
Starting from a single base airport, build your own airline. Establish routes, and fine-tune your pricing and service strategies; manage flight schedules, your staff, your fleet, public reputation, and more. Ultimately, grow from a regional carrier into a global aviation network.
Modeled estimate, not a reported figure. How we estimate →
About
Airline Founder is a data-driven single-player airline management simulation. Begin with scenarios such as Tokyo, Singapore, or Paris, choose your strategy, and build an airline around full-service operations, low-cost scale, regional networks, or long-haul premium routes.
Study the world map, compare city demand, airport capacity, runway limits, slot pressure, and real outbound route records. Decide where to fly, which aircraft to assign, how often to operate, and whether your passengers will pay for lower fares, better service, or a more premium cabin.
Running an airline is more than opening routes. Purchase or lease aircraft, search the used market for affordable capacity, maintain fleet health, reconfigure cabins, manage catering, expand into new airports, and develop hub-and-spoke operations while keeping cash, debt, profit, and reputation under control.
The market keeps moving. Fuel shocks, regional travel booms, airport fee changes, maintenance directives, and demand downturns can all reshape your plans. Passengers, spotters, employees, and investors react through a virtual social media system, discussing your fares, punctuality, connections, and safety record. Build a stable business, prepare for an IPO, and watch your share price respond to revenue, profit, leverage, reputation, and major events.
Key Features
A global airport, city, and route network built from public data sources
Around 8,000 airports, 7,560 cities, and 36,000+ seed routes
Multiple starting scenarios and airline strategies
Aircraft purchasing, leasing, used aircraft market, and maintenance
Fare strategy, service tiers, catering, cabin layouts, and route frequency
Hub networks, airport slots, curfews, and noise constraints
Monthly reports, cash flow, debt, reputation, and IPO systems
Market news, fuel volatility, safety risk, and virtual social media feedback
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, French, Spanish - Spain, Japanese, Italian, German, Arabic, Russian, Polish, Korean, Hindi +3 more
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 50 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I’m struggling to write anything positive about this "game." To me, it feels like something generated almost entirely with ChatGPT. The overall quality comes across like a beginner project rather than a serious early‑access release, and it’s missing even the most basic polish. When I raised concerns on the forums, the developer responded defensively and the thread was locked, which didn’t inspire confidence. I had hoped things would improve before release, but they haven’t. The UI is clunky, unpolished, and visually uncomfortable. Dropdowns don’t highlight, colours clash, scaling feels off, and the whole interface looks like something thrown together without much care. It genuinely gave me a headache. The game itself is full of bugs. Clicking random places on the map opens cities on the other side of the world, which seems related to the scaling issues. After 20 minutes of frustration, I requested a refund. I cannot recommend this game. It feels like an AI‑generated project with no character, no polish, and no meaningful gameplay. I wish Steam had higher standards for what gets released.
The game as it is still very raw but i see a lot of ground for future (and fast) improvements. I`m a 121 pilot and could notice a lot of strange things for a simulator in the first 1 ~ 2 hour of gameplay. - The game seems to use HUB routing logic, if you want to creat Hub to Point to Point routes you should spend money for bulding a Base on the intermediate city (wich is correct, ground personel, maintenence, admin, transportation, contracts, etc...) but not in the final city and this is strange. Base Hubs and Bases are different things. - Aircraft market is pretty good, you should be able to lease old aircraft thou. - Finance control is bad, you can`t track your costs, you can`t even chack previous months expends. - Routing and Aircraft managmente is very bad. Aircraft availabilty is broken, when you reach 200 block hour in a month on a 737 you cannot use the aircraft anymore. Routing is ok-ish, timetables are a very important to the future of the game. - Staff and Crew is none. You just cant run a airline with 6 employees like the game semms to suggest. All workes besides Directors are invisible and not manageble (Crew for exemple). - Fuel and Maintenence costs should be revised, it seems to be very umblaced. My recomendations is for buying the game. Still a eary release and very promissing game. Hope to see improvements in the future.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Hours played at review time, across 50 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Vibe Coding的一坨翔。 我很好奇作者是抱着什么样的心情把这一坨玩意儿端上来给玩家吃的。2D游戏能让9700X+5090的配置掉帧我也活久见,真的怀疑这作者是不是在Unity里用C#自己写了个Python解释器然后用Python实现Chromium内核渲染Canvas制作游戏。第一次见到Unity写的游戏,加载个存档能把所有UI组件全部显式地重新渲染一遍,也第一次如此频繁地在游戏内看见后端阻塞UI……作者如果不知道怎么解耦显示层和业务逻辑层,我不介意给他上一节课。 这游戏甚至连最基本的UX都存在问题,本身需要交互的控件极多,但是UI样式不能突出视觉重心,UX又相当混乱繁琐,处在游戏中,仿佛置身于福建沿海一个嘈杂的菜市场,但是所有人都在用严格符合二名法的拉丁文学名叫卖鱼获。 一个游戏,连用户交互都不舍得打磨,甚至连游戏内的文本文案都不肯亲力亲为,一揽子交给AI,你以为钱有那么好赚?架构整理、性能 profiling、输入反馈、界面优化、用户测试一个不做,你卖¥4.2我当个小游戏乐呵一下得了,¥42是梁静茹给你的勇气吗?还是觉得从用户这圈到了钱,就能再买一堆Token流水线,产出下一坨垃圾继续恶心玩家? ------ 咱们掰开揉碎慢慢说。 第一点,航线创建。 游戏玩到后期,公司有几十架飞机资产、几十条在运营航线很合理吧? 我再新购买/租赁一架飞机跑新的航班很合理吧? 那你们为什么不在航线创建的UI里面,把已排班的飞机标记出来或者允许玩家隐藏掉呢? 是觉得让玩家在一眼望不到头的飞机资产记录里寻找那唯一一架新买的飞机,很有趣是吗? 第二点,信息传递。 DEMO玩了十几小时,正式上线之后再玩了一个多小时,不好意思,我还是没搞明白油价指数到底怎么变化? 众所周知,现实世界里油价紧紧掐着许多航线的脖子,它在排图决策里的分量不言而喻。 你可以说它在你的游戏设计里无足轻重,但至少要让玩家知道,不需要过分关心这个信息。 而不是让玩家整天提心吊胆担心这个游戏机制哪天突然发力,玩家积重难返,然后彻底坏档。 第三点,排图逻辑。 一条航线,在天上飞五个小时,排图间隔九个小时,地面服务至少两个小时,那我就有两小时的裕度,缓冲前序、地面甚至天气延误,减少航班整体延误率。 因此有个非常简单直接的逻辑——排图紧张一点,飞更多航班,赚更多钱,可能导致更高的延误率;延误率太高,那就排图宽松一点,飞得少一点,赚得少一点,把延误率数据拉上来。 但游戏是怎么做的呢?航线耗时不知道,地服耗时不知道,排图和准点率的关系完全黑盒,你要玩家玩啥呢?
等了很久,甚至我都自己想做一款这样的游戏。开发者也很勤快,在不停的听我们的反馈。对航空爱好者来说就是一款必入的游戏。
There are a lot of nice features in this sophisticated airline game, too many to get into here or even fully understand yet. And I'm not sure I have this game's mechanics figured out. There appears to be no correlation between passenger loading on a route ........ and adjustments you make or profit on that route. Without that how do you know what changes are making a route more profitable ? Routes can show a profit but this appears to be a random thing. So far it's also been impossible for my airline to make a profit. I'll give this game a thumbs up for now based on it's potential and see what happens. Update The developer has already made improvements on the 1st day that have made the game better, fixing the problem I had with return flights & profit. I even completed and won a game. I think this game looks very promising but there's lots to do yet.
In its' current state- there are too many things wrong with a realism airline sim- even for Early access. Return revenue flights from the initial route require you to invest millions (even at regional airports) to return a profit on the return leg- not simply buying a gate slot- this makes regional operations (let alone mainline) impossible barring you starting yourself out with copious amounts of cash- but at that point why not just give yourself several billion to just paint lines on the map and win the game in an hour? Point to point does not exist in this game as of now, only hub/spoke- which doesn't work when you can't bring PAX back to your hub. No gate bidding (important later) No opportunity for fuel hedging- any that I could find. Bottom line- the regional concept to create your hub and spoke- the small flights make no profit margin- in fact its -30% or worse. This is of course the concept of a start up airline in airline founder. I attempted to make an airline out of KMCI funnel PAX from various surrounding cities and create a hub that would develop my system. The mechanics of the game do not allow for this- not just profit margin, but the inability to bid for gates at small airports so I can have return flights. Another interesting point the minimum distance for a route is 250nm...... What in the world kind of limitation is that on any aircraft- Let alone a regional aircraft. The game physically wouldn't allow me to do MCI-OMA due to this limitation. For anyone with a real sense of the airline industry. You will be not just disappointed but borderline disgusted by the lack of polish- even in the early access state. If the game is corrected I will subsequently rebuy the game and play it if it fixes the glaring, and significant issues for an airline management game- and I hope it gets corrected. Edit: If the above issues are resolved and Ner makes the game feel like a start up airline economically to the large mainline- I would have no choice but to recommend the game. As a current 121 US pilot- I simply cannot recommend the game in its' state- regardless of my hopes for this game. I would love nothing more than to change my review and repurchase this game.
Ich bin absolut begeistert von dem Spiel. Ein echtes must have für jeden Aviation-Fan. Es hat ein paar Anläufe gebraucht bis ich das erste mal Profit mit meiner Airline machte aber wenn man das Spiel verstanden hat macht es unendlich viel Spaß. Ich bin sehr gespannt wo die Reise mit den kommenden Updates hingeht.
This gots lots of run way if they stick with it... there's not a game like it, either cartoony, or transport sim. So this fits a niche not filled. for 10 buck its worth the investment if the developers continue to improve the game. tutorial is short(some people like that) I don't. After tutorial i had really no idea how to run the game. adding "helpful hints" would be great.. The interface as a whole is raw and could use some polishing. If they keep improving i could see sinking endless hours into this game.
UIが少しおかしい。わかりづらいリンク?の仕方がある。 最初から、クラシックとか自分で選んだ音楽流せるのが素敵すぎ。 日本語訳が少しおかしい部分があるが、対応をしてくださるとのことです。 すばらしい(^-^*)アイディアだが、機内食の設定がよくわからない。 飛行機のわかりやすいスケジュール管理チャートが搭載されないか、 期待してます。 ありがたい。これからの期待を込めて、もちろん?おすすめです。
几个问题,只要我的出发机场变多,筛选航线就会卡死,三个中大型机场,就会卡死,要过个十几分钟才能反应过来,卡死的时候会不定期闪退,沙盒模式也没有自动保存的机制,往往两三个小时就白费了,其次,改装飞机的页面,虽然有复制黏贴,但是不能全选机型一次就改完,如果我有三十架,得一个个点进去复制三十次,真的很麻烦,买飞机同样有这样的不好的反馈,只能一架架买,航班执行的体感反馈没有那么强,这算不上大事情,前面几个问题真的很影响体感,希望改进,如果有改进我会来修改差评,因为真的很影响体验,八个小时,没有一份完整的体验。。。 现在是第三天现在是不卡死了,是直接闪退了,一个小时的模拟,游戏内十天都没过得去,一个小时闪退四五次,真的没办法玩,
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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