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:
Very Positive (38) - 92% of the 38 user reviews in the last 30 days are positive.
All Reviews:
Mostly Positive (1,174) - 74% of the 1,174 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?

“The foundation is in place and incredibly solid -- now for the real fun to start! We need your feedback & support to help bring SimAirport to the next level.

Our goal is to develop the best modern tycoon style building & management game -- we need your help to do that. We need the community, you the player, to be our direct feedback loop. Get hands-on with the game, provide your feedback, and guide us towards making sure that SimAirport is the tycoon game that you've dreamed of ever since you were a kid.”

Approximately how long will this game be in Early Access?

“We anticipate being in Early Access at least through mid 2018 -- if not substantially longer!

It will of course depend on the level of community interest and engagement, but we're incredibly passionate about SimAirport, just as many of our supporters are. We hope to work on the game, hand-in-hand with the community, for as long as we possibly can!”

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

“We've already got a really great foundation to build on, and there's no shortage of ideas. With your guidance, our goal is to implement as many of them as we possibly can and to let the community play a key role in crafting the future of SimAirport.

Roadmaps are released once every few months, and they give you an idea of the things that we are actively working on and that you can expect to see in the game over the next couple of months. Check out the Latest Roadmap, SimAirport Late 2017, to see what you can expect during the remainder of 2017! (or view the prior SimAirport Early 2017 Roadmap to see what we've already accomplished so far!)

Updates to Edge happen almost every single day, and 'Default' updates roughly once a month. Updates typically feature new features, new content, bug fixes, performance optimizations, and general gameplay enhancements & improvements.

We really hope to be working on SimAirport for a long time into the future, and while we may not get to all of these, we do hope to get to many of them -- several are even on the current Roadmap for 2017! In no particular order, here's a very small sample of the ideas and concepts that we'd love to have the chance to tackle, though there are many other ideas too (and we often see an idea in a forum post and we jump on it, we love implementing community ideas)!

Some Ideas...

  • Random Events
  • In-Game Tutorial
  • International passengers & layovers
  • Additional terminal content (bars [drunk passengers], lounges, smoking areas, etc)
  • Cargo operations
  • Parking Garages
  • More aircraft models & airlines
  • Staff Scheduling & Duty Assignments
  • Multiple level terminals [Coming in 2017!]
  • People-Movers (moving walkways, trams / intra-terminal transit, etc) [Walkways coming in 2017!]

What is the current state of the Early Access version?

“SimAirport is completely playable and all major functions are there, and they function well -- from building an airport to scheduling & operating, you can do it all.

The game is NOT finished however -- there is no tutorial, some UIs are ugly and poorly explained, it's not well-balanced, and there are plenty missing gameplay elements. You will also undoubtedly encounter some bugs -- and it's possible that future updates may introduce new ones, too.

Generally though, SimAirport is very playable and is ready for new & more advanced features to be added!

Key Items Not Implemented or Lacking

  • Random events not yet implemented (security breaches, emergencies, incidents, VIP movements, etc)
  • No In-Game Tutorial
  • Player defined Pathfinding ("arrivals only"), one-way doors, and Staff Only doors
  • General aviation not implemented
  • Gameplay balance is not fine-tuned
  • Passenger & Airline 'Feedback Loop' is unrefined

Limited Content

Even some fully implemented systems have a limited amount of content or are not completely finished. While the vast majority of the content works very well already, our motto is that everything in SimAirport is subject to change -- we listen closely to player feedback and we have no problem making changes based on the community's collective wisdom.”

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

“We plan to raise the price gradually over time as the gameplay experience expands and improves, and as the game becomes more complete in general. We will post an announcement on Steam letting you know of any upcoming price increase prior to it going into effect.

We anticipate the first price increase will be in 2018.”

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

“Community involvement is crucial to ensuring that SimAirport continues to mature & evolve into the incredibly fun and engaging experience that we strive for.

Our Participation

We're extremely active participants on the community forums, and we frequent our subreddit often. We have been & will continue to work directly with the community to develop new concepts and to refine existing ones, in order to achieve our stated goal -- ensuring that SimAirport is the best tycoon-style management game it possibly can be, that it lives up to its full potential.

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 (31)

November 5

Patch - November 5, 2017

Tonight brings the next default branch patch which contains a large & varied array of additions, improvements, bug fixes, and general quality-of-life enhancements. The full changelog can be found below, and we're also trying something new this time around -- for the first time, we've put together an update video to accompany the release.

The update video is a bit longer than we had initially anticipated, and it's our first time doing something like this (go easy on us, we'll get better at it!) so it's not perfect, but we hope it's something you enjoy & find insightful. Let us know your thoughts on it! It's something we definitely enjoyed doing and we'd like to continue doing them for each of the monthly updates going forward, especially if it is something that you all enjoy. If there's anything specific you'd like to hear us talk about just let us know and we'll definitely try our best to work it into the next video!

We'll be kicking off the next cycle this coming week, we've got a lot of great stuff coming this round and as usual we'll be shipping it to the Edge branch incrementally as soon as things ready for you.

Thank you for your continued support -- we hope you're all enjoying SimAirport so far, there's still a lot more to come and we hope you're as excited about the future as we are! Thank you!

View November 2017 Update Video on YouTube

  • Flight Crews
    • Crews will sometimes deplane and then be replaced by a new team of pilots & flight attendants.
    • Flight crews must be onboard for the aircraft to begin boarding.
    • Crews are required to go through security.
    • Chance of crew change is based on aircraft type & size.

  • Allows queues to be designated as multiple types
    • Adds new 'Flight Crew' type, in addition to the existing Coach & First Class types.
    • Dequeues will still happen from the queue with the highest priority designated type (i.e. FlightCrew > FirstClass > Coach), and then (in case of ties) by wait time.

  • Intersecting Runways
    • Runways are now drawn with the new Runway drawing tool
    • Runways can now be arbitrary length in either asphalt or concrete
    • Runways can intersect perpendicularly (requires research)

  • Security Flow & Remote Bag Scanners
    • New Remote Bag Scanners can be assigned to new monitoring stations, which can be operated by a single security staff member (more than 5 assigned at once results in slower bag scanner usage)
    • Security objects can now be assigned to one another, allowing you to to specify precise security flow & custom configurations

  • Misc.
    • Substantially improves overall performance while construction projects are active
    • Fixes Foundation tool ("double walls" and other quirks)
    • Adds new "Staff Only Door" object
    • Adds a number of various "Fancy Chairs"'" and similar seating objects
    • Adds One-Way Taxiway tool, can set Taxiways as one-ways for improved tarmac traffic management
    • Adds property & income taxes, several related research items
    • Many retail objects now allow their prices to be set (e.g. vending machines, retail kiosks, etc)
    • The base layer of the tile map has had its texture updated
    • Passenger AI object selection/re-selection substantially improved
    • Adds default lighting to all aircraft gates

  • Minor price & construction time adjustments to several raw materials
  • Adjustments to passenger AI heuristics and behavior based on player feedback
  • Fuel & LRT financials recategorized more appropriately
  • Personal passenger vehicles (including taxicabs) chance has been increased
  • Refuel request chance has been increased
  • Dirty floor chance has been increased
  • Retail objects (food/cafes) will now start out with empty inventory. When dismantled, available inventory will be sold at cost.
  • Adds a variable for tracking average basis (paid amount) on fuel purchases. This is a weighted moving average so will be inaccurate at first if you own any fuel already.
  • Replaces “Send Home” with “Abort & Reconsider”
  • Triples the maximum keyboard scroll speed
  • Multiple new research items (construction foreman, bank loans, tax-related)
  • Larger default map size
  • Reduces deplaning duration
  • Revises alignment on Office Desk & Ticketing Desk with respect to chairs
  • Research progress now shows time remaining
  • Queues will now display a pendant instead of coloring the graphics
  • Fuel deliveries will now occur at 11PM
  • Taxes will now be deducted at the end of current day instead of the following day
  • Land expansion parcel availability is now by total airport area instead of a fixed number of allowed expansions
  • Land expansion parcel cost significantly increased
  • Adds additional validations for detecting airport problems; revises wording
  • P&L report now includes a ‘net’ line item column that matches the totals found on cashflow chart
  • Passengers will no longer wait to cross the tracks when LRT trains are inbound
  • Deactivates a routine that would auto-dismantle decorative objects (trees, bushes, statues) when doing any construction over their tiles
  • Fixes some takeoff-related aircraft sound effects cutting out prematurely
  • Removes animation for underground utility endpoints
  • Cancels flights that still haven’t landed within 20 minutes of their scheduled departure time, to complement the existing “within 90 minutes of scheduled arrival” validation
  • Fuel market price now slightly less volatile
  • UI-related
    • Placement indicator fixes and optimizations (e.g. the dimensions text being occluded by main text)
    • In-game windows will now retain their size and position between game sessions
    • Adds a ‘Delete Save’ button to the Load Game menu
    • Operations Menu is now a resizable window
    • Adds a fuel HUD that can be optionally enabled; includes yesterday's demand + forecast for tomorrow
    • Adds a configurable hotkey for enabling the Planning Mode layer (default "L")
    • Various button icons updated
    • Adds dock icon notifier to top Weather UI, alerts when all runways are closed due to weather
    • Transit capacity report now includes 2 additional series for demand broken down by departure/arrival status
    • Human-readable task description for hangar vehicle tooltips
    • Adds 'Autofocus Build Menus' Preference (page 2), off by default. When on, opening a build menu will auto-focus the search field.

  • Reduces periodic GC from the functional object manager
  • Various minor UI bug fixes and improvements
  • Fixes an uncommon but reproducible crash that happened at midnight
  • Various edge scrolling issues resolved; expands hitbox area & exempts navbars
  • Fixes "resume game speed" not working when autosave invokes while paused
  • Graphics Setting improvements; should resolve any quirks on both OSX & Windows and generally be more reliable and better able to detect native resolution
  • Toilet Stall ‘abort’ issue fixed; could cause stuck passengers and similar issues
  • Ensures that when objects are marked for dismantle any agents will stop using it
  • Various optimizations to the abstract road graph cache and enables threaded vehicle pathfinding
  • Fixes a bug that could result in operations/transit services failing to spawn when running at very low frame rates
  • Fixes a bug that would prevent deserialized demolish conveyor tasks from completing successfully
  • Various performance optimizations (object pooling, functionality validation, map cache)
  • Demolishing fuel pipes will now update neighboring sprites
  • Fixes outdoor baggage claim resulting in stuck passengers and workmen tasks
  • Fixes a race condition that often resulted in pax using garbage bins twice per ‘hasTrash’ invoke
  • Fixes agents sometimes not facing the correct direction
  • Fixes ’NaN’ passenger satisfaction bug
  • Fixes a bug that could rarely cause passengers to partially oscillating between object targets when too many attractive options are present
  • Standby gates
    • Bug fix: sometimes failing to invoke when it otherwise could
    • Bug fix: sometimes invoking when it otherwise shouldn't (e.g. wait for busy runways; layovers past end of allowed standby period)
  • Fixes P&L report (should be limited to most recent 30 days)
  • Fixes cashflow report (datapoints not grid-aligned)
  • Fixes an issue that could result in vehicles spawning even if spawn nodes were occupied
  • Fixes an issue that could result in stuck agent if despawned and pooled closely after deserialization and then immediately reused
  • Fixes a deadlock when sharing a queue between 2 or more Gate Agent Desks assigned to different gates (now prohibited)
  • Fixes fences not added when reloading a game more than once during land expansion
  • Game loading (including land expansions) will now attempt to free up additional RAM as well as include detailed logging information
  • Fixes a stuck baggage cart, mid-turn, by fuzzy resolving its start node if it’s mildly “off road”
  • Fixes a bug that would allow pax to use any ticketing desk (when assigned desks are present) after editing a flight’s schedule
  • Fixes a chance that agents could be pushed past staff-only doors by separation forces of nearby neighbors
  • Fixes a runway validation that could incorrectly allow ‘off map’ runway drawing
  • Optimizes rendering of queues & fixes minor view-state bugs
  • Fixes a bug that could result in player preferences not being committed
  • Fixes a thread related race condition during map invalidation
  • Fixes aircraft spawn/despawn points not far enough off the map
  • Fixes grass underlay size
  • Fixes the marquee sound not stopped when resizing flight layover
  • Fixes an object pooling bug on food items which would eventually result in abandoned preparation task chains and idle staff
  • Fixes object pooling bug on passengers (various behavioral and needs-related bugs)
  • Fixes agents scooting into chairs that are flagged as not moveable
  • Several minor aircraft pathfinding related performance improvements
  • Fixes underground endpoint arrows not disappearing after aborted object placement
  • Fixes a sprite flipping aircraft during takeoff
  • Fixes an issue that would result in fuel resale to airline failing to generate an income transaction if the truck already had enough on board
  • Fixes a bug that could be exploited to sell fuel at a higher price than demand warranted
  • Fixes an issue that could temporarily cause agent hit boxes to not work (related to queue drawing)
  • Fixes income from airline refuel requests not working recently
  • Fixes an issue that would prevent aircraft undocking from the gate
  • Fixes baggage disappearing from carousel after deserialization
  • Adds a new command line option that can be used to assist in portability of saved games across different platform library runtime versions
38 comments Read more

October 31

Happy Halloween from the Dev Team!

Just wanted to wish everyone a Happy Halloween from the entire dev team!

Here's a little festive display of the passion that we have for SimAirport: https://twitter.com/SimAirport/status/925530976586842113

Wanted to also provide you all with a quick update on where we're at, especially since things have been quieter than usual over the last few days. Things were slow for us this weekend and during the early part of the week as we took a little bit of personal time to get caught up on general personal responsibilities. Robert was in the midst of moving and he's just now beginning to get settled in at his new digs. I spent much of the weekend catching up on my "husband chores" list, which had grown nearly as long as the suggestions thread -- so I was finally able to spend some time helping my wife get ready for our first daughter, who we're expecting to arrive 2 months from now (hoping for an on-time arrival)!

We're just getting back into the swing of things -- we've got a handful of small bugfixes ready, and some small additions/tweaks, though there are still two outstanding/un-fixed bugs remaining that we'd like to get resolved. Once we're able to track those down (possibly tonight, more likely tomorrow) then we'll be shipping the next Edge/Experimental update. And then, once we're confident that things are smooth & stable, we plan to deploy the Default patch and then we'll be pretty much immediately beginning the next patch cycle.

We're very much ready for the next cycle in fact -- we've got several things ready, or just about ready, and you can expect to be seeing the first of those things on Edge probably within ~24 hours or so of the Default patch going live (which we're hoping will be this week). Just to give you an idea of some of the things that we've got very nearly ready for the next cycle, it includes:

  • General Aviation
  • Passenger "Personalities"
  • Upkeep / Maintenance (concrete vs asphalt, it's going to matter soon!)
  • New UI (around 50% implemented right now and looks great; more info & previews will come very, very soon!)

Also expected to come during the next cycle (note: is subject to change!) are the following, which are less finished but are all in various states of completion right now:
  • First Class Lounges
  • Crew Lounges
  • Moving Walkways
  • Initial 'Staff Scheduling' concepts

We've also got a few other things we've been playing with that may or may not shape up in time for this next cycle -- not to mention the remaining items from the most recent roadmap (Multiple Floors & Translations, which we've been steadily working on as well) -- but we'll definitely continue to keep you posted as usual.

And finally, we did some audio/video recording to make a "dev update" video for you all; we'll see how it turns out, and if it turns out OK we'll be releasing that fairly soon as well. Worst case, we may need to do a second take of it -- but we're definitely going to give it our best shot! :smiley:

Didn't mean for this to get so long, really just meant to wish you all a Happy Halloween! Thank you everyone for your patience and for you continued support, we'll have more for you soon!
16 comments Read more
See all discussions

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

The Dev Process

We use a rapid & iterative dev process to keep you involved. The game has improved dramatically since release, and it continues to evolve rapidly -- we ship updates to the 'Edge' branch almost EVERY DAY! See also, the 'SimAirport 2017 Roadmap'

Updates & Steam Branches

  • Default -- The default branch, it is the most stable. Updates: ~1x/month
  • Experimental -- Newer features, generally stable. Updates: ~1x/week
  • Edge -- The latest & greatest, not always fully stable. Updates: ~1x/day

About This Game

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

You will 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, roads, fuel pipelines, runway upgrades, navigation aids, hangars and service vehicles, etc -- and much more.

Your Airport, Your Way. Built & Managed by You!

  • Systems-Based Gameplay: Everything has purpose
  • Infrastructure: Fuel & baggage, public address systems, flight info displays, etc
  • Details: Security, Check-In, Boarding, Food, down to first class & coach queues
  • Research & Advancement: Technology, transport, accounting tools, land expansion, etc
  • Two Gameplay Modes: Sandbox (unlimited funds) and Career (challenge yourself)
  • Play your way! Multiple concourses, or a single large concourse? It's your choice!
  • 15+ Airlines & liveries; 15+ Aircraft, turboprop to turbine
  • Steam Workshop Support: Hundreds of Custom Airlines & Airports to try!
  • Very Actively Developed - regular updates almost daily since release (Edge branch)! Developers that listen & who are very actively involved in the community on a daily basis.
  • Bottom Line: Fun, Engaging, Deep Gameplay.

    Where YOUR decisions truly make a difference!

Who Should Purchase?

We suggest purchasing if you are excited to play the game as it is today AND if you are interested in participating in the development process alongside our developers.

If you enjoy tycoon-style building & management games, you'll probably enjoy SimAirport. If you're not sure yet, we'd encourage you to take a look through our forums (especially the Edge forum!) to get an idea of how quickly player feedback makes an impact on the game & to get a feel for how much fun there is to be had!

We hope to see you in the friendly skies, and around our community forum!

System Requirements

Mac OS X
SteamOS + Linux
    • 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
    • OS: Ubuntu 12.04+ or SteamOS
    • Processor: Intel Core2 Duo 2.4 GHz or higher / AMD 3 GHz or higher.
    • Memory: 2 GB RAM
    • Graphics: Any, Minimum 1GB Video RAM
    • Sound Card: Any
Customer reviews
High Volume of Reviews Detected:
Exclude  or  View Only
Review Type

Purchase Type


Date Range
To view reviews within a date range, please click and drag a selection on a graph above or click on a specific bar.

Show graph

Display As:
Review Beta NEW!
When enabled, will sort reviews by new Helpfulness score. Read more about it in the blog post.
Show graph
Hide graph
Review Helpfulness Beta Enabled
There are no more reviews that match the filters set above
Adjust the filters above to see other reviews
Loading reviews...