Barsplay

Investor briefing · October 2026

A darkly comic active idle game with roguelite progression.

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

Genre
Active idle · roguelite · management
Platform
Windows PC, Steam (App ID 5502120)
Engine
Unity 6 (URP)
Session
~100-minute runs, 8-minute in-game days
Languages
10 at launch
Status
Core game built, in polish
Release
Early December 2026 (target)
Developer
Barsplay

01 · Summary

A whip, a quota and a way out

BARSPLAYExecutive summary

The hook

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.

Why now

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.

What makes it different

  • Three of Steam's strongest genres in one loop: idle, roguelite and management.
  • A painted 3D steampunk look and a ragtime score, against a 2D and pixel-art majority.
  • A clear win condition: every run is won by an escape tunnel, so idling has a destination.
  • Thirty written characters with crimes, traits and record notes, in ten languages from day one.

Where we are

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.

Launch and partners

Overspin targets an early-December 2026 launch on Steam. We are open to investment and publishing partnerships for the launch and beyond.

30prisoners with crimes, traits and bios
213hand-built 3D model tiers
27upgrade lines
156Company Archive meta nodes
~100minutes per run
10languages at launch
33Steam achievements
14ragtime tracks, public domain

02 · The game

Save the day. Win the run. Finish the game.

Save the day

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.

Win the run

Dig a tunnel under the beds after every shift. The run is won the moment the prisoners get past the outer wall.

Finish the game

After five escapes, the Company Archive unlocks the Great Escape: a final run in which the whole surviving crew walks out.

Player fantasy

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.

Who the player is

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.

Tone

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

Four clocks, one stone

Overspin runs on four time scales at once. Each one has its own decisions and its own payoff.

Seconds

Crack and push

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.

8 minutes

A day

A directive in the morning, a 6-minute shift, meals and an evening task at 20:00, and the quota count at midnight.

~100 minutes

A run

The quota climbs every day. Hire, upgrade, smuggle and dig. Escape wins the run; a dead main prisoner or an execution ends it.

Across runs

The Company Archive

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 day in the yard

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.

Morning

Weather report, a capsule with three Company directives (pick one), job applications and mail.

Shift

Whip, build, assign prisoners, turn the smuggling valve. Passing the quota pays an instant +25% bonus.

Evening

Prisoners walk to eat and drink, then rest, work overtime, dig the tunnel or roll cigarettes.

Midnight

Quota count, penalty or execution, promotions, and smuggled power paid out in cigarettes.

Night

The Night Ledger: orders, perk choices and a game of dice for cigarettes.

04 · Systems

Everything the yard runs on

Millstone and push arms

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 arms

The whip

Ten 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 tiers

Overspin pressure

Spin 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 band

Quota and the Company

The 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 board

Needs and health

Energy, 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 rations

Weather and wear

Five 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 types

The Company Catalog

A 1900s mail-order book with eleven tabs. Every line climbs through hand-built model tiers; promotions open new pages.

27 lines · 213 tiers

Yard building

Structures are placed on the yard grid and can be moved any time except during the midnight count. Power cables route themselves around them.

Instant construction

Generator stations

Hamster 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 machines

Wind and batteries

Wind vanes on the walls produce with the weather. Batteries store the surplus and can cover a missed quota at midnight.

4 wall slots

Black market

A 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 items

The escape tunnel

Under 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 m

Hiring and the registry

Three applicants every morning, in a fixed encounter order, so every run introduces someone new. The Prisoner Registry persists between runs.

3 applicants a day

Perks

Prisoners gain experience by working. At levels 3, 6 and 9 the player picks one of two perk cards, or pays to redraw.

32 perks

Directives

Each morning management offers three directive cards, each with a benefit and a cost. One must be chosen.

20 directives

Equipment

Every prisoner owns shoes, gloves and a belt, each with four tiers: faster pushing, Overspin tolerance and less fatigue.

3 slots × 4 tiers

Great Escape and Endless

The 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 tracked

Onboarding

An 11-step orientation teaches whipping, building, smuggling and digging. New players understand the escape loop within about 15 minutes.

~15 minutes
DirectiveBenefitCost
Efficiency WeekCoupon reward tripledQuota +30%
Long ShiftBonus coupons (20% of today's quota)The shift runs to 22:00; free time is shorter
Water RestrictionPrisoner hiring at half priceWater facilities do not run today
Overturned TruckBlack market and Escape prices −30%Food facility gives 30% less
Company PicnicFood and water facilities give 50% moreQuota +15%
Gentle Whip WeekWhipping costs half the energyPush arm speed −15%
Zero ToleranceCoupon bonus (30% of today's quota)Missed-quota penalty 25% heavier
Wind SoldCoupons +15%Wind vanes produce nothing today

Eight of the twenty directives, with their in-game text.

05 · The prisoners

Thirty convicts, five archetypes

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.

BruteHeavy-set personnel. High power, high appetite. Meal costs should be planned accordingly.
RuntLight-framed personnel. Low power, low consumption. Runs for long on minimal upkeep.
GeezerSenior personnel. Weak on his own; his contribution to the crew is noteworthy.
EngineerTechnical personnel. Adds value to the company in machinery and efficiency.
RookieNew personnel. Recovers fast, burns out fast. Inexperience is no excuse.
ArchetypeMatched machine (×1.5)Prisoners
BruteRowing MachineDry Ass, Drooly Dave, Breadhead, Cauliflower Carl, Dishwater, Blind Stump
RuntHamster WheelScraps, Suck-Up, Sewer Rat, Creep, Hunger Strike, Sticky Fingers
GeezerPedal DynamoOld Fart, Blabbermouth, Moldy, Mush Mouth, Old Coot, Loony Gramps
EngineerSteam PistonBlind Dork, Greasy Screw, Butt Crack, Crispy, Short Circuit, Smartass
RookieNone: ×1.0 everywhereSnotface, Wild Calf, Tick, Peach Fuzz, Punk, Broke-Ass
Dry Ass
Hire: 125 coupons

Dry Ass

No. 0417
BruteBest on: Rowing Machine

CrimeDrained a municipal fountain single-handedly, in one gulp.

Power
Consumption
Hunger
Thirst
Recovery
The strongest in the crew, but the fastest to get thirstyPower ×1.15
RECORD NOTEBorn in a salt mine; his first word was 'water', his second 'more bloody water'. A childhood hauling salt sacks left him arms like sledgehammers and a throat like a desert. The day he drained the town fountain three neighbours fainted and one never got up again. THE COMPANY has issued him a personal bucket; anyone caught pissing in it will be dealt with by him, not us.

Personal contraband: Smuggled water flask (10 cigarettes). Dry Ass's thirst doesn't drop for a whole day.

Scraps
Hire: 30 coupons

Scraps

No. 0666
RuntBest on: Hamster Wheel

CrimeLived in a trash can and never paid the city rent.

Power
Consumption
Hunger
Thirst
Recovery
The cheapest in the crew
RECORD NOTESpent his life in a council bin and never paid a penny of rent; when the bailiffs finally tipped it out, two previous tenants came with him, in bones, whom he introduced as 'flatmates'. Stomach and muscles have both shrivelled: one potato peel lasts him three days, and he pushes with all the vigour of a corpse. THE COMPANY proudly lists him as its most cost-effective asset. The smell is extra.
Old Fart
Hire: 60 coupons

Old Fart

No. 0071
GeezerBest on: Pedal Dynamo

CrimeCaused a gas-leak panic at an opera gala.

Power
Consumption
Hunger
Thirst
Recovery
Reduces the energy drain of nearby inmatesNeighbours tire ×0.8 as fast at work
RECORD NOTEAn eighty-year-old gasworks. At an opera gala he let one go during the interval and emptied the house; the fleeing tenor fell into the orchestra pit and has not sung since, or walked. He barely pushes the arm himself, but the fumes numb his neighbours so thoroughly they forget to get tired. THE COMPANY files this as 'natural anaesthesia'; the duty clerk requested a mask, then a transfer, and was refused both.
Blind Dork
Hire: 75 coupons

Blind Dork

No. 0404
EngineerBest on: Steam Piston

CrimeFixed an elevator without glasses; it shot through the roof.

Power
Consumption
Hunger
Thirst
Recovery
Increases electricity produced per turnElectricity per turn ×1.1
RECORD NOTEHis glasses broke on day one; he has repaired machines by smell ever since. The lift he fixed without them shot up seven floors and out through the roof with three directors aboard: two remain unaccounted for, the third was retrieved from a flagpole. Average muscle, but he can sniff out exactly where the dynamo leaks, so every turn he makes gives more juice. THE COMPANY considered promoting him, then remembered the lift.

Personal contraband: Spare glasses (12 cigarettes). Blind Dork's power bonus doubles for a day.

Snotface
Hire: 100 coupons

Snotface

No. 0615
RookieBest on: Any machine (×1.0)

CrimeRuined three museum paintings with a single sneeze.

Power
Consumption
Hunger
Thirst
Recovery
The fastest recovery in the crewSleep recovery ×1.15
RECORD NOTENineteen, and his nose has run since birth; the midwife's first words were 'fetch a hanky'. He ruined three museum paintings with a single sneeze, and one critic called the result 'an improvement'. He's snoring the instant his head hits the pillow and fresh as a baby within the hour; nobody bounces back faster. But even sniffing all day leaves him hungry, thirsty and knackered, and the rest of us queasy.
Drooly Dave
Hire: 125 coupons

Drooly Dave

No. 1123
BruteBest on: Rowing Machine

CrimeSabotaged a butcher's window display with drool.

Power
Consumption
Hunger
Thirst
Recovery
After overtime, starts the next day at half energyAfter overtime, morning energy is at most 50%
RECORD NOTETwenty years hauling carcasses at the slaughterhouse; the muscle came from there, and so did the smell. Sleeps with his mouth open and wakes in a swamp of his own drool; his bunkmate has twice nearly drowned. Work him overtime and half a man turns up next morning, the other half still dribbling into the pillow. THE COMPANY calls this 'yield loss', Dave calls it 'piss off', and both are correct.

Personal contraband: Sleep mask (10 cigarettes). Drooly Dave's overtime penalty is lifted for that night.

Suck-Up
Hire: 75 coupons

Suck-Up

No. 1204
RuntBest on: Hamster Wheel

CrimeDragged a trial out by nine hours complimenting the judge.

Power
Consumption
Hunger
Thirst
Recovery
Takes no energy penalty from overtimeNo energy penalty from overtime
RECORD NOTEHas stayed late for every arse he ever kissed; overtime doesn't drain him, it perks him up. He complimented the judge for nine hours straight, and the judge doubled the sentence purely to make him stop. Not a muscle on him, below average at everything. He writes THE COMPANY a handwritten thank-you every morning; THE COMPANY burns it unread, and he writes another to thank us for the warmth.
Blabbermouth
Hire: 50 coupons

Blabbermouth

No. 1776
GeezerBest on: Pedal Dynamo

CrimeTalked an interrogator into resigning.

Power
Consumption
Hunger
Thirst
Recovery
Boosts everyone's recovery during free timeFrom free time to the shift, everyone sleeps ×1.2
RECORD NOTEOnce his mouth opens it does not shut: the war, his first wife, the winter of '71 and his bunions, most of it bollocks, all in one breath. The interrogator resigned in hour three and in hour six confessed to a murder he hadn't committed, just to be put somewhere quiet. When he starts up in the bunks at night the block is unconscious in five minutes and wakes fresh as a daisy. Useless on the arm; the jaw never stops.
Greasy Screw
Hire: 95 coupons

Greasy Screw

No. 1440
EngineerBest on: Steam Piston

CrimeGreased the town hall stairs into a slide.

Power
Consumption
Hunger
Thirst
Recovery
Mill upgrades are cheaperMill upgrades at ×0.85 price
RECORD NOTEEven his sweat smells of machine oil, and a handshake leaves you slippery till Thursday. The morning he greased the town hall stairs, half the council went down them at speed and the chairman broke his neck; that year's election was very quiet. Give him a gear and he'll find the part at half price or unscrew it from somewhere. THE COMPANY calls this thrift, the police call it theft, and the chairman, being dead, calls it nothing.
Wild Calf
Hire: 95 coupons

Wild Calf

No. 1987
RookieBest on: Any machine (×1.0)

CrimeRode an escaped bull and chased the mayor.

Power
Consumption
Hunger
Thirst
Recovery
Power bonus in the first two hours of the shiftPower ×1.5 in the first 2 hours of the shift
RECORD NOTERaised among calves and works like one: for the first two hours of the shift he charges the arm as if to rip it off its pivot, then his tongue's hanging down to his collar. He rode an escaped bull three streets after the mayor; the bull eventually caught the mayor, and he fell off and lost two teeth. Everyone lost something. In fairness to the bull, the mayor was wearing red.
Breadhead
Hire: 95 coupons

Breadhead

No. 0852
BruteBest on: Rowing Machine

CrimeKidnapped 300 loaves from a bakery and demanded ransom.

Power
Consumption
Hunger
Thirst
Recovery
Shares the bread: nearby inmates get hungry slowerNeighbours get hungry ×0.75 as fast
RECORD NOTEBorn in a bakery, raised in a bakery; even his skull has risen, and the middle is still dough. When the baker refused the ransom for 300 loaves he ate the hostages one by one, which the court found 'cold-blooded'. Dead average in every respect, exactly the mediocrity THE COMPANY adores. His pockets leak crumbs his neighbours quietly nick, so nobody near him starves, and nobody says thank you either.

Personal contraband: Oven-fresh bread (12 cigarettes). Breadhead's bread sharing reaches every inmate.

Sewer Rat
Hire: 100 coupons

Sewer Rat

No. 0313
RuntBest on: Hamster Wheel

CrimeTunneled through the sewers into a bank vault. The wrong bank.

Power
Consumption
Hunger
Thirst
Recovery
Gets full energy even from dirty water; digs the tunnel's sewer layer at normal speedGets clean-water energy even from dirty water; digging the sewer doesn't drain extra energy
RECORD NOTETen years living in the sewers; his gut now filters any old shit, and dirty water tastes like a mountain spring to him. He tunnelled for a bank vault, but the sums were off by a word: he came up on a river bank instead, right under a police commissioner eating his lunch. Put a shovel in his hand and he'll dig through the sewer layer like a man coming home. Naturally, to THE COMPANY's knowledge, no inmate ever gets hold of a shovel.
Moldy
Hire: 75 coupons

Moldy

No. 0540
GeezerBest on: Pedal Dynamo

CrimeAttended own funeral and sold the wreaths.

Power
Consumption
Hunger
Thirst
Recovery
Gives the whole crew a power bonus on penalty daysOn a penalty day the whole crew gets Power ×1.2
RECORD NOTEDeclared dead three times and turned a profit at all three funerals; he may genuinely have died at the fourth, but nobody fancies checking. Below average at everything, yet when things go to shit he perks right up: on penalty days he bellows 'I've seen worse from inside a coffin, you limp bastards!' and the crew pushes harder out of shame. Something is growing on him. THE COMPANY has elected not to ask.
Butt Crack
Hire: 75 coupons

Butt Crack

No. 0707
EngineerBest on: Steam Piston

CrimeStole the taps from 30 homes while 'fixing the plumbing'.

Power
Consumption
Hunger
Thirst
Recovery
Increases water facility efficiencyWater facility energy ×1.25, power draw ×0.75
RECORD NOTEThirty years a plumber: trousers forever at half-mast, crack forever on duty. He stripped the taps out of thirty homes while 'fixing the plumbing', and not one witness could describe his face, never having seen it. Average muscle, but when he bends over a pipe the water facility gives more for less power. Do not stand behind him while he bends: THE COMPANY accepts no liability, and neither does the infirmary.
Tick
Hire: 75 coupons

Tick

No. 0314
RookieBest on: Any machine (×1.0)

CrimeLatched onto a merchant and freeloaded for two years.

Power
Consumption
Hunger
Thirst
Recovery
Both gain power when another Rookie is nearbyWith a Rookie beside him, both get Power ×1.2
RECORD NOTELatched onto a merchant's back and lived free for two years; when the man went bankrupt and died, he wept harder than anyone at the funeral, having to find a new back. Leave him on his own and he shrivels. Pair him with another rookie and the two show off to each other, both pushing harder. But he burns out fast — he's a bloody tick, he's got no blood of his own.
Cauliflower Carl
Hire: 110 coupons

Cauliflower Carl

No. 2306
BruteBest on: Rowing Machine

CrimeKnocked out 88 referees in illegal prizefights.

Power
Consumption
Hunger
Thirst
Recovery
Cigarette effects last twice as longCigarettes and cigars last ×2
RECORD NOTETwenty years of taking punches in back-alley rings: cauliflower ears, porridge for brains, gets his own name right on the third go. Nicotine wanders into that porridge and can't find the way out, so one cigarette lasts him twice as long. He flattened 88 referees; the last one still takes his soup through a straw. Charges anything in stripes, so keep him well away from the laundry.
Creep
Hire: 100 coupons

Creep

No. 1313
RuntBest on: Hamster Wheel

CrimeScared a cemetery night watchman into early retirement.

Power
Consumption
Hunger
Thirst
Recovery
Power bonus between 20:00 and 00:00Power ×1.4 from 20:00 to 24:00
RECORD NOTESpent years sleeping in coffins by day and robbing graves by night; the clientele never complained, so it was a long career. Sleeps like the dead, wakes fully rested, and after 20:00 he pushes with an enthusiasm that frankly unsettles the night clerk. By day he's half dead, half carcass. The cemetery watchman he frightened into retirement still sleeps with a lamp on and has bought four dogs.
Mush Mouth
Hire: 75 coupons

Mush Mouth

No. 0088
GeezerBest on: Pedal Dynamo

CrimeTook a hospital soup cauldron hostage.

Power
Consumption
Hunger
Thirst
Recovery
Can only eat soup, but gets top-facility energy from itGets top-facility energy from soup; no meal energy on soupless days
RECORD NOTELost his last tooth to a stale loaf in 1889 and was the only mourner at its funeral. He has lived on soup ever since: eats little, moves little, pushes less. When he took a hospital soup cauldron hostage the police negotiated for ten hours, until he drank the hostage and the case closed itself. Put soup in front of him and he wrings a five-star canteen's worth out of a single bowl, then licks the bowl.

Personal contraband: Smuggled mush (10 cigarettes). Mush Mouth gets full energy even on days without soup.

Crispy
Hire: 45 coupons

Crispy

No. 2201
EngineerBest on: Steam Piston

CrimeBlew up the neighborhood three times in three experiments.

Power
Consumption
Hunger
Thirst
Recovery
Boosts the effect of black market itemsBlack-market item effects ×1.25
RECORD NOTEBurnt off his hair, his eyebrows, two fingers and his common sense doing chemistry in the cellar. He blew up the neighbourhood three times in three experiments; the third time nobody complained, there being nobody left to. Nothing whatsoever in the arms, but hand him black-market goods and he'll stir, boil and add some shit he can't name until they hit far harder — unless they explode.
Peach Fuzz
Hire: 70 coupons

Peach Fuzz

No. 1601
RookieBest on: Any machine (×1.0)

CrimeTried to sneak into a tavern with a fake mustache.

Power
Consumption
Hunger
Thirst
Recovery
Gains a little power for every day survivedPower +5% per day (up to +50%)
RECORD NOTETwenty-one and not a whisker on him; when he tried to get into a tavern in a fake moustache, the doorman tore it off and threw him down the steps after it. He still keeps it in his pocket. A late bloomer: eats like a wolf, sleeps like the dead, and every day he survives he pushes a little harder. The block bet he wouldn't last the month and loses a bit more every morning.
Dishwater
Hire: 80 coupons

Dishwater

No. 0047
BruteBest on: Rowing Machine

Crime47 cases of food poisoning in the prison kitchen.

Power
Consumption
Hunger
Thirst
Recovery
Boosts the energy given by food facilitiesFood facility energy ×1.3
RECORD NOTETen years as a prison cook, filling his own gut rather than the pot, which is why he's always first to get peckish. Of the 47 poisonings on his record, nine closed with a funeral; the rest are still in the latrine. THE COMPANY keeps him near the kitchen regardless: the bastard can boil dishwater into slop that keeps a man upright. Do not taste it; nobody tastes it.
Hunger Strike
Hire: 70 coupons

Hunger Strike

No. 0909
RuntBest on: Hamster Wheel

CrimeStarved 40 days in protest, then forgot the cause.

Power
Consumption
Hunger
Thirst
Recovery
Lasts twice as long at zero hunger/thirst before dyingSurvives starvation ×2 as long
RECORD NOTEA lifetime of hunger strikes. On day forty he forgot the cause; on day forty-one he remembered it, and learned it had been settled a fortnight earlier and nobody had bothered to tell him. His stomach took the lesson: slow to hunger, slow to thirst, and at zero he refuses to die out of sheer spite, and his muscles are on indefinite strike too. THE COMPANY has noted his demands and used the note in the latrine.
Old Coot
Hire: 60 coupons

Old Coot

No. 1899
GeezerBest on: Pedal Dynamo

CrimeRigged the market scales for fifty years.

Power
Consumption
Hunger
Thirst
Recovery
Lowers black market pricesBlack-market prices ×0.85
RECORD NOTERan rigged market scales for fifty years; he even had his late wife's coffin measured short to save a farthing, and she lies with her knees bent to this day. He pushes the mill with two fingers, under protest. But once he starts on the black-market dealer, the man knocks the price down himself to make it stop, and has twice paid him to leave. THE COMPANY is unaware of this; if it knew, it would put him in accounts, which is worse.
Short Circuit
Hire: 75 coupons

Short Circuit

No. 0220
EngineerBest on: Steam Piston

CrimeWound the Company's electricity meter backwards.

Power
Consumption
Hunger
Thirst
Recovery
Earns more coupons from electricity delivered to the quotaCoupons from delivered electricity ×1.15
RECORD NOTEPissed on a transformer as a lad, and the transformer won; his hair has stood on end ever since, his left eye twitches and he hums faintly at night. He's here for winding THE COMPANY's meter backwards; he now winds it forwards, every delivery pays out extra coupons, and accounts have celebrated a 'productivity gain'. THE COMPANY hasn't noticed, so keep your bloody mouth shut.
Punk
Hire: 105 coupons

Punk

No. 0999
RookieBest on: Any machine (×1.0)

CrimeDrew something rude on the Company sign. Very large.

Power
Consumption
Hunger
Thirst
Recovery
Very strong by day, but refuses overtimePower ×1.3 on shift; never works overtime
RECORD NOTEMuscled up brawling in the street; on shift he shoves the arm in a rage, picturing the mill as THE COMPANY's face, and the rage burns him out fast. When the hours are done it's 'sod this, I'm off', and the place could burn down behind him. His views on overtime are on THE COMPANY sign in oil paint: very large. Two cleaners fell off the scaffold trying to scrub it off; the drawing remains.
Blind Stump
Hire: 100 coupons

Blind Stump

No. 1590
BruteBest on: Rowing Machine

CrimeBroke into the wrong house and stayed three days as a guest.

Power
Consumption
Hunger
Thirst
Recovery
Energy never drops below 30%
RECORD NOTEBlind as a stump and twice as thick. He broke into the wrong house and stayed three days as a guest; only on the fourth did he notice the host had been dead throughout, which explained the conversation. He can't see how knackered he is, so he never fully collapses; THE COMPANY files this as 'resilience'. He climbs into the wrong bunk nightly, gets thumped, and sleeps like shit.
Sticky Fingers
Hire: 90 coupons

Sticky Fingers

No. 2718
RuntBest on: Hamster Wheel

CrimePickpocketed the police chief's handcuffs.

Power
Consumption
Hunger
Thirst
Recovery
Small daily chance to bring a free cigaretteEach morning, a 20% chance to bring +1 cigarette
RECORD NOTELong fingers, twiggy arms: barely pushes the mill, never has empty pockets. He lifted the police chief's handcuffs, so when the chief finally caught him he had to ask for them back first, and was told 'what handcuffs?'. Some mornings he wakes with someone else's cigarette in his mouth and someone else's false teeth in his pocket. If THE COMPANY's inventory comes up short, search him, then check your own pockets.
Loony Gramps
Hire: 70 coupons

Loony Gramps

No. 0203
GeezerBest on: Pedal Dynamo

CrimeMistook city hall for home and put it up for sale.

Power
Consumption
Hunger
Thirst
Recovery
Every morning one random stat gets +2 and another −1Each morning one stat +2, another −1
RECORD NOTEWakes up a different man every morning: one day an 1862 cavalryman, the next his own unborn grandson, last Tuesday a chair. He mistook the town hall for his house, put it up for sale and received two offers, one of them from the mayor. Hence his stats flap about like pigeons; yesterday's arm-breaker can't hold a spoon today. THE COMPANY is sick to death of refiling this dossier every morning, and he ate yesterday's pen.
Smartass
Hire: 75 coupons

Smartass

No. 1001
EngineerBest on: Steam Piston

CrimeLectured the judge on law and doubled the sentence.

Power
Consumption
Hunger
Thirst
Recovery
Speed bonus to all push arms, but everyone's energy drain rises a littleAll arms ×1.15 faster; everyone tires ×1.1
RECORD NOTEKnows everything, particularly your job. He lectured the judge on the law and got his sentence doubled; at the appeal he lectured again, and the judge wept. He fiddled with every push arm and they all turn faster now, but he spends the day droning 'you're doing it wrong' in everyone's ear, so the whole crew tires sooner. Two inmates have tried to strangle him — he corrected their grip.
Broke-Ass
Hire: 55 coupons

Broke-Ass

No. 0503
RookieBest on: Any machine (×1.0)

CrimeGot run over by own getaway cart.

Power
Consumption
Hunger
Thirst
Recovery
Cheap and strong, but a small daily chance of injury halves power for that dayEach morning, a 10% chance of injury (the infirmary lowers it)
RECORD NOTEGot run over by his own getaway cart; his accomplice felt the bump, turned the horse round to have a look, and ran him over again. Nobody in these files has worse luck. Young, strong and cheap, but some mornings he sprains something just climbing out of his bunk and works at half strength all day. The infirmary is his second home; his first fell down, on him, naturally.

Personal contraband: Double bandage (14 cigarettes). Broke-Ass can't get injured for a week.

The perk pool: 12 general + 4 per archetype

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.

Calloused HandsGeneralPersonal Overspin tolerance +10%: stays down for less time after a fall.
Iron StomachGeneralHunger drops 15% slower.
Quick FeetGeneralPushes 10% faster on his own. Runs before he hears the whip.
Thick WristsGeneralPower +6%: both his own push and his whip steps get stronger. Thick wrists, thin skull.
Sweat SaverGeneralEnergy drains 10% slower while working. Saves even his sweat for the company.
Camel HumpGeneralThirst drops 15% slower. Nobody asks where he keeps the water.
Sleeps Like the DeadGeneralRecovers 15% faster in his sleep. Wouldn't wake for an execution next to him.
Bag of BonesGeneralLasts 40% longer before starving or dying of thirst. There's nothing left of him to eat anyway.
Chain SmokerGeneralCigarette effects last 30% longer. Relights the same butt three times.
BootlickerGeneralGains experience 25% faster. Shiny boots, shiny prospects.
Sewer GutGeneralGets as much energy from dirty water as from clean; the tunnel's old sewer layer doesn't tire him extra. His gut came up through the drains.
InsomniacGeneralEnergy drains 15% slower while working, but he recovers 15% slower asleep. Never blinks on shift, can't shut his eyes in bed.
Iron BackBruteProduces 25% more electricity on the Rowing Machine.
Oar MasterBruteEnergy drops 20% slower on the Rowing Machine.
Bear PawBrutePower +12%, but hunger drops 10% faster. Shoves the stone, licks the plate.
Thick SkullBrutePersonal Overspin tolerance +15%: stays down for less time after a fall. That's not a head, it's concrete.
Wheel RunnerRuntProduces 25% more electricity on the Hamster Wheel.
FeatherweightRuntEnergy drops 20% slower on the Hamster Wheel.
Rat FeetRuntPushes 12% faster on his own. Eats little, scurries a lot.
Dry TwigRuntLasts 50% longer before starving or dying of thirst; thirst drops 10% slower. Dries out, never snaps.
Pedal FiendGeezerProduces 25% more electricity on the Pedal Dynamo.
Steady PaceGeezerEnergy drops 20% slower on the Pedal Dynamo.
Tough Old BirdGeezerHis energy never drops below 15% while his health allows. Too lazy even to die.
Snoring GeezerGeezerRecovers 25% faster in his sleep. His snoring keeps the whole yard awake.
Piston TunerEngineerProduces 25% more electricity on the Steam Piston.
Pressure SenseEngineerEnergy drops 20% slower on the Steam Piston.
Lever MathEngineerPower +8%: both his own push and his whip steps get stronger. Not muscle, physics.
Efficiency FreakEngineerEnergy drains 15% slower while working. Costs out every single movement.
Jack of All TradesRookieLoses no efficiency when switching machines.
Fast LearnerRookieGains experience 50% faster.
Young BloodRookieRecovers 20% faster in his sleep. Youth is the company's renewable resource.
Eager SuckerRookiePushes 15% faster on his own, but energy drains 8% faster while working. Nobody told him to pace himself.

06 · Progression

Upgrades, contraband and the way out

Upgrade lines: from scrap wood to gold plate

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.

Dynamo

Handmade coil bench
Tier 1Handmade coil bench
Wood-cased dynamo
Tier 2Wood-cased dynamo
Horseshoe-magnet dynamo
Tier 3Horseshoe-magnet dynamo
Cylindrical iron dynamo
Tier 4Cylindrical iron dynamo
Twin-column dynamo
Tier 5Twin-column dynamo
Fin-cooled dynamo
Tier 6Fin-cooled dynamo
Great brass-drum dynamo
Tier 7Great brass-drum dynamo
Water-jacketed steam-cooled dynamo
Tier 8Water-jacketed steam-cooled dynamo
Tesla dynamo
Tier 9Tesla dynamo
Company generator
Tier 10Company generator

Millstone

Sandstone
Tier 1Sandstone
Dressed and furrowed sandstone
Tier 2Dressed and furrowed sandstone
Granite
Tier 3Granite
Iron-banded granite
Tier 4Iron-banded granite
Riveted iron cladding
Tier 5Riveted iron cladding
Copper-coiled stone
Tier 6Copper-coiled stone
Brass-plated gear stone
Tier 7Brass-plated gear stone
Steam-channelled brass stone
Tier 8Steam-channelled brass stone
Tesla-coil core stone
Tier 9Tesla-coil core stone
Company-crested gold-brass stone
Tier 10Company-crested gold-brass stone

Steam Engine

Single-cylinder boiler
Tier 1Single-cylinder boiler
Boiler on a platform
Tier 2Boiler on a platform
Iron boiler
Tier 3Iron boiler
Chimney boiler
Tier 4Chimney boiler
Twin cylinder
Tier 5Twin cylinder
Flywheel engine
Tier 6Flywheel engine
Brass engine
Tier 7Brass engine
Cooled engine
Tier 8Cooled engine
Triple cylinder
Tier 9Triple cylinder
Company main engine
Tier 10Company main engine

Batteries

Glass jar cell
Tier 1Glass jar cell
Jar array
Tier 2Jar array
Wood-cased cell
Tier 3Wood-cased cell
Iron-cased battery
Tier 4Iron-cased battery
Battery rack
Tier 5Battery rack
Double rack
Tier 6Double rack
Brass battery bank
Tier 7Brass battery bank
Cooled bank
Tier 8Cooled bank
Tesla condenser
Tier 9Tesla condenser
Company power store
Tier 10Company power store

Bed

Straw bed
Tier 1Straw bed
Bunk under a tarp
Tier 2Bunk under a tarp
Steam-heated bunk under a metal roof
Tier 3Steam-heated bunk under a metal roof
Sprung bunk with brass radiator
Tier 4Sprung bunk with brass radiator
Company lion-claw bedstead
Tier 5Company lion-claw bedstead

Hamster Wheel

Barrel-stave wheel
Tier 1Barrel-stave wheel
Open slatted wheel
Tier 2Open slatted wheel
Iron-hooped wheel
Tier 3Iron-hooped wheel
Iron cage wheel
Tier 4Iron cage wheel
Enclosed wheel
Tier 5Enclosed wheel
Wheel with flywheel
Tier 6Wheel with flywheel

Steam Drill

Pick and shovel
Tier 1Pick and shovel
Hand auger
Tier 2Hand auger
Tripod auger
Tier 3Tripod auger
Iron auger
Tier 4Iron auger
Pedal drill
Tier 5Pedal drill
Steam drill
Tier 6Steam drill
Brass drill
Tier 7Brass drill
Twin-bit drill
Tier 8Twin-bit drill
Cooled drill
Tier 9Cooled drill
Bootleg giant drill
Tier 10Bootleg giant drill

Cigarette Bench

Upturned crate
Tier 1Upturned crate
Crate and cloth
Tier 2Crate and cloth
Small table
Tier 3Small table
Table with rolling jig
Tier 4Table with rolling jig
Drying rack
Tier 5Drying rack
Double table
Tier 6Double table
Press
Tier 7Press
Pedal rolling machine
Tier 8Pedal rolling machine
Steam rolling machine
Tier 9Steam rolling machine
Contraband cigarette works
Tier 10Contraband cigarette works

Black market

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.

Rusty spoon
Bent fork
Gas lamp
Powder keg
Fake quota receipt
Bribe envelope
Inspector's outfit
Golden whip tip
Miracle salve
Warden's umbrella
Tunnel map
Cigar
Smuggled coffee
Stolen shoes

The escape

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.

Soft soil
Dig speed ×1.2
15 m
Clay
Dig speed ×0.6
20 m
Rock
Dig speed ×0.8 · Needs Steam Drill tier 1
20 m
Groundwater
Dig speed ×0.7 · Thirst ×1.5
20 m
Old sewer
Dig speed ×1.4 · Energy cost ×2
25 m
Wall foundation
Dig speed ×0.5 · Drill tier 6 or a powder keg
10 m

Meta progression

  • Company Archive: a radial tree of 156 permanent upgrades in six branches (Head Start, Mill, Crew, Black Market, Escape, Grand Plan).
  • Commendations from every run: days survived and electricity delivered; an escape triples them.
  • Prisoner Registry: collect all thirty convicts; each first entry pays a bonus.
  • Turn milestones: permanent production bonuses at 1,000, 10,000 and 100,000 lifetime turns.
  • Difficulty tiers: every escape lengthens the tunnel, slows digging and raises quota growth.

Promotions within a run

Three successful days in a row earn a promotion by letter. Promotions open the Automation, Generators and Energy pages of the catalog.

  1. Registered Facility
  2. Model Facility
  3. Regional Champion
  4. Pride of the Province
  5. National Model Facility
  6. Apple of the Company's Eye

07 · Art and audio

A sweatshop in sepia and brass

Painted 3D, not cartoon

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.

The interface is paperwork

Catalogs, letterheads, rubber stamps, brass plates, pneumatic capsules and punch cards. Every screen is something the Company would print, file or seal.

Silhouette-first tiers

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.

Ragtime and early jazz

Separate menu, day and night playlists of 1900–1920 recordings in the public domain, with CC0 sound effects. No attribution-bound licences.

Prisoner palette

Black-and-cream stripes, pale grey, grey-blue, rust red and earth brown. No green on the prisoners.

Cream stripe
#efe2c2
Soot black
#1f1813
Pale grey
#b9b3a7
Grey-blue
#5b7d9a
Rust red
#a2462a
Earth brown
#6b4a2f
Company brass
#c09146
Oxblood enamel
#8e2a1e

The Company's stationery

A few pieces from the in-game UI kit, all painted to match the 3D render.

08 · Content and technology

By the numbers

30prisoners, 5 archetypes
27upgrade lines
2133D model tiers wired
11catalog tabs
33black-market and escape items
32perks
20directives
156Archive nodes
6tunnel layers
5weather types
4generator machines
33Steam achievements
10languages
14music tracks
42animation clips
~82klines of C#

Technology

  • Unity 6 with the Universal Render Pipeline: stylised toon shading, strong outlines and particle effects.
  • Event-driven architecture with no per-frame polling, dependency injection, asynchronous tasks and pooled asset streaming.
  • All balance and content in one data asset, so tuning needs no code changes.
  • A localisation pipeline with about 2,100 text keys in ten languages, including CJK fonts.
  • Steamworks integration: 33 achievements, a progress stat and Steam Cloud for the run and meta saves.
  • Machine IK: pedals, oars and flywheels are driven by the prisoner's hands and feet.

Languages

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.

Steam features

  • 33 achievements in six groups, three of them hidden
  • Steam Cloud for run and meta saves
  • Keyboard rebinding, speed controls, pause on focus loss

09 · Status and roadmap

Where the build stands

Built and playable

  • Whip, mill, Overspin pressure, quota, penalty day and execution
  • Needs and health, daily routine with walking to food, water, beds and the infirmary
  • Catalog with 27 lines, grid placement, power cables and generator stations with IK
  • Wind, batteries, lightning, wear and repair
  • Black market, smuggling valve, cigarette bench and dice corner
  • Escape tunnel with tools, dig slots, layers and powder kegs
  • Hiring, registry, perks, directives and per-prisoner equipment
  • 156-node Company Archive, Great Escape finale and Endless Mode
  • Onboarding, main menu, pause, settings and statistics
  • Music and sound, ten languages, Steam achievements and Cloud
  • Trailer, store art and screenshots in ten languages

Remaining before launch

  • Final binding of a few interface screens (promotion badge, black-market drawer, achievements tab, credits)
  • Balance from play-tests: opening tempo and the escape economy
  • Remaining art: hat models, shoe and glove meshes, a few props
  • Company loudspeaker voice-overs and footstep sounds
  • Steam store page and launch

Milestones reached

  1. Prisoner characters, toon look and the core loop: mill, whip and quota
  2. Upgrade catalog, tier visuals and the day flow
  3. Black market: items, cigarettes, daily capsule, dice
  4. Promotions, wear, automation, generators, perks, tunnel, archive, Great Escape, Endless Mode
  5. Rigged 3D whip cursor with lash physics
  6. All tier models integrated; settings, statistics, pause, onboarding
  7. New yard environment, executioner sequence, Company emblem
  8. Generator stations end to end, perk choice form
  9. Music and sound; economy pass
  10. Localised into ten languages
  11. Steam achievements and Cloud, trailer, store art

Launch plan

Target: the earliest possible Steam launch, in early December 2026, ahead of the Winter Sale.

Now

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.

November 2026

Press and creator outreach with the press kit; Steam store and build review.

Early December 2026

Launch on Steam in ten languages with a 10–15% launch discount.

17 Dec 2026 – 4 Jan 2027

Steam Winter Sale: the first seasonal sale after launch.

10 · Market

A booming genre with a thin top

Market data compiled from public sources on 25 October 2026. Sales figures for other games are estimates.

1,005idle-tagged games released on Steam in 2025 (379 in 2023)
24paid idlers passed ~100k estimated copies in 2025 (12 in 2024)
Top 5genre among 2025's games with 1,000+ reviews (27 of 608)
~89%of Steam users covered by Overspin's 10 languages
34%of $9.99–14.99 idlers reached 10k+ copies (8% under $5)
~50klaunch wishlists for the $250k–1M gross tier

Two winning formats

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.

Audience

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.

Regions

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.

Pricing

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.

Wishlists and sales

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.

Publishing

Publishers are active in the genre (Raw Fury, Jagex, Playstack), but 32 of the top 40 paid idlers since 2023 are self-published.

Comparable titles: incremental and roguelite

TitleReleasePriceSteam reviewsEst. copiesWhy it compares
Cookie Clicker2021$4.9994,143 (96%)3.22MGenre-defining clicker; long premium tail
Melvor Idle2021$9.9916,362 (90%)1.41M$9.99 idle with deep meta, publisher-backed
Luck be a Landlord2023$9.9911,576 (93%)818kRoguelite + numbers-go-up at $9.99
Rusty's Retirement2024$6.9914,926 (97%)698kIdle + management, 11 languages; disclosed >500k units
The Gnorp Apologue2023$6.9910,020 (95%)545kStylish active incremental, solo developer
Nodebuster2024$2.9914,121 (97%)431kThe short active incremental template
Tower Wizard2025$2.999,110 (97%)448k2025 breakout incremental
Ballionaire2024$12.342,764 (84%)397kIncremental roguelite with a publisher
Scritchy Scratchy2026$6.9917,489 (94%)1.53MTop idler of 2026
Bills Must Be Paid2026$6.9912,934 (97%)687kMoney-stress satire in a short active incremental

Comparable titles: prison, overseer and satire

TitleReleasePriceSteam reviewsEst. copiesWhy it compares
Prison Architect2015$29.9973,919 (89%)5.0MBenchmark prison management game
The Escapists2015$17.9916,241 (90%)1.66MPrison escape as the win fantasy
Papers, Please2013$9.9980,784 (97%)5.34MDark satire with cruelty as a mechanic
Despotism 3k2018$7.993,679 (78%)121kClosest match: humans exploited for power, dark humour
Cult of the Lamb2022$24.99130,978 (96%)5.11MCute-cruel exploitation + roguelite
Schedule I2025$19.99320,678 (98%)9.04MEdgy 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.

Sources

11 · Studio

Who is making it

Barsplay

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.

Team

BK
Batuhan KanburCo-founder, Game Developer
AK
Aysima KanburArt Director
MK
Müzekker KülcüCommunity Manager, Writer
AG
Alperen GönülQA Tester
BT
Burak TuranContent Review
AB
Ali Eren Bilgin3D Artist (freelance)
EG
Emirhan Gönül3D Artist (freelance)
GC
Görkem Berk Ceyhan3D Artist (freelance)

12 · Partners

Working together

Open to partnership

Barsplay is open to investment and publishing partnerships for Overspin's launch and its life after launch. Amounts and terms are discussed directly.

What we can share

  • A playable build
  • The full design document
  • The complete market research behind this page, with sources

Contact

Talk to us

For investment, publishing and partnership enquiries, write to press@barsplay.online.

Barsplay