World Port

Development Log

A perpetual, player-founded, shared-world airline-operations tycoon simulation.

World Port is a multiplayer airline tycoon game. You found an airline inside a shared, permanently-running world, buy aircraft, build a route network, and compete against other real players for passengers, gates, cash and airports. Nothing is scripted: demand, pricing, congestion and failure are all simulated, and the world keeps ticking whether or not you are logged in.

This page is the honest map of that build. Every item below is something that was built, is being built, or is still to come. Items that were abandoned or replaced are 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 build stands

45 of 68 tracked pieces of work are built and tested — 66%. 2 are in progress and 21 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
    45
    61% of the log
  • In progress
    2
    3% of the log
  • Still ahead
    21
    28% of the log
  • Dropped
    6
    8% of the log

Log last regenerated 19 August 2026 · most recent entry 18 August 2026 · 74 items tracked. This log is regenerated as part of the project's standing housekeeping routine, so it moves when the code moves.

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

World Port is pre-launch and in active development. The simulation runs continuously on a public development server, but there is no open world yet and no signup date has been set.

What can be said precisely is what is left. The Still ahead section below is the real remaining list, not a summary of one. When the last blocking item there is struck off, that is the release conversation — and it will be announced here first.

Being built right now

2 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. 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.

    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.

    It keeps paying. The last round collapsed seven duplications and found six live bugs inside them. 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.

Still ahead

21 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. Cancellation compensation Ahead

    Passengers on a cancelled flight are owed money, scaled by distance.

    Money

    Modelled on real distance-banded passenger-rights compensation. It ships independently of the wider disruption work, because the cancellation path it hooks into already exists.

  3. 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.

  4. 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.

  5. 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.

  6. 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.

  7. 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.

  8. 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.

  9. 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.

  10. 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.

  11. 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.

  12. 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.

  13. 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.

  14. Watching it work under real load Ahead

    Five behaviours that can only be confirmed by running a busy world and observing it, not by testing components.

    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.

  15. 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.

  16. 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.

  17. 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.

  18. 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.

  19. 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.

  20. 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.

  21. Alerting when settlement gets stuck Ahead

    A repeatedly-failing settlement should escalate from a warning into an alarm.

    Money

    The measurement half of this is built — the simulation now reports the outcome of every settlement it attempts. What remains is the judgement: distinguishing one transient failure from the same one failing every pass for a week.

    That needs the simulation to remember something across passes, and it runs as several independent copies for scale, so there is a genuine design question underneath what sounds like a logging change.

The build so far

51 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.

August 2026

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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.

  6. 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.

  7. 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.

  8. 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.

  9. 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.

  10. 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.

  11. 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.

  12. 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.

  13. 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.

  14. 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.

  15. 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.