Devlog

What's changing in Tailwinds, update by update. The game ships improvements continuously — this page collects them into readable release notes. For discussion, bug reports, and sneak peeks, join the Discord.

October 22, 2026

Schedule your week

October 22, 2026

Fewer clicks: shortcuts, flights from the Fleet page, and your families in the Market

All three suggested by VodkaOnFire on Discord.

October 22, 2026

Route Finder: how much of a market is already flown

Thanks to VodkaOnFire on Discord for all of these.

October 21, 2026

A faster Route Finder

Sorting the Route Finder by profit could take several seconds on a big airline, every time you opened it or changed the search. Each row's forecast plays out a full week of your network with that route added, so it can count connecting passengers, and a profit sort needs 150 of them. Three changes, prompted by VodkaOnFire on Discord:

October 21, 2026

Lease gates from the map

Thanks to Alex585975 for the idea on Discord. New to gates? The how-to-play guide covers what they do.

October 21, 2026

Rival sets: more than one maker, and fixes

More in the competition guide.

October 18, 2026

Reserves by airport

Pick the Reserve filter on the Fleet page and a new Reserves by base panel shows where your standby aircraft are parked: each airport, how many reserves it holds, and how many of each type. Click an airport to list only its reserves, or click a type to narrow it to, say, just the A320s at that base.

October 18, 2026

More control over your rivals

All on the setup screen under Rivals, for new games. More in the competition guide.

October 17, 2026

Choose your rivals

New games have a Rivals section on the setup screen, so you decide who you’re up against.

More in the competition guide.

October 17, 2026

Production lines: you and your rivals share the factory

Until now every airline had its own private delivery queue, and rival airlines didn’t queue at all: when one decided to grow, its new aircraft appeared that week. In new games, aircraft now come off production lines that you share with the rivals, and they have to order and wait just like you.

Production lines are on by default for new games and can be switched off on the setup screen. Games already running keep their private queues. More in the fleet planning guide.

October 17, 2026

Lighter cabins now add range sooner

October 17, 2026

Fix: long routes near an aircraft’s range wouldn’t open

October 17, 2026

Runway length now counts when you move routes

Moving a route to another aircraft no longer lets you put it on a plane that cannot use the runway. Thanks to Barca for the report on Discord.

October 17, 2026

Release year on the aircraft market

Every aircraft in Fleet → Market now shows the year it entered service, so you can tell a fresh design from an old one at a glance. Thanks to VodkaOnFire for the suggestion on Discord.

October 17, 2026

Design your own livery

Open ✎ Edit Branding → Livery and paint your airline: fuselage, tail and winglets, engines, a cheatline, swoosh, belly, retro or tail-wrap style, your name on the fuselage and your logo on the fin. It is painted onto a real Boeing 737-800 illustration and shows on your Fleet page.

October 17, 2026

Range corrections for 22 aircraft

With range now tied to a typical cabin, we checked every aircraft’s range against its maker’s figure at that cabin. 22 types were wrong: most too generous, a few too short. Added to Headwinds as well.

The narrow-body and turboprop guides list the corrected ranges, and the wide-body guide has the new A350-900 figure.

October 17, 2026

Range now depends on how many seats you fit

Aircraft makers quote range with a typical cabin: 525 seats on an A380, 396 on a 777-300ER, 165 on an A320neo. Until now the game gave every aircraft that range even when packed to its exit limit, which no real aircraft can do. Every aircraft now has its maker’s typical seat count, and range follows the cabin you fit. Added to Headwinds as well.

Planning long-haul? The wide-body guide now lists each aircraft’s range at its typical cabin and fully packed, and fleet planning covers matching aircraft to missions.

October 17, 2026

Crew: staying fully staffed in long games

October 17, 2026

New aircraft: the Airbus A350-1000ULR

One of the most requested aircraft on the Discord, added to Headwinds as well.

Planning ultra-long-haul? The wide-body guide lines it up against the A350-900ULR and the 777X-8, and route economics covers when the longest routes pay.

October 17, 2026

Route Finder keeps its ranking when you lease a gate

October 16, 2026

Faster screens, route hours and runways, and bulk frequency changes

More on choosing frequencies in the route economics guide.

October 16, 2026

Replace ageing aircraft automatically

Re-equipping the same routes with newer aircraft used to mean ordering, waiting for delivery, moving every route by hand, then selling or returning the old aircraft, one at a time. Now an order can say which aircraft it replaces, and the swap happens by itself on delivery.

Opening new routes is still up to you. This only takes the repetition out of renewing the ones you already fly. More on picking replacements in fleet planning.

October 16, 2026

World events are fairer to established airlines

Players reported that recessions, pandemic scares and other world events made the game very hard from around year three. They were right. A small airline barely feels a downturn, because even a weakened market still fills its few flights. Once your network is sized to its markets, every downturn hits in full, and a couple of rules made that much worse than intended.

More on how rivals behave in competition and alliances, and on protecting yourself from fuel spikes in fuel hedging.

October 16, 2026

Six more airports in Egypt

Another batch requested on the Discord, added to Headwinds as well.

Thinking about a second base in a city you already serve? Hub strategy covers when a second airport is worth it, and route economics covers what makes a new route pay.

October 16, 2026

Every airport on the map, and a route finder that fits a phone

New to picking routes? The route economics guide covers what makes a market worth flying.

October 16, 2026

Smaller touches: typeable counts and better photos

October 15, 2026

Cloud saves for supporters

Your airline can now follow you between browsers and devices.

Cloud saves are best effort, on the same hobby servers as Headwinds. Saving in your browser works exactly as before. Step by step, including phones, in the FAQ.

October 14, 2026

New game option: randomized passenger demand

An idea from VodkaOnFire on the Discord: what if the map you know weren’t the answer?

New to picking a base? Hub strategy and route economics still apply. You just can’t take the numbers for granted.

October 13, 2026

Sort every airport in the game, and filter the aircraft market

Two requests from VodkaOnFire on the Discord.

Weighing up a type? The aircraft guide has every model’s numbers, and hub strategy covers picking where to grow.

October 13, 2026

Four more airports: Niigata, Noida, Leeds Bradford and Doncaster Sheffield

Another batch requested on the Discord, added to Headwinds as well.

Choosing where to grow next? Hub strategy covers when a second airport in a city is worth it, and route economics covers what makes a new route pay.

October 9, 2026

Staff pay and hiring rework, plus gate slots in the Route Finder

Three requests from the Discord: Barca, Dunno23 and VodkaOnFire. All three are in Headwinds too.

October 8, 2026

Five new airports: London Southend and four in southern Italy

Another request from the Discord. All five are in now (in Headwinds too).

October 8, 2026

Jumbo jets, Concorde and freighters arrive on the right schedule

October 3, 2026

Reset many routes to reference fares at once

September 30, 2026

Alliances wait for 1997, cargo routes say why they won’t open, and staff pay settles down

September 30, 2026

Fixes from Discord: departure boards, crew warnings and Route Finder demand

Three fixes from reports in the Discord. They apply in Headwinds too.

September 24, 2026

Era games: passengers notice when your aircraft are out of date

In a game that runs through history, nobody in 2000 wants to fly on a design from the 1950s. Until now, only the age of the individual airframe counted, and that penalty stops growing after about 13 years. A 1950s type flown into the jet age cost you nothing extra, and a young second-hand 707 bought in 2000 scored almost as well as a brand-new A320. Now the age of the design counts too. This applies in Headwinds as well.

September 24, 2026

Aircraft audit, part two: real turboprop figures, one runway rule, and prices that match the metal

Part one of the aircraft audit moved every propeller aircraft onto the jets’ fuel scale with a single multiplier. Part two replaces that with real numbers, aircraft by aircraft, and works through the rest of the list: runways, a cliff edge in how old aircraft arrive, and a handful of prices that made one choice obviously right or obviously wrong. All of it applies in Headwinds too.

Aircraft you already lease keep the rate you signed. Aircraft you own are valued at the new prices, so a 747-8I is worth less if you sell it and an A310-300 is worth more. Every aircraft’s current figures are in the aircraft guide.

September 23, 2026

Eleven new airports across Ireland and Northern Ireland

A request from the Discord: the island of Ireland was missing a string of its smaller fields. They’re all in now (in Headwinds too).

Thinking of a short-runway operation? The turboprop guide lists which aircraft can use strips this short, and route economics explains why a 20 km hop has to be flown cheaply to make money.

September 21, 2026

Your first aircraft now come with a crew

A new player opened six routes, watched the Routes page show a healthy profit on every one of them, and flew nobody. New airlines start with no staff, and an aircraft with nobody to fly it stays on the ground. The only place that said so was the crew card on the Operations screen, which is easy to miss when it is your first game. That was on us, not on the player.

New to the game? How to play and common beginner mistakes cover the first few weeks, and on-time performance explains what flying short-staffed costs you.

September 20, 2026

Propellers now burn what propellers burn

A full audit of all 197 aircraft went looking for two things: specs that did not match the real aircraft, and prices that made one choice obviously correct. The big finding was a propeller problem. Every turboprop and piston airliner in the game was burning roughly half to two-thirds of the fuel its real counterpart burns, while every jet was close to the real figure. The Q400 was the most fuel-efficient aircraft per seat in the entire catalogue — ahead of the A330neo, the A321XLR and the 787-9 — and a 1961 Vickers Vanguard was second.

Existing fleets keep the aircraft they have. Burn figures apply from this week, so a propeller fleet will see a higher fuel bill — if that changes the maths on a route, route economics explains how to read it, and every aircraft’s current figures are in the aircraft guide. If any of your routes are affected by the range corrections, you will see them in News the first time you load your save.

September 20, 2026

Fuel is a department now, not a button

From the fuel thread on Discord. LtFrosty: “I’m burning 62 mil in fuel each week… I just did a 26 wk contract and it only saves 3.5 mill”, and “it would be cool but probably not realistic if we could purchase our own fuel station, refinery, or trucks.. something to lower the cost”. TheCookiesGuy: “especially as well since they add a premium on top of the percentage so the savings is negligible”. Both were right, and the reason was worse than the symptom: the hedge premium was so large that locking a price was a losing bet on average, whatever the market did. So the correct play was never to hedge — which is exactly what the standings showed. Fuel had one button, and the button was wrong.

New games start with airport-by-airport fuel pricing on. Existing saves keep flat world fuel and are completely unaffected — every number in a save made before today is what it was.

Two long-standing bugs went out with it. The route planner was forecasting fuel at the normal price no matter what the market was doing, so a route quoted during a spike looked better than it would ever be; it now uses the same fuel number the weekly tick charges. And a malformed hedge could produce a negative fuel bill — that hole is closed.

How hedging works and when it is worth it is in the fuel hedging guide; what fuel does to a route’s economics is in route economics, and burn by type is in the aircraft guide.

September 20, 2026

Gate rent at a big hub stops running away

What a gate buys you in slots, and how that feeds a hub, is in route economics.

September 16, 2026

Three from the bug channel: a phantom absence, a plane that was never short, and a planner that kept up

How range, cabin weight and network reach decide what can fly a route is in the aircraft guide and route economics.

September 16, 2026

Small charters, business jets, and a plane finder that ranks the whole year

Three more from the Discord thread on the new charter board.

The business jets are listed at the foot of the regional jet guide; what a season does to a market is in route economics.

September 16, 2026

The 1960s get their short-haul jets: the DC-9 and the first 727s

An era game started in the mid-sixties had no 727 until 1972 and no DC-9 until 1975 — the catalogue only carried the late variants of each. Three types fill the gap, and one date is corrected.

September 14, 2026

Charters on the map, and a plane finder that knows what month it is

Two requests from Discord, both about seeing something the game already knew.

What a season does to a market is in route economics, and matching the right aeroplane to the right lane is in fleet planning.

September 12, 2026

Era games now end: the horizon closes in 2050

Pick a start year and you are no longer flying an open-ended sandbox — you are flying a run. Every era game now closes at the end of December 2050, and when it does you are ranked on market cap against every carrier still in the air. Start in 2000 and that is a 51-year run. Start in 1950 and you have a century to build something that lasts.

The custom-year picker now stops at 2040, so the shortest run you can start is still eleven years. If you want to know what a long run actually rewards, the compounding is in route economics and the fleet side of it is in fleet planning.

September 12, 2026

Charter contracts: the fee is fixed, the cost is yours

There is a new Charters page under Company. Brokers post fixed-fee flying jobs — a tour operator’s weekly programme, a relief rotation into an awkward field, outsize freight that will not wait, a rival short of lift who needs a wet lease. You pick which ones to take, and which of your aeroplanes flies them.

The thing to understand before you sign anything: the cheque is the same whoever flies it. Every contract is priced against the cheapest current aircraft that could legally do the job. Send something thirstier and the difference comes out of your pocket. A 160-seat rotation out of San Francisco is priced as a 737 job; fly it with a 787 and you will lose money on a contract that looked generous on the board.

A contract or two is a good way to earn from an aeroplane with spare hours, or to fly through the months your leisure routes are dormant. A schedule you run well still beats charter work per hour in the air, so this is a complement to your network rather than a replacement for it — the arithmetic behind that is in route economics, matching the right metal to the job is in the aircraft guide, and what your block-hour budget will actually take is in fleet planning.

September 12, 2026

Rivals stop growing into the same airline, and the era picker stops before the aeroplanes do

Two reports from Discord, a week apart, that turned out to be about the same thing: the game was handing out numbers it had no business handing out.

Worth saying plainly about the first one: this is a variety change, not a difficulty increase. The typical rival is now a little smaller than it was and only a handful — the ones that stack a big hub, an expansionist streak and a second base — end up bigger than the old flat thirty. What that means for who you actually have to fight on a given lane is in competition and alliances, and picking your ground against them in hub strategy. Which aircraft exist in which decade is in the aircraft guide.

September 11, 2026

The southern hemisphere gets its own summer

From Dave: the seasons were Northern-hemisphere standard everywhere. The game picked each route’s seasonality from a list of countries, and that list named seven of them as southern. There are 344 airports below the equator across fifty-one countries — so Montevideo, Windhoek, Harare, Antananarivo, Suva and Papeete all peaked in July, the middle of their winter. Seasons now come from each airport’s latitude instead, and three things follow from that.

Nothing in the northern temperate world moved — not one airport — and Sydney, Auckland, Johannesburg and Buenos Aires were already right. What changed is 418 airports in the tropics and the southern hemisphere, so if you fly to São Paulo, Lima, Honolulu or San Juan, expect your peak months to have shifted under you. Singapore, Hong Kong, Bali and Nairobi keep the profiles they had, because monsoon and Chinese New Year do not mirror. How seasonality feeds a route’s load factor is covered in route economics, and running a route only part of the year in strategy.

September 10, 2026

You can drop a jet base certification you no longer need

From a Discord question by Ringwraith: how do you remove a certification from a jet base? You couldn’t. Certifications were add-only, so an airline that retired a fleet type kept paying for its certification week after week, and the only way out was closing the whole base and rebuilding it. Each certified family now carries a small × on the base card.

A base may now end up certified for nothing at all, which is legal and expensive: it keeps its running costs and covers no aircraft. Which types are worth keeping certified where is part of the same commonality question as the fleet itself — see the fleet planning guide.

September 10, 2026

Buying an airline no longer thins out the rest of your network

From a Discord report by wj: demand sliding across the whole map right after a buyout. Two things were behind it, and both are fixed.

Net effect: an acquisition adds traffic instead of quietly deleting it, and buying a big carrier that overlaps your hub is worth what it looks like it is worth. How connecting traffic and nonstops trade off is covered in the hub strategy guide, and what a route earns per seat in route economics.

September 9, 2026

Rival connections get a name; two planes on one route get two departure times

Two display fixes from Discord reports, thanks to LtFrosty and Mariaklinga.

How connections over rival hubs compete with your nonstop is covered in the hub strategy guide.

September 9, 2026

Keeping a leased aircraft is now an actual button

Renewing a lease was hiding behind a ten-pixel link on the fleet list, and the aircraft card — the page you open to manage a plane — offered two ways to end a lease and none to keep it. Thanks to ASAS on Discord.

See the aircraft guide for lease rates by type, and route economics for how a lease weighs on a route.

September 8, 2026

Rival airlines stop flying aircraft from the future

In a 1962 world, one of the AI carriers was operating A321neos — an aircraft that entered service in 2016. Thanks to wj on Discord for the screenshot.

See the aircraft guide for what each type can do, and route economics for how capacity feeds into a route.

September 5, 2026

No Wi-Fi on a Constellation

The order form would happily sell you a Wi-Fi and streaming package for a Lockheed Constellation, and let you specify satellite connectivity from the factory on a Boeing 377 — a factory that closed in 1950. Thanks to Kat the Fox and CorporalSimmons on Discord for spotting it in both games.

September 7, 2026

A stop is disliked twice as much

With every airline now selling connections, the question came up: shouldn’t most passengers prefer the nonstop when there is one? They did — but not by enough. At equal fare a one-stop over a major hub could take more than 40% of a city pair from a nonstop, and on thin routes two rivals’ one-stops together could out-sell the direct flight. Airlines’ own forecasting models put a one-stop at a fifth to a third of a nonstop’s appeal, so the connection penalty is now doubled for every carrier’s connections alike: a typical stop takes about a third of a pair at equal fare, a stop that doubles the trip about a sixth.

On a dense, full network this changes almost nothing — there, connections are limited by the seats left after direct passengers board, not by preference. Where it matters is a young airline flying half-empty aircraft against a hub carrier’s one-stops: on the test network for that case, rival connections fell from taking half of each pair to about 40%, and the nonstop carrier kept 10% more of its passengers.

September 7, 2026

Rivals right-size their schedules

An AI airline’s capacity on a route used to be set the day it launched — one aircraft type, three to twenty-one flights a week — and never touched again. On a busy lane that meant a rival sat full for years while the overflow it could not carry walked to whoever else flew the pair, which since last week has been you. Real airlines do not leave a sold-out route alone, and now neither do these.

On the two-year contested test network you end about 15% less well off than you did last week, and about 25% better off than before this whole run of changes began — the overflow you now keep is the overflow a rival genuinely cannot serve. Rivals also carry fewer chronic losers to bankruptcy, so the field you compete against stays a little larger. See competition.

September 5, 2026

A stop costs what it costs, and connections are priced like connections

Two changes to how every connecting itinerary in the game is scored — yours over your hubs, your partners’, and rivals’ over theirs — so that no carrier’s connection plays by a different rule.

Hubs are markedly stronger for it. On the two-year contested test network a two-hub carrier ends up about 45% better off than before this change, almost all of it from spoke-to-spoke connections that now sell. That is the point of a hub, and it is why rivals’ connections now compete against yours. See hub strategy and route economics.

September 5, 2026

Rivals hub too — every airline now sells connections

Until today the only airline in the game that sold a connection was yours. Every rival flew point-to-point as far as the demand model knew, and a rival’s hub was represented by three approximations rather than by any actual itinerary. That asymmetry is gone.

On the two-year contested test network the net effect is small — you end within a few percent of where you started — but it is concentrated: secondary transatlantic pairs (New York to Amsterdam, Madrid, Rome) lose a quarter to a third of their passengers to Frankfurt and Paris connections, and West Coast pairs lose to Denver, Seattle and Los Angeles. Which is where a hub carrier should hurt you. See competition and hub strategy.

September 5, 2026

A sold-out rival no longer makes passengers vanish

When two airlines fight over a city pair, the demand model splits the travellers between them and then caps each airline at the seats it actually has. Until now the passengers a sold-out carrier could not fit were simply discarded — they did not fly you, they did not fly anyone, they ceased to exist. A rival with a great fare and a small aircraft could “take” thousands of passengers a week and carry a few hundred of them.

On a contested two-year test network the change is worth a few percent of revenue, concentrated on pairs where your rivals fly full. It is the groundwork for connecting itineraries: a one-stop over a hub is seat-thin by nature, and this is what stops it from deleting the demand it cannot carry.

September 5, 2026

Your smaller hubs were hiding their connecting traffic

Open the airport details for a busy hub and it could tell you nobody connected there last week — while the Hubs tab, on the same save, credited it with thousands of transfer passengers. The passengers were real and always were; the airport page just could not see them.

September 5, 2026

Three new destinations — Cardiff, Anglesey and Cayenne

September 3, 2026

The head-to-head card now tells you who actually wins

“Why am I losing this battle?” — a fair question when the contested-route card showed you ahead on price, quality and frequency, yet your planes flew half-empty. The card was only showing the rows where you were winning.

September 3, 2026

Three more propliners — and cruise speed is on the card at last

All from one Discord thread, out of a save started in 1947.

September 3, 2026

Buying an airline buys its crews — and a DC-4 can’t lose a pressurisation system it never had

Two from the Discord, both fixed.

September 2, 2026

Every aircraft is back on the classic market — the old ones arrive old

Reported on the Discord: the DC-4, DC-6, DC-7 and C-47 had vanished from a 2026 game. They had — the 1950s propliners added for era starts were showing up in present-day games as the cheapest seats in the catalogue by a mile (a Vickers Vanguard leased for a fifth of an ATR 72, per seat, with the same maintenance bill), so they had been hidden for a night. Hiding aircraft is the wrong fix.

September 2, 2026

Back to $10M

The site has always said you start with $10 million; since July’s rebalance the game had quietly been handing out $15 million. The game now matches the site: founders’ equity is $10M for a new classic start, and era starts scale down from that figure as before. Existing games keep whatever they started on — the balance sheet remembers your original paid-in capital, so retained earnings still reconcile.

September 2, 2026

The C-47, and new-metal prices in era games

A player pointed out that most postwar start-ups didn’t begin with a DC-3 — they began with the surplus military version of it. So the Douglas C-47 Skytrain joins the catalogue: the same airframe with a cargo door and a bare cabin re-seated to 28, for less per seat than a DC-3. It’s the cheapest way into the air in a 1950 start (and the roughest to keep running).

August 31, 2026

Start in 1950 — and fly the century

A new option on the launch screen. Pick an era instead of “Classic” and your first week is January of a real year — 1950, 1958, 1970, 1978, 2000, or any year you type — and the game walks the calendar from there. Classic games are untouched: same catalogue, same demand, same everything.

August 27, 2026

Multi-stop routes bend on the map — and can finally take more flights and more aircraft

Reported on the Discord: a rotation drawn as a straight line to somewhere it doesn’t fly, and a full multi-stop route with nowhere to grow.

August 27, 2026

Find any airport in the world from the Airports tab

August 27, 2026

Every hub you build now wears a gold pin on the network map

Reported on the Discord: a map showing four hubs as ordinary spokes.

August 27, 2026

Cabin refits take the aircraft into the shop — and checks tell you when they’re due

Reported on the Discord: a refit screen making a promise the game never kept, and a maintenance panel answering the wrong question.

August 27, 2026

The market’s efficiency bar now admits it only measures fuel

Reported on the Discord: two aircraft whose store cards seemed to contradict each other.

August 27, 2026

The Add Flights form now counts every hour your aircraft is already flying

Reported on the Discord: a planner that offered flying hours the game then refused.

August 26, 2026

Your head office now costs what your aeroplanes are worth

If you have ever started an airline on turboprops or regional jets and found it impossible to make money, this entry is for you. It was, and the reason was one line in the overhead formula rather than anything about the aircraft.

August 25, 2026

Crew are hired and trained now, not conjured

Labour has been a wage bill with a pay dial on it. In a new game it is a workforce: people you recruit, pay to train, wait for, and lose if you underpay them. Games already in progress keep the old model for their whole life — nobody’s established airline wakes up short of pilots.

August 25, 2026

The 737 family, priced like a family

A catalogue pass over the most-flown aircraft in the game. Every figure here is a correction to something that was wrong, and some of it reaches aircraft you already own.

August 25, 2026

Three from the Discord

August 24, 2026

Cargo lanes are now contested — and the fleet gets a rebalance

The freight market used to treat every lane as yours alone. It doesn't any more, and a handful of aircraft got the price and stat corrections they were due.

August 22, 2026

Set every cabin's fare before you open the route — and fly the range your aircraft actually has

Two from the Discord, both about the route planner telling you less than it knew.

August 19, 2026

Buy your leased aircraft and keep them

Leases used to be a one-way street: renew, extend, or watch the aircraft go back and its routes close. Now there is a third option.

August 18, 2026

The route finder learned what your fleet can actually do

The finder ranked markets by demand and knew nothing else. That turns out to be several problems wearing one coat.

August 18, 2026

A grounded aircraft stays grounded

Two fixes from the Discord, one of which had been quietly handing out free repairs.

August 13, 2026

Your deposit comes back, your hub connects, and a failed save says so

A fixes release. Four things that were quietly wrong, three of them about money.

August 13, 2026

One city, one market: metro areas now share their demand

A structural change to how the model thinks about cities served by more than one airport — and to what a secondary field is actually worth.

This one moves numbers. Networks built on a single strong gateway are largely unaffected; networks that spread the same city pair across several fields will see those routes converge on what the city can actually supply. Hub strategy and route economics are both worth a re-read this week.

August 13, 2026

Full is full: a better model of oversubscribed routes

A second accuracy wave, this one deeper in the demand model. The theme: what happens on a route where more people want to fly than you have seats for.

Alongside the model work: market-share panels on Route Details use your real brand reach, lease costs in projections use the rate each aircraft actually signed at, the Dashboard's network load factor handles multi-stop routes correctly, and the Marketplace's "weeks of cash" figure now reflects your whole weekly burn rather than lease rent alone — it was the most optimistic number in the game.

August 12, 2026

The route planner does the harder sums now

An accuracy release, aimed squarely at the gap between what the planning screens promise and what the following week delivers.

The first two changes will make some routes you already fly look less attractive on the planning screens. Those routes are not earning less than they were — the weekly result has always been the number that counts. The forecasts have simply caught up with it.

August 12, 2026

Chengdu finally has two airports, and Hainan has a gateway

Two new fields on the map this week, both in China, and one long-standing mix-up put right.

Both new airports count as major, which means the AI carriers see them too and will build around them rather than leaving them to you. Expect competition on the obvious pairs sooner than you would get at a quiet regional field — see hub strategy for how to pick between them, and route economics for what the extra runway at Tianfu is worth on a long sector.

August 12, 2026

Next week’s forecast was predicting a week that could not happen

A player sent in a screenshot of the weekly P&L: route operating profit of $674m last week, $624m forecast for this one, and nothing on the card to explain the fifty million. “I don’t have any major checks or anything,” he said — and then, in the same breath, “I make more than it estimates.” Both were true, and they were the same fault.

The forecast was being run over your airline exactly as it stands right now, rather than as it will stand on Monday morning. Everything the game does to your airline at the start of a week — before a single aeroplane pushes back — was missing from it.

All four are fixed, and the forecast now runs over exactly the airline the week will be flown by. What remains uncertain is only what is genuinely uncertain: an event that has not been rolled yet, a breakdown that has not happened, a rival that has not moved. The heavy-check line still reads “—” rather than a number, because a D check landing on a given week is not something anyone can forecast.

If your projections have been reading low and then coming in fine, this was why. See route economics for how a week’s profit is put together, and fuel hedging for what a lock actually buys you.

August 12, 2026

A reserve aircraft can stand in for more than one aeroplane

A player reported two aircraft grounded at the same hub, two reserves stationed at that hub doing nothing, and no cover on either — and they were right. A reserve was only offered a breakdown while it was sitting completely still. The moment it picked up its first cover it dropped out of the pool entirely, so the next aeroplane to break down at that base was told there was no spare available, while a fully qualified spare flew nine hours a week of a hundred and forty hour limit.

Standing by has always been something you pay for — parking plus a readiness premium, every week. Paying for a cover that never turns up is the worst version of that.

Nothing about stationing a reserve has changed — same identical-type rule, same hub scope, same costs. See fleet planning for when a spare airframe pays for itself, and route economics for what an uncovered week actually costs.

August 10, 2026

Wi-Fi is fitted to an aeroplane, and a lounge is a room you build

Two of the à la carte products on the Ancillaries tab were pretending to be things they are not. Ticking “offered” on Wi-Fi gave every aircraft in your fleet connectivity that afternoon, free of any hardware. Ticking “offered” on Lounge Passes sold day passes into a lounge you had never built, at an airport you might not even serve. Both were policy switches standing in for capital you had never spent.

They are now the two things they were always describing: an antenna bolted to a particular airframe, and a room with your name over the door in a particular terminal.

Wi-Fi is a fleet decision now, not a policy one.

Lounges are built, at one airport at a time.

Whether a lounge is worth building is a genuine question rather than an obvious yes — $85,000 a week is a lot of route profit, and the ground-cost saving only arrives if you are actually carrying premium passengers through that station. Route economics covers how those costs work, and demand and quality covers what business travellers weigh. Come and argue about the numbers on the Discord.

August 9, 2026

The numbers on screen now match the numbers you are charged

A player sent in a screenshot of the Weekly P&L on their dashboard: last week’s operating profit less last week’s tax came to more than the net profit printed underneath it, by eighteen million dollars, while the projected column beside it reconciled perfectly. Their words: “I made less and had more costs and yet somehow I’m making more money.”

The bottom line was right — it has always been the real change in your cash balance. What was missing was two rows above it.

Both cards now carry a guard: if the simulation ever moves cash that the breakdown cannot name, an “Other” row appears and says so, instead of the money disappearing between two subtotals. It should always be zero. More on where the money goes in the route economics guide.

Two more fixes in the same vein — places where the game told you one thing and did another.

And one more, from a player who sorted her Fleet list by utilisation and found eight aircraft flying more hours than a week contains. The top one read 278h against a 140h limit.

August 7, 2026

Your planes stop being permanently full, and the other airlines start flying against you

This is the biggest change to the simulation since the hub overhaul, and the first thing you will notice is that your load factors went down. That is the point. Twenty-eight items from a full audit of the game landed over the last two days — most of them are quiet corrections, but two of them change what the game is.

Every aircraft was flying 100.0% full, forever. Demand was pooled into one weekly number and compared against one weekly seat count, so the moment a route had more passengers than seats, every single seat sold — in both directions, every week, for the life of the save. Real airlines run about 83% full across their network while their best flights sell out, because passengers arrive on particular days in particular directions and you size the aircraft for the peak. Friday is full; Tuesday is not.

Across a twelve-route network this lands mean load factor between 82% and 87% depending on how hard you work the fleet, with nothing pinned at 100% any more. Revenue on a saturated network falls between 12% and 20%. Your costs were never the problem — the denominator was.

The twenty-five airlines in your world were not competing with you. They had real networks, real fares and real fleets, and the simulation was reading them from the wrong place: a catalogue of airlines that could exist rather than the ones that do. Measured before the fix, the tick built zero competing offers on all 156 city pairs those carriers actually fly. Every route in the game was scored as an uncontested monopoly.

Numbers on different screens now agree with each other. Several of them did not, and each disagreement was quietly costing somebody a decision.

The economy got a serious pass. Most of this is invisible until you go looking, and all of it moves money.

Borrowing became a real decision. The interest rate was previously whatever the client asked for, and the largest loan on offer was $20 million over one year — against a $135 million widebody. Debt could not buy an aeroplane, so “own or lease” had exactly one answer after the starter fleet.

Fleet and route management got the tools it was missing.

Coming back after a break. The weekly debrief could only ever describe the most recent week, so a player away for a month came back to a single week’s numbers and no idea what had happened — even though the data was sitting in the save the whole time.

Everything above is covered by tests — the suite went from 26 to 42 files over these two days, and every balance change was measured before and after rather than eyeballed. If your numbers look different this week, that is why. Route economics explains how a route’s costs land on its bottom line, and the Discord is the place to tell me what feels wrong.

August 5, 2026

“Open Route” now tells you why it will not

From the Discord: “when clicking open route, nothing happens.” The reporter worked it out himself — he had not leased a gate at the destination yet — but the game never said so. The button simply absorbed the click.

Gates are the thing most new airlines forget: you need one at both ends of every route, and each gate only carries so many departures a week. Route economics covers how gate costs land on a route’s bottom line.

August 2, 2026

The map stays where you put it

Straight from the Discord: “when you zoom in and pass your mouse over a route, it resets your zoom.” It did, and it should not have.

Clicking a route still frames it, and “Clear focus” still returns you to the whole picture. Route economics covers the numbers behind each line on the map.

July 31, 2026

Unions no longer demand the pay you are already giving them

Pay your pilots the maximum and, sooner or later, their union would sit down at the table and demand… the maximum. A whole round of contract talks over a raise of exactly nothing.

Everything else about labour is unchanged — low pay still drags morale down, unrest still builds, and a militant group will still walk. On-time performance covers what crew morale does to your operation, and route economics covers where the payroll lands on each route.

July 31, 2026

The route map was reporting the wrong load factors

Straight from a player: “why in one screen does it say my loads are 100% and then in two others it says they aren’t?” A fair question, and the map was the screen that was wrong.

If your loads look lower on the Network tab than they did yesterday, that is the honest number and it always was — the other screens have been showing it all along. Route economics covers what actually moves a load factor, and competition covers what happens when someone enters your route.

July 31, 2026

Jet bases can be certified for more of your fleet

Straight from the Discord: “maintenance hub upgrades don’t allow additional certifications.” Quite right — and worse than it sounded. A base could only ever be certified for the aircraft families you ticked the day you built it. Upgrading a Line Station to a Maintenance Base bought a second certification slot that there was no way to spend, and paying for a bigger hangar to bring a second fleet type home simply did not work.

If you have a base that has been stuck on one type, open the Maintenance page — the families it could be covering are waiting there. Fleet planning covers how many types are worth flying, and on-time performance covers what grounded aircraft do to your schedule.

July 31, 2026

Old jets stop being free money

A look through the aircraft market turned up a problem hiding in plain sight: a 1971 trijet was arriving brand new. Every out-of-production airliner in the game was delivered at zero hours with a full service life ahead of it, at a 1970s price — so a $4M Trident earned roughly six times the return on capital of a 737 MAX that cost fourteen times as much. Vintage metal is meant to be the cheap-and-thirsty rung on the ladder, not the best aircraft in the game.

If you are flying classics today, expect your lease bill to rise and your maintenance to climb faster than it used to — and expect a modern narrowbody to out-earn them per aircraft and per gate slot, which is how it should have been all along. Route economics and the aircraft guide have the updated numbers.

July 31, 2026

Reserve aircraft stop pretending to be idle

Another Discord catch: a jet you deliberately park at a hub as a reserve was still counted as an idle aircraft and still sat at the top of the route planner, ready to be deployed by accident — which quietly ended the standby cover you were paying for. Reserves now have their own place everywhere they are counted.

New to reserves? Station an idle aircraft at a hub or focus city from the Fleet page and it will automatically cover same-type aircraft based there during breakdowns and heavy checks. Fleet planning covers how much spare metal is worth carrying.

July 31, 2026

Freight lanes share one market — and cargo gets a Route Finder

A sharp catch from the Discord: putting several freighters on the same city pair created what were effectively separate copies of the route, and each one claimed the full cargo market. Fifteen 747Fs on a single lane, fifteen full loads, week after week. That exploit is closed — and freight planning got the tool passenger routes have had for a while.

If your freight network leaned on stacked lanes, this is a real rebalance — spread those freighters across new pairs (the Route Finder will point you at unserved ones) and check route economics for how demand, yield and load factor set a lane’s ceiling.

July 31, 2026

Takeovers are priced on what you actually get

A player spotted a carrier with a $500K market cap sitting on $67M in cash — and buying it for $625K handed over the whole $67M, plus ten routes and nineteen jets. That is fixed, and the way acquisitions are valued has been rebuilt around a simple rule: you can never buy an airline for less than the things it hands you.

Worth reading alongside route economics if you are weighing a takeover against simply opening the routes yourself — buying a network is now much closer to a fair fight with building one.

July 29, 2026

Small fixes

July 28, 2026

Maintenance gets its own page — and you can build your own hangars

Maintenance used to be a slider buried in Operations and a queue of checks you booked one aircraft at a time. It is now a place you go, with a network you build. Company › Maintenance holds the whole picture: what you spend keeping the fleet flying, what is in the shop right now, what is coming due, and where the work gets done.

The short version: a standardised fleet flying through a couple of well-placed bases is cheap and resilient, and a scattered nine-family fleet with no infrastructure bleeds. See the aircraft guide and route economics for where this sits in the wider cost picture.

July 27, 2026

Reserve aircraft — station a spare, and breakdowns stop costing you the week

When an aircraft blows an engine or disappears into a D check, its routes have always just sat there earning nothing until it came back. Requested by the community: you can now station an idle aircraft as a reserve, and the game does the airline thing — rolls the spare out of the hangar and onto the broken plane’s routes, then hands them back when it returns. No clicks, no gap.

The old advice about idle planes still stands — but now “idle” has a job title. For where spares fit in the maintenance loop, see the aircraft guide and route economics.

July 27, 2026

Change a route’s frequency without closing it

Flying six a week when the load factor says you should be flying seven used to mean closing the route, freeing the aircraft and opening the whole thing again — paying the launch cost a second time and losing the route’s standing on the city pair for the sake of one extra departure. Frequency is now something you nudge.

For how frequency trades off against load factor and fares, see the route economics guide.

July 27, 2026

Point the Routes page at one airport — and a proper table for freight

Once a network passes forty or fifty routes, the Routes page stops being a list you read and becomes a list you scroll. The question you actually want to ask it is almost always about one airport: what am I flying out of Denver, and is any of it losing money? Now you can just ask.

Cargo gets the table view

Freight routes have been stuck as a stack of cards while passenger routes got a sortable table months ago. That's now fixed: the cargo list has the same Table / Cards toggle, with sortable columns across the figures that matter — tonnage, load, revenue, cost and margin — so you can sort your freighter network by margin and see the worst offender immediately instead of scrolling for it. Expand any row to get the fare and frequency controls without leaving the table.

For what those cargo margins should look like, see the route economics guide.

July 27, 2026

The aircraft picker now only offers aircraft you can actually use

Opening a route meant scrolling a dropdown that listed your entire passenger fleet — including aircraft that the game was always going to refuse. An aircraft can only pick up an extra route that touches an airport it already serves, so a 737 busy on a European network was never going to fly Los Angeles–Denver, however tempting it looked in the list. You found that out after filling in the form.

The same filtering applies to the multi-stop tag-flight planner. For how block hours and the weekly limit shape what your fleet can carry, see the route economics guide.

July 27, 2026

Hub congestion was measuring against the wrong gate

A gate in Tailwinds physically holds 50 departures a week — that's the hard limit the game enforces when you add a route, and it's the number the Airports tab has always shown you. The congestion warning on the Hub panel, though, was quietly measuring against a completely different figure: 16 departures per gate at a Major Hub. Two numbers for the same gate, roughly three times apart.

The effect was that congestion switched on at about a third of a hub's real capacity. If you were using your gates at all, the meter said “Congested” — and because the penalty bottoms out quickly, most congested hubs sat at the maximum debuff regardless of how far over they were. A hub at 110% and a hub at 400% got the same treatment, and the percentage in the warning didn't correspond to anything you could see elsewhere in the game.

If you've been staring at a hub flashing 284% and wondering how that squared with having plenty of slots left, that's why — it wasn't your reading of it. See the hub strategy guide for how tiers and gates fit together.

July 27, 2026

A News tab — your world now has a memory

The simulation has always generated far more story than you got to see. Rival airlines start fare wars, open second hubs, invest in cabins, run out of money and merge; the world economy moves through fuel spikes and recessions. All of it appeared briefly in the Weekly Debrief — the first six competitor lines, no more — and then vanished the moment you clicked through. There was no way to ask when a fare war had actually started.

The new News tab keeps it.

It groups the busy parts. In a healthy market several carriers launch routes most weeks, almost always one each — listed individually they'd bury everything else, so a week's launches collapse into one line you can open for the full list. Rare events always stand alone. Two filters help: big moves only, and near my network, which shows only what touches an airport you serve or a pair you fly. A rival opening a route into your hub is promoted to the top either way.

Your save keeps the most recent 250 items, which works out at roughly two game years of ordinary weeks. News starts accumulating from your next week — earlier history was never recorded, so existing saves begin with an empty page and fill from here.

See route economics for what a competitor's move on your pair actually does to your load factor.

July 26, 2026

Contested routes now count your whole operation

If you flew a city pair with more than one aircraft, the Competition tab was only showing one of them. A route worked by an A220 at 47 flights a week and a turboprop at 18 reported a grand total of 18 — so a rival looked like they were burying you on a route you were actually winning.

Thanks to Kat on the Discord for the report. See route economics for how frequency and capacity drive your share of a contested market.

July 26, 2026

Hub congestion now tracks flights, not routes

Gate congestion at your hubs used to count routes — so a twice-a-week regional spoke weighed exactly as much as a ten-a-day trunk route. That quietly punished the sensible move of building out domestic feed before going long-haul. It now measures the thing that actually fills a gate: weekly departures.

Building domestic before international is no longer a trap, and congestion is back to being a light nudge to spread flights across enough gates rather than a wall. See the hub strategy guide for how tiers and gates work.

July 25, 2026

Fleet tab: jump straight to a plane, service the whole fleet at once

Two quality-of-life upgrades for anyone running a large fleet. Opening an aircraft is faster to get around, and keeping your planes airworthy no longer means clicking through them one at a time.

Checks still take a plane out of service only for the work itself — it keeps its routes and resumes flying the moment the hangar is done. Pairs naturally with the fleet planning and aircraft guides.

July 24, 2026

Heavy maintenance: your fleet now visits the hangar

Aircraft don’t fly forever without care. Tailwinds now models the real airline maintenance calendar: your planes build up wear as they fly, and periodically they have to come out of service for a heavy check — the multi-week hangar visits every real carrier plans its fleet around. The light A- and B-checks stay folded into your weekly maintenance budget; the two big ones, the C check and the D check, are now yours to schedule.

It’s the call every real fleet planner faces: pour money into a 22-year-old airframe’s D check, or sell it and move on. Now it’s yours to make.

July 24, 2026

Order big, pay less: bulk fleet discounts

Buying aircraft now works the way it does in the real world, where nobody pays sticker price and a launch order of a hundred jets is a very different conversation from buying one. The more of a type you order in a single deal, the deeper the discount — scaling all the way to 20% off a 100-aircraft order.

July 24, 2026

The home page is the front door again

Coming back to Tailwinds used to drop you straight onto your airline’s dashboard. Now every visit opens on the home page first — a calmer starting point before you dive back into the numbers.

July 23, 2026

The aircraft picker now leads with your free planes

A small tweak to the route-planning form that saves a lot of scrolling once your fleet grows.

July 22, 2026

See your quality score everywhere

Quality has always decided how passengers split between airlines — business travellers weigh it heavily — but until now you had to open each route to see yours. No longer.

July 21, 2026

A polish pass across the whole game

A full sweep of the interface — every screen reviewed on desktop and phone, and twenty rough edges smoothed out in one go.

July 20, 2026

Runways matter now

Until today, any aircraft could serve any airport it could reach. No longer — every airport now has its longest runway on record, every aircraft has a minimum runway it needs, and the two have to agree before a route can open.

July 20, 2026

A proper pass for phones and small screens

Players told us the game felt cramped on a phone — the setup screen most of all. Here is a focused pass on small screens. Nothing about the desktop game changes.

Spotted something that still feels off on your phone? Let us know on the Discord.

July 20, 2026

A table view for your gates

Player feedback strikes again: once an airline holds gates at thirty-plus airports, the Gates tab turned into a very long scroll. It now scales the same way the Routes page does.

July 19, 2026

Codeshare partnerships are now unlimited

The cap on bilateral codeshare agreements is gone — you can now partner with as many carriers as you like.

July 17, 2026

Easier aircraft shopping and cabin planning

A round of quality-of-life upgrades driven by player feedback, focused on the Market and the cabin configurator.

July 15, 2026

Put idle hours to work: fly one plane on several routes

An aircraft with spare weekly flying hours can now open additional routes straight from the route planner — you no longer need a brand-new, fully idle plane for every route. If a jet or freighter is only lightly used, the planner offers it for your next lane instead of telling you to lease another.

This applies to both passenger and freight routes, and nothing changes for routes you already run — you simply have more ways to get value from the fleet you own.

July 15, 2026

Route demand rebalanced against real-world traffic

We audited passenger demand on dozens of real city pairs against published airline traffic data — and the model needed work. The world's busiest real routes were tiny in the game, while some pairings that barely support a daily flight in reality were oversized. Demand between cities has been recalibrated from the ground up, so the map now rewards the same instincts that work for real airlines.

Existing saves pick up the new demand the next time you play a week — no reset needed. If a route suddenly looks much busier (or quieter), that's the world getting more honest.

July 11, 2026

Your airline, charted over time

The Finance tab has a new Statistics page that turns your airline's history into charts — and lets you zoom from the last few weeks all the way out to decades.

July 11, 2026

World events now actually ground passengers

Until now, a pandemic scare or recession quietly skimmed a percentage off your total revenue while every flight still showed a full cabin — confusing, and impossible to manage around. World events now shrink the passenger pool itself, so the impact shows up where you can see it and act on it: fewer passengers, lower load factors, and softer revenue on each affected route.

July 10, 2026

Transfer routes between aircraft

By popular demand: you can now move an aircraft's entire schedule to another plane without tearing it down and rebuilding it. Open an aircraft on the Fleet page and hit Transfer Routes to pick a compatible open tail — every route moves across with its maturity, pricing and seasonal windows intact, and the old aircraft goes idle, ready to sell or return.

July 10, 2026

The great rebalance: running an airline is supposed to be hard

Money came too easily. Routes broke even at load factors no real airline could survive on, full planes at premium fares never attracted competition, and a profitable network became a money printer with no way to lose. This update rebalances the whole economy toward something closer to real airline economics.

Net effect: careful network planning, sensible pricing and watching your fleet costs are now the difference between an airline and a bankruptcy filing. Existing saves keep working — but expect your margins to tighten.

July 10, 2026

Loyalty rework: a long game with real money on the line

Frequent-flyer programs used to be a vending machine — fund one for a quarter, collect a permanent bonus. No longer. Loyalty is now a genuine long-term investment: expensive up front, compounding for years, and painful to abandon.

The in-game wiki's Loyalty section has the full numbers. Existing saves carry over: established programs are credited with partial maturity rather than starting from zero. See also the strategy guide on when a loyalty program fits your airline's stage.

July 8, 2026

Two new alliances: the value bloc and the emerging-market network

The alliance map grows from three global blocs to five, giving more carriers — and more playstyles — a network to call home.

See the full lineup and eligibility on the Alliances page in-game.

July 8, 2026

The hub overhaul: focus cities, real connections, and fortress hubs

The biggest network update Tailwinds has shipped. Hubs are no longer a passive checkbox — they're a system you build, defend, and feel in every line of your P&L.

The in-game wiki's Hubs section covers all the numbers, and the route economics guide explains how connecting demand feeds route revenue. Existing saves carry over cleanly — your current hubs keep their tiers.

July 7, 2026

Unions arrive: strikes and contract negotiations

Underpaying your people is no longer a slow, quiet drag on quality — labor relations now have teeth.

The full mechanics are documented in the in-game wiki under Operations. Cost-cutters, consider this your two-week warning — the strategy guide's advice about not gutting pay just became load-bearing.

July 8, 2026

Fixed: quality investments now count on multi-aircraft routes — and the Alliances page stops lying

Players reported being unable to push their quality score past ~60 — thanks for flagging it, and for the follow-up reports. It turned out to be TWO bugs:

Also worth knowing: a standard-everything product genuinely tops out in the low 60s by design. To go higher, upgrade seat and service quality, fly a younger fleet, invest in hubs and catering, keep morale high, and leave slack in your schedules — the quality breakdown on each route's detail page shows exactly where your points come from.

One more refinement in this update: spacious cabins now build lasting goodwill. Floor space you deliberately leave unfilled already boosted per-route quality — it now also feeds your passenger-satisfaction track record, so a roomy fleet earns its reputation over time just like good catering and punctuality do.

And we simplified the scoreboard. Six overlapping labels ("overall brand score", "product quality", "quality score (demand)", "passenger satisfaction"…) are now three clear scores, each answering one question: Quality — how good is the product? (wins market share and business travelers; satisfaction is a component inside it), Reputation — how much do travelers trust you? (demand nudge + price power), and Awareness — how many people know you exist? (demand reach). The Reputation page shows all three with their exact effects, and the Wiki explains the model.

July 7, 2026

Quality overhaul: earned reputations and cabins that matter

The quality system got a deep rework — your product choices now do exactly what they say, and your customer rating is something you earn.

More on how quality shifts demand share in the competition guide.

July 7, 2026

On-time performance: it takes a whole airline (and a rested fleet)

Your on-time rate used to depend on pilot morale alone. Now it reflects how airlines actually run:

July 7, 2026

Freighters now look like freighters

Several cargo aircraft in the market — the 757-200PF, MD-11F, DC-10-30F, 727-200F, A321P2F, and 767-200SF — were showing photos of their passenger cousins. They now show proper freighter photos, windowless fuselages and all. Browse the full fleet in the aircraft guide.

July 7, 2026

Add Flights fixed, and no more silent dead ends

A player on Discord reported that "Add Flights" sometimes did nothing — thanks for the report! The button could look ready while the game quietly refused the request. All of those dead ends are fixed:

July 6, 2026

Smarter passengers, real marketing, and big-network tools

This update makes demand feel much more alive, and gives players with large networks the management tools they've been asking for.

Demand & marketing

Quality of life for big airlines

Balance

July 5, 2026

Competitors that actually compete

The biggest AI update since launch. Rival airlines are no longer static route lists — they run their businesses:

Strategy implications are covered in the updated competition & alliances guide.

July 4, 2026

Bulk pricing tools

June 24, 2026

Double deckers arrive

June 21, 2026

Branding & freight polish

June 19, 2026

Tailwinds goes mobile

Older changes predate this devlog. From here on, every significant update gets an entry.

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