Very detailed game about airport management and aviation in general, including Real World aircraft, procedures, IFR\VFR traffic, ATC, resources, upgrades and sounds! Enjoy the Ultimate Airport Management Experience!
All Reviews:
Mostly Negative (48) - 20% of the 48 user reviews for this game are positive.
Release Date:
Feb 17, 2017
Developer:
Publisher:

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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?

“Airport Master is a very complex game with very ambitious goal to become The Ultimate Airport Management Game. It already has many great features that constitute to this goal but it also needs time, effort and interactive communication with Early Access players on which features affect gameplay positively and which make the game more of a harcore simulation than an entertainment product. Together with players we will decide what game modes will feature most hardcore aviation-themed experiences and what game modes may become available to younger or perharps less serious about avaiation players. The game is playable in endless management mode right from Early Access phase, yet much much more to come as development progresses!”

Approximately how long will this game be in Early Access?

“That will depend on many factors: financial, workforce utilization, community involvement, wishlists, testing etc. We firmly believe that at least one year is required to transition from current product state (mid-Alpha) to Beta-phase. Based upon current wish-lists we have from our fans on FB, Twitter, IndieDB etc - it may, of course, be an endless process - as our engine allows for vast number of animated 3D objects to be displayed in a single scene, there are of course suggestions to implement many great features of real world aviation. But we plan to stick to the principle of playability: this Early Acess title is infinitely playable right now (only Player's management mistakes may result in premature retirement) and it's playability (and replayability) will only increase in future. We have a plan to stop at some point when both hardcore genre fans and newcommers to the genre will both be on par.”

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

“Full version (or the point that we'd call v.1.0) will feature Career Play Mode (alongside with Early Access's Infinite Play Mode), full ability to upgrade airport structure from Small Regional Airport to Large Airport; vast majority of modern ultra-light, light, business jet, twin turbo-prop, medium airline jet (and presumably heavy jets) - we add 1 to 2 new aircraft types per version (in various liveries), same goes for realistic airport vehicles, buildings, facilities, services, resources - this does not mean that no new items will appear in say v. 1.1 of the game (or as a DLC)...

You may check out our Development Roadmap and Airport Master Plan of Development

What is the current state of the Early Access version?

“Again, for most in-depth view, please see the Development Roadmap and Airport Master Plan of Development

Briefly, if you participate in Early Access, you join us in mid-Alpha stage of product development with working Regional Airport, ATC, partially implemented realistic weather (full weather support should become available by late Alpha), Infinite Play Mode, sounds, lighting and all the good stuf you've seen in our videos and on screenshots. Each month (roughly, sometimes it's twice a month) your game will become better and better (both in terms of how it plays and how it feels and looks) and we encourage you to share your ideas, experiences and visions with us in order to make it The Ultimate Airport Management Game!”

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

“Yes, the price for version 1.0 release (e.g. 'Full Version') will be higher than cost of joining at Early Access stage of development.”

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

“We are very open to new visions and ideas, we encourage you to use social media or Steam groups to get in touch with us and tell us what you think. Please, also understand that we will most definitely include great ideas by people who understand how real world aviation works and who have ideas on how Airport Master may benefit as an aviation-themed game but will hardly ever consider following categories of proposals: a) violence in any form (so No crashes! No accidents! No terrorism acts depiction!); b) ideas that turn this game into ATC's workplace simulation - if you are up to this kind of experience - you'll find links to such products on our website (see Simulators section); c) any cross-genre proposals that stray away from focus on aviation (please get us right: RPG-elements are great (and are planned) for Airport Manager Avatar, while action mini-games are not - this is entirely different experience for aviation strategy players - not all will like those). Other than that, we are fully open to hearing what you have in mind!”
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Recent updates View all (13)

July 19

IMPORTANT END USER LICENSE AGREEMENT CHANGE NOTE

IMPORTANT END USER LICENSE AGREEMENT CHANGE NOTE

Dear Players! Dear Video Authors!

We are glad to announce an important upcoming change to Airport Master EULA which we have promised to introduce back at the launch of Early Access Public Alpha of Airport Master.

As you know, currently the EULA imposes a requirement for all video authors to obtain prior written permission to use our brand names and graphical logos when producing monetized videos.

During the period of time since Early Access Launch we had established good relationships with many video authors who followed the EULA and received their written permission prior to legally using our brand names and logos in their monetized videos. We thank you and we have prepared something special for your choice of co-operation and partnership (see below)!

As we have promised earlier, at certain time of mid-alpha stage of development we would alter the EULA in such a way that the use of our brand names and logos will not require a prior written permission. And this day is nearing! Starting with v. 0.3.2a, the new EULA allowing unrestricted use of our brand names and logos in producing all kinds of monetized video content comes into effect!

All video authors who have obtained official permission from us to date, will automatically receive our Media Partner Status (your permission document will be replaced with Media Partner Certificate and you shall find an electronic copy in your e-mail that was used during your latest request of permission or addendum to it.

Media Partner Status in turn brings following benefits with it:

a) you will receive important media announcements ahead of time and you will be free to use this information to be the first to tell the World of important development milestones for Airport Master and other upcoming titles by STICLI Games;

b) we will provide media invitations to important gaming industry events, should we be taking part in one (this will include invitation to our booths on Expos, all kinds of promotional materials Media Partners may expect etc.);

c) you will be eligible to request and receive by electronic means of communication our branding and logos materials, specifically optimized for creating video content – including but not limited to game logos, airplane and ground vehicles featured in game – all on transparent background within layered PSD or format of choice (PNG if that suits your needs better);

Additional benefits for Media Partners may become available in future!

Note: it will also be possible to apply for Media Partner Status after the change to EULA takes effect. That can still be done the usual way, by contacting us and providing us with the list of your monetized media channels. As previously, the only kind of channels that are not eligible for Media Partner Status will be those containing hate-speech, propagating hatred towards some group of people or individuals regardless of basis – ethnical, racial, gender, nationality. All other Video Authors will be approved for Media Partner Status, should they prefer to get it.

Have a Great Summer and stay tuned for the upcoming version of Airport Master 0.3.2a!

Team at STICLI Games
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May 26

Airport Master Early Access Public v. 0.3.1a RELEASED!

Airport Master Early Access Public v. 0.3.1a RELEASED!


Game workflow
  • Added new Aircraft Atlas definitions for each aircraft in game: minimum landing distance, minimum tkof distance, minimum airport upgrade tier at which aircraft in question may appear in game world - as a preparation to actually enabling Players to upgrade Airport tiers and to keep sane with shortened takeoffs and mid-runway vacating for new runway 16-34; added
  • Added 20 new taxi routes around Apron 2; added
  • Added definitions for Cargo parking stands (S1 thru S3), new Passenger Terminal 2 Apron East parking stands\gates (V1 thru V8, W1 thru W6 and T1 thru T3), service hangars H4 and H5; added
  • Changed how aircraft on Missed Approach measure minimal distance before first turn as per published IFR go-around procedure, from now pilots actually use distance to APT VOR\DME; changed
  • Changed how Lights Controller module processes rules for day\night\dusk\dawn and LVP-induced lighting procedures sets of rules: from now on airport lighting schemes are not hard-coded but rather are a dictionary of rule-sets that can be used by ATC (and in future versions freely edited by Player, with regard to realistic lighting requirements, of course) to implement custom light-schemes: e.g. while taxiway centerline green LED-lamps are mandatory if installed during LVP, Player may elect to disable them at dusk and dawn hours, but keep them lit at night (reducing power costs), basically this new implementation gives freedom of airport lighting schemes configuration; changed
  • Changed how ATC selects Runway In Use - since both new and old runways are facing common prevailing winds in Appleton Airport area and taking into account that we really want Open Alpha Players to test Runway 16-34 operations extensively, temporarily ATC will prefer runway 16 over runway 17 and runway 34 over runway 35 regardless of aircraft type and length of taxi route, later on, when both runways ops are well-tested, Player will have the choice to keep both runways active (higher energy bill, faster taxi times for Business and G\A aircraft) or use only Runway 16-34 (lower energy bill, longer taxi for Business and G\A aircraft); please keep in mind that since there's no required separation of 2000m between runways centerlines (as per ICAO regulations), no parallel runway operations will ever be possible, however in 2-active-runways scheme it will be possible to issue say a 'lineup runway 17 and wait' clearance right after another aircraft touches down on runway 16 and so on; changed
  • Changed how ground movement segments are handled - a new robust algorithm replaced the old one where segments were initialized on game start (and also any savegame reload, exit to main menu and re-enter game world etc.) and then specifically checked against saved data, from now on ATC preserves its continuous ground segment map which only syncs with savegame data if a disambiguation is encountered, also no pre-initialization is required - this will save loading time and is a step to error-free ground segments management, which is crucial as Player's airport grows larger; changed
  • Added radar display de-clutter controls to Radar Display Unit in Control Tower: an additional panel with clickable led-illuminated mode change buttons was added to SkyView Radar Unit enabling Player to switch on or off the following markings: VORs, NDBs, Extended Runway Centerlines, Visual Ref Points, Mandatory Reporting Points, Rotating Beam and toggle between full (TWR-style) and brief (APP\CTR-style) target identification labels; added
  • Fixed smaller G\A aircraft that do not require post-flight services incorrectly reporting there are still passengers, baggage and waste onboard after going to idle mode and until new company loadsheet is received; fixed
  • Changed monitor sizes in Control Tower (Apron 1) to larger size, also increased resolution on all ATC monitors; changed
  • Added heliport apron F camera on lighting pole near heliport; the display of this camera becomes available at workplace of heliport controller in Control Tower once the corresponding Airport Upgrade Tier is unlocked (beforehand, said monitor is turned off); added
  • Increased interval of time between helicopter engines startup/shutdown/control hover operations for smoother and more realistic behavior; tweaked
  • Fixed bug with Flight School airplanes may not go to proper shutdown sequence due to the fact that their flight number has already changed in Flight Schedule and they were making invalid data requests using non-valid flight number; fixed

Aircraft
  • Added new aircraft - Andronov AN25 (real-world prototype: Antonov An-26-100B) - initially developed as a military transport, recon, radio-relay and supplementary bomber, this aircraft took part in the majority of armed conflicts of second half of XX century and after retiring from military service it's second life as an utility cargo aircraft started, many Cargo operators around the World strived to acquire one as its ramp allows for quick loading\unloading of various cargo units (both pallets and ULD containers); Aircraft in the following liveries were added: VP-POB, VP-PWH (operator: CargoLet); added

Vehicles
  • Added new service vehicle type - Universal Cargo Loader (model Headman 14, based on real-world Commander 15i). Cargo Loader has bridge and rear platforms (max 7 tons load each) and room for 3 LD3-containers or 3 universal cargo pallets. Cargo Loader is capable of loading\unloading cargo at Cargo terminal from rear, left or right and is compatible with all modern cargo aircraft configurations (ramp, lower deck, full-cargo). As usual, the vehicle features real world performance data as to turn radius, movement speed restriction, platforms lift-motors performance, convey speed etc.; added

ATC
  • Added the following SIDs: LINTA 2D, LINTA 4F, MONET 1F, MONET 4S, PAROM 2D, PAROM 1C and STARs: LINTA 7E, LINTA 8A, MONET 7K, MONET 8L, PAROM 4W, PAROM 7B for IFR operations on runways 16 and 34; Added
  • Added routing for VFR flights arriving and departing to and from runways 16 and 34 via VFR points: N, NE, E, W and SW; added
  • Added ILS for runways 16 (IAT, 109.35 MHz, 163 deg) and 34 (IAP, 111.10 MHz, 343 deg); added
  • Added NDBs for runways 16 (AT, 520 kHz and TA, 350 kHz) and 34 (AP, 580 kHz and PA, 305 kHz); added
  • Implemented ILS, VOR and Visual approaches to runways 16 and 34; added
  • Added go-around (missed approach) routes for runways 16 and 34; added
  • Fixed ATC giving altitude clearance for IFR Missed Approach in same manner as for visual go-around; now IFR go-around altitude clearance follows published procedure (e.g. climb 1000 ft on runway heading, u-turn to VOR, climb 2000 ft and re-join localizer); fixed
  • Fixed phraseology for IFR Go-Arounds; fixed
  • Fixed radar display continued to display STAR name in Clearance Limit section of Radar label instead of 'GO AROUND' even after status changed at ATC; fixed
  • Implemented conditional display of ATC radar screen aids and markings in relation to current Airport Upgrade Tier, so Radar screen shall only display helicopter visual points PT-HA and PT-HD when Player had upgraded Airport to include Heliport (Tier 2), only display ILS 16\ILS 34 range lines on screen when Airport is at Upgrade Tier 3 etc.; changed

Sound
  • Tweaked (again) engines sounds audibility ranges for all types of aircraft and rotorcraft: smaller piston props range increased; VLJs - range decreased; larger jets and twin-turboprops - range decreased; tweaked
  • Added new sounds for AN25 aircraft, recorded on actual AN24-RV (same engines as AN26-100B), RU19 (AN24\26 APU\takeoff boost engine) engine sound synthesized; added

Visual enhancements
  • Added new modern-style LED-lights to Apron 2: runway centerline red, runway centerline white, runway borderline white, taxiway borderline blue, taxiway centerline green; those consume 60% less electrical power than old-style lamps and almost never malfunction; added
  • Added Appleton Airport logos to some ground support vehicles; added
  • Added new models, lighting models, light maps for new type LED runway centerline and border line lights; added
  • Added 2 new types of 25-storey buildings to city-side; currently static, in later versions would be used in auto-generated blocks of buildings; added

Cameras
  • Fixed incorrect requirements of Airport Upgrade Tier for Overview Camera quick cams; fixed
  • Added 2 new Quick Cam locations: Hangars West and Cargo Apron; added
  • Changed render resolution on some pre-pass cameras that render transparent details in forward rendering path for better blending of complex semi-transparent materials without the need to use second pass shader; changed
  • Tweaked how speed of movement for free-cam type cameras (e.g. Airport Overview, Pax Terminal Inside cam etc.) gets adjusted basing on how long the directional key is pressed: camera movement acceleration is slower in the beginning (for slow and fluid near movement and it gets faster the longer Player holds direction key pressed - for faster far movements); tweaked

User Interface
  • Added Financial Graphs to Finance tab in Airport Administration screen; Incomes and Expenses breakup by general type graphs are now available in the left section of the screen for easier analysis of cash flow; currently Incomes are segmented into 5 major types and Expenses are segmented into 7 major types, each represented by its own bar-graph (note: numerical per cent value is omitted on graph when the value is less than 1% of total sum, otherwise it's displayed in clearly readable box above the bar-graph itself); added
  • Changed how Financial values Brief Line looks in Finance tab in Airport Administration screen: from now on it's one continuous line with left part being Income values (total, per day, per hour), middle part being Expenses (total, per day, per hour) and right part being current balance; all parts are color-coded per our standard scheme (red - expenses, green - incomes, golden on blue - balance); changed
  • Added radar display de-clutter controls to Radar UI Overlay, including capability to switch on or off the following markings: VORs, NDBs, Extended Runway Centerlines, Visual Ref Points, Mandatory Reporting Points, Rotating Beam and toggle between full (TWR-style) and brief (APP\CTR-style) target identification labels; added
  • Changed Game Loading Screen: instead of dark background it now features colorful in-game stills, more distinguishable 'game tips' area. In later versions Loading Screen will also display information on current Player achievements; changed
  • Added Income Per Hour, Income Per Day, Expense Per Hour and Expense Per Day display in Finances tab; also these values will be used by City Mayor when setting goals for Player; added
  • Added new Status Panel icons to display runways 16 and 34 as active runways; added
  • Changed LVP\IMC\VMC icons on Status Panel; changed
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About This Game

Airport Master is a very detailed game about airport management and aviation in general. Play as a newly appointed Airport Manager and bring your Airport to prosperity and growth! Manage all aspects of everyday Regional Airport life, such as airline relations, aircraft ground services, passenger terminal, flight schedule management and many more. Buy fuel via system of refinery contracts and sell it to aircraft operators via fuel truck loading and centralized pipeline. Hire airport staff and pay salaries. Tear you hair apart when weather suddenly interrupts your brilliant flight scheduling ) Upgrade airport facilities, radio-navigational aids, buildings, businesses, vehicles. Win airlines' respect and city mayor's approval! Use money you earn to build even larger better and more technically advanced airport! Enjoy detailed realistic 3D-graphics, real world equipment, aircraft, vehicles, ATC procedures, performance specs, sounds!

  • Airport Master is created by people who love aviation
  • Airport Master is created by people who love games and actually did play every single airport management game out there and saw all the flaws and all the great stuff
  • Airport Master is the only game in the genre that takes things seriously without compromise on things like real-time, flight dynamics, ICAO-compliant procedures, specs, markings, sizes, weights
  • Airport Master is the game forged with love to detail that modern aviation world has and the game that can teach you or your child about what aviation is about
  • Airport Master is the game that is totally focused on how planes fly and how things work and not how they fail or don't work - no crashes nor accidents, instead real world numbers, performances, sounds recorded at the airfield - the game you and your kid would enjoy without any need to resort to violence )
  • Airport Master is really a game that will make you think (airport economy management-wise) and may at some point bring you to bankrupcy and start over - but in that it excells at showing the real world of aviation
  • Airport Master is full of details - if you're a gamer who recognizes the effort people may invest by going to local aero-club to measure hangar-space with ruller and talk to those oldie-type flight instructors to learn all ins and outs of a flight-school daily routines - this game will definitely make you feel warm inside!
  • Airport Master aims really high and thus we both need your support and understanding that it's development would not end up by v.1.0 - there are so many great thing we can incorporate in Airport Master that we need your feedback and support to decide which deserve that and which can be omitted

Enjoy the Ultimate Airport Management Experience!

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 7 64-bit
    • Processor: any CPU 10 years old or newer
    • Memory: 4 GB RAM
    • Graphics: any GPU 5 years old or newer
    • DirectX: Version 11
    • Storage: 850 MB available space
    • Sound Card: recommended
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 64-bit
    • Processor: any CPU 5 years old or newer
    • Memory: 8 GB RAM
    • Graphics: any GPU 3 years old or newer
    • DirectX: Version 11
    • Storage: 850 MB available space
    • Sound Card: any built-in audio board

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