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Steam News2 August 202617d ago

Dev Log #1

Dev Log #1 The weeks have flown by, and I think it's the perfect time to share some progress on the next major update. Let's start with what's already finished: I've reworked the world map.

In this update3

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Full PaperCars Tycoon update

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What changed

0 fixes1 addition3 changes0 removals
  • Server
  • UI and audio
  • Gameplay
changedLet's start with what's already finished:I've reworked the world map. The main cities in each region are now represented by red dots whose size scales with their population. These cities are also connected by a road network that expands over time. The denser the road network becomes, the larger the percentage of the population interested in buying a car. In short, better infrastructure means a bigger market.
changedLet's start with what's already finished:I've also implemented a Company Reputation system. Your reputation is based on the overall quality of your vehicles and their sales performance. The more successful and well-received your cars are, the more reputation you earn. Reputation unlocks various rewards, including new wheel designs, gameplay features, and even a small popularity bonus for future vehicles. Think of it as your company's brand image. There are still a few UI tweaks and balancing adjustments to make, but the system is now fully functional. Steam post imageSteam post image
addedLet's start with what's already finished:I've also created and added three new body packs , bringing a total of 45 new body parts to give you even more customization options for your vehicles.
changedFinally, what I haven't started yet:I'd rather wait until the core gameplay is finished than constantly rewrite the tutorial every time I change something. Because of that, it will be one of the last features I work on.

PaperCars Tycoon changes

changedI've reworked the world map. The main cities in each region are now represented by red dots whose size scales with their population. These cities are also connected by a road network that expands over time. The denser the road network becomes, the larger the percentage of the population interested in buying a car. In short, better infrastructure means a bigger market.
changedI've also implemented a Company Reputation system. Your reputation is based on the overall quality of your vehicles and their sales performance. The more successful and well-received your cars are, the more reputation you earn. Reputation unlocks various rewards, including new wheel designs, gameplay features, and even a small popularity bonus for future vehicles. Think of it as your company's brand image. There are still a few UI tweaks and balancing adjustments to make, but the system is now fully functional. Steam post imageSteam post image
addedI've also created and added three new body packs , bringing a total of 45 new body parts to give you even more customization options for your vehicles.
changedI'd rather wait until the core gameplay is finished than constantly rewrite the tutorial every time I change something. Because of that, it will be one of the last features I work on.

Dev Log #1

The weeks have flown by, and I think it's the perfect time to share some progress on the next major update.

Let's start with what's already finished:

  • I've reworked the world map. The main cities in each region are now represented by red dots whose size scales with their population. These cities are also connected by a road network that expands over time. The denser the road network becomes, the larger the percentage of the population interested in buying a car. In short, better infrastructure means a bigger market.

  • I've also implemented a Company Reputation system. Your reputation is based on the overall quality of your vehicles and their sales performance. The more successful and well-received your cars are, the more reputation you earn. Reputation unlocks various rewards, including new wheel designs, gameplay features, and even a small popularity bonus for future vehicles. Think of it as your company's brand image. There are still a few UI tweaks and balancing adjustments to make, but the system is now fully functional.

    Steam post imageSteam post image

  • I've also created and added three new body packs, bringing a total of 45 new body parts to give you even more customization options for your vehicles.

Now, here's what's still in progress:

  • I've started working on the AI system for rival manufacturers. All of the actions they will be able to perform are already implemented, but the "brain" that decides when and why to use them is still under development. That's what I'm currently focusing on.

  • Speaking of competitors, the visual identity of the first rival company is now complete. Meet Peunault, a playful mix of Peugeot and Renault, two iconic French car manufacturers. Peugeot, in particular, was one of the pioneers of the automotive industry, producing automobiles nearly fifteen years before Ford.

    I also considered creating a rival inspired by Benz, which would have been an even earlier automotive pioneer. However, the number of competitors active at the same time will be intentionally limited. My goal is to introduce them gradually throughout the game, with each manufacturer having its own identity and philosophy.

    I'd also like every major automotive nation to be represented: a French, German, Italian, American, and Japanese manufacturer, each with its own unique approach to building cars.

Finally, what I haven't started yet:

The tutorial.

I'd rather wait until the core gameplay is finished than constantly rewrite the tutorial every time I change something. Because of that, it will be one of the last features I work on.

That's all for this improvised Dev Log!

I hope everyone who's on vacation is enjoying it, and good luck to everyone else.

I'll keep posting regular updates as development progresses. Things are moving forward step by step, so thank you all for following the journey, and I'll see you in the next Dev Log!

Have a great day!

Source

Steam News / 2 August 2026

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