THE AIRLINE SIMULATION FOR PROS
In AirlineSim, you become the CEO of your own airline: Take your business to the skies as you acquire aircraft, schedule flights, form alliances and compete on a real-time market!Manage your airline directly from the browser and use comprehensive tools modeled after legacy IT systems to adjust service levels, analyze routes and keep an eye on company finances as your business grows over time.

THE SKY'S THE LIMIT
Airport capacities, traffic rights, passenger demand and many other aspects of the game are modeled after the real world. With its sophisticated planning, management and monitoring tools, over 440 different aircraft types and more than 4,500 destinations to choose from, you’ll run your virtual airline like it’s the real thing.Whether you’re offering domestic routes with a regional airline or expanding your network all over the globe – with efficient planning, the sky is yours!

PLAN
No business without a plan: Set the foundation for your new company by acquiring aircraft, creating cabin layouts and optimizing service profiles, use AirlineSim’s advanced planning features to evaluate potential routes and create complex flight schedules to get those virtual passengers to board your planes.
COMPETE
Watch as passengers book your flights using a state-of-the-art reservation system and keep track of your airline’s performance by monitoring your load factors and those of your competition, adjusting prices and service levels to adapt to an ever-changing market that operates each day throughout the year.
And no need to grind! AirlineSim offers a level playing field for everyone, so the success of your virtual business is not limited by the amount of time you put in.
COOPERATE
It’s not all about competition though: Build lasting connections with other players by cooperating in alliances or establish interline agreements to expand your network and let passengers transfer between flights operated by you and your interlining partner.
You also have the option to connect with other players by leasing out aircraft or providing terminal capacities to their companies. The choice is yours!
CHOOSE YOUR PATH
In AirlineSim, you create your own path: No matter if you want to go low-cost or full-service, explore local routes with a domestic airline or grow an international network with destinations all across the globe - set your own goals and take your business to the skies as you establish your airline on the game’s dynamic market!
A LEVEL PLAYING FIELD
With its prepaid pay-to-play model, everyone can play AirlineSim for the same price. Buying credits does not constitute a subscription, so you can purchase them whenever you like. After signing up, your account is equipped with 60 credits that cover a trial period in which you can play the game for free. For more details on pricing, you can also check out our website.
Kids love to give presents they crafted themselves. These might not be perfect, but they are gifts that come from the heart. Today, I have a present for the lovely community of AirlineSim that falls into a similar category: The Wright game world !
[p align=\"start\"]If you\'re confused by the opening paragraph, don\'t worry: My most recent devlog covers in some depth what this is about. But since crafting this present took a bit longer than planned and it\'s the day before Christmas here in Germany, I will try to keep this as short as possible and limit this message to the key pieces of information:[/p]Wright is a \"historic game world\": Aircraft types, fuel prices, passenger/cargo demand and some airports start at the level of the year 1982 and data time will progress one in-game year per every real-time month. So no A320, no modern 747s or ATRs! And you\'ll get your Tristars and Maddogs straight from the manufacturer!
[/*]Changing traffic levels are achieved using a new and highly experimental feature that I worked on last week as a present both to myself and to you, namely location-based demand. You can find out more about this in the respective roadmap entry .
[/*]Given its experimental nature, Wright has a runtime of 36 weeks and will end on August 31st 2026.
[/*]Speaking of experimental nature: I have written up a post on the forum covering the current state of the feature as well as a list of disclaimers about it. Please read it carefully before complaining on the forums ;-)
[/*]
Today we restart Domination for the 9th time. While Domination has always been a world intended for players who enjoy maximum competition with relaxed market restrictions, this time we added yet another twist: Single Holding Mode! Read on for details on this...and today\'s discount!
[p align=\"start\"]Discount first: Until Wednesday, credits across all package sizes will be 9% off ![/p][p align=\"start\"]And on to Single Holding Mode: As the name suggests, this mode limits all players to a single holding...ever! This means that once you\'ve created your holding, you won\'t be able to found another one before the game world ends. You cannot reset it either, so you will always be limited to the initial starting capital of 20 million AS$ (double of regular game worlds). Consequently, two practical tips before you get going in Domination:[/p][olist]Make sure to create a holding company first and then create a subsidiary. This way, your subsidiary going bankrupt won\'t end your attempt for good.
[/*]Be extra careful before deleting your holding company: Once it\'s gone, it\'s gone!
[/*][/olist][p align=\"start\"]As you can probably tell, this game world is geared towards experienced players looking for a challenge - this time more than ever! With this disclaimer out of the way: May the best win! [/p]Game World Details
[p align=\"start\"]You can find a detailed list of the world\'s configuration when clicking the game world name within the game. Noteworthy in this case:[/p]All countries open for foreign investment
[/*]Doubled starting capital of 20 million AS$
[/*]No used aircraft at start
[/*]One holding per account in single holding mode
[/*][p align=\"start\"]Domination has a run-time of 35 weeks and will reset on August 3rd, 2026.[/p]Domination VIII: Top Stats
[p align=\"start\"]Before we finish it up, let\'s not forget about our overview of the airline rankings from the previous iteration! Congrats to RichS, manolo and Philkirk for winning the top three spots in the \"All-Time Passengers\" category! As usual, the full dataset for this and all other categories is available on the AirlineSim forum ![/p]Excuse the somewhat click-baity title. I am, of course, not out. Just leaving for a week of vacation next week. But more on that after the real news: The past few weeks have been very exciting, so I am happy to do a good old, boring game world relaunch again. Today, Junkers takes off for its 8th round.
[p align=\"start\"]Naturally, the world comes with all the updates and changes introduced with version 6.12 plus a small data patch. Other than that, it runs on a fairly vanilla configuration, including used aircraft at start. Junkers will end mid-May 2026 and as always, you can find the key stats from round 7 on the forums .[/p][p align=\"start\"]To celebrate the relaunch, credits will be off 10% until Friday![/p][p align=\"start\"]And on that vacation I mentioned: I\'ll be off to Greece for a week starting this Friday. As I will actually be travelling and physically out of the office, my access to emails and ticket systems will be (intentionally) limited. My colleagues and community moderators will be keeping an eye on things and anything urgent will be escalated to me, of course. But don\'t expect a response to a name change request between the 3rd and the 12th of October ;-)[/p]Its been a long time coming, but today Im excited to announce: our new preview game world Paine is live! Unlike regular game worlds, please read on before creating your airline there.
[p align=\"start\"]TL;DR: This world is intended as a space to develop, test, and fine-tune new features in a production-like environment with real players and real databefore rolling them out to existing or future worlds. As a result, things may be a bit unstable at times. Thats why Paine comes at the low rate of just 2 credits/day and is restricted to Premium accounts. If you dont have Premium yet, all it takes is a single purchaseand right now (until Sunday) youll get a 10% discount on most Credit package sizes.[/p][p align=\"start\"]At launch, Paine includes two in-development features:[/p][olist]The first part of the Distribution SystemORS Hybrid , namely bulk generation of Individual Travel Requests . While the core implementation is ready, the feature still lacks refined passenger type data and UI adjustments, which will be added over the coming weeks and months.
[/*]The Aircraft Performance System 1.5 , featuring improved formulas for fuel consumption and takeoff/landing performance. This feature is technically complete, but currently in the data research phase: our volunteer (!) data team is working on the required input parameters for all aircraft types in the game.
[/*][/olist][p align=\"start\"]In particular, the development of Individual Travel Requests would benefit greatly from realistic test datameaning many active airlines competing for passengers. So please go ahead and create your airline here . It would be a huge help![/p][p align=\"start\"]For more details, check out the dedicated FAQ post on the forums . And if you have any unanswered questions, feel free to post them in the Paine forum category .[/p][p align=\"start\"]Have fun testing![/p][p align=\"start\"]Martin[/p]AirlineSim in Japanese
Ive been told by our community member GINS that the title of this post means AirlineSim speaks Japanese in, well, Japanese. Hes also the one we have to thank for the fact that both the game and the website are now available in a Japanese community translation! So, a huge shoutout to him for completing this localisation in what must be record time!
At present, the in-game translation is around 80% complete, which means it should already be fully playable in Japanese. GINS has also translated the website and account management interfaces, so Japanese-speaking players can enjoy AirlineSim in their native language from sign-up all the way through to building their airline empire. As a result, Japanese is now officially supported on Steam as well.
Its worth pointing out that apart from the English and German versions all localisations of the game are made possible entirely through community effort. I honestly cant thank our team of volunteer translators enough for the time and dedication theyve shown (and continue to show). If youd like to help make the game more accessible to players in other languages, do feel free to get in touch. Its quick and easy to get started, and there are no obligations give it a go, and if its not for you, thats absolutely fine.
Linux woes
Weve received reports that the Linux version of AirlineSim is currently unstable and doesnt work reliably for most users. For that reason, Ive decided to suspend official Linux support for the time being while Michi and I investigate how to make the build more robust. Of course, you can still play the game in the browser of your choice on just about any operating system.
Summer break coming up
Its summer here in Germany, and while I wont be going on a big trip this year, Ive promised myself two uninterrupted weeks of quality family time. With that in mind, please bear with me if responses to non-urgent support queries take a little longer than usual. Ill still be keeping an eye on things and making sure the servers continue ticking along while Im away. Ill also briefly step back in to launch a new round of Quimby during the week starting 11th August.
Once again arigat, GINS, for the Japanese translation, and have fun everyone else! See you again in mid-August.
Martin
With a few weeks delay, iteration 11 of the Yeager game world has finally landed today. It comes with rather massive changes under the hood, a data patch and new aircraft trader personalities. You can read more on these things below, but if you just want to get going: Yeager XI is live here and to celebrate the occasion, credits are 11% off until the end of the week!
Yeager XI
The 11th iteration of this game world comes with pretty much unchanged settings compared to the previous one: Second-hand aircraft at launch, double slots and at most one holding per player. It will run until February next year, and it comes with all the updates introduced by today\'s patch, of course.
Update to version 6.11
As discussed before , the relaunch of Yeager was pushed back because I was working on some major upgrades to modernise AirlineSim\'s technical foundation in preparation of upcoming feature developments. These updates have now been completed and applied to all game worlds. While most of the changes should not be visible to players, the patch also brings a few changes that are. Most notably, there are a lot of updates to our airport database (thanks a lot, Koen!) and of course the changes to aircraft trader behaviour. For a full list of all the changes, including those that might be added over the coming days as I fix teething troubles of the new version, can be found on the forums .
Speaking of teething issues: Given the scope of the update, there are bound to be some. If you run into any issues or bugs, please don\'t hesitate to get in touch on the forums or on Discord!
New aircraft trader behaviour
Among the changes that made me push back the launch of Yeager was a change to how the official AirlineSim aircraft trader prices second-hand aircraft: Rather than just computing an initial price based on the linear depreciation of an aircraft, the trader will also take into account a value based on how long the aircraft has been on the market already. This value will typically be higher than the book value for older aircraft and will then fall off at a fixed daily rate.
To make things a bit more interesting, all game worlds now have more than just the single \"Aircraft Trade and Leasing Organisation\" that has existed before. All of them feature a slightly different \"personalities\" that determine how they might deviate from the baseline formula described above and at which point they give up and scrap an aircraft. We\'ll keep an eye on how these personalities work in practice and tweak them as we go.
What about Quimby?
Some of you might have noticed that another game world ended today: Quimby XVI. As I don\'t want to launch two game worlds on the same day, this relaunch will be postponed as well. I\'ll work out a new launch schedule and let you know as soon as I\'ve got something concrete to talk about.
And with that: Have fun in Yeager (or any other game world) and let me know what you think of the changes!
Martin
If you have been following the devlog recently, you know I have been very busy with a huge technical update of the game. As such, I am going to keep this short and sweet: Bleriot launches into its eighth iteration today, and to celebrate the occasion, credits will be 8% off until the end of the month!
Bleriot features a pretty vanilla configuration but comes without initial second-hand aircraft. This means initial growth will be a bit slower and airlines shouldn't be able to "flood" the game world with massive fleets of "oldtimers" within the first couple of weeks. This is something we've received a lot of complaints about in recent months, and we're (again) looking into options to address the issue.
This iteration will last 35 weeks, and Bleriot will reset on January 26th, 2026.
As usual, you can find the top stats from iteration VII on the forums .
And with that: Have fun!
It's spring! At least here around simulogics HQ, the flowers are blooming, the birds are chirping and the outdoors is tempting. But be that as it may, we have been and are busy working on new stuff for AirlineSim, so today I want to give you a brief update on what's in the pipeline. But first things first...
Spring Sale and Otto XIII pre-announcement
Two important items to get out of the way before we talk development projects:Firstly, credits will be 10% off over the long Easter weekend, meaning from today until Monday. No egg-hunting required!
Secondly, I will be more or less out-of-office next week, so I want to use this opportunity to remind everyone that Otto will relaunch on Monday the 21st. There won't be much fuzz about it on that day, so mark your calendars!
New features in the pipeline
If you are following my weekly development log , the following paragraphs will hardly be news to you. And if you aren't...you should! You can also click the little bell icon in the upper right corner to get notified about every issue.A feature that is technically done and ready to go live is our v1.5 aircraft performance system . But you guessed it: While done in code, our team of volunteers stands merely at the beginning of researching the data required to feed the new formulas. So while this new system promises much more realistic fuel consumption and improved landing and takeoff performance, I have to ask for a bit more patience until we can flip the switch and enable it in new (and possibly existing) game worlds. We might also be able to pull off a "gradual release" once we feel like we've got the most important types covered. In that scenario, some types would use the new and some would use the old system. This is yet to be determined, though.
Another feature that's mostly done but not quite ready for primetime yet is the first part of the over-arching DS-ORS hybrid project , namely individual travel request generation in bulk. If that is all Greek to you, let me give you some context: The current system that distributes passengers and cargo among competing connections is called the [u]ORS[/u]. It comes with several flaws, one of which being that it really only knows three types of passengers (plus one type of cargo) which all airlines have to compete for. This means that it is near impossible to employ different business models: All airlines end up looking and working the same. To address this fundamental issue, we applied for and received public funding several years ago which allowed us to build a prototype of the Distribution System, or [u]DS[/u] for short. Contrary to the [u]ORS[/u], the [u]DS[/u] generated individual, point-to-point, return travel requests between arbitrary locations and would then book each one of these requests based on a set of itineraries matching the respective request's criteria.
I barely got this "pure model" to work in the prototype, and it's very unlikely that I'd get it to work in current generation AirlineSim. So I opted for a compromise: Whatever components I can re-use from the prototype I'll graft onto current generation AirlineSim. And wherever I run into performance issues (or other show-stoppers), I try to find a best-effort solution that comes as close to the "pure model" as possible.
Case in point: Instead of generating and booking hundreds of return trips every second, the DS-ORS hybrid will initially employ the ORS' code to generate physical connections. This means each airport is processed once a day (as today) and all physical connections to each destination are computed at once. Then, for each destination, the DS' travel request generation generates the required amount of travel requests "in bulk" which are then matched to the connections.
This by itself should already bring a lot more depth to the game. But it's merely the first step: Bit by bit, more concepts from the DS will follow, like custom booking classes , fares and much more . So stay tuned!
Next steps
All of the above is nice and dandy, but I hear you asking: When will all of this actually ship? Well, technically, it already has. All of what I described is already live in all game worlds behind feature flags. But while the aircraft performance formulas are pending data, bulk travel request generation has to go through a few cycles of testing and tuning. To that end, I plan on launching a public (but premium-only) game world in the near future where everyone can (and will be invited to) build real airlines so we can get a feel for the new system.Over the coming weeks, I will still be preoccupied with a few private matters (again, see the devlog ). Despite that, my plan is to have this preview game world ready to go before the end of the quarter. What follows afterwards is yet to be determined and will naturally depend on the outcome of our public test run. But in either case, you can vote for what you'd like to see next in the roadmap category on the forums.
And with that, I wish you all Happy Easter! And if that's not your thing, a beautiful weekend!
Martin
The name says it all: Our Domination game world comes with very few restrictions in terms of traffic rights. So the best players have a chance at dominating the world!
What else is competitive? That's right...credit prices! Today and tomorrow, credits in most package sizes will be 8% off .
And without further ado: Ready, Set, Go! for domination in Domination!
Configuration
- All countries open for foreign investment[/*]
- Doubled starting capital of 20 million AS$[/*]
- Latest ORS version[/*]
- No used aircraft at start[/*]
- Nighttime bans active[/*]
- Standard slots[/*]
- One holding per account allowed[/*]
- Increasing demand over time[/*]
- No IPOs possible[/*]
Domination VII: Top Stats
Before we finish it up, let's not forget about our overview of the airline rankings from the previous iteration! Congrats to dovi5, Grandline and Feuerteufel112 for winning the top three spots in the "All-Time Passengers" category! As usual, the full dataset for this and all other categories is available on the AirlineSim forum !
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With Junkers VII, we are launching the first new game world of 2025! So if one of your New Year's resolutions is to get back into AirlineSim, now is your chance to follow through. To make it a bit easier, you can get credits for 10% off for the next 24 hours! So, no waiting around...get started now!
Configuration
- Latest ORS version
- Only current aircraft types available
- Used aircraft at start
- Nighttime bans active
- Standard slots
- Multiple holdings per account allowed
- Increasing demand over time
- No IPOs possible
Relaunch Sale
As mentioned above, we're having a sale to celebrate the occasion! This time, all credit packages at or above 100 Credits are discounted by 10% today and tomorrow!
Junkers VI: Top Stats
Before we finish it up, let's not forget about our overview of the airline rankings from the previous iteration! As usual, the full table is available on the AirlineSim forum , so feel free to check that out as well!

With 2024, a very turbulent year for AirlineSim, the company and myself comes to an end. As such, I want to take a very brief look at what has happened this year and what lies ahead in the first months of 2025. But before I go into that, an important public service announcement: From today until the 26th of December, credits will be 15% off. So now's a good time to get that credit balance in order for the holidays!
A (very) brief review of 2024
For the first time ever in AirlineSim history (I think), I was able to maintain a consecutive weekly development logbook all the way from when I started it in late January to now, the end of the year. As such, what happened this year is out there for anyone to read up on. But to summarize:
As I was returning to AirlineSim with 100% of my capacity - see the recent State of the Game update for reference - I started the year with lots of housekeeping, wrapping up funding paperwork, updating technical frameworks and improving our data pipeline. I also laid the technical foundation for new and much more powerful maps in the game, but stopped at replacing the previous static maps (with more or less identical functionality) in favor of other projects.
One of these was our Steam release which - after several months of preparation - finally took place in June. One reason this took a bit longer than originally planned was the fact that up until this point, AirlineSim was a proper "pay-2-play" game: You can try it for free, but when you like it, you have to pay. Steam doesn't allow this model, so 2024 became the year in which AirlineSim started offering free game worlds for the first time ever.
While we were waiting for Steam to let us launch on their platform, we were busy dealing with the fallout of a tricky data patch to fix the coordinates of almost all airports in the game, resulting in a controversial change to scheduling ("fixed arrival times") which "matured in production" for a good part of the year. I also opened the feature roadmap category on the forums which is where I collect all planned and speculative additions to the game and where anyone can vote on and discuss said additions.
The remainder of the year was dominated by my (and the company's) ad hoc move to another town, the behind-the-scenes implementation of a Distribution System-ORS hybrid based on work done for the AS Technology Demonstrator , as well as my ongoing fall into the rabbit hole of aircraft performance.
So as said: An all in all turbulent but productive year!
An (even briefer) look ahead to 2025
My plans are pretty simple: Continue where we left of. My development log will continue, and so will development on the two major open topics, namely the DS-ORS hybrid as well as the new and completely reworked formulas for aircraft performance. While both of these have a pretty heavy speculative and experimental components, I am hopeful that both projects will start to bear fruit in 2025.
For a plethora of reasons, I really would like to get started on a refresh of the game's UI next year, both in visual and technical terms. Whether I will get around to actual development work on this or whether it will stay limited to concept and design work remains to be seen.
What happens in parallel or afterwards is equally undetermined at the moment. But if your votes on the roadmap are any indication, I should probably start looking into the matter of auto-ops rather sooner than later ;-)
Signing off
And with that, I want to go ahead and wish you all Happy Holidays and great start into the new year!
Don't forget that credits are 15% off for the coming 3 days!
Last but not least, both my team and myself will take some time off as well, so please bear with us as it might take us a bit longer than usual to respond to your questions or screen your logos.
See you in 2025!
Martin and the whole team at simulogics

Quimby restarts for the 15th time!
Back in April 2014, so more than 10 years ago, Quimby launched our first experiment with temporary game worlds. And today, it restarts for the 15th time. So it sure seems like the experiment tuned out to be rather successful!
In the spirit of this milestone, we went for a configuration very close to the original one. Back then we wrote :
Today, we launch our first Beginners Game World called Quimby - time-limited, but with a higher degree of freedom, thus allowing you to try something new or different that might be impossible to pull off in our regular game worlds. This means twice the amount of slots, no nighttime bans or noise restrictions and all aircraft available for order.
So if you want to go wild with all the aircraft types and few restrictions, make sure to top up your credits with our 10% discount and get started right here: https://quimby.airlinesim.aero
Configuration
- Latest ORS version[/*]
- All aircraft types available[/*]
- No used aircraft at start[/*]
- No nighttime bans[/*]
- No noise restrictions[/*]
- Double slots[/*]
- One holding per account allowed[/*]
- Increasing demand over time[/*]
- No IPOs possible[/*]
Relaunch Sale
As mentioned above, we're adding a sale to celebrate the occasion! This time, all credit packages at or above 100 Credits are discounted by 10% today and tomorrow!
Yeager X is now ready for you to explore!
The new iteration of our game world offers a slightly more challenging configuration than before, as it brings back nighttime bans and a limit of one holding per account. Were keeping double slots and modern aircraft types though!
Ready to hop into your next business venture? Then you can join the game world here .
Configuration
- Latest ORS version
- Only current aircraft types available
- Used aircraft at start
- Nighttime bans active
- Double slots
- One holding per account allowed
- Increasing demand over time
- No IPOs possible
The server has a run-time of around 7 months, so you can access it until 23 June 2025.
Credit Sale
Lets celebrate the server launch with a credit sale: Starting today, the prices of all credit packages are reduced by a discount of 10%! The sale lasts until 20 November 2024, so youll have lots of time to restock on credits if you need.

Let's greet the fall season with a game world relaunch!
Today, our game world Bleriot is going for its seventh run. While the new iteration has some similarities with the previous one (including the focus on modern aircraft), Bleriot VII reintroduces nighttime bans, single slots and the option to found multiple holdings.
Want to give it a try? Then you can join the server here .
Configuration
- Latest ORS version
- Only current aircraft types available
- No used aircraft at start
- Nighttime bans active
- Standard slots
- Multiple holdings per account allowed
- Increasing demand over time
- No IPOs possible
The server has a run-time of approximately 8 months, so you can access it until 26 May 2025.
Credit Sale
To celebrate the new game world, credit prices are dropping by 7%! The sale starts today and lasts until 25 September 2024!

Our short-term game world Otto just relaunched!
In the new iteration Otto XII, your airlines will enjoy a variety of current aircraft to choose from, double slots as well as used aircraft at server start! Like previous versions of the server, youll also have the option to create multiple holdings per account!
If youd like to try it out yourself, you can join the game world here .
Configuration
- Latest ORS version
- Only current aircraft types available
- Used aircraft at start
- Nighttime bans active
- Double slots
- Multiple holdings per account allowed
- Increasing demand over time
- No IPOs possible
The server has a scheduled run-time of about 8 months, so you can access it until 21 April 2025.
Credit Sale
To accompany the relaunch, credit prices will be on sale with a 12% discount starting today until 21 August 2024!

Today, our short-term server Domination is diving into its seventh iteration!
Like before, the server allows players to kick off their new airlines with the help of doubled starting funds, choose from all available aircraft and explore markets outside their holding's home country. This time however, only one holding is allowed per player!
If you'd like to give the new setup a try, you can join the game world here .
Configuration
- All countries open for foreign investment
- Doubled starting capital of 20 million AS$
- Latest ORS version
- All aircraft types available
- No used aircraft at start
- Nighttime bans active
- Standard slots
- One holding per account allowed
- Increasing demand over time
- No IPOs possible
The server will be online for a run-time of around 8 months, so you'll have the chance to access it until 24 March 2025.
Credit Sale
As part of the relaunch, credit prices will be on sale with a 7% discount starting today at 10:00 UTC until 24 July 2024 at 00:00 UTC!
Today, we're excited to officially release AirlineSim on Steam - welcome to the game!
WHAT IS AIRLINESIM ABOUT?
In AirlineSim, you are the CEO of your own airline: Take your business to the skies as you acquire aircraft, schedule flights, form alliances and compete on a real-time market!
Manage your airline directly from the browser using tools modeled after legacy IT systems and keep an eye on company finances as your business starts to flourish.
WHY EARLY ACCESS?
Even though AirlineSim has been around for many years, we decided to release our game in Early Access with the primary goal of optimizing the Steam version of our browser-based simulation in regards to its integration on the new platform.
Were also planning on making AirlineSim more accessible overall, which is something that both players of the Steam and browser version can benefit from.
FREE GAME WORLDS FOR YOUR FIRST AIRLINE
As part of the Steam release, we opened up a couple of free game worlds, which offer a limited set of features and are intended to give new players a good place to start their airlines and explore the game for free.
BEGINNERS GUIDE & STEAM FAQ
New to the game? Feel free to check out the beginners guide in our handbook , shoot us a question on the AirlineSim forum or join our community on Discord !
If you're looking for more details regarding the Steam release, have a look at our Steam FAQ .
RELEASE & BEYOND: WHATS NEXT?
After the start of our free game worlds, the next scheduled server launch will be the restart of our short-term game world Domination VI on 22 July!
In terms of development, we are currently working on further adjustments to the flight planning interface. After that we will most likely look into the immediate feedback we gathered from the Steam release and see what needs to be addressed first.
In the medium-term, were planning to start tackling features from our feature roadmap - make sure to check out the suggestions and vote for your favorites!
Minimum Setup
- OS: Ubuntu 22.04 LTS or similar
- Processor: 2.4 GHz dual-coreMemory: 2 GB RAMNetwork: Broadband Internet connection
- Memory: 2 GB RAMNetwork: Broadband Internet connection
Recommended Setup
- OS: Ubuntu 22.04 LTS or similar
- Processor: 2.6 GHz quad-coreMemory: 4 GB RAMNetwork: Broadband Internet connection
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