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.
All Reviews:
Very Positive (489) - 81% of the 489 user reviews for this game are positive.
Release Date:
May 30, 2014
Publisher:

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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 (174)

June 20

Testing Build v1.23.4 Released

We have updated Testing Build to version 1.23.4. If you are on Default Build and would like to try it, you can find directions on how to switch here: http://ventdev.com/forums/showthread.php?tid=2594

We need your help! If you are fluent in another language besides English and would like to help translate GearCity please contribute: http://translator.ventdev.com

So what’s new?
v1.23.4 focused on minor gameplay adjustments, small features, and some GUI and bug fixes. Of major note, Vehicle popularity values have been adjusted to meet their starting historical values. Vehicle popularity growth rates were added into the map’s turn events files. Be sure to check the body popularity ratings. For example, Pickup Trucks are significantly less popular at the start of the game in North America. But they will grow extremely popular by the end of the game.

Other notable features, Hard and Nightmare now have an importation tax system. This is to counteract placing your factories/HQ in cities with low tax rates. A Random Vehicle Popularity advance game setting was also added. I have also increased the penalty for making designs with a bunch of sliders set to 0%. Cheap is good, too cheap is bad.


What’s Next?
GearCity is now feature frozen. This means that no new features will be added to the game unless it’s currently on the ticketing system or on my notepad. (Some minor exceptions when needed.) I will begin work on v1.24. I plan to release v1.24 in 3 parts. We will have 2 release candidates for testing build players. Then the v1.24 released to Default build users.

RC1 should have the Base maps 100% completed. It will also have some integrated Steam features such as trading cards, achievements, and workshop. There should also be some improvements done to the mod tools and possibly a couple of video tutorials made for the most common modifications.

RC2 should have the remaining maps currently in the game finished, several bug fixes, gameplay tweaks, and fixes to any issues that pop up with RC1. We will also start hosting a submit your own car designs for the premades.

v1.24 will be a clean up of all of the above.

After v1.24, there is only 1 more major build before release. The tentative plan is to have 2 testing builds with everything else left in the ticketing systems, and then 2 more minor builds of polishing out little issues everywhere. After which the game goes into LTS and I start updating the game engine for future proofing.

It’s been a long journey, but we’re almost there!


Complete Change Log:

-Bugfix: Fixed bugs with material costs in reports and manufacturing costs in branch distribution window after you won a contract with Auto Production enabled.
-Bugfix: Fixed Limited Branches exploit when using Build Branches in District.
-Gameplay: Many older established AI no longer immediately go bankrupt.
-Gameplay: Reduced population effect on branch monthly costs when Dynamic Branch Costs is enabled.
-Gameplay: Created a setting for Auto-GUI Position Save and Disable Window Centering. For players who like to adjust the sizes and positions of their windows and does not want the game to automatically remember the locations and never automatically center the windows.
-GUI: User selected units and measurements.
-GUI: Only show user selected unit types for various specs. No more displaying SAE and SI units for the same thing. You pick what you want to see.
-Gameplay: Import tax system. Every city/territory has a minimum tax rate of 2% of vehicle sales price if the vehicle is not produced in the same country it is sold. If you import vehicles from low tax cities to high tax cities, additional rates will be charged based on your HQ city tax rate. This feature is automatically enabled for Hard and Nightmare settings. It can be disabled in the new game options.
-GUI: The City Information Window displays the Import Tax rates if the feature is enabled.
-Gameplay: Fuel Popularity will now greatly increase (at 5% per year) if the fuel has a large marketshare but is low in popularity.
-Gameplay: Bonds can not be paid back before 2 years. Thus fixing a free money exploit.
-Bugfix: Fixed IPO exploit that resulted in double income from buying back your own shares.
-Gameplay: Player can now cancel component selection when using the prototyping system.
-Gameplay: The game will now automatically sell shares when you've been out of cash for a couple of months. This prevents players from investing all their cash into a company and then not going bankrupt because they have liquid assets (stocks). Gotta be able to pay your bills/employees! ;)
-Gameplay: Using many low sliders while designing will now directly reduce vehicle's buyer rating.
-Bugfix: Fixed bug that showed outsourced vehicles in the Autoproduction model restriction lists.
-Maps and Mods: Moved Regional Names to the map.xml files. So that regional maps such as Europe, won't have North America, Asia, etc listed.
-Gameplay: Added "World" to the Districting system. So players can select the entire game world if they want to.
-GUI: Added up and down arrows to Branch Distribution Sales Price text box. They increase or decrease the price by $50.
-Mod Tools: Implemented Regional Names to the Map Data Tool.
-Settings Editor: Added Autosave GUI and Unit Types.
-Settings Editor: Fixed clear cache bug that deletes the GPU shader Cache folder, thus causing the game to crash.
-Bugfix: Fixed bug in Autoproduction system that could cause production pace to be 100% toward quantity.
-GUI: Rename component textbox will have the old component's name automatically entered.
-GUI: Component modification system will automatically increment the an ending number by 1 in the name of a component being redesigned. Example: Engine-1 will be automatically named Engine-2 (If no other engines are named Engine-2) .
-GUI: Factory Expense reports now show a Production Capacity amount. This value multiplies the percentage of factory lines you use with the average position of your quality/quantity sliders. Thus giving you a rough idea of how close you are to full production. Production Line Capacity data also remains.
-Bugfix Fixed chassis outsourcing filtering.
-Bugfix Fixed bug in Autoproduction system that would not produce vehicles for contracts when the player had no branches.
-Gameplay: About 5% improvement to turn times. (Might be able to squeeze out a little bit more, just thought of something I could try. :) )
-GUI: Fixed inconsistent close button sizes.
-GUI: All windows should have titles in the title bar.
-GUI: Fixed Mega Menu Clipping of really long names
-GUI: Added horizontal scrolls to several lists, including the side panel.
-GUI: Dynamically adjust list and drop down boxes's scroll button amounts. One click should now be close to one scroll page. (Bottom of the list becomes the top of the list and you see the rest of the items below.)
-GUI: Newspaper stocks now show 2 decimal places.
-GUI: Added fuel type information to several view engine and view vehicle windows that were missing it.
-GUI: Added some missing information from the Auto Commands Mega Menu Help Buttons.
-GUI: Licensing List show now refresh after you make changes.
-GUI: Fixed World Map/Mega Menu charts that were showing revenues instead of units sold.
-GUI: Fixed several graphs and buttons in the showroom.
-GUI: Most window titles should be centered in the window now. (Some windows may not be, due to size constraints.)
-GUI: Decimal places were fixed in line charts. Other chart types will be fixed when we upgrade the web browser after full release.
-GUI: Some charts now have digit grouping. Other chart types will have digit grouping when we upgrade the web browser after full release.
-GUI: Fixed several overlapping text issues when playing the game with large font.
-Bugfix: Fixed bug in racing competition view, that did not show player's race team if they were not using default team name.
-Gameplay: Adjusted Random History's inflation rates. There is now less time with negative inflation/growth rates.
-Gameplay: Readjusted base vehicle popularity values to how popular a vehicle type is at introduction time.
-Gameplay: TurnEvents.xml popularity changes are now multiplied into the popularity values instead of added.
-Maps: Added Static Vehicle Popularity growth rates for all vehicle types.
-Mod Tools: Added an importer system to Vehicle Popularity and Newspaper tools in the Turn Events Editor.
-Gameplay: Disable Static Popularity Growth advanced game option. This disables the popularity growths in the TurnEvents.xml file. Vehicles will start with popularity values between 2% and higher based on the starting popularity of the vehicle type in the components.xml file.
-Gameplay: Random Vehicle Popularity advanced game option. This randomizes the starting popularity of vehicle types.
-Gameplay: Adjusted the dynamic vehicle popularity growth. Growth rates are less, but effect all vehicle types instead of just the top and bottom vehicle types.
-Bugfix: Fixed exploit that allowed a player to use in construction factories to produce war munitions.
-Bugfix: Possible fix for low definition textures and showroom crashing for extremely low powered GPUs.
-Bugfix: Fixed buffer overflow when purchasing a company with over 4billion shares issued.
-Bugfix: Fixed issue where consolidating companies does not transfer over the target company stocks and leaves them orphaned.
-Bugfix: Fixed late game bug that was causing R&D estimated GearBox unit costs to be higher than the designed price.
-Bugfix: Fixed an issue causing tax refunds not to be issued if you over paid. (Think you can fool us GCIRS?!)
-Bugfix: Fixed a bug that could leave vehicles unlisted in factories if you used the replace and discontinue system, then discontinue the in development replacement vehicle.
-Bugfix: Fixed bug causing Auto Production not to update production quantity after factory reconditioning.
-Gameplay: RnD->Mod->Vehicle will now show a list of discontinued vehicles if you have no active vehicles. If you have no vehicles what so ever, it will then display an error message.
-GUI: Added growth trends arrows to Body and Fuel demand charts.
-Maps: Ported Newspaper articles to all maps except Classic Map.
-Media: 1970 Premades


Hotfix #1:
-Bugfix: Fixed unable to start a new game with German Translation file.


Hotfix #2:
-Bugfix: Fixed issue with Random History growth rates.
-Bugfix: Possible bug fix to manually controlled production lines being cleared when player wins a contract.
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June 10

Testing Build Save Game Changes June 20th

Testing Build will be updated to v1.23.4 on June 20th. This update requires save game changes and only effects users subscribed to testing build.

So if you're on Testing Build, please finish up your current games. :)

With any luck, v1.23.4 save games should work on v1.24 RC, v1.24, and any v1.24 supplemental patches. Cross your fingers. :)
2 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.
Marketing
Factory management.
Distribution management.
Transport management
Labor and Unions management.
Lobbying
Charts
Data Reports
And much much more.

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 32-bit support.
    Recommended:
    • OS: OSX 10.10
    • Processor: 3 GHz
    • Graphics: 512 MB
    • Storage: 3 GB available space
    • Additional Notes: Requires 32-bit support.
    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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