Full notes
Full Pilot Tycoon update
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Repeated intro
Greetings, future captains!
What changed
- Gameplay
- Maps
- Performance
I'm a lifelong aviation geek, flight simmer, and gamer who's always wanted to play a true pilot career game - not just flying planes, but living the pilot life. Seniority bidding, making gate times, managing stress, building your reputation from regional FO to mainline captain. A real portal to portal experience with procedures and decisions presented through engaging gameplay, not study-level simulation.
That game didn't exist. So I'm building it.
Pilot Tycoon is already flying. The core game features a complex schedule bidding system, flight phases with dynamic events, quick-time emergencies, procedurally generated terrain and cityscapes, a level and stat system, 16 unlockable special abilities across four skill trees, living airports with NPC passengers, dynamic airfield AI traffic, 3 different aircraft, housing, hotel rooms, purchasable items, financial progression systems, and much more!
Just a few of the things currently under development:
Checkrides that can end your career - Performance evaluations with real stakes
Weather that ruins your month - Storms causing bumpy landings and cascading delays/cancellations
Deadheading - Easiest money you’ll ever make
Rest day activities - What you do between trips matters
Crew voices - Hear your crew react to your decisions in real-time, from praise for smooth landings to passive-aggressive comments when you're running late.
AI NPCs working the ramp - Watch ground crews service your aircraft and others, bringing the tarmac to life
Fatigue System - Out too late? Fatigue will impact stress and your capabilities.
The goal? Create the pilot career game we've all been waiting for - where becoming a captain means more than just accumulating flight hours.
What pilot career details would make this YOUR dream aviation game?
Source
Changelog.gg summarizes and formats this update. How we read updates.
