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.
Recent Reviews:
Mixed (50) - 64% of the 50 user reviews in the last 30 days are positive.
All Reviews:
Mostly Positive (1,015) - 73% of the 1,015 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 (27)

September 7

Patch - September 7, 2017

SimAirport launched 6 months ago yesterday -- it's been an awesome ride so far, and we've got a great update for you tonight -- and we have a lot more in store for you still, too!

Just to give you an idea, and even though this patch took a bit longer than usual, this patch contains just under 500 "code commits", or individual sets of changes -- just in this patch alone! In total, we've shipped several hundred builds to you. On top of that, we've had hundreds of interactions with many of you directly, here in the forums & across many of our different channels. The community that has formed around the game is second to none, and we're sincerely grateful for the opportunity you've given us -- and for your continued support & feedback.

Most importantly, the game itself has improved dramatically -- hundreds of bugs have been fixed, numerous new features have been added, performance has improved by orders of magnitude, and overall we've implemented hundreds of things based off of player requests and your direct feedback.

The evolution you've seen so far -- just over this first short 6-month period of time -- we've come a long way. But we've got a lot more in store for you, and we're still here working hard every day, listening closely to your feedback, and iterating based off of it.

We're still incredibly excited for the future of SimAirport, and there's a lot more coming (we're already super excited about the next patch cycle's progress, soon to be on Edge branch!!).

If you haven't already, be sure to check out the most recent SimAirport 2017 Roadmap, and if you aren't participating in the forums yet there's no better time than now, and we'd absolutely encourage you to jump in!

Once again, thank you! We thank you for your continued patience, your support, and your participation and feedback. We truly do have a lot more planned -- and, as usual, we'll have more for you very soon! =)

And now, here's what you can expect from tonight's patch:

  • Adds Airline Mods -- Custom Airlines

    • Create and play with custom airlines and custom art. Includes full Workshop support. See how-to / schema info for details.
    • Working examples of more complex JSON setups, PDF templates, and more are available via the 'How To' topic
    • Thank you @Plotz for the PDF templates!

  • Adds Runway Operations Control Panel
    • Adds 'Runways' tab to the Ops Control Panel; allows you to set runways to allow only Departures, only Arrivals, or both.
    • Requires researching the new 'Aviation Operations' item
    • Adds 'Crosswind Maximums', makes various runway upgrades impact the maximum thresholds
    • Numerous changes to Runway selection, including smarter distance & size-based priorities

  • Adds Small Aircraft Gate
    • Has stairs and no jet bridge
    • Aircraft adjustments to appropriate gate sizes
    • Adjusted prices and material requirements for Small, Large, XL Gates
    • Default map now comes with a Small gate

  • Revised Passenger Satisfaction
    • Changes to top UI and hover, now shows trend direction & intensity
    • First class pax now have an increased impact on overall satisfaction score
    • Satisfaction now less volatile, will be a bit more challenging in general
    • Tweaks to initial spawn values, object/action interaction modifiers, need rating weights
    • Needs used only for driving AI no longer directly factored into rating
    • Note: When loading a older version save, the satisfaction rating may temporarily be skewed. Old saves are compatible however it may jump up or down for the first few minutes after loading -- after a few minutes it'll be using the new algorithm entirely & behaving the same as it would on a newly-created save.
    • As always, please let us know your thoughts & feedback. Too difficult, too easy? Too fast or too slow? Let us know, we're listening!

  • Performance Improvements
    Numerous performance improvements! We've optimized numerous aspects, with a focus on movement and agent rendering: threading adjustments that will allow us to better utilize multi-core processors and parallelize computationally-intensive work; other various startup and runtime optimizations, including memory/RAM optimizations; multiples rendering pipeline optimizations and improvements.

  • Misc. Additions & Improvements
    • Adds configurable key bindings settings to Preferences (page 2)
    • Added 'Ramp' outdoor tile, can be used for aesthetic purposes around your tarmac area (via request on Reddit)
    • Separates 'Break Deadlock' and 'Force Departure' buttons on Aircraft menu
    • Adds additional columns to Flight Status UI; column visibility can now be toggled via the "I" button, top left of the flight status screen
    • Adds a button to “Show All Queue Assignments”
    • Passenger object/action selection improvements -- should improve passenger distribution & object selection variation. May increase missed flights a bit, likely needs some further tweaking, is hopefully a solid improvement to pax behavior in general.
    • Adds aviation-style wind heading & velocity to the top UI weather hover
    • Left control key now displays crosshairs when using build tools

  • Staff Job Selection
    Revised to be more efficient. Includes fixes for a few staff-related bugs when more than enough staff are present (wander, stacking, fanning out evenly). Known: Janitors still need to be smarter.

  • Queues set to 'First Class Only' tinted a faint blue, helps distinguish them visually
  • Further adjustments to improve boarding rates, early boarding, boarding time awareness
  • Several queue adjustments, including a change aimed at improving the 'slow queue join' issue
  • Changes to default Airlines: interest rating sensitivity, interest percentage component adjustments, and sizable changes to Airline pricing sensitivity (now more price-sensitive, especially at the high end of the spectrum)
    NOTE: This change may result in reneged offers when initially loading any existing saves!
  • Zones that require non-secure area will now fail to meet requirements
  • Relaxes pathfinding constraints when starting on security exit/dividers — should reduce number of MM370 warnings
  • Passengers will no longer spawn for flights that are accepted but not yet scheduled
  • Adds some additional zoom-based culling, including hiding of construction indicators at higher zooms
  • Small adjustment to make passengers more likely to line up at Gate Agent Desks during pre-boarding
  • Updates Baggage Depot description and tooltip
  • Aircraft Gate hover info are now less verbose unless zoomed in
  • Electronics vending machine tweaks
  • Changed worker task assignments to prevent excessive 'task swapping' and retain priority properly
  • Adds ability to cancel queued but not-yet-started research
  • Updates descriptions on ILS/PAPI regarding maximum crosswind tolerance
  • Further tweaks to Passenger action/object selection; should be more attracted to gate area pre-boarding, less likely to miss their flight during boarding, and a bit more 'decisive'
  • Crosswind maximums adjusted: 12KT default; 15KT with PAPI upgrade; 20KT with ILS upgrade
  • Realtime Flight Status now shows # of ticketed Pax and # boarded pax; can be toggled on/off via the column settings on the UI
  • Aircraft will now prefer the smallest suitable runway that is available, and will select the nearest to their gate if multiple of that size are available when needed

  • Improves the movement code to now anticipate collisions with walls, mitigating an issue where agents could become stuck behind a sheer wall after getting pushed too far off path by other agents. In certain cases, this could also result in stuck aircraft (if waiting for stuck agent).
  • Fixes a few internal errors producing integrity check warnings
  • Fixes construction sometimes failing to complete based on erroneous ‘path available’ validation
  • Fixes an issue that could result in large swaths of passengers not moving because of a failed background job enqueue when engine is under extreme load
  • Fixed a bug on Flight Scheduler that showed an incorrect gate size requirement
  • Fixes LRT drop-offs, should always avoid Drop-offs zone
  • Fixes a bug that caused saves (and Land Expansion) to fail when a Small Aircraft Gate was present on the map
  • Fixes water emission position offset on sinks
  • Fixes an issue with agent appearance position offset not getting reset after using chairs
  • Fixes an issue with janitor serialization that could result in stuck after load game
  • Fixes an issue with pax not leaving after missed flight
  • Fixes an issue with passengers sometimes taking shortcuts through non-secure areas to reach a destination in their same sector (high chance of resetting their security status)
  • Fixes inconsistent mouse position / 'offset' when placing objects
  • Fixes an issue that could result in stuck aircraft if indoor luggage and no baggage claim zone
  • Reliability improvements to task assignment/manager for employee agents
  • Improvements to janitor clean floor task to be more resilient
  • Resolves an issue that could cause passengers to occasionally walk through walls
  • Fixes an issue that could result in queues becoming deadlocked (e.g. if placed on the edge of a sector or zone boundary)
  • Fixes a 'Move To Object' failure abort condition
  • Fixes a vehicle risk condition that could sometimes occur on parallel, half-offset roads
  • Vehicles should no longer drive on pending construction roads
  • Fixes indoor flooring, no longer removes walls (just excludes those positions now)

  • Adds a new Command Line option ("RESET") / advanced option (or 'Safe Mode'), which forces the game to forget all settings, preferences & graphics configurations
  • Updated code base to the latest engine version
  • Multi-core/multi-thread code runner updates, now using higher performance sync structures
  • Optimization to saving/loading game; reduces risk of 'Out Of Memory' crash and truncated output/corruption
41 comments Read more

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
63 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
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