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 (18) - 88% of the 18 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (446) - 80% of the 446 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 (163)

January 5

1.23 Supplemental Patch 2

Hello Everyone!

SP2 has been released out in the wild. Quite a few bug fixes and minor features added in this one. I will start working on SP3 here shortly. I also added 1 more Supplemental Patch to v1.23 while I am at it. Might as well knock out non-save game changing tickets while I can and give it to everyone instead of just Testing users!

If you recently heard of the Intel "Metaldown" bug, sadly the fix may have some performance effect on GearCity. I will do some testing once I receive the OS patches that address the issue. You can read about my concerns here: http://steamcommunity.com/app/285110/discussions/0/1353742967812528994/#c1620600279664512655

Meltdown Update: Serhiy has finished running benchmark testing for us and Meltdown. The good news is that SQLITE's move to MMIO in 2013 has prevented heavy impact to the game. On a Windows 7, i5-3570 CPU, with a 7200RPM hard drive, we're looking at about 0.5%-1.5% drop in performance when testing against a 200mb save game.

I expect this performance drop will be a little bit higher for those of you using SSDs and NVMEs. But it is still about half what I was expecting. Some parts of the game are up to 40% slower in this test. And the main area of concern was only 3.5-6% slower. The rest of the game had little impact. This is due to structural changes in Sqlite over the years!

Continued optimizations should negate any performance loss for Intel users. Everyone else will get some performance improvements in the area of concern. :)

Here is what is included in SP2!

-Gameplay: Rename Components from RnD Component Modification window.
-Bugfix: Fixed bug in reports system that caused additional double reporting of contracted vehicles in the vehicle sales revenues and sales figures numbers.
-Bugfix: Fixed issue with AI company's IPO values being extremely high.
-Bugfix: AI selling too many shares at IPO.
-GUI: Component selection system has been merged with the View Window. Thus giving you all the component data in one window when selecting components.
-GUI: Expanded Component List's data. Implemented a way to order the component selection lists.
-Bugfix: Fixed issue causing factory costs to be too high during munitions production.
-Gameplay: Increased Munitions Revenues per line.
-Bugfix: Design Finish dates now show number of months and the finished date.
-GUI: Removed day values from date stamps.
-GUI: Several fixes to bad decimal information due to changes made in SP1.
-Bugfix: Couple of bug fixes historical to data used in the reports due to optimizations made in SP1.
Gameplay: Optimizations to Sales reports and AI factory clean up code. 12% gains over previous code. Approximately 1.5% turn time reduction in a large save game. (Couple more optimizations to come.)
-Bugfix: Fixed bug causing all chassis length and with to be high in game years before 1946.
-Gameplay: Tweaked AI component design sliders for chassis', engines, and gearboxes.
-Gameplay: Optimized factorycleanup, sales report, and half of city sale's report processing time. More optimizations to come over the next few builds.
-Gameplay: Ordering more outsourced units from the AI will now cause the units per month to be regenerated. The amount of units per month is equal to the amount of units needed divided by 12.
-Bugfix: Fixed some missing variables in recent player action text.
-Bugfix: Fixed bug that caused other components to appear in "Used In" list in the View Parts window.
-Bugfix: Fixed bug that did not list parts licensed or purchased from other companies in the modification window. This caused the player not to be able to discontinue these components.
-Gameplay: Added "All Vehicles" to Model Compare and Marque Catalog. Please note, this system is slow in large save games. List pages are coming soon, to optimize large lists.
-Engine: Players can now purge old historical data from the game. This reduced the save file size by 25% which can make loading and turn times faster. Additional savings will be sought soon.
-Gameplay: Redesigned the Consolidation name generator in the hopes of fixing the "File Not Found" name bug.
-Bugfix: Fixed Outsourcing/Licensing hot keys in RnD
-Gameplay: Starting funds are now interpolated between starting years. (Funds used to be attached to fix dates that older versions of the game used to use.)
-GUI: Fixed ordering of some ratings in components/vehicles so that assisted, advance, and view panels match.

Hotfix #1
-Bugfix: Fixed the Jams & Gap crash on some machines due to modulate scene blends in the texture.
27 comments Read more

December 23, 2017

1.23 Supplemental Patch 1

Hello everyone!

Version 1.23 has been updated with the first Supplemental Patch. Orginally I only planed two Supplemental Patches for this build, however we have gotten a lot of feedback the last week or so, which has filled my ticket tracker. As such, I am now planning on 3 Supplemental Patches for v1.23.

These updates do not require save game changes.

So what's in this one?
-Bugfix: Fixed possible negative fuel popularity values.
-Bugfix: Fixed platform sharing showing any company that you own stock of or owns stock of you.
-Bugfix: Reduced City Destroyed memo priority if you do not have a factory or branch at that location.
-Gameplay: Added a high priority memo specifically if the city your factory or branch in was destroyed.
-Gameplay: Phase 1 of 4 optimization of turn times with new AI system.
-Bugfix: Fixed a German character appearing in save game year when loading save games in Windows.
-Bugfix: Fixed bug where loans were being paid off early.
-Bugfix: Fixed bug in GUI that showed incorrect coupon rate for bonds.
-Gameplay: Adjusted Bond and Loan interest rates.
-Gameplay: Game will now warn players if they are designing an engine with an unpopular fuel type.
-Gameplay: Game will now warn player if they are designing a car with an engine that uses an unpopular fuel type.
-Gameplay: You can disable the fuel type warning on a per game basis.
-Bugfix: Fixed a bug in District Factory Upgrade which didn't charge enough time or money for an upgrade.
-Gameplay: Increased factory upgrade time requirements per each upgrade.
-Bugfix: Fixed Benefits Rounding Errors in the display.
-Gameplay: Information is now updated after agreeing to benefit changes.
-Gameplay: Changed some charts to only show a maximum amount of data. To reduce chart clutter.
-Gameplay: Moved Line Chart Legends to the side instead of below, thus increasing the amount of area we have to use.
-Bugfix: Fixed missing data in Networth chart. Networth now matches stock report's book value.
-Bugfix: Fixed memos glowing after memo popup.
-Bugfix: Fixed File Cabinet not working after applying changes to in game settings.
-Bugfix: Fixed Auto Wage Margin rounding issues.
-Bugfix: Changed all rounding of floating point numbers to a new system using fmtlib. As such there might be a few errors here and there where there are additional decimals points than needed.
-GUI: Fixed gearbox smoothness text overlap in View panel.
-Bugfix: Fixed production unoptimized memo firing after recondition all, when the player has no factories.
-Bugfix: Fixed missing/unselectable AI text logos for Dynamically generated AI in several lists in the stock system.
-Bugfix: Fixed scientific notation appearing in Annual and Quarterly reports.
-Bugfix: Fixed bug not allowing a loan to be taken out in one save game if a player took out a loan in a different game, and returned to the main menu without ending a turn.
-Bugfix: Fixed bug displaying incorrect IPO information
-Gameplay: Adjusted amount of shares sold during IPO.
-Bugfix: Fixed bug with racing lock on race series that requires vehicles.
-Bugfix: Fixed bug causing lobbying tax savings not to work.
-Bugfix: Fixed bug that could cause incorrect development time to be displayed when designing a trim of a vehicle under development.
-Maps: Base City Map War Newspaper articles up to 1995.

There is probably a few more fixes that I did not document. Was a pretty hectic amount of reports I got since v1.23 launch. All is well though! I've got roughly 21 tickets planned for SP2. And anything reported to me in the next few days will go into SP3. :)
24 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.
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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