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:
Negative (47) - 19% of the 47 user reviews for this game are positive.
Release Date:
Feb 17, 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?

“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 (12)

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

  • 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

  • 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

  • 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

  • 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

  • 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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April 9

Airport Master Early Access Public v. 0.3.0a RELEASED!

Airport Master Early Access Public v. 0.3.0a RELEASED!

Changelog follows

Game workflow
  • Added Service Contracts Mechanics: service contracts (available in game UI via Contracts button or F8 key on keyboard) present the market of aircraft servicing contract offers. It currently works like this: 1) upon starting the new game (regardless career or free play mode), each aircraft gets initialized with its current service state including date of last Form-A, Form-B and Form-C technical servicing timestamps; 2) upon certain time interval, the technical state of all aircraft is re-evaluated against very complex probability randomizer, which is set up in such a way that aircraft serviced longest time ago has higher chance to malfunction in one of the several categories (airfoil, mechanical, hydraulics, engine, electrics, operational fluids etc.) – if such a malfunction is reported by a pilot (e.g. magneto on piston engine), a corresponding service contract appears on the market – i.e. Player’s airport along with nearby airports (an airport must provide hangar services and lie within reach distance of one flight); 3) when contract is formed by aircraft owner, it may include one or two additional services required (e.g. [eng] 100-hours engine check (hence time has come) + [hyd] hydraulics line check (probability ~32,5%) + [elec] right landing light lamp change (probability ~12,5%, which does not stack with previous random roll); 4) Player evaluates offered contract against hangar(s) he or she has available and against servicing capabilities said hangars have (i.e. cannot accept service contract for customer aircraft with wingspan larger than that of largest hangar, cannot accept contract if the only hangar doing computer diagnostics is already occupied and the contract requires that service etc.); 5) if Player accepts a contract – corresponding ARR and DEP flights are scheduled, if Player rejects contract a decrease in rating with operator Airline (or Private Pilots Association) will be applied; if Player does nothing (does not accept the contract, does not reject it) – the contract has expiry time (about 4 to 8 hours for smaller aircraft and about 22-37 hours for larger aircraft), upon hitting the expiry time – the contract is automatically rewarded to some other Service Hangars operator on the market leading to minimum negative rating change and customer aircraft in question not available in the game world for any purposes while it’s servicing is complete plus some time more; Note: at any time between 30 minutes Service Contract is available on the market and its expiry time, if not accepted nor rejected it may be awarded to a competing airport with Service facilities; a notification is displayed upon new Service Contract becomes available and first 30 minutes are guaranteed to hold contract available for Player to accept\reject; Added
  • Added capability for an Airline to cancel one, several or all flights for its Aircraft for given day (without affecting Player’s Airport rating with Airline) due to several possible reasons: weather, aircraft malfunction, re-scheduling purposes; added
  • Added new rules for Airlines ratings changing when dealing with Service Contracts: for accepting a Service Contract – owner’s Airline rating change is +0.5%; for rejecting a Service Contract with owner Airline: -1%; for completing a Service Contract with owner Airline: +1,5%; thus by accepting and then fulfilling a Service Contract Player can totally increase Airline rating up to +2%; note: by not rejecting a contract but letting it expire or be picked up by another Airport’s FBO it is possible to escape -1% penalty to Airline rating but at the cost of new Service Contracts not appearing sooner; added
  • Added ATIS\ATIS-D: the ATIS (Automated Terminal Information System) message is generated in Appleton airport every hour at all times; a new weather observation is included in ATIS message if one or more of the following conditions are met at any given time: 1) mean measured steady wind speed and\or sporadic recent wind gust speed changes more than 7 knots between two recent observations; 2) prevailing mean measured wind direction changes 20 or more degrees between two recent observations; 3) visibility changes more than 1000 meters on surface level straight line between two recent observations; 4) QNH local air pressure changes 5 or more hectopascal (mbar) between two recent observations; 5) temperature changes or dew-point fluctuates more than 5 degrees C within last 30 minutes – in such case a new ATIS message containing the latest observation is generated; pilots are required to specify ATIS info designator\letter when requesting clearances and ATC is required to confirm the latest ATIS information onboard aircraft is correct; ATIS messages are transmitted on CommBox ATIS channel\tab with every update, also upon switching to ATIS tab the new fresh ATIS message readout is loaded regardless if ATIS itself changed or not; added
  • Added weather descriptive blocks – instead of previously used fixed variables defining current weather set, new implementation is used from now on – WDB (weather descriptive block) – this expandable information block contains mandatory weather info (such as visibility, temperature, pressure, cloud coverage etc.) and may contain other non-mandatory properties such as weather area-specific differences (example: thunderstorm west of Appleton, transitioning north to south, not passing Airport itself), corrections to existing weather data (example: cloud coverage is 4 octants in general in TMA area but there is an ‘opening’ above the mountains area, where cloud coverage measures 1-2 octants) – the major benefit of this new system is capability to freely mix WDBs, measure differences between 2 or more WDBs etc. – this is a very important step towards full-scale weather engine coming in version updates 0.3.x a; added
  • Changed how completed flight ops are removed from current Time Schedule – now the actual removal happens when both flights ops in a pair (ARR + DEP) have been completed; changed
  • Added support for various helicopter rotor types configurations (Fixed Ratio Single-shaft with all possible tail-rotor ratios, gearbox-reduction type, 2-,3-,4-,5-blade main rotors with blade tip speeds all subsonic and NOTAR-specific configuration are implemented; Tandem- and Coaxial- specific configurations – to come in future versions); added
  • Added support for single-strobe light and single-beacon light on helicopters; added
  • Added support for blended night-lights over distance – previously the only setting for night-lights of game-world background objects (buildings lights, far lights, road lights etc.) was pre-configured intensity of light, from now on the new setting (will be actively tweaked in following versions) for dispersion of lights facing camera with distance to active camera and eventually taking into account atmospheric characteristics (compatible with both Rayleigh and Mie atmospheric scattering models) is used; added
  • Fixed helicopter engine module not respecting time-freeze \ time-speed \ time-skip conditions; fixed
  • Modified number of positions taken by hangar specialists and mechanics on initial game start to 10 per each hangar, 3 shifts per day; changed specialties of mechanics and engineers in accordance with new service hangars system; changed
  • Fixed owner Airline being reported as 3-letter airline code instead of Full Airline Name and vice versa, sometimes causing incorrect depiction of data in various UI screens; fixed
  • Fixed Flight Strips not always displaying aircraft taxing to parking after landing; fixed
  • Fixed Service Hangars colliders blocking mouse clicks on Aircraft inside hangars; fixed

  • Added new helicopter - Rovertzone R55 Crow II (real-world prototype: Robinson R44 Raven II) – a classic low-cost private helicopter produced in vast numbers (about 6000 to date including all modifications), a helicopter that one can encounter at almost every heliport or G\A airfield around the World, cost-efficient, reliable and number one choice among helicopter flight schools; Helicopters in the following liveries were added CS-OGJ, DS-PNL, LE-PUM, N401Y, N910R, RGSTA, SVRZO; added
  • Added new aircraft – Viper 32 Vajano (real-world prototype: Piper PA31 Navajo) – this twin piston-prop with more than half-century history of upgrades and improvements is flying around the Globe in large numbers, for many private pilots it’s the aircraft they use to get their multi-engine rating and also this aircraft is still very popular among private owners; Aircraft in the following liveries were added DA-VOL (operator: Airforce Flight Academy), N120Z, OL-CAF, PE-RTN (all three privately owned and operated); added
  • Fixed gear up and gear down sound effects were swapped on VE58 aircraft; fixed
  • Fixed some prop blades materials not having matte-gloss component; fixed

  • Added new sounds for R55 helicopter, recorded from actual real-world prototype; added
  • Added new sounds for VA32 aircraft, including specific sound-blend of PT6 engine and Hartzel triple-blade prop found on genuine real-world prototype; added

Visual enhancements
  • Added Tier 3 Airport Upgrade Segments airport structures visual models: 3-1: new runway 16-34, 2530m x 44m, taxiways E (connects runway 17 end to runway 16 end) and G (connects runway 35 end to K taxiway); 3-2: Apron 2 main taxiway P, taxiways H, N (link to runway 16 end, link to Cargo terminal area), J, K (Passenger Terminal 2 entrance\exit taxiways), L (link to runway 34 end); de-icing pads on taxiways L and H; 3-3: Passenger Terminal 2 apron, inner main taxiway R, inner taxiways J and K, Large Service Hangars area taxiway O; Note: Tier 3 Airport Upgrades will be separately purchasable Airport upgrades, each with its City Mayor quest and upgrade cost, each upgrade segment of Tier 3 will unlock specific gameplay: 3-1: capability to accept largest business and medium regional aircraft; 3-2: Cargo operations and capability to accept all categories of aircraft; 3-3: capability to accept Medium, Heavy and SuperHeavy passenger aircraft; added
  • Added Apron 2 taxiways designator signs (all lit at night); added
  • Added Cargo Terminal building; added
  • Added sub-pixel lighting to all new surfaces used on Apron 2; added
  • Added new segment of MTMLB-detail textures to the area surrounding Apron 2 area, runway 16-34 and infield connecting taxiways; added
  • Changed Terrain resolution to higher definition in mountains areas to the West and to North-East of Airport; changed
  • Changed terrain tiles in Airport area for better blending with new Apron 2 area and new city-side blocks of buildings; changed
  • Changed how Terrain pre-loader treats texture tiles: from now on – first a master tile is loaded in 8192x8192 px resolution and the pre-loader informs game loading module that ‘terrain is in mode 0’, indicating that all meshes calculations are complete and master-tile is loaded, immediately after that loader proceeds with loading all subsequent layers of 3D-objects, while Terrain pre-loader uses multi-threading capabilities of a CPU to continue loading detailed terrain 8192x8192 px tiles in lower-priority threads until all needed terrain tiles are loaded into memory, it then checks whether a high-detail tile(s) need to be loaded at current camera position and does so, however if not – the Terrain pre-loader starts caching detail tiles closest to Player’s Airport into video memory; this new algorithm may significantly speed up game loading (and re-loading from saved game while still in game world) on multi-core CPUs, additionally camera-switching renders more fluently and GPU-buffering micro-stutters are far less likely to happen even on older GPUs and even when using significantly larger number of tiles layers than there are currently in public builds of the game; changed
  • Added Appleton Expo Center building to the city-side, creating more lively look especially when viewing helicopters on visual approach and departure; added
  • Added 2 new city buildings types, currently can be seen in various static locations around Appleton city, in later versions will be used for auto-generated procedural blocks of City buildings; added
  • Adjusted night time lighting of many houses and large city building for better look at dusk\dawn\night time; changed
  • Detail Draw Distance parameter now is limited on lower side to pre-configured value, below which any limitations imposed on Detail Draw Distance by option is Settings window, are lifted – this is done to ensure proper drawing of large and tiny objects in batches affected by Detail Draw Distance; changed
  • Added support for both normals and sub-pixel lighting to ground tiles in service hangars; added
  • Fixed missing emission map on G\A Apron Service Hangars lamps; fixed
  • Fixed weird bug occurring randomly on some non-16:9 screen resolutions when some game screens would have a tiny `running line` on pixel-coordinates x0,Yinfinity – this was caused by double division error in render camera high-pass shader when it encountered non-standard division and would round up to incorrect value; fixed

  • Added capability for Airport Overview Cam to instantly move to a specific position and view angle; added
  • Tweaked default movement and rotation speeds for the following cameras: Airport Overview, In-Tower View, Pax Terminal 1 Inside Cam, General Manager’s Office – all ‘move-and-turn’ style cameras are now smoother and faster by default; changed

User Interface
  • Added Airport Upgrade Tier Preview selector to GM tab in Airport Admin screen: the lowest possible setting is currently implemented Airport Upgrade Tier, the highest is Tier 5. At any time the Player can switch the display option on GM tab to reflect any stage of Airport Development; if for some reason Player does not wish to see currently non-functional parts of future Airport Facilities or if Player wants to preview the steps in which the system of Airport Upgrade Tiers will allow him or her to expand the airport – he or she may switch to any Upgrade Tier Display mode at any time; the selection is saved with each individual savegame; added
  • Added new behavior of Airport Overview Cam button in main UI to display a set of pre-configured specific positions depending on current upgrade tier of the Airport, the following quick-views were added: [T1]: runway 17 threshold, runway 35 threshold; [T2] heliport, helipad; [T3-T5]: runway 16 threshold, runway 16 threshold; added
  • Added Contracts Screen (available via main menu button or F8 key on keyboard); added
  • Added Hangar Contracts tab on Contracts Screen, displaying currently available service contracts, currently accepted service contracts, hangar stats, equipment and facility data as well as availability state icon and button to go directly to hangar in question with Airport Overview Cam; added
  • Added Operator classifier to Flight Schedule Editor for easier ‘first-glance’ identification of operatiom type and operator specifics; currently the following Operator Classifiers are supported: General Aviation, Regular Operator, Flight Training, Cargo Operator, Military, Government, Has Service Contract; added
  • Added color and bold text markup to Time Slot Editor in Flight Schedule for better readability of data; added
  • Added new coloring for Flight Strips displaying aircraft currently in hangars, added
  • Fixed internal logics when CommBox being minimized to a Comms icon would be ordered to start flashing while main UI is not visible (hidden by user or some other UI is visible instead – e.g. Flight Scheduling screen), this in turn would throw an unhandled exception, not crashing the game but effectively disabling Comms icon from flashing in future; fixed
  • Added mechanism to remove all notifications of the same type (e.g. “New service contract available”) when Player clicks on one of them and gets to desired UI screen (Service Contracts in this example); added
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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

    • 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
    • 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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When enabled, will sort reviews by new Helpfulness score. Read more about it in the blog post.
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