What's more exciting to me, though, is that the members of the community who do have that experience are joining us in this larger mission of introducing this universe and all these concepts to a far larger number of people." If we succeed in making the first-time user experience better there will be more people landing on the moon, and I guess if you think of that as currency, we're devaluing it by letting more people accomplish that. "There's been a certain cachet to getting deep enough into Kerbal Space Program that you can land on the moon. As regards reactions to the sequel in the existing Kerbal playerbase, he says that "their and our instincts are well- aligned" so far, for all the usual fan misgivings about designing for accessibility. Simpson can't share much on the subject, but suggests that this feature as much as the clearer interface will help the game expand its audience (another benefit of the overhaul is that modders have more options to play with). If tours of other solar systems and offworld dockyards are Kerbal Space Program 2's more immediate draws, its magic ingredient may prove multiplayer, which is the reason Star Theory has overhauled so much of the original game's engine. Orbital space stations are naturally less constrained – though still liable to crumble like wet candyfloss when you dock with one a little too firmly – which "means you can build vehicles of essentially arbitrary scale, as big as your computer can handle, probably." This greater capacity is vital because interstellar vehicles guzzle up fuel more or less constantly, accelerating for the first half of the voyage, then flipping around to decelerate for the second. There's a lot of domino-style stuff you can get into.
Personally I love the idea of building just the longest possible cantilevered structure out over the edge of a canyon, and then a landing pad on the end of that, and trying to diving-board that thing. "We are simulating physics for those too, and there are so many goofy things you can try. "Surface colonies really can turn into a game of Tower Of Goo," Simpson says. So this is a way for us to couple player progression to growth."Īs for the architecture of those colonies, you'll want to play it safe to begin with, sprinkling a few habitats across a nice level area, but overreaching is much more fun. And that's a great way of decoupling colony progression from time zoom, because a lot of time-based mechanics are completely undone by the zoom – I can just sit there and activate 10,000x zoom and things happen automatically. As you achieve things in the games, Kerbals celebrate by. "It's essentially what drives population increase locally at individual colonies. There's also the enticing prospect of Kerbal sex – or, as Simpson puts it, "growth events" – which aim to encourage players not to fast-forward their projects quite as often. Star Theory is still working on the supporting economic systems, but the key currency for tech is once again science. Many of the old technologies are back, too, albeit "in more beautified form" but there are plenty of new toys, from extra ship core sizes to fresh kinds of propulsion, including a drive that works by detonating nukes behind it – not something you should try near a starbase. When it finally does launch (excuse the pun) it's currently scheduled to land on Xbox One, PlayStation 4 and PC."If we succeed in making the first-time user experience better there will be more people landing on the moon" Nate Simpson, creative director
Kerbal Space Program 2 was originally set to release this year, but a series of development issues including a change of studios at the start of 2020 has seen the project move into 2022.
You can check out the full video for yourself below. There's also talk on they react to physical forces to give a tell to players how those forces are effecting the Kerbals, including an increase in "panic levels" so you can tell how close your spaceship creations may be coming to falling apart in a spectacular fashion. Forth: Restart steam when it asks you to.
Third: Change your download region to a US based region. The video, which we've embedded below, includes members of both Intercept Games and Squad Games talking about the evolution of the series' titular space-farers from the first game to next year's second outing, and the importance of giving them exaggerated animations and their distinct personalities to make them feel more alive. First: Open up steam and go to the top left of steam and go to settings. Space flight simulation sequel Kerbal Space Program 2 has released a new video talking to members from both development studios about their work on the upcoming game, with the latest episode focusing on the little green Kerbals themselves.