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:
Mixed (22) - 50% of the 22 user reviews in the last 30 days are positive.
All Reviews:
Mostly Positive (1,637) - 76% of the 1,637 user reviews for this game are positive.
Release Date:
Mar 6, 2017

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“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 2018 -- 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.

SimAirport is NOT finished however! There is no tutorial and 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).

NO TUTORIAL YET. It is one of our top priorities, and we expect to add it by ~ August 2018. If you are familiar with other tycoon/management games then it will be easily to learn -- and the community is very helpful & welcoming. Numerous videos are also available for guidance if needed.”

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

“As the game matures & additional content is added we expect to raise the price. We currently have tentative plans to raise the price in Q1 2019.

Price increases will be announced on Steam at least 1 month in advance of 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 (41)

December 24, 2018

Happy Holidays! Preview of 2019!

Happy Holidays from the LVGameDev team!

We're just shy of two years into Early Access as this year comes to a close and we begin to look towards 2019 and what it has in store for SimAirport. We're incredibly excited about the contents of the next default patch, and we really couldn't be happier with the state of affairs right now -- gameplay has evolved tremendously, even just this past year, and we're extremely well-positioned to really start pushing content out & hitting home on quality-of-life desires.

Upcoming Patch - Highlights & Status Update
The next cycle is well under way, and it's already shaping up to be an awesome one -- it's absolutely packed full of new content and several incredibly impactful new gameplay systems. Substantial improvement to the continued desire for 'depth', numerous new objects, and a renewed attention to visual fidelity all combine to make the upcoming release one of the most anticipated since the Multiple Floors update went live just under a year ago!

Here are just some of the highlights:

    Tutorial - Several of them!
    Long requested and finally delivered -- multiple tutorials to help players of all skill & experience levels. New players can start with the basic tutorial while those who have the basics down can play through more advanced tutorials to help master game concepts such as Baggage Systems and multi-floor construction.
    Staff Scheduling
    No longer will your staff be working 24-hours shifts, unless you want them to! Staff up to handle the travel rush & scale back during the sleepy overnight hours. Airport operations efficiency taken to a whole new level.
    Complete Overhaul of Cafe/Retail & New 'Shops' Zone
    Long needed & finally delivered. No longer will your retail workers be running confusingly between the kitchen and the cafes -- now your Chefs will work the kitchens & do their best to keep food flowing to their respective retail establishments. Pax are smarter too, with quicker & more realistic interactions that won't bog down your airport. True retail corridors are now possible; a wide array of new shop related objects & new sellable merchandise options will keep pax happier & increase your profits.
    Clone Tool
    Yep! Restroom placement just got a whole lot less tedious, and it's a very welcome change. Copy an area, rotate the entire thing, and 'paste' it with the new Clone Tool. Previously-annoying placements instantly become satisfying again!
    Enhanced Visual Fidelity - Renewed Focus
    While we've never focused heavily on graphics it's become more clear, especially as gameplay quality & depth has improved so substantially, that the game visuals have started to become the weakest link. Our focus remains gameplay, but the visuals must not be allowed to detract from the overall experience. We've already upgraded flooring textures, redone several sprites, and we're almost finished with completely revamped aircraft/airline sprites as well. You can also expect some technical art improvements -- namely anti-aliasing and color grading improvements -- to be coming, too!

Is it ready yet? When is the next DEFAULT Update?!
Several of the headliners above are publicly available now over on the edge branch -- though it's not quite stable yet. -- and the rest will make their way to Edge in the next few weeks.

Once the cycle is complete & the builds are stable we'll move towards default; we'd currently estimate that to be late January 2019 or early February 2019, should we run into any hurdles between now and then.

As always we'll do our best to get things stabilized and ready for Default as quickly as we can, but most importantly we want to ensure that the Default branch remains stable. In the meantime, check out the 2019 SimAirport Roadmap or, if you're anxious to try the tutorial or do some staff scheduling (and you're not afraid of some new bugs), then hop on over to the edge branch and give it a whirl right now!

Thank You & Happy Holidays!
We appreciate your continued support and patience, and we hope you're enjoying the exciting evolution of SimAirport just as much as we are! Thank you for being such great members of our community, and for being as passionate about the game as we are -- your support & feedback continues to be instrumental to our success and we can't thank you enough.

Happy holidays & safe travels to all!
16 comments Read more

November 16, 2018

Bug Fixes - Patch Notes

Tonight we are deploying a small set of fixes for some of the more common and severe issues that have been brought to our attention on the Default branch over the last couple of weeks. Still a ton more coming this cycle, this is more of a 'hotfix' of sorts, for general airworthiness improvements -- but we wanted to go ahead and get these fixes out to default sooner than later.

We'll have more for you soon -- and, as always, if you have any questions or feedback for us we'd love to hear it via any of our channels! Post on the forum, over on our subreddit, or even tweet at us if you prefer! :)

Thanks everyone!

Patch Notes - November 16, 2018
  • Increase max zoom distance slightly for any given map size
  • Fix cancelling a piece-wise construction project could sometimes cause stuck workers
  • Fix luggage task enqueue checking directional reachability instead of bidirectional
  • Fix workers getting stuck trying to get to suspended-in-air supply piles
  • Fix workers sometimes not falling into 'get unstuck' routine due to being 'sent home' too quickly
  • Fix object warnings flashing too rapidly
  • Fix sector generation thread safety lock-run, was allowing >1 re-generations at once which rarely caused corrupted sector state (stuck & clumping pax, strange behaviors, etc)
  • Fix sector data pooling bug that caused RAM usage to continually increase
  • Fix road reachability bug when road targets are shared by >1 object
  • Fix lighting 'flash' each day at 20:00
  • Fix road reachability matrix & caching when using one-way taxiways, optimizes same
  • Fix several minor null references
  • Fix rain appearing off screen when zoomed out
  • Fix several needless RAM allocations within Pax AI routines
  • Optimize nearest zone lookups
  • Find nearest walkable area routine now runs on background thread
  • Find nearest zone lookups now more accurately account for floor delta
  • Revise thread-based state refresh systems into a shared state manager
3 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:

We hope to see you in the friendly skies!

System Requirements

Mac OS X
SteamOS + Linux
    • 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: 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

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