AirportSim on Steam - User reviews, Price & Information

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AirportSim is an Advanced Airport Ground Handling Simulator with true-to-life visuals and operations, licensed planes and vehicles, real airports and live weather conditions. Enjoy the many tasks alone or with friends, making this experience unforgettable.

AirportSim is a job simulator, hobby sim and flight game developed by MS games and MK STUDIOS and published by Iceberg Interactive.
Released on October 19th 2023 is available only on Windows in 10 languages: English, French, German, Spanish - Spain, Simplified Chinese, Polish, Portuguese - Brazil, Turkish, Italian and Ukrainian.

It has received 1,342 reviews of which 949 were positive and 393 were negative resulting in a rating of 6.8 out of 10. 😐

The game is currently priced at 33.99€ on Steam, but you can find it for 17.64€ on Instant Gaming.


The Steam community has classified AirportSim into these genres:

Media & Screenshots

Get an in-depth look at AirportSim through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS: Windows 10, 11
  • Processor: i5
  • Memory: 8 GB RAM
  • Graphics: NVIDIA GeForce GTX1060
  • DirectX: Version 11
  • Storage: 12 GB available space
  • Additional Notes: 1920x1080

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

Nov. 2024
The game is good however it'd be better to add more aircraft it gets boring with only working on the A320 and B737 Max Add maybe like a bigger plane like the A340 or the 747 or even dream liners
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Oct. 2024
Went to Keflavík Stole a bunch of ground vehicles drove them all around the airport causing mass delays and chaos never got punished went home and played airport sim 10/10 game for having my countries (basically) Only international airport (Akureyri and reykjavik are too but not used often)
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Sept. 2024
The game overall is quite enjoyable, although it has some flaws. Graphics are fine; physics sometimes just go crazy, like almost all Unreal Engine indie titles sadly; as if most devs struggle to get a grasp about limiting forces when they go beyond what is realistic and deactivate the physics engine. Sounds are great; there is a filter to wear "headphones" to muffle the noise and it is really realistic. Gameplay is a mixed bag: the single activities are either fun or fustrating. Mainly because of how they are implemented. For example lining up the ladder is an exercise in patience as you have to go in 3rd person and do it in first person is quite hard, because the collision is really lacking and sometimes the lights in your cabin goes on when the ladder is aligned, sometimes when it is not aligned (same airplane model); so you are forced to change camera and that break immersion. Other activities like the luggage handling are quite fun, until you deal once again, with the physics engine, and stuff start to fly all over the place. Not sure why it is so hard to set everything correctly so you don't end up with things colliding and flying over the map; as other developers can do that successfully, but the majority can't... It is Unreal engine so most of these assets and blueprints are either sold on the marketplace or are derived from the base class of the physics engine (if someone is constantly reinventing the wheel, I would start asking questions honestly). Another thing that the game does well is in immersion for most part; it is among the most immersive sims; but it is also the most sparse and lacking in terms of progression. Can't remember if there is a "infinite mode" where planes just keep coming; but there is no career here; you don't advance nor you have some sort of unlockables. Tutorials are great but there is so much to do that would be great to have missions that actually act as tutorials, because many times you end up forgetting things and how to do them, as you are asked to do everything in the airport, and can't just set up shifts with coworkers to be assigned to specific work stations. If I could make a change, I would improve that area, adding more "scenarios" and a sort of progression and career with better hand-holding; that you can eventually turn off, once you get the handle of it. The unlimited mode should be an extra mode for when you finish the main game, not the main entree of the game to be honest. Overall a 6 out of 10, as the game is really good but due to the hit-or-miss implementation of some of the activities and the randomness of the physic engine implementation, it is not there yet. Other games are better optimized on these aspects, so there is room to grow. If you find it on sale, get it as it is among the best and most complete and realistic simulators out there.
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July 2024
its a great game but in single player mode we need ai helpers so the planes can get serviced faster
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July 2024
AirportSim has huge potential but even as an early release edition there are serious challenges to basic game play. I write this review as an analyst in the industry with Ground handling background. The Positives - Very good graphics, some glitches but for the most part the remake of the airports and the aircraft models are very good quality. I expect this will become more polished and fine tuned. - Vehicle models are realistic and seem to have 99% of functionality from this early version - well done! - Date/Time and Weather are as far as I can tell, realistic and sensible. The weather engine is also encouraging, plenty of customisation and ability to use live weather. - Turnaround tasks and most priority order is quite realistic (see below for more detail). Little detail such as APU/GPU switching between, and also fuel before outbound services start. However, deboard and unload baggage should be first after engine shut down (fuel should then follow inbetween offload and onload). - Many turnaround tasks are spot on to a degree of realism when considering this is a game aimed for all players and not just industry nerds (like me!). Little details such as support legs on catering/stairs and the aircraft fuel systems. The Negatives - UI for point and select - Some of the thresholds are so narrow you have to nudge control/view in and around to hit the spot wasting time. Aircraft inspections are painful, this should be point and look and not require holding down a button! - Baggage loading is agonisingly slow and tedious. Select, lift, move and drop perfectly for EVERY bag at terminal, aircraft side and in the hold, with the belt loader lacking any automation (sensor to pause when bag at end, given we have no AI helpers to do this. Lacking this, the belt loading movement is a waste of functionality). And careful not to nudge a bag into a vehicle edge, you'll amusingly knock it over! - Lack of AI or "helpers" - As mentioned above, some tasks are near impossible within any where near the required time slots. There is a "ground crew" communication option and one can only hope this is coming in a future release very soon. For example AI helpers in aircraft hold or controlling belt loader movement? Please! - Driving controls - This is one of the key areas the game lacks realism as fun as it can be to hand brake turn an insanely heavy vehicle at 15kmh. The throttles, are terrible too (sorry developers!). It's like driving electric car with regen braking, you lift off throttle and you pretty much brake to stop instead of glide (follow me vehicle for example, not just heavy towing). The throttle range is so narrow on the controls, also how about a speed limiter option for the player? - Nudging vehicles into next week - Mentioned above, if you nudge a vehicle carrying a bag or cables, it goes flying across ground. The forces between player and items are way out, though amusing as they are. - Entire lack of custom settings for free play? - It would be great in combination with AI helpers, for the player to opt in which services they wish to offer in their free play experience. For example you might just want to have a session of being fuel and catering, or maybe stairs/bridge/bus for passenger loading, or just be a baggage handler? Please please please do not overlook the importance of this! - Control assignment overlap - A key example that comes to mind is xbox controller "B" button is used to clear prompts but also to kneel down? Keybind cross over is a curse of many games, I hope AirportSim ensures conflicting assignments are cancelled out whilst doing certain tasks such as using tablet or clearing prompts? - No save/load option is a real let down, this needs to be a priority. Coming soon? - Missing services on some turnarounds - Maybe this is due to a lack of AI helpers at this time, but it is a realism failure for an aircraft to come in and just get catering, or just have bags offload but no passengers for example. Maybe this is awaiting an AI team to be introduced? (we can only hope!) - Field of view - there is a setting for this but seems impossible to change? The view is SO narrow making driving vehicles very difficult in "cockpit" first person view. - Pushback vehicle clearance - This needs reduced considerably. A vehicle on the next stand within boundary should not need disconnecting and moved to allow a pushback to go ahead, or playing bingo finding which unflagged vehicle needs moving. The stand should be cleared before push back (standard), then anything else so long as not on a taxiway should be disregarded. (Also, what is with the road road of AI vehicles at aircraft pushing back? Shhhh!) - Cones can't be carried as a full set for 1 aircraft - This may be realistic for what one person can carry, but it is mind numbingly tedious to walk back and forward moving cones at a snail pace. Again, if AI helpers is introduced and the option to opt in and out of services in free play this would be great. - Night lighting is very hit and miss. Almost all airport parking aprons/stands will have strong floodlighting and also it is a bit amusing to open a aircraft door and it is dark inside? - Bugs and glitches! It wouldn't be pre-release without bugs sure, but a few key ones I've found is that stairs being removed from aircraft is not recognised (by turnaround checklist) and prevents completion, cones drop at eye level height and not ground height, baggage carts stick together (side by side) until crash into them to break apart... - Unable to allocate vehicles to specific stands (maybe more than one?). In the real world, certain vehicles are allocated to a stand such as a set of stairs, a tug and a belt loader (or likely a pair or most vehicles), whilst others are more ADHOC such as fuel, catering and GPU depending on airport infrastructure. As the game grows, this will be a requirement to manage the operation in the game at larger airports. Or maybe assign a storage location on apron for aircraft (e.g. at Vagar and Key West, help spread the parking out and keep X number of each vehicle near each stand to share). - Requirement to have beacon switched on when driving vehicles is missing, this is a must have for safety. Personally i'd say this should switch in with the engine? Then you can free up that key bind such as for a horn or headlights? - ATC option in the communication interferface? To cross runways/taxiways an agent would usually need to ask permission to breach the boundary from standard apron roads and stands, across to the taxiway/runways (usually a black/white line). - Arrivals/Departure board outside of the tablet (HUD)? Such as a panel in corner of screen? Also a count down for the aircraft turnaround? This is used in many large airports. - Minor tweaks to use of anticollision beacon for aircraft. In reality, you clear a stand of all people and objects, then pushback/headset team inform crew they can switch on beacon and start push back, and then engine start somewhere in middle of this (i'm simplifying this down). Beacon on = clear stand. In game, this comes on too soon when vehicles still all over the place, some still even connected. My own priority wish list for devlopers would be as follows... 1) Ability to opt in/out of generated services in free play (with or without AI helpers available, you'd simply not get allocated the tasks you deselect). 3) Field of view setting and save/load game. (How about a top down view for pushback to help players?) 2) AI ground crew helpers (such as baggage on/off carts and in/out hold, coning, walk arounds...) 3) Vehicle controls - sort the throttle! 4) Quality of life improvements for turnaround order and triggers. Despite the amount of negatives, I make this review as a thumbs up given this is a very early release of what I know will be a very complex project trying to simulate airport ground handling.
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The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

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Last Updates
Steam data 11 April 2025 04:07
SteamSpy data 07 April 2025 14:50
Steam price 15 April 2025 04:24
Steam reviews 15 April 2025 06:06

If you'd like to dive deeper into the details about AirportSim, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about AirportSim
  • SteamCharts - Analysis of AirportSim concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck AirportSim compatibility
AirportSim
6.8
949
393
Online players
17
Developer
MS games, MK STUDIOS
Publisher
Iceberg Interactive
Release 19 Oct 2023
Platforms
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