Overthrown’s Wild Movement Is Too Fun to Actually Build a City

During the recent Steam Next Fest, I discovered that Overthrown stands out from the crowded city-building genre not for its settlement management, but because its movement mechanics are so addictive that I completely forgot to build my kingdom.

Overthrown

Physics-Defying Construction

I had been tracking Overthrown for a while, intrigued by the developers’ commitment to subverting genre conventions. The title is quite literal: you have the ability to pick up virtually any item in the world—including entire buildings—and hurl them across the map. Within minutes of launching the demo, I was tossing tree trunks to accelerate sawmill production and relocating my town hall simply because I didn’t like its original placement. This cartoonish, high-velocity logic defines the entire experience.

Speed That Changes the Genre

Usually, when you misplace a building in a city-builder, you’re forced into a tedious trek to rectify the error. Not in Overthrown. The game features a sprint mechanic that locks you into a power stance before catapulting you across the landscape. The speed is exhilarating, and because the game utilizes a third-person perspective, you feel completely in control of your character’s momentum.

The last city-builder to offer a similar perspective was Manor Lords, which allows for a scenic walk through your settlement. However, Overthrown makes that experience feel sluggish by comparison. The protagonist is so fast that, once you hit top speed, the actual responsibility of managing a city feels like an afterthought.

Why Building Takes a Backseat

The movement in Overthrown is so polished that I found myself actively avoiding construction just so I wouldn’t clutter my path. I preferred charging across plains, drifting through forests, and parkouring over cliffs. The game uses clever camera angles and sound design to emphasize your velocity. Turns are executed in wide, smooth arcs—much like a professional motorcyclist leaning into a curve—and collisions are punishing, leaving you flat on your back if you misjudge a jump.

This design philosophy seems to stem from the developers’ general disdain for “annoying” mechanics; for instance, they’ve removed fall damage entirely, explicitly stating it’s to keep the player moving. This “rule of cool” approach feels like a breath of fresh air in a genre that usually prioritizes slow, methodical pace. While I usually expect to spend my time in a city-builder focused on resource chains and infrastructure, Overthrown turned me into a speed demon, proving that sometimes the best way to run a city is to ignore it and enjoy the ride.

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