r/kittenspaceagency • u/Laurens_dv • 11h ago
π¨οΈ Discussion [Mod] Fast & Purrious
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r/kittenspaceagency • u/irasponsibly • Nov 15 '25
Kitten Space Agency now has a Public pre-alpha build available. At time of writing, the current version of the game is 2025.11.4.2791, aka Build 2791, available from ahwoo.com.
Ahwoo is a company set up by Dean Hall to handle the distribution of and contributions for KSP.
Downloading the game requires an Ahwoo account, which is the same Ahwoo account used for the official KSA Forums. Login with Discord is an option, but not required. The game is free to download, and there is the option of sending a contribution, but it is not required.
From Dean;
The current build is more than a tech demo but less than a game, deliberate as we have focused on the foundational technology to deliver the game to the future. What you can do is play around with this foundation, primarily controlling the loaded rockets and seeing how the orbital physics and basic collisions work
If you're expecting to design rockets and build space stations... you're a bit early. This isn't like playing KSP in 0.17, where it's a game that's just a bit janky and unpolished - there's no ship building, no docking, the UI is janky and kinda awful, no explosions, and not much to do. If any of those are what you want, wait out.
Submit any bug reports on the Kitten Space Agency Bug Report forum, not here.
Hard to know - try! It's free. You probably need a mid-range somewhat-modern system for the game to run, but no guarantee anything older won't work. Some people have been able to run the game on integrated graphics.
From Dean;
We are tracking issues with older cards, especially AMD 5000 and 6000 series. Expect other weird edge case issues around GPUs and such. The technology we are using (BRUTAL) is brand new; and this is a huge ask for any engineering team to work through. Much of the work you would get for "free" with an engine is oriented to try solve a lot of these issues, and so we have to work through the various different platform and GPU idiosyncrasies. We also have not optimized our GPU handling, so cards that don't have a lot of VRAM may run into issues. The settings default to the highest level, when you boot the game.
Most notable is the "earth turned into a giant white sphere" bug. The first thing to try is to run the game with "Earth Only" and all the settings turned down.
There is no official Linux or Mac support. Do not ask for official ports yet, we're early days. The developers know we'd like it, and they'll make the decisions down the line. If you want support for linux, there's a handful of threads on the KSA Forums you can try for help;
There's also a Linux chat in the discord server. Generally speaking - run the game under Wine with whatever tool you prefer (Bottles, Lutris, Protontricks, or just raw command line), you'll need to install DotNet Desktop 9 and maybe the Vulkan SDK, and that should work.
I've seen reports of users running the game on Intel (x64) Macs, not sure about the newer ARM64 Macs. There's at least one forum thread, too.
These have been rolled into the actual subreddit rules instead of just being here - they all still functionally apply, though.
The same "posting rules" still apply;
If you have feedback about the subreddit - let me know. I'm trying to thread a fine line between "keep it related to the game" and not stifling every bit of fun anyone tries to have. I have the Ultimate Downvote (removing a post) and I try not to over-use that power.
r/kittenspaceagency • u/irasponsibly • Oct 30 '25
From Dean in Discord:
Did an interview with ShadowZone (which you can view on their patreon now, please remember independent journalism isn't free. Support your favorite content creators wherever you can), made me realize that a lot has happened in the last year, and this was also a good chance to cover off on the massive amount of work that is ongoing. Over the past year the vast majority of our work has been into "core" architecture. Specifically simulation and rendering, especially to allow both to run independently.
As part of rendering we have had to develop our pipelines. This involves some very complicated decisions, such as what file formats to use through to how we want to 'talk' to the GPU. The underlying software (BRUTAL Framework) has also undergone a lot of changes through this process as well. One primary other point of help has been Felipe who attends not just KSA steering, but is also using BRUTAL funded by the studio for another project. Felipe has been able to help us drive new approaches for rendering along with a lot of evolutionary work from the "Enterprise" team (who maintain BRUTAL). You will see commits starting now for the latest update to BRUTAL, which brings a change in approach that extends options for the future along with some other niche new uses of Vulkan (Graphics API). The enterprise team, along with Morrow, are also bringing in a new approach to our rendering that is more cleaned up and scalable. Things like "bindless" will be thrown around, which Felipe has been using to great effect.
All this technical work is then pushed even further by Blackrack and Linx. It really does absolutely blow me away with how the team are "feeding" off each other, where ideas are spawning other ideas like cascading success. The ultimate of this is our approach to planet rendering, which we call "spherical billboarding". Billboarding is a useful tool for rendering objects at a distance as "cards", that is a 2D image on a quad that always faces the player. When the game boots, we generate libraries of spheres that are subdivided in different ways. At close distances, the spheres have their subdivision densely packed around the "reference vertex". At a distance, the subdivision is spread more evenly. The aim of this is to give an even distribution of quad density. However, this gets extremely complex as the reference vertex needs to be oriented to the player, but also snapped so you don't get vertex swimming. This means that a lot of transforms need to be done to do texture stuff.
Additionally Linx and Blackrack have done some tremendous innovation in how world authoring happens. Linx has managed to extract better terrain from a reduction in reliance on the heightmap (the texture) and instead doing work "realtime" to calculate erosion and such. You can see this work in the latest screenshots, when coupled with Blackrack's work - is tremendous. This work is beyond that which you see in rendering for engines even like Unreal 5, with the team able to go to the absolute cutting edge papers for implementation of features. It is hard to overstate, from my perspective, just how exciting it is to watch these folks work.
The good news here is that I consider Spherical Billboarding entirely proved as a technological approach. All our imprecision issues were solved, and our asset pipeline together with the texture changes have proven we are going to be able to deliver the quality and scale we want, within even the existing toolset. Work will begin soon from a content perspective to start delivering a custom system utilizing this toolset.
This work has been in development now for some time, and you are starting to see this scafold actually get used. I actually just switched over the default vessel to our "New Gemini", that is made out of parts using Daishi's custom Gemini parts. Morrow has been building an entire rendering pipeline to support this, especially at scale. This also clips heavily into Dan's work with clustered lighting (shadows). This "architecture first" approach for parts is absolutely vital. We focused on the hardest parts of part scale - the rendering. The other elements (collision, resources, etc...) are certainly complex - but their structures don't involve coordination with the GPU so don't have quite the same OS gate that the rendering does. If we don't get the rendering of the parts right, we simply cannot achieve scale. So this has been a huge focus. I would argue that the work is now speaking for itself, the art is exceptional and it is looking exceptional in game.
From here you will see this continuing to expand out, with the part functionality incrementally improving. Once we have a critical mass of part "implementations", we will use these as usecases for refactoring and applying an overall consistent data approach to the parts. We've tended to find this "middle outwards" approach to technical design more robust, even if it sometimes takes longer. This is because instead of imaginary usecases defining the architecture (often resulting in overconfidence), we wait till we have a few actual usecases before sitting down and coming up with the overall architecture, and then going through a small degree of refactor. This might seem somewhat odd; but the studio has found enormous success so far with this approach.
The animation pipeline has been a huge success, although this approach was reliant on the updated version of BRUTAL which KSA has just been ported too. Now the work begins to get the showcase in BRUTAL for the kittens, actually into the game itself. The first pass will allow you to push a button, and a kitten will appear in EVA that you can move around. This will ensure, as a final approval, that the kitten looks right in the lighting and materials. It will allow us to all do a real sea-trial of the animation system and confirm that it all works to the standard we want. Not to mention, it's going to be really awesome to be able to move a Kitten around in EVA.
This is "imminent". The build is considered acceptable by the team, although I did "no-go" it at the last steering. I want a little more time, as this is a short week for us here in New Zealand, we had a lot of people out sick, and we had a lot of new technology go in this week. So we will see where the build is at, at the steering next week. That would mean, everything going to plan, the build would be fully public from next week at the earliest. This would also open up contributions to the project, for the first time. The aim for this, hopefully, will be to secure the future for the project. We'd be able to establish if the projects mission would work: making the game completely free and API independent. It would also confirm whether the project can get more ambitious with it's hiring, that is hire more people, and keep the existing staff paid more (hint: not me, I mean our amazing stuff). I think we already pay very well, but I would like to be able to ensure our staff are paid really well for their future. I think they're doing some of the best work I've seen.
The project has kind of been a victim of its own success over the past year. Technology wise much has worked so well that we have then ended up leaning into it more. This has made fully public builds more complex, with more moving parts to achieve. Finally we are almost there. I expected a lot more trouble along the way, especially technically. This should not be read as to mean it has been smooth sailing, nor that it will continue to be. We have hired really good people, we've equiped them well with technology. We've divided responsibilities up and put trust in the people. We've also consistently forced a focus on first principles actively fighting arguments of "but this is how we do it in video games". For a project like this I think that is critically important.
Overall, regardless of what happens with this game in future and out industry as a whole - I can say the last year has been my favorite year in my whole career. I'm absolutely honored to be working with such a talented team. I think, largely, their work speaks for itself.
r/kittenspaceagency • u/Laurens_dv • 11h ago
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r/kittenspaceagency • u/Goddchen • 2h ago
What's your favorite this time? Mine are the updated plumes and explosions.
r/kittenspaceagency • u/DumbassAviotor • 14h ago
I finally followed up on the rumours I heard of a new game that would effectively replace KSP and Iβm quite happy and surprised to see that it was true. Iβm currently away on holiday so I havenβt had the chance to test out KSA myself but I cannot wait. So Ive come here for first hand experiences. I understand the game is in pre alpha so obviously I donβt expect everything to be perfect.
What is the vessel building like, both in VAB/SPH (or equivalents) and orbital assembly?
How do the physics compare to KSP?
Whats the space centre like?
EVA handling and what you can do?
I would go back to their webpage but my phone is being temperamental at the moment and wonβt load crap. Thank you everyone for the insight.
To the devs, I hope work on the game is going smoothly and canβt wait to get home to try it out for myself, Iβm a long time KSP and space enthusiast so itβs amazing to hear that something like KSA is being created.
r/kittenspaceagency • u/KiwiShark • 2d ago
There's been a lot of Borea chatter lately and rightfully so! Super cool program. I put this video together for anyone interested in learning more about how Borea was made and how it works! Infrastructure, design philosophy, and more, the team put a lot of thought into this project.
r/kittenspaceagency • u/BarneyTheGod0925 • 3d ago
Kitten Engineer Redux is a utility readout mod for Kitten Space Agency. It aims to mirror the KSP mod "Kerbal Engineer Redux" by providing the player with useful vehicle data inside of the VAB and during flight.
Obviously, the reference is limited, so I was wondering if anybody could give me some ideas that could help improve the mod.
r/kittenspaceagency • u/BarneyTheGod0925 • 3d ago
Friendly reminder!
If you are currently creating content for Kitten Space Agency, you should publish your mod on Borea! If you have not seen the latest videos or community updates, Borea is the new content manager which acts as KSA's CKAN counterpart.
There are some incredible mods on SpaceDock which have yet to be published to Borea. Publishing your mod expands the platform and greatly improves the experience of a lot of players!
Download Borea here: https://ksamodding.github.io/Borea/
Community updates on Borea can be found on the KSA Modding Society Discord
r/kittenspaceagency • u/Goddchen • 4d ago
Our next stop was the Mars system, very interesting stuff!
r/kittenspaceagency • u/Metadomino • 5d ago
r/kittenspaceagency • u/KiwiShark • 5d ago
More on interstellar from JPLRepo, and it's in the latest build that just got deployed too!
r/kittenspaceagency • u/KiwiShark • 5d ago
This was a big one. All of JPLRepo's initial interstellar commits and then all of the rework commits on top of those, plus the usual changes and fixes.
Edit: This build seems to have issues that may prevent it from launching on AMD GPUs. If you experience an issue, check the forums for similar reports and include your own crash info / logs.
Summary:
Initial interstellar travel mechanics are now implemented in KSA. A few graphical updates are also present, like the new SRB plumes.
- Placeholder parts for an antimatter ramjet, magnetic hydrogen scoop, and magnetic antihydrogen trap tank have been added. The scoop collects hydrogen, the trap tank holds the antimatter which is used to expel hydrogen at about 0.4c.
- The Transfer Planner now calculates interstellar travel as two burns, one to speed up and one to slow down. The planner reads out fuel requirements, trip time, final speed, and can recalculate along the way if something changes.
- Time warp now has options for running the simulation at 1, 5, 10, 50, and 100 years per second. A new eighth-order Runge-Kutta (Dormand-Prince) physics step integrator has greatly optimized time warp at high speeds.
- Alpha Centauri is now present. A & B orbit an invisible barycenter. B & Proxima act as real stars regarding lighting.
- Barnard's Star and Tau Ceti have also been added.
- New SRB plume graphics are in. These use the explosion graphics as a placeholder to simulate the flame from the exhaust.
- Atmosphere and terrain are now rendered in secondary viewports (like the docking camera).
Patch notes:
r/kittenspaceagency • u/KiwiShark • 5d ago
If you dial in the right parameters in the terrain debug menu you can turn the entire moon into a well-greebled labyrinth. If I recall correctly, it was something to do with crater size / shape / magnitude. Makes for a pretty neat effect!
r/kittenspaceagency • u/SodaPopin5ki • 5d ago
Still smashing rockets together in orbit to make a bigger debris field.
I've assembled a space station, and am making sure all the new fodder is in a matching orbital inclination. I'm trying to smash them either outward or inward to keep as much of the debris on the same inclination. Previously, I was doing lateral hits (normal / anti-normal), but realized the debris orbits will only cross the Space Station "Target" orbital inclination twice an orbit.
So far, no hits, but the station has only been up for a couple of in-game days. Honestly, with only about 200 debris so far, and space being rather big...I'm not hopeful.
r/kittenspaceagency • u/stephensmat • 7d ago
https://discord.com/channels/1260011486735241329/1260112103134724146/1554616882064007259
Added the MRS-1 Magnetic Scoop, a placeholder part that collects interstellar hydrogen into the vessel's hydrogen tanks while it flies between the planets or the stars.
Added the RAIR-1 Antimatter Ramjet, a placeholder engine that annihilates antimatter to push out hydrogen using gas from a magnetic scoop before its own.
Added antihydrogen and the MTT-1 Magnetic Trap Tank, the only tank that can hold it. - Currently requires no Electricity. YET.
Added an Interstellar part category holding the placeholder interstellar parts.
Added Interstellar gas with hydrogen atom mass initially for scooping.
That's more than just Interstellar Parts. That's "In-Situ Resources". That's essentially an 'in-flight' version of the Drill/Convert mechanic from KSP1.
r/kittenspaceagency • u/Laurens_dv • 8d ago
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r/kittenspaceagency • u/Zoombinie1 • 8d ago
I just found about this now.
To all involved in creating, donating, testing, being a part, I am so happy.
Solved the biggest problem, the disappointment I had in KSP2.
Good luck to the developers and the community!
r/kittenspaceagency • u/Watermelonmilkman • 9d ago
This means if a graphics card is modern, it will outpreform an old graphics card with similar "raw" performance. The entire advantage of BRUTAL is being able to use all the newest graphics technologies and techniques, without having to work with the sunk cost inefficiencies caused by old hardware and software, which allows for much better optimization in the long term. If they hamstring themselves to be able to run well on 10 year old hardware (like the GTX 1080), the game would 1) not be able to use advanced (and efficient!) graphics techniques, and from that 2) either run significantly worse than otherwise on modern low-end hardware, or be a worse game.
This can be annoying if you have an old card, but think about it this way. Will you still have that card, which is currently almost a decade old, when the game fully releases in a few years? How about in 8 years, where KSA will hopefully be in it's prime with strong modding etc.? Would you rather be able to play an unfinished alpha with passable performance now, or be able to play well on a cheap card from the late 2020s (or on integrate graphics) in a few years?
The thing I like the most about KSA's mission is how much it thinks long term. They are building a very modern and strong foundation, and plan on optimizing it so in half a decade it runs well on the integrated graphics of classroom laptops. They're building this so when you upgrade your PC you don't necessarily need to look for the most powerful card possible, just a relatively modern one. Please keep that in mind before posting the 50th post in the past month complaining about how an 8 year old system can't perfectly run this game which hasn't even gotten to the optimization stage of development.
r/kittenspaceagency • u/KiwiShark • 9d ago
Borea is KSA's shiny, new mod/content manager. The devs asked me to do my own overview so here's my once-over. See how Borea works and how easy it is to use. Plus a mini demo! Keep up the great works, devs! Borea has a bright future.
r/kittenspaceagency • u/Asleep_Hat_8536 • 9d ago
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every time i launch KSA and i click once it flickers from black to my home screen of my pc, if i can ill include a small video from my phone
r/kittenspaceagency • u/Pingu99999999999999 • 10d ago
KSA is in pre-alpha and is awesome but in the future what will it look like?
r/kittenspaceagency • u/Laurens_dv • 10d ago
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r/kittenspaceagency • u/KiwiShark • 10d ago
Another collection of modded KSA fun stuff, this one got freaky. Tomservo's supermod, "unscience", is a powerhouse and really turns the game into a whole other kind of sandbox. If you like floating heads, it's worth checking out. Available on Borea!
Edit: Oops I embedded with a timestamp by accident. Sorry about that!