Do you find tycoon games too simplistic? GearCity is a complex and in-depth business simulator. It focuses on a realistic economic simulation of the global automobile industry. Many car tycoon games exist. Some are glorified car designers, while others are trivial. None are as comprehensive as GearCity.
All Reviews:
Very Positive (544) - 82% of the 544 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?

“Thanks to Early Access we had time to mature the game. Early Access allows us to improve the game based on user feedback. This helps us make the best product possible with the limited resources we have.”

Approximately how long will this game be in Early Access?

“As of this writing, we have been in Early Access for four and a half years. “Egad!”, you might shout. Don’t worry. It’s not an abandoned game. In fact we have been actively releasing updates on at least a monthly basis the entire period. The game has been release-worthy, minus polish, since launching on Early Access. We believe that the growth of our review score justifies our time in Early Access.

Assuming no major changes to our release schedule, we will release in the first half of 2019.”

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

“The game is essentially “feature-complete”. We won’t be adding any major new features. The game will undergo extensive polishing and bug fixing; from now until well after post release. Additional written content and translations are the only major changes remaining.”

What is the current state of the Early Access version?

“Almost completed. The game is full featured and fully playable from start to finish. All major content is in the game and all major features are implemented. It is only missing some fluff text content, some map information, and some additional minor quality of life improvement features.”

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

“Full price will be $19.99 USD.”

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

“At this stage, we are only looking for bug reports and other playability issues. In the past we heavily involved the community in design and feature decisions via extensive engagement on the community forums. However, we are at the end of development and are mainly focused on polishing now.”
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Recent updates View all (191)

January 12

64-Bit Testing Build Engine Upgrades

Greetings Everyone,

I have spent the last month or so working on upgrades to our home made engine, Beardgine. Version 2 of this engine has reached parity with the old version. The original Beardgine has over 9 years of testing behind it. To make sure Beardgine v2 is as stable (if not more stable) I am using all of you on the Testing Build as beta testers. (That's what the purpose of Testing Build is.)

So if you are on a 64-bit computer and are subscribed to Testing Build, you are using the new engine. In the upper left hand corner of the Main Menu it should say "x64 BG2". If not, you do not have the new engine yet.

If you have any problems with the new engine, please report them here. If you are unability to play the game, please switch to the None/Default build in the Steam Beta tabs. Currently there is no difference in gameplay between the two builds.




So what's new in this engine?

We have mostly upgraded various libraries to the latest version. We also replaced several discontinued libraries and APIs with alternatives. The most noticeable change for all users is the replacement of Berkelium (Chromium 12) with CEF (Chromium 70). This should give us a more stable reports system, however it is slower than the old browser in some respects, especially on Windows OpenGL2. The engine is also 64-bit for all operating systems. OpenAL has been switched from the Creative version to OpenAL-Soft on Linux and Windows. Which will hopefully fix the rare audio issues we have with usb-headphones.

For OSX users, we have done a major overhaul of the backend. We have replaced Carbon with Cocoa, and all that entails. Sadly, this has caused us to lose the "Hardware Mouse" feature, but the game is significantly more stable and faster on modern versions of OSX.

  • All OSs: Ogre3D 1.7.1 and 1.8.1 (OSX) -> Ogre3D 1.10.12.
  • All OSs: Berkelium (Chromium 12) -> CEF 3538 (Chromium 70).
  • Linux & Windows: OpenAL 1.1 -> OpenAL-soft.
  • All OSs: OgreOggSound 1.21 -> 1.27
  • Windows & OSX: Ogg and Vorbis latest builds
  • Windows & OSX: OIS latest builds
  • All OSs: Latest Freetype.
  • All OSs: Removed Freeimage.
  • All OSs: Removed CG shaders system.
  • OSX: Replaced Carbon with Cocoa API.
  • OSX: Replaced windowing system with GLFW.
  • Linux: SDL 2.0.2 -> SDL 2.0.9.
  • Linux: glibc requirement increased to 2.19

(Probably a few more smaller things which I failed to rememober or list.)


Upcoming plans for the engine?
  • Attempt to implement OpenGL3 renderer. (Depends on shader hang ups and the need to replace the OpenGL2 renderer in Windows.)
  • Attempt to implement resizeable reports/webrowser windows. (Early testing of this feature is looking good so far.)
  • Attempt DPI scaling for people running 4k resolution on 13 inch screens....
  • Attempt to implement DirectX9ex for Windows 7 users and newer.

A 32-bit build of BGv2 is possible in the future if the OpenGL3 renderer fixes performance issues in Windows. In the meantime we will maintain both versions of the engine.


Known Issues:
  • OSX: Terminal pops up when you run the game.
  • OSX: Hardware mouse mode does not work. (May not be fixed.)
  • OSX: Backspace does not work. (Use Delete key)
  • All OSs: Webpage buffer is not cleared with blank pixels before loading a new page.
  • All OSs: Showroom lighting still poor.
  • Windows: Shaders do not work in DirectX.
  • Windows: OpenGL performance is slow.
  • Windows: Enabling Shadows Crashes the game in DirectX
5 comments Read more

December 1, 2018

Version 1.24 SP7

The seventh and final supplemental patch for version 1.24 has been released. This update focused on cleaning up some minor issues with the GUI. It also fixed several reported bugs over the last month, and a couple minor gameplay tweaks and features.

I will now transition to updating the game engine. There has been some confusion in the community over this. We are not changing engines. I am merely updating some of the third party programs that make up the engine. Similar to you updating your web-browser, updating Steam, or updating the game. Many parts of GearCity's engine (Beardgine) are over 10 years old. I will be updating components of the engine, and replacing parts to allow for better long term support of the game on OSX and Linux. If all goes as planned, we'll be getting an OpenGL 3 renderer, an updated web browser, 64-bit support. Etc. The bare minimum goal is to get the OSX build up to Apple current standards. Otherwise, the OSX build will be dropped when Apple drops Carbon and 32 bit support.

My goal is not to change the minimum requirements. We should still be able to support XP and up. 32 bit OSX and up, and Linux 32bit systems.

Speaking of which. January 1st Steam will stop supporting XP, Vista, and OSX 10.10 and older. I would like to remind users of these operating systems that GearCity is DRM-free. While you may lose the ability to update the game from these operating system, you will still have the ability to play the game after Steam drops your support. I highly recommend users of these operating systems to switch to Linux if you are unable to upgrade. But either way, you'll still be able to play GearCity.

So here is the change log:
-GUI: Fixed text overlapping issues in several locations.
-GUI: Fixed resize issues in several locations.
-Artwork: Added more user made predesigns! Thanks everyone who submitted!
-GUI: If music player is open and the song changes, the new song will be selected in the list.
-Gameplay: Buying AI companies with outsourced components will now discontinue any designs with bending outsourced contracts. This will prevent orphaned designs.
-Engine: Added placeholders for SaveGames and SavedCars folders so Steam will make sure you have them if you verify files.
-GUI: Components now have a total production report located in the Showroom. In the future I may break this down into vehicles.
-GUI: Up and Down Arrow Keys will now select the next item in lists if the list was the last item clicked.
-GUI: List should no longer return to the top after doing an action on a selected item.
-Bugfix: Fixed issue that was allowing players to license in development components.
-Gameplay: Increased the frequency of a dividend stripping lawsuit.
-Gameplay: Reduced the maximum amount of dividends to prevent financing the dividend.
-GUI: Adjust dividend based on EPS is checked by default now.
-GUI: Bottom bar now refreshes after purchasing a company.
-GUI: Fixed a place or two where vehicle names were missing the year.
-Engine: Updated OpenAL in Linux. Sound should now be working on Pulse Audio distros.
-Bugfix: Fixed issue which was causing militaries to use city names.
-Bugfix: Fixed taxes being off set by a month in the Expense Reports.
-GUI: Fixed Gearbox Overall rating being miss labeled as Performance.
-Bugfix: Fixed possible crash when resizing some windows too small.
-Bugfix: Project Profits values always positive.
-Gameplay: Adjusted AI's build branch behavior for when the company is not making money, has a less than 7% of the world map in branches, and has a boat load of cash.
-Bugfix: Fixed issue with the component modification system that caused the new price not to be displayed.
-Bugfix: Fixed issue with several predesigned vehicles with negative aerodynamic drag calculations. Thus causing bad data in the prototyping system.
-Bugfix: Fixed issue with factory upgrades that caused the player not to be charged for a month.
-Bugfix: Fixed factory workers striking during the middle of major wars when they're no longer producing anything.
9 comments Read more
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About This Game

Have you ever dreamed of running your own car company? Thousands have tried, and many have failed. What made business leaders such as Henry Ford, William Durant, and Karl Benz so great? Could you ever accomplish what they did?

Now is your chance to find out. GearCity is a realistic historically focused economic simulation of the global automobile industry. Unlike tycoon games, GearCity has not been simplified. It is a complex, realistic, in-depth management sim that will take several hours to grasp and hundreds of hours to master. Thousands of players across the globe and industry professionals from automotive engineers to economics professors have praised the game’s intricate details.

GearCity offers a wide variety of design and business choices. Create chassis, engines, transmissions, and vehicles. Manage production lines, supplies, prices, and employees. Build factories and distribution branches. Set marketing and racing budgets. Negotiate with benefits unions. Adjust dividends on your subsidiaries and enact a hostile takeovers in a feature-heavy stock system. Produce munitions and military equipment for governments at war. Let your imagination free and choose your own path.

Armed with its realistic economic simulator, GearCity offers several maps with hundreds of cities. For a little less micromanagement, the game also includes territory based maps which are broken down into a few dozen regions. Each map has historically accurate purchasing power, population, population growth, inflation, interest and market growth rates. With correct settings most maps have near historically accurate sales figures, hundreds of static AI and infinite dynamically generated AI competition. All maps also include thousands of historical events that shape world and automotive history such as the Panic of 1907, World War 1, the Post War Recession, The Great Depression, and many more large and small events that will affect your decisions.

If you’re looking for a more realistic, modern version of Detroit or Motor City (Oldtimer), or if you’re looking for a business simulator as in-depth as the fabled Capitalism, or perhaps you’re tired of over-simplified tycoon games and want something much more detailed, look no further. GearCity will fulfill your desire. It is the definitive automotive business management simulator.

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • 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.
    Recommended:
    • 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.
    Minimum:
    • OS: OSX 10.7
    • Processor: 1.2 GHz
    • Graphics: 128 MB
    • Storage: 2 GB available space
    • Additional Notes: Requires OpenGL and 32-bit support. Newer versions of OSX may have stablity issues. Please try the demo before hand.
    Recommended:
    • OS: OSX 10.10
    • Processor: 3 GHz
    • Graphics: 512 MB
    • Storage: 3 GB available space
    • Additional Notes: Requires OpenGL and 32-bit support. Newer versions of OSX may have stablity issues. Please try the demo before hand.
    Minimum:
    • 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.
    Recommended:
    • 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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