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.
Poaching, Staff Transfers, and Optimizations
On top of that, you can now transfer employees from one studio to another! To implement this, I had to rethink how employees are assigned to studios. Otherwise, it would crash City Game Studio because there are so many signals to manage. So, I optimized the employee assignment system, and I think those of you with large companies (with more than 400 employees) will definitely notice the difference.
I also worked a bit on the particles in City Game Studio. When an employee generates design, development, or polishing points, it creates a small particle that moves across the screen. Well, I've optimized the rendering of this particle, which makes the game even smoother!
It's been a productive week, and next week should be even more so.
I had mentioned giving competitors the ability to make consoles, and that got you all excited - proof that this idea is popular. So it will likely be part of v1.24, but again, I won't say more.
To summarize, this week I'll be working on the HR panel, but I'd also like to work on the interface to allow you to list available consoles when creating your own console. I won't have time to work on both features in a single week, but I'll do my best!
Thank you for reading, see you very soon,
In the meantime, take care
Xavier aka Binogure
Hello everyone!
This week I've been sidetracked by quite a few small bugs, but I still managed to make good progress on the roadmap!
Plus, with the nice weather coming, I'm feeling super motivated!!
Weekly Recap
I've been working a lot on the interface and the user experience! First off, it's now possible to poach network administrators from competitors. This wasn't necessarily easy to add - competitors don't naturally generate network administrators, so I had to work on that aspect too. But the result is here, and now competitors can have network administrators!On top of that, you can now transfer employees from one studio to another! To implement this, I had to rethink how employees are assigned to studios. Otherwise, it would crash City Game Studio because there are so many signals to manage. So, I optimized the employee assignment system, and I think those of you with large companies (with more than 400 employees) will definitely notice the difference.

I also worked a bit on the particles in City Game Studio. When an employee generates design, development, or polishing points, it creates a small particle that moves across the screen. Well, I've optimized the rendering of this particle, which makes the game even smoother!
It's been a productive week, and next week should be even more so.
What's Next
Last week I mentioned redesigning the HR panel, and that's still on the agenda. I haven't had time to dive into this topic, but I plan to do it this week. It should work out fine. I've also taken a day to establish a solid roadmap, allowing me to reveal what's coming in v1.24, which will be dedicated to making City Game Studio's competitors more competitive. In addition, I plan to revise the game's interface a bit, to let you list Games of the Year or rename games created by studio directors. I won't reveal everything - I prefer to keep some surprises that I'll unveil when v1.23 is published!I had mentioned giving competitors the ability to make consoles, and that got you all excited - proof that this idea is popular. So it will likely be part of v1.24, but again, I won't say more.
To summarize, this week I'll be working on the HR panel, but I'd also like to work on the interface to allow you to list available consoles when creating your own console. I won't have time to work on both features in a single week, but I'll do my best!
Thank you for reading, see you very soon,
In the meantime, take care
Xavier aka Binogure
[ 2025-05-09 13:57:46 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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