
The demo has now been available for three days. Thank you all for your support!
During this time, I’ve received a lot of feedback from players. This update addresses some of the issues and suggestions you’ve shared, while others will be worked on in future updates.
On first launch, the game will now prioritize the game language selected in Steam. If the Steam language cannot be detected, the game will use your system language instead, with English as the default fallback.
Expanded the tutorial and onboarding system to make the game easier to learn and understand for new players.
Aircraft assigned to existing routes can now be changed directly, without having to close and recreate the route.
Changing aircraft will preserve the route’s existing operational history and data.
Leased aircraft can now be returned before the end of their lease.
Flight frequency information now displays both flights/month and the corresponding flights/week.
Added aircraft rotation information to the route creation and editing screens, including:
Time required per flight
Time currently occupied by the route
Assigned, available, and remaining aircraft rotation hours
Maximum monthly flights the selected aircraft can operate
Routes now support entering an exact one-way base fare while keeping the existing quick-pricing options. Before adjusting fares, you can now view the market reference fare, recommended price range, estimated load factor, and projected profit.
Route details now display the fuel price index, current monthly fuel costs, and fuel costs as a percentage of total operating costs.
Added fuel sensitivity analysis, showing the estimated impact on profit if fuel prices increase by 10%.
Catering can now be configured separately for Economy Class, Business Class, and First Class.
Each cabin class can offer meals for free, sell them on board, or provide no meal service.
Up to three menu options can be configured for each cabin class.
Long-haul routes now support two meal services per flight.
Catering choices now directly affect catering costs, onboard sales revenue, demand attractiveness, service ratings, pricing potential, and on-time performance risk.
The existing route overview now displays additional key metrics, including profit, profit margin, revenue, load factor, effective demand, fare, aircraft, flight frequency, on-time performance, and competitive pressure.
Capacity, fuel, pricing, scheduling, service, cargo, and aircraft-change controls have been moved to more accessible positions within the route details screen.
Added a fixed shortcut bar for quick access to pricing, scheduling, service, cargo, and aircraft settings.
Increased scrollbar width and contrast to make navigation and feature discovery easier on longer pages.
Improved text sizing, panel spacing, and top navigation readability at lower resolutions and in smaller windows.
Added help buttons for recommended routes, aircraft availability, and employee role effects. Clicking them now provides explanations of the corresponding game mechanics.
Actual effect description of "Airport Marker Density":
Performance: Displays approximately 1,200 airport markers in the world view
Balanced: Approximately 3,000 airport markers
Detailed: Approximately 6,000 airport markers
All: Displays all airport markers
Adjusted automatic route recommendation filters. Some airports that are not suitable as regular commercial passenger destinations will no longer appear in automatic recommendations.
Corrected airport data issues reported by players.
Airport names and locations can now be displayed in the appropriate localized language on the map, airport details pages, and search results.
Conducted another review of airport data worldwide and updated the database accordingly.
Thank you again for all your support.
If you encounter any issues or have suggestions, feedback is always welcome.
I’ve also heard from some players who are interested in having a community space for the game. I’m currently working on plans for that.