




Hey everyone! Version 1.22 has been out for almost a week now, and frankly, the feedback has been excellent. The feature that lets you copy/paste studios is highly appreciated, even though it contained a small bug that I've now fixed! And the rest toohaving console manufacturing costs automatically adjust with the number of units sold, the new studio selection panel. In short, all these changes have been really well received, and so it's with pleasure that I bring you this update which fixes the few remaining bugs. First of all, the studio selection panel wasn't working very well. Being able to deselect studios is important in some cases, and by default certain filters made this action a bit more difficult if you had a free studio. I stumbled upon this issue and made a fix. A user provided me with several super useful pieces of feedback. One of them concerns game updates. For games that remained on the market for more than 15 years, publishing an update would kill sales. This was a very specific case, and I've made the process much smoother. From now on, the game will perform a more complex calculation for updates. So, when you load your game, sales might suddenly jumpdon't worry, it's just the game automatically adjusting and "giving back" the sales you should have had. That being said, two other fixes have been implemented. The first concerns an error that prevented the end-of-life table of a game from displaying, and the other bug caused the number of copies sold to become negative. These were simple display bugs that are now fixed. So there you have it. I've gathered your feedback, and v1.23 will be enhanced with magnificent interface changes that will make the game even more enjoyable. As you know, I publish an update approximately every 3 months, which means that by summer you should have an update that addresses most of your feedback. For example, when creating a console, being able to compare it with those present on the market, or being able to better manage employee schedules so that only designers work during the design phase, for instance. Or sorting employees by those who have just been hired, or being able to train employees directly from the employee panel. In short, all of this, if I have time, will be part of v1.23, which is already full of great things. As a reminder, being able to list former games of the year, or game ports from the catalog. Showing a company recap or even thoroughly reviewing mod management. I haven't listed everything, but these are the main changes that should be included in v1.23. Thank you all for reading, I hope you're enjoying the new version of City Game Studio! In the meantime, see you soon for the first RC of v1.23 (normally in a few days). Xavier aka Binogure
[ 2025-03-31 10:57:15 CET ] [ Original post ]
- City Game Studio GNU/Linux [524.68 M]
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.
- 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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