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 approximately one year.” 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. This is a daily procedural 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.” 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.”