Overcrowd: A Commute 'Em Up is a tactical management sim set on the metro of bustling city Lubdon Town. It blends base-building, pausable real-time strategy, and spatial puzzling.
All Reviews:
Very Positive (202) - 89% of the 202 user reviews for this game are positive.
Release Date:
Jun 6, 2019
Developer:
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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“The management, sandbox and building elements make Overcrowd perfect for Early Access, where we can hear your ideas, test them out and evolve the game together. Because the campaign and map generator is entirely procedural, replayability is very high.”

Approximately how long will this game be in Early Access?

“We expect Overcrowd: A Commute ‘Em Up to be in Early Access for most of 2019.”

How is the full version planned to differ from the Early Access version?

“Currently the game includes a procedural campaign mode, which generates with a series of increasingly difficult stations to build and manage. We have also included a sandbox freeplay mode, and a daily "Commute of the day" challenge.

We'll be adding new features that will enable the player the maniplulate their station enviroment with greater precision as well as introduce more commuter types, more objects and more underlying systems. These features will build on the many already implemented and described in below (What is the current state of the Early Acces version)”

What is the current state of the Early Access version?

“- Overcrowd is playable and stable, with many hours of fun to be had. Being an early access game, there are of course some bugs present, and the possibilty of crashes. The game will also be further optimised through devlopment. However it currently runs well and is sometimes described by testers as polished or already like a full game.
- 3 games modes: generate a 5 station procedural campaign, play the procedural daily challenge (commute of the day) or start a sandbox mode (making the game as easy or hard as you wish).
- Autosave (Campaign mode only).
- Save game system (3 sandbox save slots and one campaign slot). Steam cloud is not yet implemented.
- 2 tutorial maps.
- Mouse support only.
- Redifinable control keys (during early access not all keys, but most, can be mapped).
- Unique crowdflow mechanic. Manage the flow of your commuters via station layout, user-defined directional signage or by ushering them with staff.
- Detailed simulation. Everything from bin emptying, generator refueling, power, litter collection, heat, commuter AI and staff activities are simulated down to the individual level. The huge range of interacting systems gives scope for emergent and unpredictable gameplay.
- Procedural spatial challenge. Each level has procedurally generated terrain, offering a fresh spatial puzzle about which to design and run your station. With a choice of entrances and tracks, physical obstacles, and limited space and money, you'll have to weigh up your decisions carefully.
- Novel multi-floor building. Sculpt your station concourse down to 4 levels underground. Use escalators and lifts to get people around.
- Manage staff. In Overcrowd you have direct control over your staff. You’ll need to assemble a crack team, tool them up and deploy them to run your station in real time. You can also assign them multiple jobs with different priorities and schedule breaks if you want to be more hands off. Pausing the action by hitting space gives you time to react and plan.
- Handmade isometric pixel art. Overcrowd uses high res, handmade pixel art with no 3D engine shortcuts. View from four angles with high level zoom to see all the detail.
- Heat signatures. Anyone who’s ever travelled on the metro in summer knows the heat can get out of control. Overcrowd models temperature and gives you thermoimaging, air con and fans to help keep your station cool.
- Unlocking, upgrading, expanding. Unlock better equipment, shops and tools via the procurement (tech) tree. A large tech tree with over 100 items is already available.
- Turning a profit. Overcrowd features an economy driven by live commuter purchasing. Set shop prices and restock rates in order to make a profit and expand your station further.
-Reports. Detailed reports show station reuptation gain and loss, current incidents and stock levels of shops.
- Commuter AI. Commuters respond to their surroundings: different environmental insults will affect them in different ways - making them angry, panicked, unhappy or even diseased. Everything that happens affects your station reputation.
- Criminality. Vandals, commuter rage and pick pockets are implemented. They can be stopped cautions or a tazer tool.
- Staff behaviour. Your staff have needs too. Build a comfortable and well stocked staff room to keep them happy, rested and nourished. They also have skills and attributes which can be levelled up or improved through practice.”

Will the game be priced differently during and after Early Access?

“The base price is likely to increase upon release from Early Access.”

How are you planning on involving the Community in your development process?

“We'll be getting your feedback from all possible channels including direct email, Facebook, Twitter, Discord, Reddit and the Steam forum.”
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Buy Overcrowd: A Commute 'Em Up

 

Recent updates View all (39)

July 17

Alpha 109

Hi all,

I've been working on some more fixes for you. This build also updates the game to run in the latest version of Gamemaker Studio 2 (2.2.3). This should help the long term stability of the project.

I've been testing this build in the beta branch for a few days. Feel free to use the beta branch - it is open - just be sure to mention your version number in any bug reports your file. I tend to update info on the beta branch in Discord rather than here.

I'm continuing for now to working on some other bug fixes before moving onto some quality of life updates, some of which should assist in staff management. We've been chatting about various approaches in the Discord server lately. Feel free to drop by and let me know what (if anything!) you'd like me to address.

Finally, thanks to everyone who left a review through the Steam Sales - we're at 200 now! Each one is a massive help to a tiny developer like us and I really appreciate it. Thanks also for those of you have tagged the game, as this helps us find our right spot amongst other management games.

Alpha 109:

-Sell track removes any train ready notifications hanging on side of screen if existing
-After selling a room, after loading a game, you can now build on cell where door opened
-Build goals that match your current tech tree (tech level)
-Fixes certain behaviours at spawn (brute, vandal, anarchist) losing there behaviour state after spawning
-Earning all bonds does not elevate "tech gate"/unlock next tech level and associated behaviours until a bond is earned at next station
-prevented sometimes having commuter behaviours in zone 5 before you have unlocked the tech gate to deal with it
-Updated to GM 2.2.3
-BALANCE: plants do less rep bonus (less frequent).
-BALANCE: staff first aid available in zone 5

1 comments Read more

July 5

Alpha 103, stability and then...

Hi all,

Today I managed to fix a bug that - I believe - was the cause of a rare saving glitch. This issue would cause the game to occasionally freeze with no error on "save and exit", and then corrupt your campaign. Yes, annoying! I'm so happy that this should be fixed now, and it should I hope bring a bit more stability to your experience!

Just to keep you posted, I'm away next week so there won't be any updates. But don't worry, I'll be back soon and you can expect many more updates following. Now that the game is starting to get there in terms of stability, I can't wait to get stuck into new features and improvements.

To clue you in, near the top of list will be some quality of life updates and staff management improvements/possible reductions in the micro (yes, I heard you loud and clear!). I'm also planning some localisation work and following this hopefully a scaleable GUI. Alongside this there will be continued bug fixes, and then we can get onto some cool new features and objects!

Thanks to everyone once more for your continued support and patience during the first month. Again, especial thanks for those of you who took the time to leave a review - these are so important for a tiny developer like us to help keep the game under the spotlight of Steam's all-seeing algorithm!

Alpha 103 changes:

-updated fan lvl 2 to face correct direction in se/nw direction
-fixed occasional crash with no error/game freezing up when using "save and exit" which would then corrupt campaign
-removed "cost neutral" text in station set up phase as no space in lower res
4 comments Read more
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Reviews

“Immediately compulsive ... what’s here is already a wonderful mix of strategy and puzzling”
Rock, Paper Shotgun

“Cool-looking ... quirky-looking ... blends base-building, pausable real-time strategy, and spatial puzzling”
PC Gamer

“The unlock tree seems extensive, randomised environmental restrictions add an extra layer to the experience, forcing ingenuity in your multi-floor station layouts, and there looks to be enough control over individual elements - from deciding which tools your staff prioritise on their rounds to which staircase leads up and which goes down - to ensure that there are always interesting strategic and creative choices to be made. Oh, and it's wonderfully presented too.”
Eurogamer

About This Game

MORE REVIEWS

"Hugely satisfying ... Overcrowd seems likes a great spin on the Theme template, and I can’t wait to try it again"

Kotaku

"there are elements of Overcrowd that give the game a sense of frenetic energy ... but there’s always the option to press pause and adjust without the high stakes of time ... Overcrowd is a unique meditation on a space that is ubiquitous for many people"
The Verge

"A good little early access management/construction game, cute as anything and much less casual than its' childish looks suggest ... already justifies its' price"
Canard PC

"Overcrowd hits that sweet spot of being challenging. Each time I lost a mission it made me more conscious of how I build the station and what I should avoid next time"
Big Boss Battle



Every day, millions crowd the metro in a desperate bid to get to work. Can you build and run the perfect metro station to help them make it on time?

Overcrowd is a tactical management sim set on the metro of bustling city Lubdon Town. Blending base building with pausable real-time strategy, Overcrowd offers a unique mix of spatial puzzling, strategic thinking and split-second choices.



Excavate your way through 4 layers of earth. Design your layout carefully and plot commuter routes with user-defined directional signs. Keep things on track with a wide range of equipment to unlock and procure.



You’ll need to assemble a crack team, tool them up and deploy them to run your station in real time. You can set priorities, schedule breaks or just deploy them manually. Keep your staff room well stocked and your employees levelled and you can take you tube station to new depths.



Commuters have needs, just like you and me. The hazards of a badly run station - delays, heat, dirt, rats - will affect their state of mind and your station reputation. Beware hoodlums and pickpockets who will try to derail your operation!



Everything from bin emptying, generator refueling, power, litter collection, heat, commuter AI, shop prices, stock and staff activities are simulated down to the individual level. The huge range of interacting systems gives scope for emergent and unpredictable gameplay.



  • Procedural campaign. Build a network of stations in the procedural campaign, procuring more tech and hiring staff as you go. Return to past stations when you have more resources and try to earn a full 5 star rating!
  • Sandbox mode. Define everything from money, staff, map size and win/lose states. Make the game as easy, as hard or as creative as you want.
  • Commute of the day. Build a station on a randomly generated map, unique to that day.

System Requirements

    Minimum:
    • OS: Windows
    • Processor: i5 or equivalent
    • Memory: 4 GB RAM
    • Graphics: nvidia 420m or equivalent (integrated cards not recommended)
    • Storage: 500 MB available space
    Recommended:
    • Graphics: nvidia 750ti or 950m

What Curators Say

18 Curators have reviewed this product. Click here to see them.

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