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Overcrowd: A Commute 'Em Up News

Revealed🪐Space Trash Scavenger🪐Available to wishlist now!💥



We're excited to announce that our next game, Space Trash Scavenger, is available to wishlist now.

https://store.steampowered.com/app/1759350/

Anniversary update! And what we're doing next...

Hi everyone,

One year ago today we released Overcrowd: A Commute 'Em Up on Steam, after nearly 1.5 years in early access.

Since then we've been blown away by the great feedback and support we have had from the community.
Overcrowd was an absolute passion project: when we started, Sarah and I had no experience in making games or pixel art, we just had an idea and a dream. We faced some big challenges along the way, but over five years later, we're proud that we managed to finish and publish our first game by ourselves.

Thanks to everyone who helped, especially all you beta testers, everyone who took the time to file a bug report, and everyone who left us a review - always a massive help, especially for a small micro studio like ours.

[h2]Hue knew?[/h2]

To mark the day, I decided to add a free update that gives you the ability to select new train colours.



This has always been a popular request, so I'm happy to add it to the game. You can alter the colour of any train on any platform by using the platform menu.

[h2]What now...? [/h2]

A few people have been asking us what we're working on now, and I'm happy to finally announce our next project ... cue drumroll:

Space Trash Scavenger

Grab your jetpack and explore procedural asteroid fields, ancient space-wrecks and abandoned outposts. Build your space rig to process scavenged trash. Craft, trade and fight your way to success in this interstellar, open-world sandbox.



We decided to take what we learnt, which is a heavy emphasis on interlocking systems-based mechanics, combined with fun and addictive gameplay, and apply it to something a little different.

It's going to be interesting to see what we can achieve in a 3D environment, so I hope you can join us on our next journey!

The Steam Coming Soon page for Space Trash Scavenger is now live - so head over there and sling us a wishlist if you have a moment.

Bugs fixes and tweaks: Build 1.1.0 is live

Hi all,

Build 1.1.0 is live.

I continue to check in and fix up any remaining issues I can that you have reported. I'm keen to have the game in as best a state as I can going forward.

So if you have an issue, please just use the bug form (also linked in game), leave a comment on the Steam bug forum, or drop me line at [email protected] and I will look into it.

So what we have got in build 1.1.0? Lets take a look.

Build 1.1.0

-Fixes rare issue causing some saves to crash on loading, due to rats being saved out of bounds. Previously damaged saves should now open.
-Prevent rare crash when selling multi-celled shops with a corrupted/missing cell that occured during save.
-Wall and floor tile depths correctly update after selling a shop. Removes slight graphical glitch with floors running over the base of walls, evident until you rotated or built more floor.
-Do not ever set track or entrance goals higher that what exist on the map. Very rarely, procedural gen was creating maps with impossible track or entrances goals. Fixed.
-Commute of the day entrance goals should now correctly save and load. Fix will be evident on your next freshly created commute of the day.
-Updated discord to point to the new server url name squareplaygames - drop by for a chat!

Thanks again for all your support! If you like what I did with the game, please do consider leaving a review. It makes a big difference for tiny devs like me and is much appreciated.

Best,

Al.

Build 1.0.42 live

Hi all,

Thanks to everyone for taking the time to file issues you have come across in Overcrowd in recent months.

This build fixes all known crashes and few remaining serious bugs I am aware of that have been filed for the game.

Regular readers will notice I have taken a bit of a step back from the frequent updates of the last 1-2 years during early access and post release. After over five years working solely on Overcrowd, I have needed a little time out from the project before returning to make these tweaks. This has meant a slightly longer wait for the fixes than the daily/weekly dev cycle of last year. I hope you can understand.

On the whole I'm super happy with the stability of the game, as there seem really very few issues and those I have encountered seem very rare edge cases. Those few that remain are not game breaking, so therefore I am happy with the state the game is in.

I'm putting today's fixes in the beta branch for a while before pushing that to the main branch for everyone. Right click on the game in your library select properties and then the beta tab to join.

I think the headline fix is that the End of Line achievement should now work for those that have earned that (you can open the tech tree of your relevant save to trigger that).

I will continue to fix issues you bring to me via the in game bug form. I'm also looking at the possibility of adding a few more tech items soon, so keep your eyes peeled for that!

[h3]Thanks for the reviews![/h3]
You might not know how important a good review score is for games on Steam, but it makes a massive difference to the long term prospects of a tiny, unfunded indie dev like me.

Lately we have been struggling to receive positive feedback, so if you like the game, or want to help me make more games, leaving a review is the best way to assist! If you were waiting for the right time, it's now, so please do leave a review now if you like the game :)

Build 1.0.42:

-End Of Line achievement correctly detected. The issue was that the calculation was not taking into account the free prestige items from the Christmas update, so didn't consider the tech tree complete. Load your save and open tech tree to gain the achievement.
-Fixed potential crash when ending a revisited station while some staff off shift.
-Fixed crash while checking power report while paused with no power generators built.
-Tweaked power outputs to match descriptions and make level 2 have a slightly more beneficial profile than two level 1 generators.
-Certain rat squeaks will no longer erroneously occur when sound fx muted.
-Commuters will only spill coffee/water on concourse so it can be mopped effectively.

Build 1.0.41

Setting beta branch changes lives along with additional fixes. Thanks for those filing bugs using the bug form, a big help.

Build 1.0.41:

-Further fixes on track extension/reduction process.
-Level 2 maps do not erroneously prevent building on adjacent cells when facing SE.
-Fixed track extension dialogue freezing errors and track extension crashes.
-Do not add duplicate build goals if sequential scenarios required same item (should also prevent occasional -1 optional goals score)
-Can now abort previously finished stations on network, with confirmation dialogue warning of save loss. (prevent being trapped if level completed at 1% rep and you wish to return later and cannot max stars)
-Added confirmation dialogue to exit with no save actions on network and singles.
-Corrected draw errors on footbridge
-Corrected draw issues with spills and footprints sometimes not visible
-commuters do not glitch at double speed (vibrating people effect fixed)
-When returning to station having gained a higher tech level, level at which next bonds earned correctly set (do not get rare bug where many bonds are earned in a row)
-call train and alighting meter on train platform pop up aligned on vertical and horizontal