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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! This patch includes many bug fixes along with a number of improvements sprinkled about in terms of performance and quality-of-life/UX enhancements. Check out the full patch notes below for a detailed overview! With a patch comes a live-stream announcement! Be sure to join us for a fire-side chat, to ask questions or to just listen to us ramble!
Hello, SimAirport Community! We're alive!! As we've talked about on our live streams, Discord, and on the forums -- we're dying to ship an update for SimAirport, we owe you an update. So, that's exactly what we're working on! We wanted to take some time today to let you know that we're alive, that we're working on a few patches, and provide some insight and a brief overview of what's in the pipeline, and what you can expect to see coming to SimAirport in the near future.
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! In this iteration we've taken an even deeper look into Performance and we have some solid gains for you on that front. We have also brought to SimAirport the same Localization system that we've been using for SimCasino, which will make adding & improving translations much simpler for the community. Finally, we'd like to take a short look at our newly-announced upcoming title and talk a bit about how it came to be! Before we get into the details, we want to make you aware of our upcoming Live-Stream -- planned for this Sunday! We haven't done one in a while but Arthur and Joscha are excited to join you once again to play SimAirport alongside the community and chat with you -- we'll be talking and answering questions about SimAirport and, as usual, it will be a "fire-side chat" style discussion where we'll talk about anything interesting, from gaming & aviation to world news, and anything in between. We're excited to be back streaming with you and playing SimAirport, so be sure to join us!
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!
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.
As some of you may have heard on our recent live streams, we are actively working on an update for SimAirport!! We've talked about it on our last few streams & we have discussed it quite a bit on Discord (be sure to join!) -- but we wanted to make sure everyone was aware, hence the post today! :)
August, a hot summer month and the host for our latest update! Wrapping up this cycle today we're getting out a lot of fixes, stability, and some quality of live additions while we're also working on SimCasino. If you haven't heard of SimCasino yet be sure to check it out over here!
We're happy to announce our next SimAirport live stream! And a bit of an extra treat today, too! steamhappy Join us in this latest installment of the "fireside chat" dev live-stream! Get your burning questions answered, provide feedback on SimAirport, discuss ideas directly with the dev team, tell us what issues or quirks you've encountered, even discuss the meaning of life -- or just drop in to say hello! We'll even be talking a bit about our next game, SimCasino! 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!
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. We're also releasing some new features to the 'Edge' branch today -- and we've got more coming to the Edge branch this month, as well. Read below for the full details on these new additions and check out the Official Roadmap to see what else we have in the works!
SimAirport arrives after spending almost 3 years in Early Access! We are very excited to celebrate the transition to full release with you today!
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! We're gearing up to transition to "full release" status very soon -- so if you're on the fence, this is a great time to dive in! And don't worry, we aren't finished yet! We have more in store for SimAirport and you can expect continued updates into the future. :) Huge thank you to the community and all of the supporters who continue to make SimAirport's development possible, and who keep it fun for us. Especially those of you playing the Edge branch, reporting bugs & keeping us on our toes, and just generally being engaged and challenging us. We appreciate you all immensely, and we hope to see some of you on the stream this weekend! :)
We're happy to announce our next live stream! Join us in this latest installment of the "fire-side chat" style dev live-stream! Get your burning questions answered, provide feedback on the game, discuss ideas directly with the dev team, tell us what issues or quirks you've encountered or are driving you crazy, even discuss the meaning of life -- or just drop in to say hello! steamhappy This one is going to be special though! As you may have seen on the store page, we're collaborating with Green Gemini for some much-appreciated video content. And, on this upcoming stream, we're going to be live alongside Green, to give you some great content and answer as many questions as we possibly can! We look forward to seeing you then! Check out Green Gemini on YouTube Green Gemini's YouTube Channel
Friendly reminder that we'll be live-streaming today starting at about 11:30AM Pacific! Join us in this latest installment of the "fire-side chat" style dev live-stream! Get your burning questions answered, provide feedback on the game, discuss ideas directly with the dev team, tell us what issues or quirks you've encountered or are driving you crazy, even discuss the meaning of life -- or just drop in to say hello! steamhappy
Tons of great new features, content, and of course many fixes have arrived -- with the latest SimAirport update which we're releasing now! steamhappy
Five by five, loud and clear -- yes, we are still here!! steamhappy We want to provide everyone with a brief update -- it's been a while since we provided an official update and although we've had a few live streams & are easily accessible via our various channels, we're still long overdue for an official status report! :) We've definitely been quieter on the public announcements front, and our overall development pace has slowed compared to what we previously had been able to maintain, but we want you to make no mistake about it -- we're still here every day, working extremely hard, and there's still a tremendous amount going on -- both behind the scenes and in the code, as evidenced by the latest Edge branch updates. For those of you who haven't had a chance to check out Edge lately or if you've missed any of the live streams, here's what's been going on!
Save 50% on SimAirport during this week's Midweek Madness*!
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Grow your airline relationships, negotiate deals, lease office and lounge space, and try to grow your airport empire. Beginning today, you can even turn your airport into a 24/7 international powerhouse -- new high-efficiency worker scheduling capabilities, janitor patrols, you can even negotiate and schedule highly-requested 'EAM' flights!
Brand new mechanics add even more depth along with numerous QOL and UI/UX improvements, TONS of content, numerous bugfixes, and a little bit of everything in between. Dive in and let us know what you think!
Hope everyone had a great month and is as excited as we are for the summer to really be getting under way! We wanted to take a moment tonight to provide you with a few updates, and to let you know about an upcoming dev live-stream this weekend which you're all invited to attend! :)
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've got a few other things for you, too -- let's dive in!
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*Offer ends Tuesday at 10AM Pacific Time
HUGE. Seriously, this patch release is massive in both scope and volume -- it covers an extremely wide coverage area that touches on so many vastly distinct aspects. There's truly a bit of everything; lots of all-new features & objects, new systems, tons of refinements, and an absolute plethora of fixes.
Usually we'd have a bit more substantial message alongside the notes, but this one really speaks for itself so we're going to be extremely brief. Plus we'll have plenty to say over on the live stream anyways!
Happy Birthday! SimAirport turned 2 years old today and to celebrate we are doing something a little bit different this time around. Instead of an update video, this time we're going to be PLAYING it with you LIVE!
Happy Holidays from the LVGameDev team! We're just shy of two years into Early Access as this year comes to a close and we begin to look towards 2019 and what it has in store for SimAirport. We're incredibly excited about the contents of the next default patch, and we really couldn't be happier with the state of affairs right now -- gameplay has evolved tremendously, even just this past year, and we're extremely well-positioned to really start pushing content out & hitting home on quality-of-life desires.
Tonight we are deploying a small set of fixes for some of the more common and severe issues that have been brought to our attention on the Default branch over the last couple of weeks. Still a ton more coming this cycle, this is more of a 'hotfix' of sorts, for general airworthiness improvements -- but we wanted to go ahead and get these fixes out to default sooner than later. We'll have more for you soon -- and, as always, if you have any questions or feedback for us we'd love to hear it via any of our channels! Post on the forum, over on our subreddit, or even tweet at us if you prefer! :) Thanks everyone!
Massive performance gains and a ton more all arrive tonight on the default branch! We are extremely excited to release the update to you tonight as we close out this long cycle. We hope you find the wait to have been well worth it -- improvements abound with nearly every aspect of the gameplay receiving attention along with the true focus, the main event of the cycle, being the long awaited performance optimizations. See below for the full change logs. :)
Long time, no see! We are getting anxious (and excited) for the next patch to hit Default, and we thought you might be too! With October rapidly approaching we wanted to take a few minutes to provide you with a brief progress report to update you on the status of the current, and massive, dev cycle -- and provide you with an idea of what you can expect from the upcoming patch, and our plans for the next few updates.
Today is the longest day of the year and we wanted to get a jump on it with a small cleanup patch! The small update being released today makes a few improvements and addresses several notable issues that came to our attention shortly after the June 2018 patch went live. There won't be an update video since this is a small update following the prior release, however we are going to be trying something new over the next few weeks - we will be doing a bit of live streaming directly from the Steam Store page. We don't have dates/times set in stone yet, but we'll announce it on the forum and on our Twitter as soon as we do! We're still new to the video updates, much less live streams and while developer live-streaming may not be the most entertaining we will certainly try our best to make it a fun experience for everyone that stops by! :) Thank you to the entire community for your unwavering support and for the awesome level of engagement we see on a daily basis! We hope you all have a fantastic summer!
The Default update is here and this one has in many ways been a long time coming! Aircraft pathfinding, once an ongoing cause of frustration, will no longer cause problems for any of your airports! Accompanying this major milestone are numerous additions and improvements including a new 'Sell Airport' mechanic, connecting flight passengers, AI improvements, and the addition of the Russian language pack. There are a handful of new objects and multiple balance-related changes including several research additions & removals, plus more than 50 bug fixes too!
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.
SimAirport's birthday is/was today! March 6th! Happy Birthday!! :) At this time last year we were nervous & flooded with emotions, the hours & days leading up to the release were tense & challenging, thrilling even, though absolutely nerve wracking to say the least. Release day, and the time that followed, would prove to be an incredibly unique experience for us -- one filled with a wide array of emotions, numerous challenges to face, and plenty of mountains to climb. We worked hard through those first few days, finding bugs and sorting through the chaos -- often working through the night to ship another set of fixes. All told, we shipped 20 patches in the first seven days -- all while riding the emotional waves. It was truly unlike anything we'd experienced in our careers -- there's just something different about building a game that draws you in closer than in any other part of our careers prior. While there are definitely things that we would do differently if we could, we're thrilled with the progress that was made in this first year. We consider ourselves to be incredibly fortunate for the support that many of you extended & continue to extend to us. SimAirport's community, the level of engagement, the interest and intellectual discussions that we are so lucky to be able to spectate & engage with, on a daily basis -- it's incredibly humbling and is beyond anything we imagined or had hoped for. For that, we cannot thank you enough -- for sharing your time and your insights with us, and the community as a whole; for your support of not only SimAirport but also of us, the developers. We thank you, and we look forward to continuing to work with you as SimAirport continues to evolve into 2018.
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. This small patch includes an important performance fix due to an oversight on our part, a few minor usability improvements that caused some confusion, and it addresses several smaller issues that were brought to our attention as well. We hope you all enjoy the remainder of your holiday celebrations -- we'll see you back here in 2018 with even more as we gear up and get under way for the next cycle!
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!
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. The update video is a bit longer than we had initially anticipated, and it's our first time doing something like this (go easy on us, we'll get better at it!) so it's not perfect, but we hope it's something you enjoy & find insightful. Let us know your thoughts on it! It's something we definitely enjoyed doing and we'd like to continue doing them for each of the monthly updates going forward, especially if it is something that you all enjoy. If there's anything specific you'd like to hear us talk about just let us know and we'll definitely try our best to work it into the next video! We'll be kicking off the next cycle this coming week, we've got a lot of great stuff coming this round and as usual we'll be shipping it to the Edge branch incrementally as soon as things ready for you. Thank you for your continued support -- we hope you're all enjoying SimAirport so far, there's still a lot more to come and we hope you're as excited about the future as we are! Thank you! View November 2017 Update Video on YouTube
Just wanted to wish everyone a Happy Halloween from the entire dev team! Here's a little festive display of the passion that we have for SimAirport: https://twitter.com/SimAirport/status/925530976586842113 Wanted to also provide you all with a quick update on where we're at, especially since things have been quieter than usual over the last few days. Things were slow for us this weekend and during the early part of the week as we took a little bit of personal time to get caught up on general personal responsibilities. Robert was in the midst of moving and he's just now beginning to get settled in at his new digs. I spent much of the weekend catching up on my "husband chores" list, which had grown nearly as long as the suggestions thread -- so I was finally able to spend some time helping my wife get ready for our first daughter, who we're expecting to arrive 2 months from now (hoping for an on-time arrival)! We're just getting back into the swing of things -- we've got a handful of small bugfixes ready, and some small additions/tweaks, though there are still two outstanding/un-fixed bugs remaining that we'd like to get resolved. Once we're able to track those down (possibly tonight, more likely tomorrow) then we'll be shipping the next Edge/Experimental update. And then, once we're confident that things are smooth & stable, we plan to deploy the Default patch and then we'll be pretty much immediately beginning the next patch cycle. We're very much ready for the next cycle in fact -- we've got several things ready, or just about ready, and you can expect to be seeing the first of those things on Edge probably within ~24 hours or so of the Default patch going live (which we're hoping will be this week). Just to give you an idea of some of the things that we've got very nearly ready for the next cycle, it includes:
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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! It's been a great month for us, and along with the additions & fixes there have been a ton of enhancements that we expect will have quite a positive impact on gameplay. Altogether, the gameplay experience is now getting to a level that allows us to more freely put our efforts into the advanced, deep-gameplay features that we all want to see -- that we've started calling out in the SimAirport Late 2017 Roadmap -- and that be "layering on" from here. It's incredibly exciting for us, it means we get to focus more of our time on the "fun stuff" -- features, content, and even more robust simulation elements (multiple floors, anyone?), and it means we get to deliver these fun things to you, and that's what we really enjoy doing! =) We'll soon be kicking off the next cycle on Edge, as most of you probably know (and if you aren't familiar with Edge, come check it out & say Hi! Updates are released almost every day during the cycle!). We're really excited for the next couple of rounds, there's a lot planned and we think you're going to really enjoy what you'll be seeing. Lastly, we'd like to give a thank you to those of you who are in the forums helping us & others, and especially to those of you who hang out with us in the Edge forums every day! Thank you for your unwavering support & for your continued feedback. We really couldn't do it without you, and we really appreciate your help & guidance. Keep it coming -- feedback, reports, and saves -- and we'll continue to keep the updates flowing! We're truly excited about what's to come, and we hope you are too! We'll see you all on the forums where we will be kicking off the next round soon. Thank you everyone!
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! Just to give you an idea, and even though this patch took a bit longer than usual, this patch contains just under 500 "code commits", or individual sets of changes -- just in this patch alone! In total, we've shipped several hundred builds to you. On top of that, we've had hundreds of interactions with many of you directly, here in the forums & across many of our different channels. The community that has formed around the game is second to none, and we're sincerely grateful for the opportunity you've given us -- and for your continued support & feedback. Most importantly, the game itself has improved dramatically -- hundreds of bugs have been fixed, numerous new features have been added, performance has improved by orders of magnitude, and overall we've implemented hundreds of things based off of player requests and your direct feedback. The evolution you've seen so far -- just over this first short 6-month period of time -- we've come a long way. But we've got a lot more in store for you, and we're still here working hard every day, listening closely to your feedback, and iterating based off of it. We're still incredibly excited for the future of SimAirport, and there's a lot more coming (we're already super excited about the next patch cycle's progress, soon to be on Edge branch!!). If you haven't already, be sure to check out the most recent SimAirport 2017 Roadmap, and if you aren't participating in the forums yet there's no better time than now, and we'd absolutely encourage you to jump in! Once again, thank you! We thank you for your continued patience, your support, and your participation and feedback. We truly do have a lot more planned -- and, as usual, we'll have more for you very soon! =) And now, here's what you can expect from tonight's patch:
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. If you missed it, we just recently released the updated SimAirport 2017 Roadmap -- be sure to check it out if you haven't already! We've already been working on the next stuff and, as usual, we'll be back with more on the Experimental/Edge branches just as soon as we have it ready for you! Thanks everyone!
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. Much more is planned and we definitely do not intend to slow down anytime soon -- in fact we’re really just now hitting our stride, there’s a whole lot more coming. We’ve been clear about our goal since day one -- creating the best management-style tycoon game possible -- we’ve been active within the community and we cannot thank you enough for being there with us every step of the way, helping us strive towards achieving the stated goal.
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!
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!
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!
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. See below for more information on the latest Experimental updates and to get information on how to access these new additions right away! Details & the complete change log are available in this thread: http://steamcommunity.com/app/598330/discussions/2/1318836262661074397/ To find out more about the experimental versions, and for further discussion of experimental updates please visit the experimental forum: http://steamcommunity.com/app/598330/discussions/2/
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! Change Log - April 21, 2017
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. We'll be back with more as usual -- and if you're itching to get your hands on the latest updates or fixes, check out the Experimental branch. Instructions to access it are available in our Steam forum (the experimental subforum). Experimental received numerous updates, one almost every day since the last default patch on April 1st -- and we'll be hard at work with a similar rollout plan for this next batch of updates. Thank you to everyone for your continued support & for your assistance with the bugs, we couldn't do it without you. Thank you very much!!
Patch Notes
It's time for another SimAirport patch and we have also released the SimAirport Roadmap that we mentioned in the previous patch notes! SimAirport Early Roadmap A few days ago we came across a bug related to zones and 'zone references' which turned out to be one of the primary root causes of the cafe/retail issues. It has required us to take a slight detour to address the underlying root issue and we're just about through that now. We anticipate having that fix, and cafe/retail itself, fully up and running very soon and you can expect to see it on the experimental branch early next week. We'll then be proceeding to get that out in a general availability patch as soon as we can thereafter! Patch Notes
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. We really want to thank those of you who have jumped on board early with us -- you've been great so far and we're really excited about what the future holds as we continue to work together to craft SimAirport into the best tycoon-style management game out there. There's still a lot of work to be done, and it's certainly not going to happen overnight, but we're incredibly excited for what the future holds for SimAirport over the long-term. Just as we have been over these quick first three weeks, we'll continue to be here day-in and day-out -- listening and engaging directly with the community, working on fixes, updates, content, and above all, actually shipping patches -- for the long haul. Our community has tons of ideas, and we have many ideas as well; we wanted to prepare a roadmap of sorts, and that's what we are delivering to you today. Game development is definitely a fluid process, and things are subject to change, but below you will find a rough outline of how we foresee the development process evolving over the next few months and we've called out some specifics that we know we'd like to get addressed, or implemented, sooner than later. Keep in mind that the roadmap below is not written in stone, and is not all-inclusive; especially given that we like to stay directly engaged with the community, so if something comes up, or the community has a great idea, or there's anything important to the game that comes along unexpectedly -- we won't hesitate to deviate priorities temporarily and get it addressed or implemented. The one thing that won't be changing? Our dedication to SimAirport, and to the community that has formed around the game so far. We'll be here working on this game not only until it is considered 'finished', but for a long time after that too -- together with your participation, we intend to explore the boundaries of tycoon-style management games in SimAirport. Roadmap Notes: [olist]
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:
Patch Notes March 19, 2017
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