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Steam News5 May 20251y ago

v17-pre12, pre13

A grab-bag of balance tweaks, bugfixes and small QoL features. We are almost at the finish line--the next patch will probably be a release candidate, with the update out by mid-month.

Full notes

Full Puffin Planes update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes0 additions3 changes0 removals
  • Balance
  • UI and audio
  • Gameplay
changedA grab-bag of balance tweaks, bugfixes and small QoL features. We are almost at the finish line--the next patch will probably be a release candidate, with the update out by mid-month.
changedv17-pre13 Features: - The Penguin: 2x speed and -50% service point cost for regular maintenance. - The Ostrich: 15% chance of receiving an extra plane whenever you take delivery from manufacturer. Changes: - Tutorial now explains ordering new planes - Removed retrofitting. - Some plane models, such as the PAX-200, can now become obsolete. - Airplane view in Network Overview now shows the model. - Route ruler now configurable in the settings menu. - Discontinued models now appear on the 'Models' tab of the Manufacturers GUI. - Increased fuel efficiency of the Atto to make it easier to break even. - Route ruler now only shows up if you have planes in your hangar. - Nerfed the PAX-125 range from 4,000km to 3,300km base. - Debug menu will now show you airports that you have never unlocked before, for help with the Completionist achievement. - If a new model is researched and there are no production lines to steal, then the manufacturer will go into debt to open a new one. - Moderate (25%-ish) decrease to the price of starter planes - Tightened up research costs to make planes appear earlier on average. - Plane labor unit cost increases again (sorry I keep going back and forth on this). - Two new planes, the 'Levering Veteran ER' and the 'Sawtelle Macro'. - Added some more flavor to production line names. - Nerfs to % income policies such as the "Status Program" and "Low Cost Carrier" policies (now just a 2.5% boost across the board except for LCC) - Nerfed the Puffin % income bonus from 15% to 10% - Significantly increased crew costs (50% increase); aiming for plane operating costs to be around ~80% of revenue - ...to compensate, base income is back! Should help you out early game; 500 per day. Bugfixes: - Route ruler now shows the stats for the highest block that you have. - Fixed the Midvale PAX-250 research cost being absurdly low for testing purposes. - Fixed a typo in teh "Establish a Hub" contract. - Removed references to the abandoned "lease" concept from the game. - Fixed the 'purchase' button for a new building showing NaN if you had no building selected. - Fixed being able to create plane if you had enough money to unlock cities, or purchase the used plane, but not both.
changedv17-pre12 Changes: - Larger planes now cost 50% more miles to maintain than smaller planes. - Removed the 'Plane Factory' airport bonus. - Improved End Screen OST by Rod - Game Over screen now stops music - Route Ruler will now only show models that you have in your hangar, rather than all models. - Boost Pax are back; all airlines will receive a base "income" of passengers spawning to make early game more fair. - Made some pitiful attempts at game balancing (I swear it's so difficult!) - Raised the amount of starting miles from 25K to 30K - Significantly increased most plane prices (by 2-3x for many of them) - Production lines should now slowly reassign to models with busier backlogs (threshold is 2x total length in days) Bugfixes: - Fixed airplane costs (fuel, crew, etc) not scaling with inflation (mega facepalm) - Fixed discontinued planes getting new production lines (e.g. PAX-125)

Puffin Planes changes

changedA grab-bag of balance tweaks, bugfixes and small QoL features. We are almost at the finish line--the next patch will probably be a release candidate, with the update out by mid-month.
changedv17-pre13 Features: - The Penguin: 2x speed and -50% service point cost for regular maintenance. - The Ostrich: 15% chance of receiving an extra plane whenever you take delivery from manufacturer. Changes: - Tutorial now explains ordering new planes - Removed retrofitting. - Some plane models, such as the PAX-200, can now become obsolete. - Airplane view in Network Overview now shows the model. - Route ruler now configurable in the settings menu. - Discontinued models now appear on the 'Models' tab of the Manufacturers GUI. - Increased fuel efficiency of the Atto to make it easier to break even. - Route ruler now only shows up if you have planes in your hangar. - Nerfed the PAX-125 range from 4,000km to 3,300km base. - Debug menu will now show you airports that you have never unlocked before, for help with the Completionist achievement. - If a new model is researched and there are no production lines to steal, then the manufacturer will go into debt to open a new one. - Moderate (25%-ish) decrease to the price of starter planes - Tightened up research costs to make planes appear earlier on average. - Plane labor unit cost increases again (sorry I keep going back and forth on this). - Two new planes, the 'Levering Veteran ER' and the 'Sawtelle Macro'. - Added some more flavor to production line names. - Nerfs to % income policies such as the "Status Program" and "Low Cost Carrier" policies (now just a 2.5% boost across the board except for LCC) - Nerfed the Puffin % income bonus from 15% to 10% - Significantly increased crew costs (50% increase); aiming for plane operating costs to be around ~80% of revenue - ...to compensate, base income is back! Should help you out early game; 500 per day. Bugfixes: - Route ruler now shows the stats for the highest block that you have. - Fixed the Midvale PAX-250 research cost being absurdly low for testing purposes. - Fixed a typo in teh "Establish a Hub" contract. - Removed references to the abandoned "lease" concept from the game. - Fixed the 'purchase' button for a new building showing NaN if you had no building selected. - Fixed being able to create plane if you had enough money to unlock cities, or purchase the used plane, but not both.
changedv17-pre12 Changes: - Larger planes now cost 50% more miles to maintain than smaller planes. - Removed the 'Plane Factory' airport bonus. - Improved End Screen OST by Rod - Game Over screen now stops music - Route Ruler will now only show models that you have in your hangar, rather than all models. - Boost Pax are back; all airlines will receive a base "income" of passengers spawning to make early game more fair. - Made some pitiful attempts at game balancing (I swear it's so difficult!) - Raised the amount of starting miles from 25K to 30K - Significantly increased most plane prices (by 2-3x for many of them) - Production lines should now slowly reassign to models with busier backlogs (threshold is 2x total length in days) Bugfixes: - Fixed airplane costs (fuel, crew, etc) not scaling with inflation (mega facepalm) - Fixed discontinued planes getting new production lines (e.g. PAX-125)

A grab-bag of balance tweaks, bugfixes and small QoL features. We are almost at the finish line--the next patch will probably be a release candidate, with the update out by mid-month.

v17-pre13 Features: - The Penguin: 2x speed and -50% service point cost for regular maintenance. - The Ostrich: 15% chance of receiving an extra plane whenever you take delivery from manufacturer.

Changes

- Tutorial now explains ordering new planes - Removed retrofitting. - Some plane models, such as the PAX-200, can now become obsolete. - Airplane view in Network Overview now shows the model. - Route ruler now configurable in the settings menu. - Discontinued models now appear on the 'Models' tab of the Manufacturers GUI. - Increased fuel efficiency of the Atto to make it easier to break even. - Route ruler now only shows up if you have planes in your hangar. - Nerfed the PAX-125 range from 4,000km to 3,300km base. - Debug menu will now show you airports that you have never unlocked before, for help with the Completionist achievement. - If a new model is researched and there are no production lines to steal, then the manufacturer will go into debt to open a new one. - Moderate (25%-ish) decrease to the price of starter planes - Tightened up research costs to make planes appear earlier on average. - Plane labor unit cost increases again (sorry I keep going back and forth on this). - Two new planes, the 'Levering Veteran ER' and the 'Sawtelle Macro'. - Added some more flavor to production line names. - Nerfs to % income policies such as the "Status Program" and "Low Cost Carrier" policies (now just a 2.5% boost across the board except for LCC) - Nerfed the Puffin % income bonus from 15% to 10% - Significantly increased crew costs (50% increase); aiming for plane operating costs to be around ~80% of revenue - ...to compensate, base income is back! Should help you out early game; 500 per day.

Bugfixes

- Route ruler now shows the stats for the highest block that you have. - Fixed the Midvale PAX-250 research cost being absurdly low for testing purposes. - Fixed a typo in teh "Establish a Hub" contract. - Removed references to the abandoned "lease" concept from the game. - Fixed the 'purchase' button for a new building showing NaN if you had no building selected. - Fixed being able to create plane if you had enough money to unlock cities, or purchase the used plane, but not both.

v17-pre12 Changes: - Larger planes now cost 50% more miles to maintain than smaller planes. - Removed the 'Plane Factory' airport bonus. - Improved End Screen OST by Rod - Game Over screen now stops music - Route Ruler will now only show models that you have in your hangar, rather than all models. - Boost Pax are back; all airlines will receive a base "income" of passengers spawning to make early game more fair. - Made some pitiful attempts at game balancing (I swear it's so difficult!) - Raised the amount of starting miles from 25K to 30K - Significantly increased most plane prices (by 2-3x for many of them) - Production lines should now slowly reassign to models with busier backlogs (threshold is 2x total length in days) Bugfixes: - Fixed airplane costs (fuel, crew, etc) not scaling with inflation (mega facepalm) - Fixed discontinued planes getting new production lines (e.g. PAX-125)

Source

Steam News / 5 May 2025

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