking on a quest to search through dungeon after dungeon for mystical artifacts and answers, in a world where magic has long been forgotten...

  • Turn based rogue-like with permanent death.
  • Run focused campaign, playable in short bursts.
  • Fill a huge inventory having 20 slots.
  • Find more than 100 crazy artifacts, all of them unique.
  • Learn the ins and outs of an RPG system which feels approachable and fresh, but familiar and deep at the same time.
  • Crawl in procedural dungeons generated from hand authored layouts.
  • Collect details about monsters and artifacts in your journal.
  • Unfold a funny story, packed with vicious evils, puns and jokes.
  • Immortalize your best playthroughs in the "Hall of Fame".

What is this 20 slots, 100+ unique artifacts RPG nonsense?
Simple, your "hero" does not get more powerful magically by beating some orcs to death and he is not a wizard either. In the world of I Am Overburdened the art of magic wielding was lost, but legendary artifacts and relics retained their power. If you equip these you become stronger, sometimes immeasurably, and you may even learn reactive skills and otherworldly abilities, but no sane person wears two pants...

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Hi everyone!

This entry is a bit more like an announcement and less like a devlog entry, but here it goes:
I Am Overburdened is going to be released on October 23 for PC :) !!!
Here it is, the release trailer featuring some fun game-play footage in all its glory:

Store, platform, price & wishlisting

The game will be sold primarily through Steam and itch.io for Windows PC initially. The future platforms will depend on how well the game does sales wise. I would not like to promise any other devices/OSs upfront as porting can be a big effort so if the game flops I may not have the time/capital to deliver.

It will cost 4.99$ (may vary based on store & region).

It is a relatively short game, but has a huge "replayability" factor.
Since it is run focused and has permanent death, completing it once will take less than an hour, but the game has enough content (artifacts, monsters, procedural dungeons, unlocks, game modes) to keep it fresh for dozens of playthroughs.

I really believe it is a correct price point. It has a lot of fun stuff to keep you entertained for a while ;) .

You can already wishlist the game on Steam to get an e-mail on release day:

Or you can follow my developer profile on itch.io to get a notification:

The IndieDB page, the Steam store-page and the Steam Community Hub already has a lot of information about the features of the game and the release itself.

Release calendar

I'm doing a little marketing "sprint" thingy up until the release day. I'm calling it the "Wishlist Release Calendar". Essentially, to promote the game a little, I'm going to release an artifact from the game every day with its "fluff" text on various channels (here too) updating or posting the new version of the following image:


If you like the game or liked it's development "story" you can help me. Wishlisting the game now on Steam (even for buying it later) or buying it on release day (there will be a tiny discount ;) :P ) supports me tremendously. Even if you are not really interested in buying/playing the game you can help. How :O ?! It's simple, share it. Share a store-page link or the trailer with friends and relatives who may be interested in playing it. That is all! It's really nothing, but it may allow the game to reach a broader audience, and thus in the long run may allow me to further support my game development journey :) .

Thanks in advance.

Promises, future

No one knows how the future unfolds. I have confidence in the game, because it is AWESOME, but I'm crazy nervous :( . The success of a game doesn't only depend on its quality (or I should say the quality it's developer perceives :| ). No matter how this release turns out I can promise more devlog entries ;) :) . At least one about the last development weeks of I Am Overburdened and a little later a postmortem entry about it.

My journey may change course, but it doesn't end here :) , wish me luck ;) !

Thanks for reading and thanks for all the support so far!
Take care.

Wishlist Release Calendar:

Wishlist Release Calendar nr. 1

Wishlist Release Calendar nr. 2

I Am Overburdened, quality over quantity

I Am Overburdened, quality over quantity


Where was I for a month again?! Many friends already asked this and other difficult questions about the game and my progress and “quality over quantity”...

I am Overburdened, what takes so long?!

I am Overburdened, what takes so long?!


I'm preparing for the I am Overburdened beta, some tiny fine-tuning left before I'm ready to upload a build, but before that, I share this update with...

I am overburdened, back among the living

I am overburdened, back among the living


The development on I am overburdened entered its last stage where there are a zillion small tasks left to be done but no modifications are substantial...

I am overburdened, check out the graphics!

I am overburdened, check out the graphics!


Tiny post with lot of pics this time. Last week I worked on the original sprites of the game and progressed steadily. Far from finished with every piece...

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