Have you ever dreamed of running your own car company? Do you often find yourself drawing vehicle designs on the margins of your papers? Ever wondered what it would be like to be the next Henry Ford or Enzo Ferrari? Now you can with GearCity.
User reviews:
Overall:
Very Positive (352 reviews) - 80% of the 352 user reviews for this game are positive.
Release Date: May 30, 2014

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Our Open Beta has been successful in rooting out many major bugs with the game and we've implemented many community suggestions. Because of this, we feel that it's time to open up more of the game and to a broader audience so that more bugs can be fixed, more suggestions added, and most importantly the late game years can be balanced.”

Approximately how long will this game be in Early Access?

“This depends on how successful Early Access is. The greater the response the more features we'll add and the longer Early Access will be. We can devote at least 6 more months to the project.”

How is the full version planned to differ from the Early Access version?

“The full version will have more art, better stability, and increased portability to Unix systems. We'll also attempt to add features requested in our suggestions forum, but the main focus will be on ease of use and quality of information provided to players. Some parts of the game, such as race teams and magazine reviews should be getting an overhaul before the full version. Of the major features, government contracting and fleet sales are most notable. Also planned is an easy mod loading system and unicode localization support.”

What is the current state of the Early Access version?

“The game is fully playable from the years 1900 to 2020. The early half game years are fairly well balanced, the late years not so much. The AI is slow and sometimes stupid when playing with a large number of them. However the AI numbers can be reduced for faster turn times. There are occasional crashing bugs on some systems in certain situations.

There is also some missing art. Most notable are the missing vehicles, logos, late year headlights, and newspaper photos. We also wish to add many more vehicle accessories than what is currently in the game. There are also spelling and grammatical issues all over the place as we have not hired an editor/writer yet.

Lastly the game lacks a good tutorial system. There are a number of videos included ingame, however since the game is not feature complete we have not put too much effort into them. The game does have a learning curve. This may cause some frustrations if you're not used to learning by failure.”

Will the game be priced differently during and after Early Access?

“We're starting off with a discounted price! Every major build or two will see a slight increase in pricing until hit our ideal retail price. So grab the game early and save!”

How are you planning on involving the Community in your development process?

“We always welcome bugs reports and suggestions! Anything to help us make this a better game for you! Also help spread the word to any of your friends or family that might be interested in this sort of game. Being as niche as we are, we can use all the publicity we can get!”
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Recent updates View all (138)

April 14

v1.21.4 Testing Build Released!

Hello everyone,

Testing build has been updated to v1.21.4, if you are not on testing build and want to try it out, you can find instructions on how to switch builds here: http://www.ventdev.com/forums/showthread.php?tid=2594

So what's new in v1.21.4? This build mostly focused on finishing features in the mod tools. I will be using these Mod Tools to complete both content and balancing in v1.22 and beyond. I will be implementing a wiki and filling it over the next several days with instructions on how to use these mod tools as I use them myself.

Outside of Mod Tools, several bug fixes and minor adjustments have been made to the sales formula. There is a major change to note, "Unit Costs" have been renamed to "Material Costs" and "Total Production Costs" have been renamed to "Total Unit Costs" in order to remove ambiguity and closely match the proper definitions of these terms and what they represent. Positions in the GUI remain the same.

So what's next? GearCity is starting the end of development. Not including v1.22, there are only 3 major builds left. As such the Mod Tools have been implemented for me to complete the content in the game. v1.22 will finish sub-component balancing, music content, and have the last bit of AI vehicle design improvements. The Mod Tools will then be used over the period of the next 3 major builds to finish game content (Magazine Reviews, Random News Articles, etc) and map content (Newspaper articles, Turn Events, Major Events, etc). There was some question on the forums as to why I'm implementing Mod Tools now instead of focusing on little features. The primary reason is this: fixing a small feature takes a day. Finishing content takes several months and may involve multiple people. I will be spreading content out over the next year, over multiple builds. Where as I will focus purely on little bugs and features in v1.24 and v1.25.

Change Log:
------------------------------------------------------------------------
-Mod Editor
-Mod Loading Format
-Settings Editor Mod Selection
-Game Read Mod File and Override Scripts
-Name List Editor
-Newspaper Editor
-Fixed bug with stuck benefits flag due to negotiation.
-Fixed typo causing factory worker morale not to reset after benefit negotiation.
-Reduced benefit morale degrade
-Reduced requirements before employees get upset due to low benefits.
-Fixed UAE crash on base map.
-Fixed 2020 crash on European Map.
-Removed Testing Map from the game
-Fixed several reports issues in District reports.
-Fixed bug in coordinate system when getting distances between two cities.
-Fixed list not rescrolling properly on district mega menus.
-Fixed bug in competition map where HQ were red when cities were red.
-Adjusted age penalty effect.
-Changed all instances of "Unit Cost" to "Material Costs"
-Changed all instances "Total Production Costs" to "Total Unit Costs"
-Fixed bug which does not check "Auto Benefits" when loading the game.
-Load custom player logos files
-Load custom music files
-Reviews Editor
-Components/Models/Vehicle Types editor
-Racing Series Editor
-Player Logo Editor (Add your own Logos to the game.)
-Music Playlist editor (add your own music to the game.)
-Did you know editor

11 comments Read more

April 7

Testing Build Save Game Changes, April 14th

Testing build is ready to be updated to v1.21.4 on April 14th. This update will require save game changes. So please finish up your v1.21.3 games.

3 comments Read more
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About This Game

Have you ever dreamed of running your own car company? Do you often find yourself drawing vehicle designs on the margins of your papers? Ever wondered what it would be like to be the next Henry Ford or Enzo Ferrari? Now you can with GearCity.

GearCity is an Automobile Manufacturing Business Simulator. Design chassis, engines, transmissions, and vehicles. Manage production lines, supplies, prices, and employees. Build factories and distribution branches. Set marketing and racing budgets, and most importantly stay profitable. All while hundreds of AI marques attempt to do the same thing.

GearCity offers a wide variety of design choices and near endless amounts of freedom when running your company. Do you want to make a pickup truck marque in Africa? A Russian supercar company? A German luxury brand? Maybe you want to be a generic marque in America? Or a budget car company in China? Let your imagination free and choose your own path.

Armed with a realistic economic simulator with historical purchasing power parity per capita, population, and economic data for over 250 cities, GearCity aims to be a hardcore realistic business simulator. This is not a typical casual tycoon game. Instead GearCity is a modern descendant of the classic 90s management games Detroit and MotorCity. Despite the fidelity of the simulation, once you get the hang of the game it is fairly simple and easy to play. You can choose a more abstract style, or dive deep and micromanage every detail.

GearCity currently offers:
120 Years (1440 Months/Turns) of gameplay.
274 Cities with historical economic and population data.
300 Marques.
29 Vehicle types
200 Moddable vehicles
56 Vehicle Accessories
20 Basic Tutorial Videos
240 Historical Events
Dynamic consumer demands based on user input.
Realistic consumer AI.
Stock Market system.
Marque creation, spinoffs, and takeovers.
Race Funding system.
Marketing
Factory management.
Distribution management.
Transport management
Labor and Unions management.
Lobbying
Charts
Data Reports
And much much more.

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: XP
    • Processor: 1.2 GHz
    • Memory: 1 GB RAM
    • Graphics: 128 MB
    • DirectX: Version 9.0
    • Storage: 2 GB available space
    • Additional Notes: Intel HD series video cards must use driver version 14 or newer! If your OEM does not supply them get them from Intel's website.
    Recommended:
    • OS: Windows XP, Windows 7
    • Processor: 3 GHz
    • Memory: 3 GB RAM
    • Graphics: 512 MB
    • DirectX: Version 9.0
    • Storage: 3 GB available space
    • Additional Notes: Intel HD series video cards must use driver version 14 or newer! If your OEM does not supply them get them from Intel's website.
    Minimum:
    • OS: OSX 10.7
    • Processor: 1.2 GHz
    • Graphics: 128 MB
    • Storage: 2 GB available space
    • Additional Notes: OSX 10.9 and older are not officially supported, but should work. Try the demo to make sure it does!
    Recommended:
    • OS: OSX 10.10
    • Processor: 3 GHz
    • Graphics: 512 MB
    • Storage: 3 GB available space
    Minimum:
    • OS: 32-Bit with glibc 2.17 or higher
    • Processor: 1.2 GHz
    • Memory: 1 GB RAM
    • Graphics: 128MB with OpenGL 1.2 Support
    • Storage: 2 GB available space
    • Additional Notes: 32-Bit build. It should work with all 64-bit systems with multiarch support. Instructions for which libaries needed are included in parent directory in case ld fails to find libs.
    Recommended:
    • OS: Slackware 14.1 (Any major distro with glibc2.17 or higher)
    • Processor: 3 GHz
    • Memory: 3 GB RAM
    • Graphics: 512MB with OpenGL 2.0 Support
    • Storage: 3 GB available space
    • Additional Notes: 32-Bit build. It should work with all 64-bit systems with multiarch support. Instructions for which libaries needed are included in parent directory in case ld fails to find libs.
Customer reviews Learn More
Overall:
Very Positive (352 reviews)
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