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.
The GabeCube Arrives and the 1983 Crash Becomes Avoidable!
\nAnd since I had my nose in the console data, I took the opportunity to adjust the sales figures for the Nintendo Switch, PlayStation 5, and XBox Series X while adding an end-of-life date for the Steam Machine (December 2016 for the curious).\n\nFor v1.26 I wanted to revamp custom consoles so you can avoid the 1983 crash. Yes, there are players who make consoles as early as 1980, it\'s possible. But the problem is that your console would immediately suffer from the 1983 crash. So I added an option, when you create a console, it\'s copy protection. This is what allowed Nintendo to stand out from its competitors, notably with the Nintendo Seal of Quality. Not wanting any issues with Nintendo (you never know, right?), I shortened the concept to simply copy protection for games. Anyway, this option adjusts based on difficulty and allows you to make consoles that don\'t suffer from the 1983 crash!!\n\nI\'ve also slightly opened up the modmaker to allow you to manage the costs of this new feature in case you add a new difficulty level. But I\'ve also added the ability to change console backwards compatibility via mods, which will let you be a bit more creative!\n\n
Hello everyone!\n\nWe\'re back with a brand new iteration of City Game Studio, v1.26! And I\'ve already got quite a few things lined up, including the overhaul of updates and DLCs (which I\'ve been pushing back for a few months now). So here I\'m going to tell you about the latest changes that are already available for those who want to try them out on Steam\'s [u]unstable[/u] branch!\n\n
This Week\'s Recap
\nI say this week\'s recap, but I\'ve actually been working on this first release candidate for v1.26 for 2 weeks now. At first glance you wouldn\'t think there\'s much change and yet, if you take a closer look at the consoles, that\'s where you\'ll see the difference.\n\nFirst off, a new console makes its appearance: the GabeCube. Yes, the name is a nod to Internet memes, since it\'s not the official name of the console, I took the liberty of borrowing it for City Game Studio!\n
\nAnd since I had my nose in the console data, I took the opportunity to adjust the sales figures for the Nintendo Switch, PlayStation 5, and XBox Series X while adding an end-of-life date for the Steam Machine (December 2016 for the curious).\n\nFor v1.26 I wanted to revamp custom consoles so you can avoid the 1983 crash. Yes, there are players who make consoles as early as 1980, it\'s possible. But the problem is that your console would immediately suffer from the 1983 crash. So I added an option, when you create a console, it\'s copy protection. This is what allowed Nintendo to stand out from its competitors, notably with the Nintendo Seal of Quality. Not wanting any issues with Nintendo (you never know, right?), I shortened the concept to simply copy protection for games. Anyway, this option adjusts based on difficulty and allows you to make consoles that don\'t suffer from the 1983 crash!!\n\nI\'ve also slightly opened up the modmaker to allow you to manage the costs of this new feature in case you add a new difficulty level. But I\'ve also added the ability to change console backwards compatibility via mods, which will let you be a bit more creative!\n\nWhat\'s Coming Next
\nIn the coming days and weeks, I\'m planning to work on the game\'s interface and add new filters for the employee panel. I\'m also planning to add game engines that are already published when you create yours. This will obviously make your life easier. That\'ll be for next week.\n\nAfter that we\'ll see, but it\'ll mainly be interface improvements first and foremost. Then I\'ll tackle the big one, revamping the save file interface to give you more freedom.\n\nAll these ideas come from you, so thank you so much for your help, and I hope the game reflects you a little more with each update!\n\nThank you for reading, see you next week,\nTake care of yourselves!\nXavier aka Binogure[ 2025-12-26 21:00:44 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
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