Flyorian’s feature set is intentionally narrow and interlocking. The world map is the cockpit; the hub is the capacity ceiling; the fleet market is how you match airframes to hops; fuel, maintenance and shop boosts are the operating layer; XP, missions and prestige are the unlock ladder. If you want the CEO fantasy angle, read the airline manager page. If you want the step-by-step first hour, open how to play.
Nothing here is a separate mini-game. Dispatching a flight spends fuel, creates a timestamped arc, and eventually produces a claim that pays cash, materials and XP. That claim is what funds the next hangar slot, the next airframe, or the next facility upgrade. Features exist to make that loop readable and worth repeating — not to fill a feature checklist.
Below, each block describes one system as a player actually uses it. After the catalogue, two deeper sections cover how systems reinforce each other and how Flyorian’s feature choices deliberately avoid fare micro-management, crew rosters and paywalled unlocks. For the no-paywall model specifically, see the free airline game page; for the revenue and flight-time math, see the airline simulator page.
World map cockpit
Select destinations, dispatch aircraft, follow live arcs, and claim revenue when flights land. Home-base returns, refueling timers and takeoff confirmation keep operations tangible — the map is where strategy becomes a click, not a timetable grid. Pair it with the fleet tracker so you always know who is airborne.
Expandable airport
Start small and expand the airport for more fleet slots and bigger aircraft. Improve hangars and facilities for capacity and bonuses — runways and ops grow with the hub. Hub size is the true soft cap on how many planes you can usefully own; see the airport management game angle if that is your focus.
Fleet & market
Buy new airframes, lease contracts, or pick used listings. Feeder props cover short hops; jets open the long network. Upgrades add seats, speed, efficiency and comfort — at home base only. Matching range and seats to the hop is the core skill of the airline manager loop.
Simple route payouts
Flights always fly full. Revenue scales with aircraft capacity and distance (plus a light destination-type bias), so the plane you choose matters as much as the route you pick. No fare classes, no load-factor guesswork — the simulator page explains the formula.
Fuel & shop boosts
Buy fuel before takeoff with a timed refuel wait. Timed shop boosts cut fuel and leases, add yield or XP, speed flights, and stretch airline range. Boosts accelerate the same loop; they never unlock exclusive airframes or skip hub progression.
Progression systems
Airline XP unlocks airports and airframes. Missions pay rewards. Prestige unlocks permanent perks. Materials fund hub facilities. Stats charts track your lifetime story. The growth fantasy is covered on the airline tycoon page; the tutorial path lives in how to play.
Friends, leaderboard & profiles
Visit friends’ hubs for streak bonuses. Rank airlines by flights, kilometres, passengers, revenue or level. Open any carrier’s public profile. Social layers are optional chrome on a solo network — they never steal your passengers or block a route.
Live fleet tracker
A dedicated dashboard plots every aircraft — airborne, refueling with a countdown, or parked — grouped by airport. Use it between map sessions so you know which claims are waiting and which gates still need a departure.
How the systems reinforce each other
The map without a hub is just sightseeing: you need hangar places and runway class before a bigger fleet pays for itself. A hub without aircraft is empty concrete: the market (buy, lease, used) is how cash becomes capacity. Aircraft without fuel and maintenance become stranded cash — refuel timers and A-checks keep utilisation honest. Claims without XP unlocks eventually hit a range wall, so progression systems exist to open farther airports and larger types at a pace you can feel.
That is why features are documented together on this page rather than as separate products. A lease is not a finance mini-game; it is a way to put seats on the map when cash is short. A mission is not a side quest island; it is a directed claim that pays into the same currencies. Shop boosts are not a second economy; they temporarily tilt fuel, yield or XP inside the loop you already know. When you build your airline, you are composing these systems into a personal network shape — not unlocking a different game mode.
Practical reading order if you are new: skim this catalogue, follow how to play for the first session, then use the FAQ for long-tail questions (offline progress, mobile browser, leasing). Strategy depth lives in the blog guides — beginner paths, hub expansion, short-haul versus long-haul — without repeating the product feature list.
What Flyorian deliberately does not feature
Readable systems mean leaving things out. There is no fare bucket spreadsheet, no crew roster, no weather ATC layer, and no passenger PvP over seats. Cabins always fly full so your decision space stays on airframe choice, route length, hub capacity and reinvestment timing. If you want cockpit flying, that is a different genre — Flyorian is management on a map.
There is also no energy meter that stops you mid-session, no ad gate on claims, and no paid exclusive aircraft unlock. Optional shop boosts are timed modifiers, not a second fleet ladder. The full free-to-play stance is explained on the free airline game page; this features page only needs to say that every system listed above is available without a payment method.
If a competing title advertises denser spreadsheets, Flyorian’s answer is denser map time: more arcs airborne, clearer claim feedback, and a hub that visibly grows. That trade-off is the product identity — and the reason this catalogue stays focused on systems you will touch every session rather than menus you open once.