- Patch Notes — March 4, 2026 - 4 March 2026
Big one today. Several fixes targeting issues reported by players over the past week, plus a quality-of-life improvement to crew messaging. Appreciate the detailed reports — they make a difference. Crew Salaries Found a unit conversion issue where crew salary calculations were running about 100x higher than intended, plus a secondary billing overlap in simulation mode. If you were going bankrupt on Day 2-3 despite running a reasonable operation, this was why. Salaries should now reflect actual crew costs. Aircraft Assignment Addressed a scenario where aircraft could get permanently locked by flights that never departed or were cancelled as stale. The cleanup system now catches all pre-departure flight states, and there's a daily sweep that releases any aircraft stuck in limbo with no matching active flight. Crew Dispatch Messaging This one turned out to not be a bug — crew was being cor…
- Patch Notes — March 4, 2026 - 4 March 2026
Three fixes targeting issues reported by players this week. Appreciate the reports — keep them coming. Crew Salaries Found a unit conversion issue where crew salary calculations were running about 100x higher than intended, plus a secondary billing overlap in simulation mode. If you were going bankrupt on Day 2-3 despite running a reasonable operation, this was why. Salaries should now reflect actual crew costs. Aircraft Assignment Addressed a scenario where aircraft could get permanently locked by flights that never departed. Stale and cancelled flights should now properly release their aircraft back to the available pool. Also added a daily sweep that catches any aircraft stuck in limbo with no matching active flight. Crew Dispatch Messaging This one turned out to not be a bug exactly — crew was being correctly blocked from flights, but the error message was too vague to be useful. If…
- Airline Ops — Patch Notes (Feb 27, 2026) - 27 February 2026
Thanks for the bug reports — I hear you, and I've been digging into the issues you've flagged. This patch targets several of the most-reported problems. Some of these are complex interconnected systems, so I'm being upfront: I believe these changes address the root causes, but I'm continuing to monitor. Please report anything that still looks off in the Discord — your reports are what drive these fixes. Save System Identified a scenario where the game's save state could get permanently blocked after certain error conditions. This patch ensures save functionality recovers properly in all cases. If you previously lost progress between sessions, that should no longer occur. Tier Progression Found and eliminated several instances where outdated tier thresholds were still being referenced in different parts of the game. All systems now use the correct canonical values (T2: 3,000 / T3: 6,000…
- Small HotFix - 23 February 2026
- Fixed Contracts in Fuel Aquisiotion from duplication
- Hotfix Notes - Feb 23 - 23 February 2026
- Removed the left sidebar entirely, moved all navigation into the top bar dropdowns - Added a status strip below the nav showing Cash, Fuel gauge, Wings, and EOS progress - Bumped font sizes across the app for better 1080p readability - FIDS board now shows the rotation-defined departure times instead of dispatch time - Fixed UTC/local time mismatch that was causing rotation dispatch failures - Routes auto-create when you save a rotation now - Fixed the doubled airline code bug (PWPW → PW) - New flight number generator follows real airline conventions - odd numbers outbound, even numbers return, lower numbers for longer routes
- Hotfix — End of Day Loop Fix - 19 February 2026
Fixed a bug where loading a save could trap you in an endless Day Complete modal loop. If your game was saved mid-sequence (during the end-of-day flow or negotiations), reloading would put you right back into the modal with no way out. What was happening: The "View Summary" button wasn't properly clearing state, so every time you came back from the finance screen the Day Complete modal would pop up again If you quit mid-negotiation, the game would load back into a half-finished negotiation that couldn't complete properly The Save Selection and backup recovery screens weren't resetting end-of-day flags, so stale state from the save file passed straight through All three load paths now clean up any mid-sequence state on load. If your save was stuck in this loop, just loading it after this update should fix it automatically.
- HotFix - 18 February 2026
The slot negotiation panel showed "Arrive KABQ" and "Aircraft returns KABQ" when it should have shown the hub airport. Both labels now correctly show the hub code.
- Hotfix — Feb 18, 2026 - 18 February 2026
PA Audio PA toggle now remembers your setting when switching screens Muting Sound Effects in Audio Settings now also silences gate announcements Slot Negotiations Fixed flight times showing as 90 minutes for all destinations regardless of actual distance. Negotiations now calculate the real flight time from your hub.
- Airline Ops — Patch Notes - 17 February 2026
Thank you to everyone playing, reporting bugs, and pushing the systems hard. Your feedback drives every update. Keep it coming.CORE GAMEPLAYFlight creation unified across all modes. Routes created through the wizard, scheduler, or map now produce consistent, complete flights every time.Crew assignment works end-to-end. Selected crew are locked to their flight, marked on-duty, and unavailable for double-booking.Return flights now carry crew forward automatically. Your outbound crew flies the return leg.Preflight progress saves. Navigate away and come back — your completed tasks are still there.Duplicate route and aircraft double-booking prevention added.Crew picker now shows only crew physically at the departure airport. The Crew Position Board shows you where everyone else is.NEW FEATURESRotation Editor; Create repeating daily aircraft schedules. Assign an aircraft to a leg pattern (e.g…
- Airline Ops — Simulation Mode Hotfix (Feb 16, 2026) - 17 February 2026
Crash FixFixed a crash that could occur when aircraft are grounded for overdue maintenance, causing the game to freeze on the Ops Center or World Map screens. If you experienced a sudden white screen or freeze mid-session, this was likely the cause.Save System FixesFixed manual save/load from the Pause Menu not respecting your active save slot. Previously, using Save or Load from the pause menu would always write to Slot 1 regardless of which slot you were actually playing on.Fixed emergency saves (when the game closes unexpectedly) not saving to the correct slot. If you alt-tabbed out or the game closed mid-session, it could overwrite the wrong save.Saves now properly track when they were last saved, so the save selection screen shows accurate timestamps.Fixed a rare issue where loading a save could put you in the wrong game mode (Simple vs Simulation). Your save file's mode now always…
- HOTFIX REPORT — Feb 14-15, 2026 - 15 February 2026
CREW DEADHEAD MECHANIC (NEW SYSTEM) Files: CrewDeadheadMechanic.js, CrewPositionBoard.jsx Crew members are now physical. When they fly to Fort Lauderdale, they are IN Fort Lauderdale. No teleporting home. If there's no return flight, they stay stranded at $225/day (hotel + per diem) until the player sends a plane to get them. 6 wire points integrated:Flight arrival updates crew currentLocation to destinationDaily tick charges $225/day per stranded crew memberCrew picker only shows crew physically at departure airportDiversions move crew to the diversion airportRoute cancellation warns about stranded crewCrew Position Board UI added to OpsCenter The Position Board shows all crew with location, status, days stranded, and daily bleed cost. Deadheaded crew highlighted in red at top. No automation, no solutions. The player figures it out. WebLogic automates it later as a $22M purchase.CLOCK…
- HOTFIX — Feb 14, 2026 Branch: simulation-mode - 14 February 2026
Clock-driven flight phases. Game clock is now the single source of truth. Flights depart and arrive at the times shown on the FIDS board. Phase transitions tied to clock timestamps, not distance fractions. Speed slider scales the clock directly. FIDS now shows both DEP and ETA columns. Renderer crash fix. Found infinite recursion in state update cycle causing stack overflow and white screen crash. Autosave effect was re-triggering itself. Fixed with ref guards. This is likely the crash players reported. Auto-return duplication fix. Daily routes were creating duplicate return flights after completion. Stale auto-returns persisted across days and fired alongside the recurring schedule. Ground handling turnaround. Return flights now wait for the actual turnaround time before dispatching. Default 45 minutes, Regional Handler 35 minutes, Premium Handler 25 minutes. Ground handling contracts…
- SIMULATION MODE OUT NOW! - 14 February 2026
WHAT THIS ISSimulation Mode. A complete rebuild of Airline Ops from a casual arcade game into a real airline operations simulator. You start with $40M, zero aircraft, and nothing given to you.This is an Early Access build. It works. It's deep. It's not finished. You will find bugs. Your feedback determines what gets built next.TWO MODESARCADE MODE is still there. Same game you already know. Pick a hub, buy planes, fly routes. Nothing changed.SIMULATION MODE is new. No handholding. No free planes. No tutorials. Systems stack on systems. The deeper you dig the more you find. Your first airline will go bankrupt. That's by design.STARTING A NEW GAMEPick your hub from 171 airports worldwide. Portland, Heathrow, Narita, São Paulo, Dubai, Zagreb. Each one plays differently because of competition, costs, weather, and what airports are within reach.Name your airline. Pick your colors.Lease your…
- Critical HotFix Update Now - 13 February 2026
Critical fixes.
- Setting the record straight - 12 February 2026
There have been some false, misleading and plainly uneducated posts and concerns that Airline Ops is a Pay-to-win game. That couldn't be further frokm the truth. First of all - it's not a multiplayer game. Second of all the only competitive aspect would be the leaderboard but the leaderboard isn't even live yet. And when it does go live it would have been separated by people who bought money packs with people who gained rank by organically making money. So, no. There is objectively and definitively zero aspect about the game that is Pay-to-win. And not that I have to prove anyting but just ot stop the gossip about it and nip it in the bud - I have taken the cash shop off the game completely. Enjoy the game everyone. And happy flying!
- Hotfix — Feb 6, 2026 - 6 February 2026
Route deletion breaks New Route dropdowns. Native confirm() dialog in Electron was corrupting React's event system, making inputs unresponsive. Replaced with React-based confirmation modal. Also swapped alert() for toast notification.
- Hotfix — Feb 6, 2026 - 6 February 2026
Fixes: - All route polylines removed from map by default. Click a plane to show its great circle route. Click another plane to swap. Route persists until you select a different flight or it lands. - Origin/destination markers — Green dot + ICAO label at origin, red dot + label at destination when a flight is selected - Map Style button removed — Alternate Mapbox styles were crashing the game - Duplicate KRDM in Wings — Redmond appeared twice in hub selector. Deduped in display + all 4 hub purchase paths now prevent duplicates
- New Feature: Flight Scheduling System! - 6 February 2026
OverviewYou can now schedule flights to depart automatically at specific times; no more babysitting every route. How It Works From the Routes page, hit the purple SCHED button on any ready route. A modal lets you pick: - Route — pre-selected from the button you clicked, or choose any active route - Aircraft — assign a specific plane or select Next Available to let the system grab whatever's free - Time — any time you want, down to the minute (06:03, 14:47, 21:32) - Frequency — One-time fires once and disappears, Daily fires every game day at the same timeHit Confirm and you're done. The schedule appears in the Scheduled Flights panel at the bottom of the Routes page with a live status badge: Badge Meaning │ WAITING | Hasn't reached departure time yet │ DEPARTED │ Just took off │ IN FLIGHT │ Cruising │ LANDING │ On approach │ DONE │ Flight completed │ DAILY │ Recurring schedule │ RETURN…
- Hotfix v1.0.3 — TRACK Button & Crash Recovery - 6 February 2026
Fixes - TRACK Button — Fixed crash (Cannot access 'Gn' before initialization) and broken follow behavior. TRACK now programmatically clicks the actual plane marker on the map — identical behavior to tapping a flight manually (camera follow, zoom, selection). - White Screen of Death Protection — Added three layers of crash resilience to the Electron main process: - Auto-recovery: If the renderer crashes or runs out of memory, the app automatically reloads after 1 second - Persistent logging: All main process output written to %AppData%/airline-ops/logs/main.log (survives crashes, 5MB rotation) - GPU crash flag: If a launch fails, the next launch automatically disables hardware acceleration - Uncaught exceptions and unresponsive renderer events are now logged to file Notes - No save game impact - No gameplay changes - Zero new dependencies (logging uses plain fs)
- IMPORTANT ANNOUNCEMENT - 6 February 2026
People are reporting intermittent crashed. Becasue this was built on React/Electron there can be some funky behavior in steam. Critical Steam Fixes * Disable Steam Overlay: Some Electron versions conflict with the Steam Overlay. Disable it in __Steam Properties__ to see if that resolves the issue. * Antivirus Exclusions: Players with high-end rigs often have aggressive antivirus software that blocks Electron's child processes. Whitelist the game's .exe.