Overcrowd is a building/management sim set on the notoriously busy London Underground. Blending real-time strategy elements with a unique commuter flow mechanic, alongside building over multiple floors, staff management, levelling and training, Overcrowd offers a mish-mash of time pressure, strategic thinking and split-second choices.

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Overcrowd Screen 43


-Take on the role of tube manager in some of the busiest, filthiest stations in existence. Shift as many commuters as you can, but keep up your station rep without going bust.

-Build your station from scratch. Multiple levels, multiple platforms, multiple entrances and exits.

-Hire and fire your team of Cops, Medics, Litter Pickers and Janitors. Order them to hotspots, and level their skills to suit your play style. Set shifts over a 24 hr day/night cycle, train them up through job specific skill trees and level up their attributes with XP.

-Face the unruly horde. Unique Crowd-Flow Mechanic and Commuter A.I. make for emergent Gameplay that feels different every time.

-Triumph over adversity! Commuter rage. Gastric flu. Rodent infestations. Just a few of the many dynamic events that will make your life – and your commuters’ – a living hell.

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So what’s been happening with Overcrowd: A Commute 'Em Up? In short, many aspects have been improved, bug-fixed, re-written, re-specced, revitalised or revised. There’s a new GUI. The entire system of staff control has been improved/redone. Commuter AI has been improved. Most importantly, the way the game is really going to work has crystallised for me too.

Screen 43

Sure there was always a plan, but now there is an overarching structure to the game, including a map you unlock, persistent staff, and a tech shop where you can access new tools and items.

Let me explain, because I’ve decided to say a bit more about what this game might end up like. While there is an open play mode (currently) – where you build as you go, expand, and deal with what happens, the thrust of the game is more in the so-called campaign mode.

Overcrowd map

Here you see a tube map, and starting in the outer zones you visit a station (level), where you have a set challenge (eg. Shift X commuters in Y days). You get a budget, a play area with different rock formations, and predetermined (multiple) track positions and entrance possibilities, meaning you have to decide what you think the best station design for that play area is with your given budget.

When you complete a station you unlock more staff to choose from, and more tech contracts which are spent on the campaign screen to unlock better tools and more efficient facilities to build in game. So maybe you want to unlock a bigger plant to make people happier (plants make people happy right?), or buy a more efficient power generator to use at your next station. This could evolve into a fully-fledged tech tree further down the line. Later you can unlock longer trains too.

Screen 34

You also take your staff with you between stations. Staff learn skills as you use them, so they get better at doing certain things. When you take them to the next station, you can use them on the jobs they are best at. Hopefully in the future you’ll be able to change staff names or nicknames.

After one station is unlocked you can visit the next one on the line. The aim is to make it to the centre. There are multiple routes, so you can go different ways, perhaps choosing to unlock more tech or staff at easier stations, levelling and training your team as you go, before visiting higher zone stations which are harder. A station challenge can be failed if your reputation (determined by how happy your commuters have been) hits zero, or if you run out of time.

Overcrowd Screen 2

It’s a cliché but I find it hard to pigeon-hole the game. From the screenshots, you might expect a hands off “management” game. But it’s not really that. Controlling staff is hands on and pretty granular, and the game is actually fairly tactical and tense. You deploy your staff to areas and equip them with the tools they need, and you set their priorities. You have to react and decide who responds to what when problems crop up. And you have to make sure workers are well-rested and nourished in the staff room.

These aspects of Overcrowd are similar to a pausable real-time-strategy game, where instead of fighting an enemy, you are fighting the degradation of your station (when technician skills are added anyway), littering, and various types of commuter behaviour.

Overcrowd staff room

But you’re also building your station for good commuter flow, plus you have the option of ushering commuters through choke points if you want to use your staff like that, which doesn’t really have an equivalent in RTS. The fact you can unlock new tech and items to build too is more akin to traditional builders.

You have to think about the station environment too. This means being conscious of space. Space is money, and the more space, the less crowding and easier it will be to play. Space is convenience to your commuters too: where is the best place for that one bin you can afford so that it is close enough for commuters to use between two platforms? Where should you place your power generators, which produce harmful fumes, when space is at a premium? The potential future addition of heat simulation will further add to the environment considerations.

And then you need to watch your money, not least because staff need to be paid. But you can earn more from shops (if you have unlocked them), so you have to decide on restocking levels and price points. Later down the line, shops may have functional uses too: maybe coffee will speed up your commuters allowing you to transport more over time.

Overcrowd Screen 3

Finally, I’m planning on making some of the challenges on the map somewhat or entirely procedural, meaning that it’s also a rogue-like, er, station-builder with high replayability.

We’ll see! I think everything should be fluid in the game design and that’s why Overcrowd will go into Steam Early access: nothing is set in stone. It will be good to get there. Hope you can join me!

Overcrowd update

Overcrowd update

News 2 comments

Overcrowd has undergone a substantial rewrite, evolving into a full on multi-level-station-building, staff-training, shift-scheduling management sim with...

Overcrowd: A Commute 'Em Up Greenlight Trailer Live

Overcrowd: A Commute 'Em Up Greenlight Trailer Live

News 2 comments

Another quick update about the new trailer for Overcrowd: A Commute 'Em Up - a new crowd flow and commuter managaement/RTS action hybrid for PC from solo...



News 1 comment

My first post on IndieDb. Here I detail what I have been working on Overcrowd: A Commute 'Em up in recent months, along with a short description of how...


When will you have a working build? I would love to do a review of this for my website

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ph_101 Creator

Old question I realise - but to update - if all works out, should get to steam early access q1/q2 2018.

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Overcrowd: A Commute 'Em Up
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I'm planning on having adverts in Overcrowd: A Commute 'Em up drive commuter needs so you can tactically procure sp… T.co

Mar 20 2018

RT @KliutkoCS: Destruction of the building, game concept. #Unity3d #3d #animation #lowpoly #gameart #gamedev #indiedev T.co

Mar 20 2018

Testing "commuter rage" and flee behaviour in Overcrowd: A Commute 'Em Up. I hope your Monday commute went better t… T.co

Mar 19 2018

Looping gif I made of the staff using amenities in a 🚇station built in Overcrowd: A Commute 'Em Up. Pondering what… T.co

Mar 19 2018

Build your own 🚇station small or large in Overcrowd: A Commute 'Em Up. Featuring 🐀☕🤮🌱🔬💊🚮🗑🛢☀❄and more to come :)… T.co

Mar 18 2018

Gastric flu, rats, fair priced coffee and a dead plant. Standard day building/running your own 🚇station in Overcrow… T.co

Mar 17 2018

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