Who develops Dear Passengers?
FLEXUS develops the game and is also listed as its publisher on Steam.
Studio manifest
FLEXUS is the developer and publisher of Dear Passengers. The studio built a large mobile-game portfolio before moving into a physics-driven PC co-op project.
Confirmed FLEXUS develops and publishes Dear Passengers. Its official company profile says the studio was founded in 2020, has more than 70 people, and has generated more than 300 million downloads across its game portfolio. For the game-side facts separated from studio claims, use the confirmed features guide; for footage-specific observations, use the trailer breakdown.
| Dear Passengers role | Confirmed Developer and publisher. |
|---|---|
| Founded | Official profile 2020. |
| Location | Official profile Kyiv, Ukraine and worldwide. |
| Team | Official profile 70+ people. |
| Portfolio reach | Official profile 300M+ downloads across 150+ countries. |
Before boarding
FLEXUS built its earlier audience through mobile games. Its published catalog includes Tower Craft, Mow My Lawn, Dye Hard, and Train Miner. The company's total-download claim covers the wider portfolio, not Dear Passengers alone.
In an earlier DOU interview, the studio described Dear Passengers as its move from mobile games into a PC-focused online co-op title.
That background is useful because Dear Passengers is not arriving from a new one-game label with no public track record. FLEXUS has shipped many mobile titles and now describes Dear Passengers as a different kind of project: a PC co-op game centered on shared physical systems. The past portfolio does not prove Dear Passengers will play well, but it explains why the studio profile matters.
The mobile-to-PC shift also puts limits on what should be inferred. A studio with many downloads has distribution experience, not an automatic guarantee of PC networking quality, simulation depth, or launch timing. This page treats the portfolio as context, while the gameplay guide handles only mechanics that FLEXUS or Steam materials have actually described.
Under the fuselage
FLEXUS told DOU that Dear Passengers is being built in Unity. The studio identified the combination of physical interactions and multiplayer synchronization as a central technical challenge.
That challenge fits the public pitch: pilots affect a cabin filled with players, passengers, cargo, and loose objects. It does not confirm a specific networking architecture, server model, player limit, or performance target.
The technical claim is narrow but important. Physics-driven cabin chaos is easy to describe and hard to synchronize online, especially when several players can affect the same objects and passengers. FLEXUS has acknowledged that challenge publicly. Still, the interview does not name the netcode layer, hosting model, save behavior, or latency handling.
See the Dear Passengers gameplay guide for the mechanics shown or described publicly.
Flight plan
The statements below describe the studio's intentions as of July 21, not a fixed launch schedule.
| Development timing | Developer-reported In the July 17 interview, founder Semen Kozyura described the project as being in development “since November.” The answer did not state a year, so no exact start date is assigned here. |
|---|---|
| Release sequence | Developer-reported plan Demo, then creator and streamer coverage, then release. No dates were attached to that sequence. |
| Release window | Current target FLEXUS still aims for 2026, while the founder said the studio would not rush out a poor-quality build. |
| Exact launch date | Not announced Steam lists only 2026. |
The release plan should be read as a sequence, not a calendar. FLEXUS has described a demo, creator and streamer coverage, then release, but no public date is attached to any step. The demo is part of the stated path, while timing, scope, and distribution details remain unknown. The demo guide tracks that question.
The 2026 target is still meaningful because it appears on the official Steam listing and in developer discussion. It is not the same as a launch date. The founder's comment about not rushing a poor-quality build is also important: it signals that quality may override the target if needed, but it does not announce a delay. Until FLEXUS publishes a dated announcement, this site should not convert the window into a specific month.
Official milestone
In its latest official wishlist announcement, FLEXUS said Dear Passengers reached two million wishlists and Steam's Top 6 on July 31. Earlier posts recorded 700,000 in 36 hours, one million in two days with a Top 25 position, and 1.5 million before the latest milestone.
A wishlist is an interest signal, not a sale, concurrent-player count, review score, or guarantee that the release schedule will hold.
The scale of the announcements helps explain why Dear Passengers has drawn attention before release. They show that the store reveal and trailer resonated with a large Steam audience quickly. They do not measure retention, conversion, refund risk, or long-term community size. For an unreleased game, the numbers are strong demand signals, not a verdict.
Interview snapshot
In the July 17 DOU interview, Kozyura described the total at that point as approximately 1.2 million. This guide treats it as a developer-reported interview snapshot, not a live counter independently supplied by Steam.
The interview figure was a short-lived snapshot between official milestones. Later first-party posts superseded it for the latest count, but the interview remains useful evidence of how quickly interest was growing on July 17. None of the figures should be rewritten as an independently audited live Steam statistic.
For the count history and an explanation of what Steam wishlists do, use the Dear Passengers wishlist count guide. For all other dated updates, use the news timeline.
Source register
Sources were checked August 5, 2026. Figures from FLEXUS and its founder are attributed and are not independently audited.
| Official Steam page | Confirms FLEXUS as both developer and publisher, plus the current Windows and 2026 listing. |
|---|---|
| FLEXUS official site | Company founding year, team size, location, portfolio downloads, country reach, and previous titles. |
| DOU founder interview | July 17 development timing, release approach, 2026 target, and approximately 1.2 million wishlist snapshot. |
| Earlier DOU studio interview | Mobile-to-PC direction, Unity, and the physics-plus-multiplayer synchronization challenge. |
| Latest official Steam milestone | FLEXUS announcement of two million wishlists and a Steam Top 6 position on July 31. |
The source mix matters because each source answers a different question. Steam is the best public source for the game's listed developer, publisher, platform, and release window. FLEXUS's own site is the source for company scale and catalog claims. DOU interviews provide attributed comments from the studio and founder, but interview answers can be approximate and context-dependent. The Steam milestone post is official, dated news about wishlists.
This page deliberately does not add outside speculation about funding, ownership, hiring plans, publisher strategy, or internal staffing beyond those sources. If FLEXUS publishes a new studio profile, Steam post, or interview, those claims can be added with attribution instead of inferred from the existing facts.
Passenger questions
Short answers based on the official profiles and attributed interviews above.
FLEXUS develops the game and is also listed as its publisher on Steam.
The company's official site describes the team as operating from Kyiv, Ukraine and worldwide.
Its published mobile catalog includes Tower Craft, Mow My Lawn, Dye Hard, and Train Miner.
The founder described development as running “since November,” but did not specify the year in that answer. No exact start date is confirmed.
FLEXUS announced two million wishlists and a Steam Top 6 position on July 31. This is the latest official milestone, not a live public counter.
The studio still targets 2026, but no exact date is announced and the founder has said quality takes priority over rushing the release.
Continue briefing
Follow the latest milestone, inspect the confirmed systems, or compare similar co-op games.