You don’t have to be a millionaire to own an airline
A turn-based airline tycoon simulation that runs in your browser. Start with one aircraft: win the slots, open the routes, set the fares — across seventeen eras, from the widebodies you had on your bedroom wall to 2030.
Free to play
Free from the first aircraft to the final report. Every era, every airport and every aircraft is in the game; Jet Coins and the ad-free pass are optional, and neither changes how a world plays.
No download, no app store. Works the same on a phone and a laptop.
Seventeen eras, six parts of the world
Fly the years you remember, or the ones you only ever read about.
- United States, 1970–2030 — widebodies, deregulation, then the low-cost squeeze
- Europe, 1988–2030 — liberalization opens every border at once
- Japan, 1986–2030 — bubble money, and Haneda slots nobody will sell you
- China, 1980–2030 — a market that grows faster than anyone can add aircraft
- South-East Asia, 1995–2030 — low-cost carriers built from nothing
- East Asia, 1988–2030 — China, Japan and Korea on one map
500+ airports · 180+ aircraft types · 490+ cities
180+ aircraft, from the 707 to the 777-9
Every era sells what that year actually had. A 1970 world is buying 707s and Tridents, a 2010 world is buying 787s, a 2030 world is buying what is on the line now. A type goes on sale the year it entered service and comes off when production ends — after that it is the used market or nothing.
- Narrowbodies — 707, Caravelle, DC-9, 737, A320, on to the MAX, the A321XLR and the C919. What most airlines are actually built out of.
- Widebodies — 747, DC-10, 767, 777, and the A380 at 853 seats. They earn on the long routes and lose money faster than anything else half empty.
- Propliners — Il-18, YS-11, and later the ATRs and Dash 8s. Slow and short-legged, but cheap enough to open a route no jet could pay for.
- Regional jets — CRJ, ERJ, E-Jets and the rest. Each frequency costs half a slot, so they fit into airports with no mainline room left.
- Supersonic — Concorde and the Tu-144. On sale for a handful of rounds in the late seventies: Mach 2, about 130 seats, and a fuel bill that decides whether it was a good idea.
You will have flown your first route in five minutes
That is the whole loop. A round is a handful of decisions, not a spreadsheet — the depth is in what you choose, not in how much there is to fill in. You are the airline’s manager, never its pilot: there is no cockpit here and no flight model.
Questions people ask
- Do I need to install anything?
- No. It runs in the browser, on any device, and there is nothing to download.
- Can I start on my phone and continue on a laptop?
- Yes — the world runs on our servers, so both are just windows onto the same airline.
- Is it hard?
- The first route takes about five minutes. Difficulty is a setting, and so is whether world events like strikes and fuel shocks are switched on.
- What does it cost?
- Nothing. Jet Coins and the no-ads pass are optional and never change how a world plays.
- Is this an airline sim or a management game?
- Airline sim, airline manager, airline simulator, airline simulation: the genre gets called all of them, and they all point at this kind of game. This is the management side of it — you run the business, so slots, routes, fares, fleet and debt, and never sit in a cockpit. It is not a flight simulator, and unlike most airline tycoon games it is turn-based rather than real-time.
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