$19.99GearCity Build a car empire across a century
Run your own car company through a hundred years of automotive history, from first engine to factory lines and rival takeovers.
Is GearCity worth it?
GearCity is worth it if…
- you like business sims that respect your patience and your spreadsheets
- you want to design engines, chassis and cars down to the bore and stroke
- you enjoy games where history, economics and strategy collide
- you prefer turn-based management you can play at your own pace
- you have wanted to run a car company since you first played Detroit or Motor City
Screenshots
Design everything from the engine up
Every car starts with its parts. You design the chassis, the engine and the transmission, choosing layout, cylinder count, fuel type, bore and stroke, then set quality and focus with sliders across dozens of criteria. If that sounds like homework, an assisted mode makes sensible choices for you, and you can switch to the advanced sliders once you want control. Then you shape the body: pick a shell, add wheels, headlights and trim, choose the paint. A boxy little runabout with a two-cylinder engine and a luxury sedan with a huge twelve are both legitimate company strategies. The presentation is plain and old-school, and the game never pretends otherwise: the depth is in the numbers, not the gloss.
A century of history working against you
Games run from 1900 onward, and you can start in any year up to 2010. The maps track historically grounded purchasing power, population growth, inflation and interest rates, and thousands of events arrive on schedule: the Panic of 1907, the World Wars, the Great Depression, the postwar boom. They are not wallpaper. A war can close your export markets or open contracts for munitions and military equipment; a recession can strand you with factories full of cars nobody can afford. Start a French company in 1913 and you may want an exit plan. The economy sim underneath is detailed enough that sales figures land close to the real historical numbers when the settings are right.
The whole machine of a car company
Designing cars is only half the job. You build factories and distribution branches, manage production lines, supplies and employees, and set prices market by market. There are marketing and racing budgets to allocate, unions to negotiate with, loans and bonds to arrange, and a stock system where you can adjust dividends on subsidiaries or launch a hostile takeover of a struggling rival. You can license out parts, take contract work for police forces and governments, and run your own race team, where wins build your reputation. A wry in-game magazine tests your new models and comments on them, sometimes kindly. Every lever is yours; the game does not tell you which ones to pull.
Tycoon depth without the hand-holding
If standard tycoon games feel too gentle, this is the counterargument. There is no tutorial and no victory screen: survival is the score, and plenty of companies do not see their tenth year. It is turn-based on a monthly rhythm, so you can take a decision, run a few months and read the reports at your own pace, with no timers and no rush. Difficulty is adjustable, from rivals stuck in the past to competitors selling turbocharged all-wheel-drive sedans by 1940. Expect several hours just to grasp the systems and hundreds to get good at them. The learning curve is real, but the first time you claw a company back from the edge, it sticks with you.
What should you know before starting?
How hard is it to learn?
Honestly, it is the steepest part of the game. There is no tutorial, and the menus take a few hours to feel natural. The upside is that the systems underneath are consistent and the community and developer are famously responsive, so questions get answered. If you give it an evening or two of patience, the fog clears and the game opens up.
Can you play it more than once?
That is where it shines. You can pick any start year and any country, tune the number and strength of AI rivals, and run a completely different company each time: a budget truck maker, a luxury marque, a state-supported giant. Sandbox play with self-imposed rules is popular too, and there are modding tools if you want real company names or new scenarios.
Do you need to know anything about cars?
No. The assisted design mode handles the technical side if you would rather focus on prices, factories and market share. Plenty of people who care more about the economics than the engineering get along fine, and the car knowledge tends to sneak in along the way.
How does it look and sound?
Deliberately old-school: menus, tables and simple vehicle models rather than flashy visuals, with pleasant music underneath. Nobody buys this one for the graphics. The presentation gets out of the way of the simulation, which is where the game actually lives.

















