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.
Recent Reviews:
Very Positive (13) - 84% of the 13 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (423) - 80% of the 423 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 (155)

November 23

Testing Build v1.22.3 SP1

Happy Thanksgiving everyone,

Released the first and only supplemental patch for v1.22.3. If you are on default build and would like to try out the latest versions of the game, you can find instructions here: http://www.ventdev.com/forums/showthread.php?tid=2594

I would have gotten this out earlier today, but I had some issues with the Linux port again. The issue should be resolved now however.

Here is what's in the SP:
-Bugfix: Fixed crash when looking at company stock holdings after the game has made some dynamically generated AI.
-Bugfix: Fixed bug where player did not received licensed engine revenues.
-Bugfix: Fixed bug in auto-production system that did not stop producing contract units.
-Bugfix: Fixed bug in auto-production system where the system would over produce contracted units for 1 turn.
-Bugfix: Fixed bug in Monthly Report that showed double the amount of sales when a vehicle is contracted out.
-Bugfix: Fixed bug in RnD vehicle painter that caused drop downs to not be properly labeled.
-Maps And Mods Base City Map War History until 1990.

I start full focus on v1.23 RC1 tonight. There shouldn't be any save game changes, and hopefully I can get it knocked out in a week or two! :)
2 comments Read more

November 17

Testing Build v1.22.3

Hello everyone,

Testing build has been updated to v1.22.3. If you would like to try it out but are not on testing build, you can find the instructions here: http://www.ventdev.com/forums/showthread.php?tid=2594

So what's new in v1.22.3? v1.22.3 focused on three major things. First was implementing the platform sharing system. This allows you to use your subsidiary's designs and allows for subsidiaries to use your designs.

The next focus was on the auto-production system. The auto production system has been improved to produce much more accurate amount of units to prevent inventory build up. The system also allows you restrict production at factories based on Marque or specific vehicle models. You can find this menu in the same place you would find the normal production sliders.

Finally I worked on improving the AI's ability to run a profitable company. Improving the auto production system was a great help, but there were a number of other tweaks that could be made. In AI vs AI testing, nearly double the amount of AI stayed in business on Nightmare mode compared to v1.22.2.

There were several other medium and minor feature additions. Off the top of my head the notable ones include a memo priority system, a memo pop up system, color coding contract builds, reduction in racing revenues, and many more.

So what's next? v1.23 is next. There won't be much difference between v1.22.3 and v1.23. My goal is to clean up a couple of art transparency problems, finish the Base City Map's "War" data. Implement a new tutorial backend (for the new tutorial coming in v1.24) and get the backend to pre-made vehicles finished. We also will hopefully have some more art accessories for vehicles and a finish new translation program for the game. Sadly both of these require third party contractors so I can't guarantee they will be done on time. ETA for v1.23 is before the end of the year.

v1.22.3 Change Log:
-Gameplay Implemented Platform Sharing with companies you own more than 50% of or own 50% of you. Works like licensing system, but no royalties and automatic access to all parts/vehicles. You can find it in the Outsourcing portion of RnD.
-Gameplay AI now takes advantage of platform sharing when possible.
-Gameplay Tweaked Munitions production revenues, image, and destruction variables.
-Bug Fix Fixed bug where player was not receiving munitions revenues.
-Gameplay Increase Munitions production costs.
-Gameplay Added a hard cap to auto production system so that it only produces an exact amount of vehicles needed.
-GUI Replaced factory production window with auto production management panel when auto production is enabled.
-Gameplay Added the ability to restrict factory to owner marque when under auto production. Only component contracts and vehicles using the owner's marque will use the factory while auto production is enabled. You can change owner in the "View Details" panel.
-Gameplay Added the ability to restrict factory production to certain models while using the auto production system.
-Gameplay AI will now discontinue vehicles if they are unable to purchase anymore outsourced components.
-Gameplay Generic Manufacturer AI's vehicle type selection is now more random so that some vehicle segments will not remain empty of competition. I may implement something for the AI to check how many cars are in a segment and specifically target it.
-Gameplay AI will now default to munitions production during war.
-Gameplay Improved vehicle pricing so they are able to maintain margins.
-Gameplay Improved AI's close factories and close branch systems so they can save money when needed. (Depressions and wars kill a lot of them.)
-Gameplay Improved AI's fiscal longevity during a game when testing only against AI.
-Gameplay: Disabled auto production of vehicles being sold under the material cost to manufacture them.
-Bug Fix: Fixed AI adjusting dividend rates that player sets.
-Bug Fix: Fixed bug that caused AI to increase dividend rates too high.
-Gameplay: Implemented a Stock Stripping Lawsuit action memo. If the player increases the dividend of a company to the point where it kills the company, shareholders will launch a class action lawsuit for damages.
-Bug Fix: Fixed munitions revenues, expenses, and other information not showing up in reports.
-Bug Fix: Possibly fixed case where factory subsidiaries can cause a buffer overflow for factory build costs.
-Bug Fix: Fixed possible issues caused by lobbying payments being higher than maximum lobby amount.
-Bug Fix: Fixed bug in calculating the maximum lobbying amount based on the size of your company.
-Gameplay: Increased the maximum lobbying amount. Decreased some effects.
-Bug Fix: Fixed several places where manufacturers could use a larger engine than racing series permits.
-Bug Fix: Fixed several places where manufacturers would use too weak of an engine in racing.
-Bug Fix: Fixed weight issues with engine layouts that have more than 2 cylinder banks.
-Gameplay: New AI companies will be generated if the game world becomes too empty.
-Gameplay: Reduced price's effect on buyer rating by implementing a limit which scales based on the wealth value of the vehicle type.
-GUI: Used vehicle sales now appear in the district and city "Competition" windows and in the Branch Distribution Competition panels.
-Bug Fix: If a outsourced vehicle contract is not renewed, the AI will no longer automatically remove it from the player's branches.
-Bug Fix: Fixed trim/new generation cost exploit. Ending production of a base model under development will now transfer to the development costs to any children models also under development.
-Gameplay: Disabled new trim/new generation of licensed vehicles.
-Gameplay: Changed AI factory build behavior to favor upgrading existing factories more than building newer, smaller factories.
-GUI: Added a Racing and Awards panel to vehicle information in the showroom. This will now show players Racing Wins, Championships, and various awards.
-GUI: Implemented an on demand report for the Racing and Awards panel in the showroom. This report will show more detailed information about the selected vehicle's racing results and awards.
-Bug Fix: Fixed Problem with the Po to XML translation converter that caused issues with cylinderless engine. (Hopefully our new translation program will render this obsolete.)
-Gameplay: Spinning off a wholly owned subsidiary now gives you the ability to select starting funds.
-Bug Fix: Fixed several issues with the contract factory assignment window that could possibly allow you to assign a bank factory line.
-Bug Fix: Fixed bug in the contract source location drop down that did not allow you to change where a contract was being pulled from.
-Gameplay: Governments can now confiscate your factories during war time. You have the option to sell it to them at a premium or fight them in court.
-Gameplay: You can now select which marque is designing a component. Design skill bonuses from this marque will be applied to the component and the marque will have "ownership" of the component in the event that the marque is spun off.
-GUI: Memos are now color coded from Green to Red based on their importance. This priority rating will also cause the memo window to pop up.
-GUI: Headlines to the memos you have already read are now in white text.
-Gameplay: Memos can now pop up and cause game simulation to pause. You can control the memo "Priority" which causes these popups.
-GUI: Contracts you have bid on are now marked with blue text.
-Gameplay: You can now cancel contract bids (in the same place you bidded on the contract).
-Gameplay: Vehicles that are designed with outsourced components now require fewer employees and produce more vehicles per line.
-Gameplay: Fixed bugs in the manual production amount system. If you enter the number of models you want to build, it will now build that many units.
-Gameplay: You can now name your race teams. If you do not provide a name, the game will use the assigned marque.
-Gameplay: Fuel types can only decline down to 0.5% to prevent completely dead fuel types in the game.
-Gameplay: Added additional cylinder, fuel type, and induction systems restrictions for racing series. These are available for modders, but won't be included in the core game.
-GUI: Moved "Total Transportation Costs" in Monthly report under Distribution costs column.
-Bugfix: Fixed several bugs and issues in the Branch Expenses report.
-Mod Tools: Implemented a "Clear Cache" button in the external settings editor. This program should delete and reset all the files that Steam doesn't delete when you uninstall. (Useful if you change GPUs or OSs too!)
-Mod Tools: Implemented additional Racing Restrictions to Race Editor.
-Maps and Mods: Historical war data and news articles up to 1980 for Base City Map.

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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.
Factory management.
Distribution management.
Transport management
Labor and Unions management.
Data Reports
And much much more.

System Requirements

Mac OS X
SteamOS + Linux
    • 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.
    • 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.
    • 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!
    • OS: OSX 10.10
    • Processor: 3 GHz
    • Graphics: 512 MB
    • Storage: 3 GB available space
    • 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.
    • 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.
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