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Airport Master
 
 
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Platforms: PC, Mac, Linux
Languages: English
Players: Single-player
Posted
Updated
Oct 31, 2016 @ 12:47pm
Feb 17 @ 2:43pm

View Airport Master in the store

Store page
Recent Announcements View All (5)
Latest Screenshots (v. 0.1.6a 20 DEC 2016)
Version 0.1.6a (20 DEC 2016) RELEASED! (changelog part 2)
User Interface

  • TimeSkip user interface control added - displayes TimeSkip button, info of an event skip is possible to and day of week and time of said event
  • New type of on-screen notifications added: simple info - this type of notification does not require user to manage anything and is used to display information messages only such as: runway inspection is underway, salaries been paid at due time etc. Clicking a simple info message in the list removes this notification.
  • User notifications are now colored more distinguishably
  • Aircraft information window (available on mouse hover over in overview camera and always-on in object-view camera) now correctly displays progress info for runway lineup and runway vacate phases of flight (previously lineup and vacate were reported as taxi operations, which is not the case) - fixed
  • Finances panel of main game screen UI now locked to status panel - letting it be freely dragable was not such a good idea as users were able to drag it out of sight or to a position that would prevent
  • Finances panel display Incomes\Expenses quick hint or react to user clicking it
  • User notification icon in main game screen UI moved slightly higher to better blend in with new line-up of topmost user interface elements
  • Added X (close) button to Help screen - now it can be closed by clicking X button in top right corner, by pressing ESC on keyboard or by clicking '?' (Help) button in Main game screen UI

Visual enhancements

  • Added MLMB4Ts (multi-layered multi-blended 4K textures) to terrain around airport. MLMB4Ts are genuine 4K-resolution meaning Players with latest video cards will get the best rendering quality, thou players with older video cards (specifically with less video-memory onboard) will also enjoy great quality as MLMB4Ts mip-map naturally to capabilities of a video board on game loading
  • Asphalt textures slightly lightened for better view with upcoming rain effects
  • MALS-lights intensity slightly reduced to imitate lights "appearing out of darkness' - this setting is still pretty much controlled by ATC and will be set to higher values when LVP is in effect
  • Optimized and re-worked taxiway lights: intensity of glowing blue light in atmosphere increased (as of inside tests with fog\mist\heavy rain) to increase visibility and achieve more realistically looking effect; taxiway lights now cast normalized light spot on the ground\asphalt\paint around them; improved algorithm of taxiway lights querying lights controller for on\off flag; introduced taxiway light INOP (malfunction) flag - currently not in use, but will be used in later versions to simulate occasional random lights burnouts and\or physical damage to the light - maintenance service of the airport would schedule repair of such lights the next shift after lights go to off stage (typically during low-traffic loads); taxiway lights' color filters (covers) made more transparent, so a player can see the insides of a light when camera is positioned close enough to one
  • Optimized runway border lights (white) - pretty much in the same way as taxiway blue lights
  • Optimized and re-worked runway edge lights - previous model of dual light caused problems with light coronas being mixed at per-color values; new model allows for clear unmixed color of light and light projection, furthermore it's less polygons and now edge lights look more realistic especially with fog\mist\rain effects in scene
  • Some advanced surface details added to apron surfaces (asphalt and concrete) and concrete on stands A1 thru A5 and G1 thru G8 - mostly water drain grills, surface cracks, chipped paint and oil spills
    Added 'Stop. Aircraft crossing' signs to all driveways that intersect taxiways, namely near points F2, M2 and tower and radar driveways intersecting with taxiway Delta
    Fixed graphical glitches with Arrivals hall wall, wall near Departures exit; replaced stairs textures with new enhanced ones in Terminal Building

Sound

  • New type-specific sounds for E30P recorded at the hangar and on service parking on the real 300: gear extension\retraction, flaps motor, engine startup, idle and rev up \ rev down - all thanks to Tony!
  • New generic-type sounds for flaps motors: three new versions are recorded, processed and in game: one from a well-aged Piper, one from modern VLJ and one from Phenom 300 - all in great quality and noise reduction \ processing, stereo with dual input mics
  • Piston-engine single-prop sounds calibrated and equalized for ZN17 and V28A types of aircraft, resulting in audibly distinguishable prop sounds for 2-bladers & 3-bladers as well cylinder ratio
    New sound setup for turbo-prop engines on VE200 type of aircraft with signature turbine whistling heard on late startup and as turbo-prop engine spools
  • Jet engines on R50X revamped with more roar on thrust setting from 75% upwards and more reverb on lower and especially idle thrust setting
  • New ambient sounds balancing system introduced, which takes care of smooth mixing of all sound ambience in a given area based on blending priorities, time-related effects, sound reverberation and blocking areas - very CPU-friendly, which in turn allows us to further enrich ambient audio environment of the airport and surrounding areas
  • New ambient sound effect: cicada - these adorable singing insects now populate 5 different areas within airport territory - specifically those where there's much grass (and those planned to be occupied by bushes); cicada behave as they do in real life - they sing their mating song during hottest time of the day and they sing slightly tonally different version of it late at night (considered to be territorial and protection song); once in while (randomly) one can hear single louder male cicada;
  • New ambient sound effect: crickets - two different songs in 4 different locations, all audible during late evening - early night hours provided temperature is high enough;
  • New ambient sound effect: random cars passing by along the main road leading to Passenger Terminal, FBO and Admin Building area; effect randomized based on time of day and some other factors
  • New ambient sound effect: city proximity sounds - a quite nice and atmospheric mix of typical city sounds - more distinguishable by day and softer by night
  • New UI sound for simple info type of notification

Description
Release date: Early 2018


Airport Master is a very detailed game about airport management and aviation in general. Play as a newly appointed Airport Manager and bring your Airport to prosperity and growth! Manage all aspects of everyday Regional Airport life, such as airline contracts, aircraft ground services, passenger terminal businesses, flight schedule management and many more. Buy fuel via system of refinery contracts and sell it to aircraft operators via fuel truck loading and centralized pipeline. Hire technicians and cafeteria cooks! Tear you hair apart when weather suddenly interrupts your brilliant flight scheduling ) Upgrade airport facilities, radio-navigational aids, buildings, businesses, vehicles. Win airlines' respect and city mayor's approval! Use money you earn to build even larger better and more technically advanced airport! Enjoy detailed realistic 3D-graphics, real world equipment, aircraft, vehicles, ATC procedures!

  • Realistic aircraft models
  • Realistic flight mechanics
  • Realistic Air Traffic Control
  • Realistic Weather Affecting Flight Schedule Management
  • Interactive aircraft ground service
  • Comprehensive Airport Economy
  • Player-managed Airport based businesses
  • Player-managed passenger terminal based businesses
  • Emergency Crews Drills
  • Helicopter operations
  • Aircraft incidents (excluding accidents)
  • Tons of other great gameplay and eyecandy features!

Airport Master official website[sticli.com]

Airport Master Features In Detail[sticli.com]

Airport Master Screenshots[sticli.com]

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36 Comments
Erenussocrates Mar 6 @ 6:52pm 
Go and commit "Digital Suicide", you stupid fucktards. You think you are too smart?
joppetie Mar 5 @ 8:58am 
Fuck you and your EULA, which won't hold up in court.
Ausian_Aviation Jan 17 @ 10:56pm 
@below, if you are teling them to 'hurry up' than you should develope a game! it takes time and the customers need patience, if you need to 'satisifie' your needs fast, there is a game called 'Airport CEO' that will be in EA in the next 2-3 months i beleive (sorry about some of my bad spelling, its 12 at night)
Rafael Jan 10 @ 1:33am 
Wow, It's a tycoon game and with ATC mode ?to tell the truth , there is noting airline game many years ! hurry up!
STiCLi Games  [author] Dec 24, 2016 @ 9:28am 
therealyologuy, this date (Early 2018) is an estimation for ver. 1.0 release... The game will be available as early-access as soon as it gets Greenlit - so, spread the word )
Ausian_Aviation Dec 24, 2016 @ 2:26am 
hey, i was wondering, it says 'release date : Early 2018' does that mean the OFFICAL release, that this might go into Steam Early Access until it is offically released in early 2018?
STiCLi Games  [author] Dec 24, 2016 @ 2:14am 
We have some technical issue with uploading new versions screenshots to this page (which currently being resolved by Steam Community Support), so for now, you can see latest alpha version screenshots in the announcement section of this page or by visiting http://sticli.com/airport-master-screenshots.php
STiCLi Games  [author] Dec 24, 2016 @ 2:04am 
GhostOfRazgriz, Now to your question as of Heavies: it is planned that in later stages of airport upgrading and development Player can have a runway capable of accepting say 787 or A380 (747s are not that runway length-hungry), as for AN-124 - we'll see about that ) Currently we have no problem adding any type of aircraft modeled to top standards - the thing that makes me doubt on super-heavies is again 'real time vs game time' as we would not like the game to suffer playability for casual players on higher level ;-) Thank for your input! Stay tuned!
STiCLi Games  [author] Dec 24, 2016 @ 2:04am 
GhostOfRazgriz, thou some ideas being definitely inspired by Airport Tycoon franchise (we knew Vending Machines Management would do tricks to people's imagination, he-he)) - Airport Master is actually quite different in concept - what AT series serilously lacked was proper interpretation and handling of 'slow real time' VS 'fast game time' - Airport Master solves this paradox in the most elegant way. Another thing to mention is that Airport Master is being produced by team of aviation fans and real-life pilots so we focus much on realism of what's happening in the game world (correct sizes, dimensions, weights, forces) and that makes Airport Master look and feel like no game in the genre before.
Ausian_Aviation Dec 24, 2016 @ 1:42am 
this game looks tasty, another Airport game to add to the list to watch, this and Airport CEO!