AirportSim cover
AirportSim screenshot
PC Series X Steam
Genre: Simulator, Strategy, Indie, Arcade

AirportSim

Development Update #3

Welcome to the third episode of our Development Update series. In this episode, we'll delve into the features and mechanics that have evolved since our first demo. As you may have already heard, our release date is set for 19th October 2023, so you'll soon be able to explore everything firsthand! In this update, we'll touch upon changes on the apron as well as vehicle-related aspects. However, our primary focus will be on mechanics, as there will be an upcoming episode dedicated entirely to vehicles. Let's dive right in.



New Mechanics in Baggage Handling on Keflavik & Warsaw



At major airports, such as those in Warsaw and Keflavik, luggage handling systems stand out not just in terms of size and scale but also in their advanced equipment.



Consistent with our design philosophy, our game airports are meticulously modeled on their real-world counterparts, replicating both their look and functionality. Whenever a flight is prepped for departure, suitcases materialize on specialized carts. These carts glide along a rail system suspended from the ceiling. An advanced computer system allocates specific spots on conveyor chutes, each identified by a unique number. Digital screens at each chute display the relevant flight number, directing where the suitcases should be dispatched. These are then collected by the in-game crew (the player) and loaded onto the designated aircraft. For chute number details, players can consult their in-game tablet by selecting the appropriate plane number.



Interestingly, at larger airports, baggage claim coincides with where luggage is offloaded from the plane to the terminal. However, passengers here retrieve their bags from a standard conveyor system.

Incorporating Cargo Interiors into Both Aircraft





From our earlier materials and our inaugural demo, players might remember that luggage was automatically received. Upon interaction with the crew, it was sequentially set on the pre-prepared loading belt. Following valuable feedback from our community and internal deliberations, we've revamped this process. Our aim in AirportSim is to authentically represent the tasks of ground handlers, especially since baggage management is integral to their role.



With our updates, the real challenge begins once the cargo doors swing open. For unloading, players must venture inside the hold to retrieve every piece of luggage. During the loading phase, when dealing with a significant volume of bags, careful and strategic arrangement is essential to ensure everything fits neatly.

Bypass Pin Introduced for Both Aircraft





In our initial demo, once the aircraft landed, users were tasked with deploying cones and positioning wheel chocks to stabilize the plane and enhance safety. Recognizing the importance of comprehensive safety measures, we've incorporated an additional feature: the bypass pin. Now, as you ensure the aircraft's security and gear up for pushback, attending to this crucial detail is a must.

Enhanced Gate Door Animations





In AirportSim, we give paramount importance to passengers. From the 2.0 version of our initial demo, players can observe passengers seamlessly exiting the terminal through beautifully animated gate doors, a feature that's consistent across all airports.

We recognize the profound impact of intricate details in providing a richer gaming experience. These nuances immerse players deeper into the game's realism. Now, rather than passengers merely appearing near the doors, they're brought to life with a complete animation that showcases them walking through the doors as they open.

Introducing Stackable Cones





In our debut demo, players were limited to handling just one cone at a time, a restriction that considerably prolonged the task. With our newest update, players can now efficiently stack up to five cones and subsequently place them either individually or collectively on the ground.

Draggable Trolleys Feature Introduced





Since updating the trailers in our recent demo to include a steerable front axle, we recognized the necessity for manual trolley maneuverability. Players can now intuitively grip the trolley's frame to pull it, emulating real-world practices. This enhancement streamlines the process of linking multiple trailers together.

Introducing Fresh Aircraft Liveries






Airports without planes are unimaginable; they truly are the heart and soul of such locations. With that in mind, we've been steadfast in our commitment to ensuring our aircraft not only look impeccable but also enhance the game's diversity. Over recent months, we've rolled out a spectrum of new liveries: from authentic brands like Wizz Air and Atlantic to our playful creation, "Luftwaffles", and even designs birthed from our community contest. And rest assured, this chapter on liveries is far from closed!




Scenario Editor Feature





We've introduced a versatile scenario editor, empowering players to craft custom flight schedules tailored to their preferences. With intuitive airport maps at their fingertips, players can seamlessly designate parking spots for aircraft. The editor breaks down tasks between arrivals and departures, while offering a wide selection of airplanes and their liveries—encompassing both official designs and those integrated via the Steam Workshop. Furthermore, players can customize elements such as the date, time, weather conditions, and specific airports.

Make Your Custom Aircraft Liveries



Leveraging the templates we've furnished, players can craft their very own distinct aircraft liveries. They have the freedom to share these creations with fellow players via the Steam Workshop. For offline enjoyment, they can simply slot them into the designated game directory. These bespoke liveries are compatible with custom scenarios and will be showcased on free-roaming aircraft. In the multiplayer setting, if a participant has an identical livery, it will be visible to them. Conversely, if they lack the host's specific livery, one from their existing collection will be chosen at random for display.

Tablet Features





Besides the functionalities you're already familiar with on our tablet, we've introduced a camera flight mode and a fast-travel option directly to vehicles.

Now, as mentioned in our introduction, let's briefly discuss the changes in mechanics and features for our vehicles.

Your favorite - Pushback





We recognize that a comprehensive pushback feature in AirportSim was a significant concern for many. Rest assured, we've included it in its entirety. Understanding the importance of aircraft pushback for players, we've diligently crafted this feature to offer a genuine experience. Your responsibilities encompass preparing the vehicle, connecting to the aircraft, and guiding it to the specified location. Additionally, virtual teammates are on hand to help ensure safety during this process.

Passengers and mechanics related to the Shuttle Bus, Jetway, and Stairs.





In the most recent demo, you can firsthand experience the intricacies of passenger handling, a multifaceted procedure that demands a range of tools. At present, you can trial the stair mechanics. It's not only about accurately positioning them on the tarmac, but also adjusting them to the right elevation. Only once they're securely docked can you ascend and access the aircraft doors—and don't overlook the safety handrails! This location often serves as a rendezvous point for the Shuttle Bus.

If there's a significant distance between the terminal and the aircraft, this vehicle provides a secure transportation method for passengers. Within the game's framework, it's your responsibility to ensure every passenger is seated and departs the bus after their journey, and always be mindful of the doors. Alternatively, you can utilize the Jetway. When choosing this method, you need to meticulously connect it to the plane, enabling passengers to leave without having to venture far from the terminal.

You Can Be a Marshall





If you've tuned into our live streams, you've seen marshalling in action. As aircraft touch down, they're going to need your guidance. Your role? Ensure pilots navigate accurately, bringing their planes safely to the designated spot. We've added a touch of authenticity with a distinct stop marker, showing you exactly where each aircraft should halt.

Catering Truck





The catering vehicle is designed to replenish an aircraft's onboard supplies. It's not just about driving; positioning the truck at the specified location on the airport tarmac is crucial. Once firmly in position, you can then raise the loading platform to the right height and seamlessly link up with the aircraft for the restocking process.

Ground Power Unit (GPU) Exploration





We're excited to present two unique Ground Power Units for your hands-on experience in the demo version. Though each unit has its distinct features, their operational and handling procedures remain strikingly similar. Once you've positioned the unit appropriately, it's essential to establish a connection with the aircraft. With a proper link, you can activate the unit using specific controls. Additionally, it falls upon you to communicate to the aircraft's crew the operational status of the GPU—whether it's activated or deactivated.

Follow Me





In AirportSim, players dive right into their tasks shortly after an aircraft touches down. The "Follow Me" vehicle plays a crucial role in safely guiding the aircraft to its designated spot on the airport grounds, effectively averting any potential chaos on the tarmac. Assuming the role of a player, you step behind the wheel of this vehicle, charting the course towards the predetermined aircraft location, all while ensuring that the pilot closely follows your lead.

Luggage





Handling baggage has undergone significant changes from the initial version, where baggage appeared to "teleport" to and from the aircraft. Based on your feedback, we've overhauled the mechanics related to baggage. Now, you have direct access to the aircraft's cargo hold, where you must personally load and unload baggage. We believe this modification will greatly enhance the immersion when playing AirportSim.

Securing aircraft



Securing aircraft on the airport apron has been a part of our journey since the very first demo. However, as you can observe while playing the latest version, we haven't been resting on our laurels. We've enhanced the functionality of wheel chocks, ensuring they now respond correctly. Furthermore, we've streamlined your work by enabling you to collect multiple chocks simultaneously. One noteworthy addition is the By Pass Pin, which was mentioned earlier in the text—a highly significant safety feature that we've decided to incorporate into the game.

Refueling





Refueling is an entirely new mechanic that you haven't had the chance to explore in detail yet. It's a complex procedure, so it might pose a challenge initially. Once you've positioned yourself on the apron, the responsibility falls squarely on your shoulders. You should begin by connecting the equipment to the aircraft's power source before proceeding to pump the aviation fuel. Keep a close eye on the fuel quantity and ensure everything is securely in place when you complete the entire process.



Well, we've made it to the end! This update has been quite a ride, but we hope you've found it enjoyable. We've done our best to cover all the important stuff, but hey, if we missed something, just give us a shout in the comments or on our Discord Channel. And by the way, if you've got any questions, feel free to ask!

P.S. Have you had a chance to check out our latest trailer?





Community Stream

The premiere of AirportSim is just around the corner. You'll be able to embark on virtual airports starting on October 19th. However, it might be worthwhile to get to know the game better before the release day. There's no better opportunity for this than by watching the creators of the game streaming it. Join us, see what AirportSim gameplay looks like, and simply enjoy some quality time with us.

Demo Changelog #4: Patch no.4



Hey Ground Handlers! There's another update available for you! Let's look together at the changes we've made for you!

Added translation for:

  • Chinese
  • French
  • German
  • Polish
  • Portuguese
  • Spanish
  • Turkish

Important change but mostly for 60% of keyboard users:

  • Changed Communication Panel biding from TILDE to 1

And more updates here:

  • Fixed: an issue where some meshes were not visible in map view.
  • Added traffic lights setting controlled by player which increase the illumination distance of vehicle lights
  • Fixed: an issue where the map became strangely illuminated each time it was accessed from the passenger seat in vehicles.
  • Fixed: an issue where closing the tablet inside vehicles didn't shut down the GPS map rendering, leading to significant framerate drops over time and memory overload.
  • Fixed: the "chocks" sound.
  • Fixed: the crash sound when colliding with a bag.
  • Fixed: an issue where GPU & Luggage Trailer modules were counted as two separate vehicles.
  • Fixed: the cargo door hydraulic pump sound.
  • Fixed: an issue where bollards were not visible in the "TakeCones" task.
  • Fixed: the "Disconnect GPU" task issue.
  • Corrected driving setup for vehicles.
  • Passengers: Progress is blocked when passengers are loaded onto the ShuttleBus.
  • Improved tablet map visuals and fixed artifacts.
  • Fixed: the issue of the engine turning off when exiting the game area.
  • Fixed: input for the confirmation panel.
  • Adjusted the UI for various localization variants.
  • Translated all missing texts across different localizations.
  • Fixed: missing characters in Chinese.
  • Fixed: trees appearing washed out when the sun hits them from specific angles.
  • Fixed: blurry rendering when DLSS is activated.
  • Resolved layout discrepancies across different language options.
  • Fixed: an issue where weather particle effects were visible on the tablet.
  • Added icons for luggage sorting areas and passenger drop-off locations on the tablet.


  • Optimized the ground collider mesh for Keflavik Airport.
  • Resolved multiple issues with snow effects.
  • Adjusted the UI layout in the controls settings panel.
  • Disabled certain graphics options for non-RTX video cards.
  • Reduced mesh on the 737 model.
  • Fixed: the bug affecting the Mulag view LOD.
  • Updated icons for luggage rooms in the tablet map view.
  • Fixed player collision issues with vehicle physics during jumping or crouching.
  • Implemented other fixes and further optimizations.

Now that you know what has changed, try it out in our AirportSim demo! If you have any questions, feel free to join our Discord Channel.

Join our community stream today!



As you may have noticed, every Wednesday at 8 PM CET (including TODAY), you can join us on our community stream! 🎙️😃 @Śledziu is back from the WASD x IGN event. A lot has happened over the past week, and there's certainly much to discuss! 🤯

So, join us today at 8 PM CET on our Twitch channel.

AirportSim lands on Steam on the 19th of October!



Hey, ground handlers!

It’s time to unpack the big news in our carry-on. Are you ready….?

We’re at WASD X IGN! Oh wait.. We already mentioned that.

Oh yeah it was the other thing:

We have a release date for you!

Some of you might have already caught the exciting news in our announcement trailer hosted by our friends at IGN showing that...

….AirportSim is releasing on the 19th of October 2023!

If not, check out our new trailer here: https://www.youtube.com/watch?v=BKAwka2q0Jo

Stay tuned for more!

That with this blog we have arguably done one of our biggest announcements yet, this does not mean we’ll be sitting still. Check our socials and Discord regularly to stay up to date. In the meantime, see you at WASD X IGN and online!

Community Stream

Work on the game is ongoing, and we want you to be able to know what we're doing, share ideas, and discuss your expectations. Developer streams are the best place to see what we're currently working on and simply have a good time. We invite you to join us for some fun and get to know the AirportSim game.

Community Stream with Sledziu

Work on the game is ongoing, and we want you to be able to know what we're doing, share ideas, and discuss your expectations. Developer streams are the best place to see what we're currently working on and simply have a good time. We invite you to join us for some fun and get to know the AirportSim game.

Demo Changelog #3: Patch no.3


Hey, ground handlers! How's your work on the AirportSim Demo Apron going? We're striving to be the best possible employer, so we've prepared a fresh demo update for you. Let's go through the list of changes:


  • Fixed missing bollards in some tasks when only stacked cones were available.
  • Fixed interactions through colliders.
  • Fixed trailer connector rotation.
  • Fixed 3rd camera lock in vehicle.
  • Added a popup for trailer connector interactions.
  • Fixed Cargo NEO popup text.
  • Fixed inverse trailer connector drag interaction.
  • Fixed bag explosions.
  • Adjusted Luggage Trailer barrier LOD1.
  • Optimized bags and items' colliders.
  • Fixed incorrectly placed colliders on the main landing gear of A320 Neo.
  • Redesigned mouse 2D map movement.
  • Fixed an issue where mouse drag outside of the tablet could still move the map.
  • Added cursor variants for specific actions.
  • Adjusted Keflavik scene lighting.
  • Fixed the sunlight at early or late hours which previously caused hard edge transitions on volumetric clouds.
  • Added missing buildings and fixed textures.
  • Fixed rotating GPUs.
  • Potentially fixed passengers not climbing stairs to the aircraft.
  • Fixed blurred localization text.
  • Fixed stairs connection to the airplane; players can no longer change stair positions while boarding when they're connected.
  • Addressed tasks skipping in the tablet.
  • Corrected flight numbers.
  • Added Player zones to Keflavik airport.
  • Fixed baggage pickup inside the covered trailer.
  • Fixed doors to the baggage sorting area closing too quickly.
  • Fixed roaming plane bollard visualizations.
  • Balanced interaction sounds.
  • Resolved interactions getting blocked while holding objects.
  • Fixed task tracker counter misalignment.
  • Fixed potential blockers in the cbus tutorial.
  • Adjusted AA settings.
  • Improved button indication clarity.


  • Fixed jetway error during camera switches.
  • Fixed player avatar heads spinning upon repeated avatar reveal.
  • Fixed missing localization in the briefing.
  • Removed autorotation of 3rd person camera in vehicles.
  • Added colliders to the cargo door of a320 and optimized colliders for all a320 aircraft. Optimized shadows on elements LOD2 and LOD3 and added static shadow casters.
  • Fixed scenario editor challenge timer.
  • Optimized B737 shadows on LOD2 and LOD3 and added static shadow casters.
  • Fixed grounding connection in the Fuel task.
  • Fixed game area collider positioning.
  • Fixed an issue where planes take off before all passengers are boarded.
  • The "Scenario menu" button now redirects players to "New game".
  • Fixed stair cars connecting without pipes setup.
  • Fixed scenario scores not being saved.
  • Fixed GPS navigation issues caused by incorrect pathfinding source texture orientation.
  • Optimized by disabling alpha clipping and decals on materials and enabled forced weather disablement on interior materials.
  • Optimized static flags, batching, and occlusion on prefabs and scenes.
  • Allowed for neo luggage loading even if doors aren't fully open.
  • Fixed players being able to pass through airport textures and enter the main building.
  • Fixed visible noise on clouds during cumulative raymarcher sampling.
  • Fixed improperly lit luggage rooms when using ssgi.
  • Added language variants.
  • Addressed potential render texture leaks.
  • Updated terminal and building textures at KeyWest airport, increased luggage room lighting intensity, and optimized ground.
  • Fixed gameplay being possible with settings opened.
  • Fixed map not displaying paths during Warsaw scenarios.
  • Fixed player movement during scene loading when the pause menu is open.
  • Fixed persistent tablet UI on screen.
  • Fixed passenger congestion near aircraft entrances.
  • Introduced Walkie-Talkie Sidechain.
  • Added new icons to the tablet in the luggage room.
  • Fixed missing audio.
  • Adjusted default graphics settings.
  • Fixed unwanted tablet input upon first vehicle load.
  • Prevented player from spinning the vehicle camera while in the pause menu.
  • Fixed shuttle bus tutorial issues and renamed stages for clarity.
  • Fixed visible weather effects on the jet16 floor.
  • Corrected rain FX drawing glowing edges.
  • Fixed overlapping text characters.
  • Fixed visible blue spheres on the tarmac.




The list was pretty long, huh? Let us know what you think on our DISCORD CHANNEL! Enjoy!

AirportSim will be landing at WASD X IGN soon!



AirportSim will be landing at WASD X IGN soon!

WASD X IGN will take place at the Truman Brewery in trendy East London, and we will be there! We will have a booth with 4 PCs ready for you to test your ground-handling skills in AirportSim. We look forward to welcoming you from the 14th to the 16th of September.

What can you expect?

In addition to the game being ready for you to enjoy, our developers and our publisher Iceberg Interactive will be excited to talk to you and share insights into the creative processes behind our title!

Special announcement!

We’ll be bringing some big news in our carry-on, and we’ll be announcing it with a brand new trailer. We can’t unload the planes just yet, but keep your eyes on IGN on September 14th!

Stay tuned for more!

You have had the opportunity to meet us at several venues, and we’re eager to be at yet another one, where we get to share our enthusiasm with you. Check our socials and Discord regularly to be the first to know where we'll be appearing with AirportSim next. In the meantime, see you at WASD X IGN!

Community Stream

Hey guys, do you have any plans for Wednesday❓ Of course, our community stream😁, Today at 8:00 PM CET, we'll see you on our channel, where we'll tell you what we're currently working on🤩 and showcase some (moderately) amazing vehicle driving and luggage carrying (throwing🏀) skills. See you there💪!

Join our twitch channel



Previous streams:
#1
#2
#3
#4
#5
#6
#7