Very detailed game about airport management and aviation in general, including Real World aircraft, procedures, IFR\VFR traffic, ATC, resources, upgrades and sounds! Enjoy the Ultimate Airport Management Experience!
All Reviews:
Negative (47) - 19% of the 47 user reviews for this game are positive.
Release Date:
Feb 17, 2017

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Airport Master is a very complex game with very ambitious goal to become The Ultimate Airport Management Game. It already has many great features that constitute to this goal but it also needs time, effort and interactive communication with Early Access players on which features affect gameplay positively and which make the game more of a harcore simulation than an entertainment product. Together with players we will decide what game modes will feature most hardcore aviation-themed experiences and what game modes may become available to younger or perharps less serious about avaiation players. The game is playable in endless management mode right from Early Access phase, yet much much more to come as development progresses!”

Approximately how long will this game be in Early Access?

“That will depend on many factors: financial, workforce utilization, community involvement, wishlists, testing etc. We firmly believe that at least one year is required to transition from current product state (mid-Alpha) to Beta-phase. Based upon current wish-lists we have from our fans on FB, Twitter, IndieDB etc - it may, of course, be an endless process - as our engine allows for vast number of animated 3D objects to be displayed in a single scene, there are of course suggestions to implement many great features of real world aviation. But we plan to stick to the principle of playability: this Early Acess title is infinitely playable right now (only Player's management mistakes may result in premature retirement) and it's playability (and replayability) will only increase in future. We have a plan to stop at some point when both hardcore genre fans and newcommers to the genre will both be on par.”

How is the full version planned to differ from the Early Access version?

“Full version (or the point that we'd call v.1.0) will feature Career Play Mode (alongside with Early Access's Infinite Play Mode), full ability to upgrade airport structure from Small Regional Airport to Large Airport; vast majority of modern ultra-light, light, business jet, twin turbo-prop, medium airline jet (and presumably heavy jets) - we add 1 to 2 new aircraft types per version (in various liveries), same goes for realistic airport vehicles, buildings, facilities, services, resources - this does not mean that no new items will appear in say v. 1.1 of the game (or as a DLC)...

You may check out our Development Roadmap and Airport Master Plan of Development

What is the current state of the Early Access version?

“Again, for most in-depth view, please see the Development Roadmap and Airport Master Plan of Development

Briefly, if you participate in Early Access, you join us in mid-Alpha stage of product development with working Regional Airport, ATC, partially implemented realistic weather (full weather support should become available by late Alpha), Infinite Play Mode, sounds, lighting and all the good stuf you've seen in our videos and on screenshots. Each month (roughly, sometimes it's twice a month) your game will become better and better (both in terms of how it plays and how it feels and looks) and we encourage you to share your ideas, experiences and visions with us in order to make it The Ultimate Airport Management Game!”

Will the game be priced differently during and after Early Access?

“Yes, the price for version 1.0 release (e.g. 'Full Version') will be higher than cost of joining at Early Access stage of development.”

How are you planning on involving the Community in your development process?

“We are very open to new visions and ideas, we encourage you to use social media or Steam groups to get in touch with us and tell us what you think. Please, also understand that we will most definitely include great ideas by people who understand how real world aviation works and who have ideas on how Airport Master may benefit as an aviation-themed game but will hardly ever consider following categories of proposals: a) violence in any form (so No crashes! No accidents! No terrorism acts depiction!); b) ideas that turn this game into ATC's workplace simulation - if you are up to this kind of experience - you'll find links to such products on our website (see Simulators section); c) any cross-genre proposals that stray away from focus on aviation (please get us right: RPG-elements are great (and are planned) for Airport Manager Avatar, while action mini-games are not - this is entirely different experience for aviation strategy players - not all will like those). Other than that, we are fully open to hearing what you have in mind!”
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Recent updates View all (10)

February 11

Airport Master Early Access Public v. RELEASED!

This is a bug-fix build, addressing bugs that affect gameplay. These bugs were reported by Airport Master Closed Alpha Testing group Players as a result of targeted extensive testing. Although it is technically possible to continue a game saved with either v.0.2.5a or, in case you have previously encountered any of the bugs addressed in this patch, it is strongly recommended to start a new game in v.

Changelog follows:

Game workflow
  • Fixed bug with fuel quantity required upon re-fueling for general aviation aircraft was calculated in obsolete code fragment: despite that since v0.2.3a all fuel calculations are performed by an Airline and then are fed to an aircraft when requesting pre-flight ground services, the obsolete fuel need approximation code was never removed and it caused very annoying and hard to catch bug when a G\A aircraft would request re-fueling, then display Player interaction icon and notification (‘Aircraft needs re-fueling’) while at the same time the requested amount was less than 3% of fuel tank capacity and thus ignored by FBO Pipeline workflow (it would simply delete such request) – this in turn caused such aircraft to go (in some cases of loadsheet fuel and obsolete-code calculated fuel) in a dead loop; fixed
  • Fixed bug with types of precision- and non-precision approaches may have become mixed up in descriptions of phases of flight; fixed
  • Implemented additional check for situations when Player may have forced (with his or her editing of Flight Schedule) the aircraft to still get an unassigned ground parking stand or an erroneous parking stand assignment; from now on (hopefully as a temporary measure, while Flight Schedule Editor is being further developed) – if such an erroneous or empty or invalid or conflicting with actually occupied\free stands chart, parking assignment still exists by the moment of reaching holding points HM2\HM3 on Apron 1 and further on with upcoming version 0.2.6a – on new Apron 2 – the conflicting aircraft in question will be removed forcefully from game world without affecting Player’s Airport Rating with owner Airline; please note: this solution is temporary and in most cases should not be interfere with gameplay; it is intended mostly for Players who play a lot with Flight Schedule Editor (either for purpose of testing or any other) and may eventually run into a logics lockup situation – so in order for these Players to continue playing current playthrough without having to start over – the logically locked up aircraft will be removed from game world and all ATC and management records without any implications – after we complete integrating all new features of the game and the modes of Flight Schedule Editor, this mechanism will most likely be revised.
  • Implemented additional check for taxi clearances involving aircraft in existing savegames, affected by bug described above: if it is possible to still ‘salvage’ the flight with erroneous parking stand assignment, the taxi clearance is issued in such a manner: first the aircraft is cleared to taxi back to apron and then another taxi clearance is issued for normal taxi to runway of departure; added
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January 25

Airport Master Early Access Public v. RELEASED!

Note: This is a bug-fix build, addressing bugs that affect gameplay with various severity. These bugs were reported by Airport Master Players after the release of v. 0.2.5a. Savegame files are compatible between version 0.2.5a and thou if you run across a problem\bug described in this patch note after updating AirportMaster to v., it is recommended to start a new game, otherwise you can continue playing a game from v. 0.2.5.a

Changelog follows:

Game workflow
  • Fixed ground service vehicles drive resolutions in vicinity of entry to service parking; Catering Vehicles were erroneously giving way to all other vehicles while waiting to enter AeroDelish Catering Building service driveway, thus in some situations creating congestion at this spot, which in turn could have caused vehicles lockup; fixed; thanks to Chrisophe Lemaire for detailed bug-report and providing his savegame file for analysis
  • Fixed bug with Flight School theory flight hours not being counted correctly during TimeSkips: instead of adding the time which was skipped multiplied by reduction coefficient, it added only the reduction coefficient itself, which resulted in theory hours filling up too quickly; fixed; thanks to Chrisophe Lemaire for bug-report
  • Fixed bug with Helicopter (under some circumstances on some CPUs) may have never actually started the final approach sequence and instead would try to fly precisely (a float point precision bug) to the actual Approach start point resulting flying in circles above said point with ever increasing float point precision; fixed; thanks to Leif Arne Schemann for noticing this behavior and sending us his savegame file

  • Fixed incorrect flight surfaces axis, that used to be ignored (arbitrary Y or –Y angles) in our sub-engine prior to introduction of helicopters’ rotor blades surfaces; at that point two aircraft model sets (E30P and P05T) had the following arbitrary axis set incorrectly E30P: Left Aileron, Left Outboard Flap, Left Spoiler); P05T: Right and Left Flaps (had axis reversed) – this bug caused above mentioned flight surfaces of said aircraft to operate in reversed manner (e.g. flap extending instead of retracting, spoiler extending in incorrect direction, aileron reversed) – all axis of all mentioned flight surfaces were fixed to normal non-arbitrary (explicit) coordinate axis; aircraft in all liveries of types E30P and P05T were checked and fixed; thanks to Robert from CAT-group for noticing this bug and reporting to us with screenshots and a theory that proved nearly perfectly correct
  • Fixed bug with an Aircraft sometimes not resetting it’s HaveActualTaxiRoute flag upon reaching parking when taxing after landing and thus on return flight resulting in crew not requesting new taxi clearance; fixed and installed a mechanism preventing this flag to even be in unrealistic logics state; thanks to Chrisophe Lemaire for providing his savegame file for analysis

  • Fixed bug with sound of jet engines at startup sometimes may have gone out of sync with actual fan RPM causing either a short silence dropout at the end of engine start sequence or incorrectly high RPM on startup of some jet engines in the game which have RPM change profile on engine startup synchronized with engine startup sound set; this was caused by incorrect calculation of interphase discretion, which caused this bug to never manifest itself on high-end newer CPUs while being caught on an older CPU under heavy system load; fixed

Visual enhancements
  • Tweaked minimum range of detail draw distance for taxiways markings; previously, setting the Draw Distance to Near (or around it) may have caused central taxiway markings to be excluded from draw queue; fixed
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About This Game

Airport Master is a very detailed game about airport management and aviation in general. Play as a newly appointed Airport Manager and bring your Airport to prosperity and growth! Manage all aspects of everyday Regional Airport life, such as airline relations, aircraft ground services, passenger terminal, flight schedule management and many more. Buy fuel via system of refinery contracts and sell it to aircraft operators via fuel truck loading and centralized pipeline. Hire airport staff and pay salaries. Tear you hair apart when weather suddenly interrupts your brilliant flight scheduling ) Upgrade airport facilities, radio-navigational aids, buildings, businesses, vehicles. Win airlines' respect and city mayor's approval! Use money you earn to build even larger better and more technically advanced airport! Enjoy detailed realistic 3D-graphics, real world equipment, aircraft, vehicles, ATC procedures, performance specs, sounds!

  • Airport Master is created by people who love aviation
  • Airport Master is created by people who love games and actually did play every single airport management game out there and saw all the flaws and all the great stuff
  • Airport Master is the only game in the genre that takes things seriously without compromise on things like real-time, flight dynamics, ICAO-compliant procedures, specs, markings, sizes, weights
  • Airport Master is the game forged with love to detail that modern aviation world has and the game that can teach you or your child about what aviation is about
  • Airport Master is the game that is totally focused on how planes fly and how things work and not how they fail or don't work - no crashes nor accidents, instead real world numbers, performances, sounds recorded at the airfield - the game you and your kid would enjoy without any need to resort to violence )
  • Airport Master is really a game that will make you think (airport economy management-wise) and may at some point bring you to bankrupcy and start over - but in that it excells at showing the real world of aviation
  • Airport Master is full of details - if you're a gamer who recognizes the effort people may invest by going to local aero-club to measure hangar-space with ruller and talk to those oldie-type flight instructors to learn all ins and outs of a flight-school daily routines - this game will definitely make you feel warm inside!
  • Airport Master aims really high and thus we both need your support and understanding that it's development would not end up by v.1.0 - there are so many great thing we can incorporate in Airport Master that we need your feedback and support to decide which deserve that and which can be omitted

Enjoy the Ultimate Airport Management Experience!

System Requirements

    • Requires a 64-bit processor and operating system
    • OS: Windows 7 64-bit
    • Processor: any CPU 10 years old or newer
    • Memory: 4 GB RAM
    • Graphics: any GPU 5 years old or newer
    • DirectX: Version 11
    • Storage: 850 MB available space
    • Sound Card: recommended
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 64-bit
    • Processor: any CPU 5 years old or newer
    • Memory: 8 GB RAM
    • Graphics: any GPU 3 years old or newer
    • DirectX: Version 11
    • Storage: 850 MB available space
    • Sound Card: any built-in audio board
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