World Port

Development Log

A player-founded, shared-world airline tycoon game.

World Port is a multiplayer airline tycoon game. You found an airline inside a shared world, buy aircraft, build a route network, and compete against other real players for passengers and for gates at the busiest airports. Your timetable keeps flying, and your airline keeps earning or losing, whether or not you are logged in.

This page is the honest map of the project: what was built, what is being built and what is left. What was abandoned or replaced is kept and struck through, with the reason — because knowing what a project decided not to do is usually more informative than knowing what it shipped.

Where the new game stands

31 of 38 tracked pieces of work are built and tested — 82%. 1 is in progress and 6 are still ahead. The 4 dropped items are left out of that denominator — they are not outstanding work, but they are still on this page.

  • Built + tested
    31
    74% of the log
  • In progress
    1
    2% of the log
  • Still ahead
    6
    14% of the log
  • Dropped
    4
    10% of the log

A share of the list is not a share of the time. These are counts of pieces of work, not measures of effort, and the pieces are not the same size: the game's rules come in many small pieces, while sharing a world through iCloud, or a screen like the planner, is one large piece each. So the percentage moves quickly while the rules are built and more slowly once the app's turn comes. Read it as how much of the list, never as how far through the calendar.

Most recent entry 30 October 2026 · 42 items tracked.

In progress

1 item

Begun and not finished: some of it is being built, and some is waiting on a test, a review or someone else.

  1. Setting up with Apple In progress

    A developer account, the app's permanent identity and its home in iCloud — and the developer's own account, to be written into the game.

    Foundations

    Before the game can run on anyone else's phone, Apple's side must be set up: a developer account, the app's identity, and its container in iCloud, where players' decisions meet. The identity and the container are permanent once created, so they are created once, with care.

    The app is to carry the developer's own iCloud account, which is how every phone will recognise the one account allowed to moderate every world. And the game's website is to tell Apple's devices that an invitation link belongs to the game, so that tapping one opens its world in the app.

Still ahead

6 items

The real remaining list — not a summary of one. Everything here is designed or scoped but not yet built. Order follows the project’s build list, not dates; nothing here carries a promised date, because a date nobody can keep is worse than no date at all.

  1. iCloud, measured before it is trusted Ahead

    The shape of the game's records in iCloud, fixed for good before the first test build — after measuring what the design assumes, of iCloud itself and of a phone copied from another.

    Foundations

    Once the game's record type is set up in iCloud's production database it can be added to but never changed, so it is set up once, before the first test build goes to anyone. Before that, the numbers the design leans on are measured on iCloud itself: what each record really costs, the current limits, and how big a full world's saved copy is and how long it takes to load.

    On two phones, one of them wiped for the purpose, what Apple documents is checked too: that a phone set up from another's backup, or moved across from it, can tell it is a different phone. The game relies on that to have such a phone take a name of its own before its player does anything, so that two phones' decisions are not mistaken for each other's.

  2. TestFlight with friends Ahead

    The first real players: a small group of friends, through Apple's test service.

    The app

    The first time the game leaves the developer's hands: a test build, through Apple's TestFlight, for a small group of friends. It is where the questions only real players can answer — how a world syncs with real players in it, how the economy feels — get their first answers.

  3. A full world on a real iPhone Ahead

    The full-size world measured where it will run: its saved copy's size and a newcomer's download.

    Foundations

    How fast a phone works out a whole world is the speed test's question, answered on an iPhone. This is the rest, measured there on a world of exactly the full size: how big its saved copy is, and how long someone joining waits to download and open it.

  4. Tuning the economy Ahead

    Every price, cost and rate set on a full-size world until running an airline feels right.

    Foundations

    The numbers so far are round placeholders. Before launch, every one the design marks for tuning — prices, costs, rates and the demand curves — is set on a full-size, computer-generated world, so that running an airline is hard enough to be interesting and fair enough to be worth it.

  5. The world's data, in full Ahead

    Every airport, city and aircraft type that can be found, each with the numbers that make it behave.

    Foundations

    The world is data that ships with the app, the same in every world: airports at their real positions, the cities they serve and how strongly each pair of cities is tied, and every aircraft type with its engines, range and running costs. The original build's data is the starting point; the aim is as many airports as can be found, each with numbers that make it play right.

  6. Rule changes with a start date Ahead

    After launch, a change to the game's rules carries a date, so every phone in a world switches at the same moment.

    Foundations

    Every phone works out the world for itself, so two phones must never disagree about the rules. From launch, a change to them therefore carries a start date, and every phone in a world switches to it at the same day boundary — the way changes to the world's data already do.

The build so far

35 items

Newest first. Items that were abandoned, replaced or moved to an update after launch are struck through and kept in place, with the reason — what a project set aside explains it better than what it shipped.

October 2026

  1. Simpler rules Done

    A pass over the whole rulebook, keeping one rule wherever two did the same job.

    Foundations · 30 October 2026

    Every rule was read again and asked whether it was sane, simple and justified. Service becomes one company-wide setting, from no frills to full service, its cost growing with the hours an aircraft flies and the crew it carries. A refit is a purchase like any other and needs the cash; an aircraft on offer may still be refitted, its buyer taking it as it stands. A company below zero pays no other company — neither rent nor dividends — and a tie at the top of a share register leaves a company controlling itself, keeping its owner. A company's head office grows with its own aircraft and with each company it holds shares in, never with what those companies do.

    A hub adds travellers to its own city without taking any from markets elsewhere. Every decision travels with the rest of its sitting, every line of the activity feed stays a real week, keeping the names and the outcome it showed, a request to join holds its username while it waits, and every screen reads the world the same way, so one page always agrees with the next. Every preview plays the coming day as it will happen, and nothing the phone already knows would fail can be confirmed.

  2. Flights fly a named aircraft Done

    A flight names the type of aircraft it wants, and the game puts one of the airline's aircraft of that type on it.

    Flying the airline · 30 October 2026

    A flight is its route, its days, a departure time, the minutes it stands at each stop — an hour to start, moved in quarter hours, never below what its type needs — and the type of aircraft it wants, or none yet; an airline that fits one type two ways may name the fit too. At each day boundary the game puts an aircraft of that type on every flight, the oldest flights first, each keeping the one it had where it can, and reads its seats, cabins and costs from that aircraft. A flight it cannot fly, or that finds no free aircraft or no gate at a stop, waits as a draft, and says why — at which airport, and on which days.

    Picking a type that needs longer at a stop lengthens the stops that were shorter, and never shortens one. When an aircraft leaves the airline, its flights are given another of the same type if one is free. The map and the airports' timetables show what flies now — a flight just saved joins them on the day it first flies, the routes list showing it at once — and every decision that would turn flights into drafts, any airline's, lists them before it is confirmed.

  3. Who acts for a company Done

    An owner runs their company alongside the player they appoint to run it, and a world's staff can step in as its operator would — behind a button that asks first.

    Companies & ownership · 29 October 2026

    An owner who appoints an operator keeps every control over the company they own: both can run it day to day, and where both change the same thing, the later decision stands. The operator still leaves the owner's own decisions — shares, dividends, appointments and the company's name — to the owner.

    A world's staff can act for any company their rank reaches, an abandoned one included, exactly as its operator would: running it day to day, never dealing its shares or selling below fair value. A button asks first, and while staff act for a company that is not theirs the whole screen is bordered in red, so nothing happens by mistake. Its owner sees every change, and who made it.

  4. Worlds and staff tools Done

    Your worlds and the directory of public ones, invitations, your name, the activity feed — and the staff's tools.

    The app · 28 October 2026

    The player card, opened from the button beside the search, lists the worlds you belong to above the directory of public ones, with a way to create your own. Inside a world: invitations, your name there, and the activity feed of your decisions there, each with how it went, with the staff's tools for those who hold a role. Every name can be reported, and a world's staff can keep a player out.

    A world's staff — its admin and the moderators the admin appoints — have a page of their own: the requests to join, to let in or turn away, and the members, each with what the staff member's rank reaches — freezing a player, removing them, appointing a moderator. On a company's page, staff can act for it as its operator would, to open up a hub one airline has shut. World Port's developer is staff in every world, and can ban a player from all of them at once. Each act asks first, and says when it would not take effect.

  5. Notifications Done

    A dot on the worlds where something needs you, and what happened waiting in that world's feed for a week.

    The app · 28 October 2026

    Notifications live inside the game. When another player does something to you or your companies — makes an offer for your shares, takes an offer you made, asks to join a private world you run, lets you into one you asked to join, or, as staff, freezes you — that world gets a dot on your player card, and the player button a dot while any world has one. Your own decisions never mark anything.

    Opening a marked world takes you to its activity feed, where each of those decisions stays for a week, even past the world's daily tidy-up, read as it was when it happened, so that you see it when you come back. The game never buzzes your phone: if you want to know what's going on, you open it.

    Replaces: Notifications on your phone.

  6. Notifications on your phone Dropped

    A short alert on your phone when something needs you, and a warning before bankruptcy.

    The app · 28 October 2026

    Why it was dropped

    Dropped on 28 October 2026, before it was built. The owner chose not to disturb players with their phone's notifications, so the game sends none: what concerns you is marked inside the app instead, the next time you open it. A company's bankruptcy count shows on its page.

    A player would have been alerted when another player's decision involved them — an offer, a change of ownership, moderation, a request to join their world — in one fixed sentence, with iOS's own Notification Center as the one list, and the phone would have warned when a bankruptcy count started and again just before its deadline.

    Replaced by: Notifications.

  7. The exchange Done

    Every offer in the world — shares, aircraft, leases — accepted on one form, and every new aircraft type to order.

    The app · 26 October 2026

    The exchange is where deals are made: offers of shares, aircraft and leases, the ownerless ones included, and new aircraft to order by manufacturer, family and type, each with its wait. Every type has its page: its price, range, speed and running costs, and the engines and winglets it can be ordered with.

    Each kind of offer has its own list, every offer standing in the world as your phone has it, with its price as things stand; one that a decision your phone has already fetched will take or withdraw is marked with the day it goes. One form accepts any of them. It states the deal from your side — what you buy, sell or lease, and from whom — with the price as the deal will work it out, your cash or, for a lease, its term and the cash it needs, and before you confirm, whether it would fail as things stand and which side fails it. Your acceptance then shows its progress on the offer, on the aircraft it brings and on the page of the company whose shares it takes.

  8. The company page Done

    A company's cash, credit and owners at a glance — and, for its owner and operator, its settings, its shares to trade and a four-step start.

    The app · 25 October 2026

    Every company has a page anyone can open: its cash as a staircase into the weeks ahead, marked with the day it would start closing below zero and the deadline that follows, and each week's money beneath it line by line; its credit line as a gauge; and its share register as a ring with the controller marked, beside its value and share price. Its owner or operator sets its service there, and its owner alone its name, dividends and operator; a new company gets a short checklist: borrow, become an airline, order an aircraft, plan a flight.

    Shares are traded from the page too. A company's owner may sell some of its shares, or a controlling block, and buy them back from its one other holder; on another company's page, bid for its shares or sell those it holds. One offer form serves shares and aircraft alike: it lists the prices you may set, can name the one company that may take the offer, shows the price as the deal itself works it out, and says before you confirm when the offer could not be taken as things stand — a line each standing offer shows under it too.

  9. One world, shared through iCloud Done

    Each phone sends its decisions to iCloud and fetches everyone else's — the part that turns a world on one phone into a world shared by everyone in it.

    The shared world · 24 October 2026

    Each sitting's decisions go up to iCloud as one small record, and every phone fetches what everyone else decided and works the world forward from it. iCloud stamps each record as it arrives, and that stamp decides when a decision takes effect — the same moment on every phone. Anyone joining downloads the world's latest saved copy and catches up from there.

    Every record is checked as it arrives, and one that cannot be applied is set aside rather than allowed to stop the world.

    A decision made with no signal waits on the phone and goes up when a connection returns. Once a week a phone that is up to date saves a fresh copy of the world for newcomers, and a phone whose clock was set wrong learns iCloud's time from the first decision it sends, so it plays the same day as everyone else.

  10. The map Done

    Every airline's flights on Apple's map in their own colours, with any airport's page or flight's card a tap away.

    The app · 24 October 2026

    The map is the game's home: flights shown by their numbers in their airlines' colours, airports and bases, and a search that finds airports by their codes, names or cities. Tap an airport for its page — its hub level, its timetable, its free gates across the day, and for an airline you run its gates there, to take or give up — or a flight for its card, with its airline's name, its fares and how full each cabin is.

    With it comes what every screen shares: one tray over the map that never closes, holding every page but the player card, a button for how the map looks and what it shows, a choice of which of your companies you are acting for, and one status on every decision you make — waiting to sync, then the day it takes effect, then in effect, or not, with the reason.

  11. The planner Done

    Plan a flight on the map, see its market as curves, and watch its projected load and profit move as you drag its time or fare.

    The app · 24 October 2026

    Pick a loop's airports on the map, and the whole flight sits on one page: its stops and their turnarounds, its days of the week, the cabin layout it flies and a fare for each cabin on each leg. A week grid picks its departure, greying the times it could not fly — a gate taken, an airport closed, no aircraft free — and saying where.

    A leg at a time, its market shows as charts: who travels across the week, how attractive each hour of the day is, and how many travellers are premium, standard or budget. While a time or a fare is dragged, the planner shows the flight's projected load and profit, live — counting the decisions you have made that have yet to take effect.

    Your flights are listed by route, each with its status: tap one to change it, or swipe to end it — or select several and end them at once, the gates they would give up listed before you confirm. And so that a new company can reach the planner at all, borrowing, becoming an airline and buying one of the old aircraft every world starts with come with it.

  12. The fleet Done

    Every aircraft with its costs and its status and a page of its own, and new aircraft ordered through a cabin editor that prices a layout as you build it.

    The app · 24 October 2026

    The fleet lists every aircraft by type — owned, leased out, leased in or on order — with its layout, its weekly costs and how it stands: flying, spare, on order, leased to or from whom, or on offer. Each aircraft's page holds the decisions open to it: scrap it, hand a leased one back, offer it for sale or lease and withdraw the offer, or refit it. An order's page cancels it, refunding all but a fee.

    New aircraft come from the exchange, by manufacturer, family and type, each with its wait and a page of its figures. Ordering one opens the layout editor — on one of your layouts of that type, or an empty one if you have none — which builds the cabin seat model by seat model, with its engine, winglets and in-flight entertainment, showing seats, costs and how passengers will rate each class as it goes. A refit opens the same editor on the aircraft's own cabin, and charges only for what it changes.

    Before any of these is confirmed, it says what it changes: the weekly maintenance, which grows with every extra aircraft family or engine you fly; the flights left with no aircraft to fly them; and the gate leases they no longer justify. An offer says it as if it were taken now.

  13. How passengers choose Done

    Every market's travellers shared out between every airline flying it — by fare, comfort, departure time and convenience — exactly, in whole numbers, on every phone.

    Passengers · 23 October 2026

    Each city has its travellers, and each pair of cities its own tie; busy hubs draw travellers toward them, but never invent them. In each market every cabin on every flight is a choice, weighed by its fare, its comfort, its departure time, the convenience of its airports and its airline's presence there — and some travellers choose to stay home.

    Every phone has to reach the same answer, so all of it is done in whole numbers and rounded once, the same way everywhere. An independent check wrote its own version of the rules from the design and matched the first version exactly on three full-size test worlds; every change since is checked against a plain reading of the rules on smaller test worlds, and a second independent reading found the code agreeing with the design at every number.

  14. Scheduling flights Done

    A flight is a loop from a base, on chosen weekdays at a chosen time, with its own fares on every leg — checked against range, airports and opening hours.

    Flying the airline · 23 October 2026

    A flight leaves its base, calls at up to three more airports and comes home, on whichever days of the week its airline picks. It must be legal: within its aircraft's range, at airports able to take it, and inside each airport's opening hours. It is numbered automatically, and it locks in the earliest-delivered free aircraft of its layout.

    A flight with no aircraft free is a draft — kept on the schedule, but not flying, earning or costing anything until it is edited once an aircraft is free. Changing a fare never moves a flight to another aircraft.

  15. Gates, first come first served Done

    Every aircraft on the ground holds a gate; when an airport is full, the flight that claimed its place first keeps it.

    Flying the airline · 23 October 2026

    From landing to take-off every aircraft needs a gate. At a busy airport the gates fill up, and each weekday of each flight holds a claim, dated from when its times, its stops or its aircraft type were last set — a fare change keeps it, and a draft claims only once it has its aircraft. The earlier claim flies, and the later one waits — its whole loop, that day only — and flies again by itself once a gate frees up.

    Working that out for every airport, every five minutes of the week, was the slowest part of a game day until it was rewritten: on the same full-size world, a game day that took three to five seconds now takes under one, and stays under two even when every airport has room for every flight.

  16. What an airline pays Done

    Fuel, crew, airport charges, maintenance, head office and interest — worked out when a flight is scheduled, and paid day by day.

    Money · 23 October 2026

    A flight's running cost is worked out when it is scheduled, and does not depend on how full it is: fuel and crew for each leg, a charge at each landing, and its service on top. Every aircraft pays maintenance each week — more as it ages, and more again across a mixed fleet than a fleet of one type — and the company pays its head office and the interest on what it has borrowed.

    The test flight's costs were checked by hand, to the last unit of currency.

  17. Service policies Done

    Service, from no frills to full service: five levels, each a cost on the crew and a change in how passengers rate the airline.

    Flying the airline · 23 October 2026

    An airline sets its service company-wide, from no frills to full service: what it serves aboard, the bags it carries free, its Wi-Fi and its crew, together, each level saying what it offers. Each level adds a percentage to the crew's cost, so it scales with the size of the aircraft and the hours it flies, and changes how passengers rate the airline's cabins.

  18. Staff and moderation Done

    A world's founder is its admin and appoints moderators, who can approve, boot, freeze and rename — and break open a fortress hub.

    The shared world · 23 October 2026

    Staff moderate. The admin and moderators approve requests to join, boot or freeze a player, hide or rename a name, and can act for a company their rank reaches as its operator would — which is how a fortress hub is opened up, its flights there ended — never dealing its shares or selling below fair value. Only the admin role passes on — to the oldest moderator, else the oldest member — and only when the admin leaves it. A booted player who asks to come back waits for staff to let them in; a frozen one can do nothing in the world, not even leave, while their companies fly on.

  19. The developer's tools and updates Done

    One account moderates every world, can ban an account everywhere at once, and tells phones when a newer version is out.

    The shared world · 23 October 2026

    The developer's own account is staff in every world, above each world's admin, whether or not it is a member there — which is how a private world everyone has left can still let a player in, and how a frozen admin is set free. A ban takes an account out of every world at once, and while it lasts the account can join none; once it is lifted, the player asks again, and where the ban removed them, that world's staff decide whether to let them back in. The developer can play too, asking to join a world as anyone does.

    The same account publishes which version of the game is the latest, and a phone that is behind asks its player to update.

  20. Proof that every phone agrees Done

    A handful of worlds and the decisions played on them, replayed on every build, must come out exactly as pinned — on every machine.

    Foundations · 23 October 2026

    Every phone works the world out for itself, so every phone, on every version of the game, must reach exactly the same answer. The proof is a handful of worlds, each grown from a seed: ordinary ones, and one deliberately extreme, with every price, rate and pool at the largest the game allows and airlines holding the most and least cash there can be. Each is played forward with its decisions, and every day of it, to the last passenger, the last unit of currency and the reason each decision gives, folds into one number. Every build replays them, and each number must come out as pinned. A number that moves is a mistake, unless a rule was changed on purpose.

    Building it found four places where a world at the very edge of what the game allows could have stopped the app or left a save no one could load. None could happen in play; each is closed, with a test.

  21. Rent while under water Done

    A company below zero still pays its rent — to the world, not to its lessor — so nothing is ever owed between companies.

    Money · 22 October 2026

    Running costs happen whether or not there is cash to pay them, rent included. While a company's cash is below zero, the rent it pays for an aircraft leased from another company goes to the world instead, and its lessor goes without until the company is back at zero — at most four game weeks at a stretch, since a company below zero that long goes bankrupt and the aircraft goes home. Nothing is owed, so there is nothing to track, repay or settle, and going below zero never saves a company a single ¤. And to protect those who lease aircraft out, a company can take a lease only with four weeks' rent in cash — nothing is paid up front, but a company with nothing cannot take an aircraft it could never pay for.

    Replaces: Falling behind, and paying it back.

  22. Bankruptcy Done

    A company that stays under water for four straight game weeks — four days of real time — is gone, and everything it owned stands on offer to everyone.

    Money · 22 October 2026

    A company in trouble has four game weeks — four days of real time — to recover. If its cash closes below zero on every day of those four game weeks, it goes bankrupt; a single day at zero or above starts the count again. Nothing is sold off: its aircraft and the shares it held become ownerless and stand on offer to everyone, its orders lapse, aircraft it leased go back to their owners, its flights end and its airline code is freed. Its debts vanish with it.

  23. Leasing gates Done

    Rent a gate outright at a busy airport — yours alone, all day — and turn a full hub into a fortress that newcomers must fly their way into.

    Flying the airline · 22 October 2026

    Every gate starts in common use. An airline flying into an airport often enough can lease gates there: the whole gate, all day, used or not, for a weekly rent. A lease buys certainty, not a discount — a landing costs the same on your own gate as on a shared one — so, as in the real world, an airline leases where a hub is filling up and it must, not everywhere it flies.

    One lease for every four daily flights — flights waiting for a gate count too, so a newcomer can fly its way into a full hub — and never more than part of an airport's gates, so a hub can be defended but never sealed shut. Taking one needs four weeks' rent in the bank. A lease its flights no longer justify ends that same day, and no flight ends with it.

  24. Joining and leaving a world Done

    Join a public world at once, under a name of your own in each, and leave it.

    The shared world · 22 October 2026

    Anyone can join a public world at once, unless its staff have booted them. A player picks a name for each world they join, and can change it. Only members play: someone outside a world can do nothing there but ask to join.

    Leaving is a decision like any other, and it gives up every role in the world — an operator who leaves no longer runs the company. While a company's owner is out of the world, the company flies on without an owner, and the shares it holds stand on offer to everyone at its normal price; if the owner comes back while it still controls itself, it is theirs again.

  25. Falling behind, and paying it back Dropped

    A company that runs out of cash still owes what it owes, and pays it back out of what comes in before anything else.

    Money · 22 October 2026

    Why it was dropped

    Dropped on 22 October 2026, the day after it was built. Owing rent between companies grew a rule for every corner case — repayments shared out, debts passed on, debts cancelled round circles, rounding kept from tipping anyone into the red — and the owner judged it needless complexity. A company below zero now pays its rent to the world instead, so nothing is ever owed.

    Running costs happen whether or not there is cash to pay them, so a company can go below zero and fall behind on what it owes other companies — rent, mostly. What it falls behind on is owed as arrears and repaid out of what comes in, shared among those it owes, and no dividends are paid while it owes.

    Replaced by: Rent while under water.

  26. Settling debts in a circle Dropped

    When companies owe each other — even round a circle — the debts cancel down to the difference, and rent comes off a debt instead of being paid in cash.

    Money · 22 October 2026

    Why it was dropped

    Dropped on 22 October 2026 with the debts it settled: once nothing is owed between companies, there is nothing to cancel down.

    Companies lease aircraft to one another, so debts can run both ways, or round a circle of companies. Rather than cash going round and round, what they owe each other cancels down to the difference, and rent owed to a company that itself owes the payer comes off its debt instead. Rounding never pushes a company into the red: whatever it leaves over is written off.

  27. Can a phone keep up with a whole world? Done

    The design's riskiest assumption, measured before anything was built on it: a full-size world worked out on one device, fast enough to play.

    Foundations · 21 October 2026

    Every phone works out the whole world for itself — a full world, as the design sizes it, is 300 airlines and some 36,000 flights — so the first thing built was a test of whether that is fast enough. A computer-generated world of full size, every market shared out between every airline, is timed one game day at a time.

    On the project's small development server a full game day took from just over half a second to just under two. The measurement that counts is on a phone, and there, on an iPhone 17 Pro, a full game day takes about a quarter of a second, so catching up a missed game week takes under two seconds, the phone staying cool throughout. The phone keeps up, so the design stands; and it works out exactly the same world as the computer it was built on, down to the last passenger.

  28. Buying, selling and leasing aircraft Done

    Companies sell and lease aircraft to each other at prices tied to fair value, and every world opens with older aircraft for sale.

    Aircraft & fleet · 21 October 2026

    An aircraft can change hands between companies — airlines or not — outright or on a lease with a weekly rent and a term. Nobody types a price: a sale is the aircraft's fair value times one of a few fixed steps, from a nominal sum up to a premium, and a lease is always at its fair rent.

    A company leasing an aircraft can hand it back before its term at no cost; while it is out on lease, it is not for sale to anyone, its lessee included, until it comes home. Every world also opens with a stock of older aircraft on sale at their book value, so a new airline can fly before its first new aircraft is built.

  29. Shares, control and dividends Done

    Every company has a hundred shares: the largest holder controls it, its owner is whoever sits at the top of the chain, and dividends go to its shareholders.

    Companies & ownership · 21 October 2026

    Companies own shares in each other. Whoever holds the most of a company's shares controls it, and its owner is the player at the top of that chain. An owner can appoint another player to run the airline day to day, and while that player runs it the owner keeps only the owner's own decisions; when the company changes hands, the appointment ends and the new owner decides who runs it. A company paying dividends shares its weekly profit out over its shares while it has the cash.

  30. Offers and takeovers Done

    Offer shares, aircraft or leases and let another company accept — at fair value, or, for shares and aircraft, at any price the harm test allows.

    Companies & ownership · 21 October 2026

    Any company can offer to buy or sell shares, or to sell or lease out an aircraft, and another accepts. Buy enough of a company's shares and you control it — and every offer the company had standing ends, as does every offer made to it alone, since its new owner made and asked for none of them. A deal priced away from fair value is refused if the side that loses by it has other shareholders or is in debt — the harm test.

    Whatever has no owner — the classic stock, a bankrupt company's leftovers, the shares held by a company whose owner has left — stands on offer to everyone at full value. Shares an ownerless company holds in another company are paid for to it; for everything else, the money leaves the world.

  31. The core loop: a fare that moves passengers Done

    Found an airline, borrow, order an aircraft, schedule a flight — and watch its passengers fall as its fare rises. The one loop the original build never got working.

    Flying the airline · 18 October 2026

    This is the piece the rebuild exists for. A company is founded, borrows from its credit line, buys its operating certificate and orders an aircraft. The aircraft is delivered when its turn on the manufacturer's production line comes, a flight is scheduled on it, and from then on passengers choose it, it earns and pays its costs, and cash moves every day.

    The test that proves it: a daily Dublin–London flight sells out at its standard fare, and its passengers fall as its fare rises to one and a half times and then twice that. Its week's revenue and costs were checked by hand, to the last unit of currency, and an independent review checked the whole loop against the design, every finding fixed.

  32. Scrapping, refitting and retiring aircraft Done

    Scrap an aircraft for its value or refit its cabins — and when one leaves service, its flights pass to a spare of the same type.

    Aircraft & fleet · 18 October 2026

    An aircraft can be scrapped for its scrap value, or refitted with a new cabin layout — no time out of service, paid for when it takes effect. When one leaves service — scrapped, sold or handed back — its flights pass whole to the earliest-delivered spare of its type, or wait as drafts if there is none; they are never quietly cancelled.

  33. What travels between phones Done

    Every decision a player can make, in one compact written form that every phone reads the same way, however damaged, without crashing.

    Foundations · 17 October 2026

    Phones never send each other pictures of the world, only decisions: found a company, order an aircraft, schedule a flight, change a fare. Each has an exact, compact written form, and a sitting's worth travels as one small record. The saved copy of the whole world that newcomers start from has one too, written byte for byte the same by every phone that holds the same world.

    The format is built to grow: a phone on an older version skips what a newer one adds rather than misreading it. And reading a record can never crash the game, whatever its bytes — the tests change every byte of a record one at a time, cut records short anywhere, and feed in random data.

  34. A small world to build on Done

    Five cities, six real airports and a few aircraft families: just enough of the world's data to build and test the game's rules.

    Foundations · 17 October 2026

    The game's rules need a world to run on — cities with travellers, airports at their real positions, aircraft types with their engines and seats, and the price of everything. This is a small hand-made one, with round, plausible numbers.

    It is a test bed, not the game's world: the full data, and tuning it until the game feels right, come before launch.

  35. Rankings Dropped

    Who leads each world, at a glance: one board of its companies, ordered by value.

    The app · 17 October 2026

    Why it was dropped

    Moved to an update after launch. The board never changes what anyone decides — every company's value is already on its own page, for everyone to see — and in a young world it would list mostly companies worth little or nothing yet. It only reads numbers every phone already has, so it can be added later without changing anything else.

    The board would list the companies no other company controls — a group once, not its airlines again — ordered by value, with their passengers and fleet beside them.

The game is being rebuilt on a simpler foundation

After a long stretch of building, this project is starting again from a much simpler design. The work so far is not lost — everything learned about how an airline game should behave is being carried across — but the game had become far more complicated to build than it needed to be to play, and that complexity had slowed it almost to a stop.

The honest version of what went wrong: a great deal got built — leases, loans, maintenance, mergers, cargo, shared flights — before the thing that actually makes it a game was working. You could run an airline, but you could not really compete. Every flight filled completely, so changing a fare changed nothing. The simulation ran; the contest did not.

The new design turns that around. It starts with the one loop that matters — you set a schedule and a price, and passengers choose between you and everyone else — and makes every other mechanic answer to it. Anything that cannot change a decision you make on screen does not get built.

Where it stands: the design is written and checked

Every mechanic of the new game has now been worked through and written down — the rules, the world's data, every calculation and every screen — and the whole design has been checked over several times for gaps and contradictions. Each idea was held to one test: can it be worked out exactly, on your phone, the moment a decision is made? Anything that could not was simplified until it could, or dropped. A final read-through turned up a handful of small questions; all are now answered — gates got sharper rules and fares a simple formula — and none changed the shape of the game. An audit since has worked through every one of its questions, one at a time, before building starts — whole numbers everywhere, moderation above every world, worlds that keep only their present rather than their whole history, far less data sent between phones, and a round of simplifications: no sub-letting of gates, no price-setting for services, bases and routes that follow from the flights you schedule, aircraft options kept to engines, winglets and in-flight entertainment, maintenance paid week by week, and a fleet of one type cheaper to maintain than a mixed one. Then the whole design was checked again for anything that said two things at once, and audited for what could be simpler still. That round made the first release smaller and steadier: cargo and airport facilities are fully designed but will arrive in a later update, into the worlds people are already playing — nobody will need to start over; maintenance is a weekly cost, so an aircraft never leaves its schedule for a hangar visit; a sitting's changes travel together as one small record, and your phone keeps up to date only the world you are looking at. Since then a last check has run round after round until a full round found nothing left to fix. It gave every decision a place on screen — a page for each aircraft type showing its price, range and running costs, each leg of a route shown as its own market, a way to buy back your own company's shares.

The design is done, and building has begun — in a new project that this log now follows. There is no date, and there will not be one until there is something real to show.

There is no server running the world — and almost nothing is being simulated

This is the part worth understanding, because everything else follows from it. In most online games of this kind, a server somewhere is running the world: moving every aircraft, filling every seat, and sending you pictures of the result. Lose the connection, or lose the server, and there is no game.

Here, nothing runs the world. Your device holds a copy of it and works it out. And "works it out" overstates what is happening: the answers are already determined. A published timetable says exactly where an aircraft will be at 14:32 next Tuesday — that is arithmetic, not a simulation. How many people in each city want to travel, and how strongly each pair of cities is tied, is decided in advance and ships with the game. What each airline charges, what cabins it fitted, which gates it holds: all of it is simply the decisions its owner published.

So playing is closer to reading the answers back than to running a simulation. The main things genuinely computed while you play are the ones that depend on everybody at once: how a market's passengers divide between the airlines competing for it, how a busy city draws travellers toward it as airlines fly in — a hub moves passengers, it never invents them — and who gets which gate. Everything else was settled the moment somebody made a decision.

Devices exchange those decisions with each other — one small record for each sitting's worth of changes — and nothing else, apart from a compressed copy of the whole world saved once a day for anyone joining, and, among one player's own devices, the list of the worlds they are in. No streams of aircraft positions, no live feed of anyone's flights, and no pile of history: old decisions are cleared once that copy covers them. A whole world's worth of airlines is designed to fit comfortably on a phone, which is what should let hundreds of other players' aircraft be on your map at once — something measured on a real phone before launch. If you go offline, the game carries on; when you come back it picks up the changes it missed, and a slightly out-of-date copy of the world is a perfectly playable one.

Nothing you do is lost to a bad connection

Every change you make — a new flight, a fare, an aircraft order — is recorded on your phone first, and you see it there straight away, marked as waiting to sync until it is sent; it takes effect a little after that, at the same moment on every device. A bad connection can delay that, but it can never undo your change: nobody else's device can overwrite it, and nothing in between can reject it.

Where it can still go against you is a race. When two players reach for the same scarce thing before either has synced — the last free gate at an airport, say — whichever claim arrives first gets it. The other is never quietly thrown away: the flight stays on its owner's schedule, marked with the reason, until they change it — and that holds for a change to a flight already flying too: the changed flight does not fly until it is fixed, because the game keeps no old version to fall back on. The same goes for the rarer cases: at a crowded airport a rival renting its own gate can push your newest flight off a shared one, and a game update can rule out a change made on a phone that had not yet installed it — each stays on your schedule with the reason.

Schedules repeat, so the world can be computed instead of simulated

You build a weekly timetable and it keeps flying until you change it. Because it is fixed and shared, every player's device can work out the same answer from it: where each aircraft is at this moment, how full each flight is, what it earned. Nothing is streamed from a server, because nothing needs to be — your device already knows everyone's schedule, and a schedule is a very small thing to carry. And until somebody changes something, every airline's weekly takings and costs stay exactly as they were, so keeping the whole world's accounts up to date is a handful of sums. The game's clock runs seven times faster than real time: a game day passes in about three and a half hours, and a game week in a real day.

Demand is decided in advance, not invented while you wait

How many people in each city want to travel each week, and how strongly each pair of cities is tied, ships with the game as data anyone can inspect, rather than being produced by a simulation running somewhere else. What actually gets computed is the interesting part: how those passengers divide between the airlines competing for them — business travellers, holidaymakers and people visiting family fly at different times of day and week, and premium, standard and budget travellers weigh price and comfort differently — and how a busy city draws travellers toward it as airlines fly in.

You schedule by aircraft type, and the numbers are known at once

When you add a flight you pick an aircraft type and cabin layout from those you have free at that time; the game puts one particular aircraft on it and keeps it there, so the flight's passengers, costs and profit are known the moment you create it. A flight saved before you have an aircraft free for it is kept as a draft, on all your devices, until you give it one. You never juggle airframes by hand. The map shows flight numbers; the fleet page shows each aircraft, its age, its cabin, and whether you own or lease it. Maintenance is a weekly cost, so an aircraft never leaves its flights for a check; when one is sold or its lease ends, a spare of the same type takes over its flights for good.

Airports push back when you plan, not when you fly

Gates and airports' opening hours are real limits, and you meet them while choosing a departure time — the times you cannot have are simply not offered, with the reason. At a busy airport the gates are the prize: an airline that flies there often enough can lease its own — the whole gate, around the clock — and a hub can become a fortress, leaving everyone else the shared gates that are always kept back.

What this buys

  • The world loads from your phone

    Your airline, everyone else's schedules and the game's own data all live on your device, so the world appears even when a server somewhere is having a bad day. The map itself is Apple's — it comes over the network, and offline your airlines and airports simply draw on a plain background.

  • No server deciding anything

    Each device holds its own copy of the world and syncs the changes other people made. Another airline is a short list of decisions, not a live feed — which is what should let hundreds of them be on your map at once.

  • Much less machinery

    The parts being replaced are the expensive ones: a simulation running every flight for everybody, three services to keep in step, and the machinery built to check that they were. What replaces them is one calculation that every device can run.

  • The missing piece is proven first

    The game's calculations are built and proven in tests before any screen exists, starting with the one that never worked: moving a price and watching the number of passengers move with it. Nothing else gets built until that does.

What it costs

  • iPhone first, and the web version steps aside

    The new build is a native app. That means letting go — for now — of the browser version and the hand-built globe that came with it, and it means Android and desktop wait. This is the real price, and it is being paid deliberately: a native app can promise your airline is actually on your device.

  • Nothing goes wrong, on purpose

    There are no delays, no cancellations, no weather. A published schedule is simply the truth. That removes a kind of drama some airline games are built on; in exchange, everything is predictable enough that your device can work out the whole world by itself. Disruption may return one day, deliberately, as something you can plan against.

  • A first release is a first release

    Some of the old build waits for later. Buying into other airlines and taking them over is part of the core game from the start; cargo, and airport facilities such as maintenance hangars and lounges, are designed already and will follow the first release as an update into running worlds; shared flights between airlines and mergers come later. Each works without a server — shared flights are an offer and an acceptance, and a merger is one published decision. What they need is the core of the game working underneath them first, so none of the later ones has a date.

  • The old build's progress does not carry over

    The record on the other tab stays exactly as it was. It is honest about what was finished, and a project's discarded ideas explain it better than its shipped ones — but its percentage describes the codebase being replaced. The new game's progress starts again at the top of this tab, counted the same way.

Two ways to finish, and why this one is shorter

  • Finishing the old build

    About seven-tenths of its list is done — but the remaining tenths are the hardest, and they sit in the most expensive place to change. Every alteration crosses a server, three separate programs that must agree, a database and a generated layer between them; confirming that a change actually worked means standing the whole thing up and watching it run for the better part of an hour. The single missing piece — a price that moves the number of passengers — has resisted several attempts in that setting.

  • Building the new one

    Far less code, because the expensive parts are not replaced, they are removed: no server, no three programs to keep in step, no database, and no machinery built to check that those agreed. What is left is one calculation and the screens that show it — and it can be proven correct in a quick test rather than an hour of watching. The missing piece is the first thing proven, not the last.

  • The honest shape of the trade

    The new direction reaches a game you can actually play considerably sooner — the work in front of it is far smaller than the work behind the old one. It reaches the old build's full breadth later, not sooner: cargo, shared flights, mergers and the deeper financial machinery all have to be built again on the new foundation, and some of the old machinery is gone for good. Faster to playable, slower to complete, and playable is the one that has been missing.

  • What could still go wrong

    Two things are genuinely unknown. Whether devices exchanging decisions behaves as well with a busy world as it does with a quiet one — that only shows up with real players, which is why real players try it early, starting small, and why a full-size world is measured on a phone before launch. And the world's data itself: every airport, city and aircraft type needs numbers that make the game feel right, and the aim is as many airports as can be found. That part is not clever, but it is not quick either.

This page will keep being written the same way: it is generated from the project's own files, it never carries a date it cannot keep, and the things that were dropped stay visible beside the things that shipped.

Where the build stands

54 of 77 tracked pieces of work are built and tested — 70%. 4 are in progress and 19 are still ahead. The 6 dropped items are left out of that denominator — they are not outstanding work, but they are still on this page.

  • Built + tested
    54
    65% of the log
  • In progress
    4
    5% of the log
  • Still ahead
    19
    23% of the log
  • Dropped
    6
    7% of the log

A share of the list is not a share of the time. These are counts of items, not measures of effort. A fifth of the list can be routine work that lands in a few days, while one remaining item is intricate enough to take as long on its own — and the work still ahead skews toward the second kind: several entries below are waiting on a design decision rather than on typing. Read a percentage as how much of the list, never as how far through the calendar. And it describes the build so far, which is now being carried into a simpler design — see The new direction.

Most recent entry 8 September 2026 · 83 items tracked.

There is no public release date yet, and this page will not invent one.

This is the original build, as it stood when work on it stopped. It never opened to players, and its development server was switched off on 14 October 2026; World Port continues as the game described under The new direction.

What it still lacked is listed below under Still ahead, kept as it stood — the honest record of where the original build stopped.

Being built right now

4 items

Work actively underway. These move fastest and change most often.

  1. One definition per piece of data the app exchanges In progress

    Migrating every hand-written server response onto a single shared schema that generates both the server and client types.

    Under the hood

    Every piece of data the server sends the app should be described once, in one place, with the code on both sides generated from that description. Where it is, an incompatible change simply fails to compile.

    Around 150 responses were still hand-written on both sides — meaning the server and the app each had their own opinion about the shape of the same data, free to drift apart silently. That backlog is being worked through steadily; roughly 40 remain.

    It has already caught real problems: one request body existed under four different names, two of which disagreed about whether unknown fields were allowed, and another had three different shapes for the same operation.

  2. Watching it work under real load In progress

    Behaviours that can only be confirmed by running a busy world and watching it, rather than by testing the parts.

    Under the hood

    Some things cannot be proved by a test: whether congestion queues genuinely form and drain when many airlines contend for one runway, whether private information stays private on a live connection between real players, and whether money reconciles exactly over a running clock across weeks.

    The standing project rule is that a passing test is not evidence a thing works — so these stay explicitly on the open list until someone has stood the whole stack up and watched them happen.

    Part of this has now happened: the stack was stood up against a seeded world and the money was watched reconciling over a running clock across several game-weeks. What is still unwatched is the harder half — congestion forming and draining when many airlines contend for one runway, and private information staying private on a live connection between real players.

    That harder half is now being worked on. Until recently, every part of the game that moves money in response to something a player does — taking out a loan, building a facility, selling a stake in a company — had never been exercised by these checks at all. They passed because nothing had asked those parts to run. The test rig can now sign in and play the game the way a player would, and afterwards it goes and confirms the money actually landed in the ledger rather than trusting that the request succeeded. Seven of the nine money paths it drives are now confirmed that way.

  3. The standing hunt for duplication In progress

    An ongoing search for the same logic written twice, driven by scanning the codebase rather than by waiting for a bug report — and the bugs it keeps finding inside the copies.

    Under the hood

    Every place a rule is written down twice is a place the two copies will eventually disagree — and when they do, the symptom appears somewhere far away from the cause. So the project actively scans for duplicated blocks and treats each hit as a question rather than a task.

    One long-running strand of that hunt has now finished. Every piece of data the server sends to the browser is meant to be described exactly once, with both sides generated from that single description, so the two can never drift apart. A backlog of places that still described their data by hand had sat untouched for weeks; it is now empty. What is left are a handful that genuinely cannot be described this way yet, each with the reason written down beside it, rather than a list nobody had re-read.

    It keeps paying, and this round was no exception. One description could not even express the answer the server actually gives. Another block of code looked like part of the public interface but was never sent to anyone. A third would have reported a missing date as the year 1. None of these were what the work set out to fix — they were found by reading the two copies side by side, which is the entire argument for doing it.

    The discipline learned along the way is worth stating: measure whether your own consolidation actually removed code, because a refactor that trades duplication for cleverness can easily cost more than it saves.

  4. Nothing should ever stop working In progress

    A rule the game is being brought into line with: an internal mistake may cost you money or a flight, but it may never switch a mechanic off.

    Under the hood

    A bug was found where an accounting error in one airline's lease made it impossible for anyone in that world to buy a seized aircraft — permanently, and with no message that explained it. The striking part was that the bug itself moved a modest sum of money to the wrong place. What broke the marketplace was the safety check written to catch exactly that: finding the books wrong, it refused every sale rather than reporting the problem.

    That is the wrong trade, and it is now a rule the whole project is measured against. The game mispaying someone once is recoverable — we can find it and fix it. A mechanic that stops working is not, because the player cannot see the cause, cannot work around it, and has no reason to believe it will ever come back.

    So the work underway removes the situation rather than detecting it: money owed to someone is paid to them directly instead of being parked in an account that then has to be checked. There is nothing to strand, so there is nothing to refuse over — and the same question is being asked of every other guard in the game.

    Asking that question of every other guard has already found a second one, and it was worse than the first. Each airline is matched with one of the game's banks to borrow from, chosen from the banks that exist. The choice was being made from the full list of banks the game knows about rather than the ones actually present in that world — so simply adding a new bank would have silently reassigned a share of every existing world's airlines to a bank their world had never had. Those airlines could never have borrowed again, for as long as that world lived, and the only thing they would have seen is an error saying something went wrong.

    It was found by running the game rather than by reading it — the note in the code beside that error confidently said the situation could not arise, and the first time the game was actually asked for a loan, it arose. The fix makes it impossible rather than detected: the bank is now chosen from the ones the world really has, so there is nothing left to fail to find.

    Asking it deliberately, rather than waiting to be surprised, has now found a third — and this one had been sitting in plain sight. Every airline has a share register: the list of who owns what percentage of it, which always adds up to a hundred. If a shareholder were ever to disappear from that list, the total would fall short, and the check guarding it would refuse every future trade in that airline's shares. Permanently, again — and this time with nothing any player could do about it, because there is no way to put a missing shareholder back.

    The register is now repaired instead of refused: the ownerless slice is shared out among the remaining owners in proportion, and the game says loudly that it did so, because that changes who owns what. The more useful half is how it was found. The first two turned up by accident — one while measuring a live world, one the first time the game was asked for a loan. This one came from going looking on purpose, which is what the rule was supposed to prompt all along.

    The books check itself has also moved to where the money actually moves. It used to run only when a player bought or sold through the marketplace — yet most of the transactions that could put the escrow account's books wrong happen inside the simulation, in the daily round of payments, leases and seizures, where nothing was looking. It now runs every game day as part of that round, and it reports rather than refuses: a world whose books are wrong is a world that says so loudly and keeps trading.

Still ahead

19 items

The real remaining list — not a summary of one. Everything here is designed or scoped but not yet built. Order is roughly by priority, not by date; nothing here carries a promised date, because a date nobody can keep is worse than no date at all.

  1. Disruption — delays, cancellations and recovery Ahead

    What happens when the day goes wrong: a flight cannot depart, a knock-on delay cascades down the rotation, and compensation is owed.

    Flying the airline

    Currently a flight that cannot operate simply does not operate. The disruption phase makes failure a modelled event with consequences you manage: a graduated ladder from a short delay through to a full cancellation, delays that propagate down the rest of that aircraft's day, and passenger compensation scaled by how far they were going.

    This is the last major mechanic in the flight-operations design, and it has deliberately been placed late — every other part of the game outranks it. There is no point modelling recovery from a bad day before the good days are right.

  2. Demand model redesign Ahead

    A rebuild of how the game decides who wants to fly where, and how passengers choose between competing airlines.

    Passengers & cargo

    The demand model is the engine underneath every commercial decision in the game, and it has been fully audited — 160 confirmed findings — but not yet rebuilt.

    Two things make it a priority. The first is that the calibration used in a live world and the calibration every automated check runs against are different numbers, so the checks cannot see problems the players would. The second is that there is currently no way for a player to see demand at all: you can price a route and observe the result, but you cannot look at a market and reason about it beforehand. Both are on this work.

    A third reason was added by measurement rather than by review. On paper the model already shares a fixed pool of passengers between competing airlines, which is the intended design. In practice the pool is far larger than the aircraft flying it, so competition never bites and a fuller aircraft never costs a rival anything. A large part of that turned out to be missing reference data rather than a broken formula: the model reduces demand where a train is a realistic alternative, and that information had only been written for airports in the Americas and Asia — so every European rail corridor is treated as though the train does not exist.

  3. A fair start on a crowded route Ahead

    A new airline entering a route already served by established rivals gets a temporary floor on its brand recognition.

    Passengers & cargo

    Without this, the airline that got there first wins forever, because passengers prefer the carrier they already know. A time-limited floor gives a newcomer a genuine chance to establish itself — with a long cooldown so it cannot be farmed by closing and reopening the same route.

    It is a deliberate departure from how comparable games handle brand, and one of the clearer competitive differentiators in the design.

  4. Mergers tell you what they will destroy Ahead

    Before confirming an acquisition, see exactly what will be cancelled, dissolved or lost.

    Rivals & markets

    A merger inevitably destroys things: contracts where the two airlines were each other's counterparty become meaningless, overlapping gate allotments collapse, duplicate routes merge. Today that happens silently at the moment of confirmation.

    The second phase surfaces all of it beforehand, in the same way base closure and route retirement already preview their consequences. A player should never learn what an irreversible decision cost them by noticing it afterwards.

  5. Deeper codeshare agreements Ahead

    Multi-leg connecting itineraries, per-cabin inventory, and block-seat deals.

    Rivals & markets

    Today a codeshare covers a single flight. The next version covers the things real airline partnerships actually do: selling a connecting itinerary across two carriers, controlling exactly which cabins a partner may sell, and hard-blocking a fixed number of seats for a partner whether or not they fill them.

  6. Leaving a world versus liquidating a business Ahead

    Separating "I want to stop playing this airline" from "this airline has failed".

    Rivals & markets

    Right now those two very different intentions run through the same wind-down machinery. A player who simply wants out should be able to sell up and exit in good order; a player whose airline has collapsed should go through insolvency. Treating them identically penalises the first and flatters the second.

    This one re-opens a shipped design, so it needs a deliberate decision before any code is written.

  7. Tuning the AI competitors Ahead

    The pricing and behaviour of the non-player lessors, manufacturers and handlers still need balancing.

    Rivals & markets

    The AI businesses are built and behaving correctly; what remains is calibration. How aggressively should a lessor price a scarce aircraft type? What does the bank charge a marginal borrower? These are balance decisions best made against real play, not guessed in advance.

  8. Per-world economy controls and a fuel price Ahead

    World staff get economic dials, including a global fuel price that moves every airline's costs at once.

    The shared world

    Fuel is the single largest variable cost in an airline, and a world-wide fuel price is the most natural lever for making one world play differently from another — a cheap-fuel world rewards big aircraft and long sectors, an expensive-fuel one rewards efficiency and discipline.

  9. Belly cargo and baggage policy Ahead

    Carrying freight in the hold of a passenger aircraft, and charging for bags.

    Passengers & cargo

    Most air freight in reality travels in the belly of passenger aircraft, not in dedicated freighters. Adding it makes cargo a consideration for every airline rather than a separate career, and pairs naturally with per-fare baggage policy — the ancillary revenue that low-cost carriers actually live on.

  10. A fourth kind of traveller Ahead

    Passengers visiting friends and relatives, who behave differently from business and leisure traffic.

    Passengers & cargo

    Highly price-sensitive, very tolerant of inconvenient times, and concentrated on particular city pairs by migration patterns rather than by economics. It is what makes certain unglamorous routes quietly profitable, and it is the missing fourth column in the demand model.

  11. Airport importance shown on the map Ahead

    See at a glance which airports matter in this world, on the globe itself.

    The app

    The emergent prominence measure already exists and appears on each airport's page. Showing it on the map — so the shape of a world's traffic is legible from orbit — was deliberately deferred, because it needs a design decision about how the globe stays readable rather than just the data.

  12. Help choosing departure times Ahead

    A tool that suggests times that will actually work, given curfews, turnaround and what you own.

    Flying the airline

    Authoring a rotation means picking departure times that respect night curfews, leave enough time to turn the aircraft around, and can be crewed from the fleet you have. Players have asked for help with that, and the game already knows enough to give it.

    The scope is deliberately unsettled — it could be a full feasibility check or a light suggestion of workable slots. The lighter one is probably the better game.

  13. Continuous treasury verification Ahead

    Check the world's money balances inside the simulation, not only when a player triggers a sale.

    Money

    There is a check that a world's escrow account holds exactly zero when it should. It currently runs only during one player-initiated transaction — and the simulation, which is where nearly all the money actually moves, never runs it.

    That is precisely why the fifteen-million-dollar escrow leak went unnoticed for weeks rather than being obvious immediately. Moving the check into the simulation closes the whole class, but it changes production behaviour on a hot path, so it is a decision rather than a patch.

  14. End-to-end tests that can log in Ahead

    Automated browser tests currently only cover what a logged-out visitor sees.

    Under the hood

    The whole game is behind a login, so the browser tests can presently exercise the map and the marketing surface and nothing else. Giving them real authenticated sessions unlocks automated testing of the parts players actually use.

  15. Breaking the simulation into smaller pieces Ahead

    Continuing to split the simulation engine into independently testable units.

    Under the hood

    The simulation does a lot per pass: fire departures, land arrivals, settle money, run maintenance, rebalance the fleet, expire leases. Splitting those into self-contained units that can be reasoned about and tested one at a time is ongoing structural work with no player-visible change — the kind that keeps the next feature cheap.

  16. Toolchain currency Ahead

    Moving to the next TypeScript compiler and, when upstream allows, a faster build system.

    Under the hood

    The project pins every dependency to an exact version and treats falling behind the latest stable release as a defect to fix rather than a state to accept. Two items sit here: a compiler migration that is now unblocked, and a build-system change that is still waiting on upstream support.

  17. Running the simulation on your own device Ahead

    A long-range direction: the client executes the coming days locally and reconciles with the server when it reconnects.

    The app

    Because the game now plans a week ahead, a client could in principle execute that plan on the device and simply reconcile the differences on reconnect — making the game fully playable on a bad connection rather than merely launchable on one.

    This is explicitly not being built yet. It is recorded here because it is the destination the architecture is aimed at, and because gating it behind finishing the current game is a deliberate decision rather than an oversight.

  18. Making a world feel inhabited Ahead

    The social and presence features that make a shared world feel shared.

    The shared world

    A comparison against an established competitor concluded that World Port's real gap is not mechanics but liveness — the sense that other people are in there with you. Rankings, notable events, visible rivalries, a reason to look at what other airlines are doing.

    It is unscoped and idea-stage, and it is probably the difference between a good simulation and a game people stay in.

  19. Simpler aircraft configuration Ahead

    Rebuilding how cabin layouts are described, so choices stay rich while the machinery underneath gets much smaller.

    Aircraft & fleet

    Configuring an aircraft currently works by simulating physical consequences: every seat and fitting carries a weight, those weights are summed, compared against a reference layout, and the difference is turned into a fuel penalty. It produces sensible answers, and it is far more machinery than the result needs.

    The intent is to let each option state its own effect directly — this seat costs you capacity and adds this much to fuel burn, this cabin fitting improves comfort by this much — so the same choices remain available to the player while the calculation behind them becomes a handful of numbers instead of a physics model. It also makes balancing an option a matter of authoring it rather than working backwards through kilograms.

    The trade is honest and worth stating: composed weights give a reasonable answer for a layout nobody anticipated, whereas stated effects give exactly what was written down. It ties into how cabins are rated for passenger demand too, so both are being taken together rather than one after the other.

The build so far

60 items

Newest first. Items that were abandoned or replaced are struck through and kept in place, with the reason — a project’s discarded ideas explain it better than its shipped ones.

September 2026

  1. Return legs that actually fly Done

    A rotation's outbound flew and its return leg cancelled — every day, on every loop. The cause was the game mislabelling its own successful departures as missed ones.

    Flying the airline · 8 September 2026

    A rotation is a loop, and half of it was quietly failing. The flight out operated normally; the flight home was cancelled, and you were told the aircraft was already in use. It was not something you could fix by buying aircraft, re-timing the schedule or changing anything at all — on a test world with roughly eight times more aircraft than its timetable needed, every single return leg was cancelled.

    The cause turned out to be the game misreading its own bookkeeping. When a departure succeeded, the code that files the outcome could not tell success from an unexplained failure, so it recorded the flight as missed and released the aircraft from the loop it had just started — orphaning every later leg. The aircraft was then genuinely unavailable to the flight home, and the reason you were shown was technically true and completely useless.

    Alongside it: a turnaround is now timed from when the aircraft lands rather than from when the simulation gets round to noticing, so a schedule built on the minimum legal turn is actually flyable; an aircraft can no longer be dispatched on a leg beyond its range; and when a flight is dropped, the reason distinguishes a congested runway holding your aircraft from a genuine shortage — because those call for opposite responses and only one of them is worth spending money on.

  2. Seeing what your competitors charge Done

    Every route now shows the airlines you are up against, how many passengers they carry, and what they actually charge.

    Rivals & markets · 6 September 2026

    You could already see who else flies your route and how full they are. You could not see their prices — which made it hard to tell a rival stealing your passengers on service from one simply undercutting you.

    The list now counts the whole city, not just your airport. An airline flying London to Paris out of Gatwick is competing for the same passengers as one flying out of Heathrow, and the simulation has always treated them that way. The panel used to hide it. Now it says all airports and shows them together.

  3. Fares that follow the market Done

    Set a route to track what everyone else on the city pair is charging — match it, undercut it, or sit above it as a premium carrier.

    Rivals & markets · 6 September 2026

    Setting your own fare has always worked. Reacting to someone else's did not: if a rival dropped their price and started taking your passengers, nothing happened until you noticed by hand and changed it yourself.

    A route can now follow the going rate instead. Match the market, undercut it by a set amount, or deliberately price above it. Nothing stops two airlines undercutting each other into the ground — that is a decision the game lets you make, and lets you pay for.

    Watching it run in a live world turned up a second problem underneath it. The “going rate” on a city pair was being learned so slowly that a brand-new route saw a market price of about a dollar, and a carrier told to match the market would have charged almost nothing for a seat. It now learns the real fare from the first day of flying, which is what makes the setting safe to use.

  4. Trains that have to actually go there Done

    Rail only competes with a route when a train can really make the trip — so island and sea crossings stop losing passengers to a railway that does not exist.

    Passengers & cargo · 6 September 2026

    Short flights lose passengers to trains, and they should: on London–Paris a fast, frequent rail link takes a large share of the market, and the game models that.

    The trouble was that a city's rail quality was being applied to every nearby city it flew to, whether or not a train could get there. Seoul was losing a quarter of its Shanghai and Beijing traffic to a railway across the Yellow Sea, and Tokyo–Seoul was giving up passengers to one across the Sea of Japan.

    Cities now carry which surface network they sit on, so a rail alternative only counts when both ends are on it. London–Paris is untouched — the Channel Tunnel is real, and so is the competition it creates.

August 2026

  1. Auditing the money, and publishing what it found Done

    An independent pass over three days of work on the economy — reading the code against the standard rather than re-running the tests that already passed — and the fixes that followed it.

    Money · 21 August 2026

    Every part of this project is written to a single standard, and the rule is that whoever built something is the worst judge of whether it works. So a separate pass went back over the recent work on the economy — the rewrite of how a failed airline's assets are paid out to its former shareholders, two changes to how long records are kept, and the fare mechanism above — and measured it against that standard instead of against the test suite, which was entirely green throughout.

    It found real things. A retention change turned out to fix a problem that could not actually occur, while creating one that could. A safety rule that had been removed for good reasons was still described as active in a dozen places in the code, several of which had been half-updated in a way that made them read as current and correct. And the fare signal above turned out to be constant on the live world.

    It also disproved three of its own findings, including one of its most alarming, by running the checks it had written down to test them — and those are recorded as prominently as the confirmed ones. A list of problems nobody has tried to knock down is not an audit; it is a list of suspicions.

    Everything it found has since been fixed. The one thing it left open — why the fare signal was constant — was run as an experiment rather than argued about, and the answer was not what the audit predicted. Fares do reach the simulation correctly. What stops load factor moving is that far more passengers are being generated on some routes than really exist, so there is always someone to fill the seat. That is now understood well enough to be scoped as its own piece of work rather than guessed at, and it is described under the demand rebuild below.

    Two of the fixes went further than the finding did. The stale-description problem now has an automatic check that reads every explanatory note in the code and fails the build if it names something that no longer exists — and it immediately found eighteen more that nobody had reported.

  2. A stuck mechanic is a bug, not a safety feature Done

    When a bankrupt airline's aircraft go up for sale, that marketplace now keeps working even if the game's own bookkeeping has gone wrong somewhere upstream.

    Money · 20 August 2026

    When an airline collapses, its aircraft and facilities are sold off and the money goes to whoever is owed it — lenders first, then the former shareholders. A safety check sat over that process to confirm nothing had been left behind in the middle.

    The check was too strict. If anything anywhere in the world had left money stranded — a lease ending in an unusual way, weeks earlier — the check would refuse every subsequent purchase from that marketplace, permanently, with an error no player could act on and no obvious connection to the cause. A bookkeeping slip became an outage in a feature that had nothing to do with it.

    It now records the problem loudly and lets the sale go through. That is the general rule the game is being held to: a hiccup is recoverable, but a mechanic that stops working is not. The same pass replaced three separate copies of the who-gets-paid logic with one — and two of them had already drifted apart, in a way that could have refunded a borrower more than the buyer paid.

  3. Fares that notice how full your flights have been Done

    The route setting that decides how much your prices react to demand now actually moves them, driven by how full that route has been running.

    Passengers & cargo · 20 August 2026

    Each route has a control for how aggressively its fares should follow demand — from a fixed price that never moves, to one that rises when the route is busy and softens when it is quiet. The mechanism was fully built and had nothing to read: it was being asked to compare a route's load against the load it was expected to have, which is the same number, so the answer was always "no change".

    It now prices against how full that route has genuinely been over the previous game week. A week is deliberate — services run on day-of-week patterns, so a shorter window would sample Tuesdays and not Thursdays and the fare would drift on nothing more than which day the calculation ran.

    A brand-new route with no history prices at its normal anchor rather than as though it were flying empty — the difference between those two readings was a fifty percent discount on every route the moment it opened.

    One honest caveat, found by auditing it afterwards rather than by testing it: on the development world every flight is currently flying full, every day. A signal that never varies moves every fare by the same amount and none of them relative to each other — so the machinery is running and correct, and the effect a player would actually notice is not visible yet. Whether that is the simulation being tuned to run too hot, or simply what a capacity-starved market looks like, is an open question and the next thing to answer.

  4. What a cancellation costs you Done

    Stranding passengers on a long-haul now costs considerably more per head than stranding them on a short hop.

    Money · 19 August 2026

    Cancelling a flight compensates the passengers you stranded, and until now it paid a flat rate per person however far they were going. That made the cheapest disruption to absorb whichever one you happened to have — a widebody left without a replacement cost an airline no more per passenger than a regional turnaround, which is not how the consequence should scale.

    Compensation is now banded by distance, following the same three bands European air-passenger regulation uses and for the same reason: the further someone was going, the more it costs to put them somewhere else. Short flights pay what they always did; the longest ones pay more than twice as much per passenger.

    The practical effect is that short-haul becomes the cheapest place in your network to absorb a bad day — which is where a real airline absorbs one too.

  5. Alerting when settlement gets stuck Done

    A world whose books stop closing now says so, instead of scrolling past in a log.

    Money · 19 August 2026

    If an airline's day cannot be settled, the tick moves on rather than stalling every other airline in the world — which is right, but it used to mean the failure was a line in a log nobody was reading. Settlement now counts every airline-day it settles and every one it cannot, so a world that quietly stopped closing its books is a number that climbs rather than a silence.

    A failure that has been repeating for a full game-week is reported differently from one that just started, because the first is stuck and the second is usually a retry away from fixing itself. That distinction costs nothing to make: an unsettled day already carries the date it belongs to, so how long it has been failing is simply how far behind it has fallen.

  6. Money-path correctness programme Done

    A run through every path that moves money, closing fourteen defects — including fifteen million dollars stranded in escrow.

    Money · 18 August 2026

    Reviewing every query that decides who gets paid, rather than only the two the report named, turned up the one that mattered: terminating an aircraft lease credited the escrow account and never drained it. Fifteen million dollars accumulated on a balance that must always read zero, which would eventually have made every seized-asset sale in that world impossible.

    Also closed: settlement steps that could run twice, an insolvency check that recorded its verdict before doing the work it authorised, capital spending booked to the wrong category, and a codeshare payout that started its arithmetic from zero for a reseller who owned no aircraft.

  7. Interface honesty pass Done

    Every screen that quietly showed a number the server disagreed with was corrected — usually by deleting the client's version.

    The app · 18 August 2026

    A recurring class of bug: the interface recomputing something the server had already worked out, and getting a slightly different answer. One screen predicted an 18-hour flight the simulation actually flew in 14.

    Almost every fix was a deletion. The server was already sending the right value; the client just was not reading it. Also fixed in the same pass: share prices displayed to the nearest ten million, a 200-row window presented as complete history, and a cabin-rules editor that offered four of the five cabin classes and silently destroyed any rule for the fifth when you pressed Save.

    Retiring a route now also warns you what it ends — it could previously kill rotations at entirely different airports with no warning.

  8. Seven consolidations, and the defects they uncovered Done

    Collapsing duplicated code into single shared implementations — which exposed six live bugs nobody had reported.

    Under the hood · 18 August 2026

    Four near-identical copies of the airport-authority logic became one template. Twelve copies of a content-merging loop became one. A geography helper with fifteen users was deleted outright because the standard library already did the job.

    The point is the side effect. Six of those consolidations surfaced a genuine bug that the duplication had been hiding: one copy answered a different error code from its siblings, another silently overrode authored data, a spectator could not see a route's schedule, and the test data generator had been creating arrived flights with no arrival time and no cabin breakdown — which blanked the entire airport analytics screen on every test world anyone had ever looked at.

  9. Maintenance — checks, life and cabin age Done

    Aircraft are maintained on a real schedule of light and heavy checks driven by flight cycles and calendar time.

    Aircraft & fleet · 17 August 2026

    An airframe's state is what an airline actually tracks: hours flown, cycles completed, and when it was last checked. Two tiers of inspection come due on that basis — frequent light checks and rarer, far more expensive heavy ones — and an aircraft that reaches the end of its life is permanently retired.

    The cabin ages separately. An interior that has not been refitted in fifteen years is worth less and sells fewer premium seats, which makes refurbishment a real investment decision rather than cosmetic.

    Where the work is done matters too: your own hangar at the aircraft's own base does the job quickly, while flying a team in from another continent takes far longer. That is the payoff the maintenance facility tiers exist to sell — and getting it built was the single acceptance criterion an internal review caught as missing.

    Replaces: Aircraft "condition" as a stored number.

  10. Aircraft "condition" as a stored number Dropped

    Every aircraft carried a wear value that decayed with use and was restored by maintenance.

    Aircraft & fleet · 17 August 2026

    Why it was dropped

    Deleted when real maintenance shipped. A single opaque condition score is a video-game abstraction, not how aircraft work — and it duplicated information the hours-and-cycles counters already carried exactly. Two sources for one fact, one of them invented.

    Its replacement is dates and counters, which is what an airline's own maintenance records contain. Everything the condition number was used for — value, maintenance due, retirement — reads off those instead.

    Replaced by: Maintenance — checks, life and cabin age.

  11. A rotation you cannot crew suspends instead of failing Done

    If you own no aircraft of the permitted type, the rotation goes dormant and tells you why — and wakes up the moment you buy one.

    Flying the airline · 16 August 2026

    There is a difference between "no aircraft is free at Heathrow this morning" — an ordinary busy day — and "this airline does not own a single aircraft of any type this rotation permits", which is structural.

    The second suspends the rotation and says so. It also lifts automatically the instant the situation changes: buy the aircraft the message told you to buy, and the rotation resumes on the very next pass rather than after a lost day.

  12. The automatic flight-assignment engine Dropped

    A mathematical optimiser that decided, for every airline every day, which aircraft should fly which flight.

    Flying the airline · 13 August 2026

    Why it was dropped

    Deleted. It was consuming 83% of the entire simulation's processing time, and 95% of the time it re-ran it produced a different answer from the one before — so it was both the most expensive thing in the game and the least predictable. Worse, it was solving the wrong problem: it was inventing schedules on the player's behalf when the design calls for the player to publish a timetable and the game to staff it.

    The engine was a genuine integer-programming solver. It worked, in the sense that it produced optimal assignments — but an optimiser that reshuffles your entire operation overnight is not a game mechanic players can plan around, and it required a native mathematics library that complicated every build.

    Removing it made the whole system simpler in one stroke: assignment became a lookup against records the player already authored, the entire codebase became free of native dependencies, and the simulation tick got several times faster.

    The lesson recorded at the time is the one worth repeating: automation executes, it never designs.

    Replaced by: Rotations — you publish the timetable, the game staffs it.

  13. The network repairs itself Done

    When aircraft end up in the wrong places, the game quietly flies them back into position.

    Flying the airline · 13 August 2026

    Things drift. An aircraft goes into unscheduled maintenance somewhere unexpected, a rotation is retired, a base closes. Left alone, a fleet slowly ends up in the wrong cities.

    A rebalancing pass notices this and dispatches empty repositioning flights to fix it. These are real flights — they appear on the map, they burn fuel, they use a runway slot — because a deadhead is a genuine operational cost and hiding it would misrepresent the cost of a messy network.

  14. The "Lines" scheduling model Dropped

    An intermediate scheduling design where aircraft chased each other around a loop at fixed intervals.

    Flying the airline · 12 August 2026

    Why it was dropped

    Built over two days, then superseded and deleted without ever shipping. Its handling of a conflict was to slide the departure to the next legal moment, which turned a small turnaround violation into a 22-hour ground hold — the game silently rewriting the player's timetable instead of telling them it did not work.

    It is on this page because it is an honest part of the record. Roughly a fortnight of work was thrown away, and the replacement is better for it: the current model refuses an impossible schedule and says so, rather than quietly producing something the player never asked for.

  15. Rotations — you publish the timetable, the game staffs it Done

    The core scheduling mechanic: author a chain of flights that leaves a base and returns to it, and the game finds the aircraft to fly it.

    Flying the airline · 12 August 2026

    This is the heart of the game. A rotation is a loop you write: leave your base at 07:15, fly to Munich, turn around, fly to Rome, come back — arriving home so the aircraft can do it again tomorrow. You choose the departure times, which days of the week it operates, and which aircraft types are allowed to fly it.

    The game's job is then to staff that timetable from the fleet you own: every day it works out which specific airframe flies each loop. It does not invent routes for you, it does not move your departure times, and it does not decide your network. If your timetable cannot be flown with the aircraft you have, it tells you — before the flights fail — how many more you need and at which base.

    That last point is why the design works. The game can predict a shortfall before anything fails to fly, so buying an aircraft is an informed decision rather than a reaction to a mess.

    Because a rotation always ends where it began, the game never has to search for where an aircraft is — it already knows. That one guarantee is what let an enormously complicated optimiser be replaced by a simple lookup.

    Replaces: The automatic flight-assignment engine.

  16. Planning moved off the simulation clock Done

    The simulation stopped recomputing the plan every tick and started reading a plan already decided.

    Flying the airline · 11 August 2026

    The single largest performance change in the project. Deciding which aircraft flies which leg is now settled once, in advance, and written down; the simulation just looks it up.

    The result is a tick that is fast, predictable, and — importantly for a shared world — does not spend its time solving the same problem repeatedly for airlines whose plans have not changed.

  17. The bank, and what happens to a dead airline's money Done

    The lender and the escrow custodian are separated, and a dissolved company leaves behind an estate that still pays out.

    Money · 8 August 2026

    When an airline dies owing money, its assets get sold — but often long after the company itself has ceased to exist. Somebody still has to receive that money and pass it to the people owed it.

    The answer is an estate: a frozen snapshot of who held shares at the moment of dissolution, which outlives the company and receives proceeds as its assets are realised. If a repossessed aircraft sells six weeks later, the former shareholders are still paid.

    The same work separated the bank's two roles — the institution that lends you money, and the neutral party that holds seized collateral in escrow — which had been the same entity and was quietly mixing the two pots.

  18. The game runs continuously on a public server Done

    Development moved onto a live, publicly-reachable environment with worlds that tick around the clock.

    Under the hood · 8 August 2026

    Rather than testing against a laptop that gets closed at night, the simulation now runs permanently on a real server with real worlds advancing in real time. Long-horizon bugs — the ones that only appear after a world has been running for weeks — surface on their own instead of being imagined.

    It also means what you would see if you visited is the actual current state of the build, not a demo.

  19. The app works offline Done

    Install it once, then launch and use it with no network connection at all — verified in a real browser, not assumed.

    The app · 8 August 2026

    World Port installs like a native app and carries everything that is not live game data on your device: the whole interface, the entire world map and its geography, and the complete rulebook of airports and aircraft.

    So it starts up on a plane, on a train, or on a bad hotel connection, and asks the network only for the things that genuinely change — your money, your flights, and what other players have done.

  20. Seven critical and thirty-three high-severity defects closed Done

    The remediation programme following a four-programme independent audit — 260 root causes triaged.

    Under the hood · 6 August 2026

    A large audit across airport capacity, facilities, the AI companies and the company model produced hundreds of findings, which deduplicated to 260 root causes. Every critical and high-severity one was fixed and independently verified.

    This is the least visible work on this page and among the most valuable: it is the difference between a simulation that looks right for an evening and one that is still correct after a world has been running for months.

July 2026

  1. Who does your maintenance, and where Done

    A single ordered rule decides which maintenance provider services an aircraft at a given airport.

    Aircraft & fleet · 27 July 2026

    When an aircraft is due for a check, the game works down one list: your own hangar at that airport, then a partner you have a contract with, then whoever is there at walk-up rates, then the manufacturer's own network, then a last-resort fallback at a punishing price.

    The ladder is the same everywhere, so the answer to "why did this cost so much" is always readable. Before this, several parts of the game each had their own opinion about the ordering.

  2. AI airlines, lessors, manufacturers and a bank Done

    The non-player businesses in a world are real seeded companies, not special-cased code paths.

    Rivals & markets · 25 July 2026

    A new world is not empty. It contains aircraft lessors with fleets to lease out, manufacturers taking orders, ground handlers at major airports and a bank that lends money — and all of them are ordinary companies in the database, subject to the same rules as a player's.

    That matters more than it sounds. Because the bank is a real company with a real balance sheet, money it holds has to come from somewhere and go somewhere; because the lessors own real aircraft, the used market has genuine supply. A world with two human players still feels populated.

  3. Going out of business Done

    An airline that fails is wound down in stages — flights stop, assets are sold, debts are settled, and only then does the company dissolve.

    Money · 25 July 2026

    Failure is a process, not a deletion. A failing airline stops selling seats, finishes the flights already in the air, has its leases terminated and its collateral seized, and its remaining assets sold off. What is left is distributed to whoever held shares in it.

    The wind-down deliberately cannot complete while anything is still unresolved — an aircraft mid-flight, an unsold facility, an outstanding debt — because a company that vanishes with loose ends attached breaks the world around it.

  4. A full independent correctness audit Done

    An outside review of 172 commits' worth of work, and the seven waves of fixes that followed it.

    Under the hood · 22 July 2026

    Periodically the whole build is audited by a reviewer who did not write it, hunting specifically for the kinds of bug this codebase is prone to: game-time confused with real-world time, money paths that fail open instead of closed, half-finished database transactions, and race conditions between the simulation and the API.

    The findings are then deduplicated down to root causes and fixed at the source rather than patched where they were spotted. This audit found a critical one the automated checks could not: the API did not start at all under a particular configuration.

  5. Airports become important by being used Done

    An airport's standing is calculated from the traffic it actually handles, not assigned by hand.

    Airports · 19 July 2026

    Previously every airport carried a hand-written importance tier that drove its lease pricing and authority fees. That meant a designer's guess decided how expensive a hub was, forever, regardless of what players did there.

    Now it emerges: an airport that airlines genuinely build up becomes prominent, and prominence feeds back into what it costs to operate there. A quiet regional field that a player turns into a hub becomes an expensive place to be — and that is a consequence the players created.

  6. Hand-authored airport importance tiers Dropped

    Every airport carried a fixed T1–T4 rank written by hand.

    Airports · 19 July 2026

    Why it was dropped

    Replaced by emergent prominence. A static tier meant the game's own opinion about which airports mattered could never be changed by the people playing it, and it froze lease and authority pricing to a designer's guess made before anyone had flown anywhere.

    The tier drove gate and slot lease pricing and airport-authority fees. It was removed entirely rather than kept alongside the emergent measure, because two sources for the same fact is how they end up disagreeing.

  7. Airport lounges Done

    Lounges are a facility with usage measured over a week, not something attached to each individual flight.

    Airports · 19 July 2026

    A lounge serves everybody who passes through, so modelling it per-flight was both wrong and expensive. It became a facility that accumulates usage and settles weekly — simpler, faster, and closer to how a lounge actually works.

  8. Per-flight lounge accounting Dropped

    Six lounge columns on every single flight record, settled per route per day.

    Airports · 19 July 2026

    Why it was dropped

    Replaced by a weekly facility aggregate. Attaching lounge economics to individual flights made every flight record heavier and still could not answer the only question that matters — how busy is this lounge — without adding the flights back up again.

  9. One canonical list of countries and regions Done

    Nationality, country and region data comes from a single authored source instead of several hand-maintained copies.

    Under the hood · 14 July 2026

    There had been parallel lists of countries in different parts of the codebase, drifting apart from each other. They were collapsed into one, with a region derived from the country rather than stored separately — so it cannot disagree with itself.

  10. Foreign ownership rules Done

    You cannot quietly take control of an airline in a country that does not permit foreign control of its carriers.

    Rivals & markets · 13 July 2026

    Real aviation is full of nationality restrictions, and they shape who can buy whom. World Port models this as a default-closed rule: taking control of a licensed airline across a border is prohibited unless that country's rules allow it.

    It is a genuine strategic constraint on the share market — you can hold a stake in a foreign carrier, but there is a line past which the acquisition is simply not permitted.

  11. Ferry flights are a background movement, not a flight Done

    Moving an empty aircraft from A to B is a simple timed relocation you can always do.

    Aircraft & fleet · 4 July 2026

    When you just need an aircraft somewhere else, you ferry it. It leaves, it arrives some hours later, it costs money, and it does not appear on the map or in any statistic as a revenue flight.

    Deliberately, a ferry ignores aircraft range limits. That is how a short-range turboprop bought in Europe can end up flying in Hawaii, which is exactly what happens in reality — via a slow multi-stop delivery nobody wants to micromanage. Charging for it and moving on is the right level of detail.

    This is a different mechanic from a repositioning flight, which is the game's own tool for correcting a fleet that has drifted out of place, and which does fly for real.

June 2026

  1. Airline mergers Done

    One airline can absorb another — fleet, routes, contracts, staff and debts.

    Rivals & markets · 29 June 2026

    A merger moves everything the acquired airline owned onto the acquirer and dissolves the original. That includes the awkward parts: contracts where the two airlines were each other's customer, overlapping gate allotments at the same airport, and duplicate routes.

    The first phase handles the mechanical transfer. What it deliberately does not yet do is tell the player what a merger will destroy before they confirm it — that is still ahead.

  2. Worlds can be created and destroyed cleanly Done

    Deleting a world removes every trace of it without leaving the rest of the system broken.

    The shared world · 28 June 2026

    Unglamorous but load-bearing. A world holds millions of interlinked rows, and deleting one has to leave no dangling references anywhere. This is what makes it safe to spin up experimental or short-lived worlds and throw them away afterwards.

  3. Group treasury and equity between companies Done

    A holding group can fund its airlines and sweep cash back out of them.

    Money · 27 June 2026

    Money can move between the group and the companies it owns, recorded as equity rather than as revenue. That lets a player run a profitable handling business and use it to bankroll a loss-making airline — a completely legitimate strategy, and one the books now describe accurately.

  4. Aircraft are built where they are really built Done

    Each aircraft model lists its actual final-assembly airports, and your order is built at the one you choose.

    Aircraft & fleet · 20 June 2026

    An A320 can come from Hamburg, Mobile, Tianjin or Toulouse; a 737 comes from Renton. The game models that: you choose the assembly line, and the delivery flight starts from there. It is a small piece of authenticity that has real consequences for delivery cost and time.

  5. Cabin fit-out changes the purchase price Done

    The price of a new aircraft is the airframe plus the interior you specify.

    Aircraft & fleet · 20 June 2026

    Ordering a jet in a dense all-economy layout costs meaningfully less than the same jet with a full flat-bed business cabin. The configuration decision therefore has a capital cost as well as a revenue consequence, instead of being a free choice made after purchase.

  6. Real ICAO aircraft type codes Done

    Aircraft use their genuine four-character ICAO type designators throughout.

    Aircraft & fleet · 20 June 2026

    A320, B77W, E190, AT76 — the same codes used on real flight plans and in real airline systems. Anyone who follows aviation will recognise them immediately, and it removes a whole class of invented-identifier confusion.

  7. Cargo operations Done

    Freighter aircraft, cargo demand, and freight revenue as a business in its own right.

    Passengers & cargo · 19 June 2026

    Freighter variants of aircraft carry cargo instead of passengers, against their own demand model and their own revenue. Cargo behaves differently from passengers — it is less schedule-sensitive and more price-sensitive — so an all-freight operation plays quite differently from a passenger airline.

  8. The asset marketplace Done

    One place to list, browse and buy aircraft and facilities from other players.

    Aircraft & fleet · 19 June 2026

    Consolidated the various one-off ways things changed hands into a single marketplace with listings, and reorganised the fleet screens around the idea that an airline is a portfolio of assets — aircraft, facilities and contracts — rather than just a list of aeroplanes.

  9. Cabins and passenger types Done

    Five cabin classes and three kinds of traveller, with seat layouts that determine what you can actually sell.

    Passengers & cargo · 18 June 2026

    Aircraft are fitted out with a mix of First, Business, Premium, Economy and a basic-economy cabin. What you fit decides how many of each seat you have to sell, and denser layouts trade comfort for volume.

    On the other side, demand is split into business, general and budget travellers who value price, schedule and comfort differently. A route full of business traffic and a route full of holidaymakers reward completely different aircraft configurations — which is the point.

May 2026

  1. Contract priority tiers Dropped

    Paying a premium to jump the queue for maintenance and ground handling.

    Rivals & markets · 27 May 2026

    Why it was dropped

    Only half of it was ever built — the surcharge existed, but nothing behind it ever actually reordered a queue. Rather than build the missing half for a mechanic nobody had asked for, the whole thing was removed. Carrying a feature that charges players for a benefit they do not receive is worse than not having it.

    The idea was that you could pay extra to be served before other airlines when a facility was busy. In practice the only thing that shipped was a doubled fee on maintenance events, with no queue or precedence logic behind it at all.

  2. Facilities become tradeable assets Done

    A ground-handling or maintenance operation is a thing you own, can sell, and can borrow against.

    Airports · 24 May 2026

    Facilities stopped being a property of your airline and became assets with their own identity. That means they can be listed on a marketplace, sold to another player, pledged as loan collateral, repossessed by the bank, or moved between sister companies in the same group.

    It opens up a genuine second career path: build handling operations at busy airports and make money from other people's airlines rather than running one yourself.

  3. Alliances and codesharing Done

    Form an alliance with other players, and sell seats on each other's flights.

    Rivals & markets · 24 May 2026

    Codesharing lets you sell a seat on a flight you do not operate. You request it on the route page, the operating airline approves it, and from then on your brand pulls passengers onto their aircraft with the revenue split between you.

    It is genuinely useful rather than cosmetic: it lets a small airline offer destinations it could never serve profitably itself, and it gives a large one a way to fill seats it was going to fly empty.

    Internally a codeshare booking is bookkeeping, not a second aircraft — an important distinction that keeps every per-flight statistic honest.

  4. Gates and slots cost rent Done

    You lease your gate and slot allotments from the airport authority, weekly, at a price that authority sets.

    Airports · 21 May 2026

    Holding capacity at an airport is not free. Each gate and slot allotment carries a weekly fee, locked in at the rate that applied when you signed, and set per-airport by whoever holds the authority role in that world.

    Fall behind on those fees and your allotments are revoked automatically — which is a slower, more recoverable failure than bankruptcy, and a much more common one.

  5. World staff, moderation and authority Done

    Worlds have administrators and staff who can moderate players, set rules, and run the airport authority.

    The shared world · 20 May 2026

    A shared persistent world needs governance. This shipped a three-tier permission system — game administrator, world administrator, and per-world staff split into moderators and airport authority — plus the surfaces they act through: grants, suspensions, an audit trail, world settings, join codes and world deletion.

    The airport-authority role is the interesting one: it is a player-facing job, setting gate and slot pricing, capping frequencies and banning country pairs, rather than a hidden admin switch.

  6. Airports have finite capacity Done

    Runways, gates and hourly slots are limited, and flights genuinely contend for them.

    Airports · 20 May 2026

    An airport can only handle so many movements an hour, park so many aircraft, and clear so many departures per runway. When demand for those exceeds supply, aircraft queue — on the ground before departure and in a hold before landing.

    This is enforced at the moment a flight tries to depart or arrive, not estimated afterwards. Congestion at a hub is therefore a real operational cost that shows up as delay, and it is caused by all the airlines at that airport collectively, not just yours.

  7. Daily settlement for ground and maintenance Done

    Ground handling and maintenance bills settle once a day, in one place, for every kind of provider.

    Money · 16 May 2026

    Whether you are served by a contracted partner, paying walk-up rates, or falling back on the default operator, the money moves through the same daily settlement path. Before this, one of those three routes silently charged nothing at all.

  8. Rebuilt how money is recorded Done

    Every cent that moves is a ledger entry with a reason, rather than a number quietly adjusted somewhere.

    Money · 15 May 2026

    An early version moved cash around at the moment each flight landed, which made the books almost impossible to explain to a player: money appeared and vanished with no readable trail.

    This inverted the model. Costs and revenue accumulate against the thing that caused them and settle on a schedule, each producing a labelled ledger row. It is why the finance screens can now tell you why you lost money last week rather than just that you did.

  9. Buying services from other airlines Done

    Ground handling and maintenance become a market between players — you sign contracts with whoever serves the airport, or pay walk-up rates.

    Rivals & markets · 10 May 2026

    At an airport where you have no facilities of your own, someone has to handle your aircraft. That someone is another player's ground-services company, an independent operator, or — if nobody wants the business — a fallback provider at an unattractive price.

    Contracts are open-ended and priced at signing, so a rival who builds a handling business at a busy airport before you do has genuine leverage over your costs there. This is the point at which World Port stops being a solitaire tycoon game.

    It also shipped the aircraft-on-ground flow: when a jet breaks somewhere you have no maintenance cover, it sits there, earning nothing, until someone is paid to fix it.

  10. Taking delivery of a new aircraft Done

    A newly-ordered aircraft is built at a real final-assembly airport and has to get to you.

    Aircraft & fleet · 10 May 2026

    You do not simply receive an aircraft into your fleet. It is assembled at the manufacturer's factory airfield and then has to travel to one of your bases, which takes time and costs money.

    For a short-range turboprop bought for a network on the other side of the world, that is a real consideration rather than a formality.

  11. The used aircraft market and leasing Done

    Buy second-hand from other players, or lease instead of buying.

    Aircraft & fleet · 10 May 2026

    Not every airline can afford new metal. Aircraft can be listed for sale by their owners and bought by anyone, at whatever price the market bears, with age and condition reflected in the value.

    Leasing is the alternative: far less cash up front, a rent bill every week forever, and the aircraft goes back at the end. Choosing between the two is one of the sharper financial decisions in the game — and getting it wrong is one of the more common ways to go broke.

  12. Credit rating, bank loans and default Done

    Borrow money against your business, at a rate set by how risky you look — and lose the collateral if you cannot pay.

    Money · 10 May 2026

    An in-world bank will lend against your fleet and facilities. How much, and at what interest rate, depends on a credit assessment of your airline: what you own, what you already owe, and whether you have been running a deficit.

    Miss enough payments and the bank seizes what it lent against. That seizure path is fully modelled rather than being a game-over screen — the aircraft genuinely change hands and come back onto the market.

  13. Players, holding groups and airlines Done

    The ownership chain a player operates through — you are a person, who owns a holding group, which owns airlines, which are activated into worlds.

    The shared world · 9 May 2026

    A player is not an airline. A player owns a group (a holding company), and that group owns companies — airlines, and later ground-handling and maintenance businesses. Each company is then activated inside a specific world.

    The layering is what makes the interesting things possible later: selling a company without selling the player, moving cash between sister companies, letting one player hold a stake in another player's airline, and winding a failing airline down without deleting the person behind it.

    It also shipped the universal transfer primitive — one mechanism that moves money, aircraft or facilities between any two owners — and the first version of the wind-down state machine that handles an airline going out of business.

  14. Service tiers and construction time Done

    Ground handling and maintenance come in quality tiers you build up over time, and building them takes in-game weeks.

    Airports · 9 May 2026

    Ground services (check-in, baggage, catering, pushback) and maintenance hangars exist at tiers. A higher tier turns aircraft around faster and does heavier maintenance work, but costs more to build and staff.

    Crucially, construction is not instant — you commit money now for a capability that arrives weeks later, which is the first real forward-planning decision the game asks of you.

    This also set the airline-wide catering policy: what you serve in each cabin, priced per passenger, and penalised if you promise a standard you cannot deliver.

  15. Payroll, upkeep and the weekly bill Done

    Staff and buildings cost money every week whether or not you fly.

    Money · 9 May 2026

    Four payroll categories — flight crew, cabin crew, ground staff and maintenance staff — sized from what you actually operate, plus fixed weekly upkeep on every facility you own.

    This is the floor under the whole economy: it is the reason an idle fleet bleeds cash, the reason overbuilding hurts, and the reason a route that merely covers its fuel is still losing you money.

  16. Foundations — the airport rulebook Done

    The reference data every other system reads: the airport roster, aircraft catalogue and the physical rules about which aircraft can use which airport.

    Under the hood · 8 May 2026

    Before an airline can exist, the game needs to know what an airport is. This laid down the catalogue: real-world airports with their runways, gates and the aerodrome reference code that decides which aircraft are physically allowed to operate there — a 747 cannot use an airfield built for turboprops, and the game enforces that rather than trusting the player to know.

    It is deliberately shipped as authored data files rather than database tables, so the whole rulebook travels with the app and can be read on the player's own device without asking a server.