
The truly exciting features take a bit longer to spot. “In early playtesting, the game became ‘find the part you’re looking for’.” The interface is much refined at a glance: there’s a new toolbar for finer control over objects you’ve selected, and parts within categories are now arranged into size tiers, which was a necessity for the “much higher part count in KSP2,” says Simpson. The more time you’ve spent in the original Kerbal’s rocket building module, the more likely you’ll gasp, hand covering your mouth to ward off surprise like it’s an alien facehugger, when you see Kerbal Space Program 2’s new tools. You can ignore it and keep on building that next rocket-the one sure to be your masterpiece, once you solve that little ‘exploding on the launchpad’ problem. If you leave one in a dangerous state, without enough power or food, it’ll simply underperform. Colonies won’t require tons of micromanagement.

The campaign is “explicitly designed to be non- punitive” so you’ll never reach a fail state where you’ve run out of money and have to start over. “You’ll begin to collect science and trigger boom events as you explore what’s out there,” Simpson says. In KSP2, the missions will be there for players who want them, but you can also set your own goals. Simpson says adventure mode has a lot in common with the first game’s science mode, which gave you unlimited funds but made you earn science points to advance the tech tree. We’re going out of our way to make the mission goals for adventure mode feel meaningful: real firsts that feel unique relative to every other goal in the game.” The structure will include specific missions, but creative director Nate Simpson says these will feel more “compelling” than some of the first game’s missions, which would direct you to fly to a specific latitude/ longitude and trigger a part on your ship. The goal of adventure mode is to provide a far more ambitious campaign for players to embark on, building ships powerful enough to leave the solar system. Roshambo for who presses the launch button? (Image credit: Private Division) “You know, discoveries make kerbals happy,” Markham says. In a colony’s nursery module, for example, that means making new colonists. Throughout Kerbal’s new career mode, which the developers have nicknamed ‘adventure mode’, making discoveries and unlocking new technologies will trigger these boom events, which kick off various effects across your civilisation. “ capable of producing colonists through a method that we will not describe, for everyone’s sake, after something that the player initiates called a ‘boom event’,” says lead designer Shana Markham.

To reach those far-flung stars, you’ll now be able to establish orbital and planetary colonies, staging grounds for the next leg of your cosmic journey. The kerbals, I think, would certainly understand.įlying to the Mun and beyond is just the beginning of your progression through the solar system and, eventually, the galaxy. A long runway for space planes suggests how fresh supplies and colonists will reach this outpost on the planet Duna, while the ramp at the end of the runway immediately makes me want to ruin the ambience by strapping a rocket to a rover and seeing how far it could jump.

Then, peeking out over the edge of a cliff, we see it-a colony on the dusty orange surface, futuristic apartment buildings on a lattice of steel support beams flanked by rows of solar panels and greenhouses. I spoke with Take Two PR about the relationship with Star Theory, but PR declined to comment beyond referring me to its existing statement, published here. After this feature was written, Bloomberg reported that publisher Take Two had recently pulled the development of KSP2 from previous partner Star Theory and formed a new studio, Intercept, with many developers moving over to the new studio.
