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Devlog #16: Passengers, AI Crew, and the Sound of a Living Cabin

[p]It’s been a while since Cabin Crew Life Simulator launched in Early Access, and honestly, we’re still overwhelmed by your support. The feedback, the screenshots, the little stories you’ve shared hey mean the world to our small team.
[/p][p]Game development isn’t fast. It’s slow, thoughtful, and full of reworks. But while we’re deep in the trenches building something bigger, we wanted to take a moment to show you what’s coming. So we’re kicking off a series of Devlogs to share a closer look at the features currently in development, and what’s coming next.
[/p][h3]🧍‍♀️ 1. Passengers
[/h3][p]When you spend months building a game space, one easy trap is what we call “beautiful silence.” Everything looks right clean, logical, well-composed but… it doesn’t feel alive.[/p][p]That was our cabin in early versions. It wasn’t broken it was just quiet. Too quiet!
[/p][p]We never thought that making someone hold a sandwich properly would take days. But here we were: fine-tuning every joint, wrist rotation, eye gaze even the subtle lean of the torso. If their elbow floated mid-air, it felt off. It took over a week just to make the “eating” animation look effortless, and another to make it feel comfortable.
[/p][p]We rewrote the entire passenger animation system. Now, passengers:[/p]
  • [p]Sit down with natural body weight and motion[/p]
  • [p]Hold and eat objects using both hands[/p]
  • [p]Look at what they’re eating, not stare blankly ahead
    [/p]
[p]Serving no longer feels like just “completing a task.” It’s a relationship however brief between you and someone with feelings
[/p][p][/p][h3]🤖 2. AI Crew 
[/h3][p]We used to watch our AI crew and ask ourselves: “Are they really working with the player? Or just circling the cabin like scripted extras?”
[/p][p]We knew they could do more. And they had to. So we rebuilt their logic.
[/p][p]Now, the AI crew can actively check boarding passes, serve meals, and collect trash mid-flight all while factoring in urgency, their position, and yours. They’re not waiting for orders. They assess the situation, step in when needed, and sometimes, they’ll even reach the passenger before you do.
[/p][p]The first time we saw that happen, we all paused. It felt... real. Like you were no longer flying solo, but part of a responsive team.That’s the feeling we’re chasing. And now, it’s finally taking shape.
[/p][p][/p][h3]🔊 3. Sound 
[/h3][p]You know what makes a cabin feel real? It’s not always what you see. It’s what you hear and what you don’t.The lack of sound was something many of you noticed. And once we heard it, we couldn’t unhear it. So we overhauled the entire cabin audio system.
[/p][p]Now you’ll hear:draw you in.This might be the most “invisible” update and yet it’s the one that makes everything else feel present.
[/p]
  • [p]Engine sounds that shift naturally with altitude[/p]
  • [p]The subtle rattle of trolley wheels over seams in the floor[/p]
  • [p]Passengers murmuring, sipping drinks, flipping through a magazine[/p]
[p]
These sounds are spatial they change depending on where you are in the cabin. Near the tail? You’ll hear the engines hum. Up front? You’ll catch more chatter. It’s a layered, three-dimensional soundscape designed not to distract but to draw you in.[/p][p]
[/p][p]This might be the most “invisible” update and yet it’s the one that makes everything else feel present.Many of these changes didn’t come from us they came from you. Someone said the cabin looked nice but had “no air.” Another joked that passengers “ate like zombies.” And we took that to heart. The very next day, we were back adjusting animations.
[/p][p]This might not be our flashiest update. But we believe it’s our most honest one. There’s no headline feature here. Just a warmer, truer, more grounded cabin and one we hope you’ll love stepping into again.
[/p][p]The update will be released soon. See you on the next features!

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