Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
every time i put 2 airport service entrace, the trucks get crazy and can´t find the entrace or they walk around every public road get in and out of the map.
please corret the path of vehicles
Please file an in-game bug report and let us know the number via e-mail and we'll help you out!
I've travelled for a living for 5+ years so airports are like a 2nd home for me, theres so much inspiration to draw from:
shuttle buses for staff and car parks
monorails and MRTs
Building terminals over roadways (without going sub terra)
Elevated road sections and bridges
Pax foot bridges and elevated walkways
Atriums inside buildings
One way paths and doors for pax
the list goes on and on!
I am not sure if the lost of interest is the reason. Otherwise we would not have seen a new DLC last week. :)
And as Olof mentioned somewhere in a post, an improved successor somewhen is not from the table.
Behind the game runs a business and a business needs to make a regular income to pay the salary of the employees and other rents and taxes. If you release a game, you get a revenue of all costs spent during development and hopefully it provides you a good profit.
Now what are you gonna do with the profit?
A) Invest it into the next project and pay the developers and bills for the next 3-5 years?
B) Invest it in continuing on the released game to provide new features for free or may small DLCs? Until all the profit has been spent and you are not able to start a new project or you fire all the staff because you cant pay them anymore?
Option B works only if
- you either run a subscription model and customers pay monthly a fee for new features. But here, the customer pay once the main game. Maybe even wait for a sale. A DLC is just a little income boost but never as big as the initial release.
- or you have a good publisher in the background which provides you the credit for the next project. Then you can do it like Paradox and others and keep an entire department working on the previous title while others work on other titles in the background.
In case of Apog labs, there is no publisher in the background and the team can be counted on one hand.
:)