Full game on Steam has endless mode :)
overboy
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Thanks for the report! Could it be due to some of your browser settings?
Unfortunately, browser-based games can't always guarantee reliable local saves due to how browsers handle storage.
To avoid this in the future, I recommend trying the downloadable version of the demo, it provides a more stable environment for saving progress. :)
Thanks a lot for the interesting insights!
I nerfed HP, Lifesteal and Knockback using various techniques in the last update, along with many other changes.
Just tested Pentagram/Adept and it works as expected: the 2 effects stack correctly as the wording implied
I reformatted Grimorius tooltip as you suggested ;)
Thank you so much for the incredible reception of the web demo on Itch, and to everyone who wishlisted the game! Many of the changes—along with much more to come in future updates—are directly based on your feedback here and on the game’s Discord.
I’m also excited to announce that the game will release on Steam on 8 July 2025!
Demo - Update 35 (06 June 2025)
- Singleplayer UI: Level Up Upgrade Phase and Chest Pickup Phase UI now display the items and attacks inventories (useful to check the scaling of current equipped attacks for example)
- Singleplayer Shop: subtle animation while selecting a Buy Button
- Many Balancing tweaks
- Balancing: nerfed Life Steal in various ways (lower values gained from items)
- Balancing: nerfed Knockback in various ways (lower values gained, higher item rarity, lower max applied value)
- Balancing: too much items enhancing HP Max were put in the Demo, this means it was easier to get a lot of HP and to survive in the Demo due to higher ratio of items providing HP
- Added a subtle duration during which the player can still pickup Souls even if they’re slurped by the Soul Portal
- Fine tuned the color of some weapons to improve the visibility
- Balancing: Ballista don’t double their projectiles based on amount anymore (only number of ballistas scales with amount)
- If Player HP is Full and HP Max > 20, the player can’t be one-shot
- Bugfix: in-game achievement pop up could be displayed below other UI elements while it should always be above everything else
- Potential Bugfix for a rare bug happening in Multiplayer shop where player2 Shop sections wasn’t displayed at all
- Rework the save system in preparation for upcoming features
thanks for your feedback, it will help for the game balancing!
For now I try to avoid diminishing returns by design to make sure each feature and stat is super easy to understand because I dislike when roguelike gets too opaque, I prefer that the player fully and easily undestand each of its choices, but yeah that involves a good balance to find!
In future updates, Life Steal will become harder to get, Knockback will be capped at lower maximum applied values.
Regarding the overall difficulty, the full version has 3 extra level of difficulties, and based on some feedbacks i have from beta testers, the balance between the 5 difficulty modes seem to be close to what i'm aiming for (minus some issues like you pointed out, and of course some balancing required on specific builds and items)
There is already an option to disable screenshakes ;)
Edit: Would you be interested to join the beta-test of the full game? If so please join the Discord and ping me in DM ;)
Hey, Overboy here! You might have played my games Mobs Inc, Overdisk, Dark Soil or Overcursed.
I'm super excited to announce that after 10+ years of making webgames and asset packs on Itch,
I just released the web demo of NOOBS ARE COMING! ✨
https://overboy.itch.io/noobs-are-coming-demo
YOU ARE THE FINAL BOSS
- Brotato-like, also inspired by The Binding of Isaac & Mobs Inc
- Packed with tons of innovative mechanics and diverse playstyles
- Equip Boss Patterns
- Summon Minions
- Kick stuff around — play soccer with minions or co-op buddies
- Grow Plant Minions with a watercan
- Physics-Based Attacks– like chained spikeballs
- Turn enemies into Sheep, or Golden Statues, or both?
- And dozens of other wild and chaotic mechanics
- Quick and Addictive Runs (< 30 minutes)
- Pick your Dungeon Bosses from a large roster
- Wild Theorycrafting: Create ridiculously broken and unique build each run like in Isaac
- Endless Replayability
- Cute and Badass artstyle
- Meta Humor, RPG Parody Universe
- Banger OST
- Twitch Streamer Mode (destroy your chat)
- Singleplayer & Co-op support (+Steam Remote Play Together)
- Solodev by Triple Ludum Dare Winner Overboy (Mobs Inc, Dark Soil, Overdisk, Overcursed)
I hope you'll enjoy it!
Hey thanks a lot! Yes this game is a Brotato-like with many twists and new innovative mechanics, such as:
- Equippable Boss Patterns (active skills you can trigger by picking orbs on the map)
- Minion Summoning
- Growing Plant Minions with a watercan
- Amount and Size stats
- Physics-Based Weapons – like chained spikeballs
- Kickable stuff (you can even play soccer with your minions or other co-op players)
- Playable character merge feature (get the effect of 2 different characters or more at the same time)
- Dozens and dozens of unique effects (turning enemies into Sheep, or Golden Statues, or both?)
I'm aiming for something like The Binding of Isaac meets Brotato — a deep, replayable experience full of chaotic synergies and wild builds that feel totally unique each run, with all the "being a boss fantasy and humor" deeply included in the mechanics and content :)
Thanks a lot!! Noobs Are Coming has a gameplay distinct from Mobs Inc, the only control is WASD/Joystick but there is tons of depth and innovations around it. For example, the "active spells" are triggered when you pickup orbs than spawns on the map, or there is a minion you can summon that rushes towards you so you need to use its pattern and dodge him to crush the noobs, like a corrida/bullfighting :)
However the game is aimed to provide a similar overpowered feeling, with fast-paced brutal gameplay, banger OST and a badass parody RPG universe :)
One of my main goal with this game is to let the player create unique builds and combine all kind of attacks/items together to create incredible synergy and "break the game". It will also be fully playable both in singleplayer and coop.

















