A modern tycoon-style sim where you design, build, and manage every aspect of your airport. Build terminals, hire staff, sign airline contracts, plan infrastructure, manage your airport. Buy more land or expand vertically with MULTIPLE FLOORS!
Kürzliche Reviews:
Sehr positiv (27) - 85% der 27 Nutzerreviews der letzten 30 Tage sind positiv.
Alle Reviews:
Größtenteils positiv (1,497) - 77 % der 1,497 Nutzerreviews für dieses Spiel sind positiv.
6. März 2017

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Early Access-Spiel

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Hinweis: Dieses Early Access-Spiel ist noch nicht fertig und könnte sich in Zukunft verändern. Wenn Ihnen das Spiel im aktuellen Zustand nicht gefällt, sollten Sie abwarten und sehen, ob sich das Spiel weiterentwickelt. Mehr erfahren

Was die Entwickler zu sagen haben:

Wozu 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!”

Wie lange wird dieses Spiel ungefähr den Early Access-Status haben?

“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.”

Wie soll sich die Vollversion von der Early Access-Version unterscheiden?

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.”

Was ist der derzeitige Stand der 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.”

Wird dieses Spiel während und nach Early Access unterschiedlich viel kosten?

“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.

Wie werden Sie versuchen, die Community in den Entwicklungsprozess mit einzubeziehen?

“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!

SimAirport kaufen


Kürzliche Updates Alle anzeigen (37)

21. Juni

Cleanup - June 2018

Today is the longest day of the year and we wanted to get a jump on it with a small cleanup patch! The small update being released today makes a few improvements and addresses several notable issues that came to our attention shortly after the June 2018 patch went live.

There won't be an update video since this is a small update following the prior release, however we are going to be trying something new over the next few weeks - we will be doing a bit of live streaming directly from the Steam Store page. We don't have dates/times set in stone yet, but we'll announce it on the forum and on our Twitter as soon as we do! We're still new to the video updates, much less live streams and while developer live-streaming may not be the most entertaining we will certainly try our best to make it a fun experience for everyone that stops by! :)

Thank you to the entire community for your unwavering support and for the awesome level of engagement we see on a daily basis! We hope you all have a fantastic summer!

CHANGE LOG - June 2018 Cleanup Update
  • Fixes multiple bugs that caused object selection hover to alternate rapidly
  • Fixes vehicles potentially being duplicated in spawn queue when loading saves, could cause stuck vehicles and other undefined behavior
  • Fixes Pax AI utility heuristic giving too much value to low usefulness objects
  • Fixes poor object selection / distribution for Pax selecting scanners within a security zone
  • Fixes startup splash screen aspect ratio and adds LVGameDev logo
  • Fixes mouse pointer 'hot zone' position being wrong when switching from Windowed to Full Screen mode when using a resolution that doesn't match the native resolution's aspect ratio
  • Fixes stuck aircraft condition when loading game with aircraft very near destination gate
  • Fixes a reservation check that could prevent runway maintenance from taking place
  • Taxiway 10-tile border now properly respects 'exempt' objects that are under construction
  • Ensures graphics settings window always remains centered in the viewable area, always
  • Demolish action now always placed last on selected object dialogs
  • Idle janitors now help load garbage when idle in garbage zone (even when >15 tiles away)
  • Fixes functional warnings sometimes not updating properly for object presence checks that require road-connectivity, some specific build orders were avoiding cache/re-check logic
  • Graphics setting tweaks for less pixelated visuals
  • Disables the 'stuck' message for aircraft that are waiting at the gate for a reasonable path
  • Removes the 'Pax Timings' button from Aircraft dialog (functionality was removed)
  • Improvements to agent spacial refresh rate and timing
13 Kommentare Weiterlesen

13. Juni

Patch Notes - June 2018

The Default update is here and this one has in many ways been a long time coming! Aircraft pathfinding, once an ongoing cause of frustration, will no longer cause problems for any of your airports! Accompanying this major milestone are numerous additions and improvements including a new 'Sell Airport' mechanic, connecting flight passengers, AI improvements, and the addition of the Russian language pack. There are a handful of new objects and multiple balance-related changes including several research additions & removals, plus more than 50 bug fixes too!

Update Video
Watch the SimAirport Update Video - June 2018 Edition for some hands-on insight into the update. You'll also be able to learn more about how the aircraft pathfinding works under the hood and how to use that to your advantage, some initial thoughts on retail/cafes, and what we're planning in the future including further insight and an update on our progress with the latest performance improvements which are coming to Edge soon!

What's Next?
Check out the SimAirport Roadmap any time for the latest updated information about what's coming, and be sure to vote on your favorite items & make comments to provide ideas or details about what you'd like to see in the future! As a high-level summary, we think these three key aspects need the most immediate attention right now -- and numerous system improvements & additions, which we'll then be coming back to, after we get these three addressed:
  1. Performance
  2. Tutorial
  3. Retail / Cafes

Thank You!
We continue working hard to bring you enhancements and additions, fixes and performance improvements, and to continue evolving SimAirport every day.

We couldn't do this without the continued feedback and the unwavering support from you, the players -- the engagement, loyalty, and the patience that we observe from the community on a daily basis is truly second to none.

We can't even begin to tell you how much we appreciate it -- Thank You!

  • Aircraft Pathfinding v2 -- No more stuck aircraft!
  • Sell Airport mechanic added; begin new airport using funds gained (Finance —> Valuation report)
  • Connecting Flight Passenger; up to 10% arrivals now catch a departure
  • Bank Loan mechanic updated, loan availability & interest rate now use credit rating
  • Russian (RU) language pack - Thank you @Ursus on Discord!

    • Adds 'Drink Vending' machine, 'XL Flight Info Display' and 'Flight Info Kiosk' objects
    • Adds 'Arcade Zone' and 4 new arcade game objects, improves pax boredom
    • Adds 'Digital Ad Display' object
      • Generates revenue for your airport based on nearby foot-traffic counts
      • Amount generated per passenger increases with volume, determined per display
      • Has a negative impact on environment
      • Revenue is paid just after midnight each day, for the previous day
      • Loads the advertisement PNGs dynamically from: INSTALL_DIR/StreamingAssets/ad-displays/* (add .png files here, then click 'reload sprites' or restart SimAirport)

    • Object selection within a single security zone improved substantially
    • Distance & wait time heuristic adjustments (weighting and exponents)
    • Pax now properly take into account distance-to-gate when pre-security
    • Improved object selection & overall pax distribution when identical or very similar object scores
    • Reduces occurrence of pax choosing distant objects when nearer options of the same object are present
    • Multiple improvements & changes to Pax AI report too l
    • Far less likely to choose objects that will require re-doing security (both generally & specifically when object is secured but one-ways/escalators would force insecure path to gate)
    • Improved 'scoped lookups' (within security zone) to use more relevant subset of heuristics
    • Departures pax now focus solely on lifecycle at ~30min to flight (even earlier when PA System 'hits' them)

    • All research now requires applicable administrator to complete (exception: 4x root nodes to unlock each admin)
    • Research in each tree can now happen in parallel per tree
    • Adds progress bar to bottom nav UI button that displays the soonest-finishing research item
    • Adds new research: "One Way Taxiways" and "Escalators"
    • Removes research: "Road Building", "Pricing", and bank loan related research

    Three new hotkey actions added, defaults are listed and can be changed in options menu:
    • X - Demolish Tool toggle. Second press goes back to prior-selected tool
    • C - Clear Tool toggle. Second press goes back to prior-selected tool
    • Left Shift - Build Modifier. When held down, switches to the relevant 'removal' option for the currently open menu; only active while build menu is open & active.

  • Taxiways now require a minimum 10-tile distance from structures & objects (exception: runway upgrades, gates, hangars, baggage depot)
  • Adjustments to LRT boarding routines for faster/improved pax boarding
  • Escalator and Stair traversal speeds increased
  • Airport Valuation now includes fuel
  • Phone charging station changes: enabled queueing, increased concurrency, lowered upkeep burden, decreased desirability
  • Runway Lights and Gate Stairs upgrades now display visual indicator of required placement position
  • Foundation tool no longer removes walls & prevents "double-walls" in more situations; improves tool consistency & performance
  • Prevents staff from getting assigned new tasks after being flagged as Fired, allowing them to de-spawn in a reasonable amount of time
  • Aircraft now have a stronger preference to avoid runways when taxiing
  • Actual arrival time now recorded after aircraft rollout instead of on final
  • Runway lighting updates for aesthetics and slightly improved rendering performance
  • Construction of floor finishes requires fewer tasks for faster construction
  • Adjusts stack size & task duration for a number of materials (wood, carpet, stone, etc)
  • Tweaks to money range on vending objects that allow price setting, resulting in more sane default AI interactions
  • Updates the approach used for Bus passenger Dropoffs to be the same as LRT, prevents build-up issues
  • Adding gate stairs upgrade to small gates now validates & requires 2nd floor already exist before allowing placement
  • Minor improvements to vehicle parking and lane choice preferences
  • Aircraft more likely to go straight after landing rollout instead of turning around
  • Aircraft now begin attempting to arrive a bit earlier
  • Info objects now have angle-based impact cones; XL display is one-sided; tweaked info distance & intensities

  • Adds 'Lifetime Game Stats' recorded in each save; double-click clock to view (for future Steam Achievements support)
  • Loading a saved game will now always start Paused
  • Airline detail UI updated to use consistent color & scheme for easier flight selection
  • Improvements to the top HUD money hover tooltip, now more accurate & detailed cash flow estimate based on scheduled flights & actual pax counts
  • Aircraft gate build button tooltip now shows the required level
  • Top UI HUD money area now turns progressively darker red when bankruptcy timer is ticking, alert icon pops up with 12 hours to go, blinks faster as bankruptcy looms
  • Game startup now shows 'New Game' following interstitial; is intended to assist new players who may not realize sandbox mode & larger maps exist
  • Improvements to flight crew info on Aircraft tooltip
  • Improved validation warning on objects that require zones ("Requires $ZONE_TYPE" instead of "Requires Zone")
  • Adds a nav button tooltip warning when reaching the 10 flight/day limit, prompting you to build an ATC Tower
  • Adds a rough count of 'objects that need staff type' number to staff report UI
  • Removes the 'Passenger Timings' report on Aircraft (performance reasons -- requires a different approach)
  • Translation pack files all updated from repo on Github (thank you!)
  • Minor optimizations to build menu UI
  • Optimizes the save/load game UIs
  • Minor performance improvements to satisfaction score & spacial lookup calculations
  • Improves consistency of all confirmation dialog UIs
  • Adds Arcade Games to maintenance control panel, updates code to auto-add objects for future additions
  • Save-fix for a dumpster that never finishes construction properly
  • Minor optimizations to the Flight Scheduling UIs
  • Minor rendering improvements & optimizations
  • Adds some metadata to saves save files which allows fast retrieval of some save info prior to loading it
  • Top HUD Weather hover now reflects runway status inclusive of maintenance downtime
  • Enables sprite tiling for construction indicators to improve their border appearance
  • Adds 'noaudio' custom launch option for assisting with troubleshooting game startup problems

  • Fixes Information objects being blocked by walls/objects in frustrating and seemingly random ways
  • Fixes moving walkways preventing environment effect from spreading
  • Fixes a bug that sometimes let pax slip through security without being checked (or without tickets), causing them to miss their flight
  • Fixes a pax AI nullref bug that could sometimes incorrectly rule out objects
  • Fixes weird overlay bug when importing Grass material (affected older existing saves)
  • Fixes security zone not showing “cannot be vacated” warning when applicable (e.g. resulting in no passengers using it)
  • Fixes airline custom mod BaseRefuelPercentage not serialized (previously required reimport each game load to fix)
  • Fixes agents potentially becoming stuck when drawing exclusive lounges on/near them
  • Fixes aircraft sometimes not selecting an alternative runway when their selected one enters maintenance
  • Fixes crash when disabling save & mod dialogs
  • Fixes agents leaving secure areas because a non-secure path exists which is "shorter"
  • Fixes Runway Tool hoverbox display while dragging, should only display aircraft imported in current game
  • Fixes valid/invalid colors not updating on the Flight Schedule UI hover tooltips
  • Fixes being able to draw objects on top of conveyor segments
  • Fixes being able to place baggage hubs on invalid conveyor segments (if the segment is not yet built or otherwise not attached to anything)
  • Fixes custom airline refuel percent not serializing
  • Fixes 'Demo Aircraft Spawn' functionality used for testing aircraft mods
  • Fixes a rare bug when pax needed to abort boarding their flight due to construction cutting off their path
  • Fixes dumpsters sometimes not finishing construction when supply pile is on same tile & garbage truck comes while in-progress
  • Fixes being able to circumvent the 12-hr pricing lockout period via saving & reloading game
  • Fixes aircraft unable to leave gates that require maintenance
  • Fixes unable to schedule flights to gates that need maintenance
  • Fixes vehicles not properly trying to navigate around stopped traffic
  • Fixes administrators failing to re-pick offices when appropriate
  • Fixes cursor not reset when closing flight schedule editor while dragging
  • Fixes runway placement should de-zone tiles
  • Fixes vendor workers not handling “no path” when showing up for work — could result in “working” from invalid map positions on Ground floor
  • Fixes zone requirements ‘non-secure area’ inverted formatting
  • Fixes janitors not finish clearing immediate area when quasi-“nearby” jobs exist above or below them on other floors (could result in throughput degradation)
  • Fixes janitors not prioritizing emptying garbage bins vs cleaning floors at all (could result in throughput degradation)
  • Fixes top UI HUD wind direction indicator sometimes disappearing, re-adds color based on wind intensity
  • Fixes older saves with supply piles containing deprecated objects that could result in terrain drawing tools always failing to validate
  • Fixes being unable to sell supply piles containing certain objects (e.g. gate/runway upgrades and utilities)
  • Fixes infrastructure cash change descriptions not formatted correctly
  • Fixes ‘potential blockers’ not being invalidated every time after editing one-way taxiway markings
  • Fixes a few edge cases of staff/object assignments that could lead to situations where equilibrium is not achieved promptly. This could lead to staff running around the airport more than necessary and leaving objects temporarily unmanned (due to incorrect consideration of en route agents that will soon take their spot).
  • Fixes agent sector frontier not prohibiting traversal from nonsecure to protected areas
  • Fixes dismantled roads not clearing the sprite index cache (and sometimes later reappearing)
  • Fixes LRTs being able to spawn on top of each other & go through each other
  • Fixes ‘Browse Filesystem’ button on save/load game UI
  • Fixes worker pathing bug when building or adding runway upgrades near edge of map
  • Fixes precision for wait times specified in game seconds when at 200+ game days
  • Fixes vending object currency rounding display inconsistency
  • Fixes a bug that caused text to intermittently not show up or to be noisy & illegible (macOS)
  • Fixes sprite lighting and over-exposure, few other graphic/render setting tweaks
  • Fixes a bug related to transport Dropoffs causing late passengers due to queue build-up
  • Fixes Staff UI portraits not showing up, optimizes their loading/display substantially
  • Fixes Save Game UI so that clicking a save pre-fills the text box & overwrite dialog shows which filename
  • Fixes P&L report expansion of categories when viewing previous days data
  • Fixes bug in game reset that could sometimes cause performance degradation
  • Fixes pricing not showing up for a few terrain tools
  • Fixes a security reachability related bug that could cause passengers to use the wrong security areas and generally get confused about their surroundings (primarily affected more complex layouts that made use of security exits and escalators). Specific change was to ensure that reachability did not allow a passenger to cross a Security Exit into a "Secure" area from a "Protected" area.
  • Fixes road vehicles so that distant traffic no longer considered when choosing a route
  • Fixes dumpsters being emptied prior to construction being completed
  • Fixes condition that caused aircraft to end up on roads and stuck

22 Kommentare Weiterlesen
Alle Diskussionen anzeigen

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The Dev Process

We use a rapid & iterative dev process to keep you involved. The game has improved dramatically since release, and it continues to evolve rapidly -- we commonly update the 'Edge' branch MULTIPLE TIMES each week! See also, the 'SimAirport 2017 Roadmap'

Updates & Steam Branches

  • Default -- The default branch, it is the most stable. Updates: ~1x/month
  • Experimental -- Newer features, generally stable. Updates: ~2x/month
  • Edge -- The latest & greatest, not always fully stable. Updates: ~3x/week

Über dieses Spiel

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

Build your airport from the ground up. Construct terminals, hire staff, sign airline contracts, customize flight schedules, configure standby gates, plan & design your infrastructure -- baggage systems, roads & taxiways, fuel systems, runways and gates, hangars and service vehicles -- and much more.

Key Difference Makers

  • Moving Walkways & Escalators!
  • Purchase more land to expand.
  • Sell your airport to fund a new one.
  • MULTIPLE FLOORS! Build out, sell out, or just build up!

Your Airport, Your Way.

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

Bottom Line

Fun, Engaging, Deep Gameplay. If you enjoy tycoon-style building & management games, you will enjoy SimAirport!

Learn More

Learn more via the forum. Don't forget to check out the Edge forum too, and see just how quickly we try to incorporate your feedback in-game!

We hope to see you in the friendly skies!


Mac OS X
SteamOS + Linux
    • Betriebssystem: Windows XP SP2+
    • Prozessor: Intel Core2 Duo 2.4 GHz or higher / AMD 3 GHz or higher.
    • Arbeitsspeicher: 2 GB RAM
    • Grafik: Any, Minimum 1GB Video RAM
    • DirectX: Version 9.0
    • Speicherplatz: 2 GB verfügbarer Speicherplatz
    • Soundkarte: Any
    • Betriebssystem: Mac OS X 10.8+
    • Prozessor: Intel Core2 Duo 2.4 GHz or higher
    • Arbeitsspeicher: 2 GB RAM
    • Grafik: Any, Minimum 1GB Video RAM
    • Soundkarte: Any
    • Betriebssystem: Ubuntu 12.04+ or SteamOS
    • Prozessor: Intel Core2 Duo 2.4 GHz or higher / AMD 3 GHz or higher.
    • Arbeitsspeicher: 2 GB RAM
    • Grafik: Any, Minimum 1GB Video RAM
    • Soundkarte: Any

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