1. City Game Studio
  2. News

City Game Studio News

Patch v1.23.0-rc6

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.


[h2]Changelog[/h2]
[h3]Staff[/h3]
  • Can poach network administrator
  • Auto-assign staff is now more stable and faster than ever
  • Can transfert staff from a studio to another with a single click

[h3]Bug[/h3]
  • Price and gauges are bugged

Mods Improve, DevKits Simplify

Hello everyone!

This week has been incredibly productive - maybe it's the nice weather doing its magic, but I've got tons of stuff to show you.
So without further ado, let's dive right in.

[h3]Weekly Recap[/h3]
The mod system overhaul has made great progress, and now mod creators will be able to identify which files are causing game balance issues. It was quite challenging to implement, but I believe it's worth the effort. This way, you'll be able to create mods that truly enhance the players' gaming experience!

On top of that, I've made two other small changes regarding devkit distribution. When you create your own gaming console, you can send out devkits and sign exclusivity contracts with competitors. By sending devkits to competitors and getting them to sign exclusivity deals, they'll publish games on your console, which will boost your console sales. It costs money, but the return on investment is definitely worth it.

The old devkit management panel was created back in 2021, and City Game Studio has evolved quite a bit since then. What you're about to see will be a game-changer. While previously you had to click countless times to contact all competitors, now with just 3 clicks you can send devkits and sign exclusivity contracts with all competitors! It's incredibly convenient, and this panel was long overdue for a redesign.

I've also added a small fix that changes the behavior of the game sales panel so it doesn't randomly open to the console view for no reason.

[h3]What's Next[/h3]
The next step is to revamp the human resources panel to make it more intuitive and less cluttered. It's going to take a fair amount of work, but I'm hopeful I can turn it into something really user-friendly!

I've been reading a lot of your feedback lately, and there's one point that comes up quite often: competitors in City Game Studio aren't powerful enough. Well, I've had a few ideas to make them a bit more formidable and therefore harder to buy out. And perhaps they could release their own gaming consoles too... what do you think of that idea? I think this could be the focus of the next major update, v1.24, centered around competitors and their complete overhaul. They would directly shake up the industry, making each playthrough even more unique!

Obviously, I still have plenty of things to do in City Game Studio - revamping the HR panel is one of them, but there are other panels that need reworking too. Every time I update City Game Studio, you come up with wonderful ideas that aren't feasible in the first installment, so I'm keeping them on the back burner - like a dragon guarding its eggs - for a potential sequel!

Thank you for reading, and I'll see you again very soon.
Until then, take care of yourselves!

Xavier aka Binogure

Patch v1.23.0-rc5

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.


[h2]Changelog[/h2]
[h3]Interface[/h3]
  • Rework the custom platforms' planel interface to send devkits and sign exclusivity deals:

    • You can use a single button to max out the number of devkits you want to send.
    • You can use a single button to max out the exclusive contract duration.
    • Better user experience

[h3]Release panel[/h3]
  • When a player sets a price that's too high for their custom platform (console), the game forcibly opens the release console panel - No more.
  • When a player sets a price that's too low for their custom platform (console), the game forcibly opens the release console panel - No more.

[h3]Mod support[/h3]
  • When creating a new mod, if the mod might make City Game Studio imba, add a warning to the output log. You can still upload your mod tho.
  • When creating a new mod, if the mod is going to make City Game Studio imba, add a red warning to the output log. You can still upload your mod tho.

v1.23 Takes Shape: The Mod System Gets a Facelift

Hello everyone!

What a huge week that's ending too quickly, perhaps too quickly? I would have liked to make more progress, but I had to take a day off to handle some personal matters, so I still have plenty on my plate!

[h3]Weekly Recap[/h3]
The mod management system has been overhauled, at last! Now when you load a mod and start a new game, the game will automatically rate the mod. This way, you'll know if a mod is excellent and enhances your gaming experience. Or if a mod is good but might affect your gameplay experience. And the third rating, the lowest one, will warn you that this mod will likely harm your gaming experience.

On top of that, there are tooltips that will tell you what the mod changes. For instance, if it simply renames things - in which case, your gaming experience will only be better. Or if it adds new features, which may or may not improve your gameplay.

Basically, the algorithm is based on standard values. The more a mod deviates from these values, the lower its rating will be. So a mod that hands out tons of fans, for example, will get a poor rating, while a mod that adds elements to game engines will receive a good rating.

And for mod creators, it's really great because once you've created your mod and the game has validated it, it automatically gives you the mod's score. Super convenient, but there are still a few things missing on this front.

[h3]What's Next[/h3]
So I've made great progress on mod management, but as I was saying, for mod creators there's still something important missing. When you create a mod, it would be nice to know why it got a poor rating. At the moment, the game doesn't tell you this, but I plan to add it in the next RC. This way, you'll immediately know how to improve your mod to make it flawless. And in the long run, everyone will be happy.

Well... I didn't have time to finish this part about mods, so I couldn't work on human resources or anything else for that matter. But I'm planning to tackle this part during the coming week. And if I can give you more details, I also plan to revamp the automatic devkit sending feature, so you won't need to send them manually anymore, but with just one button click. Another minor but important change is the right panel that stays on the panel you've opened by default unless there's important information to show you.

Alright, I've still got work to do. I wish you all a fantastic, sunny weekend.
Xavier aka Binogure

Patch v1.23.0-rc4

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.


[h3]Steam handler[/h3]
  • Rework the game to work even if Steam is not detected. But mods won't get loaded

[h3]Mod support[/h3]
  • Add a mod analyzer that adds meta data to the mod data to know what a mods change:

    • Platforms, custom platforms, digital store, competitor, competitor's games...
    • Add a seal of quality to all existing mods