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Early access 0.30.2
A ranking of the best companies is now available via a simple click. This will allow you to better target the competitors you want to overtake. When creating new games, selecting specialists has proven to be tedious in previous versions. From now on with a simple click you will be able to withdraw a specialist and assign him to the game being created.
As usual I describe here only the biggest changes, if you want to know more, you can either launch the game or read the Changelog. I hope you will like this update, and join us on discord to talk about it! Cheers Binogure
[ 2020-03-22 21:52:30 CET ] [ Original post ]
Good morning, everyone, Many of you have sent messages of encouragement and thanks and I thank you very much for your support! This sudden visibility brought about by Domingo gives a certain boost to the development of the game. A big thank you to him and to the entire community that follows him! Without further ado, here is an overview of the changes that have appeared in the last 72 hours.
QOL improvements
A ranking of the best companies is now available via a simple click. This will allow you to better target the competitors you want to overtake. When creating new games, selecting specialists has proven to be tedious in previous versions. From now on with a simple click you will be able to withdraw a specialist and assign him to the game being created.
As usual I describe here only the biggest changes, if you want to know more, you can either launch the game or read the Changelog. I hope you will like this update, and join us on discord to talk about it! Cheers Binogure
Changelog
QOL
- Add tooltips to the game engine creation panel
- Add tooltips to the game update creation panel
- Postmortems: Unlock platform/genre/theme/targetted audience in priority
- Balance the number of copy sold of a game
- Balance the random event rate
- History panel: If a sequel exists, replace the "Create sequel" button by "Open sequel" button.
- Competitor: Add a panel that lists all the competitors (you included)
- Specialists: Can withdraw a specialist with a single click
Bugfix
- History panel: Cannot create a sequel if the game has been canceled
- History panel: Better feedback on game capacities
[ 2020-03-22 21:52:30 CET ] [ Original post ]
City Game Studio
Binogure Studio
Developer
Binogure Studio
Publisher
Jun 2018
Release
Game News Posts:
368
🎹🖱️Keyboard + Mouse
Very Positive
(1334 reviews)
The Game includes VR Support
Public Linux Depots:
- City Game Studio GNU/Linux [524.68 M]
City Game Studio is a sandbox type management game.
January 1975, you have created your video game company. You are renting a tight place that allows you to develop your first game. Quickly, your games are successful and you already have to move, but it is up to you to cross the city to pick up your next local. In the blink of an eye you are hiring artists to improve the visual aspect of your games. Next came developers and then testers. But a problem remains, even if your games are brilliants, you don't have enough fans to self-publish a big game to make your studio profitable. You will have to turn to video game editors who will carve out the lion's share. Combinating successes is the only way of getting rid of the publishers. Furthermore you will be able to publish your own publishing contracts. Then you will then be ready to dominate the market and buy back your competitors.
Maps and studios are procedurally generated. Combined with random events and customizable studios, you will rediscover the game with each new game.
Browse the cities and choose the location of your next studio. As my uncle said "we do not hire new talents with vinegar !"
Everyone is not a studio designer, yet every piece of furniture has its place in your studio, and can have an influence on the history of your company.
Each game is unique, but over time new generations of consoles come out. You cannot create a bestseller alone. You have to hire new talents that will help you creating the perfect game
The development of the game is broadcast on twitch using the channel binogure.
January 1975, you have created your video game company. You are renting a tight place that allows you to develop your first game. Quickly, your games are successful and you already have to move, but it is up to you to cross the city to pick up your next local. In the blink of an eye you are hiring artists to improve the visual aspect of your games. Next came developers and then testers. But a problem remains, even if your games are brilliants, you don't have enough fans to self-publish a big game to make your studio profitable. You will have to turn to video game editors who will carve out the lion's share. Combinating successes is the only way of getting rid of the publishers. Furthermore you will be able to publish your own publishing contracts. Then you will then be ready to dominate the market and buy back your competitors.
Each game is unique
Maps and studios are procedurally generated. Combined with random events and customizable studios, you will rediscover the game with each new game.
Assign the best studio
Browse the cities and choose the location of your next studio. As my uncle said "we do not hire new talents with vinegar !"
Furnish your studios carefully
Everyone is not a studio designer, yet every piece of furniture has its place in your studio, and can have an influence on the history of your company.
Publish, hire, repeat
Each game is unique, but over time new generations of consoles come out. You cannot create a bestseller alone. You have to hire new talents that will help you creating the perfect game
Game development
The development of the game is broadcast on twitch using the channel binogure.
MINIMAL SETUP
- OS: Linux Kernel 4.0. Mesa 12. X11 7 (or above)
- Processor: Single CoreMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: OpenGL 3.0 (1280x720)
- Storage: 512 MB available space
- OS: Linux Kernel 4.0. Mesa 12. X11 7 (or above)
- Processor: Dual CoreMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: OpenGL 3.0 (1600x900)
- Storage: 512 MB available space
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