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Overkill Software

Overkill Software is a video game development studio based in , specializing in cooperative games. Founded in September 2009 by brothers Bo Andersson and Ulf Andersson—veterans of the industry who previously co-founded the studio GRIN—the company quickly gained recognition for its innovative approach to multiplayer gameplay. In April 2012, Overkill Software was acquired by through the issuance of 200 million new shares, integrating its operations into Starbreeze's structure while retaining its creative focus. The studio's flagship franchise is the Payday series, which emphasizes team-based heists and tactical combat. Overkill developed Payday: The Heist in 2011, a co-op that set the foundation for the series with its emphasis on planning and execution during criminal operations. This was followed by in 2013, which expanded the formula with deeper customization, a vast array of heists, and ongoing support through hundreds of updates, with selling over 40 million copies as of 2023 and the franchise reaching tens of millions of units sold. The most recent entry, , launched in September 2023, introducing modernized mechanics and cross-play features while building on the series' legacy of community-driven content. Beyond Payday, Overkill ventured into licensed properties with in 2018, a four-player co-op based on the acclaimed comic and series, though it faced challenges with player retention leading to server shutdowns in 2021. As of 2025, Overkill operates as " – a Starbreeze Studio," continuing to support its titles amid Starbreeze's broader portfolio, including recent initiatives like a subscription service for launched in September 2025 and a with Sidetrack Games announced in October 2025 to handle future updates for the game. The studio's contributions have solidified its reputation for crafting engaging, replayable co-op experiences in the action genre.

Company Profile

Founding and Founders

Overkill Software was established in September 2009 in , , by a group of experienced veterans seeking to create innovative titles following the closure of their previous studio. The studio's key founders were brothers Ulf Andersson and Bo Andersson, along with , all of whom had previously worked at GRIN, a founded by the Andersson brothers in 1997 that specialized in action-adventure and shooter games. GRIN filed for bankruptcy in August 2009, shortly after the release of its final title, , leaving its employees, including the founders, to pursue new opportunities. The initial team at Overkill Software consisted primarily of these GRIN alumni, bringing expertise in first-person shooter development and collaborative design elements honed from prior projects. From the outset, the studio aimed to develop games that emphasized through co-operative gameplay mechanics, drawing inspiration from their collective experiences, with a particular focus on heist-themed narratives involving coordinated criminal operations.

Acquisition by Starbreeze Studios

On April 19, 2012, Starbreeze Studios announced its acquisition of Overkill Software, the developer behind the cooperative first-person shooter Payday: The Heist. The deal was for an undisclosed monetary amount but involved Starbreeze issuing 200 million new shares to Overkill's parent company, SLG Everscreen, with the transaction completing in June 2012 following shareholder approval. The acquisition was driven by Starbreeze's strategic goals to diversify its portfolio into models and cooperative multiplayer genres, leveraging Overkill's proven expertise with Payday: The Heist, which had launched successfully on earlier that year. Starbreeze, known for its graphical prowess in titles like The Chronicles of Riddick: Assault on Dark Athena, viewed the merger as complementary, combining its visual strengths with Overkill's focus on innovative gameplay mechanics to appeal more strongly to publishers and expand market presence. Following the acquisition, operated as a subsidiary of Starbreeze, relocating its team to the parent company's offices while maintaining significant creative autonomy to pursue its projects. This structure provided Overkill with enhanced resources and support for scaling up development efforts on larger titles. In a key leadership shift, Bo Andersson, Overkill's co-founder and former CEO, was appointed CEO of Starbreeze in , integrating the studios' operations more closely at the executive level. Financially, the move aided Starbreeze's recovery from prior financial challenges and accumulated losses. By acquiring Overkill's and talent through share issuance, Starbreeze bolstered its assets and positioned itself for growth in the digital gaming space without immediate cash outlay.

Historical Development

Launch of Payday: The Heist

Development of Payday: The Heist began shortly after Overkill Software's founding in 2009, with the studio leveraging the game engine originally developed by the founders during their time at GRIN. The project centered on creating a emphasizing four-player team-based heists, where players assume roles as career criminals executing high-stakes robberies against law enforcement. The game was released on October 18, 2011, for in via the , followed by the European PS3 launch on November 2, 2011, and the Windows version on October 20, 2011, through . It was published by Sony Online Entertainment for both platforms. Key features included realistic crime simulations drawn from heist films such as Heat, , and , alongside customizable skill trees across categories like Assault, Sharpshooter, Support, and Technician to enhance player progression and role specialization. The PC edition also supported community modifications, allowing players to extend replayability through custom content. Upon launch, Payday: The Heist achieved solid initial sales, surpassing 700,000 units sold by October 2012. was generally positive, particularly for its intense cooperative gameplay and teamwork mechanics, which reviewers praised as a fresh take on squad-based shooters. However, critics noted drawbacks, including a relatively short core campaign lasting approximately 5-6 hours and some technical issues like stiff gunplay that could hinder solo play.

Success of Payday 2 and Expansions

Payday 2 was announced in 2012 as a sequel to Payday: The Heist, expanding the cooperative gameplay with larger-scale missions and multiplayer support for up to four players. Developed by Overkill Software using the proprietary Diesel 2.0 engine, the game launched on August 13, 2013, for Microsoft Windows via , followed by PlayStation 3 and Xbox 360 versions between August 13 and 16. Ports to additional platforms, including PlayStation 4, Xbox One, and Nintendo Switch, arrived in subsequent years, broadening its accessibility. The introduced core features such as procedurally varied heists involving robberies, jewelry hits, and armored transport assaults, alongside deeper through modular , weapons, and skill trees. Overkill emphasized a live-service model from launch, releasing free updates alongside paid (DLC) to extend replayability. This included dozens of DLC packs in the years following launch, encompassing new heists, weapons, and cosmetic items; notable examples are the Hoxton Breakout heist DLC, released on October 27, 2014, which added a multi-day narrative, and the update on February 27, 2014, introducing a higher difficulty tier with enhanced enemy AI and rewards. Commercially, marked Overkill's breakthrough, selling over 40 million copies worldwide by 2023 and generating substantial revenue, with a significant portion from its ecosystem that encouraged ongoing player investment. The game's success stemmed from its strong , with regular updates fostering and multiplayer longevity; support continued through community-driven content until 2023, including legacy collections bundling expansions. Early sales momentum was evident, with 1.58 million units moved in the first month post-launch, 80% via digital channels. Following ' 2012 acquisition of Overkill, the studio integrated additional resources to sustain Payday 2's development as a live-service title, enabling expansion to handle the influx of and platform maintenance. This allowed Overkill to grow its team, focusing on iterative expansions that kept the game relevant amid evolving player expectations.

Challenges with Later Titles

Following the success of Payday 2, Overkill Software experienced significant internal challenges in the post-2015 era, marked by key personnel departures that disrupted leadership and creative direction. Ulf Andersson, co-founder and creative director, left the studio on May 4, 2015, to co-found 10 Chambers Collective, where he later developed the horror shooter GTFO. Sound designer and composer Simon Viklund, another co-founder who voiced the character Bain, departed in August 2015 to pursue freelance music projects, though he continued contributing voice work on a contractual basis. Lead designer David Goldfarb had already exited in July 2014 to establish his own independent studio in Stockholm, citing a desire to move away from AAA development. These departures coincided with technical hurdles that prolonged development timelines for subsequent projects, including attempts to diversify beyond the Payday series. Overkill initially relied on the proprietary but transitioned to Starbreeze's in-house engine around 2015, only to switch again to in 2018 after two years of production on certain titles, resulting in substantial delays and rework for the teams involved. These issues were evident in projects like (announced 2014, released 2018), a co-op based on the , which suffered from development delays and low player retention, leading to server shutdowns in 2021. Additionally, former Starbreeze CEO Bo Andersson, who oversaw Overkill's operations, faced scrutiny in a 2018 probe related to share sales amid the parent company's financial woes but was cleared of wrongdoing in January 2019. Under Starbreeze's ownership, Overkill expanded to support ambitious projects into new genres and technologies. However, financial pressures led to severe downsizing, with the studio's headcount shrinking to 11-50 employees by 2023. This contraction was exacerbated by Starbreeze's near-bankruptcy in late , when the parent company filed for financial reconstruction in due to mounting debts and project failures, severely limiting resources available to Overkill and forcing a refocus on core operations. Post-reconstruction, Overkill shifted focus to developing , announced in 2016 and launched in 2023 using 4. The title aimed to modernize the series with improved mechanics and cross-play but faced launch challenges, including technical issues and lower-than-expected player retention, contributing to Starbreeze's ongoing financial difficulties. As of 2025, the studio continues to support its titles with a reduced team amid Starbreeze's broader recovery efforts.

Game Portfolio

Core Releases

Overkill Software's core releases center on the Payday franchise, a series of games emphasizing team-based heists. The studio's flagship titles have built upon innovative gameplay mechanics centered around planning and executing high-stakes robberies, with each iteration expanding the scope and depth of player experiences. Payday: The Heist, released on October 18, 2011, for and October 20, 2011, for PC via , marked Overkill's debut in the genre. The game prioritizes four-player co-op gameplay, where players assume roles as criminals executing meticulously planned heists against dynamic environments and law enforcement responses. Payday 2, launched on August 13, 2013, for Windows, , and , with subsequent ports to additional platforms including , , and , broadened accessibility across multi-platform ecosystems. It introduced an expansive model, featuring over 65 content packs as of 2025 that added new heists, weapons, masks, and character skills, fostering long-term engagement through regular updates. Payday 3, released on September 21, 2023, for PC, , and Xbox Series X/S, represents the series' latest evolution, developed using 4. Although an upgrade to 5 was initially planned to enhance graphical fidelity and performance, resources were reallocated to other improvements as of 2024. This title maintains the co-op heist foundation while integrating modern live-service features from inception. Across the series, development synergies have transformed core heist mechanics—initially focused on tactical planning and survival in Payday: The Heist—into a robust live-service framework by Payday 2 and 3, incorporating ongoing content drops, progression systems, and community-driven expansions to sustain player investment over years.

Experimental and Spin-off Projects

Following the success of Payday 2, Overkill Software pursued diversification by venturing into licensed intellectual properties and mobile adaptations, aiming to expand beyond the core heist-shooter genre. One notable effort was Overkill's The Walking Dead, a co-operative first-person shooter developed under license from Skybound Entertainment, which holds rights to the AMC series. The game featured up to four-player co-op gameplay in a zombie apocalypse setting, emphasizing survival and scavenging mechanics. Initially announced in 2014 with a planned 2016 release, it faced multiple delays due to development challenges before launching on PC via Unreal Engine 4 on November 6, 2018, in North America and November 8 internationally. In parallel, Overkill adapted the Payday franchise for mobile platforms with Payday: Crime War, a first-person shooter designed for shorter, on-the-go sessions compared to the console and PC entries. Developed in collaboration with and published by , it retained core elements like missions and co-op play but optimized controls and progression for touch-based devices. The title entered in select regions in November 2018 before achieving global availability on and on June 6, 2023. However, the service was discontinued on October 10, 2023. Overkill also explored original concepts outside established franchises, such as Storm, a teased sci-fi co-op first-person shooter project listed on the studio's website around 2014 with a tentative 2017 release window. Intended for PC and consoles, it never progressed to a full announcement or release, with development apparently halted amid shifting priorities and technical hurdles at the studio. These initiatives reflected Overkill's strategy to broaden its portfolio, though some efforts were curtailed by internal resource constraints and staff transitions following Payday 2's peak.

Impact and Controversies

Market Influence

Overkill Software significantly shaped the cooperative genre through its pioneering work on heist-based mechanics in the Payday series. Payday: The Heist, released in 2011, introduced a novel focus on team-based planning, execution, and escape during high-stakes robberies, establishing it as the original co-op . This innovation influenced subsequent titles in the genre, including spin-offs and similar experiences developed by former Overkill team members, such as GTFO and Den of Wolves by 10 Chambers Collective, which adopted tense, collaborative heist structures with procedural elements. The emphasis on asymmetric co-op dynamics, where players balance , combat, and against escalating responses, set a template for modern co-op shooters prioritizing replayability and teamwork over solo play. The Payday franchise's enduring legacy is evident in its commercial dominance and role in evolving live-service . By the end of 2022, the series had amassed over 38 million installed units across platforms, generating more than $300 million in gross sales, primarily driven by Payday 2's long-tail success. As of , the franchise has engaged over 50 million players worldwide and generated nearly $380 million USD in lifetime gross . Payday 2, launched in 2013, pioneered an extensive model in the genre, releasing over 65 content packs—including heists, weapons, and character customizations—that extended the game's lifespan to over a while sustaining through optional expansions. This approach influenced broader industry practices for ongoing content delivery in multiplayer titles, demonstrating how cosmetic and could foster community engagement without gating core progression, though it also sparked debates on . Overkill's contributions extended beyond gameplay innovation to bolster ' strategic shift toward digital distribution and IP ownership following the 2012 acquisition. Facing near-bankruptcy after the underperformance of , Starbreeze integrated Overkill to leverage Payday's digital-first model on platforms like , which revitalized the parent company's finances through DLC-driven revenue and elevated its market valuation. This pivot helped stabilize Sweden's game development ecosystem in the wake of GRIN's 2009 collapse, where Overkill's founders—former GRIN leaders Bo and Ulf Andersson—retained key talent and expertise, contributing to a resurgence in Stockholm's co-op and scene by preserving jobs and inspiring digital-focused studios. As of 2025, Overkill continues to maintain the Payday series' relevance through active live-service support for , with updates like the November 2025 roadmap announcement outlining new heists, balance changes, and cross-play enhancements to address player feedback and sustain the franchise's co-op appeal.

Notable Issues and Criticisms

Overkill Software's collaboration on (2018) received mixed to negative reviews, with a critic score of 51/100 based on 34 reviews, highlighting issues with execution despite promising co-op concepts. The game sold fewer than 100,000 units on PC in its initial period, falling short of expectations and contributing to publisher ' financial strain. Critics frequently pointed to repetitive loops, such as recurring zombie waves and puzzle structures, as a core flaw that diminished engagement over time. Technical problems, including numerous bugs and poor networking, further marred the experience, leading to frustration among players even in co-op sessions. The 2023 launch of was marred by severe server instability, rendering the always-online title unplayable for many users in the days following release, with failures and frequent outages dominating player complaints. Features like cross-play were implemented but plagued by bugs that exacerbated connectivity issues, while the absence of offline mode alienated solo players. Metacritic's user score plummeted to 3.3/10 based on over 400 ratings shortly after launch, reflecting widespread dissatisfaction with these technical shortcomings and perceived lack of polish. Earlier, (2013) faced backlash for aggressive monetization practices, particularly the 2015 introduction of microtransactions via "drills" and randomized "safes" that resembled loot boxes, allowing players to purchase advantages with real money despite prior promises against such systems. This led to accusations of pay-to-win elements and community uproar, prompting Overkill to issue a public apology for mishandling the updates and community feedback. Development delays across projects, such as those for OVERKILL's The Walking Dead, stemmed from transitions to new proprietary engines like Starbreeze's in-house technology, which required extensive rework and pushed release timelines from 2016 to 2018. Starbreeze Studios' financial difficulties, triggered by the underperformance of OVERKILL's The Walking Dead, resulted in significant layoffs in 2019, affecting approximately 25% of the workforce (around 60 employees) across subsidiaries including , as part of cost-cutting measures to address ongoing reconstruction efforts. In response to 's launch woes, Overkill and Starbreeze issued apologies from CEO Tobias Sjögren, acknowledging the unplayable state and committing to fixes, followed by multiple patches that addressed server stability, added offline modes, and improved matchmaking over subsequent months. In 2025, Starbreeze continued to face financial challenges, reporting net losses exceeding $18 million for 2024 in February, amid declining sales for . Earlier in the year, the company laid off its team in March and approximately 10 staff in December 2024. On October 2, 2025, Starbreeze canceled Project Baxter, an unannounced co-op live-service game in development since 2023, resulting in layoffs affecting around 44 employees company-wide to refocus resources on the Payday franchise. This restructuring includes expanding the development team to approximately 50 employees by the end of 2025.

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