Explore what we are researching, designing, building, and shipping.
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Ideas we are validating
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Designed and scheduled
1
Feature
Next-Generation Technology & Platform Upgrade
We are rebuilding the foundations of Skyline Sim to support a faster, deeper and more scalable simulation while keeping the interface and experience players already know. Core game systems are being moved to our Rust simulation architecture, alongside a major rebuild of the globe and world rendering systems. This work is also laying the foundation for modern graphics backends, including DirectX 12 on Windows, Metal on macOS and Vulkan on Linux, with native Linux support as a target. The upgrade will roll out progressively rather than as a single update, with individual systems moving to the new architecture as they are completed and validated.
Development15%
In flight
Actively in development
1
Feature
Airport Congestion & Chronic Delay
Busy, capacity-constrained hubs like JFK, EWR, LGA, ORD, ATL and LHR will start to feel operationally harder than quiet regional fields. We're adding a chronic airport-congestion delay source, separate from weather, crew and reactionary delays, that builds a persistent baseline of delay pressure at historically busy airports, worst at the peak departure banks and easing to near-zero off-peak. Congestion is derived procedurally by airport, hour of day and era, so an airport only runs busy in the years it actually was, and it stays a planning nuisance you buffer around rather than a delay that dominates weather or crew. Delayed flights will show a per-cause minute breakdown (for example +22m airport congestion, +8m weather) and a dedicated CONGESTION moment in OCC. Fully deterministic, so replays stay identical.
Landed
Recently released
1
Feature
Livery Editor
We are working all the time on enhancing livery editor.
A roadmap, not a boarding time.
Dates and ordering reflect our best current view. They may change as testing uncovers better routes.