Skip to content

Realistic space engineering simulator

Novera Novera

Build, Launch, Explore.

Assemble a rocket part by part. Launch it into a solar system running real N-body gravity at real scale, on planets built from real survey data. Reaching orbit takes about 9.3 km/s of delta-v, and nothing in the game will hand it to you.

Early build · v0.2.0 · Free while it is in development.

Solar system scale
1:1 Solar system scale
N-body gravity
f64 N-body gravity
Attitude control
6DOF Attitude control
Time warp
10M× Time warp
Novera's title screen: the wordmark over a starfield, with the Sun flaring at the upper right

The loop

Build it, launch it, and find out.

01

Build it

Snap parts into a stack. Mirror them radially. Set fuel loads, thrust limits, separation force and staging, and watch delta-v and TWR update as you go. If it is too heavy to fly, the numbers say so before you light it.

The vehicle assembly building, with a rocket under construction and the parts palette open
02

Launch it

Hold-down clamps release on ignition. Air gets thinner, drag falls away, and the ascent guide shows the gravity turn for the body you are on. Stage when a tank runs dry — or let an automation you built do it.

A rocket on the launch pad at the space center, engines lit
03

Go somewhere

Pick a destination and the planner solves the transfer, prices the burns, and counts you into them. Dock, land on a spot you clicked, get out and walk around. Then work out how to come home.

A spacecraft in orbit above Earth with the navball and orbital telemetry visible

Under the hood

The simulation is the game.

Nothing here is a cutscene or a scripted outcome. If a rocket makes orbit it is because the numbers worked, and if it does not, the numbers say why.

  • Gravity that is not a fake

    Every body pulls on every vehicle, integrated symplectically in double precision. Spheres of influence are a consequence of the maths, not a rule bolted on top.

  • Real planets, real relief

    Imagery and elevation baked from NASA and USGS data. Land in a named crater and it is the crater. Gas giants are oblate; Phobos and Deimos are lumpy.

  • A mission planner that commits

    Choose where you want to go. It finds the window, routes through intermediate bodies if it has to, and tells you when to burn and when to stop.

  • Atmosphere that fights back

    Per-part drag with stack occlusion, aerodynamic torque, control surfaces that only work where there is air, and entry heating that will end a badly-built descent.

  • Automation out of blocks

    Around 160 blocks snap together into a program that flies the vehicle. No text editor, no scripting language to learn.

  • Docking and EVA

    Four port sizes, magnetic soft capture, and a hard dock that genuinely merges two vehicles. Then put a crew member outside and let them walk.

  • A career, if you want one

    Funds, research, contracts and a crew across three sites. Or ignore all of it and fly sandbox with everything unlocked.

  • Runs on a laptop

    Graphics presets from a fanless MacBook Air to a desktop GPU, auto-detected on first launch. There is an iPhone and iPad build too, with touch controls built for it rather than bolted on.

Everything in the build

Screenshots

Taken in the running game.

Map view showing orbital trajectories and sphere-of-influence rings
Map view — patched conics, SOI rings, and every craft you have flying
The in-game shop, showing parts and cosmetics as cards
The shop — parts, cosmetics, and nothing that flies for you
The settings screen open on the Flight tab, listing the flight cheats
The flight cheats — every one off by default, and off again on the next launch
A wide view of the launch pad and the space center campus
The space center — a real campus, not a backdrop

Take the account with you.

An account links your game installs, keeps your unlocks after a reinstall, and follows you to a second machine. It is free, and the game works perfectly well without one.

Get told when a build ships

New parts, new bodies, and the occasional note about what broke and why. A handful of emails a year, and one click to stop them.