Name, hub, first hops
Create an account, choose a home base and brand the airline. Early routes stay short and local so cash flow starts immediately.
Build your airline
Build-your-own-airline games are about identity and network shape — your name, your hub, your fleet mix. Flyorian starts there in minutes.
Searching to build your own airline usually means one thing: a game where the carrier feels personal. You pick a home base, name the airline, choose the first aircraft and decide which cities deserve a route — then watch those choices compound.
Flyorian opens with €8,000,000 starting cash, a modest hangar and a short-range airframe. From there every claim funds the next aircraft, facility or map unlock. Your public profile and leaderboard stats tell the story of the network you built — not a preset scenario.
That personal shape shows up in small decisions: whether your first three routes fan out from the hub in different directions or stack the same corridor twice, whether you brand around a short-haul regional identity or save cash for the first narrowbody, whether the leaderboard matters to you or the network only has to make sense to you.
The starting aircraft sets the tone more than players expect. A short-range airframe out of a modest hub pushes early routes toward nearby airports and fast turnarounds — cash flow first, reach later. That constraint isn't a limitation so much as a starting identity: the regional carrier you grow from will look different from the one a friend builds with the same starting cash and a different first route.
As the network grows, the map itself becomes a record of the choices you made. Two airlines started on the same day with the same €8,000,000 can look completely different a few weeks in — one a tight regional web around a single hub, another a scattered set of long-haul arcs to a handful of luxury destinations. Neither is more correct; the build-your-own-airline fantasy is that both are valid answers to the same starting screen.
Create an account, choose a home base and brand the airline. Early routes stay short and local so cash flow starts immediately.
Buy, lease or grab used airframes. Run a feeder-heavy regional brand or push toward jets and long-haul as unlocks allow — the mix is yours.
Every destination you open is a line on the world map. The fantasy of building an airline is visual: arcs, hubs and aircraft status, not only numbers.
Public airline profiles and the leaderboard let others see flights, kilometres and fleet growth — optional flex for the empire you made.
Fan out to nearby airports for fast cash flow, or commit early to a single long corridor — the shape of your first week usually previews the shape of your network months later.
Same starting cash, same short-range airframe, different first choices. The identity of the carrier comes from what you fly first, not from a preset scenario or faction.
Registration takes minutes. For the step-by-step early path, read how to play; for CEO-role framing see airline manager; for empire-scale growth see airline tycoon. Whichever page you read next, the airline you register here is the same one — these are three ways of describing what you'll actually be doing with it.
A home base, a starting aircraft and your first routes — from there every claim funds the next aircraft, facility or map unlock, so the network that emerges is shaped entirely by your choices.
You start with a home hub and a short-range aircraft, then open the routes you choose — the fleet mix and network shape are yours to decide as you grow.
You choose a home base when you create the airline; it's where your hangar, fleet and facilities live, so most players treat it as a long-term choice rather than something to relocate casually.
It shapes the first few routes — a short-range airframe favours nearby airports — but claims fund the next aircraft, so a regional start can still grow into a long-haul network as cash, materials and airline XP allow.
Yes. Everyone begins with the same starting cash and a short-range airframe, but the routes, fleet mix and hub investment you choose from there are entirely up to you.
The airline's identity — its name and public profile — is set when you create it and is what shows up on the leaderboard, so most players choose it deliberately at the start.
Every route you open is a choice — a nearby airport for fast cash, or a longer arc for a bigger single payout — so the resulting map reflects your decisions, not a scripted path every airline follows.
Guides are useful for avoiding early mistakes like overspending on hangar space before you need it, but the specific routes and fleet mix are meant to be yours — that's the point of building your own airline rather than following a fixed campaign.
No — the name and branding are yours to choose freely; they show up on your public profile and the leaderboard, but they don't affect route economics or fleet performance.
Nothing is locked in — a slow first route just means slower early cash flow. You can open new routes and retire old ones as the fleet and hub grow, so early choices shape the pace, not the ceiling.
Ready to fly?
Found your free airline in minutes — the world map is waiting.