Devlog / Flag Carrier
Flag Carrier: Airline Sim

Hello from Chronometer Studio

Flag Carrier: Airline Sim · 1960⁠–⁠2035 · one quarter per turn · Steam first

Hello. We are Chronometer Studio, a small but very ambitious team, and this is our first devlog entry. Here we will show how our game comes together, from rough prototypes to release.

Our project is Flag Carrier: Airline Sim. You start an airline in 1960 and build a network across the world up to 2035, one quarter per turn. Every flight has its own profit and loss. Passengers weigh much more than the fare: travel time, connections, flight frequency, service, and your airline’s reputation all count. AI rivals run on the same model and pay the same costs you do, with no hidden advantages.

We have one rule: no number appears on screen unless the model computed it. Before a mechanic goes into the game, we run it on our test bench and report here what the measurement showed, including the times the model got it wrong.

Flag Carrier comes to Steam first, then to iOS. Release date and price will be announced later. Soon we will start showing the first finished parts of the game and how its mechanics work inside.

We would be glad to hear from you: tell us what you expect from an airline management game and what you would check first. Write to hello@chronometer.studio or to @chronometerstd on X. We read every message personally. Thank you for being with us from the very start.

Flag Carrier: Airline Sim · 1960⁠–⁠2035 · one quarter per turn · Steam first