---
title: "Overreach - s&box game"
description: "A 1-4 player PvE extraction shooter. Fight infected hordes, secure your loot, then extract or risk going deeper."
canonical: "https://sbox.watch/ru/games/litherastudio/overreach/"
generated_at: "2026-10-09T13:21:17.141Z"
---

# Overreach

A 1-4 player PvE extraction shooter. Fight infected hordes, secure your loot, then extract or risk going deeper.

- Тип: игра
- Идентификатор: litherastudio.overreach
- Автор: litherastudio
- Канонический URL: https://sbox.watch/ru/games/litherastudio/overreach/
- Markdown: https://sbox.watch/ru/games/litherastudio/overreach/index.md
- sbox.game: https://sbox.game/litherastudio/overreach/
- Игровой джем: [Game Jam III](https://sbox.game/jam/three) entry; deadline Sep 25, 2026
- Создано: 2026-10-09T13:21:17.141Z

## Статистика

- Играют сейчас: 1
- пик игроков за 24 ч: 2
- динамика за 24 ч: +5
- Terry Score: 59%
- Избранное: 32
- Положительные оценки: 12
- Отрицательные оценки: 3
- Всего игроков: 69
- Всего сеансов: 116
- Суммарное время игры: 2,3 дней
- Прирост времени игры за последние 7 дней: 31 час
- Исходное значение времени игры за 7 дней: 2026-10-02T06:49:21.208Z
- Обновлено: 8 окт. 2026 г.
- Создано: 19 сент. 2026 г.
- Размер: 793.8 MB
- Файлы: 7,5k
- Теги: action, coop, crafting, extraction, fps, horde, infected, loot

## Описание

Very early development build
Overreach is at a very early stage of development. This build is being shared primarily to gather feedback and help shape the game. Expect bugs, rough edges and limited content. Features, balance and visuals may change as development continues.
Let us know what feels good, what is confusing and what gets in the way of your runs. Thanks for helping us improve Overreach!

How much are you willing to risk for one more haul?

Overreach is a first-person PvE extraction shooter for 1-4 players. Enter a quarantined industrial district alone or with up to three friends. Scavenge supplies, fight the infected and make it back with what matters.

One more building. One more supply case. One more reason to stay.

Push into dangerous territory for the equipment and evidence you need, then survive the journey back to extraction. Fall before you make it out and you leave your carried gear and loot behind. Your earned character progression and completed campaign milestones remain.

Gunfire can clear a path. It can also draw more infected toward you.

Use your knife against isolated threats or bring the firepower to take on a crowd. Watch for charging Runners, heavy Brutes and Howlers whose calls can turn a fight against you.

Bring supplies home and turn them into your next chance of survival.

Craft weapons, prepare respiratory protection and assemble the keycards and fuses needed to reach your objectives. Pin recipes to track their components while scavenging. Before each deployment, choose what to bring and how much to risk.

Follow the trail of a missing medical crew through a ten-chapter campaign.

Recover their records, enter contaminated buildings and restore abandoned machinery. Install components, operate the equipment and carry critical evidence back out.

 In this build

This build includes one playable district, solo and co-op for up to four players, crafting and persistent progression.

Developed by Lithera Studio.


## Обновления

### 0.2.0

Oct 7, 2026 · Version 0.2.0

Ten new chapters - Fit the helicopter's range extension, then follow the trail into the Forest through chapters 14 to 23.
**Added**

- Ten new chapters - Fit the helicopter's range extension, then follow the trail into the Forest through chapters 14 to 23.
- Installation jobs - From chapter 17, restart the Forest's machines: each works only while someone stays near it, and starting one draws a pack of infected.
- Forest debrief - Complete chapter 23 to read how the reactor's last shift ended; both debriefs reopen from the Mission tab.
- Optional objectives - Each Forest deployment offers up to two optional jobs, listed in the Mission tab with their site.
- Supply activities - Industrial Area deployments can offer up to two optional supply jobs at sites whose campaign work is done.
- Documents archive - The new Documents tab pins every banked record from both maps on the base's notice board.
- The Forest - A second map of pine woods around a ranger station, a logging yard, a ridge lookout, a research annex and a hillside bunker, with three extractions.
- Bunker depths - Two contaminated lower levels lead down to a research reactor still running with its cooling failed.
- Bunker power - Throw the main breaker in the reception to light the bunker for the rest of the campaign.
- Second insertion - With the landing guidance kit installed, the host can land the squad at the northern apron instead of the landing clearing.
- Service Key - Craft a reusable key to open locked supply cases quietly, or force them open and make noise.
- Research and Containment cards - Craft access cards for the annex reserve, the technical wing and the containment vault.
- Loose finds - Each run lays supplies in the open on desks, shelves and crates: nine in the Industrial Area, twelve in the Forest.
- Helipad mast - A red and white mast and a windsock beside the Industrial Area helipad mark the Entry extraction above the trees.
- Overreach operators - Male and female crew members replace the s&box Citizen.
- Radiation fields - Fields in the Forest raise your dose: warnings at 400 and 700 mSv, damage from 900, the dose falls again on clean ground.
- Dose and air gauges - Two compact gauges above your health show your radiation dose, the air you breathe and your filter's remaining time.
- Radiation effects - Inside a field, specks strike the camera, and colour drains from the view as your dose climbs.
- Bolt-action rifle - A hard-hitting five-round rifle for long shots, crafted from plans in the bunker's technical records.
- Clothing - Wear a helmet, vest, trousers and boots plus a separate mask.
- Two clothing sets - Craft a combat set from Industrial Area plans and a radiation set from Forest records that slows your dose by up to 65%.
- Radio - Switch on a radio in hand to talk to every squadmate with an enabled radio, anywhere on the map.
- Radiation detector - A handheld dosimeter that shows the dose rate on its screen and clicks like a Geiger counter.
- Level cap 40 - Three more levels, each with a skill point.
- Four new skills - A new Hazards branch with Filter Discipline and Fast Recovery, plus Steady Hands and Follow Through.
- Seven achievements - Added Rod Four, Clean Shutdown, Bare Skin, Hot Extraction, Long Shot, Holding the Crest and Old Hand, worth 155 points.
- Living hangar - The lobby is now a 3D field hangar on a rainy night, and the camera moves to a different corner for each tab.
- Hangar tab - Install permanent helicopter upgrades: the range extension opens the Forest and the landing guidance kit adds a second insertion.
- Repack Last Loadout - Lay back the kit you deployed with last.
- Forest ambience

**Improved**

- Save continuity - Existing campaigns carry over into the 23-chapter campaign with their records, equipment and progression.
- Save safety - A failed save keeps your progress in memory until Retry succeeds, and a save that needs recovery now opens on the main menu.
- Documents - Take collects a document without opening it, Read opens it when you choose, and carried documents show in the inventory.
- Industrial Area meadow - Meadow grass, wildflowers and broadleaf trees now sway in a breeze under a late-afternoon sun.
- Distinct woods - Each stretch of woods has its own character, from a golden birch grove to an old orchard, with a tree line beyond the outer wall.
- Interior light - Soft daylight now fills the four houses and the secure warehouse.
- Access cards - Cards are now reusable: hold one and insert it into a reader.
- Firearm models - The pistols, automatic rifle and shotgun have new models, animations and two-handed grips.
- First-person arms - Weapons and hand-held devices show your operator's own hands, skin tone and jacket sleeves.
- Recoil - Firing now lifts your aim, each weapon brings back part of its climb, and aiming down the sights braces it.
- Aiming - Aiming down the sights hides the reticle so the sights mark the point of aim, and the automatic rifle gains an aperture rear sight.
- Reloads - Pistols and the automatic rifle swap magazines by hand and rack the slide or charging handle after an empty magazine.
- Craft tab - Recipes show as cases, and each build sheet states what the item does before you make it.
- Loadout tab - Your operator stands beside the equipment slots wearing the chosen gear, with its total protection and speed.
- Skills tab - Clicking a module opens its training record, and a point is spent only with its Train key.
- Achievements tab - Achievements show as tiles on the base's notice board, with progress bars and Track keys.
- Loading screen - Overreach's loading screen stays up through the whole deployment, and the studio intro plays once per launch.
- Narrow screens - The lobby fits 16:10 screens, with the whole skill tree in view and every module clickable.
- Hotbar swaps - Drop a tool onto another to trade places, between hotbar slots or with the backpack, in the field and on the Loadout tab.
- Helicopter touchdown - The drop-off helicopter lands with one heavy skid clunk instead of a light rattle.
- Voice chat - At base the squad talks at any range, and dead or extracted operators share their own channel.
- Deployment - Departure saves the squad's packed kit first, and an operator who drops out before entering gets it back.
- Menus - The world stops drawing behind the main menu and the lobby.
- Keyboard navigation - Lobby tabs, recipes, the Loadout and the destination board work with Tab, Shift+Tab, Enter and Space.

**Fixed**

- Save backups - An older primary save no longer hides progress kept in the backup copy.
- Helipad stairs - The northern Industrial Area helipad's handrail runs along the outside edge, so the stairs open straight onto the deck.
- Departing helicopter - After the drop-off, the helicopter flies on into the distance instead of vanishing nearby.
- Arrival cut - The weapon in hand no longer flashes over the drop-off's last exterior shot.
- Dropped firearms - Dropped firearms lie on their side instead of standing above the ground.
- Muzzle flashes - Muzzle flashes appear at once, even when the online package lookup is slow or unavailable.
- Dropped weapon reloads - Dropping or packing a firearm mid-reload cancels the reload, even when you carry another of the same weapon.
- Trauma kit recovery - An interrupted trauma kit recovery restarts from zero instead of finishing from its old progress.
- Cross Trained - The achievement now needs a maxed skill in Survival, Weapons and Field Kit.
- Ammunition totals - Run reports count the rounds loaded in weapons as well as spare magazines.
- Death knife sound - Dying no longer plays a knife draw sound.
- Revives through walls - Squadmates can no longer be revived through walls or closed doors.
- Death bags through walls - Death bags can no longer be looted through walls.
- Position corrections - Standing still or picking up equipment no longer causes a false position correction.
- Reserved gear - Gear reserved by a squadmate who leaves preparation returns to the rest of the squad.
- Loadout moves - An item moving from the backpack to the hotbar stays reserved, so a squadmate can no longer take it mid-move.
- Kill hitches - Fights no longer hitch on every kill while experience is saved.

**Removed**

- Avatar clothing - Operators no longer wear s&box avatar clothing and accessories, only their equipment.

### 0.1.5.1

Oct 2, 2026 · Version 0.1.5.1

Howler encounters - Howlers return in later deployments after their introduction, giving players more opportunities to earn Cut Short.
**Fixed**

- Howler encounters - Howlers return in later deployments after their introduction, giving players more opportunities to earn Cut Short.
- Crouched aim - Shots and knife strikes now follow crouched eye height instead of using standing height.
- Cut Short - Killing a howling Howler with multiple pellets from one shotgun blast now correctly awards the achievement.
- Item swaps - Backpack and deployment loadout swaps no longer allow items to overlap.
- Operation report - Extracted ammunition now displays its full round count instead of being capped at one magazine.
- Loadout item menus - Context menus stay within the screen, and Escape closes them before opening the Operation Menu.
- Revive progress - A revive that has already timed out now restarts from zero when resumed.

### 0.1.5

Sep 27, 2026 · Version 0.1.5

Three new chapters - Follow the missing medical crew's trail through chapters 11-13.
**Added**

- Three new chapters - Follow the missing medical crew's trail through chapters 11-13.
- Campaign documents - Recover readable records, carry them to extraction and revisit them from the Mission tab.
- Military lockers - Spend a Military Component for a quiet release, or force the lock and risk an alarm.
- Campaign ending - Complete the crew's story with an ending screen available again from the lobby and Mission tab.
- Three achievements - Added Last Known Position, Full Record and Quiet Release, worth 60 points.
- Helicopter arrival - Deploy onto the Industrial Area helipad with a skippable landing sequence.
- Breakable barricade - Shoot or cut through the container tunnel's boards to open a noisy shortcut into the quarantine ring.
- Visible respirators - Worn gas masks appear on operators and add a first-person visor with breathing mist and low-filter warnings.
- Headshots - Firearms reward head hits with extra damage and distinct hit and kill confirmations.
- Dodge - Use a stamina-powered sidestep to evade ordinary attacks and Runner lunges.
- Reduce camera motion - Added an option to reduce combat, movement and arrival camera effects without changing aim.
- Update introduction - Eligible returning 0.1.0 players receive a one-time overview of the update.

**Improved**

- Save continuity - Existing campaigns retain their equipment and progression; completed 0.1.0 campaigns continue at chapter 11.
- Mission guidance - Clearer briefings, off-screen objective arrows and recovery instructions help the squad find its next step.
- Blueprint caches - Caches prioritize unknown plans and provide useful supplies when their plans are already learned.
- Clinic search - Searching the clinic records no longer generates Heat or summons a reinforcement pack.
- Infected attack tells - Earlier wind-ups, clearer Runner lunges and stronger Brute slam feedback make attacks easier to read.
- Infected animations - Improved movement, hit reactions and directional deaths.
- Knife feedback - Added varied slashes, stronger impacts and brief hit reactions.
- Shotgun spread - Pellets vary between blasts, and aiming keeps the shotgun focused on close-range combat.
- Weapon kick - Firearms provide distinct visual recoil while preserving the player's actual aim.
- Surge pursuit - Surge infected can abandon the hunt after the squad breaks contact and gets far enough away.
- Consumable gestures - Healing and filter replacement trigger brief hand movements that yield immediately to combat actions.
- Quarantine boundaries - Zones, contaminated air, enemy difficulty and extraction depth now follow the district's ring walls.
- Machine feedback - Station lamps show their operating state, and warehouse card readers indicate locked and open entrances.
- Extraction visibility - A painted boundary and animated landing lights make the helipad's extraction area easier to read.
- Backpack firearms - Move firearms between the hotbar and backpack while keeping their loaded ammunition.
- Backpack respirators - Pack or stow a gas mask without losing filter charge; protection applies only while it is worn.
- Run reports - Review chapter progress, learned plans, levels and carried loot, with item names and an expandable full haul.
- HUD readability - Improved text sizes, status readouts, control prompts and handling of long names.
- Item icons - Updated weapon and ammunition icons, including a suppressed pistol that matches the standard pistol.
- Sound mix - Weapon reports better reflect their noise level, and personal feedback sounds respect their intended volume.
- Infected footsteps - Nearby footsteps follow the movement animations more closely.
- Session feedback - Clearer host departure, connection loss and deployment notices help guests understand session changes.
- Smoother play - Reduced combat HUD rebuilds, saving overhead on kills and unnecessary enemy navigation updates.

**Fixed**

- Chapter 1 case placement - The maintenance case can no longer appear inside another crate.
- Remote power cabinet - Fixed missing cabinet placement that could block chapters 6 and 8.
- Security reinforcements - The terminal's reinforcement pack reaches the residence reliably and can break through its closed front door.
- Save migration - Migration backups are verified before existing campaign saves are updated.
- Pack Training slots - Items packed into unlocked backpack slots now arrive in the field correctly.
- Campaign capacity - Reaching the ten-campaign limit explains the restriction and offers Manage campaigns instead of a failed creation attempt.
- Result shortcuts - Returning to base can no longer trigger while the Operation Menu is open.
- Held inputs - Closing a menu while holding fire or drop no longer performs the action accidentally.
- Occupied arrival points - Joining or reconnecting during a deployment checks for a clear position instead of reusing an occupied spawn.
- Guest movement recovery - Guests recover from rejected position jumps after a network stall instead of remaining unable to interact.
- Infected corpses - Guests no longer collide with fallen infected.
- Helicopter skip - Skipping the arrival sequence places the local helicopter on the pad with its doors open before departure.
- Fallen operators - Bodies retain their clothing and gas mask, and no longer obstruct their owner's death camera.
- Rifle muzzle flash - The automatic rifle's first-person muzzle flash appears at the end of its barrel.
- Restarted-session voices - Enemy voices and player damage grunts no longer remain silent after a scene restart.
- Continuous sounds - Ambience, motors, breathing and other loops no longer leave gaps between repetitions.
- Interrupted Howlers - Interrupting a call stops its preparation sound immediately.

**Removed**

- Unused Walk binding - Removed the unused Walk action and its entry from the Controls page.



## More by litherastudio

| Package | Идентификатор | Игроки | Избранное | Положительные оценки | Оценка | Markdown |
| --- | --- | --- | --- | --- | --- | --- |
| Lithera RP [ EN \| FR \| DE ] | litherastudio.litherarp | 0 | 52 | 27 | 62% | https://sbox.watch/ru/games/litherastudio/litherarp/index.md |
