OVERD0SE Walkthrough
OVERD0SE is a psychological horror visual novel built around a ward you work on and a patient you keep failing to treat correctly. Its routing is unusually mechanical, which makes it worth documenting precisely: a single question about your medication in the morning of day three splits the whole day into one of three routes.
After that the script runs an explicit ending dispatch that checks a handful of named variables in order and jumps to one of nine endings, each recorded in a persistent set so the game can track how many you have found.
The patient chart
The game opens on paperwork. You fill in a chart for Evren — age 26, he/him, a doctor, prescribed zolpidem — and the script uses that chart as its central prop. The frame below is the chart itself, with his likes listed as cats, reading, cooking, and you.
The chart is also the game's quiet warning. Every field you fill in is a detail you will later be held to.
The question that splits day three
One month later the script reads a single variable, morning_pills_choice, and branches on it three ways. Take an extra pill and you get the extra route. Skip your medication and you get no_pills. Take them normally and you get pills.
Everything after that is downstream. A second tracker runs alongside it: the script compares evren_nice against evren_mean and even uses that comparison to decide whether you are physically able to walk. The route variable and the two counters together decide your ending.
The ending dispatch, in order
The dispatch label tests conditions top to bottom and jumps to the first match. Two of them concern a desk and a different patient entirely, and they outrank everything else.
day3_desk_questionset to first withday3_desk_priedfalse — the quiet ending.- The same question with the drawer pried open — the pried ending, which plays a longer image sequence.
no_pillsroute withevren_niceaboveevren_mean, or the reverse.pillsroute withdream_checked_pills,saw_missing_poster, at least three items investigated andday3_investigationset to drawer.pillsroute with the bed unmade or hands unwashed — the dirty ending.
Nine endings and a hidden unlock
Every branch records itself through a function that adds an id to a persistent set, which is how the game counts your progress. The ids in the script are vanny_quiet, vanny_pried, no_pills_affinity, no_pills_hostile, pills_affinity, pills_dirty, pills_investigate and extra_pills_stay, plus one separate ending registered from the main script.
There is also a secret. Once the set reaches four endings and the hidden poster has not yet been done, the script unlocks an extra scene — so the poster is deliberately gated behind getting four different endings, not behind any single choice. Day three also closes on a plain line about the day ending but not the feeling of it, which is the fallback when no ending condition matches at all.
Tips before you start
- The morning pill decision is the only choice that changes which set of endings is even reachable on day three. Decide it before you plan anything else.
- The desk and Vanny conditions are checked before the main route conditions, so on runs where that option appears it overrides everything you did on the ward.
- The secret unlock requires four distinct endings, so a single playthrough cannot reach it regardless of how carefully you play.
- Track the ending ids you have collected on before you start replaying — the count matters more than any individual route here.
Route notes written from the game's own script.