Overcrowd: A Commute 'Em Up cover
Overcrowd: A Commute 'Em Up screenshot
Genre: Simulator, Strategy, Indie

Overcrowd: A Commute 'Em Up

Beta 411

Opt into the beta to help test upcoming features.

Beta 411
-Rare glitch caused by half a sofa save/loading fixed (sofa removed)
-Rare glitch caused by incomplete escalators save/loading fixed (escalator removed)
-Corrections to tutorial pop ups causing issue in tutorial build 408-410
-Update text on COTD button hover (English)
-correctly save use of flow finder option
-incremental optimisation, train arriving doesn't trigger flow finder unnecessarily

Overcrowd 1.0 will arrive on schedule, 6 October 2020

Sarah and I are hyped to announced that after 5 years development, including 15 months in Steam Early Access, Overcrowd 1.0 will launch into Full Release on 6 October 2020!

You can expect another major update to come with 1.0. I'll bring you details of the all updates and changes on the day.



Thanks for all of your help so far!

Beta 406

Opt into the beta branch to continue to help testing cutting edge new features and bug fixes.

Beta 406:
-Updated nav grid behaviour in lifts. This prevents staff, in certain rare layouts, walking through the side of lifts, into the void, and despawning.
-Add tutorial pop up when lifts are first available.
-Vomit sprite randomised
-removed tip urging plant building in staff rooms as no longer possible
-litter affects refuse heatmap in tutorial
-Optimisation: calling train does not repeatedly trigger the flow finder, resulting in incremental performance increase
-Optimisation: full bins do not always call tutorial pop up script

Beta 405

Beta 405:
-fixes issue when saving and loading lifts. Certain permutations of multiple lifts on different floors were failing to configure correctly, causing flow check fail and lift back ups. Should be fixed. However, if you notice any issues like there when a lift appears correctly configured but is not behaving correctly (notable, people don't alight), sell it and rebuild. It should then operate ok following your next save/load cycle. If you have nay problems with lifts, please let me know. Keep in mind its on my list to make a tutorial pop up for lifts next week.
-debug, shows net reputation in station summary.

Beta 404:
-internal debug changes for trailer capture

Beta 403

Beta 403:
-corrected bond prices to make all tech gates even, correctly prevent 1 bond remaining on certain zones (restart network required)
-20 new staff hair cuts/facial hair/glasses, and new body types
-Fixed brute punch terminating correctly on double speed, therefore allowing them to be arrested

Beta 402

Beta 402:
-Update thermal messages
-Prevent crash when hat wearing uniformed staff use tool when certain directions while static

Beta 401

Beta 400:
-Commuter status icons correctly anchored at a better height over their heads
-minor reduction in ad rate
-Toggle reputation text alert also prevents numerical rep particules (-1, +1)
-Updated livery
-cannot hover on track when heatmap modes on
-ATM ad costs 1 bond
-Fixed reputation recording errors eg. positive rep recorded as incorrect negative rep and vice versa, gloom and fumes were miss-classed
-selecting build when in heatmap will not turn on thermal
-reset price heatmap in the morning
-remove many textures
-texture flips for trains

Beta 401:
-Minor improvements to flow finder logic
-Staff uniform lockers available out of sandbox mode, at earlier tech gates (restart network/station required)
-Available at start tech items will consider price when setting availability status when in tech tree

Beta 398

Beta 398:
-Reputation correctly recorded as negative
-Thermal imaging camera description

Beta 397

Beta 397 same day hotfix:
-Sell mode toggles correctly with hotkey.
-Changing edit, sculpt and sell mode in rep heatmap modea correctly toggles them off
-correct uniform draw hat while healing
-Recover saves with corrupt lifts (Corrupt lifts sold)
-Address rare crash when selling control rooms
-Rotate toggles off floor focus to prevent issues


Beta 396 hotfix:
-Newspapers do not draw correctly if floor focus on other level
-cannot highlight tunnels or entrances with reputation heatmaps on
-fixed labelling on main menu ribbon
-ticket machine numeric labels corrected

Beta 395

This is a significant update to the beta branch adding the long planned feature of reputation heat maps, several bug fixes, balance and some improvements to the menu colour scheme.

Beta 395

-Added new reputation heatmap feature (in addition to thermal imaging)! These are grouped with the other view toggle in the top right corner. Toggle heat maps to show where you have lost reputation for high prices, reactions to refuse actions, overcrowding, no seating, low lighting. Very handy to see where you are losing reputation.
-On screen label shows what heat mode toggle you are in
-cannot click objects though pause, double speed and skip to dawn button
-cannot click objects though all view toggle buttons
-main in game base menu ribbon has new colour scheme for edit floors and sell buttons to make more functionally distinct
-Updated labels and themal imaging key, including CSV sourced labels and position more inset
-Phone call texts only appear in English language
-Shopkeepers show correct particles when fading out at night
-correct position of missing plant 1 text reputation alert
-fewer coffee spills
-reduce rate of new job applicants each day
-update footbridge to have ramps for wheelchair users
-Added check boxes in display options to turn on and off positive and negative reputation text alert coming from commuters if you prefer less visual clutter
-Balance time umbrella kept up
-Fix possible bug with GUI locking up when hovering on staff then moving into open build window then selecting sell
-correct number of bonds remaining in stations (requires new network start). No longer shows unearnable bond at end of every map.
-Prevent GUI locking up when starting to move an object but then move over a GUI element before entering full movement mode