We have released v1.23.1 to Testing Build! If you would like to try Testing build you can find instructions on how to switch Steam builds here: http://www.ventdev.com/forums/showthread.php?tid=2594&pid=6237#pid6237 . You may return to v1.23 at any time if you want to continue your old save games. So what is new for v1.23.1? The most notable change is the implementation of the “Predesigned” vehicle system. This system will allow you to select a predesigned .car file instead of designing your own vehicle bodies. The artist was only able to get to 1940 with the bare number of vehicles. He will continue to add them over the course of v1.23.2. I should also note that the existing bodies are incomplete. Many of the predesigns are missing gaps and door jams. I will be going through them to add and edit them, as the artist was unable to master placement and manipulation of the decals. Due to changes in car body and accessories files, old cars saves are unloadable by the game. The game will delete old .car files upon start up to reduce your clutter. I will ask the community to contribute .car files for the predesigned system soon (v1.23.3 most likely). So what else is new? The most noticeable changes are the upper bar in the office and the lower bar throughout the game. In any room with clickable objects, we implemented buttons in the upper bar so that players can open multiple windows without memorizing the hotkeys. For the bottom bar, we added more fiscal information (based on how wide you are running the game resolution) and included it in every room in the game. However, due to the amount of data, we divided this new information into four different sub categories to fit it on the bar. Component modification is restricted to one modification every 2 years now. We have also increased the cost to modify components. This may need a little more balancing, but it is now less exploitable. You can no longer bid on contracts with under development components/vehicles. The engine will now fall back to default OpenGL settings if you break your settings file or if you do not play the game for a long period of time (thus having out of date files). A warning button now appears in the bottom bar if you’re about out of money. Base City Map now has complete military history news articles. Spelling/Grammar checking is now underway. So what’s next? v1.23.2 is more of a maintenance release. The only large feature planned is Continental Auto Production Restrictions. We will continue to work include predesigned vehicles and anything else subcontractors finish along the way. Change Log: -Engine: Implemented the predesigned .car file loader system that is separate from the "Save Car" system. -Gameplay: Predesigned or Custom Design selector when player design a vehicle body. -Engine: Saved .Car files now included aerodynamic drag data for AI. -Gameplay: AI now selects a predesigned vehicle body to use for their models. -Engine: Implemented a predesigned vehicle mod loading system. -Mod Tool: Created Predesigned Vehicle Tool in the mod tools. Added predesigned vehicles to the mod files. -Gameplay: Implemented a "Lock Accessory Selection" system which will allow you to select an accessory or decal on the car from a list rather than click selection. -Documentation: Redirected tutorial to use predesigned vehicles instead of custom designs. Thus reducing the tutorial by 10% or 330 words. -Engine: Added a popularity link for fuels into components.xml files. -Gameplay: Linked fuel type popularity for electric vehicles. All electrics will now have the highest electric type's popularity. -Engine: Optimized Historical Player Date information. -GUI: Added 4 sub categories for the bottom panel which has more information for funds, stocks, debts, and expenses. -GUI: Bottom panel information is limited based on how much screen width the player has. -GUI: Implemented a Next Month Estimated Expense System which can be found under the expenses bottom panel. -GUI: Implemented a warning button in the bottom panel when next month's estimated expenses reach over 10% of cash funds and higher than 50% last month's revenues. -GUI: Added new expanded bottom panel to all "rooms" in the game. -GUI: Added selection buttons in the office top panel so players do not have to memorize hot keys to open various windows. -GUI: Players playing with more than 2000px width now have the option to pin/unpin the side panel open and closed. -Gameplay: Reduced munition's revenues during WW1. -Bugfix: Fix munitions manufacturing popup when countries that you only have branches in goes to war. -Gameplay: Modification system can only be done once every 2 years for components. -Gameplay: Increased Modification system's exponential costs. -Engine: Implemented a revision system into the .car loader system -Engine: Implemented a checker and delete system to purge un-useable user created .car files from the game. -Engine: Switched default renderer for new purchases to OpenGL. -Artwork: Improvements made to UV coords of many models. -Artwork: Additional paint ID's added to older vehicle models for slightly better player painting. -Artwork: Renamed morph animations for all models to better improve terminology and fix misspellings. -Bugfix: Fixed regression causing the game to not be able to load unicode save games. -Gameplay: Restrict saving .car files to Latin (ASCII) characters. -Bugfix: Fixed bug with Human Resources system not displaying proper data. -Gameplay: Reduced Steam Fuel's weight by 20%. -Engine: Implemented a fall back settings file in case the user screws up their settings file or when steam doesn't' delete old data at uninstall. -Engine: First time load, the game will check savedcars folder and delete old .car files. If a car file is present that is completely unuseable (unicode file name) the entire data in the folder will be purged to prevent crashing on "Load Car Design". -Gameplay: Removed the ability to bid on contracts with designs that are in development. -Bugfix: Fixed crash involving closing branches and opening up selected city in Mega Menu Marketing. -GUI: Added list pages to R&D component selection, modify components, and modify vehicle lists. -Gameplay: 146 Predesigned Cars added. -Maps: Completed Military History. -Engine: Fixed line ending issue when moving .car files between Windows and Unix.
GearCity
Visual Entertainment And Technologies
KISS ltd
2014-05-30
Strategy Simulation Singleplayer EA
Game News Posts 165
🎹🖱️Keyboard + Mouse
Very Positive
(1265 reviews)
http://www.gearcity.info/
https://store.steampowered.com/app/285110 
The Game includes VR Support
GearCity Linux [1.25 G]GearCity 64-Bit Linux [3.26 G]
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 inspired by real companies.
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.
- OS: 32-Bit with glibc 2.17 or higher
- Processor: 1.2 GHzMemory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: 128MB with OpenGL 1.2 Support
- Storage: 6 GB available spaceAdditional Notes: 32-Bit Version
- OS: 64-Bit with glibc 2.19 or higher
- Processor: 3 GHzMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: 512MB with OpenGL 2.0 Support
- Storage: 10 GB available spaceAdditional Notes: 64-Bit Version
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