
Manage a game studio from the dawn of the gaming industry in 1976. Your journey starts with small indie titles and grows into a gaming empire. Develop, design, and conquer the industry. From humble beginnings to gaming legend, it’s your story, your studio, your legacy!
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.43/day in the week to Jul 21 → 1.6/day in the week after.
About




Engagement
Reviews
Themes across 97 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The game should have really delved from the formula of previous games, especially with how the 'sliders' work and how the game remembers what works and what doesn't. Once you get a genre down, you're basically guaranteed unlimited money. But if you don't, you're basically guaranteed failure, a lot of failure. Even as a massive studio with unlimited resources. And it is VERY easy to get to the point of being a massive studio. Do I know what system could replace it? No. I just know I am kinda tired of it being in every game dev sim. It removes the ability for you to attempt to create unique games and take risks. It is also quite frustrating that any game which doesn't score above a 85 basically sells absolutely horribly. I don't mean like 1/3rd of what a good selling game might sell. I mean more like selling 3,000 copies instead of 500,000. It basically makes it impossible to just be an average game developer. You cannot be ubisoft, you have to be rockstar. That being said, overall this is still a good game for what it is.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Russian, Spanish - Spain, German, Portuguese - Portugal, Italian, Dutch, Japanese, Simplified Chinese, Polish, Portuguese - Brazil +4 more
Hours played at review time, across 98 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I recommend trying this game on a discount if you are interested in Tycoon games and a Game Dev theme, but unfortunately it is nearly as good as average rating in steam reviews. For me City Game Studio is a 8/10 title. It's clearly inspired by the old Game Dev Tycoon with focus on expanding the overall replayability making the game progression more player dependent. Unfortunately because of that City Game Studio becomes way more cluttered and a lot of systems aren't really interesting and make the game feel stagnant after a while. There are also a lot of decisions in overall design that I find questionable to say the least. Examples of those would be the lack of game themes (there are hardly any) which is extremely weird because it seems like there are a lot more game genres and combinations between them than game themes. Contracts and ways to gain experience in different game genres aren't well thought out, the company can gain tips on certain game genres while making new games of the same genre (or using marketing to scout the genre which feels clunky to use) but at the same time player unlocks this option only after certain time has passed (or certain requirements are met). There are hardly any reasons to explore game genres outside of the one player chose as his specialty at the beginning of the game, there isn't a mechanic that punishes the player for making similar games in terms of genre ( for example RPG, actionRPG, dungeon crawler, hack and slash RPG etc.), punishment only applies when player tries to make the same exact game (game calls it a asset flip). It almost feels like player is rewarded for making same games/consoles over and over again. There are also a lot of mechanics that SHOULD be possible to setup in a way, that they are done automatically, for example doing contracts in sequence, researching the market or updating the online store. I do like the addition of directors, they somewhat help with the feeling of being overwhelmed if player were to do it all by themselves BUT this brings me to another point, the BLOAT and CLUTTER. Game on normal difficulty is extremely easy to play (which isn't necessarily a bad thing), after releasing my second console I was basically able to buy out half of the other game companies and after my 4th console buy every single company in the game, BUT I didn't want to. Many menus visible on the screen are super small and contain little information, for example the right panel with games/conventions/consoles is extremely hard to navigate, can't arrange the information in any useful way, there is just so much clutter that it becomes an eyesore. Same thing happens with the left panel, which contains information on current projects, meaning produced games, consoles, ports, reports etc. there was a point when I didn't want to build new offices or buy out game companies even If I were to assign new directors to them BECAUSE there was so much stuff on screen I was always confused and thinking if I didn't forget to do something. Navigating through all those menus is mentally draining for me (I don't mind looking at charts/menus but I do mind if it's hard to find meaningful information in them and navigate between them), for example I spent a good amount of time searching where do I need to click to release a game update (for some reason it's on the right panel with release charts instead of development menu on the bottom in game history or somewhere like that). There are always new platforms releasing, new emails with meaningless information and "mark it as spam" option doesn't seem to do anything meaningful, also decorating isn't really that interesting because there is just too much stuff going on at the same time and I don't really feel inclined to micromanage that. I also don't like the fact that most of the game window area is taken up by office building which isn't practical at all. The things I do like about City Game Studio is the replay value, the aesthetics, graphics and soundtrack. I like how dynamic this game feels an how many options there are that are not available in other titles of similar genre, for example Mad Games Tycoon (making FOSS engines that are being developed by free contributors or addition of studio directors). I didn't encounter any major bugs, but I did have a problem when while updating a game I could assign the studio (which was the one updating the game) to other project and then they wouldn't go back to updating the game, meaning I had to cancel the update and start from the beginning while not reassigning them to another task by mistake. Game designing is also very fun but it isn't as robust as in Mad Games Tycoon (no sound studios or graphics designers). I do like the fact that I can port games to other platforms and that not all game genres work well on all platforms (meaning not only is platform popularity important but the specs and the compatibility between platforms/genres) In summary City Game Studio is a fun game and I do recommend it, but I do like Mad Games Tycoon 1 and 2 way more. They both just FEEL satisfying to play and scratch the tycoon itch. For me City Game Studio is just too cluttered and focuses too much on the "studio" aspect rather than the "game", but it works native in Linux and has a wide screen support which for me is very important. Maybe If I didn't play the original Game Dev Tycoon and Mad Games Tycoon my opinion would be different, but from my point of view I have to compare other similar games to City Game Studio. There is also a lot of modding support from what I've seen and the developers keep on updating the game which I do like a lot and I will probably play some more when I'll feel like it (maybe try some mods). I hope that some of my complaints will be changed later down the development, but this game by no means feels unfinished, its just that player isn't really encouraged to do different things but discouraged by sheer amount of options that aren't rewarding. Thanks Developers for making this game.
I have played Game Dev Tycoon and Software Inc, and I think this game meets the two in the middle perfectly. Where GDT is closer to a "playable gaming history" and Soft Inc is an expanded sandbox, this game takes the simplicity of GDT and adds the freedom of Soft Inc, making it truly enjoyable to play casually without having the training wheels that you get on GDT. And, most importantly, it's actively updated, which is a major plus for its price in my opinion, especially since I consider it already a fully fledged game, not the usual incomplete mess that needs updates to live. So, TL;DR? Game Dev Tycoon but improved, would recommend.
If [b]Game Dev Tycoon[/b] and [b]Software Inc.[/b] had a baby, it would be City Game Studio.
It's just Game Dev Tycoon with extra stuff that just bloats the game and makes it worse.
对比起《游戏发展国》《游戏开发巨头》等游戏开发模拟游戏(好绕)来说,这个游戏在广度上可以说是包罗万象了,在游戏之外可以开发主机,引擎,还可以炒股,针对游戏来说也可以开发续作,独占作,DLC,持续运营游戏等等。基本上你在现实里幻想自己当上游戏公司老板后能做的事在这里都能做。但可惜在深度上有限,不管走哪种玩法最后都是纯粹的数值对对碰,数值高了干什么都是哗哗来钱。娱乐一下还是挺好的,开发者也挺勤奋
I recommend this game if you ever played Mad Games Tycoon 2 and Game Dev Tycoon, It is a relaxing gaming experience with in depth mechanics, pretty realistic economy, the developer is very active in discord with his community and he is trying to make the game more fun and enjoyable. If you want to be creative and have fun while having a relaxing gaming experience I would say to give it a try and support the developer's work. The game needs some more stuff in it but for now it is very good and optimized, You can play the game for a couple of hours or you can revisited every now and then to see the new updates and content in the game.
The dev is the G.O.A.T. Constantly listening to and implementing requested features and improving the game. Their attention to detail is quite incredible. It's a must-have if you enjoy game development sims and it's realistically one of the best ones out there. The performance optimizations they have made recently have been awesome for bigger playthrough and it runs a lot better on my laptop than it did in the past (pc specs are obviously not the laptop's). Sure, like everything sometimes it's better with mods, and I definitely think that the default game speed goes faster than I think it should realistically be going, but you have an option to change that in the settings menu so that's not even a real complaint. The point is, you have options, and plenty of them to make the game perfect for you.
I keep coming back, for the passionate developer that listens to all of the fans' feedback, and his dedication to making this the best game possible. Endless fun and replayability. Constant updates and features, very fun game dev management / simulation game. One of my favorites in the genre :)
Exelente Tycoon!
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
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