You can still use the old system if you prefer, just toggle it off in the Staff File. To mark the event, I've set our first sale, giving you 20% off the full price!

We have also added improved 4K support, allowing you to scale the game up for those who were getting eye strain playing with tiny menus, as well as support for 11 new languages.
There are also many fixes and a few new features on top of that – primarily to do with staff. For example, staff will now go on strike when you cannot pay them. You can also have multiple named campaigns at any one time. There's even a new skybox.

The tutorial has been updated to explain how staff AI works. Basically, you just need to set job priorities of your staff: they will pick up their tools and do the rest.
Using the new Staff threshold tab, you can also set different activity thresholds for doing tasks (like emptying bins) or taking rests. You can even set different values for day and night.
Many of these updates have been in testing on the beta branch for some weeks where you may have noticed me posting about them, but we think it’s time to bring them over to the stable branch for everyone to try!

If you play in a non-English language, please keep in mind we are still in Early Access, and stand ready to correct any translation issues you come across. Some are almost inevitable in a game with over 15,000 words, so do report them as a bug or come and talk to me in Discord. Yes, I’m nearly always on hand to answer any queries. Huge thanks to our community translators on Discord and on Localisor who have helped. You are stars!
As I have mentioned before, Staff AI, 4K and localisation were the first part of my master plan. With this stage done (though expect some tweaks still needed) I’m happy to move into the next stage of development. While it’s tempting to dive into the exciting *new stuff* – I think it’s wise to spend a little longer on the existing systems and improve quality of life (QoL) in a few areas, to make the playing experience that little bit easier. But yeah, after that – *new stuff*!
Thanks again for your support on the game so far! Sarah (the artist) and I (code) really appreciate you taking the plunge on an Early Access Title, and we’re excited to continue building the game with you.
xx
Below are all the patch notes taken from the beta branch since the last stable branch post.
-New staff AI system
-Adds Portugeuse (BR), French, German, Italian, Japanese, Korean, Russian, Simplified Chinese, Spanish (Spain), Turkish and Dutch language support.
-Steam screenshots - Press f12 and show me your stations!
-multiple campaign save slots
-save games are now in Documents/My Games/Overcrowd
-updated tutorial
-can drag windows with one click not 2
-fixed label error on start menu
-Air con checks space available to place
-Staff now correctly save/load in order
-No erroneous fuel messages when staff do tasks
-Removed 2 floor distance limit for doing tasks as not clear
-New day/night skybox as donated by Xor (toggle in display options)
-New Activity threshold system
-New perception radius display. Draws a flag where "home" is, and a circle to show how far they can see when selected
-Objects affected by thresholds now draw meters when they pass the threshold or when paused
-BUG. Prevent crash on queue is commuter ceases to exist
-BUG. Simplified repair system, may prevent "NO POWER" on turnstile glitch occasionally seen.
-BUG. Staff load in correct order now (do not reverse every save/load)
-Adds new languages. Beta branch now supports: English, Dutch, French, Italian, German, Russian, Spanish and Turkish. Select language in Game options.
-Added some additional space characters missing to do list
-Fixed crash if you called a platform that was not configured
-Commuters do not buy tickets or attempt to go to platforms if not configured. This means you can build a platform but leave it unconfigured and not connected to your station for a time and you won't have commuters complain about there being no route to it (eg if you can't afford to build the concourse there yet). Thanks to those who suggested this neat fix - please let me me know if its working ok.
-Level 1 fans face correct directions now.
-corrected tech unlock. Tech unlocks at correct level (in recent builds, tech was unlocking early, meaning sometimes you could be buying shops that no one wanted to buy from)
-tool tips on procurement tree stretch a little higher to prevent overlapping price text if description has 3 lines.
-fixed ability to increase screen resolution in windowed mode without glitch
-fixed when you start game in windowed mode, game shows correct resolution in display options
-fixed the flow finder working on pause. The flow finder (the warning text which says "No path from entrance A to Platform B") previously was not updating/rechecking routes while paused.
-reduced delay on flow finder. The flow finder is quite a tricky bit of code that needs to calculate all possible routes between all possible signage and check paths to everything exists. It now rechecks more regularly. It is still not 100% perfect - it has a about a 1 second delay before it updates after you make a change that might affect existing routes.
-Cannot pause or fast forward an unopened station.
-Does not draw tutorial video prompts unless in Tutorial campaign.
-Fixed various typos.
-Cannot enable 4k (high DPI) scaling if your screen does not support high DPI
-Scroll bars only drawn in menus if required in 4k modes
-If game was set in 4k scaling mode but you close, set native res to low res and restart game, game detects that native resolution is too low and turns of 4k scaling mode
-4k scaling option is offered to first time player configure menu
-Allow goal completion and 5 star track completion in Zone 1
-Cannot call train with signal relay key press at nighttime
-Signal automater does not call trains while paused
-Fixed labelling explaining zooming when anti aliasing/downscale toggled
-Fixed a hard crash when toggling to full screen from windowed mode after increasing window size to greater minimum window size
-Game turns off "infinite money" if left set on after Sandbox mode if you subsequently play Commute of the Day
-Correctly saves and loads key acceleration settings between sessions
-fixed issue where tech tree shows 0 bonds needed to unlock item but is not unlocked
-fixed issue where tech tree shows false value required to unlock item
-fixed issue with loading a game saved in a different scaling mode to current mode
-fixed issue with artifacts and wrong view port when toggling 4K scaling in game
-manual deploy onto train: staff can approach both sides of track (if track configured to alight both sides)
-manual deploy of train will now work if autorest is enabled (staff will go to train, fix and then return to rest. This behaviour now applies to all jobs now)
-update repair to show conditions correctly across multicelled objects
-repairing correctly fully repairs in one action
-staff return home after emptying litter into bin
-fixed incorrect tooltip display of money
-fixed some tool tip copy and copy errors
-fixed menu issues in map room
-4K scaling for full screen mode (Checkbox options > display)
-Deploying staff to an object/activities will not change their "home" (the last area of concourse they were deployed to). They will return to "home" after doing the task, or choose to carry out tasks according to priorities as set, with reference to those closest to "home", not the object/activity they were sent to (note: not yet true for train repair, coming soon)
-cancelling selection of a staff member does not cancel the staff from carrying out the an elective (manually set) activity
-Jerry can no longer labelled "undefined" in staff management
-fixed flickering tool tip in certain areas like procurement tree
-fixed procurement display formatting
-repair bar fills twice as fast
-repair action fully repairs objects
-fixed possible crash when map complete
-fixed moving maps causing crash
-fix misaligned staff window
-right side menu changed for better layering
-disable language toggle in game (only in game options before starting game)
-fixed issues with inconsistent XP, levelling and over-levelling
-control key strings localised
-despair and health improve faster in staff rooms
-selected staff will not sit down
-Selecting staff does not interrupt staff actions/walking
-Double clicking/double tapping to scroll to staff does not interrupt staff actions/walking
-prevented bug building a room rooms does not complete when daily report pops up at midnight
-fixes misaligned GUI on level up
-staff attributes can no longer be over-levelled (and will not lose all tools if strength is over-levelled which it no longer can be)
-Adds staff holding placards on strike
-Maps only need to face one way, not both! So only need 2 cells, not 3, which was always really quit annoying I can concede ;)
-Added staff statuses to be drawn under portrait profiles correctly.
-Rep gain for low prices has been reduced by 50% (chance of occurring)
-Staff portraits at the top of the screen now also show what tools staff are carrying. A handy little QOL fix so you can see what everyone is up to easily.
-fixed bug in which cell in front of vent was incorrectly reserved for access.
-preventing possible crash if chair not present on loading seating staff.
-updated some missing strings/string errors and string typos in station descriptions, arresting and elsewhere
-A 10th staff member can now be selected using "0" key and is labelled as such.
-Fixed bug where in veeery busy stations, commuters would not alight off trains or otherwise pathfind
-Staff will not go on scheduled breaks or autorest when on strike
-staff will stand up from any seat if sitting down when on strike
-Double click on staff portrait (or double press corresponding keypress) to automatically pan view to that staff member
-New sound on staff select deploy
-Staff cost increasingly, significantly, more to hire as you hire more (not *less* as it was erroneously until now!)
-Staff going on strike will walk off and stand near an entrance when they do so
-Staff will always start with at least 2 tool slots unlocked
-New stations will always have at least 2 applicants to begin with
-Steam screenshots 100% working! Please test this features and then upload pictures of your stations to Steam :D
-fixed staff tool text error
-fixed hard crash when click to dawn
-fixed hard crash using signal relay to call trains
-fixed hard crash using CPR while commuter dies
-fixed *very* rare crash on Tutorial 1 if you race through and configure the track and turnstiles before even opening - there is always one ;)
-fixed repeated button click noise on hover in staff off shift fire button
-fixed steam screenshot (f12) sometimes failing
-fixed possible crash related to unset turnstile direction
-fixed minor label errors in start menu
-fixed tutorial para breaks and some missing text
-fixed text position in fail screen button
-fixed commerce report heading
-fixed slider text labelling in options
-more alert text localised
-fixed possible crash with doors when build in a way that waypoint not created
-fixed possible crash caused by thief labelling
-fixed possible crash when tip hover map was not set
-increased perception scale (staff see and act further automatically)
-Staff go on strike! When you cannot pay staff they go on strike, and cannot be used/will not do any tasks, until the next hour you can pay them. This is in order to address the burden of retooling staff who would disappear and untool when you could not afford them.
-Viewing status tab of certain objects does not cause crash
-Audio On/Off status corrected in homescreen audio options menu
-Prevented some crashes when clicking to build certain objects outside of grid boundaries
-Fixes text labels of product thought bubbles
-fixed crash when creating string for restocking shops
-greatly reduced frequency of sobbing - sorry this took a while! I know it was a bit much.
-Added Steam screenshots
-Made UI changes which lay the groundwork for localisation
-Moved build into GameMaker 2.2.3
Changed files in this update