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.
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 Transfer Planner can create circularize burns (apoapsis or periapsis); 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
Simple drag is applied. No lift model.
Aerodynamics (FAR like)
No info yet.
Heat simulation
No info yet.
Parachutes
No info yet.
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
Multiple functional decouplers and interstages including a radial decoupler.
Fairings
First commits including fairings and interstages.
Cargo bays, service modules, payload mounts
Service module assets with internal storage connectors, cargo-bay tank assets exist. Work in progress by the KSA team.
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
No info yet.
Stack adapters
Interstage bridge parts (2W-to-1W, 3W-to-2W) 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
No info 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.
✓ 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. Mixture ratios are no longer hardcoded.
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 now 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.
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
✓ 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 now 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).
First person EVA
Regular EVA is possible. 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.
✓ 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
Font size, density, pixel snap and custom font 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.
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