I'm working on Flightline, an airline management sim where passengers choose between airports, flights, connections and even partner airlines based on the network you build.
Demand isn't permanently tied to airport pairs. A passenger in New York might consider JFK, EWR or LGA depending on where they're going, what you offer, and how attractive each option is.
Aircraft scheduling is flexible too. You aren't forced into base-and-spoke operations, so the same aircraft can fly something like:
LHR ↔ MAD ↔ BCN ↔ ARN ↔ CPH
You can also operate multiple aircraft types on the same route. The goal is to design an entire network rather than optimize a collection of isolated routes.
We're putting quite a bit of depth into the airline itself as well. Cabin configuration, IFE and inflight services (which is another source of revenue), while interlining and codeshares affect both passenger connections, preferences, and where people can be rebooked when a flight is cancelled.
There's also dry leasing and automated revenue management, so you don't need to manually check every week for fare changes or price wars. The bot/AI airlines are intended to behave like actual competitors making sensible business decisions rather than doing things purely to hurt the player.
On the visual side, there's a fully fledged 3D livery editor and you can watch flights move around the world map.
Flightline will be single-player at launch. We are also building it with LAN/Steam multiplayer in mind, and it will be available a few months after release.
We're still early enough that feedback is useful, so I'd be interested to hear what systems you care about most in this genre, or what you think existing airline management games tend to simplify/overcomplicate too much.
Wishlist us at Steam:
https://store.steamp...300/Flightline/
Discord:
https://discord.gg/JE7tjfr5JG

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