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City Game Studio News

Two Games, Two Visions, One Passion

Hey everyone!

Today, I have an important announcement to make. An announcement I've been preparing for a while, and one that will define the future of City Game Studio. But before we talk about the future, let's talk about the present!

Upcoming Updates for City Game Studio 1


City Game Studio 1 continues to evolve, and in a big way! I still have a full year of development planned with major updates that will improve your gaming experience.

[h3]v1.25.0 - Game of the Year Revamped[/h3]
The next update will completely overhaul the Game of the Year system. I know many of you find this system a bit opaque or not rewarding enough. You'll be able to browse past Game of the Year winners. The Game of the Year display will also be redesigned to make it more readable. The game will also guide you to show which games have the best chance of winning this award.

[h3]v1.26.0 - Updates and DLC: The Revolution[/h3]
Updates and DLCs are here, but their interface is a bit dated. I plan to modernize it while improving the studio director to allow them to port games. This should bring much more automation to City Game Studio and less micro-management.

[h3]Redesigned Sales Panel[/h3]
The sales panel will be completely redesigned to be more readable and informative. You'll have a clear overview of your performance, with improved charts and more detailed statistics. It's a change that might seem minor, but it will really improve your daily gaming comfort. Maybe I'll take the time to port this part to a C++ module to make it more efficient. Additionally, I plan to rework the particles floating in the studio to limit their number when you have more than 80 employees in a game studio.

The Announcement: City Game Studio 2 is in Development!


There, I said it! I'm actively working on City Game Studio 2, the sequel many of you have been waiting for.

[h2]Why a Sequel and Not Just Continue with Updates?[/h2]
The fact is that City Game Studio 2 will be quite different from the original. It will have additional dimensions. Visually, the studios will be in 3D, as will the consoles and the city. And this aspect radically changes the game's immersion. Many of you have made it clear that you love the 2D hand-drawn aspect of City Game Studio, and I don't want to take that away from you.

But that's not all. City Game Studio is pretty chill, there's no research tree to manage, no franchises. You can play the game just to relax without really needing to think too much. Yes, when you get off work, you might want to play something comforting, and that's what City Game Studio 1 offers. We all have our habits, and we all like to replay games that remind us of pleasant memories.

City Game Studio 2 will have a research tree. It will also have more advanced negotiation tables with competitors/console manufacturers. The idea is to make everything much more immersive. Yes, I plan to make console manufacturers able to publish games, and have them disrupt your plans. And that will make City Game Studio 2 a very different game. You should find what you love in the original, but with an additional layer of strategy. And even if some will love these changes, many people who have already bought City Game Studio will be disappointed because the game won't look anything like what they paid for. And that's what I want to avoid, and that's why City Game Studio 2 is being created.

That's why a sequel is the best solution:
- CGS 1 remains what it is: your favorite 2D management game
- CGS 2 becomes what I've always wanted to create: an immersive 3D simulation
- You keep the choice between the two experiences

[h2]The Development Process[/h2]
I'm currently porting CGS 1 to Godot 3.6, then to Godot 4.4. It's a titanic task, but necessary.

So why these steps?
Every time Godot Engine has released a new version, the engine development team has taken the time to create tools to port existing projects to the latest version. So, I'm using a tool that allows me to port City Game Studio from Godot version 2.1 to version 3.6. There are many manual steps to make everything work as before, but along the way I'm doing some cleaning. To save time, I prefer to remove features that aren't necessary and that will be reworked anyway for City Game Studio 2. I'm thinking particularly of Twitch integration or modding.

I've already spent several days on the port from Godot 2.1 to 3.6, and I'm not even halfway through the work yet. But I know that porting from v3.6 to v4.4 will be simpler and shouldn't take much time.

Why not start from scratch?
It's something I considered. Starting from scratch has several advantages. A clean base, starting right away with what you want to do. But it has several major disadvantages. In my view, I'll be able to rework each aspect of the game separately. For example, I'll be able to redo the studios in 3D without touching the rest of the game, and test everything. Whereas if I started from scratch, I'd have a colossal integration step that would take me forever.

I like being able to iterate quickly, so by porting the game and doing it step by step, I'll have more fun than starting from scratch. Both approaches are valid, but I've decided to build on the foundations of City Game Studio and change the systems one by one.

Why change engine versions
There are many reasons. The main one is that Godot 4.4 supports 3D like never before, and it's possible for me to write C++ modules more easily than in Godot 2.1. These two reasons are enough to explain why.

Questions & Answers


[h3]Q: Will City Game Studio 1 benefit from this port?[/h3]
**A:** Yes! Porting to Godot 3.6 has already allowed me to identify and fix many bugs in CGS 1. Especially since when I rewrite code, I port the changes back to the original game. v1.24.0 already contains fixes that come from this port.

[h3]Q: Will CGS 2 just be CGS 1 on a new engine?[/h3]
**A:** No! I want to keep the aesthetics of City Game Studio 1. I'm talking about the colors, the interfaces, but I want to give the game a fresh coat of paint. With dynamic interfaces, 3D studios, research trees, 3D characters for negotiations... If this was just a port, I wouldn't bother making a sequel, I'd just do updates.

[h3]Q: Is CGS 1 abandoned?[/h3]
**A:** No! I still have some updates to do. Especially since the development of City Game Studio 2 will impact the development of the original. I plan to put some features from 2 into 1. And there are still 3 major updates planned for the original. It takes me an average of 3 months to make an update, so we can say I have enough to do at least until summer 2026 for the original. And since many of you suggest good ideas to me, I think we can safely say that the game will continue to be updated for quite some time yet.

[h3]Q: Why not publish CGS 1 in Godot 4.4?[/h3]
**A:** It's a possibility I don't rule out. If the port goes well, I could indeed publish a "remastered" version of CGS 1, but I prefer not to make promises I'm not sure I can keep.

[h3]Q: When will CGS 2 be released?[/h3]
**A:** If everything goes well, and the ports go smoothly, I think early 2027 we could start doing some playtests. In any case, even before playtests, there will be a Steam page and various events that will keep you informed of the development progress of the sequel.

[h3]Q: Will mini-games disappear in CGS 2?[/h3]
**A:** Current mini-games (hacking, DDoS) will probably disappear. They break the chill rhythm of the game. But they may be replaced by other mechanics more integrated into the main gameplay.

[h3]Q: Will CGS 2 be more expensive than CGS 1?[/h3]
**A:** That's a good question. I recently increased the price of CGS 1 to $19.99, maybe that was a mistake, I don't know. In any case, I plan for City Game Studio 2 to be in early access at launch. So I think the price should be the same as the original except that it will probably increase when it leaves early access.

[h3]Q: Can we import our saves from CGS 1 to CGS 2?[/h3]
**A:** I'll do everything to make that happen. In any case, I'd like to make City Game Studio 2 able to read your saves from 1 to unlock certain little things.

Final Words

I know it's a lot of information at once. But I wanted to be completely transparent with you. City Game Studio is more than a project for me, it's 9 years of my life, and you're part of it.

CGS 1 will continue to receive love and substantial updates. CGS 2 is the natural evolution of this adventure, with a more ambitious vision made possible by modern technology.

I will continue to keep you regularly informed of progress. Your feedback has always been essential in the development of CGS 1, and it will be even more so for CGS 2.

Thank you for your unconditional support. Without you, none of this would be possible.

So, are you ready for the next chapter of the adventure?

Xavier aka Binogure

P.S: v1.25.0 of CGS 1 is coming in a few months with the Game of the Year overhaul. Stay tuned!

---

Feel free to ask your questions in the comments, I'll answer all that I can!

Massive Development Week for City Game Studio

Hey folks!

If last week was quiet, well I made up for it this week! I've been working like crazy, took the time to recompile the game engine from scratch—a clean build rather than an incremental one—to get the best possible version of City Game Studio!

[h3]This Week's Recap[/h3]
Now, it's not really visual stuff, but these changes are going to make you happy. The studio director can now focus on doing updates and only updates. This feature has been requested by a ton of you.

I'm actually wondering if I should take it a step further and let you have a studio director who handles porting games to other consoles while letting you define certain parameters! Before we get there though, I think we'll need to overhaul the studio director interface. But that's not happening just yet, because the next update will focus on Game of the Year awards and the right panel that lists published games.

I also took the time to squash some pesky bugs that were slowing down the game, and optimized the sales graph display. Nothing major, but we're saving close to 50% on calculation time per game on average.

[h3]What's Next[/h3]
At this point, the game is stable, so I don't think I'll be adding new features. I'm going to prepare my little surprise for release week. Impatient as I am, I'll probably spill the beans in the next devlog!

And as always, when we're getting close to the next update, I'm collecting your feedback for City Game Studio. So now's the time to share what you want to see coming to City Game Studio in 2026!

Anyway, thanks for reading,
Have an awesome weekend
Take care
Xavier aka Binogure

Patch v1.24.0-rc9

[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]
  • Game names can get cut when editing them

[h3]Misc[/h3]
  • Optimize the released game charts panel

[h3]Studio director[/h3]
  • Assign them to only make updates
  • Studio Director could make games for platform even if it breaks an exclusivity deal (Fixed)

[h3]Bugfix[/h3]
  • When using a mod to change the game's speed, it might make the game laggy and even make it crashes.

September 17th Prep: Stability Above All

Hey everyone!

I told you I might not be able to do an update this week... Well, turns out I managed to free up a few hours to deliver a slightly more stable version. Without further ado, let me tell you about it

[h3]This Week's Recap[/h3]
This is going to be relatively quick. Actually, since City Game Studio came out in 2019, I've been constantly receiving some pretty weird bugs. Some players, when they opened the panel to create a new game, would get a completely blank panel with no content at all. That's pretty annoying, especially since you just have to close and reopen it for the bug to go away. Still, it clearly hurts their gaming experience.

So I went to take a closer look at what's happening under the hood of Godot Engine. File management, basically. And it turns out that between the version I'm using and the version available today, their file management has been overhauled. So I went and took a look at the changes and picked from those that seemed most promising to me. Although I haven't been able to experience this bug myself, I went ahead and tried to fix it somewhat blindly.

So I hope this new version fixes this very old bug, but I'm not certain about it. Still, file management across all operating systems has been improved (OSX, Windows and Linux).

[h3]What's Next[/h3]
Right now I'm trying to rest and handle bugs as they come. Fix them and make sure September 17th goes as smoothly as possible. I want this update to be the most stable so you all get the best gaming experience possible.

There you have it, in the meantime you can keep leaving suggestions, I add them little by little to my backlog,
I wish you all a great weekend
Take care of yourselves
Xavier aka Binogure

Patch v1.24.0-rc7

[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]Misc[/h3]
  • Rework the way City Game Studio opens/reads and closes files.