#30 Version 3.3.0 Recap and What's Next

Hey everyone,
it’s been a few weeks since version 3.3.0 took off — and what a release it was. Launching such a feature-packed update right on the game’s anniversary was a bit of a bold move, but I think it paid off. New aircrafts, new scheduling system, our first generic airport, and a bunch of under-the-hood improvements — it’s been quite a flight.

We didn’t manage to roll out the long-awaited cross-platform account linking yet. Testing across devices turned out to be more complex than we hoped. But I’d like to take a moment to reflect on the main features that, from my point of view, defined this update.


New Handling Services

With version 3.3.0, we introduced two new ground servicesAmbulift and Technical Assistance.

Ambulift is triggered by a probability-based algorithm that simulates how many PRM (Passengers with Reduced Mobility) arrive or depart on a given flight. It’s not something you can predict — and yes, it can sometimes affect your ability to meet turnaround limits. However, you can still use the Deal Manager to “smooth out” those occasional overruns when needed.

Technical Assistance currently appears randomly, but in future updates, it will become linked to aircraft age and maintenance condition. This feature is part of our broader effort to bring more operational realism to ground handling without overwhelming players with micromanagement.


Schedule System

This feature was designed to bring structure and order into how airports operate — and I truly believe it’s doing just that. So far, the feedback has been exactly what we were hoping for: players are adapting quickly, and many great suggestions have already landed on the forum.

We’re looking at improvements like:

  • More filters (my fleet, connections…)
  • Reset option for schedules
  • Expanding Delivery Manager abilities (e.g. landing only scheduled aircraft)
  • UI refinements for clearer navigation
  • Showing only the next scheduled inbound aircraft in the arrival queue for each stand

However, we’re also aware of a bug that can freeze the entire airport, preventing players from resuming operations. We’re already working intensively on this issue, and a fix will be included in version 3.3.1. Thanks for your patience while we get this one resolved — it’s a top priority.

And yes — I do read the forum regularly. Maybe it doesn’t always look like we’re there, but believe me, I spend a good amount of time going through your comments and ideas.


Generic Airports – The Idea Behind It

I think we underestimated how much explanation this feature needed. The concept of generic airports isn’t about replacing real ones — it’s about expanding the playable network beyond what’s realistically possible with our small team.

We’ve said from the start that our goal isn’t to make perfect 3D replicas. We always aim for functional realism (runways, frequencies, weather, position) — but not necessarily for 1:1 visual accuracy.

Here’s the real reason behind it:
Developing a fully detailed real-world airport takes about 2–3 months. Even with more people, that process can’t get much faster. But the world has thousands of interesting airports that would never make it into the game if we stayed on that path. Generic airports use shared assets and a unified scene, meaning we can have 1 or 100 without making the app heavier. That’s the key advantage.

This approach also lets us add new systems more easily — for example, wind-based runway operations can be implemented once and instantly apply to every generic airport. With handcrafted airports, we need to rebuild taxi networks one by one.

To put it simply:

Generic airports are a way to bring more playable destinations for player connections, not less.

And no — this doesn’t mean we’re stepping away from real airports. Quite the opposite. We already have four real airports in development across different continents and scales. So, no worries there.


What’s Next (3.4.0)

You probably already caught the spoiler — we’re working on HKG (Hong Kong), and it’s going to be massive. We’ve decided to portray it in its under-construction phase, but still based on real documentation and layout plans to make it as realistic as possible. Right after that, we’re planning to deliver something smaller and more compact again.

On the aircraft side, we’re adding more to the B747 family to complete it, and introducing COMAC aircraft to the lineup — mainly because of HKG.

The long-awaited account linking system should finally be ready, along with a custom time and weather feature for airports — something that’s been requested countless times.


Handling Evolution and Ground Services

Adding Ambulift and Technical Assistance opened a Pandora’s box of possibilities for our handling system. We realized we needed to rewrite the entire ground service logic to make room for different vehicle types and more flexible operations.

The idea is to allow players to:

  • Use different types of ground vehicles (pushback trucks, GPUs, ACUs, loaders, etc.) where it makes sense
  • Experience interdependent service logic based on aircraft type, number of service doors, and other operational constraints
  • Experience handling variability based on gate type (jet bridge vs. remote stand)
  • Split ground handling into two phases — unloading and loading — with a variable delay between them depending on flight type and contract requirements. Some aircraft will make a quick turnaround, others will remain parked longer, just like in real operations.
    This setup will also enable crew disembarkation and boarding, making rotations feel even more authentic.
  • Encounter natural turnaround delays, making the apron feel more alive
  • New animations for crew

To make these systems believable, airports will also gain new operational depth.
Aircraft will be able to park at dedicated stands during longer layovers, waiting for their next scheduled flight. Meanwhile, FOD inspections — already part of the gameplay — will be expanded so that ramp agents can discover issues leading to stand cleaning or maintenance requirements. We’re also preparing runway maintenance, including rubber removal and winter plowing. Each task will require its own set of ground equipment, which means more vehicles and a rewritten handling logic to support them all.

So no, we’re definitely not slowing down — quite the opposite.


Long-Term Pipeline

We’re gradually reworking taxiway layouts at existing airports to prepare them for multi-directional operations and shared stands. Alongside that, we’ll be updating some airports graphically — especially those that have changed in real life since their original release.

We’re also working on a new aircraft customization system, which will allow deeper personalization options for players. This upgrade, however, requires reworking every aircraft model in the game, so it’s going to take time — but it will make future customization much more flexible.

And of course, we’re not forgetting our long-term projects like:

Business Jets · New Cargo System · Alliances · Revamped Demand System · New Events


Plans Beyond WoA

By the end of this year, we’d like to release our side project ScrapIT — a small, casual game that’s already nearing completion and has been developed alongside World of Airports.

At the same time, we’re slowly starting a new project that goes back to the roots of civil aviation, and it will include a completely new version of AirportPRG as part of it.


Thank You

A huge thank-you to all players for your continuous support, your forum posts, your bug reports, and your ideas. Also a special shout-out to our moderators who keep the community running smoothly — you’re doing an incredible job.

I’d also love to organize a series of “mini fan meetups” at our in-game airports.
The first phase would focus on European locations — followed by American airports depending on the level of interest, we could then continue with additional locations later on.

We’d hand out some merch and even give away a few iPads from our partner’s stash. Let me know in the comments if you’d be interested and where you’d join. Let’s see which airport has the strongest local community!


Thanks again, and see you on the apron!
Kubasan


P.S. Just a small note for transparency — this entire devblog was personally written by me (in Czech language), but later translated using AI to make sure it’s clear and correct for everyone reading in English.

Good!Hong Kong International Airport will make the game even more popular!

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Any news on the A340?

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Another dev log unlocked

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FINALLY! I know myself and so many others have wanted this for so long, this is huge for the game, airports will feel so much more full, realistic and alive!

Also, thank you guys so much for all you do, you guys have been so good to us with all of these updates, and you guys never get the appreciation that you deserve, so again, thank you devs!

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This is so nice. I really appreciate the emphasis this time around on transparency about existing and previous projects rather than simply ignoring the community and plowing forward with a bunch of new info. This addressed basically all of my concerns as of late!
Separately, really excited about the Comacs. Is the C919 also planned?

Huge kudos to everyone at flyboys, keep up the great work!

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If this means remodeling certain models, I’m happy to see this as some older V3 models are slightly inaccurate, like the engines of the DH8A/B/C and CRJ200 tail

I wonder if this also includes correct door operations

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Add this to the list of funny quotes!

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Question: Can we expect 3.4.0 in 2025? :slightly_smiling_face:

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The little meet up sounds fun, I think European wise LHR and PRG are likely the biggest ones for a ‘meetup’. HKG looks superb and I’m looking forward to spending my Christmas holidays slapping 747’s down there, hoping for a couple of retro liveries mixed in.

Adding a little edit in above the thank you, 4 airports in development???:thinking: :rofl: Looking forward to see what they are.

Thank you again guys, you do some fantastic work. And big up to future generic airports, love to see a couple blopped around Europe in the near future :smiling_face_with_three_hearts: .

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Great update from you!
Regardless of planes and airports, I think it’s really great that you’re paying attention to the process and ground vehicles. Cheers to a new year with you!

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will MROs and maintenance hangars be part of the mentioned future technical facilities re-work?

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Are getting both the passage and cargo version of the C909 ?

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What does this mean

Does it refer to the new terminal being operational?

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And I thought devblogs couldnt get any better after the last one :joy:

Thanks guys as always! These leaks look insane!

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Yes at the end of the year

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I must say I am so gratefull and happy and shocked and whatnot everytime i read one of these. You guys just cannot stop winning and make this game better and better with everything you do. THANK YOU <3

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Yeah we have pretty repeated confirmation from Charlie that the target is Christmas

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Yeah this is gonna be huge especially for Heathrow

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