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 (440 reviews) - 72% of the 440 user reviews for this game are positive.
Release Date: Mar 6, 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?

“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!
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Recent updates View all (17)

March 25

Roadmap & Patch Notes March 25, 2017

It's time for another SimAirport patch and we have also released the SimAirport Roadmap that we mentioned in the previous patch notes!

SimAirport Early Roadmap

A few days ago we came across a bug related to zones and 'zone references' which turned out to be one of the primary root causes of the cafe/retail issues. It has required us to take a slight detour to address the underlying root issue and we're just about through that now. We anticipate having that fix, and cafe/retail itself, fully up and running very soon and you can expect to see it on the experimental branch early next week. We'll then be proceeding to get that out in a general availability patch as soon as we can thereafter!

Patch Notes

  • Fixed a bug with Flight Info Display incorrectly emitting Environment effect instead of Information
  • Fixed the “# standing > # departing” bug when 2+ desks are assigned to a gate
  • Aircraft can now depart earlier than scheduled departure time if otherwise ready to leave (boarded & loaded etc)
  • Demolish tool now must be used adjacent to outdoors areas; helps prevent confusing islands of “outdoors” surrounded by “indoors”. Use ‘Clear’ tool to clear indoor areas and keep them as indoors.
  • Minor memory allocation improvements [performance]
  • Fixed an issue where workers didn’t complete a tasks or stopped mid-way through
  • Fixed aircraft becoming stuck when their runway was destroyed while at the gate
  • Nearby construction workers will now assist in unloading Supply Trucks
  • Airlines UI now shows available flights broken down by morning/afternoon/night
  • Existing indoor decor will no longer be removed when placing flooring
  • Fixed an issue that sometimes caused security & zone validations to stop running
  • Fixed multiple small save/load related issues
  • Flight Schedule UI Overhaul -- Scheduling is now done by gate.

Note - When loading an existing save from a prior patch you may end up with some cancelled flights for the first day until you have adjusted your schedule accordingly. Schedule changes only take effect for 'tomorrow' and forward.

Thanks everyone -- and as usual, we'll have more for you as soon as we can!!

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March 25

SimAirport Early Roadmap

It feels like an eternity already but it was a little less than 3 weeks ago when we released SimAirport publicly into Early Access. It's been an absolutely wild ride ride so far but we're honored to have so many of you playing and having fun with the game already -- even at this early stage of the game's life! We have been having a blast working with you in the forum and via email, getting bugs tracked down, and getting fixes & patches out to you as quickly as we can.

We really want to thank those of you who have jumped on board early with us -- you've been great so far and we're really excited about what the future holds as we continue to work together to craft SimAirport into the best tycoon-style management game out there.

There's still a lot of work to be done, and it's certainly not going to happen overnight, but we're incredibly excited for what the future holds for SimAirport over the long-term. Just as we have been over these quick first three weeks, we'll continue to be here day-in and day-out -- listening and engaging directly with the community, working on fixes, updates, content, and above all, actually shipping patches -- for the long haul.

Our community has tons of ideas, and we have many ideas as well; we wanted to prepare a roadmap of sorts, and that's what we are delivering to you today. Game development is definitely a fluid process, and things are subject to change, but below you will find a rough outline of how we foresee the development process evolving over the next few months and we've called out some specifics that we know we'd like to get addressed, or implemented, sooner than later.

Keep in mind that the roadmap below is not written in stone, and is not all-inclusive; especially given that we like to stay directly engaged with the community, so if something comes up, or the community has a great idea, or there's anything important to the game that comes along unexpectedly -- we won't hesitate to deviate priorities temporarily and get it addressed or implemented.

The one thing that won't be changing? Our dedication to SimAirport, and to the community that has formed around the game so far. We'll be here working on this game not only until it is considered 'finished', but for a long time after that too -- together with your participation, we intend to explore the boundaries of tycoon-style management games in SimAirport.

Roadmap Notes:

  1. In an effort to stay nimble and ship patches fast, and the fluid nature of game development in general, we aren't putting specific timeframes on these 'stages' of development. Rather our goal is moreso to convey and share our perspective and the overarching stages we foresee in the shorter term future of SimAirport's development cycle.
  2. Coinciding with the release of this roadmap, we will soon be doing some basic structuring & reorganization of the Steam discussion forums in an effort to better cater to the ongoing development lifecycle, to make things easier to find for you and to make it easier for us to see what's important to you.

Bug Bash -- Everything working, flawlessly
  • Zones; zone editing, movement, assignment handled properly in all cases
  • Cafes / Retail; working perfectly
  • Destruction of in-use or planned-to-use objects always handled correctly
  • Incremental performance improvements
  • Nothing stuck. Ever!
  • Passenger AI Improvements
    • Task switching, reconsideration
    • Distribution weighting improved
    • Memory footprint reduced (performance)
    • Queue timings adjusted to function as intended
    • First class passengers given meaning
  • Minor requested additions, as time permits
    • Flight Scheduling UI & Concept Updated [done]
    • Janitors, Workers help with loading, unloading trucks [partially complete]
    • Storage zone, Supply Piles being returned to Storage
    • Additional minor object additions / options (decor, chair types, etc)
    • UI enhancements, UI screen additions, planning mode, etc
Performance -- Construction & Ops are smooth, at reasonably large pax counts
  • Crowd pathfinding fully merged; replace alternates for long-traversal paths
  • Construction; remaining synchronous invalidations handled asynchronously
  • Textures; support lower-end GPUs via size reductions or shipping multiple sizes
  • Misc; track down game exit CTDs, begin tracking down problem memory leaks
Content & Gameplay -- The FUN begins!
We have a LOT planned, and it’s just a matter of time before we get there. We’ll be adding some things in sooner than later, in some cases even within other update cycles that aren’t dedicated to content addition. In other cases, we’ll be waiting until we’re really within a full ‘content mode’ update cycle.

Please Note: This list is NOT all inclusive of our plans. It is just meant to be a representation of some of the things that we’re confident we want to get implemented sooner than later. We will be getting to a lot more over time. There are also no guarantees; items from this list could be removed, re-prioritized or even skipped entirely.

We listen to and engage with our (fantastic) community quite often; we’re always willing to listen and learn from our players, and there’s even a fantastic thread that we follow quite closely in our forum. As a result priorities may shift, ideas may change, or new things may become more important -- please consider the following list only to be a rough guideline, there are a LOT more things we want to do beyond just these things, and we’ll be shipping many content updates & patches over time!

  • Passenger Transportation
    • Dropoff & Pickup via Light Rail Train
    • Parking Structures
  • More objects to satisfy, entertain, and profit off of your Passengers
    • Bars, Restaurants, Take Out/Fast Food, Delis, etc
    • Duty Free shops, newsstands, clothing stores, etc
    • Systems depth; more for-sale items, inventory control, custom pricing
    • Misc. entertainment options; arcade games, news stands, TVs, etc
  • New Systems & Existing System Improvements
    • Weather system improved; impacts operations
    • Staff assignments; assign staff to desks or areas
    • Information System; increase impact, additional objects
    • Research Additions
    • Game Progression Re-Balance
    • Airlines that require services, offices, lounges
    • Refuel systems; fuel truck, fuel pipelines re-implemented
    • Reporting; data, charts, historic insights
  • Misc.
    • Steam Workshop integration with save sharing & mod support
    • Game localization & language translations

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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 (440 reviews)
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