City of Steam Game Music
Dec 23, 2011 Music 2 commentsSome City of Steam music composed by David Lindsay, who also is the lead designer of the game. Go to official City of Steam website to get more to listen...

City of Steam Alpha Release Date Set in July
We already announced in the most recent newsletter that the City of Steam Alpha test will be released in July.
One of the most frequently asked questions we’ve been receiving since attending GDC and the pre-alpha Sneak Peek test was – when will the Alpha test be? Well, we needed some time to digest all the feedback first and think over the plans before making any commitments. We’re actually quite pleased that quite a few of those who participated in the Sneak Peek test told us that the game was already looking like an Alpha build. Thanks and we would like to say we’re quite proud of that fact. We’re sure that you’ll feel the same way when the time comes for you to test out the Alpha version. After much thought, we’re pleased to announce that the release date is set for July– we haven’t locked in a specific day yet, but soon!
While you’re waiting for the day to come, there are three ways you can keep up with the development progress. First, visit the City of Steam website regularly and read the dev journals and other news. Second, subscribe to our newsletters and we’ll send you those updates as soon as possible. Third, talk to the developers or exchange opinions with other followers in the community. Have a suggestion or just want to hear more? Head to the forum community to ask us for more details.
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First City of Steam CG Short:
With the help from Big American Films, we successfully created our first CG short. It's all about daily life about three races in City of Steam.
Sneak Peek Thanks
David Lindsay, lead designer for City of Steam, delivered sincere gratitude to people who provided invaluable input for City of Steam.
0 comments by CoS_Ethan on May 21st, 2012
We here at Mechanist don’t always manage (or want) to stay in one place. One might start out wearing one “hat” at first, but eventually find him/herself wearing a completely different (and often unexpected) one later on. Having discussed this amongst ourselves recently, we thought it might be fun to share some of these quirks with you guys!
First off, let’s slide over to Fan, who started out as a concept artist. After some time, Design found itself short-staffed (Dave being the sole one in there at the time), and Fan “naturally” stepped up to fill in (despite no previous experience in the field). He found himself much happier in this role, and is now the department’s Asset Manager. When asked if he ever looked back, his simple answer “not enough time” says it all.

Some of Fan’s artwork, gotta love ‘em Dwarves
Charben and Wayne have been an inseparable team since the beginning over 2 years ago. Charben drew concept art, which Wayne then made into 3D models. Perhaps they went through more of a brain swap than a “hat” swap, as one day they simply traded roles!

Some of Charben’s 3D work

Gang Girl and Rigger Claw concepts by Wayne
Ethan and Dorian share a similar story. Ethan, as you may have noticed on the Forum, is quite the die-hard fan. He began in Translation, but was moved into Marketing. The Translation spot, now open, was given to Dorian who applied for and got the job. Mere months later, however, Andrew “stole” him and placed him in Marketing too. That’s the lesson for today, folks; if interested in marketing, don’t bother taking classes. Just learn a foreign language or two and start out in translation!

Ethan and Dorian, two Draug of a kind
Speaking of Andrew, he has done his own share of “hat swapping”. Starting out with Design at its early stages, Andrew helped polish off some background and history of the City of Steam world, and even enjoyed playtesting very early versions of The New Epoch. He then proceeded to dabble in level design, yet none of his level work was implemented in the end [Studio Audience Cue: Awww]. From there, he answered the beckoning call of Marketing, where he is now the Marketing Manager and working his nuts and bolts off [inappropriate; but too funny to leave out] spreading the word about City of Steam.

Andrew overseeing some playtesting. Cast votes for a return of “the beard“!
Our own Alzq, or plainly Ali (try saying his name 3 times fast), may not have left his department, per se, but took a huge leap of his own, going from client-side coding to server-side coding… Who does that?!

We can only imagine he’s coding something on his phone, too…
Co-founder Joey has worked together with Dave for a long time now, the two having built the game from the ground up with humble beginnings. Joey started out in Localization, but stepped up at every opportunity and spends his time making sure the other programmers are on task as well as doing quite a bit himself (self-taught o_O) ! Spending most of his time in development, Joey has a hand in just about every aspect of the game.
And finally, the Big Boss (not to be confused with Fist Boss): Dave! A true jack-of-all-trades, you can find Dave’s fingerprints all over the place. With 10 years of work in gaming, Dave has worn just about every “hat” imaginable. Having a musical background, he has experience with composing and even did some of the music for CoS (though a lot of it is being changed before release). He has done 2D and 3D art, is the heavy hand in overall art direction, and even put together some of the tilesets! Currently, he is the company’s General Manager and Lead Designer. Where does he find the time? Well, some of us swear we have never even seen the guy leave the office… True dedication, Dave! We salute you!

Dave, so focused as to not notice his picture being taken
Much like how we started small in a shoddy apartment, to eventually move into a nice and proper office, the path thus far has been a growing experience for many. All in all, there may be some tug-of-war bouts over people between departments once in a while, but it goes to show our staff’s willingness to learn and adapt, and the hidden talents that are discovered in doing so!

Any thoughts on the stories of “hats” we once wore or are wearing, roll them out on the forum post here.
Some City of Steam music composed by David Lindsay, who also is the lead designer of the game. Go to official City of Steam website to get more to listen...
Three scene videos of Deepholm, Ebonwax Central and Gardenworks respectively.
Splendid 1024x768 wallpapers from City of Steam, shadows of evils or lights of justice? Visit City of Steam official site to find more.
Some cool screenshots that you don't want to miss. Go to City of Steam official website to find more.
Take a look at the cool banners and icons we provided, ready to smell steampunk.
Only registered members can share their thoughts. So come on! Join the community today (totally free) and do things you never thought possible.
Can't wait for this!
Thanks, please stay connected, the game will start on Alpha testing in July. Remember to subscribe to our newsletters, the subscribers will always have the priority on everything about the game, including the Alpha keys.
From what it looks like, and being a browser game. I'd say probably at least 1GiG (256 to 512 AT THE BARE MINIMUM) of RAM and a 2.0ghrz (At minimum, 1.3 or .4ghrz.) processor...Can't say for graphics card, but I have an onboard PCIe NVIDIA GeForce 6600 with Intel(R) Q965/Q963 Express Chipset Family.
Well seeing that it used Unity[or Web Unity] and I can run BSGO fairly good[with net lag] I'd say if my old system can run BSGO good this game won't be a problem.
We do have a forum post about this, you can always post your specs there. Here is the link: Forum.cityofsteam.com
You can always give us your suggestions and ideas.
Hm...It just occurred to me. What would any of you guys on the team say the minimal/suggested system requirements would be?
We've got questions about the system requirement before, as it's our first title, we need some time to look into this, please wait for 3 days more, then we will release the client side requirement. :)
City of Steam is a free-to-play and browser-based game, which means you don't need to pay for playing this game and download.
Ah ok.
Now the waiting begins.
Sweet, look forward to meeting you in July's Alpha.