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 Studio Wars Begin
On top of that, I've revisited certain consoles, particularly the Skylight 1.0 and 2.0 which had end-of-life dates that were set way too early. Now it aligns with reality. I've also added a game option for those who want to keep the window in the foreground.
That covers the competitors. Now let's talk about what's coming for the rest of City Game Studio. First, a new statistic will make its debut regarding game engines. Game engines can generate revenue, but it's currently impossible to know the total revenue generated by engines. So I'm going to add this information to the financial details.
Along with that, I'd like to add the ability to list all game ports. Similarly, a panel that provides a recap of games of the year, so we can remember who won what.
I have other things planned, but I'll start with these and see what comes next once they're done!
Thank you for reading.
Take care
Xavier aka Binogure
Hello everyone!
What a fantastic week it's been. The first [u]unstable[/u] version has just been released and I'm thrilled because this initial version already packs quite a few changes.
Weekly Recap
Competitors have definitely gotten a major boost. Depending on the difficulty level, they'll publish more games. The higher the difficulty, the more games competitors will publish, the more they'll saturate the market, and the more they'll expand! On the flip side, at the very beginning of the game, they'll be more likely to use your game engine, giving you a slightly better chance to grow. But as the difficulty increases, competitors will tend to develop their own game engines. This makes the highest difficulty setting a bit more challenging. A strategy that used to beat CEO mode will need slight adjustments to keep working.On top of that, I've revisited certain consoles, particularly the Skylight 1.0 and 2.0 which had end-of-life dates that were set way too early. Now it aligns with reality. I've also added a game option for those who want to keep the window in the foreground.
What's Next
There's a tremendous amount of work ahead. First, I need to give competitors the ability to create their own game consoles. But I'd also love for competitors to be able to poach your employees. Obviously this would only be possible on the highest difficulty settings. Additionally, I'd like to occasionally showcase competitors' games that are absolutely crushing it. You know, the ones that are selling like hotcakes, just to give them more presence.That covers the competitors. Now let's talk about what's coming for the rest of City Game Studio. First, a new statistic will make its debut regarding game engines. Game engines can generate revenue, but it's currently impossible to know the total revenue generated by engines. So I'm going to add this information to the financial details.
Along with that, I'd like to add the ability to list all game ports. Similarly, a panel that provides a recap of games of the year, so we can remember who won what.
I have other things planned, but I'll start with these and see what comes next once they're done!
Thank you for reading.
Take care
Xavier aka Binogure
[ 2025-07-04 15:03:55 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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