
I went into the tutorials all bright-eyed and cheerful before the overwhelming reality of physics (my most dreaded subject in high school) came crashing down on me. However much effort you put into Kerbal, you’ll get exponentially more back.Įarly on, you’re met with one humbling experience after another.

But then I came to realize what was possible in this sandbox and grew restless, forever in search of the next self-set milestone. There are a lot of deep, dense systems at play, and getting a handle on even the basics (knowing apoapsis from periapsis, prograde from retrograde) necessitates a commitment to learning real-world science and game mechanics before it “gets fun.” I mean, sure, cobbling together a rocket, to use that word loosely, is enjoyable. It’s the kind of game that, whether you like it or not, comes creeping into your mind when you’re supposed to be off doing literally anything else. There are people out there spending hundreds of hours playing, learning, and teaching Kerbal Space Program and I’m not talking about some miniscule group of superfans. If other people can stick with Kerbal and learn from enough failures to pull off grand space escapades, there might be hope for me too. That went on for years, up until last week when Squad released version 1.0 on Steam. “Maybe once it’s gone through Steam Early Access,” I’d always tell myself.

#KERBAL SPACE PROGRAM CONTROLS SIMULATOR#
What a tremendous shame that would’ve been.įrom a comfortable distance, I had seen enough of this hardcore rocket-building and space-exploration simulator to respect it, but I had also heard enough war stories to fear it (see: xkcd). I might have never touched Kerbal Space Program had it not been offered as a review assignment.
