Pick from 18 agents with hand-tuned kits, queue ranked across 9 tiers, and trade rounds on sub-8ms tick servers built so the hit you saw is the hit that registered. No loot boxes between you and the trigger.
Built for the Valorant & CS2 crowd · PC-first · 64-bit
Overclock is a round-based 5v5 shooter. One team plants, one team defends, the economy carries between rounds, and every duel is decided by aim, timing, and the call your teammate made two seconds ago. If you grew up on Valorant util or CS2 spray control, you already know the grammar — Overclock just runs it faster.
The world is a near-future grid of contested infrastructure: power substations, data exchanges, transit hubs gone dark. Agents are operators-for-hire with one signature ability and one ultimate — no bloated kits, no twelve-button rotations. The skill ceiling lives in your crosshair and your comms, not in a menu.
It is free, it is PC-first, and it is built to be a competitive home for the next ten years — not a season. Nothing in the store touches a bullet.
Eighteen operators across five roles — each with one signature ability and one ultimate. Distinct, learnable, never bloated.
A purpose-built netcode stack updates the world faster than a 128-tick server. The hit you saw is the hit that landed.
Iron through Apex, with transparent MMR and per-act placements. Every match moves a number you can see and trust.
The competitive pool shifts every season — maps enter, rest, and return, so the meta never goes stale and callouts stay fresh.
Captured on PC at native 1440p — maps, agents, scoreboard moments.
The full competitive ladder plus quick formats for warmup. Custom games ship with full tournament rules and a built-in observer.
A driver-level anti-cheat with server-side behavioral detection. Trust-factor matchmaking keeps clean accounts queued together.
A custom engine tuned for frame-time stability, not peak numbers. Uncapped frame rate, NVIDIA Reflex, and per-core scheduling.
Eight colorblind profiles, full input remapping, scalable HUD, mono audio, and visual cues for every directional sound.
Every ranked match is recorded server-side. Scrub any round from any angle, drop into free-cam, and export clips at 60fps.
Queue ranked with a full party with no rating tax. Cross-region friends, party voice, and a ping wheel built for clean calls.
Two million operators on Discord, a packed ranked queue around the clock, and a download that takes minutes. Jump in.
The premier global tournament — 14 regions, one trophy, and a prize pool that puts the game's best on the same server with everything on the line.
“The most precise shooter since CS.”
“Esports-ready out of the box.”
“The netcode is the headline. Peeker's advantage is so close to zero that gunfights finally feel honest — Overclock has quietly set a new bar for what a competitive server should feel like.”
“A monetization model with actual restraint — every purchase is cosmetic, and the game says so out loud. After a decade of pay-to-win creep, that honesty alone is worth the download.”
“Eighteen agents, none of them noise. Overclock trusts its players to be good — and the 240fps target on a mid-range rig is not marketing, it just runs.”
Ironside Interactive spent fifteen years shipping single-player games before its founders admitted the thing they actually replayed at night was competitive FPS. In 2020 they spun up a dedicated live-service division with one mandate: build the tactical shooter they wished existed, and treat it as a sport from line one of code — not a campaign with a multiplayer mode bolted on.
That division is 84 people now — engine programmers, netcode specialists, competitive designers, and a balance team that includes two former pro players. They ship on a fixed seasonal cadence, patch on a public roadmap, and read the subreddit every morning. Overclock is the only thing they work on, and they intend to keep it that way for a very long time.
Every agent, every map, every ranked mode is in the free download. The Battle Pass buys you skins, sprays, and player cards — never an edge. Nothing in Overclock that touches a gunfight is for sale.
No gameplay advantage is purchasable, ever. Weapon stats, agent abilities, recoil, and movement are identical for every player. Skins are visual, audited by the studio, and never alter a hitbox or a sound cue's timing.
Steam & Epic Games · ~22 GB install
Buy in-game · tiers progress by playing
Yes — the entire competitive game is free, with no trial, no time gate, and no agents to unlock. We monetize purely cosmetics: weapon skins, agent variants, sprays, player cards, and animated finishers, sold à la carte or bundled into the optional $9.99 seasonal Battle Pass. None of it touches a stat, a hitbox, or a sound cue. The studio's standing rule is simple — if it changes a gunfight, it is not for sale, full stop.
Yes. Ringfence runs a kernel-mode driver that loads at boot, which is what lets it catch the hardware and DMA-based cheats a user-mode solution simply cannot see. We know that is a real trust ask, so we are specific about it: the driver only runs while the game is open, it collects no browsing or personal data, and it is independently audited each year with the summary published. Server-side, every match is also checked by behavioral detection — so cheating is caught even on a machine the driver can't fully inspect.
At 1080p on the Competitive preset, a sustained 240fps needs roughly a 6-core CPU from the last five years (a Ryzen 5 5600 or Core i5-12400) paired with an RTX 3060 or RX 6600. The game itself launches and plays fine far below that — a GTX 1060-class card holds 144fps comfortably — because we tuned the engine for frame-time stability rather than peak numbers. There is a built-in benchmark on first launch that measures your rig and recommends a preset, so you are not guessing.
A PlayStation 5 and Xbox Series X|S version is in active development, targeting 2027. We deliberately did not ship it at the same time as PC — a tactical shooter lives and dies on its input parity, and we would rather take the extra year to get aim assist, matchmaking pools, and a 120Hz performance mode genuinely right than rush a port. Console will be its own matchmaking pool with no forced crossplay against mouse-and-keyboard; an optional opt-in queue with PC controller players is on the table.
Decay only applies in the top three tiers — Ascendant, Master, and Apex — and only after 14 days without a ranked match. From there you lose a small, fixed amount of rating per day, and it stops the moment you play again; it can never drop you below the floor of your tier. Below Ascendant there is no decay at all, so a casual ranked schedule never costs you progress. Each act also gives you a soft placement reset rather than a wipe, so your previous rank still anchors where you start.
Download free on Steam or Epic Games, drop into a ranked queue tonight, and find out where 240 frames a second puts your ceiling.