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.
Recent Reviews:
Very Positive (21) - 90% of the 21 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (593) - 82% of the 593 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 (202)

July 10

Testing Build v1.24.3 HOTFIX #2

Hello everyone,

I released a second hotfix clearing up a few breaking issues for 64-bit Testing Build. The hotfix addresses these issues:

-Fixed factory assigned components from showing up in Mega Menu Branch Distribution lists. Thus fixing the ability for the user to try to sell them as vehicles and crashing the game.
-Removed Save-GUI functionality on Scaled GUI, to prevent runaway GUI size.
-Fixed linking issues for OSX mod/settings tools.

v1.25 RC1 is going to be released prematurely, as I will be missing some work time this month. So instead of delaying the build, I will split what I wanted to do into two parts. v1.25 RC1 will be released between July 31st and August 3rd. And anything I haven't finished will be rolled over to v1.25 RC2.

A more definitive date will be given a week in advance as normal.
0 comments Read more

May 31

v1.24.3 Testing Build

Hello everyone,

A day after our 5th year anniversary on Steam, Version 1.24.3 is ready for Testing Build users!

This update is for Testing Build users. If you would like to join Testing Build, you can find instructions on how to switch here:

This marks the final planned Testing Build minor release. I will now start working on v1.25. There will be a few Release Candidates before v1.25 ships to Default Build users. After that point, save games will no longer be changed. In addition to that, there will be a few supplemental patches as I continue Q/A testing and as text content in the game gets added. Full release is dependent on how soon we get everything polished and translations done. As well as timing. I do not wish to do a full release during Q4 when all the AAA games are getting released and go on sale.

But that's then, what about now? Version 1.24.3 was mostly focused on cleaning up bugs, fixing up obscure issues, and squeezing a little more performance out of turn times.

Change Log:

-Gameplay: Adjusted starting loan, interest rates, and funding amounts for nightmare mode.
-Gameplay: Disable platform sharing option now located in the Autocommands panel of the Mega Menu.
-Bugfix: Fixed issue with Military Contracts canceling when contracted country entering into a limited conflict
-Bugfix: Fixed several issues with marketing employees wages. Including fixing a stuck striking issue with marketing employees.
-Bugfix: Fixed minor issue with Mega Menu arrow keys when you first open the Mega Menu window.
-Gameplay: Additional changes to baseline sales in order to combat no vehicles being sold when there are too many vehicles in a market.
-GUI: Purchased Assets expense item added to monthly and expense reports.
-Gameplay: Removed marque's effect on "Dying World" game status. Thus causing generated AI competitors sooner.
-GUI: Added vehicle type to Monthly Sales report and Individual vehicle reports.
-Gameplay: Fixed issue and tweaked the formula for RnD Researching Team's employee requirements.
-Bugfix: Fixed bug when enabling auto-sale while a vehicle is in development.
-Bugfix: Fixed issue that caused outsourced vehicles to be shipped to your HQ instead of your factories.
-Gameplay: If a stock you own is no longer publicly traded, you will get a memo.
-Bugfix: Fixed issue with HR system, that prevented you from managing employees if you had auto hire OR auto wage enabled, but not both at the same time.
-Bugfix: Fixed issue causing the memo system to popup as soon as you start the game in later years.
GUI: Magazine system has been greatly simplified for anyone playing with a "small" reports window. This is mainly to get rid of the complaints about two vertical scroll bars on a report...
-Gameplay: Vehicles using a component is now displayed in the showroom components report.
-Gameplay: The game will now automatically withdraw from player's LOC if cash funds go negative.
-Bugfix: Fixed incorrect flag for Taipei post 1920s.
-Bugfix: Fixed a number of issues with accessory placement and movement in the Stand Alone Vehicle Designer.
-GUI: Several minor GUI adjustments.
-Bugfix: Fixed issue with Mega Menu Marketing system's "All" selection which caused one form of marketing to get improper values.
-Gameplay: Player can now name licensed, outsourced, and platform shared components and vehicles. (No Trims for vehicles however.)
-Engine: The engine will now disregard and reset your video settings if you have the horizontal and/or vertical resolutions greater than supported resolutions provided by your video card. This is to prevent user-generated crashing on some laptops.
-Gameplay: Discontinuing an outsourced vehicle will now automatically cancel the contract.
-Bugfix: Fixed issue with new generation of vehicle costing a little more than a new model.
-Gameplay: Strikes and benefit demands have been reduced somewhat.
-Bugfix: Fixed issue with contract production numbers being displayed correctly, but the data internally was the old system.
-Gameplay: Used vehicle is now prepopulated with the established AI option enabled.
-Gameplay: Admin employee requirements have increased based on revenues and number of licensed or outsourced designs.
-Bugfix: Fixed issue with doubling furloughed employees.
-Bugfix: Fixed issue with AI not paying dividends
-Bugfix: Fixed issue with electric fuel types not sharing popularity
-Mod Tools: Added the missing popularity link for fuel types.
-Bugfix: Fixed issue causing some fuel types to increase in popularity when they should be decreasing.
-Bugfix: Fixed issue with frame limiter system not working properly on Windows.
-Engine: Disabled smooth scrolling for reports webbrowser on 64-bit builds.
-Engine: Hardware mouse mode enabled on 64-Bit OSX.
-GUI: Improved performance of the "Calculate" production sliders in District mode.
-Engine: 10-20% AI turn time performance improvements.
-Bugfix: Fixed bore and stroke data not being correct when loading from a file.
-Media: Added a few dozen more premade car designs.
-Mod Tools: Fixed mod loading issues in the OSX mod tools.
-Bugfix: Fixed duplicate named vehicle designs in predesigner system.
-Bugfix: Fixed issues with the year vehicle sales memo.
-Bugfix: Fixed chassis and gearbox production assignment issues on the World Map.
-Bugfix: Fixed wording issues for contract production assignment.

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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

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: 32-Bit Version
    • OS: Windows 7 64-Bit
    • Processor: 3 GHz
    • Memory: 3 GB RAM
    • Graphics: 512 MB
    • DirectX: Version 9.0
    • Storage: 3 GB available space
    • Additional Notes: 64-Bit Version
    • OS: OSX 10.7
    • Processor: 1.2 GHz
    • Graphics: 128 MB
    • Storage: 2 GB available space
    • Additional Notes: 32-Bit Version. The 32-Bit Version is avaliable for 64-bit OSX in the Steam Beta's Tabs.
    • OS: OSX 10.12
    • Processor: 3 GHz
    • Graphics: 512 MB
    • Storage: 3 GB available space
    • Additional Notes: 64-Bit Version. Requires OpenGL 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 Version
    • OS: 64-Bit with glibc 2.19 or higher
    • Processor: 3 GHz
    • Memory: 3 GB RAM
    • Graphics: 512MB with OpenGL 2.0 Support
    • Storage: 3 GB available space
    • Additional Notes: 64-Bit Version

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