Build & Manage Your Airport. An International Hub or a Regional Masterpiece -- it's up to you. Buy more land to scale out, or escalators to scale up with MULTIPLE FLOORS. You're in full control in this modern business management tycoon!
Recent Reviews:
Mostly Positive (58) - 72% of the 58 user reviews in the last 30 days are positive.
All Reviews:
Mostly Positive (1,689) - 76% of the 1,689 user reviews for this game are positive.
Release Date:
Mar 6, 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?

“The foundation is built and incredibly stable -- the real fun starts now! We need your feedback and support to help SimAirport continue to evolve!”

Approximately how long will this game be in Early Access?

“We anticipate being in Early Access at least through summer 2019 -- and, with your support, we hope to be in Early Access even longer!

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?

SimAirport Roadmap on Trello



Our goal is to implement as many of your ideas as we possibly can. We hope to be working on SimAirport for a long time and, while we may not get to all of these, we'll do our best to get to as many of them as we can!

We're constantly adding more ideas to the Roadmap as we come across them, so post yours and check back often.”

What is the current state of the Early Access version?

“Fully playable, with all major functions implemented -- and they function near flawlessly.

We also finally have a set of tutorials!

SimAirport is NOT finished, however! You may eventually encounter some minor bugs. It is quite stable and performance is good; however it's not yet fully optimized for extremely large airports with many thousands of passengers (currently being worked on via the Edge branch).

There are three branches: Default (most stable), Experimental, and Edge (latest and most frequent updates).”

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

“We may raise the price as content is added. We will announce all price increases in advance on Steam and provide at least 1 month notice prior to any increase taking effect.”

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're committed to working directly with the community to implement new concepts, refine existing ones, and to continue shipping to you as quickly as we can.

Community Involvement is Critical

This is the key to SimAirport's development process and to ensuring that we can achieve our sole goal: to create the best modern tycoon game we possibly can.

Active community participation & feedback are critical -- they allow us to iterate rapidly and evolve the gameplay at a lightning pace!
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Recent updates View all (43)

March 9

Tutorials - and TONS More!


HUGE. Seriously, this patch release is massive in both scope and volume -- it covers an extremely wide coverage area that touches on so many vastly distinct aspects. There's truly a bit of everything; lots of all-new features & objects, new systems, tons of refinements, and an absolute plethora of fixes.

Usually we'd have a bit more substantial message alongside the notes, but this one really speaks for itself so we're going to be extremely brief. Plus we'll have plenty to say over on the live stream anyways!

Dev Live Stream Tonight!
We'll be live-streaming for the next few hours tonight -- we'd love for you to join us! Ask us your burning questions, provide gameplay feedback, laugh at our airport construction skills, or just hang out and have a good time!

Live stream has ended for tonight -- we'll be back & streaming again tomorrow though and will update this post accordingly!

And now the good stuff, the meat & potatoes -- following are the full patch notes for tonight's default release. Thank you! :)


MARCH 2019 - RELEASE NOTES

  • Hotfix - March 10, 2019
    • Fix intermittent black screen when beginning tutorials
    • Fix vehicle spawn not prioritizing supply truck appropriately

  • Six Tutorials - Learn by Playing
    • Adds SIX different playable tutorials covering progressively more advanced topics
    • Earn 1 Steam Achievement by beginning any tutorial
    • Completing each respective tutorial earns 1 Steam Achievement

  • Staff Scheduling & Management
    • New 'Staff Hub' UI separates Staff/Administrator, hire/fire management for each
    • Control costs by Scheduling Staff at only specified operating hours
    • Mass Hire/Fire: add/remove 10 with CTRL+CLICK, 5 with SHIFT+CLICK
    • Staff paid hourly wages when at airport, leave when not scheduled
    • New daily overhead charged for hired/on-payroll staff, regardless schedule
    • Staff types that can be scheduled are: Staff, Security, Retail Workers, Chefs
    • All staff now arrive & leave via transport

  • Clone Tool - Copy/Paste for Airports
    • Adds Clone Tool that allows you to copy/paste segments of your airport
    • Requires Foreman Administrator and is restricted to indoor areas
    • Certain objects cannot be cloned (walkways, stairs/escalators, queues, zones)
    • Rotate your copied selection with the rotate key or mouse button (default is 'R')

  • Retail Overhaul - Stores, Food, Objects, etc
    • Adds 'Store' zones that can be renamed like Cafes
    • Pax purchase products from various displays & pay at cash registers
    • Pax browse displays before purchase; varied displays increase chance of sale
    • New Store Objects:
      • Clothing Display
      • 2x Candy Display
      • 2x Book Display
      • 2x Makeup Display
      • 3x Souvenir Displays
      • 2x Shoe Displays
      • 3x Pharmacy Displays
      • 3x Jewelry Display

  • Underground Roads! Construction & Repair Updates!
    • Adds 'Road Ramp' transition objects, ability to draw/build underground roads
    • New system that provides capabilities not available previously
    • Maintenance project improvements; reliability & new per-type config options
    • Improved handling, performance, data integrity for Supply Pile related logic
    • Area Sell now provides per-type sale price breakdown
    • Can now zone over pending construction
    • Most placement & build validations no longer blocked by pending construction, validates based on 'future' state
    • Dismantle button now validated 'live', prevents untimely dismantles
    • Construction tasks now more responsive and workers 'think ahead' (head to project while supplies are carried by other worker)
    • Adds agent tool animation back, displays when worker is actively constructing
    • Improves handling of multi-change construction on a single tile, primarily Foundations & underground roads



    GAMEPLAY - Retail & Cafes
    • Adds 'Chef' staff type. Cooks food in the kitchen & stocks up food kiosks, food displays in cafes.
    • Cafes now accept all chair types except office chairs
    • Cafe min size now 6x6; kitchen min size now 4x4
    • Cafes zones can be renamed for aesthetics
    • New build menu category for kitchen & cafe objects
    • New Hot Plate item added to the kitchen
    • Chefs now wash up at kitchen sinks for food safety purposes
    • New items: Food Warmer and Food Cooler for the Cafe; these are food displays for your passengers to pick food from & take to the cash register
    • Food kiosks & displays now require food to be produced by the kitchens
    • Workmen now stock up kitchen storages and refrigerators with ingredients
    • Bars and coffee kiosks require stocking with drinks by workmen
    • Each food has its own cooking process, meaning that having multiple appliances will help the efficiency of your kitchen; chefs perform each step
    • Pax have a preferred food (including drinks), and will only eat or drink at places that serve it. Vending machines are used by everyone but with less effectiveness
    • Kitchens have a new 'Kitchen Overview' screen (click any kitchen zone to access); shows how each food is cooked & which steps you are missing
    • Retail workers are allocated directly to cash registers in the cafe, no more running back and forth to the kitchen to finish orders
    • Cafe zones now get assigned to kitchens (previously individual cash registers)

    GAMEPLAY - General
    • Multiple staff can be allocated to work on some objects to improve effectiveness
    • Kiosk Scheduler removed & replaced with Staff Deployment; includes a paintable timeline feature to organize schedules
    • Bare concrete now has negative environment impact
    • Staff hire/fire now exclusively via staff hub UI
    • Add zone validation 'requires adjacent road that can reach spawn/despawn'
    • Add ability to construct up to 3 LRT platforms (1 train each, round robin style)
    • Lowest LRT interval reduced to 7 minutes
    • Improved speed of LRT boarding/unloading routines
    • Fuel truck now visually drives on/off aircraft gate
    • Pax now have slightly more urgent desire to leave after missing flight
    • Dumpsters now allowed indoors to accommodate underground garbage zones
    • Tweaks to defined queue movement behavior for higher efficiency
    • Adds all-new aircraft liveries/textures for all built-in airlines/aircraft
    • Adds Thirst pax need -- applicable retail objects now satisfy thirst
    • Improve error handling & recovery on agent task runners
    • Fuel trucks now willing to refuel themselves even if network cannot fully fill them
    • Vehicles re-attempt when zone target goes away instead of giving up
    • Improved save version tracking for better player warning capabilities
    • Welcome text shown on new maps
    • Any camera movement key-press now stops camera 'follow mode'
    • Cash register sprites updated
    • Numerous decorative flooring tile sprites updated
    • News Stand & Apparel Stand now require retail workers instead of vendor workers
    • Revises all non-vehicle agents to unified task-based system
    • Fuel Depot now using road-adjacency system, requires direct-adjacency
    • Improve 'can reach spawn' and 'can reach despawn' checks; now checks for primary de/spawn points OR Pickups/Dropoffs (can be improved further still; setups that do not produce warnings could rarely have the potential to be logically problematic)
    • Adds validation warning if no lighted runway but night flight scheduled
    • Runway light placement now force-refreshes applicable validations
    • Multiple minor improvements & adjustments to agent sprites, offsets, colors, etc.
    • Adds gate validation warning if no reachable runway has lights & night flight scheduled
    • Object placements now force-refresh applicable 'related object' validations
    • Improve road placement tool validation error messages to include specifics on the offending “nearby blocker” object/structure
    • Find 'nearest zone' lookups now accurately account for floor deltas
    • Changed certain path following routines, less likely to 'cut corners' through objects
    • Add validation to aircraft gates to help prevent them from being placed backwards
    • Balance adjustments on all Fuel Tank types
    • Flight schedule resolution increased; can schedule on per-minute basis
    • Add ability to configure maintenence priority & choose 1 of 3 'settings' for when repairs take place on that object type
    • Object 'repair override' now simply allows out-of-window repairs
    • If object hits 0% override automatically is switched on; override is automatically disabled upon repair completion
    • Workers can now abruptly stop working on a maintenance project when window closes, override turned off, or settings changed
    • Construction project 'options' menu now accessed via standard left-click
    • Can now set construction project priority to Urgent/High/Normal/Low
    • Rough balance adjustments to maintainable objects via MTBF adjustments
    • Add BClaim validation: 'requires valid path to Pickups'
    • Add 'door must be reachable from desk' warning validation to Gates, existed previously but now distinct from 'requires assigned desk' message for confusion avoidance

    PERFORMANCE OPTIMIZATION - Areas Addressed
    • Implemented staff task pooling - RAM
    • Multiple extremely commonly used position enumerations - RAM
    • Commonly called appearance lookups - RAM
    • Functional object manager - RAM
    • Vehicle movement & node find/recall - RAM
    • Zone periodic validations to be more allocation friendly - RAM
    • Pax 'need display' tooltips - RAM
    • Core passenger AI loop - RAM
    • Long-distance & local-area path following routines - RAM
    • Build menu button requirement / count checks - CPU
    • Find 'nearest walkable area' now threaded - CPU
    • Agent identity logic & setup routines - CPU+RAM
    • Road graph generation performance - CPU+RAM
    • Objects in zone find & cache mechanisms - CPU+RAM
    • Object selection - CPU+RAM
    • Assignment mode data structures - CPU+RAM
    • Agent 'carried object' handling routines - CPU+RAM
    • Object pool CPU usage when pooling/de-pooling certain objects - CPU+RAM
    • Rendering of: Trash Bags, floor dirt, Supply Piles, Roads & Taxiways - CPU+RAM+GPU
    • Attach to wall visual render - CPU+RAM+GPU
    • Vehicle transfer animation visual render - CPU+RAM+GPU


    MISC.
    • Add Spanish language support (THANK YOU!!)
    • Update all translation files to & from Github including new Tutorial.xml
    • Add numerous new translation keys and re-implemented localization on some UIs
    • Add stroke/outline to agent sprites
    • Add graphical post-processing stack (anti-aliasing & color grading)
    • Increase max zoom distance slightly for a given map size
    • Add slight color variation to some tiles to improve aesthetic
    • Foundation tool now shows tiles that are to-be-walls visually for better UX
    • Minor tweaks & improvements to Flight Schedule UI
    • Multiple minor improvements & adjustments to agent sprites, offsets, colors, etc.
    • Revise thread-based state systems into unified state manager
    • Improved save game screenshot previews

    BUG FIXES
    • Fix 'X' button on main menu settings UI not opening the primary menu screen
    • Fix Flight Crew arrival & boarding routines that were using legacy code
    • Fix Gate Desk using legacy pax handling code, more robust & may speed up slightly
    • Fix 'Circle Flight Pax' not circling newly spawned pax
    • Fix environment pax need impact not taking window effect into account
    • Fix zone HUD alert/notifier showing repetitive messages
    • Fix camera settings sliders rounding to whole number values causing unexpected setting changes when resuming a gameplay session
    • Fix Perfect Ops bonus showing negative days
    • Fix several bag hub registration / de-registration bugs
    • Fix moving walkway build cost bug
    • Fix material ordering & disallow project cancel for runway/walkway extension projects
    • Fix runway validation bug when attempting to place on right or top edge of map
    • Fix weather dialog showing "Inactive due to weather" when runways are down for non-weather related reasons
    • Fix memory leak and errors due to leftover adhoc queue upon object dismantle
    • Fix UI selected object hover box being rotated incorrectly on non-rotated objects
    • Fix error on some rare short-distance agent pathfinding requests
    • Fix PA Speaker not unregistering when deserialized in a pending dismantle state
    • Fix maintenance projects started via override while outside of window
    • Fix duplicate state-set bug that could cause projects to be left in undefined state
    • Fix piles destined for non-walkable underground (fuel tank), were being dropped in poor locations resulting in very long walks
    • Fix runways able to be built half off-map, causing numerous downstream issues
    • Fix placeables sometimes not populating translated name/description during init
    • Fix luggage cars can get stuck when depot is in certain orientations relative to the nearby road(s)
    • Fix supply pile not preferring against being dropping on existing escalator/stairway/walkway
    • Fix multiple Workshop & mod related bugs
    • Fix departing bag count incorrectly displaying arrival bag count
    • Fix pause toggle action sometimes getting stuck on pause
    • Fix wind UI text display, update it to show 3-char direction
    • Fix supply pile project re-allocation not seeing all piles correctly causing price mismatch vs display price
    • Fix flight schedule UI bug for certain flight time
    • Fix middle mouse scroll not taking into account zoom level
    • Fix ticket kiosk logic may have been able to errantly allow usage when not in gate-assigned zone
    • Fix agent state bug that could cause failed agent startup on some very old saves (circa 2017)
    • Fix pooled path data structures rarely not being fully reset if canceled late
    • Fix thread safety issue, maybe caused boarded pax to very rarely be 'missed flight'
    • Fix vehicles running traffic-aware paths before being stuck in traffic
    • Fix Perfection Bonus showing all days, should only show prior 30 days
    • Fix staff not getting floor change on last waypoint during path-following
    • Fix road node reservation bug during runway construction/dismantle/expand
    • Fix pax spawner only looking at “Today” in prep for EAM flights
    • Fix extremely delayed passengers unable to despawn due to archived flight data
    • Fix several UIs need to check if game is quitting before cleaning up
    • Fix zone removal not always cleaning up scheduled staff tasks/allocations
    • Fix Fuel Truck reachability check which could cause failed fuel requests
    • Fix Fuel Truck distance heuristic returning inaccurate distance numbers causing failed refueling or poor/distant vehicles to be assigned
    • Fix performance 'leak' during when initializing & configuring certain agents & objects
    • Fix sub-task tracking issue that mostly impacted retail workers
    • Fix target selection bug that could cause retail staff to attempt to path-find to a wall
    • Fix aircraft being visible and 'floating' after takeoff on some large maps
    • Fix pax rarely becoming stuck mid-security process when objects are deleted
    • Fix multiple save/load issues related to zones, revised zone references to use primary GUID & assignments system
    • Fix roads unable to be placed on outdoor gates
    • Fix Needs UI not showing 'fully satisfied' for Environment/Frustration
    • Fix taxiway & runway light sprites not respecting underground opacity
    • Fix flight spawn curve shifted towards being too late
    • Fix attach-to-wall objects not not always causing wall sprite to refresh/update properly
    • Fix luggage using wrong material when on conveyors
    • Fix object selection dialog 'Follow' mode not providing state feedback
    • Fix fuel one-time purchase input too small
    • Fix object warnings flashing too rapidly
    • Fix Luggage Vehicle checking one-way path instead of bidirectional
    • Fix sector generation thread safety issue, could cause corrupted sector state (stuck & clumping pax, strange behaviors, etc)
    • Fix sector data pooling bug that caused RAM usage to continually increase
    • Fix lighting 'flash' each day at 20:00
    • Fix road reachability matrix & caching when using one-way taxiways
    • Fix rain appearing off screen when zoomed out
    • Fix several bank loan text/translation related issues
    • Fix gate name dropdown visual quirk
    • Fix mod status menu not being sorted alphabetically
    • Fixed duplicate floor types (removed Floor09, dupe of Floor12)
    • Fix PAPI not being blocked by other objects
    • Fix and update several aspects of Hangar submenu; adds money validation text
    • Fix wall tiling/bitmask not visually treating all doors the same
31 comments Read more

March 6

Save The Date



Happy Birthday! SimAirport turned 2 years old today and to celebrate we are doing something a little bit different this time around. Instead of an update video, this time we're going to be PLAYING it with you LIVE!

This Saturday -- March 9, 2019 -- Celebrate with us!
You're all invited to the celebration! The patch will go live on Saturday, March 9th at 10PM US Pacific. The developers themselves will then be live-streaming, taking your questions, and discussing your feedback & ideas late into the night!

We'd love for you to join the celebration -- we'll be talking about all kinds of things, and we'll be happy to answer any questions you might have about the game and what is to come in the future.

    • When?
      Saturday March 9th, 2019 at 10PM US Pacific.
      If you're across the pond from us, that's 07:00 CET (GMT+1) on Sunday morning!

    • What?
      • Developer Live Stream
        Interact directly with the devs, ask questions, learn about the game, provide feedback, and share your ideas. We'll be talking all things SimAirport!

      • Default Patch Release!
        The latest update will go live when we begin streaming on Saturday!

    • Where?
      We'll be streaming directly to the store page here on Steam and simul-casting to YouTube. We'll be playing late into the night, so stop by and join us for some fun!!

      Links to the streams will be posted with the patch notes, on the forum, and this post will be updated to include them.

See you this weekend!
We hope you will join us this weekend and we're definitely looking forward to it -- and to having a chance to sit back a bit, talk about the game that we're so passionate about, and to have some fun building an airport ourselves, too! :)

See you this weekend!
17 comments Read more
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About This Game

You control everything, from the cruise-altitude decisions to the smallest ground-level details.

Challenge yourself to create an efficient & profitable international hub in Career Mode, or create an artistic masterpiece without credit rating worries in Sandbox Mode.


Construct your terminal, hire staff, sign airline contracts, tweak the daily flight schedule, configure standby gate availability, plan & design your infrastructure -- bag handling systems, roads & taxiways, fuel systems, runways, gates, hangars, service vehicles, and everything in between. Deeply simulated gameplay where each detail makes an impact -- down to the trash cans.


Simple & familiar controls for a smooth takeoff
The starter airport helps get aircraft landing & cash flowing almost immediately. Aim for profitability by scaling up, but remember: more passengers, more problems! Getting 2,000 pax out is easy. Avoiding bottlenecks for 10k+ pax will likely require different tactics!

Large & complex airports require extremely smart designs.
Moving walkways, multi-story structures, additional terminals, one-way taxiways, staggered schedules, and careful standby gate allocation -- these are but a sampling of the concepts you'll leverage on your way to truly mastering the art of large-scale airport operations.


One size does NOT fit all.
It seems simple, placing restrooms or retail areas for instance -- but it's more than meets the eye! Pax may become distracted when seating or interesting services require a long walk or are far from their gate! Carefully consider the details to truly maximize your efficiency and reap the profits.

Happy Pax, Happy Airline.
Getting flights out on-time is only part of the battle. Ensuring passengers catch their flight is another. When operations run smoothly & pax are all happily catching their flights you can be pretty sure that the airlines are probably satisfied, too! If you keep the airlines happy you can probably raise prices without creating too much fuss -- and that leads to bigger profits!




Core Gameplay
Career Mode & Sandbox Mode (unlimited funds)
16+ Aircraft, turboprop to turbine. 15 Airlines with realistic high-quality textures.
15+ research items to obtain improved transit, reporting, expansion, and other capabilities

Comprehensive Fuel System Simulation
Fuel can be a profitable saving grace or you may even decide to sell at-or-below cost as a loss-leader tactic in your effort to gain favor with airlines. Leverage the Fuel Marketplace as much as you can, too -- with enough capacity you may be able to cash in on any arbitrage opportunities that present themselves which can provide a welcome capital infusion.

Deeply Simulated Baggage Handling Systems
Conveyor to carousel, every single bag is tracked -- watch as each piece of luggage makes its journey. Losing bags is a sure way to upset an individual pax, but it also starts causing issues with the airline when occurring often. Bag handling systems can be quite complicated and you definitely don't want to become a case study like KDEN has! Take it slow and plan ahead -- building a highly efficient baggage handling operation is no easy task and requires careful planning!

Pax Info Systems
Info displays, kiosks, and public address speaker systems complete with Electronics zones to house the required amplifiers. Keep pax informed and they'll have a greater sense of urgency as their departure time nears and they're be far less likely to needlessly wander from their gate.

Robust Queues
Extremely powerful queue system provides you with full control. Supports numerous configurations include 'one-to-many' desks, to assign a single queue to multiple service stations. Optionally allows restrictions to be set per queue to allow/restrict certain types of people from using the queue (First Class, Coach, and Flight Crew) which you can leverage to create expedited queues for operational efficiency purposes.


Extremely Active Dev Team with a Proven Track Record
We have a proven track record of delivering and we've deployed hundreds of public builds since entering Early Access. Countless suggestions have been implemented, sometimes the very same day they're suggested.

We listen, we care, and we work extremely hard to promptly incorporate feedback. You'll find us on the forums nearly every single day of the week. Perhaps most important is that we deliver. This is true first class direct service -- no connections, layovers, or diversions here!

Have questions or feedback? Let us know on the forums or reach out directly via email:
support@simairport.com

We hope to see you in the friendly skies!

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows 7+
    • 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: 4 GB available space
    • Sound Card: Any
    Minimum:
    • OS: Mac OS X 10.8+
    • Processor: Intel Core2 Duo 2.4 GHz or higher
    • Memory: 4 GB RAM
    • Graphics: Any, Minimum 1GB Video RAM
    • Sound Card: Any
    Minimum:
    • OS: Ubuntu 12.04+ or SteamOS
    • Processor: Intel Core2 Duo 2.4 GHz or higher / AMD 3 GHz or higher.
    • Memory: 4 GB RAM
    • Graphics: Any, Minimum 1GB Video RAM
    • Sound Card: Any

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