




Heading towards 91%: City Game Studio v1.22 arrives in one week!
This time, it's very brief: I mainly focused on fixing 3 bugs. Two of them concern Game of the Year titles. In fact, when you published a Game of the Year, even if you assigned specialists, they weren't actually being taken into account. Thanks to a bug report that you took the time to send me, I was able to notice this problem and fix it. Just to give you an idea, this bug must have been around for several years, so I apologize. The second Game of the Year bug involves studio directors. If the original game was made with a studio director, then the Game of the Year would also pay royalties to the studio director - even if they weren't the one publishing it. I've fixed this issue, and now you get to keep all the cash.
The third bug concerns the revenue generated by game ports. Actually, on the right panel where game ports are displayed, the number of fans gained was truncated, making it impossible to know how many fans a game port had generated. Rest assured, I didn't just fix this bug - I completely revised this section, and now the right panel is slightly more pleasing to the eye.
First, v1.22... and next is the release of this new version. But I started this post by telling you that I was gathering ideas for v1.23, and I'm continuing to do so. I really want City Game Studio to be as complete as possible, and I think version 1.22 is the best version of City Game Studio. In fact, you're saying this more than I am since when the game was released in February 2019, only 70% of Steam reviews were positive. Now it's over 90%, and that's thanks to you and the time you take to leave reviews on Steam! Not to mention that the game could "maybe" reach 91% positive reviews in the coming months. That would be amazing and truly awesome. In any case, all of this motivates me even more, and I'm already looking forward to you being able to play v1.22! Oh, but I'm silly - you can already play it by going to the beta branch on Steam! I already have quite a few suggestions for v1.23, but I'm taking more if you have any. Actually, I'm looking for suggestions to improve the interface at the moment! That's all from me, thank you for reading! Have a great day, Xavier aka Binogure
[ 2025-03-21 14:30:28 CET ] [ Original post ]
Hello everyone! This week, I spent a lot of time reading your feedback, going through comments on GitHub, bug reports, and the forms you filled out! Overall, you like the game, and honestly, that makes me happy, but there are still things to improve. We're now less than a week away from the release of v1.22, so I'm focusing solely on fixing bugs and gathering new ideas for the next version.
Weekly Recap
This time, it's very brief: I mainly focused on fixing 3 bugs. Two of them concern Game of the Year titles. In fact, when you published a Game of the Year, even if you assigned specialists, they weren't actually being taken into account. Thanks to a bug report that you took the time to send me, I was able to notice this problem and fix it. Just to give you an idea, this bug must have been around for several years, so I apologize. The second Game of the Year bug involves studio directors. If the original game was made with a studio director, then the Game of the Year would also pay royalties to the studio director - even if they weren't the one publishing it. I've fixed this issue, and now you get to keep all the cash.

The third bug concerns the revenue generated by game ports. Actually, on the right panel where game ports are displayed, the number of fans gained was truncated, making it impossible to know how many fans a game port had generated. Rest assured, I didn't just fix this bug - I completely revised this section, and now the right panel is slightly more pleasing to the eye.
What's Next
First, v1.22... and next is the release of this new version. But I started this post by telling you that I was gathering ideas for v1.23, and I'm continuing to do so. I really want City Game Studio to be as complete as possible, and I think version 1.22 is the best version of City Game Studio. In fact, you're saying this more than I am since when the game was released in February 2019, only 70% of Steam reviews were positive. Now it's over 90%, and that's thanks to you and the time you take to leave reviews on Steam! Not to mention that the game could "maybe" reach 91% positive reviews in the coming months. That would be amazing and truly awesome. In any case, all of this motivates me even more, and I'm already looking forward to you being able to play v1.22! Oh, but I'm silly - you can already play it by going to the beta branch on Steam! I already have quite a few suggestions for v1.23, but I'm taking more if you have any. Actually, I'm looking for suggestions to improve the interface at the moment! That's all from me, thank you for reading! Have a great day, Xavier aka Binogure
[ 2025-03-21 14:30:28 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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