recursal/Fanatic-Fandom huggingface dataset:
Reports

The **Reports** dialogue provides an overview of airport logistics, passenger needs, and airline desires. Reports can be accessed by clicking on the *reports* button towards the lower left hand corner of the user interface.

Before some reports are available, related research must be completed. For all reports to become available, the player requires to hire both a COO and CFO staff member, both with functioning offices. This means that the player must have completed research in *Operations* and *Finance*.

## Sections

Visualises the effect that foliage, decorations, and insanitary objects have on passengers. Each object placed has a small radius surrounding it, in which its positive environmental effect will be reduced as the radius expands further away from the source.
Visualises the effect that knowledge-emitting objects have on passengers, such as the Flight Info Display object. Each object placed has a small radius surrounding it, in which its information effect will be reduced as the radius expands further away from the source.
Breaks down all zones to have more distinguishable colours, renaming them to be *{Zone Name} Sector*, or just *Sector* if a particular area does not have a zone.
The information on each sector details whether it is indoors (built on a foundation) or not, whether or not the zone is secure, how many security zones are protecting it, and how many tiles it consists of.
*Requires a COO with an office*
Displays a breakdown of how many passengers are able to get to and leave the airport on a per time-frame basis.
Typically, this graph tends to correlate with flights which are scheduled to land at the airport, as passengers will be travelling both to and from the airport to continue their journeys. The graph will be higher depending on the scheduled plane's capacity, as well as how many flights are scheduled at the same time.
*Requires a CFO with an office*
Financial profit and loss reports give historic perspectives on where money is coming from and where it is going in the airport. The menu displays an overview of all incomes and expenses on a specific day, and the day can be changed by selecting the drop-down button on the top right corner of the modal.
The bottom of the modal displays the total profit/loss of the selected day.
*Requires a CFO with an office*
Displays a graph of all income and expenses on a daily basis, up to the last 30 days.
Red dots represent expenses; any money that was spent by the airport on a specific day. Green dots represent income; any money that was taken (earned) by the airport on a specific day. If a green dot is higher than a red dot for a day, it means that the airport made a profit on that particular day. If it is the opposite, the airport made a loss (which can be checked in the Profit & Loss interface).

## Notes

* Prior to an experimental patch released 12 June 2017, the Daily Cashflow graph did not work. The graph would also display every single day that had passed in an airport, rather than the past 30 days (meaning that some graphs would be very squashed together if more than 60 days had passed).
Looking for Heals Wiki/Section 3

Guides

* How to play guide for Looking for Heals
* System requirements
* Release date
* Game support

Videos

*See more videos*

Twitter

Tweets by @lookingforhealswindow.twttr=(function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0],t=window.twttr||{};if(d.getElementById(id))return;js=d.createElement(s);js.id=id;js.src="https://platform.twitter.com/widgets.js";fjs.parentNode.insertBefore(js,fjs);t.\_e=[];t.ready=function(f){t.\_e.push(f);};return t;}(document,"script","twitter-wjs"));
Edge Patch Notes (26 June 2017)

The Edge Patch Notes below are taken from this forum thread of the game's forums.
*The Edge Patch Notes below are taken from this forum thread of the game's forums.*

**Edge Patch Notes**: June 26, ~11:34PM

* Audio updates, some new effects, updates to existing; feedback appreciated!
* Profit & Loss report now categorized; old data will be in 'Undefined' category, new data will categorize properly
* Several minor performance related changes, memory usage improvements
* Minor Aircraft pathing tweaks, should avoid runways a bit more aggressively
* Minor tweak to 'Bird In Hand' heuristics, intended to reduce "looping" issues
Experimental Patch Notes (8 June 2017)

The Experimental Patch Notes below are taken from this forum thread of the game's forums.
*The Experimental Patch Notes below are taken from this forum thread of the game's forums.*

**Experimental Patch Notes**: June 8, ~10:29 PM

* Fixes a stuck construction bug
* Adds a performance boost to building conveyor networks when the underground layer is hidden
* MFS gate column background
* Fixed a land expansion UI bug that could make it impossible to expand at all
* Adds a transit demand/capacity chart, awarded as part of Operations research; requires the COO to be employed w/ an office

A bit smaller of an update for you tonight; we've got more in the works right now that isn't quite ready yet but we wanted to go ahead and get this out tonight in the meantime. We also still have a number of tweaks & adjustments to be made regarding the new aircraft/runway limitations, we just weren't able to get back to that today but it is on our list. Not to fear, as usual, you can definitely expect that we'll be back with more for you soon! =)
System requirements

The following are the minimum and recommended **system requirements** for *Foregone*. While these requirements do not represent a guaranteed working configuration, meeting the minimum requirements should ensure at least a launch-able environment.

## Minimum Requirements

 Processor
 Memory
 Graphics

## Recommended Requirements

 Processor
 Memory
 Graphics

## Languages Supported

Foregone supports text in the following languages:

* English
* French
* Italian
* German
* Spanish
* Portuguese (Brazilian)
* Russian
* Korean
* Chinese (Simplified)
* Chinese (Traditional)

## See also

* Getting Started
* Release date
Experimental Patch Notes (1 June 2017)

The Experimental Patch Notes below are taken from this forum thread of the game's forums.
*The Experimental Patch Notes below are taken from this forum thread of the game's forums.*

**Experimental Patch Notes**: June 1, ~11:49 PM

* (Hotfix to address the luggage routing station issues caused by the rendering performance improvements in the prior update

**Experimental Patch Notes**: June 1, ~9:47 PM

* Secure area divider can now be placed on walls, similar to door placement
* Fixes a bug with Flight Status dialog failing to display flights when a gate has been removed
* Only 110% of train’s max capacity will try to board (vs all on platform), reducing the appearance of ‘boarding then hopping off’ when the platform is congested
* Increases train’s max capacity to 150 (was 120)
* Fixes a MM370 bug when pathfinding to garbage bins of certain rotation next to a wall
* Fixes conveyor arrow indicators being invisible
* Fixes the gate reservation bug that could cause flight cancelations and erroneously prohibit dismantle
* Windows must now be placed on existing walls
* Additional rendering improvements; improves frame rates on integrated and mid-grade GPU hardware, softens the minimum video RAM requirements

We also tweeted a small preview of some things we're still working on, so if you don't follow us on Twitter yet be sure to check it out and start following us! Check out the preview here.

Thanks everyone -- as usual, we'll be back with more soon! =)
Airbus A350

The Airbus A350 is Airbus' newest aircraft (in 2018 when this is being written). It is the rival to the Boeing 787 and comes in 3 variants. The A350-900, the A350-900ULR (Ultra Long Range), and the A350-1000. A forth variant the A350-1000 ULR (Ultra Long Range) is being developed.

The A350 is a twin engine Long Haul wide-body aircraft introduced in 2015. The plane features the newest technology available at the time but has been slightly overshadowed by its competitor, the Boeing 787. The A350 can seat, depending on the variant between 300 and 350 passengers.

There is an A350-800 that did not sell very well and have been cancelled.
Zone

A **Zone** is a region in the airport which is specialised to performing specific tasks; usually to help passengers board planes or to reduce their needs. There are currently 13 zones in the game, excluding zones that can be created from the planning tool.

## Designation

To convert an empty space into a zone, select the desired zone from the zones menu in the user interface and then left click and drag from the first corner that you would like your zone to begin from. Once you are happy with the size of a zone, release the left mouse button and the zone will be created.

Whilst zones initially start off square or rectangular in shape, they can be re-shaped by using the *None* tool to remove unwanted parts of a zone. Similarly, identical zones that are built next to each other (with no gaps) will be merged into one zone.

### Claiming Rooms

Some zones, such as offices, will change their name depending on what member of administrative staff is assigned to the room.

### Requirements

Some zones do not function immediately after being constructed, as they may have requirements before they can be used. Before building a zone, the tooltip for that zone will indicate any requirements the room may have.

If a constructed zone does not meet the requirements, the colour of the zone name will become red and warning symbols will appear over the zone. Mousing over the zone will display all unmet requirements and will explain how they can be met.

### Costs

It does not cost anything to build a zone. However, some zones have requirements for objects, which do cost money. Similarly, some zones are required to be built indoors - which means that hidden costs of foundations, walls, and floors may have to be paid.
Edge Patch Notes (28 June 2017)

The Edge Patch Notes below are taken from this forum thread of the game's forums.
*The Edge Patch Notes below are taken from this forum thread of the game's forums.*

**Edge Patch Notes**: June 28, ~10:30PM

* Fixes a queue heuristics bug that could result in 'looping' with some setups/layouts
* Queue entry now faster, more direct, less 'jitter' before entering
* Through-queue movement speed slowed down slightly
* Passenger reaction time increased while in queues, reduces gaps
* Conveyor endpoints now displayed prior to selecting conveyor tool
* Changed underground view so that only the utility objects will be hovered/selectable

We've got more in progress & we'll be getting it out to you just as soon as it's ready; in the meantime definitely keep the feedback coming! Thanks everyone!
Experimental Patch Notes (26 June 2017)

The Experimental Patch Notes below are taken from this forum thread of the game's forums.
*The Experimental Patch Notes below are taken from this forum thread of the game's forums.*

**Experimental Patch Notes**: June 26, ~11:34PM

* Audio updates, some new effects, updates to existing; feedback appreciated!
* Profit & Loss report now categorized; old data will be in 'Undefined' category, new data will categorize properly
* Several minor performance related changes, memory usage improvements
* Minor Aircraft pathing tweaks, should avoid runways a bit more aggressively
* Minor tweak to 'Bird In Hand' heuristics, intended to reduce "looping" issues

**Plans Regarding Baggage System Changes**
Further changes/improvements are coming to these systems based on your input so far; we're listening to your feedback for certain, and we'll improvements implemented in the very near future which should substantially help with the usability of these systems. In the meantime, two recent & relevant posts on the topic that are worth reading:

Medium Size Baggage System Setups - Working Examples

Utility Network: Upcoming plans, improvements, changes
Experimental Patch Notes (17 May 2017)

The Experimental Patch Notes below are taken from this forum thread of the game's forums.
*The Experimental Patch Notes below are taken from this forum thread of the game's forums.*

**Experimental Patch Notes**: May 17, 9:23PM

* Scroll speeds on Windows platforms fixed on majority of UIs
* Fixes a bug that incorrectly allowed objects to be dismantled while still in use
* Added 'P' hotkey for P&L report (only works if CFO is present)
* Minor changes to P&L and money changes to further break down source of funds
* Made tuning adjustments to Hunger related objects

Thanks everyone!!
Staff

This article is about all staff members. For the employee, see Staff\_(Worker).
**Staff** are airport employees that can be hired from the staff menu. Staff members are essential in order to run a successful airport.

## Staff Types

There are three unofficial categories for staff members: Administration, Staff, and External.

Administration staff require an office zone and are primarily responsible for allowing research to take place. Once an administrative staff member has an office (which meets its zone requirements), more research opportunities which require that administrative staff member become available.

Staff are workers who mostly tend to manage passenger activity in the prison, with exceptions to staff such as the workman and janitor. Without staff, most airport operations will be unable to run; security will be at a standstill and no passengers will be able to check in (unless there is an abundance of ticketing kiosk objects).

External staff are staff members who are not hired directly from the staff menu, but rather hired as a consequence of purchasing specific objects. Certain objects, particularly bars and kiosks, will automatically hire two staff members when they are constructed. These staff members cannot be fired from the tooltip (clicking on them), but rather can only be fired by dismantling or selling the object that they are associated with.

## List of Staff Members

The following is a list of staff members who can be hired from the Staff menu.
Remote Bag Scanner

A Remote Bag Scanner is an object which can be exclusively placed in the Security (Zone) and is operated by a Security Member at a Remote Security Station .
Either this object or a Bag Scanner for a Security (Zone) to be operable.
Remote Bag Scanners are required to be assigned to a Remote Security Station in the same Security (Zone) area to work.
Remote Bag Scanners can be assigned to an ID Check Stand
Restroom

*This article is a stub. You can help SimAirport Wiki by expanding it.*

A **Restroom** is a zone which allows passengers to fulfill their bladder need.

## Trivia

* Prior to the experimental patch released on 13 May 2017, there was only one restroom zone which could be used by both male and female passengers. After this update, the *restroom* zone was removed and instead two new zones were added: *female restroom* and *male restroom*.
* If the player still has a restroom zone placed down (such as from an old save), the zone will not work and no passengers will use it.
* The original *restroom* zone is the first zone to be removed from the game, and is also the first zone to be replaced by a new zone.
* Prior to the experimental patch released on patch released on 30 May 2017, urinals would also work in female restrooms.
System Requirements

These technical requirements must be met in order to play *SimAirport*.

## Windows

* OS: Windows XP SP2+
* Processor: Intel Core2 Duo 2.4 GHz or higher / AMD 3 GHz or higher.
* Memory: 2 GB RAM
* Graphics: Any, Minimum 1GB Video RAM
* DirectX: Version 9.0
* Storage: 2 GB available space

## Mac OS X

* OS: Mac OS X 10.8+
* Processor: Intel Core2 Duo 2.4 GHz or higher
* Memory: 2 GB RAM
* Graphics: Any, Minimum 1GB Video RAM
Boeing 737

The Boeing 737 is a short to medium-haul narrow body aircraft developed by Boeing in 1967. The first variant, the 737-100 was meant to compete with the DC-9. There were so few orders for this variant the program was nearly scrapped. However the 737-200 was more successful and the 737 program expanded.

```
There are many variants of the 737 seating between 100 and 200 people. These include:

```

737-100
737-200
(end of original 737s)
737-300
737-400
737-500
(end of classic 737s)
737-600
737-700
737-800
737-900
(end of Next Gen 737s)
737-8 Max
737-9 Max
737-10 Max (these are part of the 737 MAX family)

The 737 is the world's most successful commercial airplane today with one taking off or landing EVERY 3 SECONDS!
Experimental Patch Notes (21 May 2017)

The Experimental Patch Notes below are taken from this forum thread of the game's forums.
*The Experimental Patch Notes below are taken from this forum thread of the game's forums.*

**Experimental Patch Notes**: May 21, ~3PM

* Fix the zone menu broken bug
* Sort the gate hover text Today’s Flights chronological order
* Should resolve the crashes and memory leaks, was a thread safety issue
* Increases the weight of Terminal Usage Fee as it relates to Airline satisfaction - increasing difficulty

**Important Gameplay Note**: The Terminal Usage Fee is now just as important, in some cases more important (meaning considered quite strongly), than the Runway Usage Fee. This had been a long-standing oversight on our part, as the airlines weren't caring much about the terminal fees; it is now much closer to how we originally intended it to be.

Note that loading existing saves with high Terminal Usage Fees may result in a number of cancellations/reneged flight offers as a result of this change, but the change is for the best over the long-term. As always, we're open to your feedback on this change and any others (balance, gameplay, etc)! =)

Thanks everyone!
Remote Security Station

The Remote Security Station is an object that can be only placed in a security zone, it operates a Remote Bag Scanner and is able to be assigned to up to 10 Remote Bag Scanners.

This object requires one Security member in order for it to work and let's guests to scan bags through the Remote Bag Scanner.
Edge Patch Notes (6 July 2017)

The Edge Patch Notes below are taken from this forum thread of the game's forums.
*The Edge Patch Notes below are taken from this forum thread of the game's forums.*

**Edge Patch Notes**: July 6, ~9:00PM

* Fixes CFO/COO/Janitor not being included in hourly wages
* Fixes gate agent desk getting outdoor material on default map
* Adds the 4th facing for Bag Scanner!
* Adds a separate setting for keyboard pan speed
* Changes the secure areas report to show sector-like wings vs just “secure vs nonsecure”
* Revise the custom gate name UI to now support unlimited number of gates
* LRT Platform can now be dismantled and repositioned
* Fixes a few conveyor/object placement validation bugs
* Early Access dialog will now link to the appropriate Bug Report forum based on client version/branch
* Slight visual fix for Passengers when entering defined queues
* Fountains can be placed outside now
* Removes the “Break Deadlock” button from vehicles (remains on Aircraft for now)

We've got more in the works and as usual, we'll get it out to you as soon as it's ready! =)
Airbus 380

The Airbus A380 is a four engine, wide-body, twin-deck, long haul aircraft introduced in 2007. It is the largest passenger plane in the world and can sit up to 800 people, even though it is used to seat 525 people by most airlines. The aircraft is the only one in the world to have a full two decks. The plane is so big and so heavy airports around the world had to strengthen their runways and taxiways for it to be able to pass without breaking them. The plane also has its own callsign on the radio "super" to warn for wake turbulence produced by this plane ie. "Speedbird 223 Super" . (Other wide-bodies have heavy and smaller planes have nothing after their flight number)
Airbus 350

The Airbus A350 is Airbus' newest aircraft (in 2018 when this is being written). It is the rival to the Boeing 787 and comes in 2 variants. The A350-900 and the A350-1000. A third variant the A350 ULR (Ultra Long Range) is being tested as this is written.

The A350 is a twin engine Long Haul wide-body aircraft introduced in 2015. The plane features the newest technolofy available at the time but has been slightly overshadowed by its competitor, the Boeing 787. The A350 can seat, depending on the variant between 300 and 350 passengers.

There is an A350-800 that did not sell very well and may have been cancelled.
Experimental Patch Notes (22 June 2017)

The Experimental Patch Notes below are taken from this forum thread of the game's forums.
*The Experimental Patch Notes below are taken from this forum thread of the game's forums.*

**Experimental Patch Notes**: June 22, ~9:28PM

* Fixes a slow-path condition (large map, many workers, walled-in targets) that could result in workers starting jobs 1 by 1 vs more at the same time
* Fixes an issue that could result in stuck or “ghost” aircraft and baggage cars (after having destroyed a ticketing desk or baggage depot).
* Fixes an issue that could result in passengers stuck at objects upon deserialization
* Fixes a bug where janitors wouldn’t pick up all trash bags
* Fixes a bug with Chairs that caused two agents to both try to use the chair, resulting in stuck due to a push/pull fight
* Add a new 'Staff Overview' tool that lets you locate & fire workers; find it under Reports menu

**Plans Regarding Baggage System Changes**

Further changes/improvements are coming to these systems based on your input so far; we're listening to your feedback for certain, and we'll improvements implemented in the very near future which should substantially help with the usability of these systems. In the meantime, two recent & relevant posts on the topic that are worth reading:

1. Medium Size Baggage System Setups - Working Examples
2. Utility Network: Upcoming plans, improvements, changes
Experimental

This article is about the experimental feature. For a list of all released experimental builds, see Patches#Experimental.
Players who own the Steam version of *SimAirport* are able to access experimental builds via the Steam interface.

These builds contain the latest, undocumented, patches and are more likely to contain bugs and broken content. Players who choose to play this version are recommended to submit bug reports if they find any errors.

## Enabling the Experimental Build

* Right-click on *SimAirport* in your Steam Library
* Access *Properties*
* Open the *Betas* tab
* Select *Experimental -* from the dropdown

You should see the notification: "Successfully opted into the 'experimental' content beta".

## Disabling the Experimental Build

* Right-click on *SimAirport* in your Steam Library
* Access *Properties*
* Open the *Betas* tab
* Select *NONE - Opt out of all beta programs* from the dropdown

You should see the notification: "Successfully opted out of content betas."
Edge Patch Notes (16 June 2017)

The Edge Patch Notes below are taken from this forum thread of the game's forums.
*The Edge Patch Notes below are taken from this forum thread of the game's forums.*

**Edge Patch Notes**: June 16, ~8:20PM

* General fixes for conveyor placement & conveyor object placement
* Hides hitboxes & construction context menus for underground Placeables, as appropriate
* Defers marking aircraft status until after GetOffGate (vs start of load)
* Several fixes for cancelled conveyor & conveyor object projects
* Conveyors are now blocked by underground Placeables
* Fixed money validations for conveyors
* Fixed an uncommon queue bug that occurred resolved when changing queue size
* Cleans up the placement indicator Title > Cost > Errors (color, size, style, consistent)
* Several visual enhancements and tooltip additions for conveyor objects/networks

We're still listening closely to your feedback on the recent baggage changes and it's quite likely that we'll still be making additional changes to the mechanics as a result of your feedback. In the meantime, we want to get you the bug-fixes that we have ready so that you can continue trying it out and providing additional thoughts on the mechanic without hitting issues with the new systems!

We hope you all have a very good weekend -- we'll have more here for you very soon. Thank you!
Experimental Patch Notes (28 June 2017)

The Experimental Patch Notes below are taken from this forum thread of the game's forums.
*The Experimental Patch Notes below are taken from this forum thread of the game's forums.*

**Experimental Patch Notes**: June 28, ~10:30PM

* Fixes a queue heuristics bug that could result in 'looping' with some setups/layouts
* Queue entry now faster, more direct, less 'jitter' before entering
* Through-queue movement speed slowed down slightly
* Passenger reaction time increased while in queues, reduces gaps
* Conveyor endpoints now displayed prior to selecting conveyor tool
* Changed underground view so that only the utility objects will be hovered/selectable
Patch Notes (26 June 2017)

The Patch Notes below are taken from this forum thread of the game's forums.
*The Patch Notes below are taken from this forum thread of the game's forums.*

Just a quick patch today with the goal of fixing a few lingering issues from the major patch released on June 21. We'll now be getting back to work on the Experimental & Edge branches as we get the next round of major updates fully under way. Thanks everyone -- we'll be back with more soon!

**Patch Notes for June 26, 3:36PM**

* Adds 'Flight Scheduling Queue'; Newly accepted flight contracts now go into your scheduling queue for scheduling
* Adds lettering to the underground endpoints for easier recognition
* Right click now cancels active drag for most build tools
* Fixes an issue that could cause luggage golf carts to get stuck
* Fixes an issues that caused outdoor baggage vehicles to not complete their tasks
* Fixes an issue that caused passengers to get stuck at some single-passenger objects (cafe chairs)
* Fixes an uncommon queue-related stuck passenger bug
* Fixes assignments sometimes not getting saved
* Adds a fix for pax stuck when target position in queue is different sector or security status
* Fixes an issue that could cause pax to wait at the wrong baggage carousel
* Aircraft using a fallback gate will now use the smallest fallback available that can accommodate them
* Numerous small fixes & small UI improvements
Experimental Patch Notes (6 June 2017)

The Experimental Patch Notes below are taken from this forum thread of the game's forums.
*The Experimental Patch Notes below are taken from this forum thread of the game's forums.*

**Experimental Patch Notes**: June 6, ~10:32 PM

* Spawn nodes now have edges to all orthogonal neighbors; prevents vehicles getting stuck trying to make a hard left at the top of the map
* Storage shelves and dumpsters will be prioritized over ground spots
* Reduced the hitbox size on trash bags, making it easier to see garbage zone capacity when full
* Retail workers will now handle restocking kitchens; prevents delivery truck from blocking traffic longer than necessary
* Added substantial code to Aircraft to make them much more robust & resilient;, helps prevent them from getting stuck and becoming permanent airport decor. They should now look for backup solutions and re-attempt to find paths to the gate/runway if none exist on its first few attempts. Dismantle validations have been relaxed slightly now that aircraft can recover more reliably.
* Fixed a bug that allowed Clear & Demolish tool to sometimes bypass dismantle validations
* Fixed invisible sprites on the LRT & Luggage Vehicle as well as several other misc. sprite related issues with the same root cause
* Adds "Transit Capacity" to the top UI "Passenger" hover, to better convey your total available throughput potential
Experimental Patch Notes (30 June 2017)

The Experimental Patch Notes below are taken from this forum thread of the game's forums.
*The Experimental Patch Notes below are taken from this forum thread of the game's forums.*

**Experimental Patch Notes**: June 30, ~0:09

* Hotfix deployed June 30 @ ~0:09 to resolve issue with stuck aircraft/double-reserves
* Includes Edge thru June 28 -- log copied over, see below
* Makes the 'Flight Scheduler' notification icon more obvious
* Adds a 'Important Zone Problems' notification/alert icon to the Zones UI button (missing deliveries zone, zone full, etc)
* Fixes a bug that allowed objects to be placed on top of queues
* Fixes a bug that prevented graphs from updating properly when game was paused
* Updates the capacity/demand graph, now incorporates arriving passenger demand (leaving airport) & ignores unscheduled flights
* Fixed a bug that could occur when loading a save with a recently-spawned aircraft on final
* Fixed an issue that caused staff task priorities to not always be observed
* UI fixes: MFS, P&L categories, illuminated underground objects
Video Settings

The **Video Settings** user interface menu allows players to control hardware-based factors which can improve how the game runs on their computer. The menu can be found by pausing the game and clicking on *Video Settings*.

## List of Video Settings

The preferences menu is split over two pages, and contains settings that allow the user to fine-tune their gameplay.

 Resolution
 Quality
 Full Screen Mode
 UI Scale
Controls

**Controls** are inputs made by the player in order to play *SimAirport*.

The game can be played using just the arrow keys and the mouse, though other shortcuts exist to make gameplay more fast-paced.

## Trivia

* The `I` hotkey is not displayed as a pressable key in the game's *help* modal.

## Changes & Additions

* The `Z` hotkey was added alongside the experimental patch released on 15 May 2017.
* The `P` hotkey was added alongside the experimental patch released on 17 May 2017.
Looking for Heals Wiki/Section 1

Welcome to the
Looking for Heals WikiWelcome to the Looking for Heals Wiki
The Looking for Heals guide for Classes, Abilities, Bosses and more written and maintained by the players.
Please feel free to contribute by creating new articles or expanding on existing ones.

About Looking for Heals

Command your squad of warriors while keeping them from an early grave in the only rogue-lite where the healer calls the shots, **Looking for Heals**. Heal, shield, and resurrect your way through a world filled with tough choices, powerful items, and elaborate boss fights inspired by MMO dungeon raids. Developed by Blue Bomber Games, Looking for Heals was released on March 25, 2021.[Read more...]
Experimental Patch Notes (3 May 2017)

The Experimental Patch Notes below are taken from this forum thread of the game's forums.
*The Experimental Patch Notes below are taken from this forum thread of the game's forums.*

**Experimental Patch Notes**: May 3, ~4:40PM

**Change Log**

* Adds a new UI for Profit & Loss Report
* Fix a broken road de-zone (should validate against splitting 1-only zones), now allows manual de-zone (‘None’) under existing roads
* Fix to exclude more unreachable targets when vehicles initially spawn
* Fix for aircraft runway lineup position
* Fix an issue with idle janitors while work to do
* Food workers at a register will take care of its food orders, before other workers have a chance to
* Passengers will avoid cutting through Kitchen zones, if alternative routes exist
* Passengers will now wait nearby for Toilets (if in use)— helps prevent oscillation against the 2nd highest need
* Staff now validate the objects the could go to are likely reachable as well as functional
* Misc needs adjustment

**Known Issues**

We're still working on Passenger Needs 'Balance' aspect of Passenger AI, to solve known AI-related bugs more exactly
SimAirport Wiki/Info

How does the game work?
* **Unlimited Possibilities:** You have 100%, full & complete control
* **Deep Simulation:** Everything is individually simulated, from check-in to departure
* **Realistic Fun:** As realistic as possible ‐ yet addictively fun
* **Terminal to Tarmac ‐ YOU ARE THE BOSS!**

But Wait! There's more!
* **Systems Based Gameplay:** Everything has a purpose in SimAirport; nothing is purely aesthetic. Increase passenger happiness, add queues to speed up security, and assign extra desks to board the big jets! Everything you do counts in the challenging gameplay that is SimAirport.
* **Top Notch Simulation:** Our team has knocked it out of the park. Each and every detail; individualized passenger desires, underground baggage systems, customizeable schedules, and even the contents of the dumpsters! Nothing has been overlooked.
* **Beautiful Graphics ‐ by Alice Bessoni:** Sporting a top‐down, 2D‐perspective, you are able to appreciate every little detail ‐ whether you play from a bird's eye view, or zoomed in to the max.
* **Steam Early Access ‐ You Can Play Today!** You can pick up SimAirport and start build your airport right now! By joining early, you will be able to engage directly with the developers who are actively participate daily in the discussion and who listen and act on your feedback. Check out SimAirport on Steam!
Looking for Heals Wiki

Welcome to the
Looking for Heals WikiWelcome to the Looking for Heals Wiki
The Looking for Heals guide for Classes, Abilities, Bosses and more written and maintained by the players.
Please feel free to contribute by creating new articles or expanding on existing ones.

About Looking for Heals

Command your squad of warriors while keeping them from an early grave in the only rogue-lite where the healer calls the shots, **Looking for Heals**. Heal, shield, and resurrect your way through a world filled with tough choices, powerful items, and elaborate boss fights inspired by MMO dungeon raids. Developed by Blue Bomber Games, Looking for Heals was released on March 25, 2021.[Read more...]

Content

* Healer
* Group
* Classes
* Abilities
* Items

* Dungeons
* Monsters
* Bosses

Featured Images

mw.loader.load('ext.slideboxlightshow');

Guides

* How to play guide for Looking for Heals
* System requirements
* Release date
* Game support

Videos

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Main page sections: 1 · 2 · 3 · 4. Changes for the main page can be proposed here.
Circle Empires Rivals Wiki/Top section

Welcome to the Official
Circle Empires Rivals Wiki
the *Circle Empires Rivals* guide written and maintained by the players.
We are currently maintaining 293 pages (13 articles).

Please feel free to contribute by creating new articles or expanding existing ones.

About Circle Empires Rivals

**Circle Empires Rivals** is a game developed by Luminous Games and published by Iceberg Interactive.

The Circle Empires universe is made up of interconnected circles, each containing loot to plunder & foes to be defeated. You are the god-like leader of your tiny kingdom, on the road to power.

* Fast-paced real-time strategic gameplay with large-scale battles
* Expand your empire, circle by circle
* Units can gain XP and level up
* Procedurally generated worlds containing unique flora and fauna
* 150+ different creatures, buildings and resources
* 18 Different faction leaders, a variety of bonuses
* 12 enemy boss monsters
* A magnificent treasury that grows with each battle

[Read more...]

Content
UnitsBuildingsResourcesGuides
How to play guide for Looking for Heals

*This article is a stub. You can help Looking for Heals Wiki by expanding it.*

This page will serve as a basic **how to play guide for *Looking for Heals***. While there is very little information available at this time, we urge you to check back often, as new information is being added all the time! Feel free to edit this guide with any tips, tricks, and suggestions.

## See also

* Release date
* System requirements
Auto Chess Wiki/Bottom section

Wiki

Help Wiki

General Help

Getting Started

Editing pages

New pages

Moving pages

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Links

Community

Register

How to help

To write a new article, just enter the article title in the box below or in the search box at the top of the page.

* **Adding content**
	+ If you are unsure of what to do or how to create a page, search for a few articles on the same topic and see what they look like. You can always view the source code in a wiki and learn from what others have done.
	+ An edit doesn't have to be massive; if you feel you don't want to create whole articles, then just fixing spelling errors and broken links is enough.
The Legend of Wright

*This article is a stub. You can help The Legend of Wright Wiki by expanding it.*

**The Legend of Wright** is a new handmade, epic RPG by the indie game team Deskworks from Osaka, Japan. The Legend of Wright was presented on the 2019 E3 and received several awards.

It is planned to be released in 2020 for PC, Android, iOS and for Xbox One.

## About

The game is mostly created from a wild mix of paper handicraft work, including cardboard, paper cuts, scribbles and sketches. The main character is Wright, eponymous for the game.
Looking for Heals Wiki/Section 4

Wiki Community

We are currently maintaining 284 pages (21 articles)!

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Item

*This article is a stub. You can help Conan Chop Chop Wiki by expanding it.*

There is a variety of **items** the playable characters in *Conan Chop Chop* can find and use.

In a market stall it is replaced by a different one once bought.

## Drops

Can be dropped by a chest, pot, barrel or enemy. Eventually despawns.

* Amethyst (character corpse); will turn into Gold Coins eventually.
* Gold Coin
* Silver Coin
* Diamond
* Emerald
* Red Gem (Iron Chest+)
* Purple Gem (Iron Chest+)
* Ruby; refills three quarters of a heart. ('Masked' in dungeons[*citation needed*])
* Blue Orb; Turns into 2 Gold Coins when picked up.

## Purchases

Can be purchased from a market stall.

* Ale Horn (50 Gold Coins); refills about a quarter of stamina.
* Ale Skin (25 Gold Coins); restore a small amount of health (seems to also refill some stamina).
* Arrows x 10 (35 Gold Coins)
* Bomb (65 Gold Coins)
* Drumstick; refills three quarters of a heart.
* 'Fire Potion'
* Key (55 Gold Coins); unlocks chests.
* Map of Nemedia (100 Gold Coins)
* Map of Darkwood (200 Gold Coins)
* Darkwood Map and Dungeon Pin (300 Gold Coins)
* Roast (50 Gold Coins); refills one and a half heart.
System requirements

*This article is a stub. You can help Looking for Heals Wiki by expanding it.*

The following are the minimum and recommended **system requirements** for *Looking for Heals*. While these requirements do not represent a guaranteed working configuration, meeting the minimum requirements should ensure at least a launch-able environment.

## See also

* How to play guide for Looking for Heals
* Release date
Staff (Worker)

*This article is a stub. You can help SimAirport Wiki by expanding it.*

This article is about the employee. For all staff members, see Staff.

 Title:
 Price
 Daily Wage
 Hourly Wage
 Type

**Staff Workers** ensure that the airport runs by helping passengers with checked baggage and checking boarding passes for departing passengers. They use a Ticketing Desk for checking baggage and a Gate Agent Desk to check boarding passes. If an airport does not contain an automate conveyor belt baggage system, staff will also ride in a golf cart, which are dispatched from ticketing desks to transport baggage around the airport.
The Legend of Wright Wiki/Flex section

* How to play guide for The Legend of Wright
* System requirements
* Release date
* Game support

Wiki

Help Wiki

General Help

Getting Started

Community

Register

How to help

To write a new article, just enter the article title in the box below or in the search box at the top of the page.

* **Adding content**
	+ If you are unsure of what to do or how to create a page, search for a few articles on the same topic and see what they look like. You can always view the source code in a wiki and learn from what others have done.
	+ An edit doesn't have to be massive; if you feel you don't want to create whole articles, then just fixing spelling errors and broken links is enough.
Healer

*This article is a stub. You can help Looking for Heals Wiki by expanding it.*

In Looking for Heals, the player takes on the role of the **healer** in a group dungeon raid. They are tasked with calling the shots: the healer directs group members and cares for them while they do battle.

 Elementalist
 Battle Medic
Weather

*This article is a stub. You can help SimAirport Wiki by expanding it.*

**Weather**, also known as precipitation, is a (currently) purely cosmetic functionality in the game.

Weather was first introduced with the initial alpha release of the game, however was shortly disabled on 19 March 2017 due to performance issues. The functionality was reintroduced into the game on 10 June 2017, in an experimental build; adding "more realistic, predictable & forecastable weather patterns".

## Types of Weather

There are currently two types of weather effects in the game: rain and snow. However, there is also support for different types of precipitation in the game, including fog and lightning.

As of currently, the only weather effect enabled in the game is rain.

## Trivia

* The speed of the game does not affect the speed in which rain moves (with exception to being paused).

1. ↑ http://steamcommunity.com/app/598330/discussions/2/1290690926866269556/
System requirements

*This article is a stub. You can help The Legend of Wright Wiki by expanding it.*

The following are the minimum and recommended **system requirements** for *The Legend of Wright*. While these requirements do not represent a guaranteed working configuration, meeting the minimum requirements should ensure at least a launch-able environment.

## See also

* How to play guide for The Legend of Wright
* Release date
Experimental Patch Notes (3 June 2017)

The Experimental Patch Notes below are taken from this forum thread of the game's forums.
*The Experimental Patch Notes below are taken from this forum thread of the game's forums.*

**Experimental Patch Notes**: June 3, ~5:21 PM

* Fixed the issue that caused Research to get "stuck" when loading a saved game
* Minor tweak to Rest need, makes it less likely for a passenger to go back through security just to sit down
Foregone Wiki/Section 3

Videos

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Foregone Wiki/Section 4

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Foregone Wiki/Section 1

Welcome to the Foregone WikiWelcome to the Foregone Wiki
The ***Foregone*** guide for Weapons, Enemies, and more written and maintained by the players.
Please feel free to contribute by creating new articles or expanding on existing ones.

About Foregone

***Foregone*** is a fast and fluid 2D action-platformer packed with legendary loot and stunning pixel art, created and published by Big Blue Bubble. It was released in Early Access on the Epic Games Store on February 27, 2020.

Years after the resolution of a devastating war, an organization of powerful Arbiters carries out one objective: maintain order, by any means necessary. When a nefarious force that consumed her wartorn city long ago suddenly threatens to reawaken, one Arbiter is dispatched to preserve order and keep the peace – but her mission dredges up memories better left forgotten.

Guide the Arbiter through stunning pixel environments and slay legions of corrupted creatures in Foregone, a Souls-inspired action-platformer. An extensive skill tree and vast arsenal of weapons are at your disposal: use them strategically, and you just might survive. Let your enemies overtake you, and you’ll be forced to battle them all over again. And again. And again.[Read more...]
Experimental Patch Notes (11 May 2017)

The Experimental Patch Notes below are taken from this forum thread of the game's forums.
*The Experimental Patch Notes below are taken from this forum thread of the game's forums.*

**Experimental Patch Notes**: May 11, 10:37PM

**General**

* Implemented various fixes addressing mass stuck passengers (Drop-offs, Security, etc), related to a thread pool latency condition exasperated by 10x game speed
* Fixed a bug with construction projects not completing after load game
* Fixed a bug preventing selling of supply piles when no Storage zone exists
* Fixed a bug with stuck Delivery Truck when loading game when Laborer returning to truck
* Fixed the markers on horizontal Bag Scanner (West)
* Vehicle rotation is now serialized
* Vehicles will no longer drive on Roads and Taxiway that are not yet built
* Fixed a bug causing vehicles to temporarily get stuck at spawn point or unload prematurely when new roads are being built
* Fixed a bug causing vehicles to get stuck for a second after loading game
* Minor passenger AI improvements; more improvements still upcoming
* Known Issue: The vertical Bag Scanner orientations still only go South; we’ll be fixing North soon

**Steam Workshop Support - Initial Phase**

* You can now share your maps with the community on Steam Workshop!
* Look for "Airport Sharing" in the game's Main Menu and the Workshop tab on Steam

We're happy to release the first phase of SimAirport Workshop support! It's a fairly basic initial implementation and is only the first phase of our planned support for the Workshop. We'll eventually be allowing you to add your own airlines, aircraft, make general graphical mods, and more.

Let us know how well it works, what improvements you'd like to see, and if you like it -- as usual we'll be listening closely to your feedback and making changes as needed to continually improve it for the community.

Thanks everyone -- we'll be back with more soon!
Forge

The Forge can be accessed from the Outpost and is used to level up the Arbiter's **Equipment** and sell any unwanted equipment for **Gold**.

#### Equipment Upgrade Cost

**Gold** can be used at the **Forge** to upgrade equipment depending on the rarity of the **equipment**.

#### Equipment Salvage Price

**Equipment** can be salvaged to earn **Gold** that can in turn be used to upgrade other weapons.
The Legend of Wright Wiki/Top section

to

the *The Legend of Wright* guide and more written and maintained by the players.
Please feel free to contribute by creating new articles or expanding existing ones.

The Legend of Wright (full title: RPG TIME: The Legend of Wright/jap.: ＲＰＧタイム！～ライトの伝説～) is a new epic, handmade RPG created by the indie game team Deskworks from Osaka, Japan. **The Legend of Wright** was presented on the 2019 E3 and received several awards.

Hero

World

Official page