What is GearCity?

GearCity is an Automobile Manufactoring Business Simulator also known as a tycoon game. Although, it is more complex and in-depth than an ordinary tycoon games.

You have one simple goal, stay in business. To do so you will need to build, design, sell, market, negotiate, and crush your competition.

When will GearCity be released?

Open Beta was released March 2013. The game landed in Steam Early Access on May 2014. It is currently being polished for a 2019 full release.

Minimum System Requirements?

1200MHz (x86 CPU)
1024MB RAM
128MB OpenGL 1.2 or DirectX 9 compatible Video Card
Windows XP or newer, OS X 10.7+, Linux glib 2.17

*Listed Minimum Requirements are for Windows computers, System Minimums have not been tested on macs or *nix boxes

When can I play?

You already can! There is an in game time limited demo. Or you can purchase and play the full version of the game from any one of these stores.

How does vehicle design work?

Vehicles in GearCity have 3 major components: Chassis, Engines, and Gearboxes. The player is given control over selection of key parts of the components as well set the desired dimisons, specs, and goals for their engineers to focus on.

After the components have been designed (and they all work together) a vehicle can be made. The player selects a vehicle type, the chassis, engine, and gearbox. Then they select the body body.

Once several months have past, the engineers will complete the project and the player has a useable vehicle.

How will the business side of the game work?

Essentially the game is ran hub style much like Detroit and Motor City. The office is the main connection point to the other parts of the game. It also is the focus point for human resources, union negotiation, charts/figures, news, lobbying, etc.

In the world map screen you control production, distribution, and marketing in major cities.

There are hundreds of cities in the game, all with historical data figures from 1900 to 2010. This data includes but is not limited to: population, per capita, manufacturing capacity, infrastructure, growth rates, and tax rates. Only one factory and distribution branch can be built per city. Dealerships automagically appear based on the quality of your branch/service/sales. These dealerships are the front line to the population.

The "Realistic Economic Simulation Engine" processes each person in the buying pool so they find exactly the right car for them. The game also features approximately 300 AI competitors, a financial sector, and contracts/contracting.

Our fundamental goal is to create a realistic simulation of the economics that affect automobile manufacturers. We believe this will make the game harder and as a result more fun than Tycoon style games.

Is there multiplayer?

The game was designed with singleplayer in mind. If we sell enough copies to warrent a sequel, then there will be multiplayer.

Where did this idea come from?

In 1994 during the golden-age of management games, Impressions Games released Detroit. The very next year Max Design GesMBH released Motor City. Although neither games achieved blockbuster sales, they garnished a cult following and were moderately successful. These two titles allowed you to take charge of a car company. Both have their pros and cons. Sadly the cons generally out weighed the pros.

With the growth of 3d graphics, management sims slowly died out. For a brief period in the early 2000s the success of Roller Coaster Tycoon brought forth a "Tycoon boom", which saw the market flooded with low quality casual business sims. One of these tycoon games was Car Tycoon. Hampered by bugs and quality issues the game was a major flop.

The lack quality in the genre, and feeling the need for a modern version of Detroit or Motor City, Eric Jones founded VENT to create high-quality hyper-realistic business sims. GearCity will be VENT's first product.

What is VENT?

Visual Entertainment and Technologies, LLC was conceptualized in August 2010, and incorporated in 2013, in order fill the need for high quality niche-market computer games.

Unlike most other independent developers we have no interest in building the next World of Warcraft or the next mainstream console FPS. Instead we focus on genres of yore, the forgotten genres that have been overlooked by the glitz and glam of major publishers and studios.

What about the team?

Eric Jones - Owner, Programmer, Artist, etc...
Serhiy Pazelskyy - Contracted Artist
Amit Shaikh - Contracted Artist
Ashwin Menon - Contracted Artist
Jakub Kozak - Contracted Artist
Kristin Burdal - Contracted Composer
Bitquake - CC-BY Band
Kevin MacLeod - CC-BY Composer
Christoph Willibald Gluck - Long Dead Composer
Juan Crisotomo Arriaga - Long Dead Composer
Dmitry Morozov - Contracted Website Design
Andrey Zaichenko - Contracted Website Design
Thomas Cannon - Contracted User Manual Editor