Car manufacturing company simulator. Turn based, fast paced, covers 100 years of automotive history.
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Release Date:
Sep 12, 2017
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Early Access Game

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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?

“To get feedback and polish it before release.
Also, I have a good experience with EA of Stellar Monarch, so no point of not doing it again if it worked out before :)”

Approximately how long will this game be in Early Access?

“1-3 months”

How is the full version planned to differ from the Early Access version?

“Primarily I plan to focus on finishing balance, content and graphics.

Planned features (some might be already implemented depending on when you read this)
  • World events (world wars and economic crises)
  • Marketing
  • Reporting system
  • Graphics for car models for different periods
  • Research of new technologies
  • Board of Directors
  • More reports (like customer demand, etc)
  • Finishing and polishing of existing features
  • Balance
There are also other features I'm thinking about but I wanted to list only those that have a very high chance to be included in the final game.”

What is the current state of the Early Access version?

“It's a playable but rough game, possibly totally unbalanced. It's a very stable build and uses the same engine as Stellar Monarch so crashes to desktop are very unlikely.

What's ready:
You can develop new cars and components, produce cars and sell them. There is a competition from AI companies and several markets to sell those to. You can see company financial statement, sales figures and there is a functional but very primitive bank.

Things that might be not ready (depending on when you read this :D):
Marketing, research of new technologies, events, secondary features like board of directors. Also graphics is unfinished, some assets are missing, some are placeholders, same for sound and music. Possible balancing issues, spelling, etc.”

Will the game be priced differently during and after Early Access?

“Price will be increased over time.”

How are you planning on involving the Community in your development process?

“As usual, I will be gathering feedback via Steam discussion forum. And as usual I read all posts but don't be discouraged if I don't reply to all or in timely manner, again I read them all and take into account your comments.

During alpha please ignore spelling and minor bugs, those will be handled at Beta stage.”
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Buy Automobile Tycoon

 

Recent updates View all (5)

September 20

Version 0.11 released

This version focuses on marketing and on convenience improvements. Added marketing screen where you can manipulate your company's brand and added numerous improvements like option to archive outdated cars and components, more sorting options, etc.

New brand system is divided into 3 categories: wealth segment (luxury, medium class, mass market), region and car type. You set marketing budget in which type of brand to invest and the final brand of the car depends on those. For example if you want to primarily sell limousines in North America you might want to set a high budget for luxury segment (since limousines have a high demand in luxury segment), North America region and limousine car type. You might also decide to produce expensive sports cars since those are kind of compatible with this marketing setup. If on the other hand you prefer to sell to mass market you might focus on marketing smaller cars, mass market segment and more regions at once. In short, the brand system encourages you to specialize your company, of course you can still produce absolutely everything if you so desire.

- [feature] Marketing screen where you can set budget for achieving different types of brands (by segment, region and car type).
- [feature] Improved AI.
- [feature] Option to start with a blank company (no starting car and components).
- [feature] Option to put to archive a component or a car (also a filter to show archived components/cars).
- [feature] Option to retire a car model (it removes the car from production, distribution and puts it into archive).
- [feature] Starting cars and components are now optional.

- [balance] Bank interest is now affected by difficulty level, adjusted loan limits.
- [balance] Adjusted world demand.
- [balance] Adjusted number of assets available when starting with components/cars option is selected.

- [interface] Improved bank screen.
- [interface] Improved assembly lines screen.
- [interface] Added sort by Type for factory models selector.
- [interface] Sortable car components on design screen.
- [interface] Added advanced custom options on new game where you can set inflation, events, etc (note that events do not work in this version yet).
- [interface] Minor beautifications and adjustments.

- [misc] Inflation option moved to advanced game options.

- [fix] Rename car in view car.
- [fix] Minor fixes.


3 comments Read more

September 14

Version 0.10.2 released

Another update aimed to fix a critical bug, also there is a detailed Demand screen where you can see price points and popularity of various car types. Part of the features from this version will work fully after Marketing part is done, which should be in one of the next versions.

- [feature] Introduced wealth segments to sales formula (Luxury, Middle class, Mass market).
- [feature] Demand screen where you can see demand for different car types depending on regions and maximum accepted consumer price (depending on segment, region and car type).
- [feature] Brand redone (it might be a bit confusing until the Marketing screen is finished where you will be able to adjust those).

- [fix] Critical bug in creating Asian companies.



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About This Game

Basic gameplay:

Automobile Tycoon is a simulator of a car manufacturing company where you develop, produce and sell cars. The game is turn based and covers a period of automotive history between 1905 and 2020.

Mechanics:


- turn based
- relatively fast paced (1 turn = 1 quarter, so the game does not drag on)
- gameplay ranges from 1905 to 2020 with historical events like world wars, economic crises and inflation (can be disabled if desired)
- various starting dates (1905,1920,1948,1960,1980)
- various car types (sedan, pickup, cabriolet, minicar, etc) new ones unlocked depending on year

Core design goals:


1. Focus on running a car company (it's a tycoon not a car designer simulator)
The game is about three primary activities a car manufacturing company need to undertake: developing a car, producing a car and selling a car. I tied to balance all those aspects without making any single one dominant. First your engineers research parts and develop a car then you set up, modernize and expand your factory and next you decide on distribution and marketing. All these are accompanied by secondary activities like paying taxes, taking bank loans and so on.

2. Fast paced (simulated 100 years of automotive history in mere 400 turns)
I tried to make it so the game does not drag on. Each turn represents one quarter, so it goes relatively fast without slowdowns. If you add to it historical events (world wars, economic crises) then you need to adapt your strategy quite often.
Also I used mechanics to reduce the need of micromangement and tried to make a convenient to use interface which allows you to execute your strategic decisions swiftly.

3. Streamlined gameflow
While the player is allowed to produce everything there is an incentive to stick to a limited line of models, so you don't need to deal with tons of micromanagement if you want to play optimally. Interface has options to quickly execute your strategic priorities, for example if you want to quickly boost your production you can enable "work overtime" option which makes you pay significantly higher wages for a modest boost of production. Especially introducing new models is streamlined, you just need to enter the model price once and set up region wide optional discounts, no need to check tons of identical boxes and setting every single time.

To people who played my other games (Stellar Monarch, Lords, Europe1300, etc)

Similarities:
* as usual, I will cut down micromanagement, not to the extend of Stellar Monarch of course, but still I will try to remove things that take too much of your time without presenting interesting decisions
* focus on a few core mechanics and making everything consistent
* stable bug free executable that works on very low spec machines and don't use up much HDD space
* clear and easy to use interface
* regular updates, swift bug fixes

Differences:
* this game will be easier to understand :) Fortunatelly, running a car manufacturing company is much more strightforward than running an interstellar empire, so I can use more familiar mechanics while implementing the more complex ones deeper inside the game.
* probably the game will be localized to several languages
* Steam Trading Cards should be available earlier than in Stellar Monarch (immediatelly upon release probably)

System Requirements

    Minimum:
    • OS: Win XP or better
    • Graphics: Screen resolution minimum 1024x768.
    • Additional Notes: The game should run on almost any hardware, even outdated one. In case of problems run "safe" mode version.
    Recommended:
    • OS: Win XP or better
    • Graphics: Any non integrated card should be perfect.
    • Additional Notes: In case of problems run "safe" mode version.

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