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City Game Studio News

Patch v1.24.0-rc2

[p][/p]
[p]Default version of the game, we want to make sure to have a chance to discover bugs and adjust the balancing, to give you the best game experience possible.

Access the Unstable branch on Steam by right clicking City Game Studio in your Steam library, and then select ‘Properties’. In the new window, select ‘Betas’. The Unstable branch should now be available for you to choose from.

Please leave any feedback you may have in the appropriate channel in our Discord, or in the subforum on Steam.

As always, remember to be considerate towards players not partaking in the Unstable, in case they want to avoid spoilers.

Please make sure to make backups of your save files before playing.[/p]

[h2]Changelog[/h2]
[h3]Interface[/h3]
  • Rework the pause animation
  • Change the background of the mod loader button

[h3]Competitors[/h3]
  • Concurrent can make their own console:

    • They can release platforms after 2025.
    • They release platforms if you don't play in historical mode
    • They don't use the best components, but the most cost-effectivefor their spending
    • When buying a concurrent, you acquire it's platforms (no choice given here)
  • They can release platforms:

    • Every 400 to 800 weeks
    • If they have at least 100 000 fans

Revolution in City Game Studio: The Era of Competitor Consoles

Hey everyone!

I hope you're all doing well and that the summer heat isn't being too rough on you! I couldn't be here last week - had to move house again, I know, I know - but to make up for it, I've prepared a bigger bi-weekly update for you. Not sure if that's the right term, but it doesn't really matter, does it!

[h3]This Week's Recap[/h3]
I've overhauled all the console cases that you can build. The thing is, since competitors will be able to build their own consoles, I figured it was time to revamp the shaders to make custom consoles look a bit prettier. While doing this, I realized that the console case colors were looking rather dull. So I had to rework them all to make them more appealing. Some cases have changed their appearance, but overall they remain the same.

I've also been working on the interface to make game ports visible from the game history panel. And I've slightly tweaked the competitors to make them a bit more aggressive (yes, again). Oh, and when you create a new game, you now have an additional option called "Story Mode". The title speaks for itself, I think, and when it's unchecked, well, competitors will be able to make their own consoles. For now, it's not fully implemented yet. Competitors don't create their own consoles yet, but it won't be long.

[h3]What's Coming Next[/h3]
Here we are, this is what it's all about. Allowing competitors to make their own consoles. This is going to require quite a bit of work from me. Because I think competitors who have made their own consoles won't be able to be bought out as easily. I've already defined the necessary conditions for competitors to be able to make their own consoles. It's strict, but it allows for balanced gameplay.

I'm only going to work on this during the coming week. Because allowing competitors to make their own consoles is going to be a lot of work. First, I'll have to create a new console name generator for competitors. Then, they'll need to design their own consoles - should they make the best consoles possible? Or should this be adjusted based on difficulty to give you a fighting chance? And that's not even counting the fact that they'll send you devkits so you can develop games for their consoles. I think that part will come later.

There you have it, now you know everything. I wish you an excellent end to the week.
Take care of yourselves.
Xavier aka Binogure

Patch v1.24.0-rc1

[p][/p]
[p]Default version of the game, we want to make sure to have a chance to discover bugs and adjust the balancing, to give you the best game experience possible.

Access the Unstable branch on Steam by right clicking City Game Studio in your Steam library, and then select ‘Properties’. In the new window, select ‘Betas’. The Unstable branch should now be available for you to choose from.

Please leave any feedback you may have in the appropriate channel in our Discord, or in the subforum on Steam.

As always, remember to be considerate towards players not partaking in the Unstable, in case they want to avoid spoilers.

Please make sure to make backups of your save files before playing.[/p]

[h3]Custom-platforms[/h3]
  • Rework the color replacement shader to make it look better
  • Rework the console cases
  • Rework the handled cases

[h3]Interface[/h3]
  • Add the exact currency when clicking on it
  • Add an "Historical Mode" when creating a new game. When activated, concurrents don't create console, otherwise they do !
    • Not implemented yet.
  • When looking at the history panel, you can now select the gameport.

[h3]Bugfix[/h3]
  • Some characters are not visible in Ukrainian

The Studio Wars Begin

Hello everyone!

What a fantastic week it's been. The first unstable version has just been released and I'm thrilled because this initial version already packs quite a few changes.

[h3]Weekly Recap[/h3]
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.

[h3]What's Next[/h3]
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

Patch v1.23.0-rc13

[p][/p]
[p]Default version of the game, we want to make sure to have a chance to discover bugs and adjust the balancing, to give you the best game experience possible.

Access the Unstable branch on Steam by right clicking City Game Studio in your Steam library, and then select ‘Properties’. In the new window, select ‘Betas’. The Unstable branch should now be available for you to choose from.

Please leave any feedback you may have in the appropriate channel in our Discord, or in the subforum on Steam.

As always, remember to be considerate towards players not partaking in the Unstable, in case they want to avoid spoilers.

Please make sure to make backups of your save files before playing.[/p]

[h3]Misc[/h3]
  • Add an option to set the windows "always on top"

[h3]Competitors[/h3]
  • When sending devkits and exclusive contract to a concurrent, it now gets the money, meaning it gets more powerful the more you send them devkits/money
  • When making a game for a competitor, the competitor will gets the royalties due
  • When making a game using a competitor's engine, the competitor will gets the royalties due
  • When paying a penality to a competitor, now the competitor gets the money
  • They are going to publish more games (adjusted to the difficulty, CEO hum hum)
  • Competitors are less likely to use your engine than to make their own
  • Competitors are going to update their game engine more often

[h3]Platforms[/h3]
  • Fix end of life for Skylight 1.0 and 2.0

[h3]Bugfix[/h3]
  • When a competitor is being generated, it can be bought for 0$ (Fixed)