ATC Radio Sim is an air traffic control game you play by talking. It has two seats: the approach radar, where you guide arrivals through the sky by voice, and the tower cab, where you run the runway.
Every shift is different. The traffic is generated as you play, so arrivals do not appear in a fixed order and no two sessions are the same.
Key the mic and say what a controller would say: "Lufthansa four zero one, descend and maintain five thousand, cleared ILS runway two five right." There are no menus and no list of commands to pick from. The game works out what you said, the pilot reads it back, and the aircraft flies it. The pilots think for themselves as well. They follow your instructions, question a clearance that does not add up, and ask you to say again when they did not catch it.
Emergencies arrive without warning. While you are lining arrivals up on the glideslope, a call comes in: "Pan pan, pan pan, passenger with a suspected heart attack, request priority." One aircraft now needs the shortest track to the runway, and everything else has to be re-sequenced around it. You are scored on how quickly you sort it out. Minimum fuel, fuel emergencies and medical diversions all arrive this way, in the middle of everything else.
The tower shift is a different job, worked from the cab window instead of the scope. "Runway two five right, wind two five zero at eight, cleared for takeoff." Line departures up in the gaps between arrivals, clear a landing while the runway ahead is still clearing, and send an arrival around when the gap gets too small. Flight strips hold the plan: drag one and you have changed your departure order. When fog hides the runway a ground radar takes over, and an incursion alert fires if you put an aircraft on a runway that is already in use.
What you work on approach radar:
- Arrivals and departures: headings, altitudes, speeds and holds
- ILS intercepts, vectors to final, sequencing and runway changes
- Handoffs, minimum fuel and the emergencies above
In the tower cab:
- Line up and wait, takeoff and landing clearances, go-arounds
- The departure queue: flight strips you drag to set the order
- Gap judgement: clearing one aircraft while the last is still rolling clear
- A ground radar for low visibility, and a runway incursion alert
Both seats share:
- Two airports, including San Francisco International
- Three difficulty levels, and shifts from 15 minutes to endless
Each airport comes with its approach plate, laid out like a real one: the procedure, the minima, the fixes and the plan view. Tap anything on it and the game explains it.
The whole game is built on FAA Order JO 7110.65, and the order ships inside the app. Ask how close two aircraft are allowed to get and the handbook opens the separation rule itself. Every transmission follows standard phraseology, yours and the pilots' alike, so what you hear on the frequency is what you would hear on a real one.
There is a learning curve, and the game is built to teach it. Ground school starts at the phonetic alphabet and works up through callsigns, readbacks, vectoring and the runway: thirteen chapters covering both seats, with voiced radio examples throughout. A sixteen-shift guided course covers both seats: eleven shifts take you from your first transmission to a busy final on the approach scope, and five take you through the cab, from one arrival to a go-around. The handbook is there whenever you want the rule behind an instruction you just gave.
After a while, live ATC recordings stop sounding like noise. You start to hear the clearances in them.
Voice is the main way to play, and there are two others. A touch command board gives you headings, altitudes and speeds, and you can type any transmission instead of speaking it.
No ads, and no account to create.
Work tower and approach: give real ATC voice clearances, pilots read them back