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:
Very Positive (12 reviews) - 91% of the 12 user reviews in the last 30 days are positive.
Very Positive (344 reviews) - 80% of the 344 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 (128)

December 20, 2016

Testing Build 1.21.1 Update!

Hello Everyone,

Testing build has been updated to v1.21.1. If you have not opted into Testing build you will not receive this update. If you wish to switch to Testing build, or change back to v1.21, you can find our tutorial on how to do this here.

So what's new in v1.21.1? We mostly focused on a number of game and engine settings as well as features that will be required for the up coming map/mod systems. There was also a number of bug fixes in v1.21.1 and some gameplay balancing to improve difficulty.

Some major features include AI establishment (AI start with more factories/branches/IPO'd/etc depending on how old they are. This is disabled on easy mode.) Auto-Marketing, Clone a Branch when creating Branches, and "Unlimited" game time when you reach the end of the game.

The only thing missing that was planned for v1.21.1 is a "Random History Setting" which can be used at the start of the game or once you hit the "Unlimited" period. This will be implemented in v1.21.2. Besides that, v1.21.2 we will be implementing the new map loading system, map/city tools, turn events tools, the AI editor, and video settings editor. As well any bug fixes that are needed between now and then. The new map system is a major overhaul of a bunch of hard coded data, and on top of this I will be teaching my self QT (I am formerly a GTK+ guy, but GTK+ is pretty much dead outside of Linux.) So with the combination of those two things v1.21.2 may take a little longer than normal to finish.

v1.21.1 Change Log
-Increased Factory Employee Numbers in Early game years to be more aligned with historical figures.
-Decreased amount of wear required to pull up Retool Action Memo for Factories. Factory retool year effects number of factory employees!
-Reduced base Research Team costs by a factor of 10. Increased Research Team costs growth rate from 2% to 5%.
-Changed Vehicle Designer Selected Components font color from white to orange and moved the text to the top to make it more readable.
-Implemented All Time Sales Report for each vehicle type. Access them from the All Time Sales Report.
-Report zoom in and zoom out using ctrl+ and ctrl- respectively.
-Fixed Assisted Chassis Designer Bug if player had many large engines it would not allow design of a smaller chassis. If you have 6 or more engines, the assisted chassis size system will only check against the smallest engine rather than the average of engine sizes.
-AI will now occasionally mimic (not completely copy) successful vehicle and component designs.
-Adjusted AI engine designer sliders in the hopes to reduce or eliminate 0hp designs for AI vehicles.
-In game notepad for you to write down notes (accessible from side panel.)
-Redesign of New Game Window that merges advance game settings and makes space for map/scenario loading systems.
-Advance game setting to adjust randomness of total customers
-Advance game setting causing a gap in estimated research values when designing components/vehicles based upon your design skills. Gap amount is adjustable in this setting.
-Advance game setting already designed Component/Vehicle Costs increase with inflation.
-Advance game settings change your skill, image, and design rating values.
-Advance game settings No marketing. (Dunno why, but it was heavily requested in 2014...)
-Commonly request cheats added to advance game settings: No tech years, Can't Lose (Unlimited Money.)
-Nightmare! Difficulty Level.
-Custom Starting Year, you can now slide a slider and select a year between 1900 and 2019 to start in.
-Advance Game Setting: Establish AI Companies with premade factories, branches, vehicles, etc (defaulted on for Normal, Hard, and Nightmare modes.)
-Adjusted AI vehicle pricing.
-Adjustments to AI component selection system (for AI and player Assisted Designer) to take into account vehicle wealth class and price of components. With the hopes there will be less insanely expensive cars in cheap car classes.
-Fixed bug in Engine and Gearbox Licensing system.
-Fixed bug that caused a discontinued vehicle to replace an active vehicle after canceling new generation/trim vehicle that has a replace model modification assigned to it. (Typically via the modify components windows.)
-Fixed bug with Factory workers striking code that made Benefits demands to go too high.
-Fixed number of bugs in the striking system due to newer systems to manage manufacturing and marketing.
-Implemented new turnevents.xml modifier for Pension Fund growth rates as the existing system tied to the stock rates in the turnevent.xml file were not properly working with the funds.
-Implemented a window refreshing system for when the game is under heavy processing to prevent "Window Not Responding" ghosting in Windows. This still needs to be tested in Linux and OSX. Will also need to test on a modern Windows machine to see if I need it in any more places.
-Implemented a popup in some places telling you that the game is processing data. Will need to test on a modern Windows machine to see if I need it in any more places.
-AI Stock IPO's changed to 10 years after founding due to new established AI system.
-Adjustments to AI sales figures in Hard and Nightmare game modes.
-Implemented an In Game Settings system. Accessible in the office by hitting Escape or clicking the file cabinets.
-Delete Old Reports In Game Setting (Default On)
-Auto Save Period In Game Setting. (Default 1 Year. Choices are: Never, 3 Months, 6 Months, 1 Year.)
-Lock Office To Spring In Game Setting (Default Off, Prevents the office artwork from getting dark with the change of seasons.)
-Awards now show up in Corporate Time Line.
-Created Award Plaques and Trophies (Spent a whole day making them, and found out I only have room for little 48x48 pictures...)
-Auto Marketing System. (Enable it with other Auto systems in Mega Menu Autocommands.)
-Clone existing branch's distribution and marketing settings when building a new branch.
-Unlimited Play Time
-In Game Setting: Disable Save on Exit
-OSX: Removed Game from OS X Dock and adjust Steam launch to remove terminal window. The game window should be minimizable, you will no longer have 5 instances of the game open and the terminal window will be gone, however Alt-Tab will not be able to pull open the game.
-Linux: Launching game from shell script now, thus fixing Locale issues in languages that use comma as a decimal notation.
-Fixed bug that would discontinue your licensed components if the parent company went bankrupt.
-Fixed bug in factory clean up that would not free up production lines of factories in some cases.
-Fixed bug in Factory Districting system located in the Mega Menu. that would not show production system if the entire district was in Limited Conflict status.
-Fixed possible division by zero bug in Cash to Debt ratio variable used in stock evaluations. (Thus making companies share prices grow so quickly.)
-Fixed bug in "Recondition All" branches prices.

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December 11, 2016

Default Build Minor Update. Testing Build Save Game Changes December 20th.

Hello everyone,

Default Build has received a minor update tonight putting it on a different news page from Testing Build. Some AI names and logos have also been adjusted.

If you have not opt-into Testing Build disregard the following message
Testing Build is receiving save game changes December 20th! v1.21.1 is almost ready to go. If you want to continue your v1.21 save games past this date, switch over to Default Build: http://www.ventdev.com/forums/showthread.php?tid=2594 (Remember, you can do this at anytime, as v1.21 will be around for several months.)

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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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