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Updates In, and the Game Has Never Run This Fast

Hey everyone!

City Game Studio left Early Access back in 2021, and here we are today with yet another major update. This is nothing short of the 26th major update, and it's packed with new stuff as always.

More and more of you are playing City Game Studio every day, and honestly that keeps me going, so keep it up, you're the best!

Alright, enough small talk, let's dig into what v1.26.0 actually brings to the table!

[h3]Optimizations[/h3]
Yeah, there are quite a few. Let's start with the big studios, because they're going to feel this one. Previously, managing over 1,000 employees would take around 2,300 milliseconds every time a week went by in-game. With these changes, we're down to 66 milliseconds. So yeah, you're going to notice the difference.

And that's not even counting other improvements, like only updating the text that's actually visible on screen rather than everything at once. Or the fact that some function calls are now 250% faster.

But hands down, the optimization that took the most work was the game's startup time. Before, launching City Game Studio could take over 30 seconds just to reach the main menu. Turns out the game was preloading a massive amount of textures and data on startup to avoid in-game stuttering. I kept the idea, because nobody likes stutters, but I spread that loading across multiple frames. The result: City Game Studio now opens in under 10 seconds (around 7 seconds on faster machines, 13 on slower ones).

And while I was at it, I trimmed over a hundred unused textures and reworked how the game handles I/O (opening and closing files).

[h3]Game Consoles[/h3]
There's been some work here too. The GabeBox makes its debut, and with it, the Steam Machine (from 2013, if memory serves) finally gets its end-of-life date added to the game.

I also took the opportunity to rebalance the Grantendo Swap, the Gamestation 5, and the XBox Series V. The numbers in City Game Studio were getting a bit outdated, so they now line up better with the real world as of 2026.

And since I was already under the hood, I figured it was time to add something cool: consoles now render at 1,024 pixels (up from 512). The visual difference is real when you're playing on a large screen.

While we're on the subject of consoles, I've also added the option for your own consoles to help prevent the 1983 crash. It'll cost you a few production points, but hey, no catastrophic market collapse is worth skipping.

[h3]The Interface[/h3]
Things have changed again, but don't worry, you won't feel lost. It's more of a polish pass to make everything feel consistent. For example, the panels for updating a game or publishing DLC now properly match City Game Studio's overall art direction.

There are other welcome changes too, particularly when it comes to furnishing your studios. A placement grid now appears on the floor to help you position furniture. It's incredibly handy, and honestly I should have added this years ago.

The in-game inbox has been overhauled, and it was long overdue, since it hadn't been touched in at least four years. It's now more colorful, which makes filtering your emails much easier. On top of that, your inbox can now navigate you directly to other panels in the game without having to open and close three or four windows just to get there.

One small but satisfying detail: the quit panel has been redesigned to feel more natural and intuitive. And now you can rename your save file right from there…

[h3]Speaking of Saves[/h3]
This is the centerpiece of the update: save files. The whole system has been rebuilt from the ground up. I hope you'll enjoy the new save browser, it's cleaner, more concise, and easier on the eyes.

You can now rename a save and overwrite an existing one. These were long-requested features. But what'll probably make you happiest is being able to load a save while you're already in the middle of a game.

To speed up save browsing, I've also implemented a caching system. It's not fully complete yet, but it's solid enough that you'll definitely notice the improvement.

I think we can close the book on save management for now. City Game Studio holds its own with the best of them.

[h3]Steam Deck[/h3]
This update brings a bunch of Steam Deck improvements. For starters, the Twitch panel wasn't being handled correctly, and a number of in-game panels weren't automatically opening the virtual keyboard when you tapped a text field.

This affected microtransactions, DLCs, renaming a building, filtering games, and renaming a game that was in the process of being published.

Small changes, but they make the experience noticeably smoother. The input handling has also been reworked, so adjusting game prices should feel much better with this update.

[h3]Other Changes[/h3]
There are so many changes I genuinely can't list them all here. This is the biggest changelog I've ever put together. There are new modding parameters, and filters are now saved in City Game Studio's preferences so you don't have to set them up from scratch every single time.

Some of the more meaningful changes involve the Studio Director, who will now keep an eye on employee happiness to make sure your staff stays motivated and doesn't walk out the door.

An exploit has been fixed that let you generate infinite money through buildings. Basically, the banker would force you to sell a building even if it was empty, topping up your funds in the process. Going forward, the banker will only list occupied buildings with actual employees and office furniture.

Another exploit has been rebalanced, this one involving DLCs. They were generous enough that you could print money by spamming DLCs for a single game. I've reworked the attach-rate so it scales down with each additional DLC, which puts an end to that particular money printer.

I also fixed a memory leak caused by scene loading. Config files now only get saved when something has actually changed, rather than on every pass.

The in-game coffee machine breaking event has been removed. It wasn't funny, and it was eating up resources for no reason.

English translations have been reviewed and corrected. The $ sign now correctly appears before the value in English only.

There are plenty of other changes that didn't make it into this write-up.

[h3]Bug Fixes[/h3]
There are a lot. Like, a lot a lot. First up: windowed fullscreen on Windows wasn't working properly, that's now fixed.

Closing an in-game message could crash City Game Studio.

Publishing a game on a competitor's console was incorrectly unlocking an achievement it shouldn't have.

A bug was preventing the Game of the Year trophy from being placed (GOTY awards now have their own filter category, by the way).

Scrolling the mouse wheel to adjust a game's price was also scrolling the page, fixed.

Hiring a studio to make a game for you and then trying to update that game would crash City Game Studio.

Loading or starting a game with hints enabled could crash City Game Studio.

Occasionally, a panel would open and simply refuse to close (it was rare, but still annoying).

And that's not even the full list, there are another dozen or so minor fixes in there too.

Did I mention this was a big update? I genuinely recommend starting a fresh game and taking in all the visual changes and the improved stability. This one was a real joy to work on, and I already know v1.27 is going to be just as big.

I've already started collecting suggestions for what it'll include, early ideas point to an improved banker, a revamped marketing panel, and a better building construction flow.

Alright, that's it from me! I hope this update puts a smile on your face.
Don't forget to leave a review if you feel like it, it always helps!
See you next week for the next devlog!

Take care of yourselves,
Xavier aka Binogure

Final Stretch Before March 9th!

Hello everyone!

This is the final stretch, I've gone through the bug reports you sent me. Thanks so much, you caught some things I wasn't expecting.
In any case, thanks to you, v1.26.0 is in excellent shape, I hope I won't need to release a patch version a week later.

[h3]This Week's Recap[/h3]
As planned, bugfixes, and I did a few. Some mods had fields that weren't filled in, and that could cause a bug during loading. Nothing serious though, the game would just load the mod without complaining too much, but it would still raise an error. So I reviewed and corrected my work, and the game now does additional checks before trying to load a mod. And if fields are missing it will continue without throwing an error this time.

Another bug, more annoying this time, concerned promotions. When you put a game on sale, and it happened that you had a port of that same game but it wasn't published yet, then that caused a problem, and the promotion wasn't correctly applied. So thanks to you I was able to fix that and now it's good, you can do as many promotions as you want without errors.

Still in the fixes, this concerned devkits. Actually, if you sent devkits to some competitors but not all, then the game wouldn't process your order correctly and might not send any devkits. Well, to err is human, and this time I tested, it works great.

[h3]What's Next[/h3]
Well what can I say except that I'll continue to collect your bug reports and fix them as quickly as possible so you have the best gaming experience possible. But beyond that I'll continue to gather your feedback and suggestions for future versions of City Game Studio, and especially for v1.27.0.

I've had a lot of work on City Game Studio marketing lately. Actually, the game has been selected for several festivals, some on Steam, and that requires extra work to create all the assets and do communication around the game. In any case, I hope this will help introduce City Game Studio to more people, and if not, well that's okay, I'll keep working on it!

Well, that's already it, I know this announcement is a bit less substantial than the others, but you're used to it by now, when we approach the update, I mainly do fixes to stabilize the game.

Anyway, see you very soon for v1.26.0!
In the meantime take care of yourselves
Xavier aka Binogure

Patch v1.26.0-rc10

[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 - rc10[/h2]
[h3]Bugfixes[/h3]
  • Fixed mods with missing fields now raising proper errors instead of failing silently
  • Fixed a silent error when putting unreleased game ports on sale
  • Fixed an internal error when manually sending devkits to only some competitors (instead of all)
  • Fixed typo in the game engine panel

[h2]Previously[/h2]
[h3]Rendering[/h3]
  • Use higher resolution for platform sprites (1024px instead of 512px)

[h3]Platforms[/h3]
  • Add the Steam Frame
  • Balance the Nintendo Switch units sold
  • Balance the PlayStation 5
  • Balance the Xbox Series X
  • Adjust the end of life of the first Steam Machine

[h3]Updates & DLC[/h3]
  • Redesigned the game update interface
  • Redesigned the game DLC interface

[h3]Interface[/h3]
  • Added the GOTY award to the "Misc" filter in the shop menu
  • Added a way to access the devkit panel from the bottom menu
  • The email panel now uses more colors to help you manage messages
  • When unlocking a new game engine component, added a button to navigate directly to the game engine update panel
  • Added a grid overlay when furnishing studios
  • Redesigned the exit menu while in-game

[h3]Custom-platforms[/h3]
  • Add a copy-protection parameter to avoid the 1983 market crash

[h3]Quality of Life[/h3]
  • The game now remembers the sorting filter when opening the game genre panel
  • The game now remembers the sorting filter when opening the platform panel

[h3]Optimization[/h3]
  • Reworked the tips thread to stop once completed
  • Optimized startup time (39% faster on high-end computers, 55% faster on low-end computers)
  • Replaced the `call` function with direct function calls (250% performance improvement)
  • Optimized label refresh to only update visible labels
  • Optimized the bouncing animation (switched from animation node to process)
  • Optimize the function 'compute_employee_happiness' since it takes up to 2300 ms (with hover 1000 employees). It takes now ~66 ms. This function is used every 3 seconds in the game, it used to update the staff happiness.

[h3]Clean-up[/h3]
  • Removed 108 unused textures
  • Closed all open I/O operations

[h3]Modding[/h3]
  • Add a new parameter when creating a new difficulty (copy_protection_costs)
  • Add a new parameter when adding a new platform (copy_protection)
  • Add a new parameter when adding a new platform (backward_compatibility)
  • Add a new parameter when editing an existing platform (backward_compatibility)

[h3]Staff Panel[/h3]
  • Added a new filter to display employees not assigned to any studio
  • Add the studio size to the studio name

[h3]Balancing[/h3]
  • Added a new threshold for additional cost reduction on custom platform manufacturing
  • Balance the DLC, it was a real exploit allowing you to make 1000% profits on any game

[h3]Save Game[/h3]
  • Redesigned the save game panel
  • Added ability to name save games when duplicating
  • Added ability to name save games when creating new slots
  • The game now warns and asks for confirmation when overwriting existing saves
  • Added ability to load save games while already in-game
  • Added caching system for save game listing (internal optimization, not for browsing)

[h3]Steamdeck[/h3]
  • The twitch configuration panel was not taken into account correctly when playing on the Steam deck
  • Improve compatibility with micro-transactions (automatically open the steam deck keyboard)
  • Improve compatibility when making paid updates (automatically open the steam deck keyboard)
  • Improve compatibility when renaming buildings (automatically open the steam deck keyboard)
  • Improve compatibility when filtering game from the history panel (automatically open the steam deck keyboard)
  • Improve compatibility when releasing a game to rename the game (automatically open the steam deck keyboard)

[h3]Studio director[/h3]
  • Balancing the genre the studio director uses. Unless the player specifies a genre, then the studio director will check for the studios happiness when picking a new genre. Meaning, you're going to make games for genre you don't master even if the settings says otherwise in order to keep your staff happy.

[h3]Misc[/h3]
  • Add support for 3440 x 1440 resolution
  • Removed a yield while loading scenes (fixed memory leak and other issues)
  • Configuration files are now only written when changes are detected
  • Remove an in-game vanilla event which is breaking the coffee-machine. Mods event can still break object.

[h3]Localization[/h3]
  • Fixed grammar and idiomatic issues in English translations
  • Currency symbol now correctly placed before the amount for English translations.
    Required a significant refactor to normalize usage of the `format_currency` function,
    resulting in better overall performance by avoiding redundant string formatting.

[h3]Bugfixes[/h3]

Banker Exploit Fixed!

Hello everyone!!

I hope you're doing well, this week was quite productive. I didn't really get reports of critical bugs but rather reports of game exploits
Let me tell you all about it right now

[h3]This Week's Recap[/h3]
As you probably already know, since I mentioned it in the last devlog, v1.26 will be released on March 9th, 2026 on Steam and GOG (at the same time). And to ensure an optimal gaming experience, I'm taking the liberty of focusing only on bugs. I feel like adding new features, but I'm holding back for now. Anyway, I've been working on an exploit concerning the banker.

For some of you, the banker is an integral part of City Game Studio and needs no introduction. But for others, they don't know him at all. So to summarize, the banker appears when you have financial troubles. Actually, he comes to rescue you by offering you impossible choices. Sell a studio, a console, or a game engine. Anyway, when you see him it's not good news. However, some of you found a workaround. Actually, they would rent hundreds of empty offices, and when the banker appeared, well he would always offer to sell a studio that was empty. So every month they could lose money infinitely without ever actually losing.

Personally, I quite like the banker mechanic. It allows you to play without overthinking things, but this exploit is a bit annoying so now the banker will no longer offer to sell empty studios, but only studios that have offices and employees assigned to those offices. So now to abuse the system it'll require a few more steps. I'm not saying it's impossible, but let's say it's more tedious and makes the game much less fun.

[h3]What's Coming[/h3]
Since I talked to you about the banker, and I've been working on him, I plan to add an option. Namely the possibility that he erases your debts but in return, the taxes on your profits increase by 20% permanently. You can only accept this proposal once. Be aware though that the tax rate depends on difficulty. On easy, the tax rate is 5%, and on hard it's 55%. And so this change would bring the tax rate to 6.6% and 66% respectively. Something to think about when you're on a high difficulty.

Well, in parallel I continue to read you and I particularly appreciate your encouraging messages, it warms my heart!

Also, we're approaching the v1.26 release, and I'll have to work on v1.27, so if you have suggestions I'm all ears, put them in the comments.

In any case, thank you for reading me, see you next week,
In the meantime, take care of yourselves
Xavier aka Binogure

Patch v1.26.0-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 - rc9[/h2]
[h3]Misc[/h3]
  • Improved cross-promotion system to cache images per session (avoiding redundant loading) and randomly display multiple games

[h3]Banker[/h3]
  • The banker no longer offers to sell empty studios, only furnished studios with assigned staff. A random studio is then selected from this list.

[h2]Previously[/h2]
[h3]Rendering[/h3]
  • Use higher resolution for platform sprites (1024px instead of 512px)

[h3]Platforms[/h3]
  • Add the Steam Frame
  • Balance the Nintendo Switch units sold
  • Balance the PlayStation 5
  • Balance the Xbox Series X
  • Adjust the end of life of the first Steam Machine

[h3]Updates & DLC[/h3]
  • Redesigned the game update interface
  • Redesigned the game DLC interface

[h3]Interface[/h3]
  • Added the GOTY award to the "Misc" filter in the shop menu
  • Added a way to access the devkit panel from the bottom menu
  • The email panel now uses more colors to help you manage messages
  • When unlocking a new game engine component, added a button to navigate directly to the game engine update panel
  • Added a grid overlay when furnishing studios
  • Redesigned the exit menu while in-game

[h3]Custom-platforms[/h3]
  • Add a copy-protection parameter to avoid the 1983 market crash

[h3]Quality of Life[/h3]
  • The game now remembers the sorting filter when opening the game genre panel
  • The game now remembers the sorting filter when opening the platform panel

[h3]Optimization[/h3]
  • Reworked the tips thread to stop once completed
  • Optimized startup time (39% faster on high-end computers, 55% faster on low-end computers)
  • Replaced the `call` function with direct function calls (250% performance improvement)
  • Optimized label refresh to only update visible labels
  • Optimized the bouncing animation (switched from animation node to process)
  • Optimize the function 'compute_employee_happiness' since it takes up to 2300 ms (with hover 1000 employees). It takes now ~66 ms. This function is used every 3 seconds in the game, it used to update the staff happiness.

[h3]Clean-up[/h3]
  • Removed 108 unused textures
  • Closed all open I/O operations

[h3]Modding[/h3]
  • Add a new parameter when creating a new difficulty (copy_protection_costs)
  • Add a new parameter when adding a new platform (copy_protection)
  • Add a new parameter when adding a new platform (backward_compatibility)
  • Add a new parameter when editing an existing platform (backward_compatibility)

[h3]Staff Panel[/h3]
  • Added a new filter to display employees not assigned to any studio
  • Add the studio size to the studio name

[h3]Balancing[/h3]
  • Added a new threshold for additional cost reduction on custom platform manufacturing
  • Balance the DLC, it was a real exploit allowing you to make 1000% profits on any game

[h3]Save Game[/h3]
  • Redesigned the save game panel
  • Added ability to name save games when duplicating
  • Added ability to name save games when creating new slots
  • The game now warns and asks for confirmation when overwriting existing saves
  • Added ability to load save games while already in-game
  • Added caching system for save game listing (internal optimization, not for browsing)

[h3]Steamdeck[/h3]
  • The twitch configuration panel was not taken into account correctly when playing on the Steam deck
  • Improve compatibility with micro-transactions (automatically open the steam deck keyboard)
  • Improve compatibility when making paid updates (automatically open the steam deck keyboard)
  • Improve compatibility when renaming buildings (automatically open the steam deck keyboard)
  • Improve compatibility when filtering game from the history panel (automatically open the steam deck keyboard)
  • Improve compatibility when releasing a game to rename the game (automatically open the steam deck keyboard)

[h3]Studio director[/h3]
  • Balancing the genre the studio director uses. Unless the player specifies a genre, then the studio director will check for the studios happiness when picking a new genre. Meaning, you're going to make games for genre you don't master even if the settings says otherwise in order to keep your staff happy.

[h3]Misc[/h3]
  • Add support for 3440 x 1440 resolution
  • Removed a yield while loading scenes (fixed memory leak and other issues)
  • Configuration files are now only written when changes are detected
  • Remove an in-game vanilla event which is breaking the coffee-machine. Mods event can still break object.

[h3]Localization[/h3]
  • Fixed grammar and idiomatic issues in English translations
  • Currency symbol now correctly placed before the amount for English translations.
    Required a significant refactor to normalize usage of the `format_currency` function,
    resulting in better overall performance by avoiding redundant string formatting.

[h3]Bugfixes[/h3]