$14.99Fly Corp One crowded terminal from disaster
Grow a small airline into a worldwide network, keeping every airport's passengers moving before the terminals overflow.
Is Fly Corp worth it?
Fly Corp is worth it if…
- you like route planning and watching a network grow from a few lines into a web
- you want a management game with short sessions and clear goals
- you enjoy picking the smart hub over the obvious one
- you like games such as Mini Metro but want planes and a world map
- you want something easy to learn that still asks you to think
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Every passenger has somewhere to be
This is not a game of abstract cargo. Each passenger is a real person with a real destination, drawn from the actual population of actual cities. If there is no direct flight, they will happily take layovers, hopping through your hubs like a very patient tourist. Bigger cities mean more people who want to fly, so a route into a metropolis fills fast. You get paid when a passenger reaches their final stop, not for the legs in between, which makes every hub decision a small bet on where people are actually going.
Airports have limits, and so does your wallet
The core tension is simple: you never have enough money to connect everything, so you analyze the map and pick where your next hub goes. Meanwhile every airport has a maximum capacity, and the rule is unforgiving. If even one of them overloads, you lose. You can spend money upgrading planes to move more people faster, or upgrading airports so they can hold more waiting passengers. Watching a busy hub creep toward its limit while you decide what to sacrifice is where the game earns its tension.
Almost 200 territories, one map
The world map is the playground: nearly 200 territories and tens of thousands of real cities, and you can build an airport in any of them. Geography matters. Europe is a dense cluster of short hops that is easy to manage, while elsewhere the distances stretch and longer routes cost more to open. The same strategy does not work everywhere, so part of the fun is adapting: a network that thrives in a small region needs rethinking when the next city is an ocean away.
Run the whole planet, against the clock
You buy territories one by one until your network covers the entire planet, and the clock never stops: unlock a new territory every six minutes or the run is over. Challenges Mode adds scenarios with set conditions and goals, like surviving a period or earning a set amount, each with its own twist. Daily scenarios give you one fresh puzzle a day and a leaderboard to climb. Short sessions, clear goals, and always one more run you want to try.
Questions about Fly Corp?
Is there new content after you finish the built-in scenarios?
There is a scenario editor, and anyone can create and upload their own scenarios for others to play. Between player-made scenarios, daily scenarios and the challenges, there is a steady supply of new maps to try.
Do random events shake things up?
They do, and not always kindly. Events can be positive, like investments in your company, negative, like disasters that stop flights to certain territories, or plain ridiculous, such as a businessman suing you over coffee spilled during turbulence. You never quite know what is coming.
How hard is it to learn?
The basics take minutes: open a route, buy a plane, keep airports under capacity. The depth is in the decisions, like where to place hubs and which routes pay for themselves. A few hidden mechanics take time to figure out, and some later scenarios are tuned tough enough that they divide players.






















