
With over 2 million wishlists, come a whole lot of questions...
So the Worlds Worst Airlines are here today to answer some of your more common ones!
But let's not taxi around the runway here, and jump straight into it... 👇
Release date and playtests 📅
When is the game releasing? Do we have a month or year we can share?
Unfortunately, we can’t share anything on this just yet (even with the hundreds of instances we received exactly this question for the Q&A)
The goal right now is to ensure that we deliver the highest quality and meet all of your expectations, so when we’re confident in the progress of the game we’ll share more solid information. Please keep an eye on the announcements.
Will there be a demo, an open playtest or closed beta before release?
We are planning to have some closed tests before release, for sure. Please keep an eye on our Discord so you don’t miss them.
Price 💰
How much will the game cost?
"We are not ready to reveal the exact price yet, but we’re aiming to keep it in line with other similar games within the genre… stay tuned!"
Multiplayer basics 🫂
What's the max number of players per lobby/game?
"4 players is currently the maximum. We are doing our best to support more than 4 players in a lobby, but we cannot confirm whether that will be possible at release yet."
Will there be public matchmaking with randoms, or is it friends/invite only?
"You will definitely be able to join your friends through an invite or a lobby code. Regarding public matchmaking, we are definitely considering it as an option, but we cannot confirm whether it will be included at release yet."
Will 2-player sessions still be a good experience, or is the game designed around larger groups?
"Absolutely. It's designed to be equally enjoyable and chaotic with 2 players as it is with 4."
What do you believe makes co-op fun?
"Circumstances that can expand the ways you interact with your friends and lead to a wide variety of unpredictable and fun moments. If every session can create a unique experience, then it may be something great to share with your friends."
Platforms 🎮
What platforms will the game be available on? (And will there be Controller and HOTAS support?)
"Right now we’re focusing on the Steam release of the game, but should we see enough demand for release on other platforms, we’re more than happy to explore the possibility in the future! Controller support is in the plan, but there are no current plans for full HOTAS support right now."
Will it be optimized for lower end PC’s?
"We are working a lot on optimization, but we cannot share the specific system requirements right now. But we are doing our best to make it run on your calculator*!
*Disclaimer - it probably won’t run on an actual calculator…"
Core gameplay mechanics 🔧
Is the plane fully player-controlled, or is it more arcade-style?
"You have quite detailed controls over the plane, but It's simplified. We kept the controls accessible without going full simulator mode - you get the feel of flying without all the complexity you’d expect from a full-blown simulator."
Will there be realistic flights?
"It is hard to tell what level of realism we are talking about. In general, we want our game to feel more like a fun, crazy experience than a realistic flight simulation.
Still, there will be things to figure out while piloting, but you won’t need a pilot’s license to play, and you won’t receive one after a successful landing either."
What will the flying mechanics look like?
"Sometimes there is a crazy amount of action, with you dodging tons of obstacles, and sometimes you can leave the yoke and join your friends in interacting with passengers and the plane."
Will I be able to crash the plane?
"Hell yeah, you will."
Will there be water landings?
"Can't promise this one yet, but we at least have it on our idea board!"
Can risky cargo (e.g. the crocodile, the taped-up bags from the trailer) actually create in-run consequences?
"Absolutely. Things can go sideways mid-flight, and how you handle it matters. You'll figure it out when you play."
Are there saves/checkpoints, or does a failed run restart from the beginning?
"You’ll have to wait a little longer for details on this one, stay tuned!"
Will there be a sandbox mode?
"We are not planning to have a sandbox mode right now."
Will there be different ways to interact with passengers?
"Of course, but we don’t want to reveal all the interactions yet :)"
Will you be able to knockout/tie up friends?
"It’d be rude not to."
Will there be classes? (Pilot, Flight Attendant, Mechanic)
"We are not planning anything like this right now."
Game loop, replayability and structure ♾️
How long is a typical run/session expected to be?
"~ 1 to 90 minutes depending on your piloting performance :)"
What's the long-term progression/economy loop? In-game currency, upgrades, unlockable planes or airports?
"Yes, there will be progression between flights. We can’t reveal much more details than that right now though…
Stay tuned!"
What are the plans for post-launch content - new maps, planes, modes, updates?
"We have lots of plans for the game, and we definitely hope to add more content and continue expanding the game after its release."
Will there be different game modes? (Easy, Medium, Hard)
"We are not planning to have different modes currently, but we may consider them as an option down the line. Feel free to share some suggestions in the chat/comments, we’d love to get some ideas from you all!"
Will there be competitive game modes?
"There are no plans for competitive game modes right now."
Will there be holiday events?
"It would be better to keep this a surprise, right…?"
Customization and cosmetics 🪞
Will characters and planes be customizable (skins, liveries, colors)?
"There will be customization options; and when the time is right, we’ll make sure you guys are the first to see them."
Will there be Steam achievements, trading cards, or leaderboards?
"Of course, we are planning to have achievements. We cannot confirm trading cards yet, and there are currently no plans for leaderboards."
Will there be emotes?
"We are planning to add additional ways to communicate besides the proximity chat. Can’t share more than that right now though."
Mod and workshop support 🛠️
Will Steam Workshop / mod support be available?
"No plans on this front at launch, but if it is something you would love to have in the game, please share your suggestions in the chat/comments - we are open to this option in the future!"
Localization 🗣️
What languages will the game support?
"We are planning to localize the game before launch, but we’ll share the actual list of supported languages closer to launch."
Can keybinds be remapped for non-QWERTY layouts (e.g. AZERTY)?
"Of course!"
Development 🖥️
What's been the biggest struggle in development so far?
"Well, the massive response from the community definitely caught us off guard (in the best possible way)!
Creating cool physics inside the moving plane was not an easy technical task.
Other than that, finding cool and interesting ways to make our characters expressive, visually interesting, and unique, plus all the work that has gone into making the flight controls as satisfying, engaging, and fun as possible, and we expect that refining this will continue right up until release."
What game engine is the game being developed on?
"We’re developing this in Unity"
Wishlist Dear Passengers on Steam now!
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And don't forget to join us, and hundreds of thousands of other equally terrible pilots over on our Discord now by clicking the link below, to keep yourself up to date on all the latest news, updates and plans for Dear Passengers!
