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: 31st May 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. No soft-body or aero-lift yet.
Aerodynamics and atmospheres No info yet.
Kittens! Cute!
Rocket construction Basic debug rocket editor with snap-fit part placement, stage assignment, save/load and launch.
Attitude control and RCS Functional but WIP.
Staging Functional staging. Sequences are the activation groups. Stages are part groupings. (Maxi) AutoStage - Forum / Spacedock
Space center and launch complex No info 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. Crude UI. Execution limited to one maneuvering node. (If multiple, none of them will execute)
Orbital elements readouts (apoapsis, periapsis, etc...) Functional. Crude UI. Some text overlapping. 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 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.
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 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
G-forces 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.
Fairings First commits including fairings and interstages.
Cargo bays, service modules, payload mounts Some work in progres the by 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 Few small SRB showcased (3D models)
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 No info yet.
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.
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. A mod extends the stock Stage/Sequence info panel, in flight and in the editor, with per-stage dV, TWR, burn time and ISP. (Maxi) StageInfo - Forum / Spacedock
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 Three combustion processes defined (Hydrolox, Kerolox, MMH/NTO).
Fuel crossfeed Propellant drains by part-tree graph with stage-aware ordering. No fuel lines yet.
Resource transfer No info yet.
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 No info yet.
Part failures, like Parachute failures No info yet.
G-limits for crew No info yet.
Crew proficiency and experience No info 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 No info yet.
Mission simulation No info yet.
Launch complexes textures (Cape Canaveral, etc...) No info 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
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, vegetation by ecotype) and procedural craters, dunes and erosion, with a quality toggle.
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 Font size, density, pixel snap and custom font configurable in Interface settings.
Configurable UI (drag, hide, scale, etc...) No info yet.
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