Simulation · Airline management · iOS

Your fleet flies
while you sleep

Buy real aircraft — ATR, Embraer, Airbus, Boeing. Open routes between real airports, set your fares, and the engine keeps the airline flying after you close the app.

iOS 26 · 32 MB · no subscription required

Operations · 24 h airborne
Route Aircraft Load factor Net / day
CDG → JFK A350-900 91% +$412K
CDG → DXB 787-9 78% +$236K
CDG → LIS A320neo 96% +$88K
CDG → NCE ATR 72-600 41% −$12K
CDG → SIN 777-300ER 83% +$301K

Example airline — figures produced by the game engine.

+50%hub bonus · 7 routes
30%grounding threshold
23real aircraft
Freeto play

What you run

An airline,
not a counter

There is no win button. There is a network to build, trade-offs to hold, and a fleet wearing down while you do it.

What you build

The network

Open routes between real airports. Concentrate them on one hub and the bonus climbs — two routes are worth +6%, four are worth +24%, seven hit the +50% ceiling. Spread yourself thin and you get nothing.

Hub bonus

The guild

Join the alliance and earn ranks across three branches — Flight Operations, Network, Management — awarded automatically as you hit the milestones. Thirty-day season campaign.

Optional

What you decide

Fares

Price every route against a demand curve. The screen shows you the optimal fare and what an overpriced seat costs you in load factor. A full aircraft at a low fare usually beats an empty one at a high fare.

Yield management

The board

Your board of directors sets fifteen-day mandates with real targets. Restructure the airline and you unlock a tree of permanent upgrades across three branches.

Mandates & legacy

What wears you down

Maintenance

Airframes wear by the kilometre. Below 30% condition an aircraft is grounded and its fuel burn climbs by up to 75%. The hangar repairs the whole fleet from one screen — or you keep a crew on standby and it handles itself.

Real wear

Flight school

Nine lessons teaching the game's actual economy — hub bonus, route maturity, fuel and crew costs — quoting the exact figures the simulation uses. Not a tutorial: a manual.

3 modules

In game

On your screen

Eight screens, and the engine figure each one puts in play.

World map — Six regions to unlock, one market each.

World map

Six regions to unlock, one market each.

Route detail — The optimal fare against the demand curve.

Route detail

The optimal fare against the demand curve.

Fleet — Below 30% condition, the aircraft stays grounded.

Fleet

Below 30% condition, the aircraft stays grounded.

Hangar — 23 real aircraft, from the ATR 72-600 to the 747-8.

Hangar

23 real aircraft, from the ATR 72-600 to the 747-8.

Finances — Fuel, crews, airport fees — line by line.

Finances

Fuel, crews, airport fees — line by line.

Cargo contracts — Freight to load when the cabin isn't enough.

Cargo contracts

Freight to load when the cabin isn't enough.

Progression — Fifteen-day mandates set by the board.

Progression

Fifteen-day mandates set by the board.

Guild — Three rank branches, a thirty-day season.

Guild

Three rank branches, a thirty-day season.

Under the hood

The numbers
are real

These aren't ballpark figures invented for a marketing page: they're the constants the engine applies to every flight, and the in-game school teaches them to you.

+50%

Hub bonus ceiling, reached at seven routes on the same airport. Four routes are worth +24%, two +6%.

30%

Grounding threshold. Below it the aircraft stays on the ground and its excess fuel burn climbs by up to 75%.

23

Aircraft types, from the ATR 72-600 to the 747-8 Intercontinental, each with its own range, cruise speed, capacity and fuel burn.

6

Regions to unlock — Europe, the Americas, Asia, Africa, Oceania — each opening its own market.

Cleared for departure

Your first route
is waiting

Free, no subscription required, and your fleet keeps flying after you close the app.

Download on the App Store