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Fleet Manager: Logistics Simulator

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Fleet Manager: Logistics Simulator

Woodheadgames Studio · Published by Woodheadgames Studio

3 user reviews — 0% positive (3 reviews)

Last updated 28 Sept 2026

Build a delivery empire from a single bicycle to an orbital fleet. Hire specialists, unlock cities, optimize routes, and conquer weather, events, and the cosmos — all while your fleet runs without you.

Early AccessDJCTQ l

£4.59

Lowest price we've ever recorded

View on Steam

Prices can lag the live Steam store — always confirm before buying.

Price history

5 Sept 2026Lowest: £4.59 · Highest: £4.599 Oct 2026

Simulation, Early Access · 2026 · More under £5 games

About this game

Fleet Master: Delivery Idle

Start with a bike. End with a space freighter.

Fleet Master is an idle logistics management game where you grow a humble delivery operation into an interplanetary freight empire. Every route completed, every city unlocked, and every specialist hired multiplies your earnings and accelerates your rise.

Build Your Fleet

Purchase and manage a diverse roster of vehicles — from scooters and vans to cargo planes, container ships, hyperloop pods, and orbital shuttles. Each vehicle has unique speed, capacity, and handling capabilities that open new routes and cargo types.

Optimize Your Routes

Deploy vehicles across 18+ routes spanning 6+ cities: bustling City Centers, remote Mountain Outposts, scorching Desert Oases, frigid Arctic Bases, and beyond — all the way to lunar colonies and Martian settlements. Match the right vehicle to the right route for maximum efficiency.

Hire Specialists & Buy Upgrades

Bring on expert crew members — mechanics, route planners, fleet admirals, quantum navigators — each providing powerful global bonuses. Invest in fleet-wide upgrades to push your speed, capacity, and fuel efficiency to the limit.

React to a Living World

Weather rolls in. Events shake the market. Fuel crises, logistics booms, blizzards, and solar flares all affect your bottom line. Adapt your strategy or lose ground to the chaos.

Progress Even While Away

Your fleet never stops working. Return to find completed deliveries, earned XP, and a full welcome-back summary showing exactly what your drivers accomplished in your absence.

Key Features

  • 12+ vehicle types spanning ground, air, sea, and space

  • Idle progression with active optimization depth

  • Multiplier stacking — upgrades, specialists, events, weather, and city perks all combine

  • City reputation system with unlockable perks per location

  • Contracts, market items, achievements, and seasonal events

  • Multiple save slots with full persistence

  • Prestige system for long-term replayability

From a single bicycle to the stars — the logistics empire is yours to build.

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • OS: Windows 10 (64-bit)
  • Processor: Intel Core i3-6100 / AMD Ryzen 3 1200
  • Memory: 2 GB RAM
  • Graphics: Intel HD Graphics 520 or equivalent
  • Storage: 500 MB available space
  • Sound Card: DirectX compatible

Recommended

Recommended:
  • OS: Windows 11 (64-bit)
  • Processor: Intel Core i5-8400 / AMD Ryzen 5 2600
  • Memory: 4 GB RAM
  • Graphics: Any dedicated GPU
  • Storage: 500 MB available space
  • Sound Card: DirectX compatible

Supported Languages

English*, French, Italian, German, Spanish - Spain, Arabic, Bulgarian, Czech, Danish, Dutch, Finnish, Greek, Hungarian, Indonesian, Japanese, Korean, Norwegian, Polish, Portuguese - Brazil, Portuguese - Portugal, Romanian, Russian, Simplified Chinese, Spanish - Latin America, Swedish, Thai, Traditional Chinese, Turkish, Ukrainian, Vietnamese
*languages with full audio support

Latest news

  • Patch NotesOfficial

    Update 3.3.1 — Fixes & Polish

    A small follow-up to 3.3 — a little polish and a handful of fixes for things you reported after the pacing update. Your saves are safe, as always. New: • Your vehicle's paint color now shows on its icon everywhere — Active Ops, deploy buttons, and the Fleet and Route lists — with a live preview while you customize it. • Deliveries running from a queued order are now marked in Active Ops with a repeat icon and the number of runs left. • Route cards now show how many queue slots you have free, and say so clearly when the queue is full. Fixes: • Running out of fuel now cancels the delivery queue cleanly: jobs already on the road finish, but no new ones start until you re-queue. It used to retry silently and never stop. • Cancelling a delivery — or all deliveries — now also clears its standing queue order, so it won't instantly re-dispatch. • Repainting a vehicle in the color it already has no longer charges you. • Galactic XP and active reward bonuses now correctly apply to completed deliveries. • The delivery queue now starts empty and its capacity is earned entirely through upgrades, so it unlocks exactly when it should. As always, everything is fully localized. If anything still feels off, tell me.
    Read full article on Community Announcements (woodheadgames)
  • Patch NotesOfficial

    Update 3.3 — Hands on the Wheel

    This one is different from the last few updates. Instead of stacking new systems on top, I went back and reworked the part of the game some of you said felt unfinished: the early hours and the minute-to-minute loop. A handful of reviews all pointed at the same thing from different angles, and they were right, so this update is about fixing that rather than piling more on. Before anything else, the reassurance: your saves are safe. They load straight in. If you already paid to unlock a vehicle under the old system, you lose nothing — those vehicles simply become buyable now, so existing players come out ahead, never behind. Nothing about your progress resets. Here is what was wrong, in the words of the people who flagged it. Unlocking a new vehicle meant paying twice, once to unlock the type and again to actually buy it, and routes piled a third money gate on top. Running a newer route gave a bigger number but the same rate, so it never felt like progress. Reusing a vehicle did nothing except wear it down. And the idle side was weak enough that you had to spam dispatch every minute or two, yet staying glued to the screen did not really speed anything up either. Three steps forward, two back. That is the feeling I wanted gone. So, the changes. Vehicles now cost one price, one time. The moment you reach the level for a vehicle, you buy it — that is it. The double unlock fee is gone entirely. Cities are now the real money milestone, and unlocking a city opens its routes for free as you level, so the money you save actually buys something that changes your rate. There is a new delivery queue. You can tell a route to run a set number of times, or on repeat, and your vehicles keep working through it without you babysitting each dispatch. The queue has a capacity you can upgrade over time, and it keeps running while you are offline. The auto-dispatcher, Aiden, has been promoted into a proper Dispatch Center with its own sub-menu in the Empire tab. It unlocks early and cheap...
    Read full article on Community Announcements (woodheadgames)
  • Patch NotesOfficial

    Update 3.2 — Empire Synergies & Galactic Frontier

    Update 3.2 is live, and it grew into the biggest update the game has had. Here is everything that is in it. First, your saves. Existing saves load straight in and all the new systems start tracking from where you already are — nothing is wiped or locked behind a reset. One honest heads up though: this update includes a full economy and route rebalance. In the original post I said I would leave the existing balance alone, but once I dug into the pacing I changed my mind — there were too many dead zones and a few routes that outclassed everything else. So I retuned route payouts, contracts, specialists, upgrades and vehicle costs for a smoother, steadier climb with always something to work toward. Your save still loads and your progress is intact, the numbers just feel a little different as you play. I am confident it is a clear improvement. The headline is the masteries system. Every major system now has its own mastery track that levels up passively, and each mastery buffs a different system — deliveries buff contracts and specialists, contracts buff payouts, cities boost vehicle condition and fuel economy, and so on. Whatever you focus on, you are always permanently improving something else. Nothing you do is wasted. Alongside that are cross-system operations: long running goals that have you acting across multiple systems — deliver to a few cities, hire a specialist, install a mod, complete a contract. Finishing one unlocks a permanent perk and starts the next in the chain, and they progress in the background while you play. There are also synergies — real-time bonuses that fire when multiple systems are active at once, like a Rush Hour event while you hold a futures position, or bad weather with a Weather Analyst hired. Around 20 of them, most hidden, so you discover them by playing, with a small reward the first time you trigger each one. To fill the gaps between bigger unlocks I added a few hundred micro-unlocks — small permanent bonuses that pop as you cross t...
    Read full article on Community Announcements (woodheadgames)
  • Patch NotesOfficial

    v3.1.0 — Global Edition: 29 New Languages + QoL Update

    🌍 Global Edition: 29 New Languages Fleet Manager now speaks 30 languages! The entire UI is translated, plus localized Steam store pages. Languages added: Arabic, Bulgarian, Czech, Danish, Dutch, Finnish, French, German, Greek, Hungarian, Indonesian, Italian, Japanese, Korean, Latin American Spanish, European Spanish, Norwegian, Polish, Brazilian Portuguese, European Portuguese, Romanian, Russian, Simplified Chinese, Traditional Chinese, Swedish, Thai, Turkish, Ukrainian, Vietnamese. Currency formatting cleaned up across every locale New demand tooltips translated everywhere 🎛️ Quality of Life New: Disable Weather toggle — turn off weather VFX for a cleaner header and a small perf boost New: Hide Locked Items toggle — hide gear and vehicles above your current Logistics level Demand tooltips — hover any city's demand badge to read its flavor description and exact multiplier "No suitable vehicles" hint — routes now tell you clearly when no idle vehicle can handle the job Responsive layout polish on Contract and Special Contract cards 🔧 Bug Fixes & Polish Fixed click-through on Route and Contract action buttons (z-index layering) City-locked contracts now show clearer styling instead of being fully greyed out Locked routes preview reward and fuel cost before unlocking Market item cards now use consistent flex layout Send All button alignment fix Thanks for playing, and a huge thank-you to everyone who flagged issues. Keep the feedback coming!
    Read full article on Community Announcements (woodheadgames)
  • Patch NotesOfficial

    Fleet Manager — Patch 3.0.1: Save Loading & Bonus Fixes

    Bug Fixes Save loading restored — Loading a save from the Continue menu now correctly restores money, fleet, level, reputations, and all other progress. Cargo bonuses now actually pay out — Reward multipliers shown on routes (Perishable Flowers 1.7x, Hazardous Materials 2.0x, Nuclear Waste 3.0x, etc.) were displayed but never applied to the payout. They now correctly multiply your delivery rewards, partial-cancel refunds, and offline earnings. Event Log tab no longer crashes — Clicking the Logs tab after unlocking it could blank the screen due to an unrecognised event type. The tab now renders correctly and tolerates older saves. UI Improvements Clearer reputation perks — City perks now read "AT 33% STRENGTH (TIER 1/3)" instead of an unexplained "(33%)". Hover the perk for a tooltip explaining how strength scales across reputation tiers (33% / 67% / 100%). Cargo bonus tooltips — Hovering a route's cargo badge now shows a styled popover with the cargo's description, reward/weight multipliers, handling requirements, and a live payout breakdown (base → cargo bonus → final payout). Bigger delivery notifications — Toast notifications were truncating dollar amounts to "+$…". They've been resized so payouts are fully readable.
    Read full article on Community Announcements (woodheadgames)

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