Car manufacturing company simulator. Turn based, fast paced, covers 100 years of automotive history.
All Reviews:
Mixed (10) - 40% of the 10 user reviews for this game are positive.
Release Date:
Sep 12, 2017
Developer:
Publisher:

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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 (12)

December 7

Version 0.20 released (BETA)

Beta is here! So, with this update the game is more or less feature complete (there probably will be some additional features along the way). Now I’m focusing on balancing and polish. If you find any spelling mistakes, cosmetic interface things and so on, please post on the steam group. Also translation to several languages in planned.

This version introduced a lot of smaller improvements. Also the experimental feature translation to other languages seem to be working quite well, so probably it will be moved to regular options in the next version or so.

– [feature] New cars start being distributed in all regions with sales offices (instead of just in home region) by default.
– [feature] Finished experimental feature translation to Polish (more languages will be coming soon!), to enable it go to Options and enable experimental features.

– [misc] Driveability renamed to Handling.

– [balance] Harder on high difficulty levels and easier on low difficulty levels (AI car prices adjusted).

– [interface] Finished all tooltips (car & component designer).
– [interface] Made it more clear that model is not sold in ANY region (red notice).
– [interface] Smaller font for regions without any sales offices on car details screen (distribution).
– [interface] Added sold cars per model in a tooltip and car icons to Quarterly report.
– [interface] Added moving cars animation to the main menu screen (animation speed of those cars depends on difficulty level selected :)).
– [interface] Adjusted main menu colors, position of elements, etc. Also added a link to Stellar Monarch and the official website.

– [fix] Fixed idle belt cosmetic bug (when you were stopping making a car in your factory and idle a belt, the level of production was displayed incorrectly, also workers were retained).
– [fix] Various small fixes.

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November 29

Version 0.16 released

The last Alpha version! The next one will be Beta and from now on we will focus on balance, polish, translation and the like. The biggest feature in this version is board of directors, a meeting organized once per decade where you can decide on a long term strategy of the company. Also other nice features.

- [feature] Board of Directors meeting. It's done once per decade and it allows you to choose a strategy your company will follow. The chosen strategy will be in effect till the next Board of Directors meeting. You can call a meeting faster (Office/Phone) but it will cost you extra.
- [feature] Music changed to playlist (now the music changes during the game, chosen randomly).
- [feature] Sales offices finished.
- [feature] Experimental feature (need to be enabled via options), translation to Polish (unfinished!) It's intended for testers rather than for generic public (not everything is translated), just to test if it works.

- [balance] Administration and distribution costs adjusted.

- [interface] Added market share bars to the world map.

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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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