In progress
1 itemBegun and not finished: some of it is being built, and some is waiting on a test, a review or someone else.
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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 itemsThe 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.
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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.
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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.
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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.
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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.
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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.
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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 itemsNewest 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
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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.
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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.
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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.
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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.
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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.
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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 droppedDropped 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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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 droppedDropped 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.
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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 droppedDropped 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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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 droppedMoved 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.