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Roadmap

What already works, what is being built and where Air Virtua is heading. We deliberately give no dates — both the order and the list itself change.

Already in the game44 items
  • Closing an airline

    The owner can close their airline from its settings — confirmed by code, with the consequences spelled out; routes, bookings, crews and leases wind down on their own.

    Company
  • Manual reports pay for real time only

    The form stays a fallback for flying without the tracker: a flight brings money, costs and XP once its estimated block time has passed since booking, and one filed sooner stays in your history with zero economics.

    Flying
  • Choose how a new aircraft is deliveredasked by players

    Fly it home yourself for free, let the automatic ferry do it, or have it at your base right away for a premium.

    Company
  • Company mapasked by players

    A tab of its own: one map shows the flights in the air and the airports where the rest of the fleet is parked.

    Company
  • One-way lines stop flying empty

    Importing real routes now creates the return leg too, one-way lines are flagged right in the schedule, and their return lines can be built with one button. When picking a flight, the AI fleet accounts for having to come back empty from a dead end.

    Company
  • Ratings cover whole families

    One rating opens the whole family: A320 means the A321 and the neo too, and light aircraft fly on a class rating.

    Flying
  • Aircraft variantsasked by players

    One type, several factory variants: a Tu-154B-2 and a Tu-154M, a 767-200 and a 767-200ER, the A321neo, LR and XLR all fly differently, and you pick which one you buy. On business aircraft a whole family lives under one ICAO code — from the Challenger 601 to the 650.

    World
  • Historic routes, 1950–2026

    The worldwide import archive now includes historical schedules: routes, aircraft types and real flight numbers from 1950–2026.

    Company
  • Aircraft reserved for live pilots

    Any aircraft can be taken out of the AI fleet: no AI crew is assigned to it, so it stays free for people.

    Company
  • Where the aircraft is

    The Fleet tab now names the airport and city, marks the base, shows how long a jet has been parked and where it is heading right now.

    Interface
  • Bring the aircraft back

    Ask at booking time to return the aircraft to its previous stand — the ferry leaves on its own once you file the report.

    Company
  • AI crews screen

    A summary of how many aircraft await a crew, staff search, an unhappy-crew filter and one-click seating of idle employees.

    Company
  • Fair choices in the Ops room

    “Your assessment” explains the facts and risks before a choice; success earns a reward, while a wrong or missed call no longer deducts money.

    Company
  • Staff events

    Transfer, leave and anniversary requests explain their outcomes up front; a transfer changes the home base and morale, but teleports neither crew nor aircraft.

    Company
  • Pay rises and staff policy

    After three months a pilot may ask for a 5–10% rise once every six months; granting it sharply improves their flights for a month.

    Company
  • Crew morale

    A contented crew flies more economically and earns more; one left without an aircraft eventually hands in notice.

    Company
  • Autopark pilots grow

    Hours flown add consistency and smoothness, and rank climbs with them — though every pilot has their own ceiling.

    Company
  • Cabin layout at purchase

    Pick the cabin layout right in the shop; a used aircraft arrives with the previous operator’s cabin.

    Company
  • A350 variants

    The shop now carries the A350-900ULR, A350-1000ULR and the A350F freighter — range and cabin instead of one generic widebody.

    World
  • Frozen while you are away

    An airline nobody signs into for two weeks goes into storage: charges stop, and one button brings it back with every deadline moved by the time it stood still.

    Company
  • Who flies the orderasked by players

    An order taken on the exchange can be flown by you, handed to a hired crew or assigned to a pilot — and reassigned until departure.

    Flying
  • Ready-made orders on the exchange

    A board of jobs around your parking stands: customer, route and aircraft already picked, one click to take it. Next to it — demand your fleet doesn't cover, with an honest count of what flying it on what you own would cost.

    Economy
  • Airline achievements

    A hundred honours for what was actually flown: traffic, network, fleet, safety, bases, crew, money. The shelf is public, and each honour shows how rare it is.

    Company
  • Fleet adviser

    Why an aircraft is idle, where to put it and which lines are losing money — instead of piecing it together across four screens.

    Company
  • Airport reputation instead of random load

    Service frequency, fleet age, landing quality and a base of your own add up to a reputation at the airport — and that reputation now sets the load on flights through it. The flat hub bonus is gone: what pays is how you serve the airport.

    Economy
  • Airport advertising

    Pay up front and for a week or two the airport takes your flights more readily. It is a bet, not an earn button: where you already fly often there is nothing to top up, and the forecast screen says so before you pay.

    Economy
  • Bases: buildings, levels and the look of a base

    Apron, hangar and office as separate buildings with their own prices, plus a visual base card instead of a line with a number.

    Company
  • Flight history on the aircraft cardasked by players

    Where this aircraft has flown and how it was landed — a tab on its own card instead of the company feed.

    Company
  • A clear reason why a flight cannot be bookedasked by players

    No type rating, no aircraft at the departure airport and the wrong rank are now separate messages instead of one catch-all.

    Flying
  • Contract exchange

    VIP, special operations and one-off cargo on request: you ask about a route and get an offer with a fixed payout and deadline.

    Economy
  • Type of operation for a flight

    Passenger, cargo, VIP and charter are priced differently: a freighter has its own rate and its own costs.

    Economy
  • Flight assignments and aircraft tied to a line

    Management can hand a flight to a specific pilot, and an aircraft can be tied to a line so the AI fleet stops taking it away.

    Company
  • Quick company flight

    A one-day line for live pilots — put a flight together for tonight without keeping it in the schedule forever.

    Company
  • Landing at an alternate

    Land somewhere other than planned and the flight still counts: costs are charged for what you actually flew, and a justified diversion is not punished.

    Flying
  • Flight data recorder

    The track on a map, altitude and speed graphs and a breakdown of every touchdown — you can see what actually happened on landing.

    Tracker
  • Money report

    Where the money went: line items, activity sections and a comparison with the previous period instead of a raw ledger feed.

    Economy
  • Maintenance reserve per aircraft

    Every aircraft saves up for its own maintenance as it flies, so a scheduled check is no longer a sudden hit to the balance.

    Economy
  • Base capacity and mothballing

    The fleet is limited by the size of your bases: surplus aircraft park elsewhere for a fee, and a base can be frozen instead of demolished.

    Company
  • AI staff with a life of their own

    The aircraft type sets the minimum crew: two for transport aircraft, one for light aviation, three for classics with a flight engineer. Work is counted in duty hours rather than in legs: a leg longer than the shift needs a third pilot in the cockpit. Each of them has a biography, eight-hour rest and a personal flight history.

    Company
  • Flight of the day and bad-weather flight

    Two reasons to log in today: a shared flight with bonus XP and an airport picked from the forecast for your arrival window — and a four-hour flight opens right from it.

    World
  • Who is flying and the world feed

    You can see who is airborne right now and what happened in the world over the past few hours.

    World
  • Editing and deleting scheduled flightsasked by players

    A line can be corrected instead of recreated; the route is locked only where bookings already exist.

    Company
  • Maintenance discounts from bases and fleetasked by players

    Your own base and a single-type fleet cut maintenance costs — running a network now beats ferrying aircraft across the world for a check.

    Economy
  • Interface scale and phones

    A size setting for low-vision players, and tables and dialogs that no longer fall apart on a 390-pixel screen.

    Interface

In progress

Being worked on right now. Some of it is already live and is being refined against real flights.

  • Charter programmes

    A contract for a series of departures instead of a standing line: a customer, a term, a penalty for a missed leg. The server already runs them; the ordering screens are next.

    Economy
  • Polishing the newest mechanics on real flights

    The contract exchange, assignments and alternate landings are already live — we are now fixing what only shows up in real use.

    Flying
  • Decluttering the pilot dashboard and bases

    The menu is already a third shorter and the world overview half as tall. The dashboard and the bases screen are next.

    Interface

Up next

Starts right after the current work: the mechanics are settled, the code is not written yet.

  • World news feed

    Newspaper headlines about records, incidents and new routes: the world should move even while you are away.

    World
  • Bankruptcy, liquidation and starting over

    What happens to a company that did not make it: clear states instead of silence, and an honest way to start again.

    Economy
  • Bank: credit rating, several loans, collateral

    Your rate depends on how you repaid before, and an aircraft can be pledged against the loan that buys it.

    Economy
  • Opening flight debriefs to everyone

    A shared log of platform flights so people can learn from each other's approaches. Other people's money still stays out of it.

    World
  • Webhooks and Discord

    Company events go out to its own website or channel: departed, landed, aircraft bought, pilot hired.

    Company

Further ahead

Directions the project is moving in. This is where the order changes most often.

  • Fares and competition on a route

    Several companies work the same airport pair and the passenger picks between them.

    Economy
  • Fuel prices per airport

    Fuelling at home is cheaper than at the far end — and that becomes a decision rather than a cost line.

    Economy
  • Failures driven by aircraft condition

    Cutting corners on maintenance shows up in flight, not only in the money report.

    Flying
  • Alliances, codeshares and leasing between companies

    A way to work together instead of only competing in the rankings.

    Company
  • Pilot passport

    Airports and countries visited, share of the network flown and marks for a country fully covered.

    Flying
  • Trip generator

    A random multi-leg trip for when you want to fly but not to decide where.

    Flying
  • Flight validation

    Sim rate, refuelling in the air, long pauses: a questionable flight goes to review instead of being accepted silently.

    Tracker
  • Approach scored at altitude gates

    What things looked like at 1000, 500 and 200 feet — instead of a single word “stabilised” at the end.

    Tracker
  • VATSIM and IVAO

    Checking a flight against your presence on the network, so flying with live ATC counts differently.

    Flying

How this list changes

We set the order, you give the reasons

Items marked “asked by players” came from the Suggestions section. That is also where you can back someone else's idea — the most direct way to move it up.

No dates, on purpose

A public deadline that slips is worse than no deadline at all. We show the order of work rather than promise numbers.

An item can also disappear

If a mechanic turns out to be bad for the game we will say so plainly instead of leaving it on the list forever.