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 (15) - 93% of the 15 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (471) - 81% of the 471 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 (168)

March 10

Testing Build v1.23.1 Released!

We have released v1.23.1 to Testing Build! If you would like to try Testing build you can find instructions on how to switch Steam builds here: http://www.ventdev.com/forums/showthread.php?tid=2594&pid=6237#pid6237 . You may return to v1.23 at any time if you want to continue your old save games.

So what is new for v1.23.1? The most notable change is the implementation of the “Predesigned” vehicle system. This system will allow you to select a predesigned .car file instead of designing your own vehicle bodies.

The artist was only able to get to 1940 with the bare number of vehicles. He will continue to add them over the course of v1.23.2. I should also note that the existing bodies are incomplete. Many of the predesigns are missing gaps and door jams. I will be going through them to add and edit them, as the artist was unable to master placement and manipulation of the decals.

Due to changes in car body and accessories files, old cars saves are unloadable by the game. The game will delete old .car files upon start up to reduce your clutter.

I will ask the community to contribute .car files for the predesigned system soon (v1.23.3 most likely).

So what else is new? The most noticeable changes are the upper bar in the office and the lower bar throughout the game. In any room with clickable objects, we implemented buttons in the upper bar so that players can open multiple windows without memorizing the hotkeys. For the bottom bar, we added more fiscal information (based on how wide you are running the game resolution) and included it in every room in the game. However, due to the amount of data, we divided this new information into four different sub categories to fit it on the bar.

Component modification is restricted to one modification every 2 years now. We have also increased the cost to modify components. This may need a little more balancing, but it is now less exploitable.

You can no longer bid on contracts with under development components/vehicles.

The engine will now fall back to default OpenGL settings if you break your settings file or if you do not play the game for a long period of time (thus having out of date files).

A warning button now appears in the bottom bar if you’re about out of money.

Base City Map now has complete military history news articles. Spelling/Grammar checking is now underway.

So what’s next? v1.23.2 is more of a maintenance release. The only large feature planned is Continental Auto Production Restrictions. We will continue to work include predesigned vehicles and anything else subcontractors finish along the way.

Change Log:
-Engine: Implemented the predesigned .car file loader system that is separate from the "Save Car" system.
-Gameplay: Predesigned or Custom Design selector when player design a vehicle body.
-Engine: Saved .Car files now included aerodynamic drag data for AI.
-Gameplay: AI now selects a predesigned vehicle body to use for their models.
-Engine: Implemented a predesigned vehicle mod loading system.
-Mod Tool: Created Predesigned Vehicle Tool in the mod tools. Added predesigned vehicles to the mod files.
-Gameplay: Implemented a "Lock Accessory Selection" system which will allow you to select an accessory or decal on the car from a list rather than click selection.
-Documentation: Redirected tutorial to use predesigned vehicles instead of custom designs. Thus reducing the tutorial by 10% or 330 words.
-Engine: Added a popularity link for fuels into components.xml files.
-Gameplay: Linked fuel type popularity for electric vehicles. All electrics will now have the highest electric type's popularity.
-Engine: Optimized Historical Player Date information.
-GUI: Added 4 sub categories for the bottom panel which has more information for funds, stocks, debts, and expenses.
-GUI: Bottom panel information is limited based on how much screen width the player has.
-GUI: Implemented a Next Month Estimated Expense System which can be found under the expenses bottom panel.
-GUI: Implemented a warning button in the bottom panel when next month's estimated expenses reach over 10% of cash funds and higher than 50% last month's revenues.
-GUI: Added new expanded bottom panel to all "rooms" in the game.
-GUI: Added selection buttons in the office top panel so players do not have to memorize hot keys to open various windows.
-GUI: Players playing with more than 2000px width now have the option to pin/unpin the side panel open and closed.
-Gameplay: Reduced munition's revenues during WW1.
-Bugfix: Fix munitions manufacturing popup when countries that you only have branches in goes to war.
-Gameplay: Modification system can only be done once every 2 years for components.
-Gameplay: Increased Modification system's exponential costs.
-Engine: Implemented a revision system into the .car loader system
-Engine: Implemented a checker and delete system to purge un-useable user created .car files from the game.
-Engine: Switched default renderer for new purchases to OpenGL.
-Artwork: Improvements made to UV coords of many models.
-Artwork: Additional paint ID's added to older vehicle models for slightly better player painting.
-Artwork: Renamed morph animations for all models to better improve terminology and fix misspellings.
-Bugfix: Fixed regression causing the game to not be able to load unicode save games.
-Gameplay: Restrict saving .car files to Latin (ASCII) characters.
-Bugfix: Fixed bug with Human Resources system not displaying proper data.
-Gameplay: Reduced Steam Fuel's weight by 20%.
-Engine: Implemented a fall back settings file in case the user screws up their settings file or when steam doesn't' delete old data at uninstall.
-Engine: First time load, the game will check savedcars folder and delete old .car files. If a car file is present that is completely unuseable (unicode file name) the entire data in the folder will be purged to prevent crashing on "Load Car Design".
-Gameplay: Removed the ability to bid on contracts with designs that are in development.
-Bugfix: Fixed crash involving closing branches and opening up selected city in Mega Menu Marketing.
-GUI: Added list pages to R&D component selection, modify components, and modify vehicle lists.
-Gameplay: 146 Predesigned Cars added.
-Maps: Completed Military History.
-Engine: Fixed line ending issue when moving .car files between Windows and Unix.
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March 5

Testing Build Save Game Changes March 10th!

Testing Build will be upgraded to v1.23.1 on Saturday March 10th. This update will require you to start a new save game. If you are on Testing Build and wish to continue your v1.23 saves, please switch to Default build.

This update will wipe out all old saved car files you have made. We have made changes to body animation names in preparation to the predesigned car body system. Sorry for the inconvenience.

The Linux build may be delayed a couple of days. My Linux development machine has recently suffered hard drive failure. I did not lose any code, however I was unable to make an exact image of the drive. The replacement drive will not be in my hands until Thursday.
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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: Requires 32-bit support.
    • OS: OSX 10.10
    • Processor: 3 GHz
    • Graphics: 512 MB
    • Storage: 3 GB available space
    • Additional Notes: Requires 32-bit support.
    • 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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