Dry Ass
No. 0417CrimeDrained a municipal fountain single-handedly, in one gulp.
Personal contraband: Smuggled water flask (10 cigarettes). Dry Ass's thirst doesn't drop for a whole day.
Investor briefing · October 2026
Convicts push a giant millstone to make electricity for the Company. The player is the unseen hand above the yard, and the mouse cursor is the tip of a whip. Meet a quota that rises every midnight, keep thirty prisoners alive, and one day dig them all out through a tunnel under the beds.
Fact sheet
01 · Summary
Idle games usually ask you to watch. Overspin asks you to crack the whip. The mill turns on its own, the whip makes it turn faster, and every lash costs a prisoner a little health. It reads in a single GIF: a striped convict, a brass gauge in the red, a whole crew thrown off its feet.
Idle and incremental games became one of Steam's top-five genres among real hits in 2025 (27 of the 608 games that passed 1,000 reviews). Paid idlers selling an estimated 100k+ copies doubled from 12 in 2024 to 24 in 2025. The genre is crowded at the bottom and thin at the top, where production value and a clear hook win.
The core game is built and playable end to end: 27 upgrade lines with 213 hand-built model tiers, a 156-node meta tree, the escape, the Great Escape finale and Endless Mode, 33 Steam achievements and Steam Cloud. The remaining work is polish, balance from play-tests and the Steam launch.
Overspin targets an early-December 2026 launch on Steam. We are open to investment and publishing partnerships for the launch and beyond.
02 · The game
Meet the Company's electricity quota before midnight. Miss it once and tomorrow is a penalty day; miss that too and the executioner walks in.
Dig a tunnel under the beds after every shift. The run is won the moment the prisoners get past the outer wall.
After five escapes, the Company Archive unlocks the Great Escape: a final run in which the whole surviving crew walks out.
Start with one prisoner pushing one stone. Grow it into a sprawling steam-and-electric plant with wind vanes, batteries, hamster wheels, pedal dynamos, rowing machines and steam pistons. Then shut it all down and lead everyone to freedom.
Not a guard, not a prisoner, not the Company. An invisible will looking down on the yard. Prisoners die, are executed or escape; the player stays. That is the story reason progress carries from run to run.
The humour comes from corporate politeness colliding with crude slang. The Company's director, J. Bounderby, writes polite, emotionless letters. The black-market dealer at the other end of the pipe is rude and brief. The executioner never speaks.
“Dear valued employee Blind Dork, it has been determined that you slept during working hours. Thank you for your understanding.”
Crude language is allowed. Nothing in the game demeans any ethnic, religious or other group.
03 · Core loop
Overspin runs on four time scales at once. Each one has its own decisions and its own payoff.
Click near a prisoner and he takes steps on his push arm. Ten steps make one turn of the stone, and every turn is electricity. Push too fast and the pressure needle climbs toward Overspin.
A directive in the morning, a 6-minute shift, meals and an evening task at 20:00, and the quota count at midnight.
The quota climbs every day. Hire, upgrade, smuggle and dig. Escape wins the run; a dead main prisoner or an execution ends it.
Every run pays commendations for a 156-node meta tree. Each escape makes the next tunnel longer, until the Great Escape and Endless Mode.
One game hour is 30 real seconds at 1× speed. Speed controls run at 1×, 2× and 3×, and the game saves at the start of every night.
Weather report, a capsule with three Company directives (pick one), job applications and mail.
Whip, build, assign prisoners, turn the smuggling valve. Passing the quota pays an instant +25% bonus.
Prisoners walk to eat and drink, then rest, work overtime, dig the tunnel or roll cigarettes.
Quota count, penalty or execution, promotions, and smuggled power paid out in cigarettes.
The Night Ledger: orders, perk choices and a game of dice for cigarettes.
04 · Systems
One stone and one arm at the start. Arms are bought one by one up to six; gearbox, dynamo and pressure valve are bought, placed and wired to the mill.
1 → 6 armsTen rigged 3D whips follow the cursor with simulated lash physics, from a plain leather whip to the Company Tesla whip. Every crack costs energy and a little health.
10 whip tiersSpin faster and a steam gauge climbs. A bonus band just below the red pays +50% per turn; at the end of the scale the whole crew falls off the arms.
+50% bonus bandThe quota follows the player's pace and ratchets to at least 80% of yesterday's delivery. Meeting it early pays a bonus; missing it twice brings the executioner.
Shown on a split-flap boardEnergy, hunger, thirst and health. Prisoners walk to the food and water you build, sleep in your beds (or on the sand), limp to the infirmary when hurt and die if neglected.
4 needs, daily rationsFive weather types change wind, thirst and visibility. Storms throw lightning at the machinery; parts wear down and need oil or a paid repair.
5 weather typesA 1900s mail-order book with eleven tabs. Every line climbs through hand-built model tiers; promotions open new pages.
27 lines · 213 tiersStructures are placed on the yard grid and can be moved any time except during the midnight count. Power cables route themselves around them.
Instant constructionHamster wheel, pedal dynamo, rowing machine and steam piston. Each archetype works its matched machine at ×1.5; prisoners pedal, row and crank with full-body IK.
4 machinesWind vanes on the walls produce with the weather. Batteries store the surplus and can cover a missed quota at midnight.
4 wall slotsA rusty smuggling valve siphons power off the Company line. At midnight it pays out in cigarettes, which buy contraband, stolen gear and a game of dice.
29 contraband itemsUnder the beds, six layers of earth, rock, groundwater and sewer down to the wall foundation. Tools go from a rusty spoon to a bootleg steam drill.
6 layers · 110 mThree applicants every morning, in a fixed encounter order, so every run introduces someone new. The Prisoner Registry persists between runs.
3 applicants a dayPrisoners gain experience by working. At levels 3, 6 and 9 the player picks one of two perk cards, or pays to redraw.
32 perksEach morning management offers three directive cards, each with a benefit and a cost. One must be chosen.
20 directivesEvery prisoner owns shoes, gloves and a belt, each with four tiers: faster pushing, Overspin tolerance and less fatigue.
3 slots × 4 tiersThe finale is a special run in which every living prisoner escapes. After it, Endless Mode removes the tunnel and lets the quota climb forever.
Record day trackedAn 11-step orientation teaches whipping, building, smuggling and digging. New players understand the escape loop within about 15 minutes.
~15 minutes| Directive | Benefit | Cost |
|---|---|---|
| Efficiency Week | Coupon reward tripled | Quota +30% |
| Long Shift | Bonus coupons (20% of today's quota) | The shift runs to 22:00; free time is shorter |
| Water Restriction | Prisoner hiring at half price | Water facilities do not run today |
| Overturned Truck | Black market and Escape prices −30% | Food facility gives 30% less |
| Company Picnic | Food and water facilities give 50% more | Quota +15% |
| Gentle Whip Week | Whipping costs half the energy | Push arm speed −15% |
| Zero Tolerance | Coupon bonus (30% of today's quota) | Missed-quota penalty 25% heavier |
| Wind Sold | Coupons +15% | Wind vanes produce nothing today |
Eight of the twenty directives, with their in-game text.
05 · The prisoners
Every prisoner has an inmate number, a crime, five stats from 1 to 5, a trait of his own and a record note. They arrive in a fixed encounter order that rotates through the archetypes, so every run introduces someone new.
| Archetype | Matched machine (×1.5) | Prisoners |
|---|---|---|
| Brute | Rowing Machine | Dry Ass, Drooly Dave, Breadhead, Cauliflower Carl, Dishwater, Blind Stump |
| Runt | Hamster Wheel | Scraps, Suck-Up, Sewer Rat, Creep, Hunger Strike, Sticky Fingers |
| Geezer | Pedal Dynamo | Old Fart, Blabbermouth, Moldy, Mush Mouth, Old Coot, Loony Gramps |
| Engineer | Steam Piston | Blind Dork, Greasy Screw, Butt Crack, Crispy, Short Circuit, Smartass |
| Rookie | None: ×1.0 everywhere | Snotface, Wild Calf, Tick, Peach Fuzz, Punk, Broke-Ass |
CrimeDrained a municipal fountain single-handedly, in one gulp.
Personal contraband: Smuggled water flask (10 cigarettes). Dry Ass's thirst doesn't drop for a whole day.
CrimeLived in a trash can and never paid the city rent.
CrimeCaused a gas-leak panic at an opera gala.
CrimeFixed an elevator without glasses; it shot through the roof.
Personal contraband: Spare glasses (12 cigarettes). Blind Dork's power bonus doubles for a day.
CrimeRuined three museum paintings with a single sneeze.
CrimeSabotaged a butcher's window display with drool.
Personal contraband: Sleep mask (10 cigarettes). Drooly Dave's overtime penalty is lifted for that night.
CrimeDragged a trial out by nine hours complimenting the judge.
CrimeTalked an interrogator into resigning.
CrimeGreased the town hall stairs into a slide.
CrimeRode an escaped bull and chased the mayor.
CrimeKidnapped 300 loaves from a bakery and demanded ransom.
Personal contraband: Oven-fresh bread (12 cigarettes). Breadhead's bread sharing reaches every inmate.
CrimeTunneled through the sewers into a bank vault. The wrong bank.
CrimeAttended own funeral and sold the wreaths.
CrimeStole the taps from 30 homes while 'fixing the plumbing'.
CrimeLatched onto a merchant and freeloaded for two years.
CrimeKnocked out 88 referees in illegal prizefights.
CrimeScared a cemetery night watchman into early retirement.
CrimeTook a hospital soup cauldron hostage.
Personal contraband: Smuggled mush (10 cigarettes). Mush Mouth gets full energy even on days without soup.
CrimeBlew up the neighborhood three times in three experiments.
CrimeTried to sneak into a tavern with a fake mustache.
Crime47 cases of food poisoning in the prison kitchen.
CrimeStarved 40 days in protest, then forgot the cause.
CrimeRigged the market scales for fifty years.
CrimeWound the Company's electricity meter backwards.
CrimeDrew something rude on the Company sign. Very large.
CrimeBroke into the wrong house and stayed three days as a guest.
CrimePickpocketed the police chief's handcuffs.
CrimeMistook city hall for home and put it up for sale.
CrimeLectured the judge on law and doubled the sentence.
CrimeGot run over by own getaway cart.
Personal contraband: Double bandage (14 cigarettes). Broke-Ass can't get injured for a week.
Prisoners earn one experience point per hour worked. At levels 3, 6 and 9 the Staff Development Form offers two cards. Perks belong to the run and are lost if the prisoner dies.
06 · Progression
Every tier changes the silhouette: overall form, main mechanism or dominant material. The final tier of a corporate line is a gold-brass prestige piece with a laurel medallion and the Company crest; the black-market lines end in bootleg contraptions instead.







































































The smuggling valve splits the mill's power between the Company line and a hidden pipe, from 0 to 50%. At midnight the dealer pays three units of electricity for one cigarette, even on a missed day. Cigarettes are both a currency and a boost: a smoke halves energy drain and speeds up pushing.
A fixed shelf, a daily capsule of three random items by rarity, personal items for six prisoners, a cigarette-rolling bench and a dice corner at night.














Prisoners on the evening Tunnel task dig from 20:00 to midnight. Any tool opens one digging slot and every Steam Drill tier adds another. One powder keg blasts through the wall foundation. Each successful escape makes the next run's tunnel 20% longer.
Three successful days in a row earn a promotion by letter. Promotions open the Automation, Generators and Energy pages of the catalog.
07 · Art and audio
A TF2-like stylised look drawn from early-20th-century American commercial illustration: readable silhouettes, exaggerated proportions, simple hand-painted textures and sooty surfaces. Rendered with toon shading and strong outlines.
Catalogs, letterheads, rubber stamps, brass plates, pneumatic capsules and punch cards. Every screen is something the Company would print, file or seal.
Each model tier differs from the last in form, mechanism or material, and contact points stay in the same place so prisoners can use any tier.
Separate menu, day and night playlists of 1900–1920 recordings in the public domain, with CC0 sound effects. No attribution-bound licences.
Black-and-cream stripes, pale grey, grey-blue, rust red and earth brown. No green on the prisoners.
A few pieces from the in-game UI kit, all painted to match the 3D render.












08 · Content and technology
English, Turkish, German, French, Spanish, Italian, Russian, Simplified Chinese, Japanese, Korean.
These ten cover about 89% of Steam users by client language. The trailer and store copy exist in all ten.
09 · Status and roadmap
Target: the earliest possible Steam launch, in early December 2026, ahead of the Winter Sale.
Publish the Steam store page with the trailer and start collecting wishlists. Steam requires the page to be live at least two weeks before release.
Press and creator outreach with the press kit; Steam store and build review.
Launch on Steam in ten languages with a 10–15% launch discount.
Steam Winter Sale: the first seasonal sale after launch.
10 · Market
Market data compiled from public sources on 25 October 2026. Sales figures for other games are estimates.
Short, full-screen active incrementals at $3–7 (Nodebuster, Tower Wizard, Bills Must Be Paid) and desktop idlers that run in a strip of the screen (Rusty's Retirement, Bongo Cat). Overspin belongs to the first: it is played full screen, with active input and a clear goal.
Players of incremental, roguelite and management games on PC: people who enjoy numbers going up but want decisions, a destination and a sense of humour. The hook travels well on social video: a cursor that is a whip, a crew collapsing on cue and a tunnel to freedom read in seconds.
By client language, Steam is about 34% English, 31% Simplified Chinese and 9% Russian. Asia over-indexes for idle games: Rusty's Retirement made 46% of its sales in China, Japan, Korea and Taiwan. All of these markets are covered at launch.
The research recommends $9.99 (band $8.99–12.99). Among paid idlers, the $9.99–14.99 band has the best hit rate, and comparable deeper games such as Luck be a Landlord and Melvor Idle sit at $9.99. Staying under $10 keeps wishlist conversion near the median.
About 50,000 launch wishlists put an indie in the $250k–1M gross tier and about 90,000 in the $1M+ tier. First-week sales typically run at 15–25% of wishlists, and a game keeps selling through seasonal sales and updates after launch.
Publishers are active in the genre (Raw Fury, Jagex, Playstack), but 32 of the top 40 paid idlers since 2023 are self-published.
| Title | Release | Price | Steam reviews | Est. copies | Why it compares |
|---|---|---|---|---|---|
| Cookie Clicker | 2021 | $4.99 | 94,143 (96%) | 3.22M | Genre-defining clicker; long premium tail |
| Melvor Idle | 2021 | $9.99 | 16,362 (90%) | 1.41M | $9.99 idle with deep meta, publisher-backed |
| Luck be a Landlord | 2023 | $9.99 | 11,576 (93%) | 818k | Roguelite + numbers-go-up at $9.99 |
| Rusty's Retirement | 2024 | $6.99 | 14,926 (97%) | 698k | Idle + management, 11 languages; disclosed >500k units |
| The Gnorp Apologue | 2023 | $6.99 | 10,020 (95%) | 545k | Stylish active incremental, solo developer |
| Nodebuster | 2024 | $2.99 | 14,121 (97%) | 431k | The short active incremental template |
| Tower Wizard | 2025 | $2.99 | 9,110 (97%) | 448k | 2025 breakout incremental |
| Ballionaire | 2024 | $12.34 | 2,764 (84%) | 397k | Incremental roguelite with a publisher |
| Scritchy Scratchy | 2026 | $6.99 | 17,489 (94%) | 1.53M | Top idler of 2026 |
| Bills Must Be Paid | 2026 | $6.99 | 12,934 (97%) | 687k | Money-stress satire in a short active incremental |
| Title | Release | Price | Steam reviews | Est. copies | Why it compares |
|---|---|---|---|---|---|
| Prison Architect | 2015 | $29.99 | 73,919 (89%) | 5.0M | Benchmark prison management game |
| The Escapists | 2015 | $17.99 | 16,241 (90%) | 1.66M | Prison escape as the win fantasy |
| Papers, Please | 2013 | $9.99 | 80,784 (97%) | 5.34M | Dark satire with cruelty as a mechanic |
| Despotism 3k | 2018 | $7.99 | 3,679 (78%) | 121k | Closest match: humans exploited for power, dark humour |
| Cult of the Lamb | 2022 | $24.99 | 130,978 (96%) | 5.11M | Cute-cruel exploitation + roguelite |
| Schedule I | 2025 | $19.99 | 320,678 (98%) | 9.04M | Edgy theme that went viral |
Copies are third-party estimates (Gamalytic), not reported sales, and can differ from other methods by 2× or more. Prices are US list prices. Data accessed 25 October 2026.
11 · Studio
Barsplay is an independent game studio making small worlds you can keep an eye on. Our first PC game, Keepwatch: Idle Kingdom RPG, is an idle auto-battler that lives above the taskbar, with a free demo on Steam. Overspin is our second.
12 · Partners
Barsplay is open to investment and publishing partnerships for Overspin's launch and its life after launch. Amounts and terms are discussed directly.
Contact
For investment, publishing and partnership enquiries, write to press@barsplay.online.
