2026-06-19 17:51 UTC · Community Announcements · Arugin
Welcome, fellow rocket scientists and pilots, to the update v0.25.7 “Radian Veil”!At the beginning of April, I realized that the best way to continue developing the game was to fork the HDRP rendering pipeline and start making all the necessary changes directly to it. Since then, I’ve implemented several new features that I could only dream of before. This will lead to huge graphics improvements.Volumetric CloudsYou’ve been asking for this for a long time. This was an unbelievably hard task, especially considering that Unity does not, and will not, support space simulators properly. To impleme
2026-05-29 17:14 UTC · Community Announcements · Arugin
At the beginning of April, I realized that the best way to continue developing the game was to fork the HDRP rendering pipeline and start making all the necessary changes directly to it. Since then, I’ve implemented several new features that I could only dream of before. Because of this, the update will bring huge graphics improvements.There is also a downside: the risk that I might break something at the core rendering level and miss it, since I have far fewer QA resources than Unity. Because of that, part of this update will be sent to closed community testing this weekend. It will also requ
2026-03-20 18:37 UTC · Community Announcements · Arugin
Hi everyone! It’s time to share what I’ve been working on since the last update. Long story short: it is finally the time to update game engine and rendering, as well as add a new physics system! You can read the full post on my blog.
2025-10-03 17:00 UTC · Community Announcements · Arugin
Rocket Science v0.24.7 “Breaking Silence” update has finally arrived! Since it is a huge one, I decided to make a video that clearly demonstrates the most important changes again. As always, you can find full release notes below.I will spend the next couple of weeks not only fixing already reported and not yet discovered bugs by players, but working on new parts, including a parachute, I’ve promised in one of the previous updates (finally!).That’s all, thank you for your support and have a nice flight!v0.24.7 release notesFeatures:🔸 added space communications and antenna parts;🔸 Deep Space N
2025-08-01 18:34 UTC · Community Announcements · Arugin
Hello, fellow rocket scientists!It’s been a while since my last post and I wanted to give you a quick update about current development status. It will be the biggest update since the release not only in the new game systems, but also in terms of the size of the changelog: it is already approaching 100 lines, and I'm not done yet! The changelog is here just for reference, nobody is supposed to be able to read itThe biggest time sink was the integration of communications into the game and new rocket parts production. The first one required significant changes all over other game systems. For exa
2025-05-08 16:30 UTC · Community Announcements · Arugin
Hello, I am still diligently working on v0.24.0 which finally starting to come together. Read the full post on my blog. {STEAM_CLAN_IMAGE}/34094219/c05d3f169acb03846486c3d655a6f0e3a9186974.png
2025-03-14 17:00 UTC · Community Announcements · Arugin
Hello, It's time to reveal what I was working on since the last update release. Long story short: another important system is coming, that will affect how you assemble your rockets and how you fly them. You can read the full post on my blog. {STEAM_CLAN_IMAGE}/34094219/933704ffc4fa1e112c30a131bf45af68817ed7a3.png What it could be?
2025-02-13 17:00 UTC · Community Announcements · Arugin
Here is a small patch with a bunch of fixed bugs that were found by our community. Since most of them were pretty critical, I've switched from v0.24 development to fix them all. v0.23.16 release notes Features:🔸 added craft validation and cleanup on load, wich will be able to fix and load broken spacecrafts with missing attachments, parts, etc.; 🔸 added "clear" command to console. Changes:🔸 changed all pivot position of command modules and probe cores to the bottom socket; 🔸 thermodynamics calculations deltaTime now clamped to 2 days / sec max, otherwise it becomes very unstable and parts
2025-01-14 17:00 UTC · Community Announcements · Arugin
Here is a small patch with a bunch of fixed bugs that were mostly found by the community. It also improves the game stability a bit and brings some QoL features. I am also moving to v0.24 development which should be the last "system-like" update. After that I will finally start to focus mostly on survival mode and adding content to the game. v0.23.8 release notes Features: 🔸 you can configure wheel steering angle and invert steering controls now; 🔸 you can configure decoupler force percent; Changes: 🔸 you need to hold ctrl to copy part now instead of shift, since shift is used for ignoring
2024-12-27 18:00 UTC · Community Announcements · Arugin
Welcome, fellow rocket scientists and pilots, to Update v0.23 “Ascended Assembly”! This time I brought you: Dynamic attachments I've talked about this attachment system rework in depth in my blog post. Long story short: you can finally place rocket parts radially almost whenever you want. The game will create radial attachments automatically for you. This will unlock the full potential of vessel crafting. Not only that, but there are more advantages to the new system: Dynamic attachments work great especially for planes, they can finally be properly balanced. You will be able to attach most en
2024-10-25 17:00 UTC · Community Announcements · Arugin
Hello, It's time to reveal what I was working on last month. Long story short: big changes to the rocket assembly are coming! You can read the full post on my blog. {STEAM_CLAN_IMAGE}/34094219/8aeaf27f20105b16148486858c7720f5ebb71022.png
2024-09-16 17:22 UTC · Community Announcements · Arugin
These two weeks were very productive. I’ve spent them stabilizing the game after the release of v0.22.0 update. I got a lot of good feedback and bug reports and fixed most of them. Now I'm satisfied with the quality of the update and can move to the development of v0.23 version. I have big plans for it and prepared a huge list of changes I want to make. As always I will uncover some of them in a future dev update. Now let’s move to highlights for this patch. First of all, I’ve added an ablative variant for each heat shield. You can now configure the thickness of the ablation layer and it will
2024-09-02 16:01 UTC · Community Announcements · Arugin
Rocket Science v0.22.1 “Foundation” update has finally arrived! I’ve decided to change my update highlights format a bit and made a video that clearly demonstrates the most important changes. As always, you can find full release notes below. I want to touch on some things that were not included in the video. Firstly, there are not many implications of thermodynamics at the moment other than engines, re-entry and solar radiation overheating. So you will be able to try it out and tell me if it is working as expected in all cases and all possible part combinations (it is not possible to test ever
2024-06-28 17:00 UTC · Community Announcements · Arugin
When I started working on thermodynamics for “Rocket Science” I couldn’t even imagine how deep a rabbit hole. I am close to a finish line and now I understand why some recent space simulators choosed a very simplified model of thermal processes. Because everything appeared to be much more complicated compared to what I told in the previous dev update. To describe all of this I wrote an article that is so big, that doesn't even fit into a standard Steam news post. It also contains a bunch of formulas written using LaTeX, which also is not supported by Steam. So I'm suggesting to read the full v
2024-05-17 18:12 UTC · Community Announcements · Arugin
Greetings, fellow rocket scientists! One of the big features which I get asked about all the time is the re-entry effect. I've been putting this feature off for the future for a long time because I didn't know how to even get started with it. You need not only to add the whole thermodynamics simulation into the game while trying to maintain the game's performance, but also somehow solve a re-entry effect for the crafts of any shape and form. Not many other games have done this before and there is very little info out there on how to properly do it. But now I think I have gathered enough expert
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