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# Spaceport Architect
- URL: https://simstructures.com/spaceport-architect/
- Published: 2026-09-27T22:51:43.000Z
- Updated: 2026-10-02T17:30:10.000Z
- Description: Build, manage and expand a spaceport on a recently colonized planet. Import cargo to grow the colony population. Take care of the resulting passenger traffic to pay the bills. Bring your airport…
- Author: ENGN GAME STUDIO LLC
- Tags: Logistics, Colony Sim, Management, #w1, #architecture

Build, manage and expand a spaceport on a recently colonized planet. Import cargo to grow the colony population. Take care of the resulting passenger traffic to pay the bills. Bring your airport fantasy into space with this sci-fi business tycoon!

### Screenshots

![Screenshot](https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5075590/035abf3fda5826c2f19ae984dad57f6407728275/ss_035abf3fda5826c2f19ae984dad57f6407728275.1920x1080.jpg?t=1790259978)

![Screenshot](https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5075590/0c5a068d5c7441703cca22db872c1e1b6c3126d6/ss_0c5a068d5c7441703cca22db872c1e1b6c3126d6.1920x1080.jpg?t=1790259978)

![Screenshot](https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5075590/436e8e890bdf105144deefbcd9a8f0c8b8a52b4c/ss_436e8e890bdf105144deefbcd9a8f0c8b8a52b4c.1920x1080.jpg?t=1790259978)

![Screenshot](https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5075590/0ffb4b181d2c274f51bfd880e3535b4a1a682823/ss_0ffb4b181d2c274f51bfd880e3535b4a1a682823.1920x1080.jpg?t=1790259978)

![Screenshot](https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5075590/93b115d7b7c922470f0298fcf7eb1e3fa1267b74/ss_93b115d7b7c922470f0298fcf7eb1e3fa1267b74.1920x1080.jpg?t=1790259978)

![Screenshot](https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5075590/27bf76e2b2cccfb3df02ce44246ffa480aea3061/ss_27bf76e2b2cccfb3df02ce44246ffa480aea3061.1920x1080.jpg?t=1790259978)

![Screenshot](https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5075590/d2b7baed8a24fddc1a48e36dd5ff2ea9fffd9d0d/ss_d2b7baed8a24fddc1a48e36dd5ff2ea9fffd9d0d.1920x1080.jpg?t=1790259978)

![Screenshot](https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5075590/e0d038345cf2666318050bf0a1e7c23d3f6d56d8/ss_e0d038345cf2666318050bf0a1e7c23d3f6d56d8.1920x1080.jpg?t=1790259978)

### Trailer

[![Watch trailer on Steam](https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/257416737/7d421f3c65e4293f465787132e68f48c62e884d9/movie_600x337.jpg?t=1790259977)▶](https://store.steampowered.com/app/5075590/?ref=simstructures.com)

### Videos

### Technical Architecture

- **Engine:** Godot
- **AI Systems:** FSM, ECS, A\*, Flowfields, Jobboards, Dispatchers, Reservations, Deadlock-breaker
- **State/Architecture:** DDD, Clean Architecture, DI, EventBus, Registries, Scheduler, DTOs, Adapters
- **Status:** Up to date

## Technical deep-dive

Engine & Tech Stack

- Engine / language: Godot 4.7 with C# on .NET 10\. The game logic sits in plain C# libraries with no Godot code: Shared, Domain, Contracts and Application. Only the game project touches Godot. Code generators and architecture tests keep those layers apart.
- Map representation: eight stacked 2D tile layers: Ground → Foundation → Floor → Zone → Wall → Object → Road → Roof. All of them use 16px tiles except Road, which uses 64px tiles. Each layer is a domain object inside one world-map object, drawn by a Godot TileMapLayer. Zones are flood-filled areas, re-flooded on every edit, so their IDs don't last.
- Content & config: tuning comes from JSON files such as world\_config.json, where every section falls back to a default. There is no modding layer yet.
- Rendering: the tiles use Godot TileMapLayers with shaders. Passengers skip nodes entirely: they're drawn as quad meshes straight through RenderingServer, bucketed by screen row and culled to what's on screen.
Core AI & Decision Making 
- Architecture: two models side by side:
 \- Staff, builders, ships, buses, trucks: one shared FSM base. Each kind declares its states and transitions in a profile. States are created through the service container and switch on domain events or direct signals. - Passengers and bags: Arch ECS. Each passenger state is a system that writes component data only. A reactor applies the state changes afterwards, in a set order. 
- Dispatch: there's no central brain. Work goes out through job boards (repairs, baggage, cargo audits) and dispatchers (buses, trucks, deliveries). Workers claim jobs, and slots, seats and amenities are claimed, not flagged. A crowd-wide "something is free" flag would send everyone to one slot.
- No behavior trees, utility AI or GOAP.
State Management & Data Architecture 
- Model: clean architecture.
 \- Domain objects raise events. Registries look objects up by ID. One container wires all services. - A synchronous event bus is indexed by event type and object ID, so a publish only reaches subscribers who care. - Map changes go through ordered stages: forget caches → settle map state → move occupants → tell the UI. 
- Persistence:
 \- Format: one .spsave ZIP per save, holding meta.json, a preview image and a compressed state.json. - Serializer: reflection-based System.Text.Json over save-only data classes. Tile layers are stored as run lengths. - Restore: objects are rebuilt in a strict order, and anything derivable is re-derived. FSM timers keep their deadlines. - ECS rebuild: the ECS world is rebuilt in its saved layout and order, so a loaded game plays on exactly as before. 

Tick Scheduling & Performance Tricks

- Clock: game time runs 60× real time. One knob sets it, and a command scheduler fires timed events on game time.
- ECS frame: one ordered pass each \_Process: admit → signals → state systems → path upkeep → move → transitions → tag cleanup. Only chunk queries run in parallel.
- Budgets: every per-tick budget scales with game speed, so fast-forward doesn't starve anyone. Path upkeep runs in separate rotating lanes (missing target, idle drift, waiting, queue refresh, beauty) instead of everyone each frame.
- Batching:
 \- Paths are batched and solved together. - Bursts of events are merged by reactors before any recompute. - The longest-waiting passengers go first, with ties broken by ID, so the order is the same before and after a load. 
- Determinism: one seeded random source and minted IDs. Wall-clock random and GUIDs are banned by tests.
Pathfinding & Spatial Systems 
- People: custom A\* on the 16px grid, split into 32×32 chunks, with flat arrays and pooled scratch memory. The grid is an immutable snapshot, so searches can run off the main thread. Edits update only the cells that changed.
- Reachability: each cell carries a connected-region label, so impossible walks are refused before any search. A cache also remembers routes that failed.
- Flow fields: precomputed per desk for queues, instead of an A\* search per passenger.
- Vehicles: A\* on a one-way, right-hand road graph with four lane points per road tile. Road tiles are reserved piece by piece, covering crossings too, to keep vehicles apart. A deadlock breaker clears gridlock.
- Access zones: three floods from the road entrances sort ground into Before Security, Past Security and Staff-only. One-way doors and checkpoints shape the result.
- Cost matrix: roads and vehicle bays add a small step cost for walkers. Restrooms and the checkpoint floor are closed in the grid and reopened only for the search that needs them, which is what keeps restrooms single-sex.

## And so it begins

## Welcome, Architects!

**Spaceport Architect** is a 2D Sci-fi Airport Business Tycoon inspired by **SimAirport**, **AirportCEO**, **Prison Architect** and other classic tycoon games and made with **Godot** and C#.

This game started as a simple idea back in December of 2025: "What would it be like to build and run the Mos Eisley spaceport from Star Wars?".

I'm a father, full time professional programmer and tycoon enthusiast making this game by myself outside of work and familiy responsibilities. The vision is slowly and steadily coming to life and this is the first major milestone of the project.

If the game looks interesting, I hope you'll the take time to **wishlist** it, watch/like the **trailer** and share the game with friends who like tycoon SimAirport, AirportCEO, Prison Architect or similar games. It really helps a lot.

Make you sure checkout the **Discord** to follow the commit feed and discuss feature ideas. If you want to ***playtest*** the game, subscribers to the **mailing list** will be the first ones offered to do it later this fall.

**PS:** There are **no AI** assets in the game.

Until next time!

[Read the original announcement on Steam →](https://steamstore-a.akamaihd.net/news/externalpost/steam%5Fcommunity%5Fannouncements/1844751498222000?ref=simstructures.com)

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*Imported from [Spaceport Architect on Steam](https://store.steampowered.com/app/5075590/?ref=simstructures.com). Steam genres: Casual, Simulation, Strategy.*