

You can find more details on the forums, the official websites, or our social media pages. We're about halfway to our monthly goal to reach the first milestone before the deadline. The Feature Bounty System has also launched. All our external programs are now running Qt5, which should help with HiDPI issues on all platforms.
GEARCITY 4K MOD
This update fixes a few bugs in the game, mod tools, and settings editor. Gameplay: The game will now only sell a fraction of shares when you run out of money instead of all your share of a single entity. Gameplay: Minor tweak to Morale increase when paying good wages. Translations: Updated Translations, added Ukrainian support.
GEARCITY 4K MANUAL
The latter will have a static manual once we complete the manual.
GEARCITY 4K OFFLINE
Engine: Created offline pages for news and manual. Engine: Fixed browser not redirecting to an internal error page when a report isn't found or when you're offline. Engine: Fixed issues with the Chat system that prevented it from working on 64-bit builds. Web: News page is now separated based on which game distribution platform you are using. GUI: Fixed some text alignment issues in the Japanese Language File Maps: Updated UA city names on Base City Map names to IATA standard. Bugfix: Fixed Borderless windows in-game setting in Windows.

Engine: Added Additional Error Checking to Prevent Rare Vehicle Design Crash. It's mostly tidying up a few things that were reported to me since the last update. I have for you all a small bug fix update.
GEARCITY 4K CODE
Bugfix: Fixed code point issues on Japanese and Chinese fonts, which caused text not to appear in the game when using either language. Those extra files should be removed with this update. Bugfix: Fixed a problem with our internal scripting that was causing unnecessary files to be uploaded to distributors. Engine: If you launch the game "offline," the game will now periodically check to see if you have connected to the game distribution client to log your achievements. Bugfix: Fixed bug that prevented the components redesign button from showing if you clicked certain models in a certain order. Engine: In-game settings now allows for a +200% increase in UI Scaling. Bugfix: Fixed sorting issues with Datatables for numbers with '$' and ',' characters. Bugfix: Added contract sales to Total Delivery Costs calculations Bugfix: Fixed Munitions Factory Destruction Memo from firing when you are not making munitions. Bugfix: Fixed unassigned contracts popup that would appear when you are not producing the monthly requirement, even if you are producing more than the remaining units needed. Gameplay: The "Enable All Vehicles At Start" option now removes year limits to premade designs. Bugfix: Fixed typo in English newspaper articles. Bugfix: Fixed Research Teams exploit that allowed the player to enter any value into the text boxes. Bugfix: Fixed volume settings reset after updates. Gameplay: Reduction to racing contracts unit requests. Bugfix: Cyrillic font not displayed when using CJK language. It is progressing well, and we have already shown off a few sneak peeks to Feature Bounty contributors.

Work continues on GearCity documentation, but my primary focus is on the next product, AeroMogul. You can find more information on our forums under the pinned Feature Bounty threads. If you enjoy the game and would like to see more content for it, please consider contributing. We continue to need your support to reach our milestone goal. The first milestone in our crowdfunding efforts for additional GearCity content is now over 1/3rd of the way funded. And two engine changes, one of which allows you to increase GUI scaling to triple the normal size. We also have two gameplay changes, one of which may harm your company if you solely rely on racing contracts. This time we have ten bug fixes, one of which is an exploit fix. Hello everyone! I have another bugfix update for you.
