Run a chauffeur company across a living, procedurally generated city. Read every request, send the car that fits the job, and watch the route play out in real time. One fare, one tip, and one reputation point at a time.

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Planned Release Date: To be announced

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About This Game

Curb Service puts you behind the dispatch desk of a growing chauffeur company. Clients appear across a complex procedurally generated city. There might be a commuter waiting on a side street, an executive due at the airport in ten minutes, a touring group that needs a van big enough for the whole party, and you decide which car goes where. Manage the logistics: read the request, match it to a car that can actually do the job, and get there before the client gives up on you.

Every dispatch plays out in real time, the vehicle tracing its route on the map the way you'd watch a delivery on a map app, right up to the moment it pulls in and the fare comes through. Build your fleet, earn your way into the parts of the city that stay locked at the start, and take on the clients who actually stick around. Nothing forces your pace but the numbers in your ledger and the reputation you've built one fare at a time.

Manual dispatch, real consequences

  • Every job is yours to assign; there's no auto-dispatch to lean on

  • Watch each vehicle's route drawn live on the map, pickup to drop-off, before you confirm

  • Send the wrong car for the job and the fare still pays out, but the tip, and your reputation, take the hit

  • Reputation moves both ways: strong service builds it, a bad match or a missed contract costs it

A fleet worth managing

  • Five vehicle classes, around twenty original models, no real-world badges in sight

  • Three stats per car, Pace, Capacity, Prestige, decide who you should send and who you shouldn't

  • Fuel, condition, and HQ repairs are the quiet cost of keeping a car on the road

  • Ignore them and a breakdown tows your whole schedule down with it, far longer than a scheduled service ever would

A city that grows with you

  • Procedurally generated, organic street layout; every playthrough is a different town to learn

  • Only the main roads are open at the start; side streets and shortcuts stay locked until you earn them

  • Shortcuts come two ways: bought with reputation-gated cash, or gifted by clients who trust you

  • Expand into new regions on your own timeline; nothing forces the pace but you

Clients who actually need something

  • On-demand fares, same-day advance bookings, and recurring contracts that reward consistency

  • Around eight client archetypes, from commuters to touring groups to airport transfers, each with its own pay, patience, and preferred class of car

  • Fares scale with distance and vehicle class; the better the match, the better the tip

  • Recurring contracts hold you to a schedule: miss a pickup once and you get a warning, miss it three times and the account walks

Built to sit with, not just look at

  • A dark, glass-and-glow dashboard built for long sessions, not a spreadsheet in a paint job

  • Pause and speed controls (1x/2x/4x) so you run the city at your own tempo

  • Continuous autosave keeps your company exactly where you left it

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

This is not actually required to disclose but since it crosses the line for some people, I should admit that AI coding tools were used during the game's production.

No AI was used to generate any images, audio, text, or design.

Its purpose was to help code mechanics according to my design, assist in debugging, and (most importantly) eliminate crunch.

System Requirements

    Minimum:
    • OS: Windows 10
    • Processor: Intel Core i5-3470
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce GTX 480
    • Storage: 1 GB available space
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