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.
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 gameGame development
The development of the game is broadcast on twitch using the channel binogure.
Studio Director Evolution: Say Goodbye to Micro-Management!
\nSpeaking of micro-management, well, with the Studio Director now able to create games, update them, and now port them, all that\'s left for you are the cool tasks. By that I mean console creation, digital store development, game engine maintenance, negotiations with console manufacturers, competitor relations... and the list goes on. Truth is, you still have plenty to manage, but at least now you can focus on being a good CEO (yes, they do exist).\n\n
Hello everyone,\n\nWhat a fantastic week that just wrapped up! I\'ve been working my tail off, and I think you\'re going to love the Studio Director. I managed to get everything I wanted done for this v1.25.0. But before diving deeper, it\'s time for the weekly recap!\n\n
This Week\'s Recap
\nI won\'t beat around the bush, I\'ve completely overhauled the Studio Director. Visually, configuring the Studio Director is now much more pleasant. Honestly, I don\'t know how you managed to keep using that old interface which was, to put it mildly, not exactly easy on the eyes.\n\nThe Studio Director page is clean, elegant even, and now you can port games to other consoles. And that\'s no small feat. Naturally, I had to add more configuration options, which I think you\'ll appreciate. You can now set the compatibility rate for ports, as well as which games to port. I believe this will completely eliminate micro-management from the game. Obviously, the Studio Director will now take their cut from game ports. That\'s only fair.\n
\nSpeaking of micro-management, well, with the Studio Director now able to create games, update them, and now port them, all that\'s left for you are the cool tasks. By that I mean console creation, digital store development, game engine maintenance, negotiations with console manufacturers, competitor relations... and the list goes on. Truth is, you still have plenty to manage, but at least now you can focus on being a good CEO (yes, they do exist).\n\nWhat\'s Next
\nI still have a few tweaks to make to the Studio Director. Actually, I\'d like you to be able to tell them, via checkboxes, whether they should create games, make updates, or port games. I think that\'ll make things easier to manage. I\'m not sure yet what it\'ll look like, but I know it\'ll work out great.\n\nOtherwise, I\'m all ears for your feedback and any bugs you might encounter, because we\'re cutting it dangerously close to the update release date! No room for mistakes now!\n\nSince this update is approaching publication, I want to start talking about the next one, which should focus on game updates. And as a bonus, I\'d like to revisit employee training and building construction. In my view, these two features are getting a bit long in the tooth and could use a fresh coat of paint. What do you think?\n\nDrop your ideas in the comments, I always read them.\nSee you next week,\nTake care of yourselves\nXavier aka Binogure[ 2025-11-14 18:00:45 CET ] [Original Post]
Minimum 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
Recommended Setup
- OS: Linux Kernel 4.0. Mesa 12. X11 7 (or above)
- Processor: Dual CoreMemory: 4 GB RAM
- Graphics: OpenGL 3.0 (1600x900)
- Storage: 512 MB available space
GAMEBILLET
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FANATICAL
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GAMERSGATE
[ 1991 ]
MacGameStore
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INDIEGALA
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