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:
Very Positive (103 reviews) - 80% of the 103 user reviews in the last 30 days are positive.
Mostly Positive (897 reviews) - 74% of the 897 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 (26)

July 18

Patch - July 18, 2017

A bit earlier than normal this month, tonight we're releasing a patch to the default / general release branch. Conveyor Systems have received some updates based on your feedback, several quality-of-life enhancements, and numerous bug fixes and improvements throughout.

If you missed it, we just recently released the updated SimAirport 2017 Roadmap -- be sure to check it out if you haven't already!

We've already been working on the next stuff and, as usual, we'll be back with more on the Experimental/Edge branches just as soon as we have it ready for you!

Thanks everyone!

Patch Notes for July 18, 2017
  • Conveyor System Changes -- By popular demand!
    • Conveyors inbound to a hub (blue, labeled with an "H") can now have 3-way intersections
    • Conveyor sections with a 3-way intersection will only be allowed to connect to other "to hub"/blue sections
    • The pink ("R") side of the network is unchanged, does not allow intersections

  • Adds a separate setting for keyboard pan speed
  • Adds the 4th facing for Bag Scanner!
  • Revises the flight status window; optimized, resizable, and condensed
  • LRT Platform can now be dismantled and repositioned
  • Several queue tweaks including improvements to prevent stacking
  • Revise the custom gate name UI to now support unlimited number of gates
  • Adds a 'Important Zone Problems' notification/alert icon to the Zones UI button (missing deliveries zone, zone full, etc)
  • Updates the capacity/demand graph, now incorporates arriving passenger demand (leaving airport) & ignores unscheduled flights
  • Fixes an issue with vehicles sometimes becoming stuck
  • Fixes an issue with construction indicator appearing under walls
  • Several Queue related tweaks to reduce issues with passengers entering too slowly or 'clumping'
  • Fixes the “# Bags Loaded” (outdoor luggage) always showing 0
  • Drawing walls/fences over defined queues is now prohibited
  • Fixes an issue that could cause stuck aircraft adjacent to runway
  • Adds a tooltip warning that runway lights do not carry over when upgrading runways
  • Adds hover tooltip to Supply Trucks to better communicate their current status
  • Fixes passengers initial movement target when closing in on an object — prevents overshoot and/or backtracking
  • Fixes light rail train 30 minute interval setting (will always spawn vs. checking for overrun)
  • Fixes the estimated transit capacity series on Capacity Graph, was 4x too high
  • Expands the collection of flight data metrics (e.g. actual arrival time, time spent doing X, Y, or Z) in anticipation of future reporting tools
  • Several timing & aesthetic improvements to bars & food-serving kiosk objects
  • Fixes CFO/COO/Janitor not being included in hourly wages
  • Fixes gate agent desk getting outdoor material on default map
  • Changes the secure areas report to show sector-like wings vs just “secure vs nonsecure”
  • Fixes a few conveyor/object placement validation bugs
  • Early Access dialog will now link to the appropriate Bug Report forum based on client version/branch
  • Slight visual fix for Passengers when entering defined queues
  • Fountains can be placed outside now
  • Removes the “Break Deadlock” button from vehicles (remains on Aircraft for now)
  • Aircraft pathfinding updates & upgrades
  • Fixes the UI money hover not limiting the number of recent transactions displayed
  • Fixes a sprite error on very large land expansion area indicators
  • Resolves the issue with road construction sometimes not completing
  • Fixes one issue with sectors job sometimes not completing successfully that could result in an inconsistent map state that shows everything non-secure, all zones failing validations, etc.
  • Slightly optimizes sector generation
  • Fixes recent transactions not limiting properly in the top UI hover
  • Fixes an issue that could cause projects to re-allocate supplies incorrectly
  • Fixes an issue that rarely prevented sector generation from finishing
  • Fixes several thread-safety related issues
  • Fixes the issue that caused sectors to generate incorrectly in some cases; this sometimes resulted in secure areas being incorrect, bad paths/through walls, etc
  • Makes the 'dock notification' icons more obvious
  • Fixes a bug that allowed objects to be placed on top of queues
  • Fixes a bug that prevented graphs from updating properly when game was paused
  • Fixed a bug that could occur when loading a save with a recently-spawned aircraft on final
  • Fixed an issue that caused staff task priorities to not always be observed
  • Fixes a queue heuristics bug that could result in 'looping' with some setups/layouts
  • Queue entry now faster, more direct, less 'jitter' before entering
  • Through-queue movement speed slowed down slightly
  • Passenger reaction time increased while in queues, reduces gaps
  • Conveyor endpoints now displayed prior to selecting conveyor tool
  • Changed underground view so that only the utility objects will be hovered/selectable
  • Audio updates, some new effects, updates to existing; feedback appreciated!
  • Profit & Loss report now categorized; old data will be in 'Undefined' category, new data will categorize properly
  • Several minor performance related changes, memory usage improvements
  • Minor Aircraft pathfinding tweaks, should avoid runways a bit more aggressively
  • Minor tweaks to 'Bird In Hand' heuristics, intended to reduce "looping" issues

38 comments Read more

July 14

SimAirport Roadmap 2017

SimAirport launched about 130 days ago, roughly 4 months, and we hope you agree with us that the game has come an incredible distance in just that short amount of time. We originally released a roadmap a bit after release, and since then we’ve been able to cross off the majority of the items listed; it’s now time to give you a glimpse into the future, and to share with you what our plans are for the coming patches.

Much more is planned and we definitely do not intend to slow down anytime soon -- in fact we’re really just now hitting our stride, there’s a whole lot more coming.

We’ve been clear about our goal since day one -- creating the best management-style tycoon game possible -- we’ve been active within the community and we cannot thank you enough for being there with us every step of the way, helping us strive towards achieving the stated goal.

Creating the Updated Roadmap
We asked you, the community, to voice your opinions and provide your feedback via the SimAirport survey a while back. The results, and the turnout, were overwhelmingly helpful for us and the end result is that your collective desires are directly incorporated in our future plans, the culmination of which is this updated SimAirport Roadmap. The survey was a critical piece of the puzzle for us and has been instrumental in helping to craft this updated Roadmap -- we plan to continue updating the Roadmap every few months and we intend to continue to survey the community to help us ensure that we stay in tune with you, the players, and what you want to see in SimAirport’s future.

What Does it Cover? When will we see these things?!
Our tentative goal is to have everything below completed by the end of 2017! As most of you know, we like to release early & often -- we won’t be tackling the following items in any specific order, but we will be working on them all, and we will do our best to get them out to you as quickly as we can, on time, and without major bugs.

Game development is full of unknowns, and we can’t promise this all in 2017 for certain -- but we CAN promise that we’ll do everything we can to deliver it this year. This list is not all-encompassing either; there are times when we may deviate to address a specific issue or game mechanic, jump on a new idea, or decide not to pursue a feature. These changes typically come from your feedback, but in general we’ll strive to complete the roadmap during the remainder of 2017 -- and then we’ll probably be about ready to release another roadmap update! :-)

Thank You!
We look forward to continuing to work with you as the game blossoms into an even more engaging, fun, and challenging experience over the coming months and years.

SimAirport Roadmap - Remainder of 2017
  • Performance
    • More passengers, at better frame rates
    • Improved Multi-Core CPU Utilization
    • No construction slowdowns
    • No UI slowdowns

  • Systems
    • Multiple Floors. The big one! We’re doing it!
    • Smarter Paths; Moving walkways, staff doors, 1-ways, better paths
    • Maintenance & Repair; runway surface types, object & vehicle fatigue
    • Staff Intelligence; Scheduling, AI, Assignments, and Prioritization
    • Fuel Utilities Network; fuel pipelines, refueling trucks
    • Upgraded ‘Information’ System; public address system & impacts

  • Player Experience
    • UI Improvements, more in-game alerts & guidance
    • Game Localization, Translations
    • Linux support
    • Audio updates & immersion improvements

  • Early 2018 -- Major Planned Features
    • Events & Challenges: security checks, threats; weather impacts; go-arounds, incidents, and emergencies
    • Gameplay Progression Assessment & Re-Balance
    • Airlines that require services, offices, lounges
    • Making First Class mean something, require things, have impact
    • And More... this is merely a sampling of the what's on our radar!

    62 comments Read more
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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
    Very Positive (103 reviews)
    Mostly Positive (897 reviews)
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