
Build your airline empire. Earn Elite Operator Status, unlock the Gold A380, and roll collectible aircraft — from aviation legends to the downright impossible. Includes 373+ aircraft types and 4,878 airports in early access.
Modeled estimate, not a reported figure. How we estimate →
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About
Two ways to play. One obsession.
SIMPLE MODE Launch flights with one click. Batch-dispatch your entire fleet. Enable auto-repeat and watch the money roll in. Build fast, expand everywhere.
SIMULATION MODE (Coming Post-Launch) Preflight checklists. Crew assignments. Fuel calculations. Every flight is hands-on. Faster path to Elite Operator Status — plus exclusive cosmetics and prestige badges for those who earn it the hard way.
EARLY ACCESS LAUNCH Simple Mode ships first. Simulation Mode is coming — we're building it based on community feedback. Your input shapes the final product.
THE WORLD 4,878 airports across every continent. Real-time weather affects your operations. Watch your planes move across a live global map — or crank time compression to 32x and speed-run your empire.
AIRCRAFT 373+ unique aircraft types at launch.
ELITE OPERATOR STATUS EOS can't be bought. It's earned:
Tier 5 reputation
85%+ on-time performance
Zero cancellations
Positive cash flow
14 consecutive qualifying days
THE GOLD A380 Once you earn EOS, the EOS Store unlocks. Buy the Gold A380 and roll for a collectible aircraft:
RarityChanceRare79.9%Relic10%Anomalous5%Legendary5%Mythic0.1%
98 collectible aircraft in the EOS Store. Aviation history. Engineering marvels. And some things that probably shouldn't exist.
THE MYTHIC 0.1% chance. When it drops, everyone knows. Global leaderboard recognition. Rewards that match the rarity. There can only be one.
KEY FEATURES
Two game modes — Simple for empire builders, Simulation for ops purists (Simulation coming post-launch)
4,878 real airports — Global coverage, every continent
Real-time operations — Watch your fleet fly across a live map
Live weather — Real-world weather affects your flights
Free time compression — 1x to 32x
98 collectible aircraft — Chase the collection
Deep systems — Routes, reputation, hubs, and more
TECHNOLOGY SYSTEMS (Coming Soon)
CrewWise — AI-powered crew management
WebLogic — Route optimization
YieldMaster — Dynamic pricing
MaintenancePro — Fleet maintenance tracking
IN-GAME ECONOMY You can purchase currency to acquire aircraft faster. But owning a plane doesn't mean you can fly it. No reputation? Grounded. Wrong tier? It waits. Money buys assets. Progression earns access. Your airline. Your way.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Japanese*, Simplified Chinese**languages with full audio support
Engagement
Hours played at review time, across 38 reviews with recorded playtime.
Reviews
Lets give a fair honest review here. I purchased this because I love airline simulation games. There have been very few that let you run an airline. A company from Australia did it for several years and then seem to just disappear. So this has promise. First remember its early access, so a lot of things are missing. Pros: Easy to figure out Intuitive to play Lots of promise on what he can be made into Cons: Launching flights. It's a pain, you do them in batches Little things like drop downs not working (happens when switching hubs, seem to lose keyboard control) Being assigned to Portland (no offense but I dont want to start in Portland) Hub limitations (30 planes at a hub) Some of the larger US airlines have hundreds of planes per hub. It ends up requiring a mid size airline of 100 planes to have three hubs, which is unrealistic Things that would help: >Automatic launch. Basically let me set up a schedule, and walk away from that other then plane maintenance >Fare control >interior design of the plane. Do i want three classes of seats? two classes ? do we do it Southwest Style or Legacy >Route adjustment. In other words my plane is based at my Hub. So for Example : Flight 1 JFK-DCA Flight 2: DCA to MIA Flight 3 MIA to JFK all using the same the plane as an airline would do. Squeeze the most out of each plane. >Ability to set concessions. ( charge for food, drink, pillow etc, baggage) I know its early and it has a lot of potential to be great. I'm not a developer or designer so i have no idea how the back end stuff works but its interesting so far
Strong Vision, but currently held back by disconnected systems Airline OPS clearly aims to deliver a deep and flexible airline management experience. The idea of combining accessible gameplay with a more detailed simulator mode is ambitious and exactly what many aviation fans have been waiting for. There is real potential here, and many of the core systems show that a lot of thought went into the design. That said, the current version feels more like an early development build than a fully ready Early Access release. The groundwork is promising, but many elements still lack cohesion and polish. One smaller immersion issue is the aircraft representation. Some aircraft images/models do not accurately match what they are supposed to depict. For example, the A321’s in-game image looks more like an A320. It is not a major gameplay problem, but details like this reduce the overall authenticity the simulator mode is aiming for. The biggest problem, though, is that several mechanics work individually but do not function properly together. A good example is route creation versus the multi-day schedule system. In simulator mode, you can create a fully functional multi-day schedule for your airline. However, those routes do not appear in the finance module or demand statistics, while standard route creation does. This makes the overall simulation feel disconnected. The same applies to other systems. Simulator mode currently feels like an expanded copy of the arcade/simple mode, but the added features do not integrate seamlessly. The slot system, for instance, seems to be kinda "ignored" when creating routes through the multi-day schedule. Likewise, simple route creation is a nice inclusion, but in simulator mode it feels somewhat redundant. Another issue: when creating a multi-day schedule, the system automatically calculates times when adding the first departure and arrival airports, but this does not continue consistently when inserting additional flights. Features like selecting crew, aircraft, pricing, and slot allocation directly within the multi-day schedule (or being able to adjust them afterward) would significantly improve workflow and realism. The UI itself is actually solid overall. A small improvement would be making the departure board in the OPS category scalable, allowing players to adjust how much information is shown. The map could also display more aircraft states (e.g., grounded, taxiing, etc.) instead of only showing planes while they are airborne. There are also minor aspects that likely just need more development time: PAs are not customized yet, chosen or custom liveries should appear on every aircraft consistently, and custom aircraft map symbols would be a nice touch. These feel like things that can be polished after Early Access. Despite all these issues, I truly like this game. It finally feels like an airline management game with a clear vision and strong long-term potential if executed properly. Considering this is developed by a one-person team, the ambition is impressive. However, the game seems to have been released too quickly, and some systems feel overlooked or unfinished because of that. That is understandable, but still disapoints slightly and definetly impacts the current experience. I hope this review helps contribute to improving the game. I am genuinely looking forward to its future development. But in its current state, I have to give it a thumbs down. I am confident this will change to a thumbs up in the near future.
The game has a lot of potential and has been great fun so far. I’ve run into a few issues, particularly with crashes when changing map layers, which has resulted in losing some saves. That said, it’s still an early access title and appears to be developed by a solo creator who is actively listening to the community and pushing out fixes very quickly. Overall, it’s a great concept and a game that’s clearly heading in the right direction. EDIT/ADDITIONAL NOTES: VERY CLEARLY IS NOT PAY TO WIN
I wanna start this review off first by saying the developer was very communicative with the discussion board and that was very appreciated by many. I would also say if you are expecting a perfect game well its not there yet so if i could leave a (yes and no) recommendation i would. I would agree with many i don't like the dispatch button for flights, In my opinion and i think many would agree we should be able to schedule the flights and it fly's off of that. I would also like to mention you can't create a layout based off of demand. I would like to see cargo make it into the game eventually with the option for charters and ferry flights incase a flight cancels or delayed passed a certain period. When it comes to aircraft i think adding a more realistic look to them would be cool instead of a "cartoonish look". I would highly recommend adding a color slider for livery's and or the color wheel. I would think about adding company policy's such as- catering, baggage fees, slot expenses, pax surveys and company satisfaction maybe even an IPO and share holder questions to quarterly earnings. I would also recommend adding policy's for employees sick time retirement options etc give us a full in depth concept when it comes to operating the airline. Also let us see the window of passenger thoughts and employees thoughts as the day progresses. Allow us to have an option to run/develop a rewards app for our airline or be given an option to do that through research and development. We should also be able to manage ticket prices espically since fuel fluxuates. Last but not least here's a few "bugs" i saw I can't ferry a plane after canceling a route I had to sell it The weather does not move with time it stay's in one area The maps have a slight delay when changing the color options When you click on the Aircraft in flight it zooms off the screen then refocuses To the developer- Once again thank you for your time and communication through the delay of the game.
Pay-to-win ♥♥♥♥♥♥♥♥.
While a new airline management game will always be intriguing to me, this one is a minimum viable product that was released in Early Access way to early. It has some potential, but it's not better than Airline Manager (which also isn't great) and feels like a poorly done clone. Here are just some of the major problems I've noticed: - Saves still get randomly deleted. I've lost 3 different saves now that just are gone. The developer supposedly fixed this but it still happens. I even went to save a game once and pressing save just errored. - The "simple" gamemode is, well, simple. It's not fun. When your save doesn't delete itself, all you do is buy a couple planes, start routes that you have to manually click depart on the batch. Then you wait. You can go up to 4x time but you still have to click depart on the batch. And that's it it seems. - There's no depth or detail to anything. You can't change your plane's cabin. You can't set prices for a route. You have no idea if a route will have pax. It seems like every route no matter what will fill 80% of the way up. There's no airport details. There's no competition. Supposedly the "simulation" gamemode will fix some of this, but I don't know what simulation mode is going to build on when the core is barebones. - The UI is confusing but looks fine. - AI art is used for all the airplanes it looks like and is not disclosed. I personally don't really care about whether AI is used or not, but it's there and noticeable. - The game is also built to be pay-to-win. The developer says leaderboards will be different, but one the leaderboards don't even work right now it looks like and two you literally can buy massive cash injections. Until the saving functionality is fixed, do not buy at all. Even then, it's just too barebones right now.
Basically, it’s a good foundation. The game is well made, but it lacks simple functions. You have to manually start every flight with a button press, so the planning feature is absolutely useless. A simple auto-start function would make life much, much easier. The in-game emails are very confusing. In its current state, it’s playable, but not really enjoyable.
I was gonna give it a positive review until it I quit and I just lost all my progress and all my previous saves and I have to start all again (Don't quit during the auction). Yes, there're quite a lot of problems need fixing even it is in early access, but the gameplay itself does not require as much grinding as other airline management game on the market. That's pretty much all the advantages the game have. Some serious problems: 1) Even the devs says it's not like those fake "free games" on the market, why bother adding a in game payment system and a lottery system filled with nonsense imaginary planes? Just make the framework solid enough and I can even accept a higher price tag. But with the this system built in the early access, it really doesn't give what it promised and it's not as fun as those "free games" in terms of pure game play. It's such a disappointment that it could stands out as a solid traditional airline management game. 2) The saving system is very problematic. No auto saves no nothing, can't select my manual saves either. And it can mess up your whole progress with multiple crashes after you have loads of planned airways, you can't really build your empire as you want right now. Some minor issues: 1) The lack of an automation system. Even in the single mode right now you have to keep clicking the departure button again and again instead of simple in game managing system for automation. I don't think anyone can manage it without automation in later versions. 2) The logic of revenue/cost is not solid. Departures in late night is the same as the day time. Purchasing LAX as a hub is the same price of some random regional airport in the middle of Utah. There's also very little indication on the factors influence on passenger flows, at least the model is too simple to be fun for gameplay. 3) Purchasing of the planes is still to expensive. Purchasing LAX as my hub is even cheaper than the price tag of an old A320. Some of the classic regional jets like the ERJ is also more expensive that it is not accessible in the early stages. Also, the game states there's a lease system but it doesn't, I found nowhere to lease an airplane. The game has potential but it needs some proper fixes to be playable or fun. Pls remove your fking In-game purchase system. It just ruins every potential of this game. Update: It just killed my save again even I saved then quit from main menu. Update2: The game is playable now and the devs are very helpful and responsive fixing the bugs. With the removal of the in game purchase option I guess I have to encourage the devs to keep on with their work and hopefully we can have a full released version soon.
BEST AIRLINE GAME AND BEST DEVELOPER NON STOP UPDATES AND FIXES.
So I am setting up my simulated airline for the first time in simulator mode, establish my hub, lease 5 aircraft and begin the crew hiring process only to find DEI built in to the game. Even though this is your simulated airline you are left with no other option but to hire crew you do not want. This ESG nonsense has to stop, starting with games, movies and entertainment. It is a cancer on our society. I gave these developers 1 week to respond to my discussion post regarding this issue, but their silence just confirmed they are WOKE.
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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