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A member registered Mar 05, 2015 · View creator page →

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No prob, thanks for checking by and saying hi :) !

Hello Nim,
How can I help you?
In need of some assistance regarding the game/latest-update or just touching base regards the updates I'm working on :) ?

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Hello everyone,

I've been away from working on games for months, but thanks to some new opportunities it looks like the time has come for me to return to active development again ;)

Version 1.2.0 is live and the highlight of it is the save-game feature! Besides this one major addition, it is mostly a bug-fix and tweak build.

Save & Exit

Finally the game can be suspended in the dungeon and continued later. Since a full play-through is relatively short plus I Am Overburdened is primarily a rogue-like and save-scumming would undermine this core idea so only one save slot exists. Of course more could be added with slots only having a continue option if there are genuine requests for it, but I think the game works well this way.

This is more like a convenience feature to be able to stop playing at any point you wish and finish the run when you have the time to spare.

The pause menu had to be reorganized a bit, since it was already crammed. As you can see it's cleaner now and the last option saves and closes the game.

Immediate (Save &) Exit

The immediate exit hot-key was remapped from F10 to F9. Sorry about this change, it was a necessity (os/platform reasons), but as a bright side it also supports saving the game. So now if you hit F9 during play and the game could be continued (e.g.: the player is not dead :) ), the state will be saved just like when saving and exiting using the pause menu. This change is already reflected in the input guide.

Pesky bugs

I've been working on the game on and off in short bursts in the last months and alongside with the community I discovered some problems too. I fixed quite a few things so I'm simply going to list them:

  • Few items and their related skills could cause a crash under super specific circumstances. It's not likely many of you run into these issues, but if your play was interrupted by a crash I'm sorry.
  • Certain item skills with persisting effects (e.g.: Fear, Cripple) could get stuck or be triggered on freshly summoned/resurrected monsters in rare cases. These were not visible, but could affect how well you did, so my apologies for the occasional unfair (de-)buffs.
  • The positioning of hallucinations from toxicity effects (e.g.: Toad monsters, poison in potion) were not correctly randomized. These hallucinated monsters were always placed in the upper-left quarter of the map, breaking the illusion. Now this is fixed.
  • A while ago I added item-slot notifications to item pickups and chests when standing nearby. It did not occur to me though, that with this modification the treasury pickups and chests triggered unnecessary ones too. Oops, fixed!

In balance

With this update balance tweaks found their way into the game too. There were still some complaints regarding this aspect, so I made normal mode a tad bit harder and nightmare difficulty a tiny bit more forgiving. These are not substantial changes, only slightly affecting the pickup and chest spawn rates. Another extra is "near death" detection. Simply put if you end up in a really bad situation at some point, the game tries not to punish you even harder on the next dungeon level :D
These changes are subtle, so they keep the game challenging, but they were introduced to make it more fair at the same time.

Boss confusion

Some people found the boss level corpses confusing. I don't know if the new version will work out better (this is not the first time I change this :S ), but now the number of corpses (below the one serving as the story hint) are tied to the unlock progress of the boss entry in the monster book.

I know some other unlocks still need more and better hints too. I'm going to work on these problems in the near future...

Still alive?

Is the game still supported and under active development? Yes, pretty much. Due to personal and financial reasons I had to put game development on hold for a long while, but I'm back now and I will be working on it in the upcoming months. Before I vanished I teased possible ports, a bigger content update and more official translations for I Am Overburdened. These are not forgotten and progressing well ;) In a few weeks I will reveal more details about my plans.

Until then, have a fun-filled time.
Thanks for reading and take care!

Hi there artifact hunters!

It is time for another tiny update. 1.1.8 is online, featuring mostly fixes and fine-tunings, but lets see in detail what it has to offer


Achievement bug fixed

Due to some timing and file-reading mistakes in rare cases some achievements were not unlocked. The boss, monsters and the four artifact unlocking related trophies may have been affected for some players.

Now the problem is solved and I added an extra step to the startup logic of the game so that achievements missed by previous versions will be unlocked automatically (e.g.: if you unlocked all the monsters, but the achievement is missing).

My apologies for each of you who run into this problem.

Item pickup and shop enhancements

Item pickups (especially buying one in the shop) bugged quite a few people, due to not knowing what kind of item one receives. I wanted to leave item collection as a "mystery" and unlocking artifacts being both a reward and a learning process, but I understand the inconvenience of this. To alleviate it a little I added a simple item slot notification when the player moves next to an artifact.

Another hopefully useful addition is the "same item speech" in the shop, which triggered before when you tried to pick up an item you already own, but now it triggers before buying items you have equipped too.

What's next?

Finally the Mac and Linux ports are getting closer to the finish line and the save-game feature is already functional :) ! It will still take a week or two to stabilize and complete them, but they are next and will be out later this month ;)

I'm also working on a bigger update. I may have mentioned it before, but it is still too early to show anything in action, however it will see the light of day by the end of summer.

Thanks everyone for your patience, understanding and for your continued support.
Good luck and have fun in the dungeons!

To greet the summer Operation KREEP, the best couch co-op (local multiplayer) Alien satire, went on a week-long sale (83% off - only 0.50$, base price is 2.99$)!

You can buy it here:


There is also a demo if you want to see the game in action first!

If you are interested in the development process, my devlog holds a great bunch of write-ups about how it was made.

In space no one can hear you KREEP...

I hope you check it out and it will be to your liking :)!
Thanks for taking the time to read my post.


Hello everyone!

I've just released another update for I Am Overburdened, my silly roguelike full of crazy artifacts and a "hero" who has 20 inventory slots. It is now at 1.1.7. with nice new additions.

And a big +

Currently it is 40% off for two weeks as a special promotion so you can get it for 2.99$ (may vary based on region).

You can buy it here:

The game has been localized to French ( ...), Danish ( ...) and Romanian ( ...)! These are the first bunch of official translations besides English and Hungarian. I'm hoping the game will reach more players with new languages added. Of course I would like to add even more in the near future and I already started talking to translators to make this happen.

Another addition is the "developer" tools for localization and QA. In the latest build of the game three debug screens can be accessed. Of course these were developed for internal use, primarily to test translations, but I thought they could help anyone who would like to localize the game.

So I cleaned them up and added an option to access them in the release builds too. I also created an official guide how these tools can be used and how new languages can be added to the game.

P.S.: I guess using them could be considered cheating :P (spoiler alert!), since you can see all the items and monsters the game has to offer even if you have not unlocked or seen them previously.

Thanks for taking the time for reading my post and for checking the game.
Take care!

Hello there dungeon crawlers!

It's been a long while since my last I Am Overburdened update and I haven't posted anything online for more than a month now :( . Version 1.1.7 is online now containing some nice additions :) , so I'll showcase the changes and I'll go into what happened to me.


The game has been localized to French (   ...), Danish ( ...) and Romanian ( ...)! These are the first bunch of official translations besides English and Hungarian. I'm hoping the game will reach more players with new languages added. Of course I would like to add even more in the near future and I already started talking to translators to make this happen. 

Special thanks to the translators for their work:
Nicolas Fourcroy (French), Victor Fisker (Danish), Fazekas Sándor-Imre and Vezsenyi Ákos (Romanian)

Another addition is the "developer" tools for localization and QA. In the latest build of the game three debug screens can be accessed. Of course these were developed for internal use, primarily to test translations, but I thought they could help anyone who would like to localize the game.

So I cleaned them up and added an option to access them in the release builds too. I also created an official guide how these tools can be used and how new languages can be added to the game.

P.S.: I guess using them could be considered cheating :P (spoiler alert!), since you can see all the items and monsters the game has to offer even if you have not unlocked or seen them previously.

What is up?

So yeah, long time no see and this update isn't a huge one neither. What is going on with Magic Item Tech?!

Last month I stopped focusing on my projects and made the decision to find a full-time job. I already have a position secured at a studio. This does not mean goodbye, my contract allows me to keep my company and I'm not abandoning my games. Magic Item Tech and I Am Overburdened will not be forgotten, only they are becoming a secondary commitment.

Besides job hunting, organizing and integrating the translations, I also worked on new features. If you checked my Trello board recently you already know that the "save game" feature is getting close to completion and I'm still planning to release ports and content updates in the future! They will take more time due to working on them on the side, but I will try to make all the ideas I mentioned before a reality ;) .

Thanks everyone for your understanding and patience and for all the support I got from you. Currently I'm not sure when, but sooner or later more updates will follow.
Take care!

Hello there dungeon crawlers!

I know it's been a while since the last update, but this one will be a relatively small one regardless :( . I'll go into why this is the case but lets start with the list of changes and additions first ;) !


  • Now the game supports a much wider range of controller devices. With older joysticks and game-pads it tries to emulate the mapping of the Xbox 360 controller automatically. In the "Controls" menu you can re-map your buttons if the game fails to capture a sensible layout. If you had to use x360ce before you probably don't need it anymore :) !

  • Pressing Left Ctrl + R in the dungeon restarts the run immediately without confirmation now. I forgot about this modification, but many of you requested it multiple times so I finally added this hot-key.

  • A little balance fix: the skill of the Zombie was tweaked heavily. Their regeneration now only triggers if you can damage them for a given minimum amount (5), so you won't hit a wall going against these monsters regardless of your build having high defense/health/dodge but low damage. I hope this is another step in the right direction for making the game feel challenging, but fair.

Another tiny extra is the downloadable "InputGuide". It's an official documentation containing all the relevant information about possible control mechanisms, hot-keys and default button mappings. I'll do my best to keep it up-to-date if something changes and I'll provide localized versions too in the future!

So as I mentioned it is not a huge list, but took some time to deliver. The reasons behind this are the larger features I'm working on. I'm currently juggling between several longer-term projects and they take up all my time. These are: organizing and delivering official localizations, more robust tools and guidelines for translators, the "save and continue later" feature, porting the game to other desktop operating systems (Mac & Linux) and I'm also working on a "secret" big update, but that is all I can tell about this as I want it to be a surprise plus I'm super unsure when I will be able to finish and release it.

I'm hiding in my room, working in silence, but development on I Am Overburdened is still going strong :) !
You can check the Trello board or follow me on Twitter for more frequent updates.

Thanks for your understanding and patience.
Good luck and have fun!

Hello everyone.

Sadly I made a mistake in the code of the latest "elite" update :| so I had to upload a new build today. A pesky bug crashed the game on startup if you completed the game prior to the update once (and only once). I guess still many people could run into this wondering why the game is not starting. The problem was with the automatic unlocking logic of the skull candle.

Please accept my apology if you wanted to try the new update, but the game did not launch :( . In 1.1.5 this problem is fixed now and the game should work properly.

Looks like I'm struggling with keeping the updates bug-free like Joey is struggling with the loot on the animated box art :D . Sorry :( ! I'm going back to making new features and content now and will try my best to don't make new issues while doing so.

Thanks for your understanding and patience!


Hi there!

I’ve just released another update for I Am Overburdened, my silly roguelike full of crazy artifacts and a "hero" who has 20 inventory slots. It is now at 1.1.4. and received quite a few enhancements since the first major update ;) .

And a big +

Currently it is 35% off for a week as a special promotion so you can get it for 3.25$ !




The latest additions can be read in the release notes on the community discussion board.

Thanks for taking the time for checking the game.
Take care!

I've just released another update for I Am Overburdened.
It is now at 1.1.4. and received quite a few enhancements since the first major update ;) .

Latest additions

  • Elite variant

  • There is a new "decoration" in the inn. If you complete the game twice on normal or on nightmare difficulty you unlock the skull candle. Once lit, there will be one tougher "elite" monster on each dungeon level. If you completed it before the candle will be unlocked automatically.

    I don't consider this a new difficulty as it is a variant working on both levels, but if someone finds nightmare too easy :P or too painful :( with normal not being a challenge any longer it can spice them up ;) .
  • Ease-of-use

  • The most requested UI enhancement was inventory screen access through the in-game inventory bar. Plenty other UI and mouse control enhancement found their way into the game (e.g.: the handling of speech bubble fade-out effects are not instantaneous when using the mouse).
  • Effects beef-up

  • Both the battle effects and the level entry (player spawn) got a little more love. The later one especially got many complaints. Hopefully from now on the player will be instantly recognizable when reaching a new dungeon level.
  • Fixes & fine-tuning
    There were some annoying problems which were fixed with this build. Rendering and input handling works correctly when the application is not in focus and there was a more serious item skill problem too (dodge wasn't canceling some penalties & de-buffs even though at the end not suffering the hit causing them) which is history now :) !

The future

As always I have quite a few plans for the future! I would like to add more variants (like the Elite or the Treasury) in the near future and I started working on the next big update: Saving. Don't worry no save scamming, this is a roguelike after all :D . This feature would only allow you to suspend and close the game any time and be able to continue later on where you left off.

Sadly I don't have the capital to pay for professional localization yet, but who knows, the game is sold on a special promotional price for a week and it may turn out well, fingers crossed ;) !

Good luck and have fun in the dungeons ;) .
Stay tuned!

A crash-bug slipped into the latest update. Anyone who run into this problem, please accept my apology. If you waited at the last cut-scene till the end the game most probably crashed due to a timing issue when ending the game (launching credits).

Again, thanks for the report and I'm really sorry about it. I will increase the automated test sets for the game to try decreasing the chance of similar issues occurring when I release new content updates.

Thanks for your understanding.
Take care!

Hello there dungeon crawlers, a new update is here :) .
Sorry for the slow delivery. I know I promised this version a bit earlier, but a nasty flu knocked me out and I spent the last few days in bed :( ...


  • The inn has a new "member". There is a stash from which you can take one blue (tragic) artifact with you into the dungeon as a "starter" item from the ones you previously unlocked in the Tome of Artifacts.

    Taking a starter item with you does not affect achievements or unlocks. They can be opened the same way. The stash item will show up in your statistics though, but has no other side-effect.
  • The stash game mode affected the balance/difficulty of the early levels significantly so some items and monsters had to be tweaked. Also a few later monsters and monsters skills were modified a bit to have a more fair difficulty ramp-up mid game.

  • The mouse sprite graphic hiding logic had a problematic design. Now the mouse graphic becomes visible immediately if the device is active (e.g.: moving) and it only fades out if it is inactive for 5 seconds. There is also a new setting under the options/mouse menu to fully disable the mouse graphic hiding if you only prefer to play with the mouse!

For the next update I'm planning to create new game "mode(s)" like the treasury or the stash. As always if you are interested in how the development on the updates are progressing you can check it here:
Magic Item Tech - I Am Overburdened Trello Board

Have fun and stay tuned ;) !

I'm not going into a big yakking this time, bugs happen no matter how hard one tries :( . Here goes a tiny hot-fix update (1.1.1), to have a clean start for the new year...


  • On the treasury menu screen (when playing in treasury mode and picking up an item) the keyboard based selection (enter/space) was broken by the mouse update and items could only be selected with the mouse. Now it is back to normal again.

  • Multi-monitor setups had problems with broderless full-screen modes. I tested this fix on various GPU-s and multiple monitor setups, but I was limited a bit by hardware variety. Hopefully this works properly now!

I got some reports about other minor issues too, but due to the holidays (visiting family, spending time with friends etc...) I had no time to fix them all yet and I really had no time to add new content to the game. I'll fix these problems early next year and I'll do my best to make the world of I Am Overburdened even more lively and crazy :) !

I would like to wish a happy new year to all of you and to your friends and families.

Have fun in the dungeons, see you soon ;) !!!

Hi everyone!

The first major update for I Am Overburdened is live! It took way more time than I first anticipated, but this seems to be a re-occurring thing with development :) .

Since this one is a bigger release I decided to do a Microsoft like thing and left out version 1.0.9 :P . Jokes aside, now the game has full mouse support and a bunch of new content has been added to it ;) .


  • The most visible and biggest addition is the mouse support. Besides having a path-finding based mouse control mode with visualization and a context sensitive pointer a simple four-way mouse movement mode has been added too. This is for players who would like to control the game with the mouse but like to plan their own routes and figure out the optimal ways themselves.

  • All the menus have been updated to support the mouse too. All the screens and widgets react to mouse movement, clicks and drags. The right mouse button can be used to back out from sub-menus and the middle mouse button enters the inventory screen while in-play. If this layout bugs someone I can add mouse button remapping to the game too (please leave a comment). This way 100% of the game can be controlled with only the mouse without touching any keys/buttons ;) .

  • 5 new map templates were added to the dungeon generator to spice up the level variety. As always they been carefully crafted to preserve the balance/map difficulty.
  • I received some complaints about the Epic item roster. I admit there could have been more powerful end-game items so I decided to add new ones :) ! 6 new items were added and 4 of them are purple (Epic). A few even have new skills, so good artifact hunting ;) .


Now onto the bugs. If you run into any of them and it ruined your run / play-session, please accept my apology. I do the best I can to squash every problem before releasing/updating, but games are pretty complicated and some issues slip through my net...

  • A problem was reported with the Spyglass item. The player could retain the skill even if the item was swapped to another one. I could not reproduce the issue reliably, but I did discover some problems in the code. It may have effected a small fraction of other items too, but I think it is fixed now.

  • The poison damage wasn't handled correctly so some items which react to to damage did not fire their skill. For example even if you wore an item which could save you from death it did not work if the cause of the death was poison. I fixed this!

  • Sadly some achievements could be opened even if the player did not reach the relevant cave level in nightmare mode. Now this is fixed.
  • Some players with Intel GPUs and UHD monitors informed me about display issues on start-up and in borderless full-screen mode (e.g.: weirdly sized or placed window). I found an issue and I made a modification, but I could not test it adequately (no available HW). I hope, that the game works properly on more GPUs and displays now :) .

Plans & future

This is a big update, but as you could see it took a few weeks to make. Thankfully I could complete it for the holidays :);) . I would like to make similar ones in the near future too, like the save+suspend & continue later feature, but developments like these take a lot of money & time. The game is not selling too well and it is still far from covering its development cost. Of course this is my mistake for failing to promote and market it properly. I will try my best during the holidays too, but I may not be able finance full-time development on it further. If this happens I will still make updates for the game, maybe even bigger features too, but releases will happen much less frequently. If you would like to help, please share a link to the game with your friends. Every bit helps :) !

I would also like to wish all of you a very happy holiday and a super awesome new year!
+ have fun in the dungeons ;).

Take care!

Hi zingrook!

Sorry for the slow response and for not clearly communicating about the Steam keys. Steam and may be different platforms and thus different services and businesses too, but I would really dislike to sell the same product multiple times so that my customers can have it and play it on multiple front-ends/machines etc...

So I added Steam keys to the system. Now you can request your Steam key on the store page if you bought the game, it is included.

Thanks for buying the game and thanks for the kind words. I'm happy, that you are enjoying it :) !

Hi everyone!

I know I mentioned that this update will be ready early this week, but I went a bit overboard with my ideas and making the new content took longer than expected.

Good news is, that this build has crazy sick new items and item skills :) !
I hope it was worth the wait.


  • 7 brand new items! Most of them have new never before seen skills too and I'm really excited about those. They will allow more varied strategies/builds and different ways to play the game :) .
  • A tiny ease-of-use functionality was added to the pause game menu. If the player stands nearby an item (revealed item pickup, opened chest or shop item) the "Tome of Artifacts" will open on that one. This way if you unlocked an item before and you find it in the shop you can check its details in a few steps.

This list is relatively short, but the game has some really fun new stuff. I'm hopeful you will like it and it will keep you entertained in the dungeons of I Am Overburdened until the next updates ;) .
A little sneak-peek into the new stuff:

What comes next? I can promise more updates, but most of my ideas on my task list take longer time than a day or two. I would love to deliver bigger updates too like the "save and continue later" feature and mouse support, but both of them is around a week-long work if not more, so I have to ask for your patience regarding these changes :) .

+ I'm open for voting too! If you would like to vote about what bigger features or what type of new content should come next feel free to chime in with some comments ;) !

If you are interested in how the updates are progressing you can check it here:
Magic Item Tech - I Am Overburdened Trello Board

Stay tuned!

Hello there!

Just a mini update this time. I'm going forward with adding more items to the game, but I wanted to solve some issues before weekend. You can expect a much bigger update probably early next week.


  • The "Parrying dagger" item had a problem. Its description and actual skill did not match up. I wanted to address it somehow, but in the end I decided to add both items (the described and the actual existing logic) to the game. So now the "Parrying dagger" does what its description says (with a tiny nerf, because it was a bit too powerful for a yellow item) and there is a new similar item in the game ;) .
  • A bunch of typos and grammar errors were fixed in the item descriptions.
  • The Hungarian localization was missing the achievement texts.

I'm really excited about the new items, especially about the new skills I'm adding to the game. Currently I have 5 sort-of ready so you can expect at least half a dozen new artifacts to collect next week ;) !

As always you can follow the day to day progress of the development here:

Magic Item Tech - I Am Overburdened Trello Board

Stay tuned!

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Hi everyone!

Another update with some new content goodies too ;) !
Again, not a gigantic one, but more is coming of course.


  • The chance of finding an item multiple times within one run was significantly reduced. It is not completely eliminated from the game, so there is still chance to run into an item you've found before or wearing already for example on a shop level (wanted to keep it as a minor risk with items/chests/shop), but this will happen much less frequently. This change affects both normal and nightmare mode. I think the game is more fair and has less frustrating occasions thanks to this.
  • The item re-roll chance change affected the balance heavily (made the game less random but also a bit easier), so some tweaking had to be done on monsters. Nothing major, just some tiny attribute changes and some skill chance changes here and there. On some levels their spawn chance was modified too to achieve a better pacing / difficulty curve, so one of them actually became less of a threat!
  • 5 brand new dungeon templates were added again, raising the variety of the generated levels for the 1.0.6 version by a big leap. I also updated a few old ones. I'm pretty happy how diverse maps the generator makes by now. No repetitions during a run :) !
  • Last but not least a new Joey speech (hint) was added to the game. It is triggered when the player tries to pick up another instance of an already equipped item, just to convey the idea, that it is the exact same thing and only one item of a given type can be carried.

What else is coming?

I'm still experimenting with minor balance changes, nightmare still could use some help :| , but it is slowly becoming better and as you can see I'm also focusing on producing new content :) . The next content update will take a little more time as I'm working on new items and new item skills (especially excited about those, they will be awesome ;)), but they are complex to create. I think the next package will be ready by the end of this week or early next week... 

If you are interested in the day to day progress you can check it here:
Magic Item Tech - I Am Overburdened Trello Board

Take care!

(1 edit)

Hello there!

The first update which contains new content too is released ;) !
Not a huge one, but there are some goodies in there...


  • The content update consists of 5 brand new dungeon templates. I spent some time to carefully balance them too (a little more on this after the change-list). Since the generator tends to select templates used "long ago" or not at all yet during a run you will meet them even if you boot up to game only for one or two short runs ;). I think they turned out really cool and more will follow ;).
  • From this build the free chest on the early levels (The Flooded Cave 1-3) will guarantee an item! This was added for balancing reasons and fair play. Especially for making nightmare mode less of an RNGesus. More fine-tuning will follow, already experimenting with some stuff ;).
  • Some tiny user interface changes made it into the game. The "Help" menu can be accessed from the "Game Paused" screen for popular demand :). Now the "Game Paused" indicates if you are playing on nightmare or on treasury mode.
  • Two items suffered a tiny nerf. I'm sorry about it, no substantial change, but they were a bit to OP.
  • A bug was fixed which wrongly started the game on normal mode if you launched it in nightmare/treasury mode from the main menu really really fast shortly after the application started.


I'm constantly working on improving the balance of the game, trying to make it more fair. Especially on nightmare, sorry about it, I know it still needs a tiny bit more tweaking :( . Dungeon templates are no exceptions, maps need care too otherwise the game could generate something totally unacceptable. The following is a bit far-fetched, but you get the idea :D :

I wanted to share my feelings too this time:

I loved making this game and I love working on the fine-tuning of it and these updates. I'm really thankful for everyone who buys and plays it and  for you being patient and helpful and for anyone who contributes for its future, be it reviews, ideas or feedback. Means a lot.
I got a hold on a new: T-shirt

Stay tuned for more!

(2 edits)

Sadly another "deadly" bug was discovered. I hope I'm winning this battle and no other pesky little issues will be discovered. Please accept my apology. I try to be really thorough with my work, but games can be complicated under the hood and I Am Overburdened is no exception.


  • A crash bug was fixed which was triggered by the "Shoulder cannon" item on rare occasions. I scaned through the code of all the item skills to triple check these logics this time.
  • Sadly the generator could come up with dungeon levels where some of the tiles are unreachable (stairs blocking the way). I fixed the affected map templates and extended my testing system to save me from these pitfalls. Before uploading a build now it checks if something like this could happen with the dungeon templates (no blocked parts in the maps from now on ;)).

Please accept my apology if you run into any of these problems!

Now I'm continuing work on the first bigger content and balance update ;) !
Again, if you are interested, I'm keeping track of my development progress here:
Magic Item Tech - I Am Overburdened Trello Board

Stay tuned!

(1 edit)

Okay, here we go again ;) !

As the name suggest these modifications were relatively easy to add. I wouldn't call this a hot-fix now, just an ease-of-use update.

Note that upcoming content updates and bigger changes will take more time. I'm going to publish new changes (items, maps, balance fixes etc...) for the game, but producing them will take more than a day or two, so the next update comes closer to the weekend. Thanks for your patience!


  • When you open your inventory the last picked up item will be focused! If you checked it and open the inventory again or you are inspecting statistics (or when you have no items yet) the Chest slot will be focused. From that slot all the items can be reached in maximum three steps so no more inventory rummage ;).
  • The story scene and the boss fight cut-scenes can be canceled with the escape key or the back button of the controller :) !
  • Some props were missing from the tool-tip pages of the help menu screen. Now they are there.

I would like thank you all for your helpfulness and support for the further development of the game. I'm working hard on making all the ideas about the game a reality :) .

Just to reiterate: you can follow the progress of the upcoming updates/features:
Magic Item Tech - I Am Overburdened Trello Board

Take care and keep crawling in those dungeons ;) !

Wow awesome! Coming from the maker of itch himself, I don't really know what to say :| !
After a few minutes of shock, and I'm back online
I mean, you are a personal hero of mine, so this means a lot, thanks :). I really poured my heart and soul into making this game shine !
It's a wonderful feeling that it is not going unnoticed (feedback is really positive coming from multiple sources so far :) ).

And for the homepage featuring: now you are not just a hero, you are way better than the spider and the bat guy combined, for real ;). I suspected something like this, based on the views/traffic during the weekend :) .

Keep up the great work, itch is super cool ;) !

Ok, now I'm really stopping my embarrassing fanboy outburst :|, sorry for the goofy response, couldn't hold it in :D (yes I'm usually this emotional).
Thanks again for everything :) !!!

The "balance hot-fix" is here :) !

It actually has some non balance related updates too, but I primarily put out this build due to hellish :P difficulty problems in the nightmare mode of the game (sorry for the bad pun).

Keep in mind, that this is (as its name states) a hot-fix and not a fully finished elegant solution to alleviate all the problems with the early game on nightmare difficulty. More updates and fixes will come for making the nightmare mode less frustrating, but it will take some time. Probably all the planned fixes will be rolled out during the next two weeks though ;) .


  • Few item attributes were tweaked to be less punishing (Commonplace armor pants & Stocks).
  • Starting player attributes for nightmare increased (+1 starting Vitality & Speed).

Again, this makes the early parts of nightmare less punishing, but it still can be ridiculously hard :| . Will fix soon.

Ease of use

  • Traditional focus driven menus can be navigated with the W, A, S, D keys now. These are fixed and can not be remapped as the player controls, but if you use the default W, A, S & D keys to move around you don't have to change hands when entering the menus from now on ;) .
  • Players claimed, that the game starts really loud for the first time. I lowered the default value for the master volume to 5 from 10. This will not effect existing settings, those stay the same.


  • Some localization characters (e.g.: ß, È/É/é etc...) from the "tiny" font were missing. Now it has almost all the Latin-1&2 glyphs.
  • Many text grammar errors and typos were fixed (mostly in item descriptions).

Another really important note about updates:

I'm a big believer in open development. This way players can follow how something progresses and they can learn about the development process. I documented (blog + video series) the making of the game :) . Another big aspect was task management. From the very get-go anyone could check every single day how I Am Overburdened was progressing and this is still a possibility ;) !

I have an open trello board. If you never heard of trello it is essentially a fancy webpage for managing your TODO lists. I tidied it up during the weekend and added all the tasks for the upcoming updates (tasks what I'm going to work on in the next few weeks).

Here it is, you can check it any time what I am currently working and what is going to be released in a few days:
Magic Item Tech - I Am Overburdened Trello Board

Stay tuned for more ;)!

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I’m Tamás Karsai (Spidi) a solo game developer forming "Magic Item Tech" and I would like to present my third completed solo game project which I just released :) .

I Am Overburdened is a silly roguelike full of crazy artifacts and a "hero" who has 20 inventory slots.

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…

  • 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...

I Am Overburdened was released at evening (by GMT) on the 2nd of November.
It can be bought on for 4.99$ and there is a launch-week 20% discount (so currently at 3.99$). Get it while it's hot ;) !

I also made a "documentary" kind-of thing during development. If you like to read/hear about the nitty-gritty of game development, both the written version of the devlog and the video series can be accessed here on itch under the devlog section!

I hope the game will be to your liking :) !

(1 edit)

Hello there!

In the big sprint towards publishing this game I forgot to update my blog with a proper release announcement :D . I had to split myself in millions to actually finish the game and put it out there, but still, silly me how could I forget :| .
Takeaway: I have to prepare better for my next release, but I heard from other developers, that no time is actually “enough” :D .



Yes, I Am Overburdened was released at evening (by GMT) on the 2nd of November.
It can be bought for 4.99$ and there is a launch-week 20% discount so get it while it’s hot (so currently at 3.99$)!

First day

Now that I’m over the big rush for the release and over the first day, I can slowly ease into handling issues and working on updates, fixes and fine-tunings. The first batch of feedback is really positive and I got decent featuring from the press so far, which is awesome. People seem to understand and like the game, many even praise it and are really enthusiastic about its future :) . This is an awesome feeling!
The game is up to a slow start sales wise but it is too early to draw any kind of conclusions (it’s only been a day). Of course I will do that in a few weeks in another blog entry. Fingers crossed :) .

Thank you!

Allow me to grab this opportunity to formally say thank you. Thank you for all who followed the development. Thank you for those who supported, helped and encouraged me along the way. Thank you for everyone who contributed, either with tips, suggestions, testing or critique. And thanks for everyone who already bought the game, I hope you all are having a great time :) !
I’m adding a new screenshot about the inn in the game (pun intended :P ), because in the last two weeks of development I changed it a bit (added even more stuff to the game :D ).


Thanks for everyone who followed the release calendar too, I hope you enjoyed it :) . No more item reveals sorry, go buy the game, it has much much more artifacts :P ;) .

Thanks for reading, I’ll be back with more stuff soon.
Take care!

As with every software in the world, there will be bugs :(.

Oh well, such is life.

Boss fight crash-bug fixed!

I managed to fix a crash bug in the game which theoretically could effect around 5% of the boss fights, which is pretty bad if you ask me :| . Thankfully it's gone now. Sorry for those who run into it, please accept my apologies. I also added some counter measures so crashes due to similar problems with items and special effects don't occur in the future :).

Special thanks for those who helped me uncover the problem and for their understanding ;).

I also fixed some minor typos in the texts and added some missing Hungarian localization entries.

Now onto a feature/fix which bugged many of you:
I'm adding cut-scene cancellation (story / boss fight) to the game this weekend.

Stay tuned!

System Requirements:

Operating System: Windows XP / Vista / 7 / 8 / 10

  • Processor: 1.5 GHz
  • Memory: 1024 MB RAM
  • Graphics: DirectX compatible graphics card
  • DirectX: Version 9.0c
  • Storage: 80 MB available space
  • Sound Card: DirectX compatible sound card


The installer you download will take care about installing the required libraries:
.NET Framework 4:
XNA Framework Redistributable 4.0:

Important! The game has been tested on Windows 7 and 10 machines only, but there is no technical limitation to run it on machines with: Windows XP / Vista / 8 operating systems.

(2 edits)

I started this topic, so the community can toss in ideas what they would like to see in the game updated.

Short term

Here is a roadmap kind-of thingy, a.k.a what to expect in the upcoming weeks:

I would like to add tiny free content updates, things I want to further extend in the game like:

  • More dungeon templates for the random generator
  • More items, I'm planning some extras in the lowest and the highest tier (Tragic and Epic)
  • Maybe even a new game mode variant to further extend replayability

In the meantime I would like to start organizing translations for the game.

This is not a huge list, but fixing potential problems and producing these updates will keep me busy for a few weeks :).

Long term

I also have longer term plans if the game turns out to be a success.

Updating the menus here and there would be nice (e.g.: mouse support for the traditional menu screens/journals) and I'm seriously considering the addition of a "continue later" feature (sort-of like a save, but more like a suspend the current play-session) as some beta testers mentioned it as a nice thing to have, but bigger updates like this of course depend on how well the game does.

Feel free to share what is on your mind about the future of this game ;).

Tasks & Updates

I'm a big believer in open development. This way players can follow how something progresses and they can learn about the development process. I have an open trello board for this purpose. If you never heard of trello it is essentially a fancy webpage for managing your TODO lists. I tidied it up and added all the tasks for the upcoming updates. I'm going to do my best to keep it up to date, so anyone can check what kind of ideas I'm currently working and what new features & content can be expected in the upcoming days.

Here it is:
Magic Item Tech - I Am Overburdened Trello Board

Wishlist Release Calendar nr. 24:

Wishlist Release Calendar nr. 23:

Wishlist Release Calendar nr. 22:

Wishlist Release Calendar nr. 21:

Wishlist Release Calendar nr. 20:

Wishlist Release Calendar nr. 19:

Wishlist Release Calendar nr. 18:

Wishlist Release Calendar nr. 17:

Wishlist Release Calendar nr. 16:

(1 edit)

Hello there!

This is going to be a painful post for me, but I got to do it :( ...

I had to postpone the release of I Am Overburdened by a little more than a week, to the 2nd of November :( !

I messed it up big time!

During the "hopefully final" test session this weekend I discovered few severe technical issues (bugs :( yuck). Since I went to a family visit I did not start fixing stuff + it would have taken more than a few minutes (still tried to work a little during the middle of the night :P , but with no luck yet :| ) . I also miscalculated how much time I will have for creating proper release marketing materials today, so all in all I simply did not prepare well for the 23rd of October.

I can not express how sorry I am and how shameful I feel right now. This was an extremely hard decision to make. I made a lot of posts around the INTERNETZ with the previous release date, trying to gather some interest around the game, but releasing it in this state would go against my principles. I simply don't want to publish a buggy product.

I know, I know, there will be bugs, no software is perfect, but as I stated numerous times before, a good game tomorrow is better than a mediocre one today and we are talking about only 10 extra days. "If it is only a few bugs and a bunch of marketing materials why not only a few days instead, why more than a week?!" Good question and the answer is simple. This is already and immensely embarrassing situation, even though I know I'm making the right choice. I feel like I'm letting people down who wanted to play the game today :( . It is a no-brainer, that I don't want to end up in something similar again. Targeting the 2nd of November will give me plenty of time to fix the remaining issues and prepare for a better launch without an absurd work-schedule.

I hope you understand my decision and forgive me for my messed up planning. I thought about continuing the release calendar at least. I prepared the first extra one and if you are interested I will keep posting it ;) .

Wishlist Release Calendar nr. 15:

Again, I'm really sorry. I'll try to make it up to you with an even better game :| !
Take care.