
Screenshots

Watch trailer on Steam ↗Overhours
CtrlD Studio · Published by CtrlD Studio
Last updated 27 Sept 2026
Overhours is a single-player action tower defense game set in a fictional agency facing an invasion of soul-eating monsters. Work the night owl shift and face the hordes with a variety of traps and special abilities!
Action, Indie, Strategy · 2026 · More free games
In Overhours, strategize through the night as you fend off soul-eating invaders using traps and special abilities. Developed by CtrlD Studio, this single-player action tower defense experience challenges your tactical skills across a fictional agency under threat.
About this game
OVERVIEW
Overhours is a satirical action-tower defense game set in a fictional agency facing an invasion of soul-eating monsters. Work the night owl shift and face the hordes with a variety of traps and special abilities!

GAME FEATURES
Ready to work and play over-hours (yes, we had to) at one of the top-ranked agencies in the world? Check the boxes below to see if you fit the bill for our immediate vacancies:
☑ DEFEND AND FIGHT AGAINST A MONSTER INVASION
SHIFT has been ranked as one of the best agencies in the world, but we obviously can’t function if we’re being attacked?! There’s also no better way to prove your dedication to your job than to shoot, skewer, or burn some gnarly soul-eating beasts!
☑ RESOURCEFUL: UNLOCK AND UPGRADE
SHIFT employees think fast, and use whatever tools (traps and towers) they’re given to strategize their path to success. Every level is a new challenge, and there are plenty of upgrades and special abilities to discover. Whatever you do, DON’T let the hordes through!
☑ STRATEGIC, PERFECTIONIST, LOVES BONUSES
Practice makes perfect, and we encourage you to do your job PERFECTLY! Eradicate all monsters in each level with the highest rating for better bonuses. Replay levels with different defenses to find your perfect strategy!
☑ LOVES FRIENDS
Be friendly, or don’t, that’s up to you. Clearly we’re all animals here, but not all of us bite (except Dave, he’s just a bit anxious). Get to know the rest of your colleagues and learn their stories!

System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS: Windows 10
- Processor: [TBD]
- Memory: 8 GB RAM
- Graphics: [TBD] GeForce GTX 970
- Storage: 1 GB available space
- Sound Card: Stereo
Recommended
- Requires a 64-bit processor and operating system
Supported Languages
*languages with full audio support
Latest news
AnnouncementsOfficial
Devlog #3: Enemy Designs 😈
Hey everyone! Welcome to our third devlog about the development of Overhours! Today we'll dive into the designs of our freaky lil fellas 😈Why Are They Based on Animals?🦉🐸Well, the easiest answer is that our main character is anthropomorphic, soooooooooooooo- But okay on a more serious note, when we started the designs for Overhours, our creative director realised her strengths were NOT in character design, later discovering that anthro characters had phenotypes and stereotypes that were easier to imagine and play around with (eg. yakuza-inspired lion gang in BEASTARS; tiny, sweet-talking sheep assistant from Zootopia). That of course spilled over into the enemy design department, and made the process of conceptualising enemies and their abilities much smoother! We combined animal phenotypes and behaviours from the real world and adapted them to classic TD enemy tropes. Thus, we've got enemy hordes spanning a few species!For example:The Green Spitter Frog (not its final name) enemy is based off the often colourful Poison Dart Frog that secretes a toxic layer of mucus on its skin. So we designed this enemy to be a long-ranged toxin spitter with a mouth that split open when spitting projectiles, inspired by the demogorgon from Stranger Things.Can you guess what other animal species our enemies could be inspired by? 🤔 Leave your guesses in the discussion!📖 Read our previous devlogs:Devlog #1: How We Started Making OverhoursDevlog #2: Overhours Artstyle DevelopmentWishlist Overhours to Stay UpdatedJoin our Discord server to give us feedback or simply to say hi 👋🏻If you have some aspects of our development that you're interested to know about, feel free to let us know and we can consider putting it in our next devlog!Read full article on Community Announcements (CtrlD Suan)AnnouncementsOfficial
Summer Announcement: Southeast Asian Games Showcase
Catch our New Trailer this Summer Game Fest!☀️Night owls rejoice! Take a break and catch a new Summer announcement trailer for Overhours during the Southeast Asian Games Showcase 🏖️Celebrating games from developers in Southeast Asia at a global level, the event runs from June 1st - June 14th 2025 on Steam and will be livestreamed on the SEAGS Youtube Channel and Twitch at: 🕛June 6, 8AM (PT) / 11AM (ET) 🕛June 6, 11PM (GMT+8 / MYT) 🕛June 7, 1AM (AEST) Wishlist Overhours to Stay Updated! Join our Discord server to give us feedback or simply to say hi 👋🏻Read full article on Community Announcements (CtrlD Suan)AnnouncementsOfficial
Devlog #2: Overhours Artstyle Development
Hey everyone! Welcome to our second devlog about the development of Overhours! Today we'll dive into the development of our current art style 🖌️🎨Evolution of the Game's Artstyle🖼️One of the main things our team wanted to achieve with Overhours was to inject a very different setting and visual style to a tower defense game. So, in initial concepts you'll see us testing out different environment designs, colour palettes and even straying away from classic TD enemy tropes (to which we eventually kind of went back to, don't fix what's not broken). Eventually, the tone and style of the game evolved over time as we worked with various artists and writers who helped shape the game into what it looks like today. Although it looks pretty different (and darker) from the modernist/ post-modernism-inspired early concept art, it's a sweet spot for our team at this point in time! Perhaps we'll save the brighter, more colourful palettes for another game 😉Is Overhours 2D? Or 3D?⚙️This is probably our most asked question, and the answer is..... both! Overhours is a mix of 2D and 3D assets, a 'mixture' that we fine-tuned over many months to figure out what kind of limits we could push in order to achieve the style we wanted, in ways and methods that worked well for our tiny team. This was definitely not an easy R&D process, but you could say we had it coming, considering our main inspirations for the game are Hades and Orcs Must Die! lol. 📖 Read our previous devlogs:Devlog #1: How We Started Making OverhoursWishlist Overhours to Stay UpdatedJoin our Discord server to give us feedback or simply to say hi 👋🏻If you have some aspects of our development that you're interested to know about, feel free to let us know and we can consider putting it in our next devlog!Read full article on Community Announcements (CtrlD Suan)Patch NotesOfficial
Overhours Demo Update: Tower Defense Fest 2026!
Hey everyone! Overhours is joining Steam Tower Defense Fest 2026, and we've got some new stuff to show! 🤗Overhours Demo: What's New?🦉Brand new stuff:New 'Sticky Note' TowerSome UI tweaks/ redesignNew Map (Level 4)! Previous demos and playtest builds only ran until Level 3New Map means New Miniboss! This is our first time showing off a boss enemy, so we're eager to know what you think of it!New-ish:Trap & Tower upgrade paths (one of our major demo updates from 2025)Switching between auto and charged gun shots Your Feedback Matters to Us 📝More fixes will be coming your way, but in the meantime...Please let us know what you liked or didn't like; some fixes may take a little longer to be implemented as we're a very small team, but we always want to know how we could maintain or make the gameplay experience better for our players! You can give us feedback by:👋🏼 Joining our Discord server (get faster responses!)📝 Filling in this Google form (link also available in the demo)🗣️ Making a Post in DiscussionsFollow Us to Stay UpdatedJoin our Discord server to give us feedback or simply to say hi 👋🏻Read full article on Community Announcements (CtrlD Suan)AnnouncementsOfficial
Devlog #1: How We Started Making Overhours
Hey everyone! This is the first of a series of devlogs about the development of Overhours! Today we'll explain a little about how we came up with the game's concept 🤗Overworking Night-Owls🦉Some of our team come from a design background where long hours and late nights were fairly common, and some nights honestly, you just need to fight some demons; whether they're inner or your boss outer. Tower Defense🏰During early conceptualization stages a few years ago, one of the few genres we played often was tower defense, more specifically hybrid tower defenses, like Orcs Must Die and Dungeon Defenders. So when we started thinking about what games we wanted to make, a Tower Defense was high up on the list of considerations!Screenshots from the very first prototype of Overhours! Back then it was called a different name too.The very first prototype of Overhours also had 🤝co-op gameplay🤝 (extremely ambitious for our first game). But even though that's been removed, we hope we'll be able to properly implement it in the future, perhaps in an Overhours sequel or something entirely new.Release Date....? 🤔After roughly three years of development, we're excited to say that Overhours is getting a release window in 2026! The journey hasn't been easy, but we're extremely grateful to all the players who've been supporting us and giving us feedback!We hope you'll stay tuned for our official release date announcement in the near future ✨Follow Us to Stay UpdatedJoin our Discord server to give us feedback or simply to say hi 👋🏻If you have some aspects of our development that you're interested to know about, feel free to let us know and we can consider putting it in our next devlog!Read full article on Community Announcements (CtrlD Suan)






