Project Airline is an airline management game on a real globe. Buy aeroplanes, base them at hubs, draw routes between real airports, fit the cabins, price the seats and run the timetable that pays for all of it.
The simulation is the point. Demand follows real traffic between origin and destination, not a pool per airport, so a route lives or dies on who actually wants to fly it. Every cost on a leg is there: fuel bought on a spot market, crew, maintenance, catering, handling, landing fees, carbon, and the quiet cost of owning a fleet that is sitting on the ground.
Buy an airframe, base it at a hub, draw the route on the globe, lay its rotations out across the week, and watch each departure settle into the books. What you do with the profit is the game: more aircraft, more hubs, better cabins, a bigger name.
Name it, give it a code, draw its logo and paint its livery in the studio. Fit every cabin seat by seat and set the onboard service per class. Brand awareness is bought, but reputation has to be earned one flight at a time.
Every hub is a diorama of the real airport and the city beside it, with its runways, terrain and coastline, aircraft taking off and landing, and the lights coming on after dark. Follow any of your flights in 3D across the real Earth.
Grow from a single aircraft to a global network. Upgrade your hubs, unlock perks, chase objectives and achievements. Rival carriers fly the same markets, and the fare that works for them may not work for you.