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The Ultimate Airport Management Game

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Please note: Airport Master is currently in Early Access Public Alpha stage of development. Some features described here may (and will) change from version to version as game development progresses. If you participate in early-access public alpha testing, keep in mind that savegames created with earlier versions may become unreadable in newer versions.

Airport facilities | List of Aircraft | Navaids

Airport facilities currently available in Airport Master

Airport Master is an airport management game in development by STICLI Games. It features deeply detailed approach to airport environment and aviation in general. The player starts as a newly appointed regional airport manager in a small regional airport that has by the game start:

1300m Concrete Runway, in good condition, with centerline markings, borderlines marked and illuminated at night and in low visibility conditions (please note the ILS localizer and glideslope antennas currently present at both ends of runway 17-35 will become upgrade items as the weather system is fully implemented); PAPI on both ends; wind tees on both ends; 2 NDBs per landing course are situated as per standard ICAO recommendation - 1 and 4 km from runway end;
Taxiways A, B, C, D, M and H are asphalt 23m wide, marked. Taxiway borderlines are lit with standard blue lights at night and when LVP is in operation.
Heliport, with designeted, lighted helipad and helicopter air-taxi maneuvering area, 8 ground parking stands (Foxtrot apron, F1-F8), service vehicles alley. Heliport apron is lit at night; helipad lighting includes normal and high-intensity pad lights and medium-intensity approach lights.
Terminal VOR is situated between taxiways C, A and runway 17 end - currently used by in standard go-around procedures for both runways and as a holding area (4000ft - FL90). Please note: later versions of the game will include VOR-antenna and\or shack-equipment malfunctions, serviceable by airport radio and lights maintenance - this functionality will be implemented in a later Alpha version of the game.
Small passenger terminal (check-in counters, departure and arrival zones are on the ground floor; waiting lounge and cafeteria are on upper floor)
Control tower (with seating for four air traffic controllers - GND, TWR, APP and SLOT COORDINATOR)
Primary radar performs electromagnetic 'sweeps' providing primary ATC radar screen (located in Control Tower) data readout and secondary radar (transponder reply transmission decoding) functions.
Meteorology office building including weather radar (please note: weather radar will become an upgradable option in later versions, currently it is available right from the new game start). Meteorology office issues current weather METAR and TAF-style 24-hours weather forecast (also available in casual player readable form for players who have no knowledge of METAR\TAF encoding yet).
Firefighting and Rescue Service building with two fire engines (firefighting teams drills and fire engine operations in the vicinity of apron and both runway ends are scheduled for later Alpha versions of the game, thou functionality of F&R is about 80% implemented)
Airport Administration building - serves as a main command post of player controlled Airport Manager, providing access to almost every manageable item in the airport (please keep in mind: that due to logics of the gameplay - all ATC-related management functionality will be accessible via Control Tower interface, thou a player may find quick links to more general items like Aero navigational fees in TMA area both under TWR management interface and Administration building interface); also please note, that current layout of Admin Building UI is preliminary and most probably will be split between Airport Manager's office (later Alpha version of the game) and current quick-link UI
General Manager Office is Player's avatar' luxurious office reflecting game achievemnts and used to monitor various aspects of the Airport and to negotiate Airlines Contracts
Apron with 5 parking stands for aircraft with wingspan up to 19 meters (typical regional jets, business jets, turboprops all mostly twin-engine with pax capacities up to 25) and 8 parking stands for single-engine aircraft with maximum wingspan of 14 meters; apron is marked both for aircraft and service vehicles movement in accordance with ICAO-standards, at night time the apron is lit by halogen lamps on lighting masts (please note: additional parking stands are upgrade items that will be available later in the game and are currently in development - not included in current alpha version)
Alongside the apron borders there are 3 roofed service hangars used for aircraft storage on longer turnovers and for performing technical ground service (A-check, B-check; in later versions of the game C-check as well for profit of the player's airport)
Flight School (ingeniously branded as FlightsCool) is available as initial (at the start of a new game) venture on airport territory, specializing in PPL theoretical and practical training (please note: 3 flight instructors are available right from the very beginning to allow for continuous flight training of students, however in future versions there would probably be such a scenario that player gets an opportunity to develop Flight School as well - this feature is planned for early Beta phase)
FBO (Fixed-base operator) buildings including Large Jet-1A fuel tank, smaller 100LL (Avgas) fuel tank, various service facilities. Airport's FBO mainly specializes in buying Jet-1A and 100LL fuels from refineries via fuel contracts system (available in game in FBO screen) and selling fuel to aircraft operators on demand. Player must manage fuel sell prices to maximize Airport profit while trying to avoid negative impact on Airport standing with customers - Airlines. If player raises fuel sell prices too high, Airlines may lower their internal airport rating and will try to negate this cost by either using other aircraft type (if they have it in their fleet) or by reducing number of flights to player's Airport.
Service vehicles roofed parking for fast access to A-stands (A1 thru A5) - holds 8 service vehicles, 4 of which are available at the new game start with another 4 available for purchase as an upgrade to corresponding Airport services e.g. Passenger transport (Buses), Baggage delivery (Baggage carts), Sanitation and Maintenance, Catering (please note: as the player advances in the game and builds additional parking stands on new apron(s), newer and more capable vehicles with own service parking will become available as an upgrade)
Airport Maintenance Center serves as bio-waste disposal facility and technical center for all airport maintenance, service and repair operations.
AeroDelish Catering facility produces, packs and delivers onboard departing aircraft various catering items (meals).
Airport Security service ensures safety on Airport premisses, collects security fees, provides passenger accomodation areas surveillance and commits other security-related activities.
Car Parking on city side of Passenger Terminal building provides 70 parking spots for cars arriving at Appleton Airport. Road traffic will be implemented in future versions.

Aircraft currently available in Airport Master

As of now, the following aircraft are in use by Airlines and private pilots in Airport Master. Typically, one new aircraft type is added with each new version. The order in which aircraft are added to the game is detemined mostly by planned fleets of Airlines. Made up names and ICAO-designators are used in the game. Please note, that game aircraft designs are inspired by and based on ingenious aircraft designs of world leading aircraft manufacturters such as Cessna (Textron Aviation), Dassault Falcon, Piper Aircraft, Beechcraft, Pilatus CH, Embraer, Piaggio Aerospace, Fairchild-Dornier, Antonov's Constuctors Bureau. This in no way implies that above mentioned companies aprove of or adore any part of graphical content of Airport Master game. We hope they like it )

IMPORTANT NOTICE: Airport Master is an entertainment product and should NOT be used as a reference or for flight-planning, fuel-estimation or any other real-world real aviation related activities.



Currently these 25 unique aircraft types in 131 different liveries operate for 21 airlines and more added with every version update!

Navaids currently available in Airport Master

As of now, the following Navigational aids are used by game pilots and air traffic controllers in Airport control area. This is reference information, player is not required to memorize this. Information below is provided for hardcore aviation fans who would like to know how ATC is organized in Airport Master.

Airport Upgrade Tier 1
  • VOR\DME APT 113.50 MHz - VHF Omni Directional Radio Range Appleton located between taxiways C, A and runway 17 end; terminal VOR\DME
  • ILS\DME RWY 17 IAG 108.50 MHz - instrument landing system with distance measuring equipment for runway 17
  • ILS\DME RWY 35 IGN 110.35 MHz - instrument landing system with distance measuring equipment for runway 35
  • NDB (LOM) AG 710 kHz - located 4km out of RWY17 threshold
  • NDB (LMM) AN 410 kHz - located 1km out of RWY17 threshold
  • NDB (LOM) GN 730 kHz - located 4km out of RWY35 threshold
  • NDB (LMM) GA 505 kHz - located 1km out of RWY35 threshold
  • WPT MONET - south-west IFR arrival\departure mandatory report point of terminal control area
  • WPT LINTA - north-east IFR arrival\departure mandatory report point of terminal control area
  • WPT PAROM - north IFR arrival\departure mandatory report point of terminal control area
  • POINT PT-N - north VFR arrival\departure visual reference point
  • POINT PT-NE - north-east VFR arrival\departure visual reference point
  • POINT PT-E - east VFR arrival\departure visual reference point
  • POINT PT-SW - south-west VFR arrival\departure visual reference point
  • POINT PT-W - west VFR arrival\departure visual reference point

Airport Upgrade Tier 2
  • POINT H-A - heliport final visual approach point
  • POINT H-D - heliport initial visual departure point

Airport Upgrade Tiers 3 - 5
  • ILS\DME RWY 16 IAT 109.35 MHz - instrument landing system with distance measuring equipment for runway 16
  • ILS\DME RWY 34 IAP 111.10 MHz - instrument landing system with distance measuring equipment for runway 34
  • NDB (LOM) AT 520 kHz - located 4km out of RWY16 threshold
  • NDB (LMM) TA 350 kHz - located 1km out of RWY16 threshold
  • NDB (LOM) AP 580 kHz - located 4km out of RWY34 threshold
  • NDB (LMM) PA 305 kHz - located 1km out of RWY34 threshold
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