The GabeCube Arrives and the 1983 Crash Becomes Avoidable!
Hello everyone!
We'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 unstable branch!
[h3]This Week's Recap[/h3]
I 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.
First 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!

And 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).
For 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!!
I'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!
[h3]What's Coming Next[/h3]
In 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.
After 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.
All 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!
Thank you for reading, see you next week,
Take care of yourselves!
Xavier aka Binogure
We'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 unstable branch!
[h3]This Week's Recap[/h3]
I 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.
First 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!

And 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).
For 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!!
I'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!
[h3]What's Coming Next[/h3]
In 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.
After 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.
All 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!
Thank you for reading, see you next week,
Take care of yourselves!
Xavier aka Binogure