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.
Last update: 2nd September 2026

KSA ecosystem features

Core gameplay 🔗

✓ 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.
Tech tree and science collection No info yet.
Missions and campaigns No info yet.

Orbital mechanics and trajectories 🔗

✓ 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
Automatic maneuvers (circularice, rendezvous, etc...) 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.
N-body (Principia style) No info yet.
Lagrange points and halo orbits No info yet.
Stationkeeping No info yet.
Ascension automation (PVG like) No info yet.

Aerodynamics and flight mechanics 🔗

✓ 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

Parts, construction and robotics 🔗

✓ Ready, but evolving! ✗ Unknown, maybe in progress ? In progress, either mod or KSA dev team
Feature Core Mod Comments
Capsules Functional crewed capsule with IVA interior, two crew seats, built-in battery and lights.
Space Planes Some modders working on this. (UriahGnu) Spaceplanes
Probe cores Some modders are working on this (Thoteus) Sputnik, Luna, and Vega
Living spaces and habitats Some modders are working on a similar concept. (Kepeca) ONeilCylinder
Avionics No info yet.
Fuel tanks Cylindrical (1m, 2m, 3m) and radial spherical tanks.
Interstages (decouplers, separators, payload adapters) 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.
Jet engines No info yet.
Turboprop engines No info yet.
Exotic engines (ion, nuclear, ramjet, scramjet, etc.) No info yet.
Ullage motors No info yet.
Vernier engines 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.
Procedural parts No info yet.

Navigation, instruments and automation 🔗

✓ Ready, but evolving! ✗ Unknown, maybe in progress ? In progress, either mod or KSA dev team

Resources, ISRU and logistics 🔗

✓ 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.
Resource harvesting (Space, surfaces) No info yet.
In-Situ Resource Utilization (ISRU) No info yet.
Background resource simulation (off-loaded vessels) No info yet.
Power generation and storage Batteries, fixed and deployable solar panels, and lights as power consumers; managed by a power system.
In-Situ construction and printing (Stationeers like) No info yet.
Planetary logistics and supply routes No info yet.
Resource scanning and prospecting No info yet.

Communication and data 🔗

✓ Ready, but evolving! ✗ Unknown, maybe in progress ? In progress, either mod or KSA dev team
Feature Core Mod Comments
Line-of-sight communications No info yet.
Signal strength (Tx and Rx) No info yet.
Data rate and transmission scheduling No info yet.
Signal delay No info yet.
Upgradeable ground stations No info yet.
Atmospheric reentry blackout No info yet.
Science transmission No info yet.
Directional antennas and pointing No info yet.
Data recorders and telemetry logs No info yet.
Data-links between vessels (Comms network) Some modders working on something related (General Meatsauce) RF Spectrum Mod
Radio Detection and Ranging (RADAR) Some modders working on something related (General Meatsauce) RF Spectrum Mod
Radio(Astronomy, Beacons, Collision detection, Signals intelligence) Some modders working on something related (General Meatsauce) RF Spectrum Mod

Science, exploration and mapping 🔗

✓ Ready, but evolving! ✗ Unknown, maybe in progress ? In progress, either mod or KSA dev team
Feature Core Mod Comments
Science experiments No info yet.
Experimental parts No info yet.
Biomes Biomes defined for Earth, Luna, Venus and Mars; drive terrain visuals and ambient sound. No science gameplay tied to them yet.
Tech tree No info yet.
Celestial bodies scanning, surveying and mapping No info yet.
Asteroid and comets discovery and tracking No info yet.
Surface experiments No info yet.
EVA science, crew science and surface samples. No info yet.
Long-term experiments No info yet.
Star systems and exoplanets discovery No info yet.
Exotic discoveries (pulsars, black holes, etc.) No info yet.
Anomalies (Stellaris like) No info yet.
Artifacts and ancient civilizations No info yet.

Realism and simulation 🔗

✓ 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.
Day/Night thermal cycles No info yet.
Launch complex management No info yet.
Multiple space centers No info yet.
Space agency management and leaders No info yet.
Historic parts No info yet.
Ullage No info yet.
Single ignition engines No info yet.
Mission design (KSPTOT like) No info yet.
Remote control Some modders working on this. (GhentZ) KittenRemoteControl
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.
Mission simulation No info yet.
Launch complexes textures (Cape Canaveral, etc...) 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.

Visual, sound and immersion 🔗

✓ 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.
Dynamic and immersive music Some cool music is already there. Some modders working on this. (sillytrongooboo) KSP2 Music Replace (Thoteus) GustavHolst
Sound effects Rudimentary sound effects are present.
Replays and ghosts flights No info yet.
Weapons and armament No info yet.
Custom HUD Some modders are working on this. (Uriah) AircraftHUD
Vapor cones No info yet.
Custom Gatonauts Some modders working on this. (Thoteus) CustomCatastronauts (dandoesstuff) Kitten Ears!
Discord integrations Some modders working on this. (rat in suit) KSADiscordRichPresence
Reasonably good memes Some modders working on this. (dandoesstuff) Everything is Scott Munley
Icons, favicons, desktop icons Some modders working on this. (averageksp) Multiple icons for your KSA shortcut on your desktop (.ico) (henr1k) KSA Icon and flat Logo [CC 4.0] (Planetary) My KSA Icon/Logo (Infinite_Spaces.) Temporary Icon (.ico) files for KSA.
dear imGui implot extension support Brutal.ImPlot.dll ships with the game and is available to mods. (KSA) dear imGui implot extension

UI and QoL 🔗

✓ 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
Custom control panels support No info yet.
Part catalog (search, tags, categories, etc...) Some work in progres the by KSA team
Action groups No info yet.
Craft management(Versioning, folders, tags, etc...) No info yet.
Tutorials and training missions No info yet.
Difficulty settings No info yet.
Revert flight No info yet.
Undo/redo, copy/paste on editor No info yet.
Mod management (CKAN) Some modders are working on this. (Awsomgamr999) KSAMM
UI scaling and DPI settings 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.
Accessibility options No info yet.
In-game bug reporting with logs and screenshots Brutal.Monitor integrated on latest builds
Decals No info yet.
Customizable toolbars Directly via imgui. Some modders working on this. (MrJeranimo) ModMenu
Voice effects (Chatterer like) No info yet.
Languages Full localization infrastructure exists (ResX-based, modder-extensible), but only en-US ships. Some people getting organized in the forums.
External Data Stream (RPC, Protobuf, etc...Telemachus like) Some modders are working on this. No links yet
Vessel switch Functional
Celestials visited tracking Some modders working on this. (MrJeranimo) Celestial Charter
Game reloaders / Mods reloaders Stock hot shader reload exists as a dev tool; full mod hot-reload is not implemented. Some modders working on this. (TheRooster) SystemReloader
Ship teleportation debug option Game core allows you teleport the ship for testing to multiple locations.Some modders working on this. (UriahGnu) Launch Vehicle One (LV-1)

Celestial objects and systems 🔗

✓ Ready, but evolving! ✗ Unknown, maybe in progress ? In progress, either mod or KSA dev team
Feature Core Mod Comments
Multiple star systems Custom star systems are possible via configuration files. Some modders working on this. (Thoteus) CustomMoonarSystem (Elowiny) JublioSystemKSA (UriahGnu) Planet Only Systems (for poor people) (Plazma) KSP-Redux
Interstellar travel No info yet.
Binary systems No info yet.
Dwarf planets, minor bodies and irregular moons 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.
Underground structures (Caves, lava tubes) No info yet.
Events (Impacts, storms, eclipses, auroras, etc...) No info yet.

Multiplayer and meta features 🔗

✓ 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
Competitive challenges No info yet.
Time-warp reconciliation No info yet.
Shared construction No info yet.
Space race No info yet.
Craft sharing No info yet.
Achievements and leaderboards No info yet.
Telemetry export and external dashboards Some modders working on this. (Awsomgamr999) StellarAnalytics
Mission and contract designer No info yet.
Steam integration Some modders working on this. (sillytrongooboo) KSA Steam Page
Modding sandboxes Some modders working on this. (MrJeranimo) TempDebug

Modding resources 🔗

Info / URLs
KSA Modding API docs Not ready yet
KSA Modding Discord KSA Modding Discord
KSA Modding Wiki (Unofficial) KSA Modding Wiki (Unofficial)
StarMap mod loader StarMap mod loader

Community resources 🔗

Info / URLs
Discord Join Discord
RocketWerkz website Visit RocketWerkz website
RocketWerkz Twitter RocketWerkz Twitter
RocketWerkz YouTube RocketWerkz YouTube
RocketWerkz Facebook RocketWerkz Facebook
RocketWerkz Twitch RocketWerkz Twitch
Ahwoo website Visit Ahwoo website (KSA download, Contributions, forums)
Ahwoo Twitter Ahwoo Twitter
Ahwoo Instagram Ahwoo Instagram
Ahwoo TikTok Ahwoo TikTok
Ahwoo KSA Forums Ahwoo Forums
Ahwoo LinkedIn Ahwoo LinkedIn
Fork me on GitHub