It is time for another small update, 1.0-19, which focuses on solving the recent bug reporting issue, introduces some balancing and minor new features, fixes to some minor issues and a few important anti-stutter performance improvements.
Connection bug for bug reporting system (meta!)
The previous two week's issue with reporting balancing issues and fringe case bugs has now been resolved. The error was caused by an overhaul of our bug reporting platform configuration, as a result of the general dwindling down in project management, which resulted in new issues created being refused by the server. This has now with this version been fixed and issues are again possible to be reported just as per usual.
Release notes - 1.0-19
Bug
ACEO-43516 Business generation logic can cause notable lag spikes due to excessive string comparison
ACEO-43515 Null reference exception can in very rare instances be thrown when conveyor belts verify connection
ACEO-43512 Bug reporting tool setting change caused bug reporting tool to not correctly submit bug reports (meta!)
ACEO-43487 Minor stutter can be frequently experienced due to improper list sorting for certain item type fetching
ACEO-43482 Minor spelling mistake in incident report e-mail
ACEO-43464 Mass-upgrading multiple stands does not charge the correct cash sum amount
ACEO-43459 Deleting wall can in extremely rare instances not reset underlying area properly
ACEO-43458 Building windows doesn't always separate underlying zone area properly
ACEO-43440 Persons serailized when transitioning on a walkaltor can be displaced on load causing them to get unintendedly stuck in sealed off areas
ACEO-43381 Different runway sizes can incorrectly be multi selected together enabling players to change unapplicable settings for certain runways
ACEO-43278 Area of Hawaii categorized as temperate and not tropical
ACEO-42252 Resolution setting not always consistent and working as expected
Improvement
ACEO-43383 Runways can now intersect
ACEO-32236 Jira manager credentials updated
We wrote a small post release text on the studio's Instagram account with the purpose of giving a small status update. We're currently working on additional content for Airport CEO and will be back with a proper dev blog once we're nearing completion!
We hope that you've had a relaxing weekend, perhaps celebrating some spring related feast! We've celebrated by preparing the next quality of life update of Airport CEO, 1.0-15. This update mainly focuses on mitigation of various minor annoyances and also balancing of a few different systems including, for example, passenger shopping demand in departure areas, staff applicant spawn rates, animal spawn rates and some R&D project balancing. We're also addressing some issues with inconsistencies in the numbers reported through the daily economy report, as well as a heap of other minor issues and fringe bugs.
In this update we're also introducing two new variables for modded airlines which can be used to alter the spawn rate of certain liveries and aircraft. You can read more about what these changes mean in this forum topic.
Below is the full list of changes for this update...
[/url]] - Notification for missing vehicle type of specific emergency can in certain instances only be attempted to spawn once at game start causing the notification not to appear
[/url]] - Runway repair world notification can in rare instances remain despite being repaired[/list]
We'll be back in another few weeks with another quality of life update with continued balancing, improvements and fringe bug fixes in response to the issues you keep reporting to us.
Just like most airport CEOs, we're back to work after a relaxing weekend. Well, perhaps not too relaxing as we just like most CEOs have a difficulty of not taking work home with us during the per society ordained week breaks. As a result, we're launching the next post 1.0 stabilization update, Airport CEO 1.0-10, which takes care of some rare issues, some extremely rare issues and some much needed balancing to a few different economy related systems.
This update balances a few aspects of the economy that makes GA airfields a bit more profitable in the later stage of an airport's development, balances the franchise rent fee exploit and also adjusts the exacerbated profits possible from jewelry shops while also making passengers a bit more interested in shopping once they've passed into the secure zone area. We're also solving a wide range of very rarely occurring bugs but also a more widespread issue of queues for security checkpoints in some instances not being correctly buildable until the second time its attempted. Below is the full log of changes for this update...
[/url]] - Persons can in extremely rare build configurations adjust prematurely to certain desks causing them to become offset when deboaring airside shuttle buses
[/url]] - Ramp agent job task can in certain instances get created twice causing double the amount of ramp agents on an active stand [/list]
As per usual we'll continue to monitor the reported bugs and apply weekly fixes on the experimental branch. Also as per usual we ask that for any critical issues you still may stumble upon, send an e-mail to support@airportceo.com and we'll expedite your issue.
It's time for another small stabilization patch fixing a range of fringe issues as well as some much needed systems balancing on various parts. In this update we're pushing balancing fixes to the terminal quality collection system as well other achievement checks not always being correctly invoked for the AOTY award. We're also adding a counter to the baggage bay display showing what the number of allowed connections still possible.
[/url]] - Missing null reference check for person node availability in job task serialization can in extremely rare instance disallow airport from saving
[/url]] - Shops not updating their child desks parent room status can cause new franchise establishment not to open despite staff being present at desk[/list]
We'll most likely be back again next week with another round of minor fixes as bug reports are made.
First of all, thank you for all of the kind and heartfelt messages we've received and read throughout the various Airport CEO communities in relation to the 1.0-0 release. It seems as if most of you, including some new CEOs who've joined us over the past few days, are very much still enjoying Airport CEO without its early access label.
While you've been busy running airports, we've been busy watching the backlog for any issues that are still being reported. We're happy to see that there are no critical issues still remaining in the game and that the reports that we now receive mainly pertain to either very specific cases that now have been found because the game is simply being played by a lot more players, minor bugs we did not fully catch during the last steps of the beta period or user errors (also known as lack of game design intuition).
That said, if you're still experiencing extended issues with a crashing application or notable other critical issues, we ask that you send us a support e-mail directly to support@airportceo.com so that we can help you out and debug your case. Any instance of critical issues we've found as of the 1.0 release have been isolated to the user's device which is why we need to assist you on a case to case basis.
Today we're back with the first post 1.0 patch solving some of those minor bugs that have been reported during the weekend, including a final fix for the dreaded Apple M1 no text labels rendering issue.
Re-implemented support for devices running the Apple M1 ARM processor
If you're a user of a device running the new Apple M1 ARM processors, you've probably noticed the apparent lack of text labels rendered in the game. With this update we're finally solving that issue once and for all and you no longer need to stay away or apply the GL Core override fix, Apple M1 devices are now fully supported.
[/url]] - One-way arrow setting can in extremely rare instances cause certain vehicle types to not be allowed on that node[/list]
Thank you once more for these past days, it's been wonderful watching all of your airports come to life from the Malmö control tower and we're not going anywhere soon. We'll be continuing the life support of Airport CEO as issues are reported and discussed throughout the communities.
See you out there and as Scott Manley keeps saying... fly safe!
Hey hey hey, airport CEO! Airport CEO has now graduated from its early access state to a full blown 1.0 released game. We are not really sure how to go about summarizing the journey we have been on together with the community since that September Thursday back in 2017, especially since humans are specifically poor in appreciating the concept of time over an extended period, but just as Fredrik said when he opened Unity for the first time, "How hard can it be?", we will give it a shot.
[/url]] - If passengers begin check-in via a self check-in desk they cannot prefer regular check-in desks when attempting to switch, causing a significant self check-in bias
[/url]] - Very rare index out of bounds exception when demolishing ATC related objects during threaded connection test can cause update system to stall
[/url]] - Airports can be created without airport name input field content[/list]
The Airport CEO early access flight
Airport CEO 1.0 was released today, Thursday March 4th 2021 at 19:00 CET (10 AM PT), and consequently transitioned out of its early access period. The idea was formed in the summer of 2015 and development started in the beginning of autumn that same year. The first year of development however can hardly be accounted to any actual progress of the finished product, especially not in its current form, as that year was all about learning how Unity works and how to write code for a game. In the second year, development slowly started picking up and we were able to put together something that was actually working, including the various core systems such as building, ATC and passenger AI. On September 28th in 2017, Airport CEO released as an early access title to a small but very eager group of people who had been following the Airport CEO progression since the founding of the Airport CEO twitter account back in October of 2015. Around 8000 people bought the game in its first early access released hour which resulted in an immediate placement on the Steam global top selling list which in turn had a cascading effect on sales as a placement on that list is hands down the best type of advertisement any game can get. That weekend was probably one of the best and worst of our lives as the success we had, while putting in exhausting 16 hour shifts every day deploying several updates per day fixing critical issues that arose due to the highly unexpected number of new players, enabled us to quit or jobs the next week and start Apoapsis Studios. The release weekend gave us the means to realize our vision for Airport CEO but it also showed us that this vision was far away and that we were about to embark on an early access marathon.
A screenshot overlooking an extremely early build of Airport CEO from 2017.
The old UI prior to the UI overhaul update.
A screen overlooking the old graphics in greater detail. Almost looks like a different game?
The first pre-alpha gameplay trailer, released May 31st 2016. Same same but different?
Airport CEO has since then been fully redeveloped and essentially nothing from that first early access version still remains in the game today, apart from some extremely core and fundamental systems. We have overhauled just about everything in the game ranging from how agents are moved to the graphics, the UI, fundamental performance overhauls and… well, just about everything else. When Alexander joined the team back in January of 2019 we had just about completed the first overhaul of the game in its current early access state and we were ready to move forward with major feature implementation. Alexander’s added abilities kickstarted this phase of development and we quickly added new tooling, localization and much more but specifically new features resulting in major feature updates.
The Airport CEO 1.0 we are launching today looks nothing like the thing we launched in 2017 and it is all thanks to a somewhat established idea of what the final product would look like, in combination with an absurd amount of input from an incredibly passionate and active community.
... and how it looks today!
Flight data!
Airport CEO has during its early access period sold about 180000 copies and is at the point of its 1.0 release rated as “very positive” on Steam with an average score of 84% positive across 4145 reviews. Airport CEO has had 91 major releases (i.e., releases on the default branch) and well over 1250 minor releases pushed to the experimental branch. We have deployed over 3500(!) builds in total (including both Windows and macOS) and have averaged around three experimental releases per week across the entire early access period, but almost a new release every single working day of the week during the beta period.
On average, 25000 unique CEOs launch Airport CEO every month; currently about 2300 daily and in the past 90 days a total of 53000 CEOs took to the skies. Together they have a combined daily playtime of around 270 days(!) (or 16200 hours), which is an average of almost three hours per day per CEO. When they have been playing, they have together over these past years sent us over 42000(!!!) bug reports containing mostly qualitative issue descriptions, suggestions, or thoughts on the development of the game. Out of all those issue reports of which we have been scrolling through every single day, a total of 16213 have been manually processed meaning that either Alexander, Fredrik or Olof has given a particular issue a specific resolution such as for example “fix deployed”, “deployed to default”, “duplicate” or “cannot reproduce” – the remaining, about 26000, are in fact duplicate reports.
These numbers are staggering to look at from a developer’s perspective and nothing we could really have hoped for, being the first ever real thing we have developed not to say the first and only game we have ever built. Saying that “we are extremely grateful” for how this journey turned out is not really doing it... let’s each try and have a separate go of it:
Alexander’s take
"The time I’ve been working on Airport CEO has been the most rewarding “professional” experience of my life. To be developing a product you actually take pride in, with the absolute best customer base and community any product can wish for, working in a thriving and (more importantly) creative industry confidently surviving the worst pandemic in modern history, and with amazing coworkers, there simply isn’t much else to ask for. There are too many things I’ve learned to be listed here, but the accumulated knowledge at Apoapsis Studios gained from the development promises great times ahead. Because, with our game finally ready to be released into the wild, we are of course looking ahead. I know, however, that I will forever be looking back at our time with Airport CEO with nothing but warm memories."
Fredrik’s take
"Wow! What fantastic years we have had together in the Apoapsis team and the whole community while working on this amazing project. When I started up Unity game engine for over 5 years ago, I could never in my wildest dream imagine where we are today with Airport CEO. It has been by far the most challenging thing I have ever done in my life, but at the same time the most rewarding. We are extremely proud of Airport CEO and grateful to have the opportunity to make this our living. I hope our journey can inspire others to do the same with their dreams. Finally, I just want to give a big thanks to everyone who have been part of Airport CEO and I hope that you will follow us in future projects!"
Olof’s take
"Turns out it's really, really, really difficult to develop an airport tycoon game that in at least the bigger scheme of things is trying to emulate aspects of reality as accurately as possible (while still being playable). The initial early access version was really just an attempt at that and what we're releasing now can in many ways also be interpreted as "Airport CEO 2". The engagement from the community powered by an extremely agile release pipeline, daily updates, coupled with a very accessible bug reporting system which prioritizes quantity over quality is what has made this project possible. It's been the biggest privilege of my life working on this game together with the community, Fredrik and Alexander and with this project being our first attempt at a game one can only dream of what we'll build next."
Airport CEO: Supersonic
There are a lot of great and beautiful aircraft out there, in the real world as well as in Airport CEO, taking passengers to and from their destination as quick as their engines propel them. But there is a special breed of aircraft that no longer traffics the skies in real life… but as of today, if you want to, now can traffic your airport in Airport CEO. Celebrating today’s 1.0 release of Airport CEO, we’re also releasing a free micro DLC called “Airport CEO: Supersonic”.
That’s right, the Concorde and Tu-144 can now be downloaded via the free DLC and will consequently be flying for Olympus Organization and Zoom! (Concorde) as well as Stripe Air and Crown Airlines (Tu-144).
We try to stay as accurate as possible with the aircraft in Airport CEO and most of them do still fly in real life, perhaps though not in the configuration or frequency as they do in Airport CEO. Supersonics, however, are not part of the current aviation industry, and that is why it made sense to add them as downloadable content enabling players to decide for themselves if they want them in the game or not.
Airport CEO 1.0 and beyond
In the previous dev blog we took a deep dive into the future of Airport CEO beyond its 1.0 release but we are in fact at as of this point… tracking into uncharted territory. Depending on (but also regardless of) the reception of the 1.0 release we will be keeping a close eye on the developments around the game for the coming weeks and months, responding with patch updates accordingly to the perhaps continued supply of community feedback. You can read more about the future of Airport CEO beyond the 1.0 release in Dev Blog 159: Airport CEO 1.0?
Thank you!
Last but the opposite of least, we would like to thank a few people who have been extremely important to us during these past years. To Steve, Mitchell, Lucas, Kim, Elin, Lewis, Clara, Ellen and Maria who have been helping us with the core aspects of the game in terms of aircraft design, graphics, community, audio and emotional support: Thank you. To the many community managers of the various Airport CEO platforms around Discord, Reddit and the Forum: Thank you. To Sinephony (Daniel and Anton) for a brilliant soundtrack: Thank you. To the members of the focus group on the Airport CEO forum who have been helping us test out features very early: Thank you. To those who have sent in a bug report: Thank you. To those who have participated in the various design contests: Thank you. To everyone at Game Habitat in Malmö and the Malmö game developer community: Thank you. To our friends and family: Thank you. And last but certainly not least… to YOU who have have been playing the game, following along on the flight: Thank you!!!
We will leave it there for now. Once we have had some time to reflect on the development of Airport CEO we will be back with a proper postmortem and in the meantime you will always find us around the Airport CEO communities. Fly safe!
Hurrah! In celebration with the Airport CEO 1.0 release today, we're launching the free DLC Airport CEO Supersonic, an aircraft pack consisting of the Concorde and the Tu-144 that'll elevate your airport to a supersonic standard - complete with glorious afterburners!
Downloading this free DLC will add the Concorde to the default airlines Olympus Organization and Zoom! and the Tu-144 to the default airlines Stripe Air and Crown Airlines, all part of the base game.
As with all previous major beta releases we will this time too, over the coming days leading up to the 1.0 launch on Thursday, focus on rapid minor deployments and fully stabilizing the current build. However, these changes are changes that we deem small enough and of a non-experimental nature which means that we can more quickly put them on the default branch. Here's today's update...
[/url]] - Removing a transit structure while system is verifying connectivity to world entrance tunnels can cause null reference exception to be thrown and update process to stall
We're less than one week away from the 1.0 release of Airport CEO and in anticipation of this event we are now rolling out the last default beta version, beta 8! This is another update with extended focus on balancing, performance improvements and some additional bug fixes but also a few new minor features that we've deemed crucial to be part of the 1.0 release.
On Thursday at 19:00 CET, Airport CEO will transition out of early access together with the previously announced minor 1.0 celebration surprise. We'll also include a short 1.0 release letter reflecting on the journey that has been and what's next for ACEO and the studio moving forward.
We've seen a significant decrease in bug reports over the few last week and especially bugs of critical nature such as stalling persons or pathfinding, graphical glitches or crash events - if you are still experiencing any of these issues on a regular basis we ask that you do not only bug report them but reach out with us directly on support@airportceo.com so that we can assist you in expediting the issues.
[/url]] - Added top limit on number of transition items an area can have in order to reduce pathfinding load on terminals with extreme amounts of transition items
[/url]] - Restricted small check-in desks to only handle check-in of small flights (due to now allowing check-in despite baggage handling being enabled)
[/url]] - Added short section in terminal tutorial part regarding the highly beneficial usage of path analysis and heat maps when there are persons who cannot move about the terminal
[/url]] - System does not highlight to player that departure transit output is too low causing passengers to appear arriving and then immediately leaving due to delays and closed check-in
[/url]] - Airside shuttlbe buses can in extremely rare instances get stuck at stop if related flight is dismissed or cancelled during boarding procedure
[/url]] - Service vehicles assigned to stands can in extremely rare instances loose their job task connection causing a flight job task completion deadlock
[/url]] - Deactivated light on specific aircraft can cause flight spawning to break [/list]
Update notes
Road node restrictions
Roads can now be restricted to certain vehicle types through a right click option, similar to how you set specific rules for taxiways. Public roads can be restricted for its most common vehicles such as person cars, taxis and buses while service roads can be restricted by its service vehicle types. For example, you can now by right clicking on public roads restrict access to that road by defining taxis as the only allowed vehicle types, while via service roads you can now seal off areas to only cater for service trucks.
Schengen rules
By default, Schengen rules ow apply for flight generation across Europe. This is in response to bug reports concering a lack of flights in certain airport size cases for countries across Europe. Going forawrd with the default Schengen setting, flight generation across airports that are placed in Europe should be significantly imrpvoed.
And yes... as usual... loads of bug fixes and balancing!
This update too, like its previous predecessors contains a good amount of fixes, balancing and most notably performance improvements. We've made multiple changes to system that in specific cases have had a significant performance impact of airport layouts that diff compared to the norm and will continue to keep these types of reports under close consideration.
We're currently fully preoccupied with the work on beta 8 but since there's been a few reports on a tutorial completion step not invoking as expected, we're releasing this super tiny update fixing that issue.
[/url]] - Tutorial step connecting medium check-in desk to baggage bay does not complete[/list]
This update does not contain the contents of beta 7.1-2 through -4 as they were deemed too unstable for default deployment, they have instead been integrated into beta 8 which should be released on the default branch towards the end of this week.