Name | SimAirport | ||
Developer | LVGameDev LLC | ||
Publisher | LVGameDev LLC | ||
Tags | |||
Release | 2020-02-28 | ||
Steam | € £ $ / % | ||
News | |||
Controls | Keyboard Mouse | ||
Players online |  90  | ||
Steam Rating | Very Positive | ||
Steam store | |||
SteamSpy | |||
Peak CCU Yesterday |
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Owners |  100,000 .. 200,000 +/-   | ||
Players - Since release |   +/- | ||
Players - Last 2 weeks |   +/- | ||
Average playtime (forever) | 5096 | ||
Average playtime (last 2 weeks) | 0 | ||
Median playtime (forever) | 5096 | ||
Median playtime (last 2 weeks) | 0 | ||
Public Linux depots | SimAirport Depot - Linux [1.52 G] SimAirport Depot - Linux 64 [1.52 G] | ||
DLC | SimAirport - Frequent Flyer Pack |
Last week we said we'll deploy two patches and while we were not specific about the timing for Patch #1 - besides saying it will be on edge soon - we're happy to announce that it's now released publicly on the default branch!
Where to Watch [h2]Patch Highlights[/h2]
[h3]Steam Deck UI[/h3] First of all we took a look at the problems making it hard or impossible to play SimAirport on SteamDeck. The major issue was UIs just not fitting on the Screen, specifically two. On the one hand the "quick scenario" UI did not fit at all - while not used a lot on the SteamDeck it is very annoying to fail. On the other hand there's the "Airline Detail View" - the window showing all the information about an airline. It has been an issue even on some Desktop resolution/scale combinations and has been annoyingly going off screen for some time due to the way it is designed. With this patch both these windows have been fixed or reworked to fit on the screen - the Airline Detail View got a lot more love to be more ... detailed - check below to see what changed! Another point for a good experience on SteamDeck is the on-screen keyboard. If you want to enter something, name something or search something you need a keyboard - previously it would not come up automatically for a lot of input fields. This is now fixed - the keyboard will come up and you can type away :) [h3]Airline Details View[/h3] This window has been behaving naughty to say the least. Frequently it would either start off-screen or - if it was still in view - try to get off in a hurry. It did so due to a mix of its height and window positioning in general. Considering most of you are playing SimAirport on 16:9 or similar landscape aspect ratios the window had to be reworked to make more sense and use the space more sensibly. Instead of just being one column the new version of the Airline Details View is now split up into two columns. The left side contains the Airline Satisfaction information as well as the Fleet it is using. The right side contains the available contracts section as well as a new list for already accepted contracts made possible by the extra space available due to the extra column. This way you can quickly see - and cancel - contracts by airline. Last but not least below both columns the negotiated deal now has a wider section and two columns of text making it easy to read without having to scroll in most cases. We've given this window a lot of love but we've also found some further things we can improve about it so be sure to take a look at the next edge updates! [h3]Honorable Mentions[/h3] [h2]Looking Ahead.[/h2] Up next, we're already hard at work on the next patch which is slated to bring an even beefier chunk of new & exciting things to SimAirport! Stay tuned to the edge branch for updates and to follow progress of the upcoming second patch. [h2]Thank you! [/h2] As always, massive thank you to the community for helping us get this one through edge so quickly (and extra thanks for catching a last-minute bug). We truly couldn't do this without the community's continued support -- thank you! [h4]PS - We SimAirport! :)[/h4] [h2]Full Change Log[/h2]
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Hello, SimAirport Community! We're alive!! |
It's summer for us and it's really heating up (and probably starting to really get cold for those of you in the southern hemisphere) -- and with the heat on, it's time for an update to SimAirport!
Sunday, July 3rd @ 11AM PDT // 20:00 CEST Where to Watch [h2]Performance[/h2] As we've always said - we're always looking for performance improvements and if/when we find something actionable, we won't hesitate to jump at the opportunity. Sometimes, however, this isn't enough -- and to get a really deep look into how and what we can do to improve performance improve we've been sitting down together in multiple-hours-long calls and delving deep into the profiling tools at our disposal. For a reference, this is one of the reporting tools that we have available and is a good example of what we're talking about: Note: This is the Profiling view of our last default build - it helps us see the areas we can Improve on. Since the last release we've been able to find major performance gains in several of the "systems" that the SimAirport gameplay relies upon to function. Notably, agent movement updates & calculations - these are now parallelized, meaning several threads can run these updates at once leading to a relatively substantial improvement especially for those who have robust CPUs with high core counts. The second major improvement comes from improving how we organize and approach the agent rendering aspect of the code - specifically the organization & layout of the data, and how many "indirections" were required simply to update the position or facing of PAX and staff. While the new code may not be quite as optimal from a maintainability standpoint, due to the "hot path" that this code has (translation: extremely high-frequency invocation), making this code more 'direct' (even if a bit less legible) directly translated to a relatively major boost in performance -- and one that doesn't change the underlying results whatsoever, meaning the improvements made here will affect everyone! Lastly, we've improved several aspects related to our "object validation/functional requirement checking" systems -- this handles things like ensuring that objects or zones are functional. We won't dive too deep into the weeds on this one, but suffice it to say that we uncovered several aspects of the system that were substantially slower than they should have been, bordering on egregious even, and much of this code was still nearly "original" from early in SimAirport's development. Suffice to say, after updating these systems and applying better paradigms we were able to make several areas of this system run quite a bit faster! :). Besides these major systems, we've also fixed various issues as we encountered them across them - check out the full change-log below for all the details! [h3]Results - An 18% Performance Improvement![/h3] We've been able to improve performance by a whopping 18% -- and that's on a massive 14k+ PAX airport!! A big thank you to Chick for letting us test on his save! Check out the some of the detailed profiling results we've gathered; this screenshot displays the "before" vs "after" (a comparison between last default and today's default release): If you'd like to know more about what, why or how we took care of profiling SimAirport, or if you want to understand the things we talked about a little deeper, then be sure to join us on Discord or join us on the upcoming live stream! :) [h2]New Translation System[/h2] As you may know, we "crowd-source" translations via you -- the community -- for both SimAirport and SimCasino. While this has been working really great for SimCasino, we've been using an older and antiquated system to handle collaboration by the community for SimAirport, a system that has been in place since the initial release of the SimAirport localization functionality, and which even predates the existence of the system. The new system is MUCH easier, though, and far more user-friendly -- and so we're now making the switch to Localizor for SimAirport, too! We've been using Localizor on SimCasino since release - it's easy to use for everyone, and now both games can much more easily be translated into many more languages and further refinement/improvement to translations of already-supported languages can continue with far less friction than before. If you'd like to help us translating SimAirport into your language be sure to check out SimAirport on Localizor - If you have any questions or need any assistance you can always let us know on our Steam Forums or join our Discord Server! We've also taken a look at, and fixed, several issues related to translations, language-specific fonts, and fonts/text in general. Some fonts (e.g. the one used for Chinese) were not correctly displaying all characters - this is now fixed for all fonts! We also received and confirmed reports of some font-related issues when playing on Apple M1 systems, where only some text would be displayed while other parts were completely invisible - this has also been fixed! [h2]Newly-Announced Upcoming Title![/h2] Escape: The Endless Dogwatch is the next game from LVGameDev and is a project spearheaded by Michael. It's a new and unique genre for us, a point-and-click adventure set on a creepy ship where you, as the 2nd Officer, have to to uncover a secret that the Captain is hiding from you. Wishlist on Steam: Escape: The Endless Dogwatch [h2]Final Words[/h2] You may have noticed somewhat of a downtime from us the last few months, in terms of updates for SimAirport and SimCasino. To be honest, we've all been a little burned out to some extent, or at least close to it. To avoid burnout and stagnation, we have all been on vacation recently, and we've all spent some time working on various 'passion projects' to keep the fire alive (along with new game), all in an effort to continue keeping things fresh and fun. Also, some of you may know, Joscha is still in University -- so, in addition to working on SimAirport, that has added a bit of additional downtime as he (hopefully!) starts to wrap up his studies, too. Luckily, working with ya'll is always a treat - whether on the forums, live-streams, email, or Discord -- we're always happy to chat and discuss how we can best improve SimAirport! Be sure to check out Escape: The Endless Dogwatch and join our Discord server for some chatting! Happy Summer (and/or Winter) To All - the LVGD Team [h3]Full Change Log[/h3]
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[h2]An Adventure Like No Other[/h2] |
Celebrating the launch of the Steam Deck, we're happy to bring you today's patch containing improvements to Input handling (including full Controller support!), several performance improvements, and a bunch of general bug fixes, too!
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To kick February off we'd like to talk about the upcoming SimAirport update - along the lines of a dev-log, so you know what we're currently working on & what you can expect from SimAirport in the near future! |
Just shy of 2022 we'd like to present you the December update for 2021 - while it took longer than expected on our end we're happy to release this load of fixes and improvements to you all.
Remote bus pickups now have three modes, Pickup & Dropoff, Pickup Only, Dropoff Only. By default the P&D mode will be selected which works the same as the previous implementation where the same stop will be used for both arriving and departing passengers. In addition to the modes you can also assign several bus pickups to the same remote gate. The Pickup Only mode - as the name states - will be used to load any departing pax onto the bus that would like to get to the aircraft. The Dropoff Only mode will do the reverse, it's used for any arriving pax coming into your airport being dropped off from the aircraft. In addition, while using the Dropoff Only mode on a remote bus pickup it can be assigned to as many remote gates as you wish meaning you can have a central dropoff area for all arriving passengers. [h3]Steam Integration Improvements[/h3]
Coming with this upgrade we also reworked the missing mods dialog - it will now correctly show status for downloads and, as soon as all mods were downloaded, will ask if you'd like to reload your game right now. The menu will also include mods besides airlines and aircraft - so any object mod or script mod that may be required for a save. [h3]Modding Improvements[/h3]
This means you can now safely share your games with friends or on the Workshop an other people can correctly load the game with all objects in place - made even easier with the improvements to the missing mods menu mentioned above :) The update also helps us out - if you run into an issue with this version while using a lot of mods we can debug it with the mods you've been using, so no broken or unusable airports on our end anymore! Lastly, small but notable, the capacity of dumpsters can now be modded. [h3]MacOS Text Issue Hotfix[/h3]
The hotfix is live as of now (January 2nd ~21:20 UTC) - you may need to verify your files if you don't see the update yet. [h3]A few words to you![/h3]
I'd like to say sorry for the delay though - many of you know we're a small team, sometimes we underestimate what needs to be done for a release and this was definitely the case with the December update. We would've liked to have it out a week ago right around the holidays but pushed it back a week to get some more issues fixed (check the changelog below for all fixes/improvements). At this point I'd like to mention our discord server - while we're active on most platforms Joscha is usually around to answer questions on discord, if you run into any issue you'd like to discuss or have any questions in general be sure to let us know! Link: https://discord.gg/ShqSSEK And lastly, we wish everyone a happy new year! May 2022 be a good one! [h3]Full change log[/h3]
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As some of you may have heard on our recent live streams, we are actively working on an update for SimAirport!! |
[h3]We've posted an interview with composer Jerry Martin in our SimCasino news! Check it out now, and make sure to add the game to your Wishlist if you want to stay up to date![/h3] |
We're happy to announce our next SimAirport live stream! And a bit of an extra treat today, too! steamhappy |
Welcome to the June 2020 update patch notes! This cycle brings a large selection of quality of life improvements, lots of fixes and behavior improvements, and a few major new features such as parking lots and gate policies. See below for the full details!
Where: YouTube, Twitch, and Steam The Airport: This Airport on the Workshop :) [h2]Patch Notes - The Big Stuff[/h2] [h3]Parking![/h3]
Build modular parking lots around your airport, or even below it underground. Passengers will come in with a car and use the free spots (usually the ones closest to your dropoff) and catch their flights as usual. Later, the cars will be used by arriving passengers to get home -- and they have to pay the fee you've set in order to do so - be careful though, if fees are too high it's likely to discourage the usage of your parking lots! [h3]Gate Policies[/h3]
Gate policies replace the gate control system and can either be used as a drop-in replacement with nothing changed, or as a strong fine-tune control mechanism for your specific needs. Custom policies for remote or terminal gates or a specific setup for one terminal - you can choose precisely what the policies do and to which gates they are applied. Small Tip: Policies can be applied from the gate control in the Operations Control Panel & on the selected-object menu after clicking directly on a gate, too! [h3]Notification System[/h3]
Hovering over the icons will give you additional information, and left-clicking will center the camera to the point-of-interest. Right-click on a notification to dismiss it. [h3]Hiding Airlines from Saves[/h3]
Removing an airline isn't completely possible, there always needs to be at least a reference to it in a save since data for at least 30 days is saved (including flights and airlines), but we now allow you to effectively "perma-hide" airlines from all display locations if desired. You can now hide any airline in a given save; to do so use the flight scheduler and click "Hide" on the airline you want to no longer see or depend on. Once hidden, the airline will no longer show up unless you enable the "Hidden" filter. Additionally, any hidden airline will be ignored if their definition is missing, meaning no "Missing Mods Detected" dialog if you hide them all! [h3]Smaller Notable Changes[/h3]
[h3]Full change log[/h3]
[h3]Modding changes[/h3]
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A little more than a month ago, SimAirport was cleared to land -- today we're bringing you several updates and numerous fixes to improve gameplay & increase overall stability for everyone.
Where: YouTube, Twitch, and Steam The Airport: This Airport on the Workshop :) [h2]Default Update - The Main Event.[/h2]We actually scheduled this update earlier than tonight but, as you may know, we encountered several stability and platform-specific issues that caused us to run behind schedule. We had two primary code issues: the way we log messages, and our Steam integration code. Both of these are now fixed alongside a number of smaller problems & gameplay bugs that have since been squashed. Check the change-log below for the full change details. [h2]Edge Update - New Today & What's Coming![/h2]We've been working on some new things, some of which are immediately available on the Edge branch -- stay tuned for additional features coming this cycle, too! [h3]On Edge Branch Now:[/h3]
Help us out by testing these features on the edge branch, for a detailed change-log of the Edge deploy see this post. [h2]Thank you![/h2]We'd like to thank you, especially in these hard times, for the continued support and help from you and all of the community. No matter what - bug reporting, modding or helping out other people on Steam, Discord or Reddit, we're thankful for your continued engagement and support! We hope to catch you on stream tomorrow, and hope everyone is & continues to be safe and healthy. -LVGameDev Team! [h2]Default - Full Change Log[/h2]Improvements
Fixes
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SimAirport arrives after spending almost 3 years in Early Access! We are very excited to celebrate the transition to full release with you today!
Where: YouTube, Twitch, and Steam The Airport: This Airport on the Workshop :) [h2]Transition to Full Release![/h2]We have enjoyed every minute of Early Access and we hope you have, too. We undertook some major transformations along the way, doing our best to embody what we felt Early Access should be all about. Although we encountered some turbulence initially, we hope you appreciate the many achievements along the way and that we delivered what you expected. It's truly an incredible difference today versus the game that released in 2017 (if you're adventurous, check out the archived 'beta' branches!). From the size of airports to massively increased passenger counts, new aircraft, the thousands of bugs squashed, hundreds of feature requests delivered, the arrival of multiple floors, Workshop & mod support, and so much more. It's been an absolutely incredible journey, one of international proportions, and we hope you have enjoyed it as much as we have -- and we hope you continue to enjoy it, too! [h3]This won't be the last update![/h3] We started building SimAirport simply because it was the game that we wanted to play; that hasn't changed and there are still things we'd like to add, and it is likely that there will always be more things that we'd really like to add or improve further upon. That said, we feel extremely good about the state of SimAirport today; it may not be perfect, in fact it is not perfect, but overall we feel very good about the state of gameplay today. Speaking More Personally: I've come to face the reality that I will never be completely happy with all aspects of SimAirport. There will always be aspects that I'd like to change, update and improve upon. And that is the plan -- we will continue to add features, release updates with improvements & additional content, and to continue supporting & adding functionality to the modding systems, bug fixes, and the like. There's a lot left that I'd like to do with SimAirport, and we'll do our best to do exactly that -- even if I probably won't ever be fully happy with it, even if it may never be perfect, it doesn't mean we won't strive for perfection regardless! :) All New: Frequent Flyer Program Do you want to immortalize yourself in SimAirport forever? Enroll today in the new Frequent Flyer program -- step up to the Platinum Diamond Gold Status and you'll be able to put your name-in-the-game PLUS access to 19 all-new objects and aesthetic variations created by our team. It's also a great way to show your support for SimAirport, and for the team here at LVGameDev. :) Become a Frequent Flyer Today! [h2]Thank You![/h2] Huge thank you to the community and all of the supporters who continue to make SimAirport's development possible, who keep it fun for us, and who have made reaching this milestone possible. While it's a small button-click for a developer, it's a giant and seemingly impossible OnClick event for a new game developer. If it wasn't for you, the community, we wouldn't be able to accomplish any of this -- and we certainly wouldn't have any fun, either. We appreciate you all immensely and hope to see you on the stream this weekend! Thank you!! :) |
We're back with another big update to help you continue expanding your airports. As a change of pace, this update even brings the ability to accidentally (or intentionally) burn your airport down, too! [h2]Patch Notes - The Big Stuff[/h2] [h3]Fire![/h3]
If a fire breaks out any work will be dropped and all nearby passengers and staff try to run out (avoiding the fire if at all possible) and they won't go back until the fire is extinguished. No need to fear, however! The local fire department is quickly called and will come out to get your airport back up and running. While on your land fire trucks may park on the public road but can also drive onto the apron side even using taxiways, however they will only park on roads so not to block the air traffic, having a good apron side road system that is connected to the public road system and some staff doors every so often will greatly improve your ability to fight fires! As fires expand in size they can burn things down to bare concrete, and as the severity of the fire increases the fire department will call for additional trucks. Fire begins small as simply heat and smoke, but can quickly increase in strength. We chose a moderate rate-of-spread that is rather realistic, based off of the 'fuel' available to it, but not too fast to overwhelm you. We have also added the ability to mod most of the key fire related elements, meaning the community can create mods to change the dynamics of fire-starting, the rate-of-spread, and more! If you want to play with fire alone you can press either ctrl+4 or F4 and fire will be spawned at your cursor! Have fun burning down your airport! This is the first push towards random events, and if you'd like to have them happen in your save can toggle them in the options! [h3]Gate Closure Setting[/h3]
[h3]Large and XL Remote Gates[/h3]
The bigger brothers of the 'S' remote gate work the same but can accommodate the larger aircraft & allow more concurrent buses to service the gate, providing an extra efficiency boost to your shuttle bus operations. Make sure to always have enough buses on standby! [h3]Configurable Tooltip Delay[/h3]
[h3]Outdoor Passenger Relaxation & Relief Areas[/h3]
[h3]Misc. Gameplay Additions and Changes[/h3]
[h3]Lots of Bug Fixes![/h3]
Modding related changes
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We're happy to announce our next live stream!
December 27th @ 11:00 AM Pacific Where to Watch Happy Holidays from the LVGameDev Team! From the entire team here at LVGameDev, and on behalf of everyone who is working on SimAirport -- we wish you all a wonderful, safe, fun, and magical holiday! Happy Holidays! |
Friendly reminder that we'll be live-streaming today starting at about 11:30AM Pacific!
November 27th @ 11:30 AM Pacific Where to Watch We hope to see you on the stream and we are looking forward to chatting with you while we try out some of the latest community mods! :) Thank you! |
Tons of great new features, content, and of course many fixes have arrived -- with the latest SimAirport update which we're releasing now! steamhappy Patch Notes - The Big Stuff
Remote gates are a new type of Aircraft Gate that can be located remotely, away from the terminal, and served by buses. Several new objects and vehicles have been added to accommodate the new functionality; here are the details of this new feature: Full Modding Support - Objects, Graphics, and Code! It took a bit longer than expected, and there will almost surely be some additional APIs requested, but we're extremely excited to be releasing major new modding capabilities which have now tested for quite some time over on the Edge branch. Multiple Dropoff & Pickup Zones You can now place up to 3 dropoff and pickup zones; all zones will get their own bus. This means you can completely separate the two, without buses re-spawning if they only reached one zone. You can even add completely separated terminals with their own pickup/dropoff zones! Note: Upgraded buses do not spawn two buses per interval anymore! Make sure your transport capacity is high enough with these changes! Queue Tools: Major UI/UX Improvements Full List - All Additions, Changes, and Fixes
Fixes, all the fixes
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Five by five, loud and clear -- yes, we are still here!! steamhappy
Overall Status & Timeline As mentioned in previous posts, we had aimed to transition to full release by end of Q3 2019 -- perhaps not surprisingly, we've missed that target, though we are making great progress towards that goal. 'Full Release' Transition Target: by EoY 2019 Of course, we could simply hit the big red button now -- but, as those who have followed closely likely already know, that really is quite simply just not how we do things. Since the beginning we've done our best to do things "the right way" -- even if we were perhaps a bit naive at times, we have always done our absolute best to be extremely transparent with you, and to generally just do things correctly. Whether that meant facing technical challenges head-on, putting in the time to debug and fix bugs, or the undertaking of large-scale projects like 'performance' overhauls, 'multiple floors' mechanics, or 'full modding support' -- and to be honest about the time/dev impact they would have. Similarly, to "do it right" and be in a position where we feel the game is sincerely ready for transition to 'full release' means that we want to meet specific gameplay/feature/UX goals that we have for the game -- once we hit those goals and we've had a chance to polish up the player experience and fix any lingering bugs, that's when the transition will occur; we're hopeful that will be by EoY, but we intend to do things the right way. If that takes a bit longer, then so be it, but that's our goal and it has remained the same since day one -- to make a great game! LVGameDev - Growing Our Small Team We're a very small team here at LVGameDev, as many of you know and evidenced by the fact that many refer to us directly by name. Despite being small, we have been making a steady & concerted effort to grow over the past year or so -- to improve our capabilities and bandwidth, maintain development pace, avoid burnout, and begin gearing up for another game -- and to do so while ensuring we're able to not only get SimAirport to the finish-line but also continue to support it well into 2020, as long as we can really! One of our primary goals in increasing the team size is to ensure that we can continue to support SimAirport -- with both bug-fixes and content -- well into the future, to allow us to face the economic realities & work on the 'next game' but without stealing resources away from SimAirport. It's certainly a tricky balance, and the reality is that new additions to the team actually causes temporary slow-downs (somewhat counter-intuitively), simply due to the required ramp-up period with the code and team workflow dynamics. I'm happy to say however, we anticipate being able to support SimAirport long into the future -- while also facing the economic reality that is the business of making games! One More Thing: 'Dev Therapy' We're going to do a short series of dev-blogs over the next few months -- perhaps for our own purposes more than anything and, as a result of that, we're going to call it "Dev Therapy". We've tossed around the idea of doing something like this before, on the update videos & live-streams, but essentially it's going to be an outlet for us to reflect on the development process, and will provide a venue for open and candid introspection. We'll be talking about the good & the bad, the mistakes we've made, the successes we've had, the things that we'd do differently, and providing insight into the day-to-day challenges and stresses -- technical, emotional, physical, personal -- and looking look back at how we tackled the challenges and the effectiveness of those approaches, and probably ranting about some of the failures, too! steamhappy TLDR Summary
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Save 50% on SimAirport during this week's Midweek Madness*! |
Thank you for your continued interest and support, and especially to those of you helping us test & iterate over on the Edge branch. Thank you!! :) And now, the full patch notes... Airline Deals & Negotiations Negotiate custom deals with airlines! Airlines now have new needs and desires, and you can work with them to build a partnership that helps you both. Charge them higher runway and terminal fees, or even negotiate flat-rate daily fees! In return, you may offer them exclusive Flight Crew Lounges, First Class Lounges, Offices, Gates and more!
Key Highlights New Government Grants Mechanic Six different 'tracks' in total, each a series of grants with unlockable rewards. Rewards include EAM Flights, objects, pricing abilities and more. Helps provide boost for starting on new map, only available on 'blank-slate' starting maps. Expand the airport's number of passenger facilities and improve the environment. Make your airlines happy, provide fuel and baggage, and more! It takes money to make money! Invest capital and hope to see a positive rate of return. The region's gateway to the world economy must not be held back by inefficient management! This government cannot afford to bail out this airport. Ensure healthy & growing profits to appease the taxpayers. Staff Scheduling Improvements + Janitor Patrols
Timelapse Capture Create high-quality timelapse captures of your airport's construction without any third party software. Access via the 'Timelapse' tab of the in-game Preferences menu, or setup a custom keybinding to toggle recording. Utilizes a high-performance video capture via GPU, though is not supported by all hardware/drivers combos (is unfortunately unsupported on OpenGL/Linux). Added 15 New Steam Achievements More Notable Additions
GAMEPLAY
UI/UX, OPTIMIZATIONS, AND MISC.
BUG FIXES
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Summary - SimAirport Release Transition The Current Dev-Cycle It's deja-vu all over again. This one already feels like it's been a long one, and I have the seemingly omni-present feeling that we didn't get enough into it; but upon looking over the notes & roadmap, I'm pleasantly surprised & relieved. Tonight marks the official 'feature complete' point for this cycle; we actually reached that point a little earlier, but as always there has been more that we really wanted to get into this cycle. I'll admit, there are still a few things really close that we may try to slide in but for the most part this one is a wrap. We've still got plenty of debugging to do, so tonight really marks the beginning of the bug bash for the cycle -- nonetheless it's a good milestone to reach each time around. :) Curious what you have to look forward to? Here's a sampling of what's on Edge right now and that will be coming to Default in June!
There's more of course, those are the key highlights. We've got more in the works, including: no-limits mod support, more performance, transit improvements, new aircraft, and more. Thank you! Join us on Sunday @ 11AM! Hope to see you during the live stream this Sunday @ 11AM Pacific -- if you're around definitely stop by and say hello, we'd love to have you! Thank you everyone -- still more to come! :) |
Are you ready? Today we bring you SimAirport latest update -- featuring new 'Scenario Mode' gameplay, multiple new features including one-way passenger routing objects to play with, upgraded security process realism, and a metric ton of quality-of-life refinements and bug-fixes.
We will add live stream links to this post ~10 minutes before we go live! SimAirport Survey - THE 2019 EDITION Our third survey since release, these have proven to be priceless in helping us keep the aircraft aligned on the glide path. Of course it all depends on you to help keep us on course -- so we ask you to take a few minutes before and head over to the survey -- help keep us stay on course! :)
Default Patch Notes - April 2019 Finally, here's the full list of what's new in today's patch!
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Today's Deal: Save 40% on SimAirport!* |
And now the good stuff, the meat & potatoes -- following are the full patch notes for tonight's default release. Thank you! :) MARCH 2019 - RELEASE NOTES
GAMEPLAY - Retail & Cafes
GAMEPLAY - General
PERFORMANCE OPTIMIZATION - Areas Addressed
MISC.
BUG FIXES
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See you this weekend! We hope you will join us this weekend and we're definitely looking forward to it -- and to having a chance to sit back a bit, talk about the game that we're so passionate about, and to have some fun building an airport ourselves, too! :) See you this weekend! |
Happy Holidays from the LVGameDev team! 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! |
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.
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GAMEPLAY
PASSENGER & CREW AI
USABILITY / INTERFACE / MISC.
BUG FIXES
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What's Next? We are currently in burn-down mode on this cycle, and we're already starting to look towards the next cycle a bit. We've still got a lot more planned and much of it already in the works -- here are the key items that we you can expect to see in the cycle following the October patch. Be sure to check out the SimAirport Roadmap for the complete view of what's to come though! Planned for the Next Cycle
As always, plenty more will sneak its way into the next cycle too -- but generally we expect it to be a bit smaller, and more rapid, as we move back towards the rapid & iterative development cycles that you were used to. Thank you! We want to extend a huge thank you to the community who continues to support us; especially those of you who are playing SimAirport and providing feedback, bug reports, and save game files to us in the Edge forum on a daily basis -- we truly couldn't do it without you. Our most sincere thanks to you, and to everyone in the community! In closing, here's a quick screen grab to give you an idea of just how truly MASSIVE an undertaking this cycle has been -- we're as excited as you are to see it hit Default, and we're even more excited to dig back in on the next cycle! |
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.
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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! NOTABLE CHANGES & ADDITIONS
GAMEPLAY CHANGES
UI & MISC
BUG FIXES
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We are thrilled to bring MULTIPLE FLOORS to you on the general release default branch! Building an airport across 5 different floors is truly a game changer and it brings a completely new & unique gameplay experience to SimAirport.
Full Change Log - Multi-Floors Update, April 2018 Finally, the juicy details in all of their glory! Below you will find the full patch notes for tonight's update! NOTABLE CHANGES
Multiple Floors - Core Details Utility Network Changes Moving Walkways Bonus Money for 100% Boarded and 100% On-Time Flights Translation Support GAMEPLAY IMPROVEMENTS AND CHANGES
Gameplay Balance BUG FIXES
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SimAirport's birthday is/was today! March 6th! Happy Birthday!! :)
So, What's Coming in 2018? Of course, this is what you came for -- you want to know what you can expect, where things are heading, and especially now that we're getting closer to moving Multiple Floors over to the Default branch! :) We're still working on the next official roadmap and you can expect it to drop a bit after Multiple Floors hits Default but, in the meantime, here are some higher-level pieces that you can definitely expect to see us addressing as we move further into 2018.
There's plenty more on our mind, too, but these are some of the things that we're really antsy to work on and get improved, fixed, or polished up. We'll get an official roadmap out soon to provide a more concrete timeline, and we're going to actively work towards a "live roadmap" both to save us time for future roadmaps and to improve our overall communication and invovement in the planning process on an ongoing basis. Closing Thoughts This first year went by so quickly, and it's incredible how much things have changed since the initial release. We're so fortunate we have the luxury of being excited about our work, and about what we're going to tackle each day. We're very excited for what 2018 holds in store and we hope you are, too. We sincerely look forward to working with you this year, each and every day, to continue building SimAirport into the best game possible and ensuring that it lives up to it's fullest potential. Thank you for supporting SimAirport, and thank you for supporting us. -Arthur & Rob |
Tonight we’re releasing an Edge update which accomplishes a major milestone: game localization and translations. We also want to take a few minutes to provide a brief status update on our progress so far this cycle, and let you know where we stand on this cycle overall. |
Hope everyone had a wonderful holiday! We are releasing a small update tonight to address a handful of issues that surfaced from the main December Holiday Update that went up last week.
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It's that time of the year, and we have presents for you! Tonight we're rolling out the December 2017 update for SimAirport, and with it comes an entirely reimagined UI, multiple noteworthy content & feature additions, Aircraft mod support, tons of systems improvements and enhancements, and plenty of bug fixes too! We're excited to roll this one out to you tonight, and we hope you enjoy the new features & improved visuals that SimAirport will be sporting as our airports prepare to ring in the New Year!
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Tonight brings the next default branch patch which contains a large & varied array of additions, improvements, bug fixes, and general quality-of-life enhancements. The full changelog can be found below, and we're also trying something new this time around -- for the first time, we've put together an update video to accompany the release.
GAMEPLAY CHANGES
BUG FIXES
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Just wanted to wish everyone a Happy Halloween from the entire dev team!
Also expected to come during the next cycle (note: is subject to change!) are the following, which are less finished but are all in various states of completion right now:
We've also got a few other things we've been playing with that may or may not shape up in time for this next cycle -- not to mention the remaining items from the most recent roadmap (Multiple Floors & Translations, which we've been steadily working on as well) -- but we'll definitely continue to keep you posted as usual. And finally, we did some audio/video recording to make a "dev update" video for you all; we'll see how it turns out, and if it turns out OK we'll be releasing that fairly soon as well. Worst case, we may need to do a second take of it -- but we're definitely going to give it our best shot! :smiley: Didn't mean for this to get so long, really just meant to wish you all a Happy Halloween! Thank you everyone for your patience and for you continued support, we'll have more for you soon! |
Today's Deal: Save 25% on SimAirport!* |
We're rolling out the default update tonight, this time around we've got a number of additions -- including the Fuel System & Marketplace -- and numerous important enhancements and a bunch of bug fixes, too. We're very happy to announce that tonight's update also officially brings Linux support to SimAirport!
GAMEPLAY CHANGES
BUG FIXES
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SimAirport launched 6 months ago yesterday -- it's been an awesome ride so far, and we've got a great update for you tonight -- and we have a lot more in store for you still, too!
GAMEPLAY CHANGES
BUG FIXES
MISC
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A bit earlier than normal this month, tonight we're releasing a patch to the default / general release branch. Conveyor Systems have received some updates based on your feedback, several quality-of-life enhancements, and numerous bug fixes and improvements throughout.
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SimAirport launched about 130 days ago, roughly 4 months, and we hope you agree with us that the game has come an incredible distance in just that short amount of time. We originally released a roadmap a bit after release, and since then we’ve been able to cross off the majority of the items listed; it’s now time to give you a glimpse into the future, and to share with you what our plans are for the coming patches.
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Just a quick patch today with the goal of fixing a few lingering issues from the major patch released on June 21. We'll now be getting back to work on the Experimental & Edge branches as we get the next round of major updates fully under way. Thanks everyone -- we'll be back with more soon!
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Tonight we have a major patch with some big things ready for you! Big things, such as larger runways, land expansions for larger maps, light rail platform, conveyor utility updates, and much more. SimAirport launched into Early Access just 108 days ago and, though it seems like just yesterday, we've been quite busy and the game has come a tremendous distance already. Tonight we're thrilled to close out this round of updates with a general release default patch and take yet another giant leap forward. This one is a jumbo!
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We're shipping a great general release patch today, numerous updates including substantially-improved Passenger AI, initial Steam Workshop support, and a number of new objects, tools, and other new and updated gameplay elements, and of course a number of fixes as well. Check out the change log below for the full rundown!
GAMEPLAY CHANGES, UPDATES & IMPROVEMENTS
BUG FIXES
MISC
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Passenger AI has received some attention as we kick off the latest round of experimental updates! There's even a small bar with bartenders, for the passengers who want to indulge a bit -- and several other significant improvements. |
Just another quick patch to fix a few more issues from the major patch on April 19th. Barring any other major issues popping up, we'll now be getting back to work on the experimental branch for the next round of major updates!
Patch Notes - April 20, 2017 Quick patch today to get a major bug from yesterday's patch addressed right away. We also managed to slip a few new objects in, though this patch is mainly a fix for passenger 'Stuck' issues. Thank you for your patience and for sending in bug reports and saves -- we really appreciate it very much. We'll have more for you soon! Change Log - April 20, 2017
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We've been working hard and we've got a great patch for you all tonight. There's still a lot more left to do, but some fantastic progress has been made in this round. We've been listening closely and we know performance has been a major issue, so it's one of the primary things we've addressed in this patch -- and several smaller additions, and of course numerous fixes as well. NOTABLE KNOWN ISSUES |
Patch Notes Save Game Files from Previous Versions We encourage you to start a new game with this patch, however many recent saved games will work fine. Depending on the age of your saved game, you may experience issues attempting to play on this latest patch however. We make every effort to ensure that patches are backwards compatible with older saved game files, but it is not always realistically possible. When reporting bugs please try beginning a new game to ensure that the issue isn’t related to an old save game file. Specific Known Issues in this Update
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It's time for another SimAirport patch and we have also released the SimAirport Roadmap that we mentioned in the previous patch notes!
Note - When loading an existing save from a prior patch you may end up with some cancelled flights for the first day until you have adjusted your schedule accordingly. Schedule changes only take effect for 'tomorrow' and forward. Thanks everyone -- and as usual, we'll have more for you as soon as we can!! |
It feels like an eternity already but it was a little less than 3 weeks ago when we released SimAirport publicly into Early Access. It's been an absolutely wild ride ride so far but we're honored to have so many of you playing and having fun with the game already -- even at this early stage of the game's life! We have been having a blast working with you in the forum and via email, getting bugs tracked down, and getting fixes & patches out to you as quickly as we can. Bug Bash -- Everything working, flawlessly
Performance -- Construction & Ops are smooth, at reasonably large pax counts
Content & Gameplay -- The FUN begins! We have a LOT planned, and it’s just a matter of time before we get there. We’ll be adding some things in sooner than later, in some cases even within other update cycles that aren’t dedicated to content addition. In other cases, we’ll be waiting until we’re really within a full ‘content mode’ update cycle. Please Note: This list is NOT all inclusive of our plans. It is just meant to be a representation of some of the things that we’re confident we want to get implemented sooner than later. We will be getting to a lot more over time. There are also no guarantees; items from this list could be removed, re-prioritized or even skipped entirely. We listen to and engage with our (fantastic) community quite often; we’re always willing to listen and learn from our players, and there’s even a fantastic thread that we follow quite closely in our forum. As a result priorities may shift, ideas may change, or new things may become more important -- please consider the following list only to be a rough guideline, there are a LOT more things we want to do beyond just these things, and we’ll be shipping many content updates & patches over time!
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We've got a good bit in store this week and we're kicking it off today with some more fixes and general improvements to address some of the remaining issues we've heard reported most frequently. Here are today's patch notes:
As for the rest of this week, we've been listening closely and we're aware that there are some common themes that many are looking forward to. We expect to have at least several of them touched upon this week. Those things include...
Work is well under way on these items and we will be deploying some of then to the 'experimental' Steam branch periodically throughout the week in order to get player feedback, prior to putting them into a patch on the default branch. There are a handful of moderate-impact bugs oustanding, and we continue to review all files we receive to debug the issues and get fixes into the patches as fast as we can. If you've sent in a bug and we haven't addressed it yet, please be patient -- we're getting to them just as quickly as we can while ensuring that we devote enough time to each to identify the root causes of a given problem and get it resolved. We know that many are eager for performance improvements, and we've identified several spots where we can obtain fairly significant gains in a reasonable amount of time; we'll be doing our best to get at least some of that into patches this week and we'll continue to optimize further as we go. Once the bugs are fully under control, we'll be circling back and optimizing even further as well. Thank you to everyone, especially those who have been submitting bugs and sending in your save files, we really cannot thank you enough -- your assistance allows us to locate the issues much more quickly & efficiently, and is what allows us to quickly iterate and get the fixes out to you as fast as we can. We'll have more very soon -- including a 'Roadmap' releasing this week -- and of course more patches! Thanks again everyone, and please keep the feedback coming!! |
Patch Notes March 19, 2017
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Update -- Unfortunately we're not going to get a second patch out today, despite our best efforts. We'll be working to get tomorrow's patch out as early as we can, we just want to be completely confident that we've got all of the remaining queue-related bugs resolved before we do. Thank you to everyone for your support and patience, and thank you for your assistance with bug reports. We're getting much closer to being bug free, and we've had several reports today of nearly spotless gameplay -- we've plenty of work to do still, but we're moving in the right direction for certain. We'll be right back at it again tomorrow, as usual. Thanks again. |