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 (561) - 82% of the 561 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 (197)

March 30

v1.24.1 Testing Build

Greetings everyone,

Version 1.24.1 has been released to Testing Build. This update requires save game changes. Instructions on how to change builds can be found here. Remember, you can always return to Default build to continue your v1.24 save games.

I would like to apologize for the Save Game Change notice not appearing in the in-game news. Testing build and Default build were merged into a single build for the v1.24 release, and thus they shared the same news feed. I assume most folks on Testing Build are capable of returning to Default build to continue their save games if they wish.

So what about v1.24.1? This update focused on clearing up the remaining tickets from our ticketing system. Several small new features added to the game. This includes a "quick trim" system which skips the vehicle designer part of making trims. Auto-Sale, which automatically assigns vehicles for sale using the default recommended price. And an expanded striking system.

In addition to this, a number of balancing changes was made to the stock market system, contract payments, contract unit numbers, contract renewals, and labor costs. Please provide feedback on these changes to the forums. I would like to get these systems finalized before v1.24.3 is completed.

On the mod tools side of things. A contract editor has been implemented. We also included 2 new variables for contracts which allow you to adjust contract prices and number of units.

Half of v1.24.1 tickets were pushed back to v1.24.2, and v1.24.2 tickets are now assigned to v1.24.3.
That should allow me to wrap up the remaining features in preparation to finalizing tutorials and magazine reviews for editing and translation.

Version 1.24.1 Change Log
-64-bit Engine: Fixed nameless child nodes issues caused by structural changes in third party code. (Exception crashes fixed and backported to v1.24 SP9).
-Gameplay: Contract Component Production amounts reduced per production line.
-Mod Tools: Fixed list duplication issues when opening a second racing series in the Racing Editor.
-Gameplay: Implemented a "Quick Trim" system, which allows you to by-pass the vehicle designer tools when wanting to make vehicle trims with just different components. (Should save several clicks).
-Gameplay: Auto-Sale system implemented. This will automatically assign new vehicles for sale at all branches at recommended prices. It will also automatically start selling all vehicles at any new branch using the recommended pricing. The system will not adjust pricing, however the player can still manually control pricing. Including via the auto-commands system. Manually set prices are deleted if the player purchases an AI company or an AI marque.
-Gameplay: Additional forced body scale adjustments for vehicle bodies based on track width vs body width.
-Gameplay: Additional bonus applied for automatic transmissions on high luxury vehicles.
-Gameplay: Hard and Nightmare mode sliders are now checked for achievements.
-Gameplay: AI New Design, Reuse Design, Outsourcing, Licensing, and Share Platform selection code has been rewritten to allow more diversified actions.
-Gameplay: Increased the amount of designs the AI is willing to license.
-Bugfix: Fixed several issues that caused low amounts of chassis, engines, and vehicles to be licensed by the AI.
-GUI: Fixed several GUI Scaling issues through out the game for folks using HiDPI monitors.
-Artwork: Changed the viewport background from grey to black. Sadly there won't be any fixes for the office art on UWHD (21:9) monitors. The resolution doesn't allow me to scale the main picture without distortion. But the black looks better, and you never know. You might get as Easter present someday.
-Gameplay: The game will no longer allow you to open a report if it were generated on a future turn. (Normally due to playing ahead, exiting the game without saving, and then reloading the old save game.)
-Gameplay: Adjusted employee wages based on historical labor rates for specific job markets.
-Gameplay: Dynamic changes to wages based on macro economics events.
-Gameplay: Changed wage strokes into wage demands. Added an Ignore option.
-Gameplay: Implemented a large scale strike system which disables a department until the situation is rectified.
-Gameplay: Added a Random large scale strike event.
-Gameplay: Adjustments to marketing effect on buyer rating and generating new customers.
-Gameplay: Changed how a company's evaluation is calculated.
-Gameplay: Implemented a pure minimum market cap of a company based on equity.
-Bugfix: Fixed incorrect outstanding shares due to institutional shares being subtracted a turn late.
-GUI: Institutional shares are now shown on share holders lists.
-Gameplay: Increased the amount of Institutional share holders and adjusted when they buy and sell.
-Bugfix: Fixed sell marque double payout.
-GUI: Warning button added when player increases dividends high enough that a lawsuit is possible.
-Gameplay: Players are no longer allowed to buy shares of their company within 7 months of an IPO.
-Gameplay: Stock market cap table added to the reports.
-GUI: Marque's monthly revenues are now displayed in the Marque information screen in the Stock Broker window.
-Gameplay: Large changes in macro economics now throw a high priority memo.
-Gameplay: Reduced cargo space requirements so that predesigned vehicles can qualify for them.
-Gameplay: Removed the possibility of large single cylinder and large steam engine contracts.
-Gameplay: Increased contract unit prices for most contracts.
-Gameplay: Decreased possibility for contract renewals.
-Gameplay: Contracts and renewals now factor in the age of the component or vehicle design.
-GUI: Reworded contract renewal wording to make it more clear the amount of units the new contract needs.
-Bugfix: Fixed some incorrect unit type wording when renewing contracts.
-Engine: Implemented contract unit payment and unit numbers in the enginecontracts.xml file.
-GUI: Contract unit payment advance game setting.
-Gameplay: Decreased contract renewal amount of units.
-Mod Tools: Removed 2020 upper year restrictions in some tools.
-Mod Tools: Contract Editor Tool
-Mod Tools: Included missing mod tools' 32-bit lib for 64-bit Linux installs.
-Bugfix: Fixed issue with auto-production system when player disables auto-production at the same time a contract is won or renewed.
-Gameplay: Reworked secondary market processing. Missed sales/Customers who do not find what they want are now recycled into other vehicle's sales the next turn. This should improve turn times and robustness compared to the old secondary sales system.
-Gameplay: Implemented a minimal customer pool for large cities. Which should increase sales slightly.
-Gameplay: Decreased prices effect more on high wealth indexed vehicle types.
-Maps: Increased City Buyer Rating in late game years on Base City Map. With the main focus of increasing sales outside of NA/EU. It is now closer to real world sales figures, even though we have fewer AI in the game than in the real world.
-GUI: Reduced speed of map movement for both keys and mouse movement.
-Gameplay: Outsourced components costs are now factored into vehicle unit costs in key places such as the Showroom. But not in places where you make manufacturing decisions. Such as the factory. (Because you already paid for the outsourced components.)
-Gameplay: Additional tweaks to the AI in order to reduce extremely high market values.
-Gameplay: AI pays out more dividends.
-Gameplay: Tweaks to the growth rates of both Research and Administration skills.
-Bugfix: Fixed "Full Sized Van" and "Van" naming miss matches.
-Engine: GUI now auto scales for Apple users if the game detects an HiDPI monitor. This will hopefully reduce the amount of OSX returns I get from people who can't find the settings button.
-Gameplay: Minimum vehicle fuel economy reduced to 40% of Engine's Brake Specific compared to the previous 50%.
-Gameplay: Increased the penalty for too strong of an engine paired with a weak gearbox.
-Gameplay: Increased dependability and quality's affect on vehicle image.
-Gameplay: Increased the effect of vehicle image on buyer ratings.
-Engine: Japanese font support.
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March 23

Testing Build Save Game Changes March 30th

Greetings everyone!

Testing Build will be updated to version 1.24.1 on Saturday March 30th. This update requires save game changes. If have no idea what Testing Build is, you are not affected. If you are subscribed to Default Build you are not affected. Currently Testing Build does not identify as Testing Build inside the game. So if you don't remember if you switched to Testing Build, you should check.

To check which version of the game you are subscribed to, or to switch builds, follow these instructions:

And remember, you can switch between builds at any time using the instructions above if you wish to continue your old save games.
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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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