GAME DETAIL
CURB SERVICE
Run a chauffeur company across a living, procedurally generated city. Read every request, send the car that fits the job, and watch the route play out in real time. One fare, one tip, and one reputation point at a time.
このゲームについて
Steamの詳しい説明を読む
Curb Service puts you behind the dispatch desk of a growing chauffeur company. Clients appear across a complex procedurally generated city. There might be a commuter waiting on a side street, an executive due at the airport in ten minutes, a touring group that needs a van big enough for the whole party, and you decide which car goes where. Manage the logistics: read the request, match it to a car that can actually do the job, and get there before the client gives up on you.
Every dispatch plays out in real time, the vehicle tracing its route on the map the way you'd watch a delivery on a map app, right up to the moment it pulls in and the fare comes through. Build your fleet, earn your way into the parts of the city that stay locked at the start, and take on the clients who actually stick around. Nothing forces your pace but the numbers in your ledger and the reputation you've built one fare at a time.
Manual dispatch, real consequences
Every job is yours to assign; there's no auto-dispatch to lean on
Watch each vehicle's route drawn live on the map, pickup to drop-off, before you confirm
Send the wrong car for the job and the fare still pays out, but the tip, and your reputation, take the hit
Reputation moves both ways: strong service builds it, a bad match or a missed contract costs it
A fleet worth managing
Five vehicle classes, around twenty original models, no real-world badges in sight
Three stats per car, Pace, Capacity, Prestige, decide who you should send and who you shouldn't
Fuel, condition, and HQ repairs are the quiet cost of keeping a car on the road
Ignore them and a breakdown tows your whole schedule down with it, far longer than a scheduled service ever would
A city that grows with you
Procedurally generated, organic street layout; every playthrough is a different town to learn
Only the main roads are open at the start; side streets and shortcuts stay locked until you earn them
Shortcuts come two ways: bought with reputation-gated cash, or gifted by clients who trust you
Expand into new regions on your own timeline; nothing forces the pace but you
Clients who actually need something
On-demand fares, same-day advance bookings, and recurring contracts that reward consistency
Around eight client archetypes, from commuters to touring groups to airport transfers, each with its own pay, patience, and preferred class of car
Fares scale with distance and vehicle class; the better the match, the better the tip
Recurring contracts hold you to a schedule: miss a pickup once and you get a warning, miss it three times and the account walks
Built to sit with, not just look at
A dark, glass-and-glow dashboard built for long sessions, not a spreadsheet in a paint job
Pause and speed controls (1x/2x/4x) so you run the city at your own tempo
Continuous autosave keeps your company exactly where you left it
スクリーンショット
ATTENTION
注目度メトリクス
プレイヤー推移
データ蓄積中 24時間平均選択した期間に観測データはありません。
Steamフォロワー推移
2件以上で集計 直近7日選択した期間に観測データはありません。
プレイヤー数とフォロワー数は意味と単位が異なるため、 別々の時系列として表示しています。補間した値は使用していません。
発売前注目度の基礎指標 発売前タイトルのため、Steamフォロワー数と7日増加を中心に注目度を観測します。
| 指標 | 現在値 | 観測状況 |
|---|---|---|
| 現在プレイヤー数 | 未集計 | 最終観測:未集計 |
| 24時間ピーク | データ蓄積中 | 未集計・直近7日 0件 |
| Steamフォロワー数 | 1人 | 最終観測:2026年8月12日 12:50(49日経過) |
| 7日フォロワー増加 | 2件以上で集計 | 履歴あり・更新待ち・直近7日 0件 |
PlayMEXが保存した観測値です。取得時刻と観測数を あわせて確認できます。
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