Unofficial fan-made page; not linked to RocketWerkz or KSA development.
Are we Kitten Space Agency yet?
🎉 Yes!, Pre-alpha since 14th November 2025 🎉
Kitten Space Agency reached its first public pre-alpha milestone on
14th November 2025. Work continues toward wider feature completeness by the KSA dev team and modders.
Feature list is speculative, entirely unofficial and not based on any real roadmap.
Progress tracking and status indicators are a community interpretation, not official statements.
✓ Ready, but evolving!✗ Unknown, maybe in progress? In progress, either mod or KSA dev team
Feature
Core
Mod
Comments
Game modes (Career, Sandbox, etc...)
No info yet.
Orbital mechanics
Functional but WIP.
Patched conics
Functional but WIP.
Time warp / Physics warp
Functional but WIP.
Physics simulation
6-DOF rigid-body physics with collisions, basic drag, buoyancy and thrust. Vehicles can be destroyed by impacts or by exceeding structural g and dynamic pressure limits, and individual parts break off under contact load, so a craft coming apart leaves wreckage that is tracked as debris. Ground clutter can be collided with and destroyed. No soft-body or aero-lift yet.
Aerodynamics and atmospheres
Atmospheric density and pressure drive drag and engine performance. Drag area is taken from the vehicle bounding box per axis and depends on which way the vehicle faces, so flying backwards costs much more drag than nose-first. No lift or heating model yet.
Kittens!
Cute! Each save has a persistent kitten roster with crew assignment in the editor and launch menu, seat-level boarding and EVA, per-kitten mission stats and a memorial list. Kittens walk, run, jump and tumble on planet surfaces, swim when they are buoyant, and can grab onto ladders and capsule hulls to climb and board. A crew portrait panel shows a live camera for each occupied seat, with a per-kitten field of view and a head, neck or chest camera target.
Rocket construction
Basic debug rocket editor with snap-fit part placement, stage assignment, save/load and launch.
Attitude control and RCS
Functional but WIP. The control point can be moved to any part with a control module or a docking port ("Control From Here"), which shifts the origin and orientation that attitude control and RCS translation work in.
Staging
Functional staging. Sequences are the activation groups. Stages are part groupings.
(Maxi) AutoStage -
Forum /
Spacedock
Space center and launch complex
A modelled launch pad (pad deck, grates, crawler ramp and footpaths) stands at five launch sites (Cape Canaveral LC-39A, Vandenberg LC-4, Starbase OLM A, Guiana Space Centre ELA-4 and Mahia LC-1A), with collision, a vegetation exclusion zone and a terrain decal that flattens the ground around it. All five sites reuse the same pad model. No buildings or other facilities yet.
✓ Ready, but evolving!✗ Unknown, maybe in progress? In progress, either mod or KSA dev team
Feature
Core
Mod
Comments
Maneuvering nodes
Functional. Burns are created by left-click or a right-click menu with apsis and node snapping, warp-to-point, and circularize / match-target-plane presets; chained burns plan on the final post-burn trajectory. Auto-execution handles one burn at a time.
Orbital elements readouts (apoapsis, periapsis, etc...)
Functional. Apoapsis, periapsis and node markers are drawn directly on the orbit, hover readouts sit in the lower left, and numeric data stays hidden until an orbit is hovered or active. Modders working on this as well.
(Barney) KittenEngineerRedux
Transfer window planner (porkchops)
Functional. A mod adds multi-pass Hohmann burn splitting and lets the planner target interstellar comets on hyperbolic orbits (Oumuamua, 2I/Borisov, 3I/ATLAS).
(Maxi) AdvancedFlightComputer -
Forum /
Spacedock
Stock creates circularize burns from the Transfer Planner or the right-click orbit menu (any point, with apsis snapping) and match-target-plane burns at the nodes; no stock auto-rendezvous yet. A mod adds dedicated plan types the stock planner lacks: set apoapsis or periapsis to a target altitude, match a target's orbital plane, or set an absolute inclination, each as a single or multi-pass burn.
(Maxi) AdvancedFlightComputer -
Forum /
Spacedock(Barney) KittenEngineerRedux
Encounter/flyby planning
Stock Transfer Planner computes encounters via a Lambert solver and patched conics; flyby and intercept data shown on the porkchop plot.
✓ Ready, but evolving!✗ Unknown, maybe in progress? In progress, either mod or KSA dev team
Feature
Core
Mod
Comments
Lift and drag
Drag is applied from a per-axis bounding-box drag area that depends on which way the vehicle faces, so a vehicle flying backwards has far more drag than one flying nose-first. No lift model.
Aerodynamics (FAR like)
No info yet.
Heat simulation
No info yet.
Parachutes
Functional but WIP. A parachute bay with packed drogue and main canopies ships alongside four radial chute parts, and a chute runs through arm, line stretch, reefed, dis-reef and full, and can be cut. A reefed canopy pulls less than an open one, and a canopy rips or sheds its lines when it is loaded past its burst pressure or line rating. Canopy count, diameter, reef ratio and duration, riser length, deploy altitude and the dis-reef g-limit are set per part in the editor. Canopy cloth is simulated up to 30x time warp and is visual only.
Landing gear and steering
Deployable animated landing legs exist. No wheel, steering or suspension physics.
Supersonic and hypersonic stability
No info yet.
Stability analysis (FAR like)
No info yet.
Atmospheric turbulence and winds
No info yet.
Flight assistance
Stock SAS provides rate hold and attitude hold (prograde, retrograde, normal, radial, target) via the FlightComputer. Some modders working on more.
(Dejvid) Avionics
G-forces
Vehicles track peak g-load against a size-scaled structural limit (50 g at 5 m radius, floor 5 g) and are destroyed above it. On-screen alerts warn at 70% and 85% of the g-force or dynamic-pressure limit. The flight computer throttles an automatic burn down to hold 90% of the limit. No crew g-effects such as blackout yet.
Some modders working on a mod for this.
(AMPW) G Effects
Multiple functional decouplers and interstages including a radial decoupler. A part's decoupler modules can be switched off individually, which turns an adapter or interstage into a static shroud and hides it from the sequence window.
Fairings
A CoreFairingA part set ships: twelve interstage shrouds that carry their own decouplers, five interstage bridges plus two petal bridges, seven aeroshroud half-shells, two SRB forward skirts and eight nose cones, all with computed structural masses. No procedural fairing builder that wraps an arbitrary payload yet.
Cargo bays, service modules, payload mounts
Service bays, cargo-bay tanks and payload mounts are usable parts: computed structural mass, animated doors, decoupling, and internal connectors with symmetry so payloads mount to connectors rather than surfaces. Still evolving.
Rover frames
No info yet.
Struts
Static structural truss and strut parts exist (Structural category). No dynamic stretch-to-connect strut yet. Some modders working on more.
(Chitak) KSAMiscParts
Fuselages
No info yet.
Nose cones
Eight nose cones from 0.5 m to 3 m, as blunt caps and tangent-ogive profiles including two canted ones, with colliders and computed structural masses.
Stack adapters
Interstage bridge parts (half-W-to-1W, 2W-to-1W, 3W-to-2W, plus two petal variants) act as stack adapters.
Radial attachments
Radial attachment via ToSurface connectors; radial mounts, batteries and tanks available.
Mounting plates
Seven engine/mounting plate variants.
Launch clamps and towers
No info yet.
Heat shields
No info yet.
Launch escape system
A launch escape tower ships for the Gemini nose: a solid motor with three canted nozzles, plus its own nosecone and skirt decouplers. It is staged like any other motor, and there is no dedicated abort action yet.
Flags
No info yet.
Liquid engines
Multiple functional Hydrolox engines (LR91 variants, VTR-10). One _Dev engine uses a debug propellant.
Solid rocket boosters
Functional solid rocket motors. Boosters are built from stackable grain segments (more segments mean more propellant and thrust), with a selectable grain geometry per segment (neutral, progressive, regressive, boost-sustain) that sets the thrust profile over the burn. SRB size D and E parts ship under the Booster editor tag.
Integrated into the LR91 Vac + Verniers engine part, each individually gimbaled.
Deorbit motors
No info yet.
Wings and control surfaces
No info yet.
Fins
No info yet.
Air intakes
No info yet.
Reaction wheels
No info yet.
RCS thrusters and blocks
Functional RCS.
Gimbal
Functional gimbal on all shipping liquid engines, driven by the FlightComputer.
Wheels
No info yet.
Landing legs and skids
Medium landing leg with deploy/retract animation. No dedicated suspension physics yet.
Parachutes
Functional but WIP. A parachute bay with packed drogue and main canopies ships alongside four radial chute parts, and a chute runs through arm, line stretch, reefed, dis-reef and full, and can be cut. A reefed canopy pulls less than an open one, and a canopy rips or sheds its lines when it is loaded past its burst pressure or line rating. Canopy count, diameter, reef ratio and duration, riser length, deploy altitude and the dis-reef g-limit are set per part in the editor. Canopy cloth is simulated up to 30x time warp and is visual only.
Solar panels
Fixed radial panel and deployable tracking array; power scales with sun angle and distance.
RTGs
No info yet.
Batteries
Four battery parts plus capsule built-in; functional charge/discharge.
Radiators
No info yet.
Antennas
No info yet.
Docking Ports
Three docking ports with dock/undock, vehicle merge/split, proximity camera and closure-velocity HUD. Right-clicking another vehicle's port targets that specific port, and the control point can be moved onto a port.
Grabbing unit
No info yet.
Robotic parts: hinges, rotors, pistons, etc.
No info yet.
Science experiments
No info yet.
Lights
Three functional light parts with rendering, power consumption and on/off animation.
Containers and slots
No info yet.
Futuristic parts
No info yet.
Action groups
No info yet.
Rocket statistics (Δv, TWR, etc...)
Basic statistics and gauges present; the stock staging window shows live dV, TWR and per-engine fuel bars for the active sequence in flight. The readouts count only engines that can actually produce thrust, and TWR accounts for atmospheric pressure.
✓ Ready, but evolving!✗ Unknown, maybe in progress? In progress, either mod or KSA dev team
Feature
Core
Mod
Comments
Navball
Shader-based, monochrome navball with multiple modes. Some modders working on custom navballs
(ap0r) Colorful Navball
Attitude readouts
Functional.
SAS (Stability assists and automatic attitude)
Functional, including a detailed UI panel.
RCS Maneuvering
Functional. EVA kittens have their own RCS, with a View or Direct control mode and a dedicated gauge panel.
Rocket statistics
Basic statistics present; the stock staging window shows live dV, TWR and per-engine fuel bars for the active sequence in flight. The readouts count only engines that can actually produce thrust, and TWR accounts for atmospheric pressure.
Orbital parameters readouts
Orbital parameters present.
Automatic maneuvers
Automatic burns are functional.
Ascent profile planner
No info yet.
Rocket control (Smart A.S.S. like)
SAS attitude targets (prograde, retrograde, normal, radial, target) cover the same functions. No separate panel.
Alarm clock
No info yet.
Telemetry and charts (Flight recorder)
Relative-trajectory (rendezvous) plot window and attitude phase-space plots exist. No general-purpose flight data recorder.
Landing guidance and suicide burn
No info yet.
Docking mode and automatic docking
Manual docking supported (docking camera, proximity readouts, Dock attitude frame). Targeting resolves to a specific docking port and the Dock (TGT) frame aligns to it even when the port is off the target's centerline. No automatic approach and docking yet.
Body rates (angular velocity) are saved and restored for all vehicles, including off-loaded ones.
Resource dashboard (Fuel, EC, water, etc...)
A Resources HUD gauge lists every resource on the controlled vehicle with percentage-full bars coloured per resource definition, auto-sizing up to six rows and scrolling beyond that.
✓ Ready, but evolving!✗ Unknown, maybe in progress? In progress, either mod or KSA dev team
Feature
Core
Mod
Comments
Multiple propellant types
A reactions library ships in Content: Hydrolox, Kerolox, Methalox, Ethalox, MMH/NTO, monopropellant hydrazine, HTP, and solids (APCP, double-base); thermal reactions (CH4, H2, NH3, etc.) are defined for future thermal rockets.
Fuel crossfeed
Propellant drains by part-tree graph with stage-aware ordering, plus player-defined one- or two-way fuel lines across decouplers and unconnected parts. Dedicated fuel-port parts exist (placeholder art), with asparagus-aware drain ordering and a per-tank propellant-use toggle that can wall a tank off from engines and crossfeed. Fuel line hoses can be bent in the editor by adding or removing nodes along the line.
Resource transfer
In-flight tank-to-tank fuel pump transfer: mark tanks In or Out from the part window and matching propellant moves between them at a fixed rate, drawing electrical power while it flows. An empty receiving tank adopts the donor's propellant mix.
✓ Ready, but evolving!✗ Unknown, maybe in progress? In progress, either mod or KSA dev team
Feature
Core
Mod
Comments
Realistic solar system (RSS like)
A real solar system is used during development. Briar Thrain & tomservo are working on a tool that
collects real astronomical data (NASA Horizons) and converts it to KSA format
(Briar Thrain & tomservo) PEBKAC
N-body (Principia like)
No info yet.
Life support (Kerbalism like)
No info yet.
Fuels boil-off
No info yet.
Radiation belts, solar storms
No info yet.
Engine reliability and structural failures
Vehicles are destroyed when exceeding a structural g-limit or dynamic pressure limit, including terrain, ocean and vehicle impacts. Contact pressure is accumulated per part through a collision and a part fails once it goes past its crash tolerance. No engine reliability model yet.
Part failures, like Parachute failures
Parts break under impact loads: each part accumulates contact pressure and fails once it passes its crash tolerance, then is isolated from its craft and destroyed, leaving debris behind. Parachute canopies rip or shed their lines when they are loaded past their burst pressure or line rating. No wear, ageing or random failures yet.
G-limits for crew
Kittens on EVA are simulated as vehicles with their own g-load limit, 2.5x the structural limit for their size, and are destroyed by hard enough impacts. No g-tolerance model for crew riding inside a vehicle.
Crew proficiency and experience
The kitten roster tracks per-kitten mission count, mission time, distance travelled and fastest speed. No proficiency or experience effects yet.
Parts degradation (solar panels, batteries, etc...)
No info yet.
Stage recovery
Landed vehicles on the home body can be recovered from the escape menu or the universe manifest. No refunds and no automated recovery of dropped stages yet.
The shipping launch pad carries its own texture atlas with an alpha-mapped gravel trim, and blends into the terrain around it. One generic pad is reused at all five launch sites, so there are no site-specific complexes yet.
✓ Ready, but evolving!✗ Unknown, maybe in progress? In progress, either mod or KSA dev team
Feature
Core
Mod
Comments
High-res terrain and planets
Tessellated terrain with biome materials, procedural modifiers, shadow maps and an in-game debug terrain editor.
Atmospheric scattering
Functional
Volumetric clouds
Clouds present but WIP
Flares
Amazing flares are present.
City lights
No info yet.
Auroras
No info yet.
Planet shine and reflections
Functional
Thin-film interference
Engine nozzles show this effect
Engine plume visuals
Implemented but WIP. Volumetric plume trails are enabled by default on solid rocket motors, with plume drift, dynamic segment merging and a distance-based LOD system.
Reentry effects
Sound is there during reentry. No plasma visuals yet.
IVA cockpits
IVA camera with cockpit interiors; IVA raytracing available (toggle in graphics settings, off by default). Kittens in IVA receive raytraced lighting and reflections.
First person EVA
Regular EVA is possible, including walking, running and jumping on planet surfaces, swimming when buoyant, and climbing ladders or grabbing a capsule hull to board. No first person.
Camera effects (shaking, etc...)
No info yet.
Surface details (rocks, trees, craters,etc...)
Ground clutter (rocks, trees and vegetation by ecotype) and procedural craters, dunes and erosion, with a quality toggle. Clutter colliders reach the physics simulation and a hard enough impact destroys the clutter it strikes.
✓ Ready, but evolving!✗ Unknown, maybe in progress? In progress, either mod or KSA dev team
Feature
Core
Mod
Comments
Customizable keybinds
Functional
Controller support
Gamepad axes are read for the free-camera. No flight-control binding or controller settings UI yet. Forums and Discord have some info about controller profiles and bindings
Interface Scale (50-200%) sizes windows, widgets and tooltips, and a separate HUD Scale (25-200%) sizes every HUD element on top of any per-gauge scaling. Density, pixel snap and a custom font are also configurable in Interface settings.
Configurable UI (drag, hide, scale, etc...)
HUD gauges can be repositioned and resized, and any arrangement saved as a named HUD layout. A management window assigns per-layout hotkeys and a default, and layouts can be switched in flight via hotkeys. Each gauge canvas can also carry context flags (Burn, Engines, EVA, Target, Vehicle, Sequence and more) so it only draws when they all apply to the controlled vehicle, editable in a Context Assignments window.
Minor bodies (Phobos, Deimos) and some dwarf-scale objects exist; no dedicated dwarf-planet class. Some modders working on this.
Asteroids and comets
Already present but probably WIP.
Planetary rings
Implemented on Saturn with volumetric rendering and a dedicated ring renderer. Some modders working on more.
Tidal locking
Bodies marked tidally locked rotate at their orbital period (Luna, Phobos, Deimos, Pan, etc.).
Axial tilt / Obliquity
Every body has a real axial tilt applied to its rotation (Earth 23.44 deg, Uranus 82.28 deg).
Precession
No info yet.
Procedural planets
Procedural terrain modifiers (simplex, erosion, craters) generate planet surfaces from authored seeds; no random planet generation. Some modders working on something similar in concept.
(Awsomgamr999) PolarEarth
(Emu) RedDwarfSol
Simple API to create new planets
A clear interface is present to create new planets.
✓ Ready, but evolving!✗ Unknown, maybe in progress? In progress, either mod or KSA dev team
Feature
Core
Mod
Comments
Cooperative / competitive multiplayer
Client-server networking infrastructure (RakNet sessions, chat, player replication) exists in code, but there is no in-game multiplayer yet. Some modders working on this.
(RacerXx) KSA Multiplayer