




v1.22: Goals Accomplished and Improvements on the Way!
First of all, a very important fix has been implemented. For this bug to appear, the game needs to be online and a hit, with a big marketing campaign, and a lot of hype around its release. If these criteria are met, then it's possible that it could sell more copies than normally possible. This is very annoying, since it will automatically kill the game in 2 or 3 months. So, I've revisited the game sales algorithm and added a new validation step to prevent this case from happening. So, with the help of the console for cheating, I released a rare gem, and it worked.
Building on this fix, I went to look at the panels that summarize a game's end of life. And I added a line concerning subscriptions that is only visible for online games. And since I was working on the interface, I made other "small" changes. The first one concerns the game creation panel. I found it a bit too large, so I reduced it a little. And the other change should please you. I've updated the best-selling games of the digital store. The style now matches the rest of the game, and it looks much better.
I started this announcement by telling you that I had put everything I wanted into this update. Which means it's already ready, but I still want to do some testing. However, I have the exact date of its release. On Thursday, March 27th, v1.22 will be officially published on Steam. March 27th is two weeks away, so I still have time to add some small things to City Game Studio, and that's what I'm going to do. I therefore think of adding the ability to rename games that are developed by studio directors. Basically, games in development will be slightly revised so that you can rename them. I would also like you to be able to manage studios directly from the studios panel. I think these two changes will take me 15 days to implement. And I think they will greatly improve your gaming experience. That's it, thank you for reading me, it's always a pleasure to work on a project as big as City Game Studio. For the next big update, v1.23, the one after that, I'm starting to gather your feedback to make it even better. So go ahead, put it in the comments, I read them and I always respond. Meanwhile, I wish you a great day! Xavier aka Binogure
[ 2025-03-14 15:34:41 CET ] [ Original post ]
Hello everyone! A week has just ended, and I'm happy to announce that v1.22 contains all the changes I wanted. And more importantly, all the changes I promised you based on your suggestions!
The week recap
First of all, a very important fix has been implemented. For this bug to appear, the game needs to be online and a hit, with a big marketing campaign, and a lot of hype around its release. If these criteria are met, then it's possible that it could sell more copies than normally possible. This is very annoying, since it will automatically kill the game in 2 or 3 months. So, I've revisited the game sales algorithm and added a new validation step to prevent this case from happening. So, with the help of the console for cheating, I released a rare gem, and it worked.

Building on this fix, I went to look at the panels that summarize a game's end of life. And I added a line concerning subscriptions that is only visible for online games. And since I was working on the interface, I made other "small" changes. The first one concerns the game creation panel. I found it a bit too large, so I reduced it a little. And the other change should please you. I've updated the best-selling games of the digital store. The style now matches the rest of the game, and it looks much better.
What's next
I started this announcement by telling you that I had put everything I wanted into this update. Which means it's already ready, but I still want to do some testing. However, I have the exact date of its release. On Thursday, March 27th, v1.22 will be officially published on Steam. March 27th is two weeks away, so I still have time to add some small things to City Game Studio, and that's what I'm going to do. I therefore think of adding the ability to rename games that are developed by studio directors. Basically, games in development will be slightly revised so that you can rename them. I would also like you to be able to manage studios directly from the studios panel. I think these two changes will take me 15 days to implement. And I think they will greatly improve your gaming experience. That's it, thank you for reading me, it's always a pleasure to work on a project as big as City Game Studio. For the next big update, v1.23, the one after that, I'm starting to gather your feedback to make it even better. So go ahead, put it in the comments, I read them and I always respond. Meanwhile, I wish you a great day! Xavier aka Binogure
[ 2025-03-14 15:34:41 CET ] [ Original post ]
City Game Studio
Binogure Studio
Developer
Binogure Studio
Publisher
Jun 2018
Release
Game News Posts:
388
🎹🖱️Keyboard + Mouse
Very Positive
(1380 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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