
The first Skyline Sim public playtest is over.
Between July 27 and August 24, 261 players joined us, with a median playtime of 1 hour 30 minutes. During those four weeks, we released 83 versions of the game and used your reports, suggestions and community feedback to change a huge part of Skyline Sim.
Now we're preparing for the next step.
The next Skyline Sim public playtest begins on September 7.
Registration for Playtest 2 is now open through the Skyline Sim website. If you want to take part, you can sign up there and join the next round of testing.
This second playtest is not just a continuation of the first one. Over the break, we've been working on some of the most important parts of the game and rebuilding areas that became clear pain points once players started running larger airlines.
One of the biggest focuses has been scheduling and airline operations.
As airlines grow, managing aircraft, routes, schedules and daily operations needs to remain understandable without turning into repetitive work. We're continuing to improve how scheduling works, how the game handles larger fleets and how different operational systems connect to each other.
We've also been rebuilding the airport slot system.
Airports now move toward a more realistic structure with unrestricted airports, schedule-facilitated airports and fully coordinated airports where slots become an actual operational constraint. The system is being designed to interact directly with schedules and operations instead of existing as an isolated mechanic.
Another area receiving significant work is the new airline experience.
Starting an airline is being reshaped into a clearer founding flow, covering your starting country, home airport, business direction and the actual creation of your airline before you begin building the network.
We've also continued working on the globe, simulation performance, airline management flows and the connections between systems that previously felt too separated from one another.
The first public playtest gave us something we couldn't get from internal testing alone: real players running real airlines in ways we didn't always expect.
That exposed where the game worked well, where it became difficult to understand and where systems started to struggle as airlines became larger.
Rather than keeping the first playtest running while making major changes underneath it, we decided to close it temporarily and use the break to work on those areas properly.
The goal isn't to make Skyline Sim feel like a different game when you return.
The goal is to make the same game significantly stronger.
The first playtest helped us understand what needed to change.
Playtest 2 is about seeing how those changes work once players start building airlines again.
We want to see how quickly new players understand the game, how scheduling feels as fleets grow, how operational decisions scale and which parts of the simulation still create unnecessary friction.
Your feedback during this playtest will directly influence what we work on next.
Skyline Sim Playtest 2 begins September 7.
Registration is available now through our website.
If you want to build an airline, break our systems and help shape Skyline Sim before Early Access, we'd love to have you there.
See you on September 7.