Devlog

What's changing in Headwinds, update by update. Headwinds shares its simulation engine with Tailwinds, so engine improvements — economy rebalances, the hub overhaul, loyalty rework, new aircraft — land here too; those are chronicled on the Tailwinds devlog. This page covers what's new in the multiplayer game itself.

November 6, 2026

Demand model v4: frequency sells seats, and every world has a business cycle (new worlds)

New worlds now run demand model v4. It keeps v3’s real-world demand and seasons, and changes how the market answers what you do. Look for the “frequency sells seats” tag in the lobby. Worlds already running keep the rules they started with.

In every world, including ones already running: the 787 and A350 families now cruise at Mach 0.85 (900 km/h) with corrected fuel burn, so the 787-9 and A350-900 come much closer to the best aircraft for their missions.

The in-game Wiki has a new Newer World Rules section. More on frequency and fares in the route economics guide.

November 6, 2026

The jet age, and the Original 737s (era worlds)

In era worlds, propliners never went out of fashion: an airline could reach the late 1960s flying only Vanguards and lose nothing for it. Real passengers left propellers for jets fast once the jets arrived. Now they do here too.

This applies to every era world, including ones already running, from the next week. Classic worlds aren’t affected. More on the type in the aircraft guide.

Thanks to Kat the Fox on Discord for the report.

November 6, 2026

Design your cabins: a floor plan and seat products

Refitting an aircraft is now something you can see and shape.

Era and airframe limits apply: no lie-flats in 1985 and no shower on a 787, and the screen says why. More on cabins in the fleet planning guide.

November 6, 2026

Tail fins, custom tails, and your airline everywhere

Your airline now looks like itself all over the game.

November 6, 2026

Smaller touches: route width, load-factor colours, a profit waterfall and more

November 6, 2026

Freight bulk pricing

Freight pricing on Routes → Freight now works the way passenger pricing does.

Thanks to Barca and Dunno23 on Discord for the suggestion.

November 6, 2026

Dakar’s two airports

November 5, 2026

Hub banks: connections come from your timetable (new worlds)

Until now every connection at your hub was assumed to work, with a flat 1.5-hour wait, whenever the flights actually ran. In new worlds, hubs run on banks, the way real ones do.

You don’t need the schedule editor for any of this: the automatic banks connect nearly as many passengers as the old assumption did, while a hub left on Rolling connects far fewer. Hub banks are on by default when you create a world, and those worlds show a 🕓 chip in the lobby. Worlds already running keep the old rules. More in the hub strategy guide.

November 5, 2026

Freighter conversions

Ageing passenger jets can now have a second life as freighters.

More on freighters in the fleet planning guide. Thanks to Barca and VodkaOnFire on Discord for the suggestion.

November 5, 2026

Priority delivery replaces the early-slot fee (production-line worlds)

The old early-slot fee only ever moved your first aircraft forward, and on a busy line it bought nothing at all, because the near weeks were already taken. Priority delivery replaces it.

This applies to every world with production lines, including ones already running, so standard buyers there now get four-fifths of each week’s output until the week is close. Thanks to Barca on Discord for spotting the problem.

November 5, 2026

The game no longer freezes when rivals move, and pages open faster

With a big airline, Headwinds kept stalling for a moment with nobody touching it. Now:

Thanks to Fonnesx on Discord for asking.

November 5, 2026

Route Finder presets

If you hunt for routes the same few ways, you no longer have to set the Route Finder up from scratch each time. Set up a search, click + Save this search and give it a name. It appears as a preset above the search, and one click brings it back.

Thanks to Barca on Discord for the suggestion.

November 5, 2026

Freight now connects through your airports

Until now a freighter route only carried freight between its own two cities. Fly Hong Kong–Anchorage and Anchorage–Chicago and you got nothing from Hong Kong–Chicago freight, even though that is exactly how real freight networks work. Now:

This applies to every world, including ones already running. More on building a network in the how-to-play guide.

Thanks to Barca on Discord for the suggestion.

November 5, 2026

The globe does much less work in the background

With a big network open on the 3D globe, the game kept your computer busy even when you weren’t touching anything. Now:

If you want the globe as quiet as possible, the ✈ button above the map turns the planes off.

Thanks to Fonnesx on Discord for the report.

November 5, 2026

Your Gates remembers how you sort it, on phones too

From a Discord request by VodkaOnFire: the gate list kept going back to region order with North America on top. The table view already remembered your sort; the card view you get on a phone didn’t have one.

All of this is remembered in your browser between visits and reloads. More on choosing where to lease gates in the route economics guide.

November 5, 2026

Filters for fleet renewal

Picking which aircraft a new order replaces got a lot quicker on a big fleet.

The filters show up once a list has five or more entries. More on renewing a fleet in the fleet planning guide.

November 4, 2026

Eight 1960s–70s freighters, and a more efficient A220

Era worlds used to jump from the An-12 (1959) straight to the DC-10-30F (1980), so a 1960s cargo airline had nothing to move up to for twenty years. These fill the gap, in order of entry into service:

In era worlds each one sells new while its real production line was open and second-hand after. They’re in every world now, including the ones already running.

The A220-300 now burns about 3% less fuel than the A319neo, as it does in real life (281 L per 100 km, down from 321). The A220-100 drops to 266 L so it still burns less than the bigger -300.

Freighters requested by The Dragon Overlord and read2much. on Discord. Added to Tailwinds as well.

November 2, 2026

Fix: the aircraft picker on a new route

Thanks to JackG207174 on Discord for the report.

October 31, 2026

City loyalty: frequent flyers you have to win (new worlds)

The loyalty program has been rebuilt for new worlds. The old weekly budget is gone; members are now something you win from other players, city by city.

Worlds created before today keep the budget-and-tier program.

October 30, 2026

Your own airline code, a better logo maker, and one look per airline

Edit Branding got a proper overhaul:

October 30, 2026

Brand marketing on the Dashboard

The Dashboard has a new Brand Marketing / wk tile showing what your brand marketing costs this week. If it’s held at a % of revenue, the tile shows that share and last week’s spend next to it, so you can see it growing with the airline. On a fixed budget, it shows what share of your revenue that budget comes to. Targeted airport campaigns are listed separately. Click the tile to go straight to the marketing settings.

Suggested by VodkaOnFire on Discord. Added to Tailwinds as well.

October 30, 2026

Clear all pop-ups, and choose which ones you see

Later in a game the weekly pop-ups pile up: breakdowns, deliveries, rivals entering your routes. Thanks to Xen and VodkaOnFire on Discord for asking for a way to deal with them:

October 30, 2026

Crew replacements now stay ahead of leavers while you grow

In worlds with the crew pipeline, Replace leavers automatically could still leave a growing airline a few crew short for a week or two, usually just after new aircraft arrived. Thanks to the player on Discord who reported it. Three fixes, live in every crew-pipeline world including ones already running:

Small airlines also no longer sit one person short of their requirement. Added to Tailwinds as well.

October 30, 2026

Real-world demand goes global (new worlds)

Yesterday’s demand overhaul checked the game against real traffic in the US and Australia. New worlds now get the same treatment almost everywhere else. We compared passenger demand with official route statistics from the EU, the UK, Switzerland, Norway, Turkey, Brazil, Mexico, India and Japan, and every international route to and from the US and Australia:

As before, we stopped about two-thirds of the way to the real numbers, so regional flying stays playable. Overall there is about 9% less demand than in yesterday’s model. Worlds already running keep the demand they started with. A world shows a Real-world demand · global tag when it uses the new model. Added to Tailwinds as well (new games).

October 30, 2026

Markets that grow with service (new worlds)

Until now every city pair had a fixed size, whoever flew it and however often. In new worlds a market now grows with the service it gets, and fades when that service leaves:

Market development is on by default for new worlds, and the world list shows it as Growing markets. Worlds already running keep fixed markets.

October 29, 2026

Real-world fares and flight costs (new worlds)

Alongside the new passenger demand, new worlds now use fares and flight costs checked against real data. Real US economy fares barely rise with distance: a short hop costs nearly as much as a medium-haul trip, and coast-to-coast is far cheaper per kilometre. The old fares rose steeply with distance, so short hops were half price and coast-to-coast about 30% too dear. Old flight costs had the same flaw: they had no take-off cost, so short hops were almost free to fly.

The result: short-haul is no longer the easy money it was, and long-haul international is unchanged. Long domestic routes in a single-class cabin are a bit harder, so they reward premium seats and the right-sized aircraft, much as they do for real airlines. Like the demand changes, this goes about two-thirds of the way to the real numbers. Worlds already running are unchanged. Added to Tailwinds as well (new games).

October 29, 2026

Passenger demand recalibrated against real traffic (new worlds)

We checked passenger demand against real ticket data: every US city pair in the US Department of Transportation’s airfare survey and every Australian domestic route in the government’s route statistics. The big routes were close, but the game had about four times as many US domestic passengers as the real world, almost all of them in small cities and short hops. Australia had only about half its real traffic. New worlds now use a recalibrated model:

It goes about two-thirds of the way to the real numbers, so regional flying stays playable. Routes outside the US and Australia are unchanged. Worlds already running keep the demand they started with. A world shows a Real-world demand tag when it uses the new model. Added to Tailwinds as well (new games).

October 27, 2026

The Gates list remembers how you sorted it

Airports → Your Gates now keeps the column and direction you last sorted by, and whether you picked Table or Cards. Leave the tab, advance the week or reload, and it comes back the way you left it instead of falling back to region order. Until you sort, the list starts in the usual order.

Suggested by VodkaOnFire on Discord. Added to Tailwinds as well.

October 27, 2026

Keep marketing at a share of revenue

Brand Marketing (Operations) has a new % of revenue option next to the usual fixed weekly budget. Pick a share, from 0.5% to 8% or anything up to 25%, and each week your brand spend is set to that share of that week’s revenue. It grows as the airline grows and eases off in a bad week, so you no longer have to keep raising the figure by hand. Your P&L shows exactly the share you chose, and awareness builds from what you actually spend. Per-airport targeted campaigns stay as fixed amounts on top. Switching to % of revenue starts from the share you’re spending today, and switching back keeps last week’s spend as your fixed budget.

Suggested by Barca on Discord. Added to Tailwinds as well.

October 26, 2026

Your logo on the fuselage

Liveries have a new Logo on the fuselage option, next to Logo on the tail. Tick it and your logo is painted on the front of the fuselage, just ahead of your airline’s name, the way most real airlines wear it. The name moves back to make room. Use it with or without the tail logo, and with or without the name. It’s off for every livery you’ve already saved, so nothing changes until you turn it on in ✎ Edit Branding → Livery.

Suggested by Xen on Discord. Added to Tailwinds as well.

October 22, 2026

Fewer clicks: shortcuts, flights from the Fleet page, and filters for the Market

All 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 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 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

Lighter cabins now add range sooner

October 17, 2026

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

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 Tailwinds 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 Tailwinds 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

New aircraft: the Airbus A350-1000ULR

One of the most requested aircraft on the Discord, added to Tailwinds 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

Production lines: aircraft come off a factory everyone shares

Until now every airline had its own private delivery queue, so a rival ordering fifty 737s never slowed yours down. In new worlds, aircraft now come off shared production lines.

Production lines are on by default for new worlds and can be switched off when a world is created. Worlds already running keep their private queues. More in the fleet planning 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, and winning the passengers on them, is still up to you. This only takes the repetition out of renewing the ones you already fly. Added to Tailwinds as well.

October 16, 2026

Six more airports in Egypt

Another batch requested on the Discord, added to Tailwinds 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

Smaller touches: map labels, typeable counts and better photos

October 15, 2026

The standings now rank on profit

Seasons that had already ended keep their results.

October 15, 2026

Aircraft are worth what you paid for them, and the bank checks you can pay

October 13, 2026

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

Two requests from VodkaOnFire on the Discord, added to Tailwinds as well.

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 Tailwinds 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.

October 8, 2026

Jumbo jets, Concorde and freighters arrive on the right schedule

October 8, 2026

Fixes from Discord: runway-aware aircraft pickers, one fare cliff, and Add Aircraft on multi-stop routes

October 8, 2026

Five new airports: London Southend and four in southern Italy

Another request from the Discord. All five are in now.

September 30, 2026

The fare cliff now tells the truth, and applies to every cabin

After last week’s fare cliff warnings, several of you saw routes flagged as “past the cliff” that were still flying full and earning more than at a lower fare. You were right, and there were three problems. This only affects worlds with New World Restrictions.

See route economics for how fares and demand work.

September 30, 2026

Staff pay settles down, leavers can be replaced automatically, and cargo lanes say why they won’t open

September 30, 2026

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

Four fixes from reports in the Discord. Thanks to everyone who sent screenshots.

September 24, 2026

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

In a world 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 stops growing after about 13 years. So a fleet of first-generation jets flown into the 1990s cost nothing extra, and a young second-hand 707 scored almost as well as a brand-new A320. Now the age of the design counts too. The change comes across from Tailwinds.

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 (ported to Tailwinds 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 19, 2026

The plane finder knows what month it is — and can rank the whole year

Two requests from the Discord, ported across from Tailwinds. Both are about the “Best aircraft for this route” panel in the Route Planner.

The month picker and the strip cost nothing until you use them; the annual ranking is roughly a dozen forecasts per candidate, so it runs only when asked for. See route economics for how seasonality feeds the numbers.

September 16, 2026

A faster Route Planner, and a plane that was never short

Two fixes ported across from the Tailwinds bug channel, both of which apply just as much here.

September 10, 2026

The world list rebuilt — you can now tell the worlds apart

The lobby is the first thing every player sees, and it was a spreadsheet: a code where the year should be, a tick rate where the pace should be, and five rule tags whose meaning lived in a tooltip you couldn’t reach on a phone.

September 3, 2026

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

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

September 3, 2026

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

“Why am I losing this battle?” — asked, fairly, by a player whose contested-route card showed them ahead on price, quality and frequency while their planes flew half-empty. The card was only showing the rows where they were winning.

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 world. They had — the 1950s propliners added for era worlds were showing up in present-day worlds 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

Era worlds: new-metal prices, honest ages, and the C-47

Reported on the Discord after the first 1950 world opened: aircraft that were plainly in production were showing up as used, and the Viscount was on sale three years before it flew.

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

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

Reported on the Discord: “I fly a multi-leg route, MCI-JFK-ORY. On the map, it shows a line from MCI to ORY” — and “I have several other multi leg routes, and they are all full … you can add more weekly round trips and more aircraft to that route from the routes page, but not for multi leg routes.”

August 27, 2026

Find any airport in the world from the Airports tab

August 27, 2026

Cabin refits work — and now take the aircraft into the shop

Reported on the Discord: “cabin reconfigs dont appear to work … it goes through but the plane isnt taken out of service the next week, nor does it actually change configurations”. Two separate faults met in that one report.

August 26, 2026

Your head office now costs what your aeroplanes are worth

This started as an argument on the Discord about whether regional and island-hopper airlines are impossible to run. Rather than trade opinions we went and counted: 144 airlines across six live worlds, 105 accounts. The claim was right, and the reason turned out to be one line in the overhead formula rather than anything about the aircraft.

August 26, 2026

Three screens that were telling you less than they knew

August 25, 2026

Crew are hired and trained now, not conjured

Labour has been a wage bill with a pay dial on it. In new worlds it is a workforce: people you recruit, pay to train, wait for, and lose if you underpay them. This is the largest change to the operating side of the game in a while, so it goes to new worlds only — switching it on under a live season would strand every airline in a world at the same moment, which is not a thing to do to people mid-season.

August 25, 2026

New worlds now start with the restrictions on

New World Restrictions have been an opt-in experiment since late July. They are now the default for a newly created world, and classic rules are an explicit opt-out on the create form. Existing worlds are untouched, and always will be.

These sit alongside the labour and cost work of the last month, which together bring a comfortable operation’s margin from about 30% to about 15% — a good deal closer to a real airline. If you would rather have the classic game, the toggle is right there when you create the world.

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 the effects reach aircraft you may already own.

August 25, 2026

Bankrupt airlines stop crowding the world

Asked for on the Discord, and fair: a world that has run for a season carries more dead airlines than live ones, and every one of them was still taking up a seat and a row.

August 25, 2026

Three from the Discord, and an error message you can actually read

August 24, 2026

The black screen, and why it happened

On Monday morning a deploy replaced every world screen with a black page — every player, every device, every browser. It lasted most of the afternoon. This is what it was.

August 24, 2026

A season ends with a ceremony now

A world reached its final week, the standings were computed, and then they were thrown away. There has been a career record waiting for them since launch. Seasons now finish properly.

August 24, 2026

Your name, your profile, and messages that follow you between worlds

Until now you existed only inside a world. An airline was a row in a table and the person flying it was a display name with nothing behind it.

August 24, 2026

Cargo is contested, and a sweep through the data

The freight half of the game had a strategic hole in it, and the map underneath had a few things wrong. Most of this is shared engine work — the Tailwinds devlog has the fleet detail — but the first item matters more here than anywhere.

August 23, 2026

Every world stopped ticking for seventeen and a half hours

“Scarce assets server has been stuck at the same week for hours… still stuck on week 4.” It was, and so was every other world. Here is what happened and what stops it happening again.

August 18, 2026

A grounded aircraft stays grounded, and the route finder learned what your fleet can do

The grounding half is shared with Tailwinds and written up on the Tailwinds devlog: clearing a broken aircraft’s flights used to cancel its repair outright, and the idle-aircraft alert told you an aircraft you own outright was paying rent. Both fixed, and aircraft that escaped a grounding that way go back to the shop for the time they still owed.

The route finder is the larger piece:

August 13, 2026

Deposits come back, hubs connect properly, and a failed save says so

A fixes release, mostly shared-engine work — the Tailwinds devlog has the same list in more detail.

August 13, 2026

One city, one market — and secondary airports that behave like it

A structural change in the shared engine, and one with real consequences for how you pick a base. The Tailwinds devlog covers the model detail; the short version, and what it means in a world with other airlines in it:

Everyone in a world is affected at the same moment, so relative standings should hold broadly steady. If you have built deliberately across two fields in one city, expect those routes to converge — and it is worth another look at where your gates are before the next auction.

August 13, 2026

Full is full, rivals with real reputations, and clearer refusals

The second accuracy wave. The demand-model half is shared with Tailwinds — the Tailwinds devlog has the detail on oversubscribed routes filling toward the ceiling, seasonal skew sparing full routes, all-economy pairs keeping their business travellers, and multi-stop routes sharing a pair's market with your own nonstops. In restricted worlds the ceiling change is the visible one: deeply oversubscribed routes now climb toward 95% instead of stalling in the high 80s.

The multiplayer-specific work this round:

Everything in the shared list applies here too: real brand reach in the share panels, signed lease rates in projections, the Dashboard load factor with multi-stop routes in the network, and an honest "weeks of cash" on the Marketplace.

August 12, 2026

Sharper competition, and screens that agree with each other

An accuracy release. Most of it is shared-engine work — the Tailwinds devlog covers the parts both games share — but the headline change is specific to worlds with real airlines in them.

August 10, 2026

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

This is a shared-engine change, so the Tailwinds devlog has the full mechanics and the numbers. The short version: two products on the Ancillaries tab were policy switches standing in for capital nobody had spent. Ticking “offered” on Wi-Fi gave your whole fleet connectivity that afternoon with no hardware behind it; ticking “offered” on Lounge Passes sold day passes into a lounge you had never built. Wi-Fi is now fitted to individual aircraft — $750,000 on the order form, $1,050,000 as a retrofit, $1,500 a week per fitted airframe whether it flies or sits. A lounge is a $12,000,000 building at one airport where you hold a gate, ten weeks to fit out and $85,000 a week to run.

What is worth saying here is what those two mean in a world with other airlines in it.

If you were already the airline flying the newest metal into the best hubs, this is a lever built for you. If you were winning on price, none of it touches your passengers. Fleet planning covers what a fleet costs to keep.

Come and complain about any of it on the Discord.

August 10, 2026

Jet bases can be certified after they are built

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

That was fixed in Tailwinds on 31 July. It did not reach Headwinds, and it should have. The two games share a simulation engine, so an engine fix normally lands in both on the same day — but the part that was missing here was the button, and buttons do not travel. The engine in your world has been able to certify a base for another family the whole time. Nothing ever asked it to. That is now sorted.

If you have a base that has been stuck on one type since you built it, open the Maintenance page — the families it could be covering are waiting there. Existing bases keep every certification they already hold; nothing was reset. Fleet planning covers how many types are worth flying at all.

Come and complain about any of it on the Discord.

August 7, 2026

A career that outlives the world, and codeshares that both airlines agreed to

Two days of work across a twenty-eight item audit. Most of it was engine and economy — fuel hedging, crew costs by aircraft size, union grievances, freight seasons, hub connectivity, real load factors, and a fair bit more — and because that engine is shared, it is written up on the Tailwinds devlog. It all landed here too, and some of it moves your numbers noticeably. This entry covers what changed in the multiplayer game itself.

Your record now survives the world it was set in. A season ended, the standings were computed, and then they were thrown away — they existed only inside the transaction that wrote the final week. There was a column in the database waiting for a career since the day the game launched, and nothing had ever written to it.

Your career panel appears under the worlds screen once you have a finished season. Before that it shows nothing at all — a hall of fame full of zeroes is worse than none.

A codeshare is a deal now, not something you do to someone. Signing one against a human rival took a fee off you and paid you interline revenue computed from a real player’s network — while that player was never asked and never told. It was the only bilateral agreement in the game that was not, in fact, bilateral.

An airline that fails now leaves something behind for everyone else. Bankruptcy was a status change and a single news item. The fleet froze inside a save nobody would read again, the orderbook stopped existing, and the gates went back to the pool in silence — and only on gate-scarcity worlds, because that was the one branch anybody had written. A carrier could go under with forty aircraft and a dozen slots at a fortress hub and leave the world exactly as it found it.

A rival going under should be an opportunity for everyone still flying, and now it is.

The interest rate on your loans is no longer the client’s to choose. A modified client could ask for the 3% floor on a loan that should have cost 18%, and the server would write it down as asked — about $790,000 a year of interest that simply did not happen. Credit scoring now lives in the shared engine, computed from what your airline actually earned rather than from a forecast the server never had, and the server prices every loan itself.

Batched fleet actions are safe in multiplayer. Selling, retiring, scheduling checks or extending leases across a selection runs inside one write, with the number of aircraft capped so a huge list cannot hold row locks while everyone else waits. If one aircraft cannot be actioned it is skipped and reported rather than aborting the batch — seven of twelve checks scheduled before the money ran out is the honest outcome.

Come and complain about any of it on the Discord.

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.

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.

July 31, 2026

Old jets stop being free money

Every out-of-production airliner was being delivered brand new — zero hours, full service life, 1970s price — so a $4M Trident 3B returned about six times the capital of a 737 MAX. 92 classic types now arrive 6 to 16 years old and start on a steeper maintenance curve, 23 vintage frames priced off scrap values have gone up (most doubling), and the re-engined generations now deliver their real 13–14% fuel advantage instead of 4–5%, so new metal finally breaks even at a lower load factor than the classics beside it. Also fixed: the E-Jet runway figures had the E175 needing more runway than the heavier E190, and the 737-500 was seating as many as the longer -300.

If you fly classics, expect a higher lease bill and faster-climbing maintenance. Full detail in the Tailwinds devlog.

July 31, 2026

Brand awareness sells seats now, instead of quietly changing your fares

A player asked a good question: his margins were thin when he started, but months later brand-new routes were printing 37–70% margins at the reference price, and his revenue had climbed steadily for a year while he opened no routes and changed no prices. He was right that this made no sense — revenue cannot rise when neither your price nor your load factor moves. It was a bug, and it was one of the oldest in the engine.

Brand awareness, reputation, your loyalty programme and your alliance were being multiplied onto route revenue — after the aircraft was already full. They moved no passengers at all. A brand-new airline wasn’t reaching 45% of its market, as intended; it was selling every seat at 45% of its own ticket price. That is why your first routes lost money with full cabins, and why raising fares felt like the only way out. Worse, the payout was biggest on routes already at 100% load — exactly where a stronger brand cannot sell another seat.

All of it now works the way it reads:

Expect your numbers to move. A mature, well-known airline will see revenue ease back a few percent — it had been collecting a fare premium it never charged. A younger or mid-sized one will see revenue and margins improve. Nothing about your operation changed; the aircraft were always this full.

July 31, 2026

Finance answers “why isn’t my company margin my route margin?”

Your Routes page might say 52% while the company runs at 28%, and until now nothing in the game joined those two numbers up. The Cost Bridge on the Finance › P&L page now walks the whole way down: route revenue, direct flying costs, the leases and maintenance on the aircraft that flew, and then — line by line — every cost no single route carries. Gates and slots, staff, HQ and insurance, marketing and loyalty, distribution and partner fees, financing and tax. Both margins are stated at the top, and the gap between them is itemised rather than implied.

Two things it makes visible for the first time: aircraft that flew nothing this week still owe their lease and base maintenance, and no route was absorbing it — parked tails now have their own line. And your marketing spend appears as what it is: a cost here, and the reason you can hold a higher fare on the routes above it.

July 31, 2026

Reserve aircraft stop pretending to be idle

A jet stationed at a hub as a reserve was still counted as idle everywhere — and still sat at the top of the route planner, where deploying it by accident quietly ended the standby cover you were paying for. Reserves now have their own 🛡 Reserve tab on the Fleet page, are out of every idle count (Fleet chips and stats, the dashboard alert, the Routes header) and get their own bucket in fleet utilisation. In the route, cargo and tag planners they are labelled with their base and sorted last, so the one-click Open Route button always reaches for a free aircraft first — you can still fly a reserve when you mean to, with a line telling you it comes off standby.

Full detail in the Tailwinds devlog.

July 29, 2026

Your share price finally tracks your airline

A player floated a quarter of his company, watched a rival buy in, and saw his share price fall 17.3% in a week — while profit, revenue and fleet were all climbing. He was right to be annoyed: that drop was arithmetic, not judgement. Selling new shares split the company instantly, but the valuation those shares were divided into was only allowed to move 8% a week, so the dilution landed in one tick and the money you raised took two months to show up. Three fixes, and they change how the market reads for everyone.

Expect prices to move in live worlds. Carriers whose quoted price had fallen behind their business will climb over the coming weeks until they catch up, and since the standings rank on value per share, positions will shift with them. Nothing about your operation changed — the scoreboard is just telling the truth now.

July 28, 2026

Maintenance moves to its own page, and jet bases arrive

Headwinds and Tailwinds share an engine, so this week’s maintenance overhaul lands in both. Maintenance is now its own page under Company, breakdowns carry a real repair bill that scales with airframe age, very old aircraft can be written off, and you can build jet bases — hangars certified for specific aircraft families that make checks and repairs cheaper and faster, and offset most of the outsourced MRO contract for the families they cover. Bases consume gates at their airport, so siting one at a contested field costs you flying capacity.

Full detail in the Tailwinds devlog.

July 27, 2026

Reserve aircraft — station a spare and let it cover your breakdowns

Straight from a community request: an idle aircraft can now be stationed as a reserve at one of your hubs or focus cities, and when a same-type aircraft at that base is grounded or goes into a C/D check, the reserve takes over its routes automatically — from the first lost week — and hands them back the week the original returns. In a shared world that downtime was your rivals’ gain; now it’s a fleet-planning decision.

Works identically in solo Tailwinds. Strikes are not covered — that’s a crew problem, not an airframe problem.

July 27, 2026

The gate auction stops hiding — and you can’t bid for gates that don’t exist

Gate auctions are the one thing in a scarcity world you cannot come back to later. Bidding opens at week 40, resolves at the new year, and if you miss the window the gates are simply gone for a game year. Two things were making that easier to miss than it should have been.

Bids are still sealed, still capped at three gates per bid, and still resolve highest-first with ties settled by coin flip — and the per-airline ownership cap still applies on top, so a winning bid gets trimmed if it would take you over it. See the Wiki’s gate section for the full auction rules.

July 27, 2026

Also landing from the shared engine

Headwinds runs the same simulation as Tailwinds, and a batch of engine and interface work shipped to both games in the same run. The short version, with the full write-ups on the Tailwinds devlog:

July 27, 2026

Capital markets: your share price is the scoreboard now

Read this one before you next open your airline, because your numbers are going to move. Valuations across every live world have been rebased, and most airlines will see their market cap drop by roughly half on the next tick. Nothing has gone wrong and you haven’t lost anything — the old valuation was simply wrong, in a way that made the stock market a money printer.

Here is what was broken. An airline’s value was built on its profit multiplied by up to 32, which meant every extra $100k a week of profit added something like $166M of market cap. One good route was worth a quarter of a billion dollars. Prices then climbed toward that number at a capped 20% a week — smoothly, predictably, for weeks on end. A stock that reliably returns 20% a week against a 3% round trip isn’t an investment, it’s a vending machine.

Airlines are now valued the way real airlines are: the lowest-multiple, most cyclical business there is, on a P/E of roughly 5 to 13, with the earnings component capped against actual revenue so no valuation can outrun the business underneath it. Prices move at up to 8% a week instead of 20%.

The market moves, not just your airline

Every world now has a market index: one shared sentiment number that lifts or depresses every airline’s valuation together, drifting through bull and bear phases, and levered to the fuel price. When fuel spikes, the whole sector re-rates down. A rising share price can now mean the market rose rather than that you did well — and a genuinely good quarter can be swamped by a bad market. Timing matters.

You’re ranked on value per share

This is the real change, and it is the reason for everything else. The world standings used to rank on market cap. Market cap measures how big you got, and that quietly made the game reward the wrong things: hoarding cash raised your score, and returning a single dollar to your shareholders lowered it. Every dividend, every buyback, was a self-inflicted wound on the leaderboard. No sane player would ever pay one.

Standings now rank on shareholder value per share — your share price, plus every dividend you have ever paid. It measures what you created for each unit of ownership rather than how much empire you accumulated. Growing a big, profitable airline is still the dominant way to win. What changed is that capital allocation is no longer free.

Your rank will not jump the day this lands: every airline is on the same share count at the moment of the change, so the new ordering starts out identical to the old one. It only begins to diverge as players start issuing and retiring shares.

Your company, on the Stocks tab

There’s a new Your company panel, and four decisions in it that didn’t exist before.

One more thing worth knowing: idle cash is now credited at a fraction of face value. The market does not reward a lazy balance sheet. Once you have run out of gates to take and aircraft to order, a pile of unspent cash actively drags on your valuation, and returning it beats sitting on it. That is precisely the point at which real airlines start paying dividends.

There is a real person on the other side of your trade

Trades used to be filled by nobody. Selling shares conjured cash into the world out of thin air, which is why late-game worlds turned into a glut of money. Every world now has a finite float pool of outside-investor cash and shares. Your buys pay into it, your sells draw out of it, and IPOs and offerings are funded from it. As it runs down, sellers get worse fills; if it empties, the equity window shuts and you cannot raise capital at all, because there is no money on the other side. It heals slowly. First mover to the market gets the cheap capital.

Trading is also properly frictional now. A large order moves the price against itself in proportion to how much of the free float it represents, so a big stake can no longer be accumulated at the marked price, and realized gains are taxed at 25%. Reading a rival’s numbers and backing your judgement still pays. It just isn’t free money any more.

If the re-rating looks wrong on your airline, or the new standings read oddly to you, say so in Discord. This is the largest change to how Headwinds is scored since launch and I would rather hear about it early.

July 27, 2026

A proper News tab — and the activity feed finally makes sense

A player put it bluntly on Discord: there wasn’t really a news feed, and the one that was there was redundant and often flooded with noise. Fair. It’s been rebuilt as a full News tab, and the old activity drawer is now just a headlines ticker that points at it.

News is kept for one game year. Nothing private is reported — cash, loans, budgets and route profit stay yours; the feed carries only what an observer at the airport could see anyway.

Thanks to Kat for the push. If something in the game reads as noise to you, say so in Discord — that’s how this one got fixed.

July 27, 2026

One world, one calendar

Players kept reporting that they and their rivals were seeing different dates in the same world, and they were right. This one is worth explaining, because it was doing more damage than a wrong number in the top bar.

A new airline was always created at Year 1, Week 1, no matter what the world clock said. Join a world sitting at Year 3, Week 12 and you didn’t join it in the spring of year three — you started your own private January and ran it alongside everyone else’s calendar for the rest of the game. Because the simulation reads the season off your week, that wasn’t cosmetic: you were flying a different season to your rivals in the same market, catching the summer peak on transatlantic routes while the carrier competing with you was in the depths of February. Anything scheduled by date — aircraft deliveries, fuel hedges, the quarterly rhythm — was keyed to your calendar rather than the world’s.

And the December Week 4 freeze

The same investigation turned up the cause of a bug several of you had reported and none of us could pin down: the game appearing to stop dead at December, Week 4, with ticks landing on the server but nothing moving on screen until you reloaded the page.

The client decides whether to accept a new week by checking that it’s later than the one on screen — and it was comparing the week of the year. Every New Year, week 52 became week 1, which reads as time running backwards, so the client rejected the new week as stale and sat there. It now compares the actual position in the world’s history, so the year rolls over without you touching anything. If you have been reloading every December to unstick your world, you can stop.

July 25, 2026

Rename your airline and have it stick everywhere

Change your airline's name mid-game from the branding box and it now updates everywhere — not just at the top of your own screen. Previously a rename showed up in your cockpit but the rest of the world kept calling you by your original name: the activity feed and the world standings would still list the old one. That's fixed. Your new name now travels with you across the world feed, the leaderboard, and how rivals see you.

Airlines that were already renamed before this update will correct themselves the next time they take any action in-world.

July 24, 2026

The used aircraft market: buy secondhand, sell your old jets

Not every airline needs a brand-new jet straight off the line. Headwinds now has a used aircraft market — a world-wide secondhand lot, stocked entirely by the planes other airlines sell. When any carrier sells an owned aircraft it no longer just disappears: it goes up for sale at its depreciated value, and anyone can buy it. Find it in the new Used Market tab, grouped under Fleet.

It is the question every fleet planner eventually faces from the other side: is that twelve-year-old narrowbody on the lot a smart piece of cheap capacity, or someone else's problem? Now you get to decide.

July 24, 2026

Heavy maintenance: your fleet now visits the hangar

Aircraft don't fly forever without care. Headwinds 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 22, 2026

Gate scarcity: fight for the airport, not just the route

New worlds can now be created with gate scarcity on — look for the ⛩ badge in the lobby. In these worlds every airport has a fixed number of gates (25, 100, 250 or 500 by size), and once they're taken, they're taken. The airport itself becomes something you compete for — the defining constraint of the real airline industry, where a single Heathrow slot pair has sold for tens of millions.

Classic worlds are untouched — unlimited gates, exactly as before. Gate scarcity is chosen when a world is spawned, so watch the lobby (and Discord) for the first scarcity worlds. The in-game Help has a new Gate Scarcity chapter with the full ruleset.

July 22, 2026

Board objectives arrive: ten goals, $6.8M in bonuses

Every airline now gets a board of ten objectives that walks you from your first departure to your millionth passenger — and every one pays a cash bonus into your treasury the week you earn it. Complete the whole board and you'll have banked $6.8M on top of your starting capital, right when a growing airline needs it most.

You'll find the board on your Dashboard, and each completion pops a toast the moment the bonus lands. Race a friend to the millionth passenger and settle it on Discord.

July 20, 2026

The stock market opens: buy shares in your rivals

Every airline in your world is now listed on a stock market — and you can trade. The new Stocks tab (under Company) lists every rival at a live share price, with a price chart, weekly moves, and a one-click trade ticket. Think a rival's about to take off? Buy in before everyone else notices. Watching someone overextend? Wait for the fall and buy the recovery. Your read of the competition is now worth real money.

Your own airline isn't tradeable — your share price is the scoreboard. The in-game Help has a new Stock Market chapter with the full rules. Tell us about your best trade on Discord.

July 20, 2026

Runways matter: real field lengths at 2,000+ airports

Airports now have real runway lengths, sourced from real-world data, and every aircraft type has a minimum field length it needs to operate. Picking the right aircraft for a route now depends on where it has to land, not just how far it has to fly.

July 20, 2026

One shared world: the same fuel and the same weather for everyone

In a game where your rivals are real people, everyone in a world should be trading in the same market. This update makes that true, and brings a big pass on speed and fair play underneath.

One heads up: because fuel and events are now shared, each world switches over at its next weekly tick, so everyone changes together at the same moment. Notice something off? Tell us on Discord.

July 19, 2026

Two multiplayer fixes: bulk route-closing and a fresh-airline hiccup

Both of these came in from players on Discord — thank you. They only touched the multiplayer game, where every move is checked and saved on the server as you make it.

Hit a rough edge we missed? Tell us on Discord.

July 17, 2026

A polish pass: cleaner dialogs, grouped menus, less clutter

A sweep through the interface to make the whole game feel more finished. Nothing changes how the game plays; everything here is about it looking and feeling right.

Found a rough edge we missed? Let us know on Discord.

July 17, 2026

One header, a searchable market, and sliders that slide

A round of interface upgrades driven by player feedback, focused on the Market, the cabin configurator, and the game's chrome.

Spotted something clunky? Tell us on Discord — feedback like this is what shapes each update.

July 15, 2026

The world's routes, resized to reality

The demand model that decides how many passengers want to fly between any two cities has been recalibrated against real-world airline traffic data. The short version: the game's biggest markets are now the same ones real airlines fight over — and in a game where your rivals are other people, knowing which corridors are truly huge just became a real skill edge.

The full breakdown of what changed and why is on the Tailwinds devlog, where engine changes are chronicled.

July 14, 2026

Price every seat, right from the start

Fares used to be a two-step dance: set an economy price to open the route, then dig into the route list afterwards to price the premium cabins. No more — pricing is now one job, done up front.

July 14, 2026

Scheduling without the guesswork

A round of quality-of-life work on putting aircraft where you want them.

July 14, 2026

Seven new airports in Bangladesh

The map grows again: seven regional fields across Bangladesh — Ishwardi (IRD), Thakurgaon (TKR), Lalmonirhat (LLJ), Shamshernagar (ZHM), Comilla (CLA), Sirajganj (SAJ) and Khulna (KHL). Khulna anchors the set with a city of a million and a half; the rest are proper thin-route territory for turboprops feeding Dhaka. Domestic networks in the subcontinent just got a lot more interesting.

July 12, 2026

A dashboard that tells you why

The home dashboard has been rebuilt from a wall of numbers into a read on how your week actually went — and where the money went with it.

July 12, 2026

Cabins, re-priced

Fitting out your aircraft is clearer now, and the trade-offs are easier to reason about.

July 12, 2026

Smoother worlds, truer numbers

A round of smaller additions and fixes to keep worlds fair and the figures trustworthy.

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

Keeping worlds fair: reports and bans

A world full of real people only stays fun if everyone plays straight. Headwinds now has real moderation built in.

July 11, 2026

Scout your rivals

Competing against real people is far easier when you can read them. Three new views turn the other airlines in your world into usable intelligence.

July 11, 2026

Fly a route as often as you like

You've chosen the aircraft — now decide how hard to work it. Route detail gains a frequency control that puts weekly flights in your hands.

July 11, 2026

Your first two aircraft, on day one

New airlines used to sit on the ramp waiting for deliveries. In Headwinds, your Starter Fleet is different.

July 11, 2026

Sign in with Discord

Google was the quick way in; now there's a second one. You can sign in to Headwinds with Discord as well as Google — whichever account you already live in. It's still one account for all your worlds, on any device.

July 11, 2026

A new look

Headwinds has a mark of its own now — a plane climbing left into the head-on gusts, in Headwinds teal.

July 11, 2026

Talk to your rivals: in-game messaging

Competition is more fun when you can gloat, negotiate, or plead. Every world now has a messaging system built in — look for the ✉ Messages button in the game bar.

July 11, 2026

Player-founded alliances

Alliances in Headwinds aren't the scripted blocs from the solo game — there are no scripted anything in Headwinds. They're founded, grown, and run by players.

July 10, 2026

Humans are the competition

The biggest design decision in Headwinds, made permanent: there are no AI airlines. Every competitor on the map is a real person running a real network in your world.

July 10, 2026

Headwinds takes off

Headwinds is live at headwindsairlinegame.com — the multiplayer companion to Tailwinds, running the full airline simulation in persistent shared worlds.

Join a world →