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Automation: The Car Company Tycoon Game
10. mars - Daffyflyer

We've been hard at work on the Car Designer, and thanks to the excellent and never ending physics work of vehicle dynamics expert Martin "Der Bayer" Herrmann, we've got some very in depth stat calcualtion for cars as well as a cool test track simulator, as a bit of a bonus feature.

Below is a big pile of dev update videos by Killrob, outlining all the stuff we've been working on

2. januar - Daffyflyer

In this video Rob shows off the soundtrack and talks about how it was made.

It's now available for purchase off iTunes and Bandcamp if you'd like to support our awesome composer, and will be released for Forced Induction pre-orders to download at the same time the next game update (Around mid January)

iTunes -
Bandcamp -

30. desember, 2013 - Daffyflyer

Well, 2013 has been a pretty exciting year in the development of Automation, and we've got a lot of aspects of the game working even better than we expected. 2014 should see a "Feature Complete" version of Automation, complete with Tycoon/Business aspects released, which we're very much looking forward to releasing :)

And now a bit of an update on what we've been working on lately. The focus of the past few months has been on car statistic simulation. Thanks to the excellent work of our Germans (Robert "Killrob" Hoischen, and vehicle dynamics guy Martin "Der Bayer" Hermann) we've got some quite sophisticated simulations of various handling tests such as a constant circle G test, slalom and "Moose Test" all taking account of tyres, suspension and wheel alignment, roll centres, weight transfer and lots more.

Similar work has also been done for fuel economy simulation, braking, aerodynamics and even suspension comfort, with all these statistics being based on quite realistic simulations of the car's behavior. Currently there are no animations or visual representations of the testing taking place, but the whole system is designed to be able to output to a visual test eventually, and we'd love to have graphical versions of as many tests as possible.

The next major update (Released some time in January) should include most of the mechanical aspects of car design, with the main things still left to add being related to interior parts, luxury features

Anyhow, enjoy your New Years Celebrations :)

5. november, 2013 - Daffyflyer

We've been a bit quiet on the news front lately as we've been hard at work on the Car Designer. We've made a lot of progress and you're now able to install engines and gearboxes in cars, set gear ratios and run some very sophisticated acceleration calculations. We've also got 6 extra car bodies and a bunch of little cosmetic tweaks to make the car designer a bit nicer. Expect an update to be released in the next few weeks!

See below for a whole bunch of videos explaining what we're working on by our producer Robert "Killrob" Hoischen.

24. september, 2013 - Daffyflyer

Automation has been Greenlit!

Check out the full news post by Steam Greenlight at

Over the next few weeks/months we'll be working on all the red tape (fun things like registering for a US tax number etc) and it looks like we should be able to get it up on Early Access so it can be bought similar to the way it is now (preordered, final game released as updates)

If you already own a copy bought from our website we'll be looking into if we can offer a conversion over to a steam key (like Kerbal Space Program), meaning you could either choose to continue to use it the way you are, or have a steam version instead

More news from us as we find out how this process works.

Multiplayer Engine Design Challenge Mode Out

With the Open Beta of the multiplayer finished, you recently got access to an automatic update which includes the quick-fire multiplayer engine design mode! Now you can challenge players from around the world to compete for who's the most skilled, in direct competition and against the clock!

Engine Designer Manual

As this mode can be pretty brain-melting, it is an excellent time to release a first version of the Automation Game Manual. It is written by Martin "Der Bayer" Herrmann who is a long-time beta tester and totally owns everyone when it comes to being kick-ass at the game.

Remember the good old days where manuals came with actually relevant, non-trivial info, tables and all that good stuff? Where you would take it to school to study it in the breaks and forge strategies? Yeah, it's like that, good stuff!
You can download the manual here,[] and the tutorial .lua engine files that go along with the manual here.[]

Please leave your constructive feedback in our forums!

Automation Subreddit
Use reddit? Go check out The Automation Subreddit
What we're working on.
Currently we are working full steam on the marriage between Engine Designer and Car Designer, i.e. giving you the opportunity to place your engine designs into your car designs! This will take some time of course, but will be awesome once done. We are aiming for getting this essential part completed around end of October / early November.

I think that is all for now!

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