I think one of the biggest issues currently affecting SimFly growth is the way airport payouts and the premium system are structured.
At the moment, many CAT 1 and CAT 2 airports are barely used unless the owner personally flies there. Even many CAT 3, 4 and 5 airports remain inactive if they are not premium. The result is that traffic becomes concentrated around a relatively small group of premium airports, often owned and used by the same players repeatedly.
This creates a kind of closed circle that unintentionally leaves many other players outside of the economy and progression loop.
Today, why should a new player buy a CAT 4 airport if it is not premium? Most players would prefer flying to a premium CAT 3 airport for better PAX returns. But since CAT 4 and above pay more, even many CAT 3 airports are skipped. The result is a huge number of airports sitting unused.
There are players who own many airports, but this does not necessarily help the ecosystem grow if traffic keeps circulating between the same assets and the same users.
For example, I can see this directly with my CAT 3 airport at LIRZ. It usually does not receive visits unless I first fly to someone else’s airport, and often there is not even a return visit. This is not about my own airport specifically — it reflects the current overall situation.
Another important point is the gameplay balance itself.
At the moment, longer flights with autopilot often generate better rewards than shorter flights where the pilot is actually actively flying and managing procedures. In many airliners, after takeoff you engage autopilot and sometimes even autoland handles the landing. Meanwhile, pilots who truly enjoy flying manually, performing procedures, handling approaches, navigation and shorter operations are often less rewarded.
This feels backwards for a flight simulation environment.
There is also another issue that should probably be considered seriously: the active player base is still relatively small. If there are around 150 active users, and among them there are also multiple secondary accounts flying mainly between their own airports, the ecosystem risks becoming even more closed and stagnant over time.
The project probably needs adjustments focused on attracting new players, not only keeping current users satisfied — myself included.
Realistically, among the top active users, there may not even be 100 premium subscriptions right now. Maybe around 70–80. Financially, that does not seem like a very strong long-term ecosystem by itself, especially considering future plans involving marketplace percentages and PAX economy transactions.
I genuinely think SimFly has an excellent core idea and a lot of potential. The concept is very good. But perhaps some aspects of the economy and progression system were underestimated or not fully anticipated during development.
Personally, I believe the system would attract more players if:
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airport payouts were more balanced across categories,
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each airport level allowed more operational rotations,
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the premium dependency was reduced,
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shorter and more active flights were rewarded more fairly,
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and the ecosystem encouraged broader traffic distribution instead of concentration.
The old mission system also helped create movement and activity across the network, and removing it reduced one of the incentives for variety and exploration.
Right now it feels like a relatively small group of premium users circulates between the same airports repeatedly, while many other players lose motivation because they do not see realistic opportunities to grow inside the current structure.
This is not meant as destructive criticism — I enjoy SimFly and would genuinely like to see it succeed and grow long term — but I think these are important points worth discussing for the future health of the community and economy.