Spaceport Architect
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








Trailer
▶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.
- Architecture: two models side by side:
- 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.
- Model: clean architecture.
- Persistence:
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:
- Determinism: one seeded random source and minted IDs. Wall-clock random and GUIDs are banned by tests.
- 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 →
Imported from Spaceport Architect on Steam. Steam genres: Casual, Simulation, Strategy.