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.
From 31.5s to 13.2s Loading Time
\nThen the devkits. Until now it was a somewhat hidden menu, but that was without counting on your feedback that pointed out this state of affairs. So now, sending devkits is part of the game\'s main interface, and it\'s much easier to find this essential panel when you\'re manufacturing consoles.\n\nOther important details like the fact that the game will now remember the sort order of consoles and genres so you don\'t have to make the same gestures over and over again. But I want to tell you about the bulk of the work.\n
\nI spent a few days reworking the game launch. Actually, I came across feedback from 2019 that mentioned City Game Studio taking a long time to start. And when checking on my machine, it took about 15 seconds to launch. Let\'s just say an eternity, so I worked on that.\n\nInstead of loading everything at once, loading now happens on demand. This might introduce some bugs, but that remains to be proven because I think I tested the changes thoroughly. I took the time to delete over a hundred textures that were no longer used, while reworking the management of a thread (there are still a few in the game) that was running all the time for no reason. And I also closed all the I/O that weren\'t properly closed, which could cause a small memory leak indeed. And with all this work, the game now launches in about 7.5 seconds on my machine.\n\nI wanted to see what it would do on an older machine, and we go from 31.5 seconds to about 13.2 seconds on average. All without blocking the operating system. So it\'s a small victory and I\'m pretty proud of myself for that!\n\n
Hello everyone!\n\nHappy New Year, we\'re still in January so I\'m allowed to say it, it\'s the law!\nI know there\'s some really crazy stuff happening in the world, so I\'m burying myself in work to avoid thinking about it too much. And the result is a new little version with quite a few changes!\n\n
This Week\'s Recap
\nI was supposed to work on notifications, but I didn\'t do it the way I thought I would. Actually, I got tons of feedback over these past few days and it allowed me to prioritize essential elements that will greatly improve your gaming experience. First, the emails, I added colors to help you distinguish them better. It\'s not much but it makes a nice difference, thanks for the suggestion!\n
\nThen the devkits. Until now it was a somewhat hidden menu, but that was without counting on your feedback that pointed out this state of affairs. So now, sending devkits is part of the game\'s main interface, and it\'s much easier to find this essential panel when you\'re manufacturing consoles.\n\nOther important details like the fact that the game will now remember the sort order of consoles and genres so you don\'t have to make the same gestures over and over again. But I want to tell you about the bulk of the work.\n
\nI spent a few days reworking the game launch. Actually, I came across feedback from 2019 that mentioned City Game Studio taking a long time to start. And when checking on my machine, it took about 15 seconds to launch. Let\'s just say an eternity, so I worked on that.\n\nInstead of loading everything at once, loading now happens on demand. This might introduce some bugs, but that remains to be proven because I think I tested the changes thoroughly. I took the time to delete over a hundred textures that were no longer used, while reworking the management of a thread (there are still a few in the game) that was running all the time for no reason. And I also closed all the I/O that weren\'t properly closed, which could cause a small memory leak indeed. And with all this work, the game now launches in about 7.5 seconds on my machine.\n\nI wanted to see what it would do on an older machine, and we go from 31.5 seconds to about 13.2 seconds on average. All without blocking the operating system. So it\'s a small victory and I\'m pretty proud of myself for that!\n\nWhat\'s Coming
\nI still plan to rework in-game notifications to make them more effective. So that\'s not changing. But I also plan to work on the save system. Last time I worked on it I focused on optimization, meaning loading a game is faster than before. And today I\'d like you to have a more modern autosave system.\n\nI\'ll tell you more when it\'s done, and I don\'t think I\'ll have time to do everything in a single week.\n\nSo, in these uncertain times I wish you good health, take care of yourselves, for real! And if all goes well we\'ll catch up next week!\nXavier aka Binogure[ 2026-01-12 13:29:32 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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