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Unveiling the Future: Your Enhanced Steam Deck Experience!
In the realm of the Steam Deck, I've revamped font rendering, ensuring clarity with larger and crisper text, enhancing your gaming experience to the fullest.
Addressing your concerns, I've tackled the pesky windowed mode issue where positions shifted unexpectedly during autosaves. Additionally, I've rectified the fanbase display glitch for game ports, ensuring accuracy in your gaming endeavors.
Looking into the future, I'm geared up to refine your Steam Deck interactions further. Plans are in motion to enhance texts and tooltips, ensuring seamless navigation and understanding. The In-App Purchase (IAP) panel is next in line for optimization, followed by a revamped training panel, designed to empower your studios growth. This journey is as much yours as it is mine. Your enthusiasm fuels every keystroke, and your support echoes in every line of code. I can't wait for you to experience these improvements firsthand, shaping City Game Studio into the ultimate gaming haven. Stay tuned for more updates, and thank you for being an integral part of this exciting venture. Warm regards, Xavier aka Binogure
[ 2023-10-14 15:00:06 CET ] [ Original post ]
Hey Everyone,
I'm thrilled to share a sneak peek into the upcoming major update, specially tailored for the Steam Deck! As always, your feedback has been invaluable, guiding the enhancements I've been working on diligently.
What's New:
In the realm of the Steam Deck, I've revamped font rendering, ensuring clarity with larger and crisper text, enhancing your gaming experience to the fullest.
Bugfixes:
Addressing your concerns, I've tackled the pesky windowed mode issue where positions shifted unexpectedly during autosaves. Additionally, I've rectified the fanbase display glitch for game ports, ensuring accuracy in your gaming endeavors.
What's Ahead:
Looking into the future, I'm geared up to refine your Steam Deck interactions further. Plans are in motion to enhance texts and tooltips, ensuring seamless navigation and understanding. The In-App Purchase (IAP) panel is next in line for optimization, followed by a revamped training panel, designed to empower your studios growth. This journey is as much yours as it is mine. Your enthusiasm fuels every keystroke, and your support echoes in every line of code. I can't wait for you to experience these improvements firsthand, shaping City Game Studio into the ultimate gaming haven. Stay tuned for more updates, and thank you for being an integral part of this exciting venture. Warm regards, Xavier aka Binogure
[ 2023-10-14 15:00:06 CET ] [ Original post ]
City Game Studio
Binogure Studio
Developer
Binogure Studio
Publisher
Jun 2018
Release
Game News Posts:
377
🎹🖱️Keyboard + Mouse
Very Positive
(1361 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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