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 (10) - 90% of the 10 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (458) - 81% of the 458 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 (166)

February 5

Art Content And Demo Updates, Info on Optional OSX WINE Port

Hello Everyone,

I have updated Default and Testing build with some additional accessories artwork. Hopefully we can add more in v1.23.1 as I find some of them are lackluster. Also I have included Base City Map military history up until 2005.


The Demos have been updated to v1.23, you can find links for them here: http://steamcommunity.com/app/285110/discussions/0/613939841571347735/


An experimental WINE build is now available to OSX users. This should only be used if you have major issues with the native build of the game.

To use it, switch your build to “wine-ports”. http://www.ventdev.com/forums/showthread.php?tid=2594

Open the folder containing the game files http://wiki.gearcity.info/doku.php?id=troubleshooting:steam_installfolder

Drag and drop GearCity_Wine.app to your applications folder. Launch the game from your applications folder. You will be prompted to install mono, you may skip this, but you will have to relaunch the program again. This version of the game can not launch from Steam. Thus why you will have to manually install it in your applications folder, or anywhere else you wish to put the game.

Finally, the WINE build does have one major issue, it doesn’t exit out properly. To close the game completely, you will have to use Activity Monitor to Force Quit “wine-preloader” processes. (Start with the highest CPU time ones, should only take 1 or 2 of them to close all of them.)

While the WINE build is better looking, faster, probably more stable, and does not have many of minor issues the OSX build has, I will continue to work on the native OSX build. My hopes is to rewrite roughly 1/3rd of the engine after v1.25 is complete. With luck, I will get the game up to Apple’s new standard policies (assuming they don’t change them again). The WINE layer is just a temporary hack if you have too many issues with the current native build.
11 comments Read more

February 2

Version 1.23 SP4

We have released the final supplemental patch to Default and Testing build. This update does not require save game changes.

An additional minor content update may happen next week. Demos for all operating systems and a WINE compatible build for OSX will also be released next week.

SP4 has many bug fixes and minor features. Base City Map flag and nation histories have been included. A major note. I have disabled Native Full Screen for DirectX9 renderer. I have replaced Fullscreen with a borderless window the size of your monitor resolution. Many game crashes, bad reviews, bad playthrough videos, etc have come from people Alt-Tabbing out of fullscreen. DirectX9 is known to not play nicely with this. Rather than eat the returns and bad reviews I have finally decided to nip the problem in the bud by disabling it completely. If you need real low resolution full screen. Please switch to the OpenGL renderer.

Work on v1.23.1 will start next week after any needed hotfixes. Version 1.23.1 will feature pre-designed vehicles, an improved bottom information bar in all “rooms”, and several other improvements.

SP4 Change Log:

-Bugfix: Fixed textbox not working on World Map Marketing
-Bugfix: Fixed Horizontal slider bug in 1080 resolution web browser.
-Bugfix: Fixed background image for reports that are wider than one page.
-GUI: Webbrowser on 1080 resolution or larger will now have browser controls on the side instead of the bottom of the scree. This allows for 1050 monitors to support the larger reports system.
-GUI: Possible optimizations to the reports GUI which should speed up rendering.
-Bugfix: Fixed some stock value issues in the Stock Value and Networth charts.
-Bugfix: Fixed broken awards system.
-Bugfix: Fixed wrong unit bid amount displayed in RnD Contracting Bids for naval engines.
-GUI: Implemented a warning pop up message for DirectX 9 users when they Alt-Tab out of the game.
-Engine: Removed Fullscreen option for DirectX9. Fullscreen has been replaced by a fullscreen borderless window. This is to prevent crashing from people alt-tabing out of the game while fullscreen. If you need low resolution full screen, please switch to OpenGL renderer. (Hopefully in the future, we will include an OpenGL3 renderer as well.)
-GUI: Fixed Outsourced Sales Help button not working.
-Gameplay: Cancel Licensing/Outsource for sale button.
-Engine: Engine backs up 5 log files, in case you crash the game but don't immediately email me.
-Gameplay: Winning any sort of contract now resets the AI production system, which means contracted components/vehicles should get priority before consumer models.
-Gameplay: Fixed bug causing only water and electric military contracts.
-Gameplay: Adjusted vehicle length values.
-GUI: Converted lobbying image into text so I could fix spelling and grammar issues.
-Bugfix: Fixed bug in the factory expense report which caused factory costs not to match expenses summary report nor Monthly report.
-GUI: Fixed list overflow issue in modify components lists.
-GUI: Manual entry production no longer adjust automatically. You have to click a button first before manual entry production adjust the sliders.
-Gameplay: Manual entry production now attempts to find a production speed value with the current set production lines before it adjusts production lines.
-Bugfix: Fixed district manual entry production slider adjustments to be more exact.
-Engine: Updated SQLite to 3.22
-Gameplay: Turn time optimizations, approximately 8-10% improvements in turn times.
-GUI: Changed ordering of vehicles in Auto Commands. Vehicles are now ordered by Marque, Model, and then Year.
-GUI: Added missing year to vehicle names for Model Compare in Showroom.
-GUI: Added pages for Auto Command lists.
-Maps: Military War history now up to 1998.
-Maps: Flag changes for all cities.
-Maps: National name changes for Base City Map.

Hotfix #1
-Bugfix: Fixed OpenGL Fullscreen using borderless mode.
6 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: 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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