A modern tycoon-style sim where you design, build, and manage every aspect of an airport. Build your terminal, hire your staff, choose airlines to work with, customize flight schedules, build out infrastructure, and manage your airport -- from the ground up.
User reviews:
Mostly Positive (95 reviews) - 73% of the 95 user reviews in the last 30 days are positive.
Mostly Positive (741 reviews) - 73% of the 741 user reviews for this game are positive.
Release Date: Mar 6, 2017

Sign in to add this item to your wishlist, follow it, or mark it as not interested

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?

“We have so many ideas and opportunities for fun and unique gameplay elements in an open-concept simulation game like this, there's a lot going on in an airport!

Our goal is develop the best modern tycoon game we can -- to do that we need to bring the community, you the player, into our feedback loop. We want you to get hands-on with the game and give us your feedback so that we can work to make SimAirport the tycoon game that you've dreamed of since you were a kid.”

Approximately how long will this game be in Early Access?

“We'll probably be in Early Access for at least 6-12 months or more. This will of course depend upon the level of interest and engagement from the community.

That said, we've got a lot of ideas and we've heard many ideas from the community as well; with your support we'd love to implement as many of them as we possibly can.”

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

“Our plan is to release updates, roughly once per month, featuring: new features, new content, bug fixes, and general gameplay enhancements & improvements.

We can't make any firm promises, and while it's unlikely we will get to all of these, we'd certainly love to tackle as many of the ideas as we possibly can -- not to mention new ideas that we receive via the community! We really hope to be working on SimAirport for a long time into the future.

In no particular order, here are just some of the ideas and concepts that we'd love to have the chance to tackle:

Some Ideas from our List

  • Random Events
  • Improve Passenger & Airline Feedback Loop
  • In-Game Tutorial
  • More advanced features for underground luggage systems
  • More advanced weather systems, including snow
  • Passenger AI improvements
  • Additional Tech Tree/Research content
  • More aircraft models & airlines
  • International passenger support
  • Passenger layovers
  • Staff Scheduling & Duty Assignments
  • Additional terminal content (bars [drunk passengers], lounges, smoking areas, etc)
  • People-Movers (moving walkways, trams / intra-terminal transit, etc)
  • Refined gameplay balance & economics
  • Support for multiple-floor terminals
  • Larger scale exteriors, land expansion (runways to-scale with aircraft size)
  • Parking Garages [in progress]
  • Airport arrival via railway [in progress]

What is the current state of the Early Access version?

“The game is fully playable and the full passenger lifecycle is implemented. But the game is NOT complete -- there is no tutorial, some UI is poorly explained, lack of balance/harsh difficulty, and missing gameplay elements that we feel are important to get into the game.


There are almost surely still some bugs -- and it's possible that future updates may introduce new ones too. We're doing our best to eliminate bugs and being careful not to introduce new ones -- but be aware, eventually you'll probably encounter a bug or two. Generally though, the game is quite playable and is ready for more additional & more advanced features to be added.

Key Items Not Implemented or Lacking

  • No In-Game Tutorial
  • Random events not implemented (emergencies, incidents, VIP movements, etc)
  • Gameplay balance not well-tuned
  • Passenger AI is not as detailed or 'smart' / 'dumb' as we eventually hope for
  • Information System is in its infancy (flight info displays, public address system, etc)
  • Passenger & Airline 'Feedback Loop' is unrefined
  • Only about ~7-10 Tech Tree/Research Items implemented

Limited Content

Even some fully implemented systems have a limited amount of content -- for example, Restaurants are implemented but currently we've only implemented ingredients for the staff to make: Pizza (via Fridge & Pizza Oven), Drinks (Drink Machine), Coffee (Coffee Machine), and Donuts (Refrigerator). Additional food products, each with various prices/margins, are to be added in future updates.

Ongoing Updates & Save Game Files

While we will make every effort we possibly can to ensure that saved games carry over between updates, it is possible that some updates will not be backwards compatible. When this happens, we will always make every effort to inform you of this in advance -- but we'll be doing everything we can to avoid this situation altogether. When unavoidable, we'll attempt to allow the airport structures to carry over even if the passengers, staff, or airlines may not.

In most cases saves should carry over OK, but please be aware that there is the rare possibility that some updates may not be backwards compatible with new updates.

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

“We will likely be raising the price gradually over time as the game becomes more complete.”

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

“Community involvement will be key to ensuring SimAirport is the incredibly fun and engaging experience that we expect and hope for it to be.

Our Participation

We intend to be very actively participating in the community, and our primary goal behind Early Access is to work directly with the community to develop new concepts and to refine existing gameplay in order to achieve this goal.

We expect to be active on the SimAirport subreddit & here on the Steam discussions; we'll be directly listening to player feedback and iterating on it rapidly.

Community Involvement is Critical

The community involvement in SimAirport is the key to making SimAirport into the game we want to achieve in the long-term, and that's our sole goal: to create the best modern tycoon game we possibly can.

It is critical that the community actively participates and provides feedback to help us achieve this!
Read more

Buy SimAirport


Recent updates View all (22)

May 20

Patch - May 20, 2017

We're shipping a great general release patch today, numerous updates including substantially-improved Passenger AI, initial Steam Workshop support, and a number of new objects, tools, and other new and updated gameplay elements, and of course a number of fixes as well. Check out the change log below for the full rundown!

Next Round Kickoff
We'll be kicking off the next round of updates on the 'experimental' branch very soon, and as usual we'll continue shipping fixes, updates, improvements and additions just as quickly as we can. We've got some great stuff in store for the next round, and we're excited to get this one out to you all & be able to really focus on digging into the next stuff and starting to roll it out to experimental -- we're so incredibly excited about what the future has in store for SimAirport!

Feedback, Please! SimAirport Survey
As you may be aware, we try our best to be very actively involved with the community and we're always looking for your feedback, suggestions, and ideas. As part of that, and in an effort to ensure we're staying focused on the right things that you're most interested in, we've created a brief survey that we'd ask you to take a few minutes and fill out for us.

All fields are optional, so if you'd prefer to just answer a few items that's fine, but the more you can fill out the better you can help us as far as prioritizing our future efforts -- by participating in the survey you'll be playing an important role in guiding the future of SimAirport, so we really appreciate those of you that are able to take the time to fill it out and help to make the game the best tycoon-style management game that it can be.

Take the Survey Now!
Take the SimAirport Survey -- Guide the future of SimAirport Development

Thank You for your Support
We want to thank those of you who have been active participants on the experimental branch & in the experimental forum throughout this round of updates. Your bug reports, save submissions, attention to detail -- and, of course, your patience -- have been absolutely instrumental in allowing us to ship the way we have been able to. We sincerely appreciate it, and we thank you very much for your continued support; we truly couldn't do it without you.

  • Passenger AI Improvements — passengers are now constantly assessing their environment, even when already engaged with a behavior. You’ll see better queue distribution, new line hopping, fewer pax missing flights, and other improvements. Numerous tuning adjustments made as well.
  • Steam Workshop Support - Initial support implemented! Share your maps with the community on Steam Workshop! Look for "Airport Sharing" in the game's Main Menu and the Workshop tab on Steam
  • Added 'Small Retail Bar' — complete with 2 bartenders! Will be further improved in future.
  • Added 'Windows' -- currently function like walls, with different sprites.
  • Full 'Security Wings' support -- fully implemented, works for Lifecycle & other needs
  • Added 'Profit & Loss' Report -- accessible only when CFO is hired with office. Hotkey: P
  • Added A320 aircraft model -- added to several airlines
  • Added a 'Storage' zone -- workmen will move leftover piles to it
  • Added 'Area Sell' tool -- allows you to mass-sell supply boxes that are eligible for sale
  • Added 'Male Restroom' and 'Female Restroom' zones -- removed generic/unisex 'Restroom'
  • Added 'Urinal' object -- for Male Restrooms (Known: does not yet have back view)
  • Added 'Bank Loans II' Research -- increases max loan amount
  • Added 'Lower Interest Rate' Research -- decreases loan interest rate
  • Added 'Highlight Passengers' button to Aircraft -- Green = Departures, Red = Arrivals.

  • The in-game clock speed has been reduced 25%, while the simulation speed is the same — making the time scale more realistic (e.g. simulated walking speed)
  • Bag/Body/Metal scanners now all require staff to work
  • Enabled hourly infrastructure costs (ATC Tower, Baggage Carousel, Baggage Routing Station)
  • Workmen will now handle the indoor luggage (golf cart) duties
  • Numerous Passenger AI tweaks and object effect tweaks; Passengers also tuned to make them more likely to try catching their flight if running behind, even if their other needs are very high
  • Numerous small tweaks to timings & object effects
  • Cash registers and misc. other bulky objects will now count towards enclosed space zone validations
  • More restrictive Aircraft Gate and Runway dismantle validations to help prevent stuck aircraft
  • Prohibit passengers from using objects in Office zones
  • Storage Shelf can now be placed indoors
  • Fixed a bug that caused airlines to offer too many larger vs smaller aircraft contracts
  • Revised Vehicle parking spots (better ‘pull far ahead’ and ‘close enough’ targets)
  • Passengers will avoid cutting through Kitchen zones, if alternative routes exist
  • Passengers will now wait nearby for Toilets (if in use)— helps prevent oscillation against the 2nd highest need
  • ATM & Electronic Vending machine now working & usable, and revenue-generating
  • Foundation tool near existing walls/foundations will now dismantle walls (free) vs consuming valuable Concrete supplies for those positions
  • Road placement will now show the correct cost when available inventory exists
  • Zones can now be edited under pending construction, in limited circumstances (i.e. not walls)
  • Ticketing objects now require non-secure area to function
  • Adds a new text indicator where vehicles spawn to show the (hidden) queue size, when roads are backlogged

  • Fixed an issue with placement validations missing some items in scope for auto-Dismantle upon game load
  • Fixed a regression with ‘marker’ placement (Aircraft docking, object placement indicators, etc)
  • Fixed an issue with vehicles still spawning when the roads are fully backed up
  • Fixed an issue getting stuck w/ no path to Flight Info Display
  • Fixed an issue with Outdoor Gate not connecting to walls/fences after game load
  • Fixed an issue with Staff/Vehicle movement speed erroneously getting randomized during pooling
  • [UI] Makes valid TimeBlock drop region in Scheduler be only on arrival time, to show why Night flights cannot be scheduled past 10PM yet
  • Retail Workers can no longer be fired multiple times
  • Fixed an issue with needs calculation cache returning invalid results (“all 1.000”, “2.000” etc)
  • Fixed a bug where passengers could try to use objects in unreachable secure areas
  • Scroll speeds on Windows platforms fixed on majority of UIs
  • Fixes a bug that incorrectly allowed objects to be dismantled while still in use
  • Fixed the bug with conveyor system using non-built positions
  • Fixed an issue that could result in an agent obtaining an invalid path
  • Added more aggressive caching mechanism to conveyor systems
  • Fixed stuck passengers (missed flight, non-secure) trying to go to a secure Pickups zone
  • Fixed COO/Staff wages getting deducted even after being fired
  • Fixed a bug that caused the camera to 'jump' at low framerates
  • Fixed the markers on horizontal Bag Scanner (West; known issue: vertical only goes south, will fix North facing soon!)
  • Vehicle rotation is now serialized
  • Vehicles will no longer drive on Roads and Taxiway that are not yet built
  • Fixed a bug causing vehicles to temporarily get stuck at spawn point or unload prematurely when new roads are being built
  • Fixed a bug causing vehicles to get stuck for a second after loading game
  • Queues: Fixed an issue with large gaps emerging after queues overflowed
  • Queues: Fixed an issue with passengers restarting the same queue after loading game
  • Queues: Fixed a memory leak & optimized performance overhead
  • Few fixes to the assignment user interface (when clicking new ‘source’ objects)
  • Fixed an edge case with IDCheckStand placement at edge of zone that could result in passengers failing to select a bag scanner
  • Fixed an issue with abandoned Golf Cart (when ticketing desks destroyed during task)
  • Fixed aircraft runway lineup position
  • Fixed an issue with idle janitors while work to do
  • Staff now validate the objects the could go to are likely reachable as well as functional
  • Fixed a race condition with agents selecting newly-built objects which may not be functional
  • Fixed a bug that broke the Kitchen reference when un-assigning a queue to a Retail Cash Register
  • Road placement will now correctly de-zone tiles
  • Fixed a bug that could allow drawing off-map Conveyor tiles
  • Fixed an issue with passengers “looping” to the end of a queue (or otherwise reverting progress to an equivalent action), if it had multiple objects attached

  • Updated the welcome dialog and added a new Help screen
  • Adds hotkey ‘Z’ for toggling the zones overlay display
  • Minor changes to P&L and money changes to further break down source of funds
  • Save & Load Game menus now update the list of saves 'live' without closing & re-opening the menu
  • Executives will now wander a bit in their offices
  • Passenger speed while in queues is now fixed, to prevent later enqueues from arriving to their spot before earlier enqueues

31 comments Read more

April 29

Experimental Patch - Passenger AI & More

Passenger AI has received some attention as we kick off the latest round of experimental updates! There's even a small bar with bartenders, for the passengers who want to indulge a bit -- and several other significant improvements.

See below for more information on the latest Experimental updates and to get information on how to access these new additions right away!

Details & the complete change log are available in this thread:

To find out more about the experimental versions, and for further discussion of experimental updates please visit the experimental forum:

61 comments Read more
See all discussions

Report bugs and leave feedback for this game on the discussion boards

About This Game

SimAirport is a modern tycoon-style simulation & management game where you design, build, and manage an airport.

Construct an airport from the ground up, hire your staff, choose airlines to work with, customize flight schedules, build out your infrastructure -- baggage conveyer systems & luggage services, public access roads, fuel pipelines, runway upgrades and maintenance, aircraft navigation aids, hangars and service vehicles, etc -- and much more.

Your Airport: Completely built by you...

  • Roads, taxiways, runways
  • Terminals, food courts, first class & coach queues, every detail
  • Control towers, runway navaids & lighting, baggage systems, hangars, etc.

Two Gameplay Modes

  • Sandbox -- unlimited funds, no bankruptcy
  • Career -- challenge yourself & try to turn a profit


  • Deep Systems-Based Gameplay: everything has purpose, nothing is purely aesthetic
  • Airlines: 15+ each with unique liveries, desires & cares, and passengers
  • Aircraft: assortment of 14+ aircraft, twin turboprop to 4-engine turbine
  • Actively developed with regular ongoing updates; developers active in community

Early Access

SimAirport is being released as an Early Access title. The game is not yet finished and there are gameplay aspects that are missing or incomplete, and you may encounter bugs. We plan to be in Early Access for quite a while, most likely 6-12 months or more -- there are a lot of gameplay elements that we'd like to add to the game as well as tons of additional content.

Please purchase ONLY if: you are excited to play the game as it is now AND you are interested in actively providing feedback & participating in the community to aid future development efforts.

System Requirements

Mac OS X
    • OS: Windows XP SP2+
    • Processor: Intel Core2 Duo 2.4 GHz or higher / AMD 3 GHz or higher.
    • Memory: 2 GB RAM
    • Graphics: Any, Minimum 1GB Video RAM
    • DirectX: Version 9.0
    • Storage: 2 GB available space
    • Sound Card: Any
    • OS: Mac OS X 10.8+
    • Processor: Intel Core2 Duo 2.4 GHz or higher
    • Memory: 2 GB RAM
    • Graphics: Any, Minimum 1GB Video RAM
    • Sound Card: Any
Customer reviews Learn More
Mostly Positive (95 reviews)
Mostly Positive (741 reviews)
Review Type

Purchase Type


Display As:

(what is this?)
554 reviews match the filters above ( Mostly Positive)
There are no more reviews that match the filters set above
Adjust the filters above to see other reviews
Loading reviews...