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Features

Everything in the build

Written as it is, not as it will be. If something is half-finished it says so on the roadmap instead of appearing here.

Physics

The part that is not negotiable.

N-body gravity in double precision
Every body pulls on every vehicle. Spheres of influence fall out of the maths rather than being drawn on top of it, and the integrator is symplectic and substepped so a long coast does not drift.
Real masses, real distances
The solar system is at 1:1 scale with real masses. Reaching orbit costs about 9.3 km/s of delta-v because that is what it costs.
Atmospheric flight
Per-part drag with stack occlusion, so a fairing genuinely shields what is behind it. Aerodynamic torque, control surfaces that only bite where there is air, and entry heating with an ablator that wears away.
6DOF attitude control
Thrust vectoring, reaction wheels, RCS and aerodynamic surfaces, allocated in that order by an authority model that knows which of them can actually do the job.
Time warp to 10,000,000×
With the guards that matter: warp stops when a burn comes up or the vehicle drifts off course, and thrust is never applied under warp.

Building

Where most of the time goes.

Snap-together assembly
Stack parts, mirror them radially, and place them precisely with a stepper pad and an axis gizmo that also works on a touchscreen.
Parts that adapt
Tanks and fairings taper, and their mass and capacity scale with the volume you actually gave them.
Staging and action groups
Automatic staging you can override, per-part action keys, and multi-selection editing for fuel load, gear state, separation force and thrust limit.
Live numbers
Delta-v and thrust-to-weight per stage, updated as you build, so the rocket tells you it cannot make orbit before you find out the hard way.
Paint and wear
Colors, patterns, 3D finishes and hull text per part — and dust, soot and entry scorch that accumulate directionally and persist across a career.
Undo, redo, subassemblies
Snapshot undo across the whole design, and a saved subassembly you can drop into the next rocket.

Flying

Getting somewhere and getting back.

Destination-first mission planner
Pick where you want to go. It finds the window, prices every burn, routes through intermediate bodies when it has to, and plans mid-course corrections.
Burn guidance
Coloured cues and audio for burn-now and cut, a gentle-throttle coach for very small burns, and a plan that replans when you drift.
Click-to-land site targeting
Click a spot on the globe in map view and it works out the deorbit — tilting the plane rather than refusing, because cross-track is the real obstacle, not longitude.
Docking
Four port sizes, magnetic soft capture, and a hard dock that merges two vehicles into one rather than pinning them together with a joint.
EVA and rovers
Put a crew member outside and walk. Or drive: wheels, solar panels and batteries feed a vehicle-wide charge pool through a real tire model.
Block-code automation
Around 160 blocks that snap into a program the vehicle runs. A worked example that flies to orbit ships with the game. Distinct from the ship's own autopilots — the mission planner and the landing guidance above: those fly a plan the game worked out, while an automation you wrote will drop hardware, because you told it to.
Rewind
Fifteen seconds of flight held in memory, so a mistake costs fifteen seconds.

Worlds

Places worth the trip.

Real surfaces
Imagery and elevation baked from NASA, USGS and ESA data for every body. Land in a named crater and it is that crater.
Weather and sea
Volumetric clouds with per-column tops you can fly through, and an ocean with depth color, sea state, foam, an attenuated seabed and per-part flooding.
A space center
A real campus with a VAB and split apron zones, not a photograph behind the pad.
Career mode
Funds, research, contracts and crew across three sites — or sandbox, with all of it turned off.
Mission log
A persistent per-world record of what you did and when, with the milestones that matter marked.

The build itself

Things you only notice when they are missing.

Runs on a laptop
Graphics presets from a fanless MacBook Air to a desktop GPU, auto-detected on first launch and every option individually priced.
Phone and tablet
An iOS build with touch controls designed for it, 44-point targets and a HUD that survives a 375-point-tall landscape window.
Screen reader mode
A status readout, keyboard navigation through the map, and a modal layer that genuinely blocks what is behind it.
Interactive tutorials
A catalog of tutorials that run as throwaway sessions, so nothing you learn on costs you a save.
Your files are yours
Craft, worlds, automation programs and settings are plain files in a per-user data directory. Nothing is locked to an account.

Ready to try it?