Over the past six months, we’ve been rebuilding, refactoring, redesigning and expanding Crowded from the ground up. What started as a tech demo has grown into a much more complete colony-building game.
And the crows have changed quite a bit, too.
They can now think, work, rest, satisfy their needs, make decisions and even leave the colony if they’re unhappy.
They’ve also learned something rather important:
How to fly.
Our crows now navigate the world in 3D, avoid obstacles, react to wind and find routes that actually make sense. And yes — you can influence that wind yourself.
Meanwhile, the world around them has been rebuilt. We now have 17 fully modelled and playable buildings, a new terrain, new grass system and foliage, a completely reworked crow rig, new animations, visible transportation and much more.
And that’s not all — Crowded has grown a lot in terms of actual gameplay, too:
18 resources
11 crow needs
17 buildings
20 tutorial cards
3 language variants (including our mother tongue: Viennese)
2 game modes
Over the last six months, our 2-person programming team, 3-person art team and, of course, our game designer brought all of this to life.
Not bad for a flock of six. So… yeah. We’ve been busy.

This is just a little look at where Crowded is now. Over the next few updates, we’ll take you behind the feathers and show you what we’ve been working on — from smarter crows and actual flight to the world, economy and systems underneath it all.
Welcome back to Crowded.
We’ve got a lot to show you. 🐦

