Roblox · Airport Tycoon · technical teardown · 2026-07-30

Airport Tycoon ✈️

The first ~52 minutes of progression: action order, prices, before/after states, and dependencies between stages. Part A — chronology; B — systems and economy; C — HUD and menu structure; D — SFX/VFX/animation by interaction; E — what to take into development.

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Airport Tycoon! · placeId 138486812747835 · Simulation / Tycoon · All Ages · created 2026-05-29 · Update 1: Totems · first ~52 minutes of progression.

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CCU snapshot 3,418; rating 94.8% (7.3K 👍 / 397 👎); visits 1.4M; favorites 11.2K; server 6 players; Maturity All Ages. Created 2026-05-29, updated 2026-07-29.

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Up-and-Coming #20 on 2026-07-30.

Rules and permanent bonuses. Offline earnings; autosave; airport building, passenger service, planes and destinations; +10% to everyone per friend; Premium/Plus: +15% money / +15% luck; Like + Join Group: $1,000; Update 1: rebirth unlocks Totems. The page separately shows a future Terminal 2 event with Notify Me.
Game page
Game page. Interior with gates C1/C2 and a globe with a plane. Offline earnings and autosave stated.
Part A

Progression chronology

Stages in the real order of the run. Marked zone-progress checkpoints: 19% → 66% → 68% → 92% → 95% → 100%.

A1

Loading and intro cinematic

Loading screen: plane on the runway, moving clouds, a changing loading-stage caption, a progress bar, a Skip button; after loading — Play. Intro cinematic (after Play): a plane flies off → a car pulls up to the terminal → the first passengers get out → Captain appears with lines → the camera shows the start of the NPC route; the scene can be skipped. Passengers don't spawn inside the building — the NPC source is arriving cars (they keep pulling up throughout the progression).

Captain intro
~03:01 — Captain. "Your first travelers are on their way!" A car at the terminal, FLIGHTS panel on the right (A1 Tycoon Town).
A2

Manual onboarding: Security and Gate Desk

Security Lane (manual): the tutorial leads to the lane; a passenger stands on the check point → the player walks up → interaction via E → metal-detector animation → the passenger leaves the lane. Gate Desk (manual): after the message "All passengers cleared security" the player walks to the desk → starts processing via E → a "typing on the computer" animation → the passenger goes to boarding. After both operations the tutorial shows 3/3 tasks.

Manual security
~03:38 — manual Security. The player scans a passenger with a metal detector; above the passenger — a name and $35.
A3

First income and the ATM

The first 3 passengers give 3 × $35 = $105. The money isn't in the wallet immediately: the HUD has two balances — green (available to spend) and blue (pooled in the ATM). The player walks to the ATM → the amount is visible → cash packs fly to the HUD → the green balance grows → the ATM pool drops. Next to the ATM: Auto Collect R$249 (magnet) and Like + Join Group → +$1,000.

ATM
~04:55 — ATM. Green/blue balances, Collect button; Auto Collect magnet and the Like+Group offer.
A4

First income building and free automation

Purchase / eventPriceState before → after
Vending Machine 1$0no income → passengers leave money in the ATM; badge awarded; new buttons open
Gate Desk L1 → L2$0manual boarding → an NPC sits at the desk, boarding automatic
Security Lane L1 → L2$0manual check → a staffer on the lane, checks automatic

Before purchase the Vending model is shown translucent; on activation the parts fly into place (it doesn't appear whole instantly). The game first shows both operations manually, then hands them to NPCs for free.

Vending $0
~05:38 — Vending Machine 1 ($0). The first income point. "Passengers can spend extra money at amenities".
A5

Daily Reward and first paid purchase

Daily Rewards opens, Day 1 = $300 (a separate reveal animation). The next Vending Machine 2 = $70 — the first mandatory paid income building. Offers appear at the same time: Speed Boost R$9, Starter Pack R$49 ($2,000 + 2X Money Boost + 3X Luck Boost + Faster Passengers), a Starter Pack timer ~20 minutes on the right.

Offers + rail
~07:45 — rail and offers. Left: Shop / Upgrades / Rebirth / More + Luck and Money multipliers (1x). Right — the timed Starter Pack R$49.
A6

Regular building ($10) and the first trash spawn

The tutorial ends, but green arrows keep leading to the mandatory next button. Early buttons cost $10: after Walls ×several the player sees Planter and Seating but defers them and follows the arrow to Gate Sign → Carpet → Trash Can → Bush → Seating ×2 → Entrance Door; then returns to the skipped objects to fill the zone %. Each purchase: translucent model → step on it → deduction → parts fly in → child buttons open → "Expand Your Airport %" rises. At 19% Show Me still gives no visible result. Full purchase order — §B4.

Build $10
Build loop. Early decor at $10, zone progress bar, SHOW ME. A build is a "ghost" before purchase.
Trash Clean
~12:56 — first trash spawn. A separate entity: a dirt patch + banana peel; interface E / Trash / Clean. Seating $20 nearby. Trash isn't tied to the queue and isn't decor.
A7

First big ATM collect and alternating prices

By ~15:41 the ATM holds about $3,000. The wallet may be short of a build even though the sum is already in the ATM — the game nudges you to collect the ATM, buy cash for Robux, or get Auto Collect. After a manual collect it all flies into the green balance. Prices then don't rise continuously: Lamp $20, Plants $20, but some following Plant is still $10, then $20 again. Within one zone $10 and $20 alternate. Cleaning trash by holding E gives +$6.

+6 cleanup
Cleanup = +$6. "+6" above the player after Clean. On the left, above a passenger: Dorothy Jones 1/15 $55. Bottom — a 3X Luck (30m) R$49 offer.
A8

Shop (~17 min) — prices

Shop passes
Passes: Speed Boost R$9 · Faster NPCs R$89 · VIP R$199 (+50% money, +50% luck, 2X Star Tokens) · Auto Collect R$249 · 2X Money R$329 · 3X Luck R$349. Timed boosts — 15/30 min.
Shop cash
Cash: $1,000 R$19 · $3,000 R$49 · $11,000 R$199 · $20,000 R$349 · $31,000 R$529 · $84,000 R$1,399. The Bundles tab is empty.
A9

Building to 68% and the first paid upgrades

At 66% → 68% Show Me starts highlighting the remaining mandatory buttons. Throughput upgrades (full matrices — §B3): Security L2→L3 $800, L3→L4 $1,500; Gate Desk L2→L3 $370, L3→L4 $800, L4→L5 $1,300. Runway is already available: L1→L2 $2,500 (respawn 12→11.4s) — deferred. The Amenities upgrade section is still empty (Café/Boba not built yet).

Security upgrade
Security L3→L4. 1.8→1.2s, 35→50/min, $1,500; the equipment model changes.
Trash near security
Trash by Security. A Clean pile appears next to a functional node (conveyor + officer) — confirms the spawn isn't tied to one point.
A10

Completing zone 1 — Expand $350

Late zone-1 buttons: Crosswalk $20, Parking Lot $20, Plants $30, Trash Cans $30, Extra Gate Desk Tier 1 R$12 (an orange Robux button, optional), Gate Door $40, Exterior Lamps $10, Plants $20, Gate Post $40. At 100% a yellow Expand $350 button appears → badge + a short victory sound → a new area opens, arrows lead to the next gate.

A11

Zone 2: Gate A2, Information Desk, money buildings

PurchasePriceState after
Gate Desk + ATM$100combined purchase: a new gate + a collection point for the shared ATM pool
Gate Post / Gate Sign$40 / $50gate dressing
Gate Desk A2 L1→L2 / L2→L3$700 / $1,600A2 starts at L1 (manual) → staffer → faster; Boarding 0/19
Information Desk$780a large desk with 3 NPC staff
Gate A Wall / Divider / Wall / Wall$160 ×3 / $230forms the room (new price step $230)
Vending ×2 · Blossom Boba · Café$230 / $470 / $470passenger spend points; purple highlight = money building
Cafe money-building
Money building. Café / Blossom Boba $470 (purple highlight). Upgrade matrix — §B3.
Plane boarding
Flight A2. Boarding X/19; at 19/19 the plane taxis to the runway. FLIGHTS: A1/A2 run at once with separate counters.
A12

Luck decor, trash accumulation, second Security and the janitor

Luck decor (order): Seating $20, Trash Cans $20, Aquarium $20, Carpeting $40, Seating $80; some Seating is marked with a clover icon and gives +5% luck. Then Interior Lamp $50, Fountain Circle $50, Carpeting $80, Exterior Lamp $80, Seating $90. Fountain $470 gives +10% luck. The multiplier rises 1.15 → 1.20 → 1.25 → 1.30 → later 1.45x. By 39:43 the ATM holds $15,415 — one collect covers several expensive upgrades.

Passenger values + queue
Passengers + a queue at Beverages. Dorothy Thomas 1/15 $0, Donald Wilson 1/50 $88, Emily Johnson 1/50 $0. Passenger value varies, and $0 occurs.
Multiple trash
~37–38 min — trash accumulation. Several piles at once in one area (banana on dirt). Buying Trash Cans did not stop the spawn. A2 Pinefall Village 18/19.

A second Security Lane is bought for $50, the button reads "Not Required To Expand". The new lane starts at L1 — no staffer, the player scans manually again (~46 min). Second-lane upgrades: $350 → $900 → $1,800 → $2,900. Cleaning Supplies $390 creates a room and an NPC janitor: it finds piles on its own and clears them one by one (not all trash at once). After that manual cleaning stops being a required part of the loop.

2nd security $50
Second Security Lane $50. A blue button labeled "Not Required To Expand".
Manual 2nd security
Return to manual work. On the new lane the player scans a passenger by hand again. Above the NPCs: Steven Anderson 1/50 $184, Michael Wilson 1/15 $115.
Janitor
NPC janitor. After Cleaning Supplies $390 the staffer walks to a pile and clears it; other piles remain nearby (handled sequentially). Left — the Information Desk with 3 NPCs.
Badge feedback
Parallel notifications. A +$42 money float and the Frequent Flyer badge appear at the same time.
A13

Runway, late interior, second Expand

Runway L1→L2 $2,500 (respawn 12→11.4s): before purchase the runway is black, after — with painted lines; destination milestones are checked automatically and a new destination opens. L2→L3 $5,000 (11.4→10.8s); 5 levels total. Late interior: Seating $160, Ceiling $160, Interior Lighting $50, Chandelier $230, Hanging Light $230, Restroom Doors $230, Signs $80, Restroom Interior $80 (one purchase per stall). At 95% Flight Status Boards appears (a blue button). A second Expand $500 at 100% opens the next area with pricier buttons.

A14

End state and exit

At this point: luck 1.45x, money 1.15x; Security and Gate upgraded; Café and Blossom Boba upgraded; two Security Lanes running; planes fill and depart automatically; the janitor clears trash; the first rebirth still needs $150,000. Settings splits audio into buses: Music · NPCs (footsteps) · Interface (clicks/hovers) · Effects (money/doors); gameplay toggles Auto Collect and Faster NPCs.

Daily 11-15
Daily Rewards 11–15. Day 11 Airport Cash $700 · Day 12 2x Income 14m · Day 13 Star Tokens +9 · Day 14 3x Luck 14m · Day 15 Huge Cash $40,000. Ready 23:17:12. Skip to Next Day R$99.
Part B

System developments

Cycles, level matrices and data pulled out of the chronology for accurate reconstruction.

B1

Passenger and plane cycle

Above a passenger are a name, a counter of the form 1/N, and a cash value. The value varies and $0 occurs.

Passenger1/NValue $
Michael Wilson1/15115
Steven Anderson1/50184
Donald Wilson1/5088
Dorothy Jones1/1555
Dorothy Thomas1/150
Emily Johnson1/500

car arrives → group gets out → NPC gets name/1-N/value → Security queue → manual (L1) or auto (L2+) check → visits Vending/Boba/Café (may queue at Amenities) → money to ATM → Gate Desk queue → processing → Boarding X/Y +1 → plane full → leaves the gate → taxi to Runway → takeoff → next-plane respawn timer

B2

Trash cycle and the dual-automation model

Trash is a secondary objective between construction and passenger service, not the core loop of Airport Tycoon.

a random pile appears in a built zone (dirt + banana) → stays on the map → more may appear nearby → the player notices it while building → walks up → holds E → a rising spinning sound + a circular meter → the pile disappears → +$6 → repeat → Trash Cans do not stop the spawn → up to 6 piles in one area → Cleaning Supplies $390 creates a janitor → the janitor finds and clears piles sequentially

The dual-automation model. The game applies one scheme twice: manual player work → learn the action → buy/unlock an NPC → automation. Early on — Security and Gate Desk (free, $0). Later — trash cleanup (Cleaning Supplies $390). Both automations are structurally identical.
B3

Upgrade matrices

Security Lane 1ProcessFlow /minTransition price
L1 (manual)3.6s17
L22.5s24$0 (FTUE)
L31.8s35$800
L41.2s50$1,500

Maximum Security Lane 1 performance: 0.9s, 71 passengers/min.

Gate Desk 1ProcessFlow /minTransition price
L13.0s20
L22.1s29$0 (FTUE)
L31.5s41$370
L41.0s58$800
L50.7s84$1,300
Blossom Boba / CaféUse$ / passengerTransition price
L13.2s$8
L22.3s$10$150
L41.2s$16$600

Amenity performance: L3 — 1.7s and $13 per passenger; L5 — 0.9s and $20.

Runway: L1→L2 respawn 12→11.4s ($2,500) · L2→L3 11.4→10.8s ($5,000) · 5 levels total. Runway doesn't speed up passenger processing — it shortens the gap between planes and opens destinations.

Second Security Lane (pad $50, starts L1 manual): upgrades $350 → $900 → $1,800 → $2,900. Gate Desk A2: L1→L2 $700, L2→L3 $1,600.

B4

Economy: sources, sinks and the chronological price log

Sources

passenger processing (value 0–184), spend at money buildings (Vending/Boba/Café), trash cleanup +$6, Daily Reward, Like+Group $1,000, cash packs for Robux. The money multiplier applies on top.

Sinks

building buttons (fill the zone %), station and amenity upgrades, zone Expand gates, extra stations.

How to read: rows follow purchase order; ×N means consecutive identical buttons at the stated price. Progress % shows the zone state after the series.

#Purchases in orderPriceState after
01Vending Machine 1 → Gate Desk 1 L1→L2 → Security Lane 1 L1→L2$0 → $0 → $0income point; Gate and Security automated
02Day 1 → Vending Machine 2+$300 → $70first mandatory money building
03Walls ×several$10 eachcheckpoint 19%
04Gate Sign → Carpet → Trash Can → Bush → Seating ×2 → Entrance Door → Flowers → Bush → Seating ×3 → Trash Can$10 eachPlanter and some Seating left for later
05Plant → Lamp ×2 → Entrance Overhang → Plant → Lamp ×2$10 eachbuilding moves outdoors
06Lamp → Plants → Plant → Plant$20 → $20 → $20 → $10$10 and $20 begin to alternate
07Plant → Seating → Plant → Seating → Plant ×2$20 eachcheckpoint 66%
08Security 1 L2→L3 → L3→L4 → Gate Desk 1 L2→L3 → L3→L4$800 → $1,500 → $370 → $800flow raised toward finishing the zone
09Plant → Planter → Seating → Plant ×4$10 → $10 → $20 → $10 each68%; Show Me highlights the remainder
10Planter → Seating → Plant → Seating ×2 → Plant → Seating → Plant → Planter$10 → $20 → $10 → $20 each → $10 → $20 → $10 → $10return to skipped buttons
11Crosswalk → Parking Lot → Plants → Trash Cans → Gate Door → Exterior Lamps → Plants → Gate Post$20 → $20 → $30 → $30 → $40 → $10 → $20 → $40100%; Extra Gate Desk Tier 1 R$12 stays optional
12Expand 1$350Gate A2 zone opened
13Gate Desk + ATM → Gate Post → Gate Sign$100 → $40 → $50second gate and a shared ATM-pool point
14Gate Desk A2 L1→L2 → L2→L3$700 → $1,600manual A2 → staffer → speed-up
15Information Desk → Gate A Wall → Divider Wall → Wall → Wall$780 → $160 → $160 → $160 → $2303 NPCs at the desk; zone checkpoint 10%
16Vending Machine ×2 → Blossom Boba → Café$230 each → $470 → $470new money buildings opened
17Blossom Boba L1→L2 → Café L1→L2$150 → $150revenue at each point rises from $8 to $10
18Seating → Trash Cans → Aquarium → Carpeting → Seating$20 → $20 → $20 → $40 → $80clover-marked Seating adds +5% luck
19Interior Lamp → Fountain Circle → Carpeting → Exterior Lamp → Seating$50 → $50 → $80 → $80 → $90Fountain Circle is not marked as a luck source
20Plants ×2 → Seating → Plant ×2 → Seating → Plants ×2 → Seating$70 each → $90 → $70 each → $90 → $70 each → $90filling late decor
21Fountain → Plants ×2 → Trash Can → Seating$470 → $70 each → $120 → $60Fountain +10% luck; Seating +5% luck
22Gate Desk 1 L4→L5 → Blossom Boba L3→L4 → Café L3→L4$1,300 → $600 → $600Gate 0.7s/84; amenities rise to $16 per passenger
23Bushes → Runway L1→L2 → Runway L2→L3$160 → $2,500 → $5,000departures 19/19; respawn 12→11.4→10.8s
24Seating → Ceiling → Interior Lighting → Chandelier → Hanging Light → Restroom Doors → Signs → Restroom Interior ×4$160 → $160 → $50 → $230 → $230 → $230 → $80 → $80 eachroof, lighting and restroom block
25Security Lane 2 → L1→L2→L3→L4→L5$50 → $350 → $900 → $1,800 → $2,900temporary return to manual checks; then a second staffer; 95%
26Cleaning Supplies → Plant → Expand 2$390 → $100 → $500janitor automates cleanup; 100%; next area opened
ATM/wallet stateTiming
$105 (collect) + Day 1 $300covers Vending $70 after the free actions
~$3,000 in ATM15:41 — first big collect
$2,557 wallet + $9,360 ATM35:34
$15,415 in ATM39:43 — one collect covers several expensive upgrades
B5

Monetization

Offer contents and prices:

ItemR$
Cash: $1,000 / $3,000 / $11,000 / $20,000 / $31,000 / $84,00019 / 49 / 199 / 349 / 529 / 1,399
Passes: Speed Boost / Faster NPCs / VIP / Auto Collect / 2X Money / 3X Luck9 / 89 / 199 / 249 / 329 / 349
Extra Gate Desk Tier 1 · Finish Zone · Daily Skip12 · 249 · 99
Starter Pack (timer ~20 min)49
3X Luck price conflict. The Shop shows R$349, a separate Luck window — R$599.. The Income window also shows: Money Boost +100%, 2X Money R$329, Roblox Plus +15% R$599, Play With Friend +10%, Play 15 Minutes +15%.
B6

Destinations, zones, rebirth, Index, navigation

Destinations

14 total. Tycoon Town $35, Pinefall Village $55, Isla Brisa $155; Frostfjord and Crownwell opened; Dunecrest is in the list (price occluded). A flight opens by milestone (not purchase): the screen considers Total Departures · Number of Gates · Runway Level · Pick Chance.

Rebirth

Cost $150,000; resets buttons/upgrades/money; rewards: base luck 1x→2x, money 1x→1.1x, 3 Star Tokens, access to rebirth-locked. Totems (street plaza): Lucky Spinner (1 rebirth), Ghost Crew (3); leaderboards Total Rebirths / Total Departures.

More (5 items) and zones

Destinations · Visit · Index · Progression · Rebirth Upgrades. Progression: Zone 1 74/74, Zone 2 12/59, Zone 3 0/95, Zone 4, Air Traffic Control; total 23%. Finish Zone — R$249. Tree: Airport Core $0, then 1 Star Token each (Head Start, Quick Turnaround = faster respawn, Fast Security, Quick Travelers, Fast Feet).

Navigation (color code)

Green arrows → the mandatory next button; yellow button → Expand; blue pads → service nodes; purple highlight → money building; orange pad → Robux purchase.

Index
Index. Passengers by rarity common → secret (a Legendary appeared during the shown progression).
Rebirth
Rebirth $150,000. Reset + base luck 1x→2x, money 1x→1.1x, 3 Star Tokens.
Zones
Progression. Zone 1 74/74, Zone 2 12/59, Zone 3 0/95, … Air Traffic Control; total 23%.
Star tree
Star Token tree. Airport Core $0; outer nodes 1 Star Token each.
B7

Rebuild-spec: prototype system inventory

Data models: Passenger{id, displayName, indexTier(1/N), value, destinationId, gateId, state, routeIndex}; Station{type, level, processSeconds, passengersPerMinute, queueCapacity, automatedFromLevel}; Amenity{type, level, useSeconds, revenuePerPassenger, visitWeight}; Flight{gateId, destinationId, capacity(3/7/19), boardedCount, status, respawnSeconds}; Building{id, zoneId, cashPrice, robuxPrice, prerequisites[], requiredForExpand, prefabId, children[]}; Destination{id, baseTicketValue, pickWeight, departureRequirement, gateRequirement, runwayLevelRequirement}; PlayerProgress{wallet, atmPool, luckMultiplier, moneyMultiplier, zones, departures, rebirths, starTokens, index, dailyDay}.

Server services: Plot allocator · Build (validates prerequisites/price, prefab, children, zone %) · Passenger spawner (cars in groups; value and destination from multipliers and milestones) · Route (Security → Amenities → Gate, queues with timeouts) · Service sim (reserves a slot, waits processSeconds) · Flight (boardedCount → takeoff → respawn) · Economy (separate wallet and ATM-pool, money multiplier, per-credit source log) · Upgrade (level data tables) · Trash (spawn independent of queues, hold-to-clean + janitor) · Progression (destinations/Index/zones/Daily/Rebirth/Star tree) · Autosave (interval + BindToClose, offline-delta separately).

Slice checks: a newcomer with no hints goes car→manual security→manual gate→ATM→free automation; a slow Security grows the queue, an upgrade clears it without losing NPCs; after $105+$300 there's no wall before Vending $70; at X=Y the flight closes, Total Departures +1; Runway L1→L2 = respawn 12→11.4s + a new destination; $150K rebirth resets buttons/upgrades/money, keeps meta, grants 3 tokens; after reconnect pads/levels/multipliers/index/daily/rebirth-tree are restored.

Juice (required reactions per purchase): translucent preview → part-by-part assembly → a distinct sound → child pads open → zone % rises. Plus: the "typing" animation at the Gate; cash packs into the HUD on an ATM collect; badge + victory sound on Expand; a rising cleanup sound; a roof after interior lighting; painted lines on the runway after a Runway upgrade.

Part C

Interface: HUD and menu structure

The interface is broken down by screen area and user flow. Each image sits next to the elements and states that need to be reproduced.

C1

HUD during regular play

The HUD keeps the center clear for movement and construction. Persistent data is anchored to the edges; the next objective is connected to the world through arrows and labels above pads.

Airport Tycoon HUD
HUD with no menu open. Top: wallet and ATM pool. Left: four menu entries and multipliers. Right: FLIGHTS. Bottom: current construction objective. World: colored pads and prices.

Top center · economy

Green wallet — money available for purchases. The + button opens Money. Below it, the blue ATM pool holds earned but uncollected income. The magnet indicates Auto Collect.

Left edge · primary navigation

Four round buttons in a fixed order: Shop → Upgrades → Rebirth → More. Luck and money multipliers are shown below as separate values rather than mixed into the balance.

Right edge · flight state

FLIGHTS keeps separate A1/A2 rows with destination and Boarding X/Y. The panel does not open another screen; it updates as passengers move through the terminal.

Bottom · next objective

Buy <object> and Show Me are linked to the green world arrow. After a purchase, the label changes to a specific child in the construction graph; at 100%, it changes to Expand.

World-space UI

Each available pad shows a name, price, and type color. Green — required cash branch; yellow — Expand; blue — service; purple — money/luck; orange — Robux.

Roblox CoreGui

The Roblox menu, chat, voice, backpack, and system purchase overlay belong to the platform. They are not custom Airport Tycoon UI.

C2

Shop: four tabs on one shell

Shop is a centered window without a full-screen dimmer. The title and red X stay fixed; tabs replace only the product grid. The world, HUD, and current offer remain visible around the window.

Shop Passes
Passes. A 3×2 grid. Each card contains a type color, icon, name, short effect, and green Robux price; some products also have a gift icon.
Shop Boosts
Boosts. The same grid, with duration and Stacks added to each card. The 15- and 30-minute versions sit next to each other.
Shop Money
Money. Six cash packs are sorted by value from left to right and top to bottom: $1,000 → $84,000.
Shop Bundles
Bundles. The tab uses the same shell but contains no cards. The empty state has no separate placeholder.

Hierarchy: Shop shell → tab row → product grid → purchase overlay.

Shared structure: large category icon to the left of the title · active tab in blue · price anchored to the bottom of each card · fixed X on the right · content does not cover the whole HUD.

States: selected tab · standard card · timed card · giftable card · empty tab · Roblox system confirmation.

C3

Upgrades: category → list → detail

The menu uses three repeatable levels. New station types can be added through data; each station does not need a separate custom screen.

Upgrade categories
Level 1 · categories. Security Lanes, Gate Desks, Amenities, Runway. Color, icon, and a short benefit statement distinguish the types.
Upgrade station list
Level 2 · list. Breadcrumb, back button, station name, Terminal, Level X/5, and an arrow to detail. A second row appears after a second station is built.
Upgrade detail
Level 3 · detail. Current and next level, Process Speed 2.5s → 1.8s, Passenger Flow 24/min → 35/min, the model change, and Upgrade $800.

Security / Gate

Detail shows two linked metrics: operation time and calculated passengers per minute. The price is paired with the change in both values.

Amenities

Shows Use time and cash per passenger instead of throughput. The category stays empty until Café or Blossom Boba is built.

Runway

Shows plane respawn and destination progression. The upgrade does not change Security or Gate throughput.

Navigation

The breadcrumb and blue back button return one level; the red X closes the entire menu from any level.

C4

Progression, Rebirth, Daily, and Settings

Meta screens reuse the same shell but switch the inner pattern: progress list, node tree, paginated calendar, or vertical toggles.

Progression menu
Progression. Vertical zone list with numerator/denominator, total completion, and Finish Zone R$249. Completed, active, and locked states are readable without returning to the world.
Rebirth upgrades tree
Rebirth Upgrades. Airport Core in the center with radial nodes. Locked items use a question mark; Star Tokens are shown at the bottom.
Daily Rewards menu
Daily Rewards. Five days per page, pagination arrows, Claimed/Locked states, countdown, and Skip R$99 in one bottom strip.
Settings menu
Settings. Audio: Music, NPCs, Interface, Effects. Gameplay: Auto Collect, Faster NPCs. Toggles are green when on and red when off; the panel scrolls.
Roblox purchase overlay
Platform overlay. The dark Roblox grid above the game is not part of the custom shell. It belongs in the purchase flow as a system step and should not be rebuilt as custom UI.
Implementation rule. Document the HUD separately from menus. For each menu, specify: entry point → hierarchy → components → data/prices → selected/locked/disabled states → scroll/pagination → back/close. Pair the image with a direct breakdown of its elements and states.
Part D

SFX, VFX, and animation by interaction

Each interaction is split into active layers: SFX → VFX → object animation → UI change → camera and duration. Images show the action itself or a before → after sequence.

D1

Construction, purchases, and money

Build preview before purchase
Before purchase. Transparent walls preview the future geometry; active Wall $10 pads remain beside them.
Built wall after purchase
After purchase. The wall becomes part of the terminal; Plant $10, Entrance Door $10, and the next route arrows appear.
Upgrade interaction
Upgrade. Current level, new metrics, and action price are visible on one screen.
ATM collect
ATM Collect. The blue accumulated balance becomes green wallet funds through a stream of cash packs flying to the HUD.

Object purchase

SFX short confirmation sound synchronized with the start of assembly.

VFX transparent preview before payment; parts appear in sequence.

Animation prefab assembles from separate parts over ~0.5–1.5s.

UI price is deducted, pad disappears, children appear, zone completion rises.

ATM Collect

SFX a series of money effects on the Effects bus.

VFX several cash packs fly from the ATM to the top HUD.

Animation the number of packs scales the perceived size of the collection.

UI the blue pool decreases while the green wallet increases.

Upgrade

SFX short Interface click when Upgrade is pressed.

VFX current/next metrics update without closing detail.

Animation a staff member appears on L1 → L2; station position stays fixed.

UI Level, price, seconds, and throughput update immediately.

D2

Passenger service and flights

Manual security interaction
Security. Passengers wait at the work point; Captain directs the player to perform the check manually.
Manual gate desk interaction
Gate Desk. The player sits at the computer; processed passengers continue to boarding.
Boarding at Gate A2
Boarding. A passenger clears Gate Desk, walks to the plane, and increments the separate A2 X/19 counter.
Runway before upgrade
Runway before upgrade. The strip remains black; the upgrade pad sits along the route to the plane.
Runway level one
Before. Runway L1 has no markings.
Runway level two
After. White markings appear on the strip; Isla Brisa is unlocked on the right.

Manual Security

VFX E prompt and action progress.

Animation passenger locks to the work point; the scanner completes one cycle.

UI tutorial advances to Gate Desk; L1 takes 3.6s.

Manual Gate Desk

VFX E prompt disappears on completion.

Animation avatar types; passenger changes route to the plane.

UI Boarding X/Y increases; L1 takes 3.0s.

Amenity service

VFX cash value appears above the passenger.

Animation NPC occupies the point for useSeconds, then leaves.

UI ATM pool increases; L1 → L5 income: $8 → $20.

Boarding and takeoff

VFX FLIGHTS updates X/Y; a full flight is replaced.

Animation enter plane → taxi → runway → takeoff → despawn.

UI the next plane respawn starts after departure.

Runway upgrade

VFX white markings are added to the runway material.

Animation the runway variant changes to the next level.

UI respawn 12s → 11.4s → 10.8s; Destination Unlocked may appear.

Destination Unlocked

VFX compact card on the right with a destination image.

Animation the world keeps running beneath the popup.

UI destination name, Show Me, and X; controls remain available.

D3

Expand, rewards, menus, and secondary cleanup

Expand interaction
Expand. The yellow pad shows 100% and a $500 price before the next area opens.
Daily Rewards feedback
Reward state. Reward type, Claimed/Locked state, and the next countdown share one screen.
Manual cleanup hold
Before. The pile remains in the world; Clean starts by holding E.
Cleanup reward
After. The pile disappears and +$6 appears above the player.
Janitor auto-cleaning
Late automation of a secondary task. The janitor selects one pile, walks to it, and only then selects the next.
Interface sound controls
Audio categories. Settings separates Music, NPCs, Interface, and Effects; clicks and hovers belong to Interface.

Expand

SFX short success accent when the area opens.

VFX yellow pad disappears and the zone boundary is removed.

Animation new root pads and movement direction appear.

UI 100% is locked in; the objective changes to the first button in the new zone.

Daily Reward

VFX the card changes to Claimed; future rewards stay Locked.

Animation short reveal with no change to the world.

UI cash, boost, or tokens are awarded and the countdown begins.

Menu click / hover

SFX Settings assigns clicks & hovers to Interface.

VFX selected tab changes color; toggle switches between green and red.

Animation the shell remains while the inner panel changes.

UI transition takes less than a second; camera does not move.

Manual cleanup

SFX rising rotating sound during the hold.

VFX circular progress around E and +$6 on completion.

Animation one pile disappears after a full hold cycle.

UI wallet increases by $6; the system does not block the core loop.

Janitor

VFX uses the same pile-disappearance result.

Animation path to one target → clean → select next target.

UI no separate panel appears; automation is visible in the world.

Offer popup

VFX card appears on the right or bottom without covering the objective.

Animation the simulation continues in the background.

UI product, price, timer/Show Me, and a dedicated close button.

Part E

What to take into development

Components with an observable effect and a testable minimum implementation.

E1

Prototype priorities

P0

Manual action → free NPC

Effect: the player understands Security and Gate Desk before automation.

Minimum: one manual E cycle for each; L1 → L2 for $0 adds a staff member.

Acceptance: after both upgrades, a passenger completes the route without the player.

P0

Passenger state machine

Effect: queues create measurable bottlenecks.

Minimum: Spawn → Security → Amenity? → Gate → Boarded.

Acceptance: two lanes and two gates operate in parallel; X = Y starts the flight.

P0

World-space construction graph

Effect: each purchase physically changes the airport and opens the next branch.

Minimum: price, prerequisites, prefab, children, requiredForExpand.

Acceptance: a child is unavailable before its parent; purchase updates the object, children, and zone completion.

P0

Wallet + ATM pool

Effect: accumulated income creates a separate return-and-collect moment.

Minimum: two server balances, atomic Collect, one shared pool across ATMs.

Acceptance: repeated Collect cannot duplicate money; purchases use wallet funds only.

P0

Feedback contract

Effect: a purchase reads through preview, assembly, sound, UI delta, and new pads.

Minimum: Interaction → SFX bus → VFX → animation → UI → duration.

Acceptance: purchase, collect, service, upgrade, takeoff, expand, and reward have synchronized feedback.

P1

Economic ladder

Effect: each price jump follows higher ATM output and is tied to new productivity.

Minimum: $0 → $10/$20 → $30/$40 → $100–$780 → $800–$5,000.

Acceptance: $105 + $300 reaches Vending $70 without waiting; ATM collections of $9,360–$15,415 cover Runway upgrades.

P1

Shared UI shell

Effect: Shop, Upgrades, and meta screens read consistently while the HUD remains visible.

Minimum: header, tabs/list/detail, data-driven cards, back, close, and states.

Acceptance: every menu supports entry → detail → back/close without a dead end.

P1

Destinations + Rebirth

Effect: Runway and Gates open content; completed zones feed the meta loop.

Minimum: milestone checks and separate resettable plot / persistent meta data.

Acceptance: each unlock fires once; rebirth resets local progress and grants 3 Star Tokens.

P2

Secondary cleanup

Effect: a short optional action between construction steps that an NPC later removes.

Minimum: infrequent capped spawn, hold-to-clean +$6, janitor with a target queue.

Acceptance: does not block passengers or Expand; targets are processed sequentially.