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 (11 reviews) - 81% of the 11 user reviews in the last 30 days are positive.
Very Positive (364 reviews) - 80% of the 364 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 (143)

May 26

v1.22 SP1 Released.

The first Supplemental Patch for version 1.22 has just been released. This update features multiple bug fixes and minor features added to the game. It does not require save game changes, although game play might be slightly different than the initial v1.22 build.

This build was released about 6 hours late due to some porting issues to Linux and OS X. These issues should be resolved now though.

Work will now continue on to v1.22 SP2, I've got about 20 or so tickets saved up for SP2. Then I'll move on to v1.22.1.

Change Log
-War Events up to 1932 in Base City Map
-Mod Tools City Editor wiki entry
-Fixed Base City Map tax rates for Miami, Dubai, and Naples.
-Fixed bug in merger that causes some shares of merging company to disappear.
-Added an error message and prevented user from being able to buy child marques if they do not have enough money.
-Fixed bug which caused side panel to open below other windows
-Fixed exploit for new generation which can be used to reduce how long a model is made for.
-Fixed bug in Linux builds on new distros with libgcrypt2.0 requirements.
-Fixed VSync issue on OS X
-Fixed bug in Sales Reports that could cause some reports not to generate.
-RnD Licensing Drop Down Filters now automatically trigger an update of the list.
-Random History News paper articles now cause news paper to glow.
-Fixed bug that caused all newspaper articles to appear if starting the game later than 1900.
-Fixed bug in branch shipping sorting if prices are the same.
-Design skill points now increase or decrease if you buy/merge/or spin off a company.
-Added Revenue amounts to District Sales reports
-Adjusted awards selection, reducing random values and making sure the best overall is selected from the best of class.
-Adjusted auto-recondition frequency down to every 3 years from every year.
-Fixed refit and replace exploit on vehicles already under development by removing vehicles under development from the refit list.
-Fixed bug in modify vehicle list that caused them to only be sorted by model name.
-Moved vehicle body selection and load vehicle body windows to the side.

*** Hotfix 5/27 1am EST
- Fixed crash in tutorial system caused by switching select vehicle body from drop down to list.
*** Hotfix 5/27 8:30am EST
- Fixed "Ratings" crash when using advance designer and change vehicle types from one with a body already selected.
-Hide vehicle body selector and Light Control Panel anytime you open the vehicle design selection system.
-Fixed possible crashes if you "Saved GUI" in v1.22.

I apologize for the buggy release. SP1 was probably a bit premature and included new features which I should have dumped it on "Testing" users before Default build. We'll probably delay SP2 so that I can upload it to Testing build users first before Default build players.

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May 17

v1.22 Released!

Version 1.22 has been released! If you wish to continue your v1.21 save games, you must switch to Stable build. See the directions here: http://www.ventdev.com/forums/showthread.php?tid=2594 on how to do this.

So what's new in v1.22?

Testing Build
For those of you on Testing Build, we've added a few songs, changed some textures, added more news events, implemented some new features in the music player, and removed a Baku from the Base City Map. The last point is a special one to note. If you're on a save game from v1.22 RC1, the news events and war status will be offset by 1, due to the removal of Baku from the game. Which means Asia and Australia war events will be incorrect and some cities may be stuck in war if they are already at war in your save game. Other than that, your save games should work fine.

Default Build
If you're on Default Build, quite a lot has changed since the last update! Total Production Costs has been renamed Total Unit Costs, to better align with proper terminology. Several Advanced Game Settings have been added to the start of the game. Allowing you to adjust the start of the game to your liking.

We've also included 4 additional maps to the game. These maps are not content complete, and more maps are to be added. Every Monday I will be working on completing the maps and adding new maps to the game.

An in-game wiki has been implemented. You can access it from the "Help Button" in the upper right. Currently it only has some Mod Tool related information, however I will be working on documentation for the game every Saturday. I Should be able to fill it out with more game data in the coming months. You can find the external URL here: http://wiki.gearcity.info

Mod Tools and Settings Editor has been implemented and included with the game. These are external tools are written in QT to help you (and me) alter the game's external .xml files. The Settings Editor allow you to change in game settings from outside of the game. If you're a programmer or you're curious, you can follow the code here: https://github.com/VisualEntertainmentAndTechnologies/ (Yes, it's a bit messy.)

Mod support has been implemented, see the http://wiki.gearcity.info on how to implement mods and install them. (The content might not be completely filled out yet, but it should be in the coming weeks.)

A number of bug fixes, gameplay balancing, and little features were added for v1.22.

Finally around 53 songs were added from 3 new composers, Kevin MacLeod (incompetech.com), Christoph Willibald Gluck, and Juan Crisostomo Arriaga. I wanted to add some real, historical, 1920s Jazz/Rags, however finding truly public domain ones (free from state laws, like NY) is difficult . Thus More Classical may be added in the future to fill out the early game years.

Music is now tied to the year, so the music style will change as the game progresses. You can also now disable RnD/Showroom music, with Continuous Play setting in the music player.

The list can go on, but it's better to just link you the change log: http://steamcommunity.com/app/285110/discussions/0/152390014798714187/

What's Next?

I've accumulated several bugs in the last couple months that do not require save game changes. So I will start working on these bugs today and release them to everyone as a Supplemental Patches (SP) much like I have for the last two major builds.

Following the SP's, I will move to work on the final major change in the game, rewriting the contracting system for v1.23. Other major tickets in this build will include improvements to the autoproduction system, improvements to spin off companies, and possibly the implementation of a new tutorial system. Of course, I'll be working on map data on Mondays, documentation on Saturdays, and most bugs you submit to me in between!

GearCity is nearing the final stages of development. v1.25 is our planned release version of the game (possibly after several SPs, editing, and translation work). v1.24 and v1.25 will focus mostly on cleaning things up and implementing minor game play improvements. So If I can clear v1.23 in less time than v1.22, we'll be in good shape for a finished game soon.

Until next time! Enjoy!

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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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