Overview

Features & Capabilities

Build a global airline from one plane and $20M. Match the right jet to the right market, run the ops, and rule the skies.

You start with $20 million and an empty hangar. Where you take it is up to you.

Airline Architect is a deep, realistic airline-management sim. Buy or lease your fleet, open routes across a living world of real airports, hire crews, and grow a one-plane startup into a global carrier, all while the simulation never pauses.

MATCH THE RIGHT AIRCRAFT TO THE RIGHT MARKET A genuine passenger-demand model makes route selection the whole game — a big jet on a thin route flies half-empty, and a small one leaves money on the table. Thirty-plus real-world aircraft, from short-field turboprops to the largest widebodies, each with real range, capacity, and economics.

RUN A REAL OPERATION • Own your fleet — buy new, lease, or hunt the used-aircraft market. Every airframe ages, and old metal costs more to keep flying. • Crews follow real duty and rest limits — one crew can't fly forever, so staffing is a genuine decision. • Weather, mechanical failures, and crew shortages surface as live choices you resolve while every other aircraft keeps flying. The clock never stops.

GO DEEP, NOT JUST WIDE • Establish hubs and build airport clubs to fortify a city, hold off competitors, and build loyalty — with a live payback view so you know if it's working. • Fund expansion with loans — or take your airline public, with a live share price, activist investors, and a board that can vote you out. • Reached the top? Scout rival carriers and acquire them — then survive the messy integration.

A WORLD THAT FEELS ALIVE • 380+ real airports across the Americas, Europe, Africa, Asia, and the Pacific — including exotic island strips only the right aircraft can reach. • Real seasons — hurricane season, winter storms, and monsoon shape where and when disruptions strike. • A day/night line sweeps across the map, and real airport night curfews close cities to late departures — a real cost of flying there. • Rival carriers contest your most profitable routes and fly fleets true to the real world.

Speed time up to 25×, watch the revenue roll in, and keep the whole network flying.

Build the sky.

LEGAL Terms of Use (EULA): https://www.apple.com/legal/internet-services/itunes/dev/stdeula/ Privacy Policy: https://spikeatone.github.io/airline-architect/privacy.html

User Growth & Download Statistics

App
By:
Postmark Digital LLC
Rating:
4.10
(8)
Version:
1.10 Last updated: 2026-09-15
Version code:
891375951
Creation date:
2026-07-28
Compatible devices:
Size:
83.12MB
URLs:
Privacy policy
Full description:
See detailed description
Source:
Apple Apps Store
Data ingested on:
2026-09-21
Compare stats and ranking:

Contact the developer

Chrome-Stats does not own this Apple app. Please use these information below to contact the Apple app developer.
Developed by:
Postmark Digital LLC
Apple Apps Store
https://apps.apple.com/us/app/airline-architect/id6790569697

User Reviews

I like the game/simulation. The 5-route free intro and the low one-time price are a welcome improvement over pay-to-win and subscription models. If there were a forum somewhere to post and discuss about this app, I would do so. The game/simulation is reasonably detailed, but I think a few small changes could make it better: 1. There should be a straightforward way of adding and removing planes (or at least substituting a new plane) on a route, even if accompanied by a small fee. Having to close and reopen it doesn’t seem realistic. 2. The “labor actions” are rather arbitrary and very frequent, much more so than in real life. There should at least be a concrete demand that the player might decide to negotiate or even just meet. 3. Crew training should be capable of being spread out. It is not realistic for half the crews to suddenly be out on training. 4. It should be possible to move crews from available to reserve, reducing ongoing cost, but of course incurring cost to reactivate. 5. Crew salaries should be adjustable by the player (as part of #2-#4). Some crew might do a labor action or just quit if pay isn’t competitive. 6. There should be an even faster 125x (perhaps sans animation), but the simulation should automatically drop to 1x from anything higher when critical alerts pop up. 7. An adjustable budget for prevetative maintenance ought to affect aircraft readiness (groundings). Larger changes to improve realism: 1. It would be cool if planes were scheduled point to point, with multiple points possible, rather than just dedicated back-and-forth on a route. Each plane having a daily schedule would suffice, and this would of course affect crew availability, resting, etc. at each served airport. The totality of these would determine possible ticketable through-connections. 2. It would make hubs and larger route structures more realistic if demand (and pricing?) were calculated endpoint-to endpoint, assuming a bump for non-stop, and falling way off for out of the way connections (like IAD->ATL->LGA, for example), rather than using a universal hub demand bonus.
by ma*****, 2026-08-31

i love this game! so well made and so interesting getting to own an airline, i’ve learned so much about the industry through this game and feel so educated on such cool details about airlines that i otherwise would have never known. hats off to the amazing inventor of this game! 🙌
by ch*****, 2026-08-31
View all user reviews ›

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