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Reentry has been patched to version 1.1!
With the 1.0 launch behind us and many of the major launch issues addressed, development is now gradually shifting back to normal. This means continued improvements and bug fixes for existing content, while also dedicating time to new features and future additions to the simulator.
The 1.1 update serves primarily as a soft transition into this new development phase. As outlined in the roadmap, the main focus between versions 1.0 and 1.1 was the release/post-launch crashes, issues, fixes and improvements to the 1.0 scope, and Virtual Reality related tasks.
The 1.1.0 update marks this transition while also introducing the first test version of a more complete end-to-end VR solution, updates to the Lunar Rover navigation systems, alongside a collection of bug fixes and quality-of-life improvements to the existing 1.0 content.
Note: You can always revert to a previous version via the Steam Betas tab if needed. The latest previous version is: 1.0.84. The rollback option is there to ensure smooth user experience in case something does not behave as expected.
State Update of 2026
This video showcases some of the key focus areas in the immediate future and goes through the roadmap for the game as we transition into 1.1.
Virtual Reality: Main Menu and In-Game menus
This patch rolls out a new testing launch option when starting the game from Steam. By using this option, the game will automatically attempt to launch into VR.
In addition the Lyra Creative intro scene has received VR support and a VR enabled Main Menu is introduced. This allows you to both launch the game in VR, and keep your headset on while selecting missions.
In addition I have started the work of allowing the in-game menus to work in a VR enabled scene. The menus are currently fixed and positioned in front of the main panels of the Mercury, Gemini and the Apollo Command Module cockpit while testing if the internal logic can work as a first step.
The in-game menu will allow you to end the session, see the debrief menu, trigger failures, configure audio and save the state without taking off the headset to interact with the standard monitor menus as you previously had to do.
I have also provided new VR enabled menus for the Mission Tools/Crew Members screens required to toggle various cockpit equipment, use the Retrograde Burn Planner and all the other functions this menu provides.
Virtual Reality support for the Lunar EVA and Lunar Rover
One of the critical feature still requiring VR support to allow the completion of the Academy and the 4th Campaign is the Lunar EVA (walking on the Moon). This version rolls out the initial support to both walk on the Moon and drive the Lunar Rover in the surface. The keyboard or the thumb sticks are used to move during EVA and while driving the rover and the same thumb press is used to toggle the function bubbles.
I recommend watching the State Update 2026 video where I cover all of these VR updates mentioned above. Keep in mind that these are the first iterations of the various end-to-end VR components and will require additional work and testing before refining the implementation.
Navigation Instruments for the Lunar Roving Vehicle
I have finally added the heading indicator, distance, range and speed gauges to the panels of the Lunar Roving Vehicle. The distance/range indicator is using scaled Unity Units as its source data as I test the tracking and logic for this but will soon be formatted to km/nmi.
Another request has been a video on how to operate the LRV, so I will publish a video about this on YouTube in the coming days.
Bug Fixes I have also patched the game with the following bug fixes.
Updates to the ALT and VEL light logic in the LM so they won't stay illuminated outside of their scope. Their primary purpose is to show the landing radar status during P63 as the craft starts the powered descent.
Fixed the LANGERR issue when requesting the CSI burn. This has led to confusion and exceptions during the ascent,
Tweaks to the Lunar Landing (PDI) checklists.
Wrote a fix to prevent the B/Checklist Guide Proceed keypress while using UI elements such as the search field, notes, etc.
QoL changes to the LM undock checklist, ensuring radar cbs checks
French string formatting language fixes. This caused incorrect radio comms and a potential exception.
Optics Angle Display exception bug and formatting fix. An issue with the angle calculations used for the Shaft and Trunnion caused invalid numerical values. This led to exceptions and unexpected errors down the line.
LM P30 PAD HA and HP value fix (R nmi -> alt nmi).
After the 2026 State Update video I hosted a small Ask-Me-Anything (AMA) session for those who tuned in. You can see the recording here:
Patch notes:
Updates to the ALT and VEL light logic in the LM
Fixed the LANGERR issue when requesting the CSI burn
Tweaks to the Lunar Landing (PDI) checklists
Wrote a fix to prevent the B/Checklist Guide Proceed keypress while using UI elements such as the search field, notes, etc.
QoL changes to the LM undock checklist
French string formatting language fixes
Optics Angle Display exception bug and formatting fix
LM P30 PAD HA and HP value fix (R nmi -> alt nmi)
Added a testing Steam Launch Option that will pass the --vr argument to force VR mode ON.
Lunar Rover: Heading, Distance, Range and Speed indicators/gauges
VR: Intro scene and VR booter
VR: Main Menu
VR: In-game VR menus (end session, debrief)
VR: Crew members menus
VR: Fixed an issue that would prevent some CSM UI interactions after switching to the LM and back to the CSM
VR: Lunar EVA support (no VR Mouse Cursor support yet)
VR: Lunar Rover Vehicle support (no VR Mouse Cursor support yet)
Hello virtual astronauts!
After a long month of administrative and tax related tasks I am back to finally be able to fully focus on development again. The game will transition to version 1.1 very soon but before doing so I wanted to roll out a smaller patch with some fixes. Please recall that the 1.0 -> 1.1 transition will not contain any major new features as this is the transition from working in a reactive state, fixing the 1.0 issues and bugs, to starting the 1.1 working blocks. See the in-game Roadmap for details.
You can always revert to a previous version via the Steam Betas tab if needed. The latest previous version is: 1.0.51. The rollback option is there to ensure smooth user experience in case something does not behave as expected.
Mercury "Game Over" fixes
This update fixes an issue with the Mercury oxygen and suffocation logic. A change to the Mercury ECS way back had caused the suffocation and fire/smoke logic to not trigger correctly, leading to not getting a game over. The logic measures the amount of oxygen in the Cabin and Suit, and if they are depleted, you will have a few minutes left to correct it before the Game Over screen is triggered. The temperature/burn logic has similar checks that should now work again, where high temperatures in the cabin and electrical systems can cause fumes, smoke and fire. This has to be corrected fast, or the high temperature and fire will make systems malfunction (even if Random Failures are turned off), or even cause a game over depending on temperatures.
Lunar Rock Generator
This patch also corrects the Lunar Surface rock generator (large and small rocks) to prevent it from spawning rocks under the craft as you load into a lunar stay saved stated, and improved a few other things to the generator. Keep in mind that the entire lunar surface "world" has a planned overhauls towards 2.0.
Command Module Tower Jettison
I fixed an issue and improved the logic (thanks Amaryllis) of the Command Module tower jettison system. The switches are now momentary, and the internal logic related to it has been improved. In a future update I will also roll out a Realism Setting that will require you to manually flip these switches during ascent to jettison the tower.
Apollo fixes
The patch also contains some minor fixes related to other Apollo systems and features:
I have also improved the logic related to the AGC and the EPS, where the AGC COMT ACTY light would be locked in an on-state even when no power is supplied.
When requesting a P30 PAD, some of the PAD fields was not correctly aligned, so I made a fix for that.
I have improved the logic of the CM/LM latch pressure flow system.
May the 4th be with you.
Patch Notes:
Mercury/Gemini ascent guidance stability updates
Minor corrections to Apollo 13 transmission text
Improvements to the Lunar Surface rock generator
Lunar Ascent burn request labelling fixes
Fixed an issue with the AGC COMP ACTY light while computer is off
CM P30 PAD updates
Mercury O2 and suffocation fix
Mercury temperature and heated equipment fixes
Fixed an issue preventing players using the French translation from requesting a Lunar Ascent.
CM/LM hatch pressure flow updates
CM Tower Jettison 1/2 momentary switch fix
CM Tower Jettison logic updates
Continued to iterate on the GDC align logic
This patch rolls out a new Apollo Command Module lesson designed to teach you the most important housekeeping procedures required during full length Apollo missions. It also aims to improve the current FDAI ball drive logic used during a GDC align logic and a LM coarse align logic. It also improves the CO2 absorber logic, updates various checklists and typos, and refines the CM battery charger.
Update: Version 1.0.54 was rolled out as a minor hotfix for some additional logic related to the Attitude Indicator Alignment drive logic.
You can always revert to a previous version via the Steam Betas tab if needed. The latest previous version is: 1.0.42. The rollback option is there to ensure smooth user experience in case something does not behave as expected.
Command Module House Keeping
Most of the in-game missions related to Apollo has been split up into multiple chapters due to the length of an Apollo mission. However, the recently introduced Flight Plan Modes (Apollo 8, Apollo 11, Apollo 16 so far), multiplayer modes, and the Free Play missions lets the player fly the full missions from the launch pad to landing. During a full Apollo mission, you are required to maintain a healthy craft by following scheduled housekeeping tasks (also referred to as coasting tasks).
These tasks are for example purging the fuel cells (O2/H2 purge), stirring the cryogenic tanks, changing the CO2 absorber elements, charging the batteries, draining the waste water tanks, and so on.
A new checklist has been added to the Timeline tab where the player can, unless provided by the mission, follow a generic schedule of when to perform these housekeeping tasks.
A new Academy Lesson for the Apollo Command Module has been added to teach you the main procedures, why they are done, and where to find them in the checklists.
Attitude Indicator Drive Logic
I have updated the Attitude Indicator (FDAI) drive logic and alignment logic to better support GDC Align and the LM to CM coarse alignment logic. You can still use the simplified mode, or you can try to follow the more realistic procedure (in the GDC to IMU alignment checklist) backed up with manual slew. All modes are explained in the checklist.
Update: The 1.0.54 hotfix fixed additional issues with this logic.
CO2 Filtering
I have updated the CO2 filtering logic and CO2 absorber element replacement logic in the Apollo Command Module. The replacement schedule is provided by the mission or the new housekeeping checklist, and you are now able to open the actual CO2 doors, see the exposed CO2 absorber element, and see a small animation when replacing them.
CM Battery Charger
I have continued to build upon the changes from the previous patch to improve the CM battery charger. It should now behave better after having some issues due to some fundamental EPS changes a while back. No changes to the procedures, but the charge amps and voltage should show the current charging state.
Reflection Probe Test
This patch rolls out a new test implementation for the reflection probes setting. If you select the TESTING setting, the reflection probes will update in real time again, but with a low resolution of 16x16. If this mode seems to work with some broader testing, I will iterate the implementation with the ability to select what resolution the real-time probes will have. This is a very hardware demanding setting as updating the reflection probes in real-time is an expensive rendering task.
Patch notes:
New Apollo CM lesson: Lesson 19 - Housekeeping
CM GDC Align fixes
LM IMU coarse align
CM CO2 Absorber replacement logic updates
CM LiOH Canister modelling
Checklist fixes and updates
Connected CM panel 306 to the LEB integral light system
Fixed an issue with the Gemini burn time estimator
Continued to refine the CM battery charger logic
Reflection Probe testing option: lowered resolution to allow no time slicing (very hardware demanding)
After a week-long winter break, development now continues toward the upcoming 1.1 phase. I will soon share a dedicated post outlining what players can expect from this next stage.
This minor update focuses on improving overall usability and addressing issues reported by the community following the recent physics update. Several mission typos have been corrected, along with small mission flow adjustments and checklist updates aimed at making procedures clearer and easier to follow during gameplay.
One important fix resolves an issue where incorrect use of P52 could cause the spacecraft to teleport to another location, most commonly during the Command Module entry phase. This behavior was caused by invalid data being passed into the physics system, leading to calculation instability.
Additionally, an issue with the Command Module battery charger has been fixed. Previously, instruments could indicate a small charge flow even when batteries were already fully charged, making it difficult for players to reliably interpret system status. The fix improves feedback clarity and supports more confident decision-making during operations.
These 1.0.X updates are part of the ongoing effort to respond to feedback and refine the experience through continuous improvements between larger feature updates.
You can always revert to a previous version via the Steam Betas tab if needed. The latest previous version is: 1.0.41. The rollback option is there to ensure smooth user experience in case something does not behave as expected.
Patch notes:
Checklist updates
Typo fixes
Fixed and issue where P52 option 2, if supplying a time in the past, could make the craft teleport due to a crash in the physics engine. This is a common call during the current CM entry procedures.
Command Module Battery charger fix
For the past few weeks I have been working on a major physics upgrade, updating Lyra Engine and Gravity Engine to their latest versions. This has been a demanding process with a lot of moving parts, and almost everything related to orbital mechanics has been affected in one way or another. A significant amount of functionality has been re-implemented, and several post-migration issues discovered during testing have been resolved.
The goal of this upgrade is first and foremost to improve overall stability and reliability of the physics engine. It brings in important bug fixes from the latest engine versions and lays the foundation for more advanced physics, trajectory calculations and orbital mechanics as we move toward version 1.1. In short, this update is about making Reentry more robust and opening up for more features for orbital maneuvering.
This has been a costly upgrade in terms of time, and it will likely require a few additional iterations to address quirks and edge cases that may not yet have surfaced during testing. The build has been in the hands of the Test Pilots and available on the public alpha-floor branch for the past two weeks. Since this is a major underlying change, you may notice differences in behavior compared to previous versions. If you encounter issues that were not present before, please report them and your feedback is highly appreciated.
You can always revert to a previous version via the Steam Betas tab if needed. The latest previous version is: 1.0.30. The rollback option is there to ensure smooth user experience in case something does not behave as expected.
I have tried to keep this update primarily focused on the physics engine upgrade. However, some critical mission updates, checklist updates, content fixes and minor bug fixes are also included to ensure consistency.
Patch notes
Lyra Physics and Gravity Engine (orbital mechanics) version update
Fixed typos in the new CM Academy lesson 9A (Earth Entry)
Updated the CM Academy lesson 6 (SPS) to reflect the latest SPS electricity and logic changes
Fixed the collider of the O2 HI RATE switch in Gemini
Fixed the Highlight Handler transparency as it made it hard to see the panels through it
Fixed an issue where the CM SM/RCS jets can correct rates even when AUTO RCS JET sw is in OFF
Made fixes to the CM RCS powered jet Ring 1&2 logic circuits
Tied the CM optics star identification helpers to the UI labels showing what star you are looking at
Fixed an issue where the SIVB had the potential to overwrite V49 auto maneuvers (roll to 180)
Iterated on the CM SPS logic
Fixed an issue with the Gemini Retroburn Planner that prevented input if previous retro time was in the past
This update adds a search feature to the Mission Pad -> Checklists page, rolls out a full overhaul of the CM Academy lesson 8 (SPS burn planning) and CM Academy lesson 9 A (Atmospheric Entry). It also fixes and improves many internal systems in the Apollo Command Module, fixes quite a few of internal and reported VR issues and general bug fixes.
As mentioned during the 1.0 release, the current phase of development has been mainly focused on fixing zero-day issues, crash to desktop issues, stability, Quality-of-Life fixes and in-game content (academy, missions, checklists, language) based on feedback from you who play the game.
I want to thank you all for helping me improve the game to the best of my ability, and for being part of shaping this product. At this point, these types of reports are slowing down a bit. I will continue to remain in this phase for a few more patches before shifting gears towards the 1.1 bits. Check the in-game Roadmap for details about all of this.
Note: If this patch causes new issues for you, please report them. You can always revert back to a previous version using the Steam Betas tab for the game. The latest previous version is: 1.0.29.
Checklist Search
A text field is added to the checklist page that provides search capabilities on the checklist names. Typing anything into this field will filter the checklists in the Mission Pad, and clearing it will revert the results back to normal. Use this to quickly find the checklists you need.
For example, filtering on P52 will reduce the visible checklists to all those containing P52 in its header.
Recall that you also have the Checklist Bookmarks that you can use to favorite various checklists.
This system has rolled out to all Mission Pads, making it available in Mercury, Gemini and Apollo.
CM Lesson 8 and Lesson 9 overhaul
I have completely overhauled the Apollo Command Module lesson 8 (SPS burn planning) and Lesson 9 A (Atmospheric Entry). The lessons should now guide you through all the actual procedures and better hold your hand as you learn how to master these more advanced topics.
Checklist Tab as a back button
In the previous patch I rolled out a feature that would take you back to the checklist overview if you press the Checklist Tab button, acting like a "back" button.
I have refined this logic to only call that "back" logic if you press the Checklist Tab while it's already open. This is because a player might want to visit the Transcript Tab, the Map Tab, etc, to verify things, while still walking through the checklist.
Virtual Reality
I have refined the new VR Hands Menu to support the old hot keys, and made so you can toggle it on or off. I also made quite a lot of improvements in the internal implementation of these to make this more stable. In addition, I refined the time scale buttons in the Mission Pad -> VR screen to match the changed internal values.
Updates to the SPS logic and electrical systems
I have fixed some issues and improved the entire electrical system and logic behind the Service Propulsion System (SPS) and its surrounding systems. These includes the SPS He Valves and the SPS Pilot Valves circuit breakers, the SPS He Valves talkback indicators, the A/B arming logic and the systems driving these components.
No major procedural changes to these systems except the importance of handling the various system circuit breakers, and that the previous required order of first having to set the A/B ΔV THRUST before the DIRECT THRUST switch no longer exist. The systems now support, as in real life, enabling these in any order to ignite the SPS engine (SCS direct mode).
Command Module ΔV THRUST switch changes
I have made a small change to the ΔV THRUST switches in the Command Module. In real life, if you would close the protective covers of these, the switch would also be pushed to the down position. This is also now true in-game. It is important to be aware of this as closing them can disarm the SPS, so keep them OPEN during any SPS maneuver.
Command Module Three-phase electric power (3ϕ)
I improved the internal three-phase electric power (3ϕ) for multiple systems. This wires the Suit compressor cbs, Cabin fan cbs and Glycol Pump cbs to the new logic. This system still keeps things gamified but makes the operation of these circuit breakers important.
Command Module Fixed Cabin light and flood light power sources
I have improved the Command Module lighting system where each flood light is driven by their respective MNA/MNB connections (instead of general DC availability), and connected their Fixed light switches to the logic. This will allow you to set the Fixed switched to FIXED for full brightness, or OFF for dim control. This will let you briefly illuminate the selected flood light fully if needed without having to turn/change your preferred dim setting.
I have added this logic to the Left, Right and LEB flood light systems.
P40 fixes
I have made a fix to the Program 40 (P40) thrusting program in the CMC that would prevent it from moving from V06 to V16 automatically, leading to an excessive PRO button push that could potentially confuse you as you progress through the procedures.
Gemini Retroburn Plannet Set button fix
The Gemini Retroburn planner had an issue with the SET button that could, in some cases, prevent the timer from being set. You will also now get a radio message when the Time to Retro has been updated.
Broken links in the Flight Documents (SHIFT+M) pad
NASA has made multiple changes to their site hierarchy and moved things around. This has led to some links in the Flight Documents folder to be broken (such as finding the Apollo 13 Flight Plan in the Apollo 13 Historic Mission).
MOCR panel and texture fixes
Based on reports and feedback I have made multiple fixes to the various panels and textures used in the Apollo Mission Control Room (MOCR).
Gemini Voltmeter Fix
An issue in the Gemini Voltmeter would typically indicate 0 volts on the Main DC bus (M) configuration. The issue is seen below:
Gemini Rendezvous program
I made a fix to the Gemini Rendezvous OBC module that would illuminate the inverted IVI arrow indicator on the left/right axis. This module is used to align the attitude/orientation of the spacecraft relative to Agena, and on the IVIs show what direction you need to translate to align your position relative to Agena.
Special thanks to Freeze, Folgers, GoForTLI and the Test Pilots for the help with these Command Module system improvements.
Patch notes:
Checklist and mission fixes
Added a checklist search filter to allow searching for checklists in the current context
Complete overhaul of CM Academy lesson 8 (SPS burn planning)
Complete overhaul of CM Academy lesson 9 A (entry)
Improved the "Checklist" tab click to only revert to main checklist selection if the checklist tab is already open (to allow using other tabs while still getting back to where you left off in a current checklist)
VR: Bound the new VR Hand Menu to the Comms button to allow visibility toggle
VR: Implemented so you can toggle VR Current Objectives and VR Mission Pads using hot keys while in VR mode
VR: Updated time scale labels in VR Mission Pads to match updated logic
CM: Re-added the logic where closing the dv Thrust A/B switch covers will set them to OFF/Down
CM: Suit Compressor three state AC wiring
CM: Cabin Fan three state AC wiring
CM: Glycol Pump three state AC wiring
CM: Implemented the P5, P8 and P100 Fixed Light switch
CM: Improved the Flood Light logic
CM: Fixed an issue where P40 would not move from V06 to V16 in some cases (indicating burn completion), resulting in an additional PRO push.
CM: Updates to the SPS logic and SPS electrical flow
Fixed the CLOSE (X) button on the S-IVB Burn planner
Improved CJK (Chinese/Japanese/Korean) font character sets
Fixed an issue with the Gemini Retroburn Planner time set logic
MOCR texture typo fixes
Updated some broken links in the Flight Documents browser for Apollo
Gemini: Fixed an issue with the "M" setting of the Voltmeter
Gemini: Inverted rendezvous IVI suggestions fix
This update continues to iterate on core gameplay bug fixes and features designed to improve game play. Quite a lot of fixes has been applied and is covered in the bottom of this post, so be sure to scroll down and check it out. I have highlighted some of the bigger changes below.
Note: This patches contains quite a lot of internal changes in addition to the feature list as I am preparing the solution for some new things yet to be announced. If this patch causes new issues for you, please report them. You can always revert back to a previous version using the Steam Betas tab for the game. The latest previous version is: 1.0.21.
Additional Mission Pad Drag Zones
Moving the Mission Pad around on the screen can be a bit hard as some pages contains many interactive elements. To supplement the existing system I have added specific drag zones on each side of the Mission Pad.
To avoid clutter, they will all be visible for the first second after opening the mission pad before fading out. Each zone will become visible if you move the mouse into its zone. Click and Drag on any of these zones to grab the Mission Pad and move it around. This system as been added to Mercury, Gemini and Apollo.
Mercury Cockpit improvements
One frequent bug report I get is that some sequencer lights does not illuminate correctly. This is because not all sequencer blocks contains a light. I made a re-model of those to better communicate this, and improve the model towards a more realistic visualization of what they actually looked like.
In addition I updated all the Mercury Gauges to look more like what they did in real life. They should all behave like you are used to but with slightly updated textures and models.
Failures added to the Mission Debrief Timeline
I added a Key Moment for each failure to the mission debrief timeline to better help you analyze and understand what you had to deal with in a mission, when having random failures enabled.
Right Clicking a Push Button
I added support for right clicking a push button. It will basically just be handled in the same way as a left click. Previously an issue triggered the button push animation but not the logic when pressing it with the right button. This will hopefully help with some of the confusion, especially in VR.
Lunar Module Powered Descent (PDI) request changes
I have improved how the REQUEST PDI logic works. This changes the procedure on requesting the PDI burn compared to previously and Ground will communicate the instructions to you.
Previously, when pressing REQUEST PDI, the inertial platform stored in the IMU would automatically be updated to the required orientation for powered descent. It did this by slowly adjusting it until the landing calculation was complete. This logic caused slight confusion, and was the only place left where the inertial platform would "magically just change".
Going forward, you still need to press REQUEST PDI. Ground will let you know that they are working on the parameters. A few moments later (up to 60 seconds), they will uplink the parameters as before, along with the required orientation (stored in preferred). You will then need to use P52 option 1 in the LM to torque the platform to the new orientation (like you are used to during all other burns).
GET/MET rendering in UI date/time section
Improved the date/time section to contain both the local/UTC time and the current mission time (Ground Elapsed Time (GET)) after liftoff.
Note: If you want to declutter the screen or be more dependent on the internal mission timer, you can always toggle this section completely off using the bindable hot keys on the Input configuration.
Toggle Crew Models
I added a hot key to toggle the crew models manually.
Previously you could enable or disable the crew models from the Main Menu -> Settings. With the new hot key, you can override this setting to manually toggle them on or off. When enabled, their normal detection (hide/show) logic is on.
VR Hand Menu
I have started to implement a simple VR Hand Menu that can be used to toggle the Mission Pad, the Current Objective menu and trigger an Abort. More features can be added to this menu as needed.
Patch notes:
Checklist fixes and updates
Added additional Drag Zones to the Mission Pad to make it easier to drag it around the screen/reposition it
Failures added as a debrief moment so you can analyze why things happened
Fixed: Right Clicking a push button will press the button but not trigger the function
Request PDI changes
TEI planner stability fix
Stop EVA breathing SFX after EVA
Improvements to the Gemini CO2 scrubbing system
Added a default key bind for SLOW MODE timescale (CTRL+SHIFT+F1)
Added the CM GPI and CM SYS Test Voltmeter gauges to integral light power circuit
Main Menu UI Hard lock Bug (Contribute conflicts with Developer Message)
Gemini EVA orientation reset for each egress
Fixed the LM He Supercritical venting logic
Fixes to the UI Scaler
Realism improvements to the Mercury cockpit gauges and monitoring instruments
Fixes to the Mercury Sequencer model
Added a setting to automatically skip the cinematic intro cutscene
Made a hotkey (bound in Input Config) to toggle the Crew Models on or off during gameplay
Made a feature on the gauges to control their interpolation direction to avoid needles taking rotating the wrong direction to reach its target
Clicking the Checklist tab in the Mission Pad will take you back to the Checklist selection (back) (thanks Nepzukka)
Fixed an issue where the OAMS/RCS shutoff valve would play the sfx if trying to maneuver while the system is off
S-IVB plume not stopping after TLI burn fix
Corrected the Phi symbol on the CM AC voltmeter
Flickering cockpit cursor fix
Removed the Photo Camera button in Apollo
GET/MET rendering in UI date/time section
Fixed an issue that could automatically scroll the Mission Debrief screen upwards for some players
VR: Added a way to trigger Abort
VR: Added a VR Hand Menu
*Update: meta fix for lm camera
Happy New Year 2026!
-Petri W.
I wanted to take this moment to thank all of you for being part of Reentry - A Space Flight Simulator. This year the game made it to the major 1.0 milestone after spending years in Early Access.
The transition was both as exciting as it was scary, and I want to thank each and every one of you for your overwhelming support.
The game has moved beyond of what I ever though was possible, all because of your involvement, feedback, reports and suggestions. I have tried to listen to all of this, paid attention to the various discussions taking place to figure out how I can improve the game, tweak missions and lessons, and fix issues that has been reported. It has also been amazing to see you share your screenshots, stories, and experiences from the game.
I will be taking a couple of days off to relax a bit with my family, and start to transition towards the next phase of development. Since the 1.0 release, I have been fully focused on being reactive on the 1.0 bits, trying to roll out patches as fast as I can to get the bits as stable as possible, without creating new features.
The 1.0 scope was always to get a strong fundament to continue to evolve the game. It was all about making it possible to:
1) Reach orbit in Project Mercury
2) Rendezvous and Dock in Gemini
3) Land on the Moon and return back to Earth in Apollo
Going forward I will keep iterating on these core goals, but also start to plan on the transition to version 1.1 where I once again start to look ahead. I have talked about some of the new features I wish to implement such Virtual Reality, Mission Control, translations to other languages, multiplayer (Gemini Coop), the Space Shuttle and improved graphics.
I have avoided rolling out any new patches right before the holiday, but I have a large patch ready containing quite a lot of improvements and I can't wait to share it with you.
It has been amazing to have all of you with me on this journey. We’ve welcomed many new virtual astronauts, seen others return to the game, and continued to grow alongside those who have been part of the community for years. Thank you for helping me build the game to the best of my abilities.
Wishing you happy holidays and a wonderful New Year.
This patch continues to iterate on the 1.0 bits where I focus on bug fixes and critical issues players experience during their playthrough. In this patch various fixes and corrections are applied to the core game logic, the Command Module, and the Lunar Module. Quite a few fixes has been applied so make sure to check the patch notes list for the complete list.
Note: If this patch causes new issues for you, please report them. You can always revert back to a previous version using the Steam Betas tab for the game. The latest previous version is: 1.0.18.
Start In Orbit bug
I have received some bug reports related to an issue that can, on very rare occasions, spawn a capsule in-orbit, even if the mission is designed to start from the ground. This issue could happen if you would browse and select multiple missions from the Main Menu, before selecting and launching into a campaign mission or a custom mission. This patch corrects this issue.
Apollo System/Video Memory Footprint
Players with 16gb of RAM (minimum requirements) has reported various crashes when trying to play Apollo missions, and most of them has been related to not having enough memory to load into Apollo missions with the Earth Resolution textures set to high.
I have optimized the Apollo memory requirements and made changes to how the Moon is rendered from Orbit to reduce the amount of memory it requires. In addition, the Lunar Textures in use has had a 16k resolution surface color map and another 16k resolution elevation map. Players can now adjust the Lunar Texture and Elevation map quality from Main Menu -> Settings.
The default setting is MEDIUM, so if you were playing Apollo previously without issues, remember to change this setting to ULTRA.
Failure Cycle
Based on feedback I have changed so that the random failure cycle happens once every 30 minutes compared to every 5 minutes. The percentage can be increased, and there is a randomness of when the cycle will trigger with +/- 5 minutes.
Cockpit Bounds iterations
I have continued to iterate on the cockpit bounds for each of the spacecraft, and changed some of its internal logic. I will keep iterating on the bounds and refine them as the project develops.
Lunar Module Activation
Multiple fixes has been applied to the Lunar Module activation logic, steps and flow. I have corrected various instrument ranges, gauge green band zones, and multiple bugs reported from players activating the Lunar Module.
Lunar Surface Timeline Checklists
I have added the missing Lunar Surface Timeline checklists to cover the "black hole" of procedures between a Lunar EVA and Lunar Ascent.
Apollo Talkback Indicators & Cockpit updates
I have added the electro luminescent logic to all CM and LM talkback indicator to allow them to glow if panel integral light is available. They should follow the brightness selectors in the cockpit. I have also made the blue tint integral light a toggle, so players can decide to instead use the more realistic white integral light. You can find this in realism settings.
In addition, I have made some minor cockpit changes to the Command Module and the Lunar Module.
Patch Notes:
Start in Orbit bug
Moon Resolution selector (existing solution 16k always, now support 4k and 8k for 16gb systems)
Changed failure cycle to happen once every 30 minutes of gameplay compared to every 5 minutes. The percentage can be increased, and there is a randomness of when the cycle will trigger with +/- 10 minutes from that hour.
Fixed the ordering of priority radio requests such as requestion countdown holds etc.
Continued to iterate on cockpit bounds and out-of-view logic
LM activation fixes
LM Glycol Green Band range
LM Glycol pump diff. logic change
LM glycol pump nominal psi 23
LM Fixed an issue that had the potential to fail the DPS pressurization logic, spiking He >9999 psia
Fixed SPS thrust switch
Added the main Lunar Surface TIMELINE checklists
LM door opens inwards fix
Fixed an issue with the reflection probes in the Mercury Control Center
PAUSE label during 0x Landing Time Scale
LGC P40 fixes
Minor LM panel changes
Added the CM tbs to integral circuit
Setting to toggle the blue integral light tint for Apollo panels
LM Master Alarm fix
EMS RTOGO PAD parameter for Earth Entry fix
Added the LM Urine Line Heater cbs
This update is focuses on correcting reported bugs and issues related to both normal play and VR. It will correct some reported issues related to Mercury-Atlas 6, improve academy lessons and campaign missions, camera system, and Gemini improvements. This is also the first update in a while that will fix a few of the reported VR issues and add some important missing features to it.
Note: If this patch causes new issues for you, please report them. You can always revert back to a previous version using the Steam Betas tab for the game. The latest previous version is: 1.0.14.
Camera control fixes
This update fixes some reported issue related to the existing camera controls. It will add the toggle lock feature (used to toggle if you are in look around / fps mode) to the normal external cameras. In addition, it will roll out the option to invert the x-axis only during the external cameras was inverted. Keep in mind that the full axis can be inverted using the Input Mapper for any axis.
Highlighting system
In some specific cases, the highlighting system didn't highlight the switch you were hovering. This was especially visible in Project Mercury. It also makes some minor tuning to the system for better stability.
Mercury-Atlas 6
I have improved the ascent guidance logic on the Mercury-Atlas launch vehicle to improve its insertion capabilities, a first step in correcting the MA-6 mission retrograde timing issue. Keep in mind that you might have to tweak the retrograde time to reflect your current orbit.
In addition I improved the retrorocket fire logic, and made a minor suggestion in the mission commands suggesting a different retrograde time IF needed (this all depends on insertion parameters).
Earth and Lunar Entry with the Command Module
This update makes some changes to the Earth entry lessons. This is one of the hardest procedures to learn as it contains a lot of systems you should understand to get it right. From a procedures perspective, once learned, you will be able to simply follow it in a sequential step-by-step procedure using the RUN feature.
I also created a video about Lunar Entry, and below are links to all three videos that can help you with learning the major steps of the procedure:
I also made a fix that could prevent the new landing time scale to work during Command Module landings.
Gemini Cockpit Updates
I made some minor cockpit realism updates to Project Gemini over the weekend as I needed a mental break from fixing issues. One community member (thanks Towhard1867) shared a video where I saw the use of some major cockpit features for the first time. Using this I made some improvements to the existing cockpit systems and improved the Gemini Encoder.
Altimeter
What changed?
The altimeter has gained some additional masking to draw a white ascent line for easier readability during the ascent. This gauge will spin fast and these indicators can make it easier to read the altimeter.
The barber poled lines ("crosshatch flag") indicates that you are near the ground (low altitude, below 10.000 ft), or at 90.000 ft (max display altitude is 100.000 ft).
As the rocked climbs, a white line will trail after the 10.000 ft needle up to 50.000 ft altitude.
Above 50.000 ft altitude, the line will stop drawing, and slowly reduce from 0 again, indicating you are on the upper 50.000 ft altitude section of the indicator.
Encoder
What changed?
The Encoder model has been updated to match the real look. A few patches ago I asked if any players know what it actually looked like and this resource was shared a few days ago. The encoder now looks like it did in real life.
Note: The last bit (digit 3 of the encoder command) switch has been inverted, so be aware of this.
A new MSG ACPT light has been implemented to signal a successfully delivered message.
The XMIT switch needs to be set to either 0 or 1 to send the full message. When this light illuminates, the message has been sent and the astro need to place the XMIT switch back to the center (OFF) location.
Switch-Indicators
What changed?
The switch-indicators has changed. They did not have a cover that was opened to expose a button like the parachute and cover jettison buttons had, but instead used a locking device to unlock the button, and then the whole button was pushed in.
A small handle on the left side of the button is used to unlock it.
In this image, the SEP SPCFT button is unlocked (unlock with a right mouse button press on the small handle), while the IND RETRO ADD button is locked.
Locked is identified by the handle sticking out to the left, while unlocked shows the handle as aligned with the side of the button.
This image shows the pushed-in state that will trigger the event that belongs to the switch-indicator push button.
The video (this is a mock-up space craft and some equipment location differ from the actual flown hardware):
Apollo launch particles optimization
I have optimized the Apollo launch particle systems used when the engines ignite. These were heavy to render. I have improved how the system works, tweaked some of its internal effects, to make it run a bit faster without changing the look of it too much. A complete overhaul of these is planned for the "external view" patches (see roadmap).
Virtual Reality (VR)
For the current Virtual Reality implementation I continued to fix some issues reported by players, while also chasing the goal of the preliminary VR implementation (current development phase):
To support all major mission features required to complete all in-game missions in VR.
This update adds the Mission Transcript tab and the Map tab to the Mission Pad, fixes an issue with the Toggle VR feature (allows you to toggle off VR to use the normal in-game menus), adds the Current Objectives view to VR (this is not yet correctly placed and can be toggled with the same key used for the normal Current Objectives view). It also adds the Time to Next Transmission indicator to the Current Objectives view as well as the Deny button.
I have also corrected an issue where the VR hands would gain an offset while going back to the CM from the LM, and inverts Yaw/Roll on the VR-virtual attitude control stick. The weight balancing for Gemini EVA was also fixed to prevent spinning out of control (an overhaul here is planned).
What's next?
I will keep iterating on bug reports, cockpit boundaries, Lunar Module activation checklist related issues, improving the Lunar Module PCF (Pilot Certification Flight aka, "exam"), try to reduce the memory requirements of Apollo, and continue to react on reported issues.
Note: Going forward I will try to mainly roll out patches during the first days of the week instead of Fridays to reduce the chance of rolling out blocking issues right before the weekend.
The goal of version 1.0 -> 1.1 is to be in a reactive state where I try to make the game as stable as possible, taking in all the feedback I can get from you as I now gain a lot more insight from new players after the release. Thank you for reporting and for the patience while I strive to fix, improve and make this game as stable as I possibly can.
Thank you!
Petri W.
Patch notes:
Mouse Look Toggle enabled for external views
Added a toggle to invert the external view x-axis independently
Fixed an issue with the highlighting system (highlights component below your mouse cursor) where my sorting algorithm didn't highlight some of the switches (but it was still possible to press them)
Setting to Override default FoV
Fixed so VR flashlights are kinetic during non-VR play
Improved the Command Module Earth Entry lessons (9A and 9B)
Fixed an issue with the landing time scale during Apollo Landing
Improved the Apollo External View Launch Particle performance
Gemini Encoder update
Message Accept Encoder light
Mercury-Atlas 6 ascent guidance fix
Fixed an issue where DENY button was not correctly triggered if you had closed the message on the comms UI
Multiple minor mission corrections and updates
VR: Implemented the Transcript tab in the Mission Pad
VR: Implemented the Map tab in the Mission Pad
VR: Hand Offset/Displacement when moving from LM back to the CM fix
VR: Fixed an issue with the Toggle VR feature
VR: Current Objective
VR: Time to Next Transmission
VR: Deny button
VR: Switched Yaw and Roll input while using the Virtual Joystick in Mercury
VR: Switched Yaw and Roll input while using the Virtual Joystick in Gemini
VR: Gemini EVA fixes
After correcting an issue with the Save States in the previous patch, another emerged where some players have had trouble using the time scale feature after loading from a previous state, or during free-play missions. This hot fix should fix the issue.
Thanks to all for reporting!
This patch continues my work on correcting reported issues on the 1.0 features, while also improving some of the existing systems to support time scale during landing, improve lessons and missions, improve Save States, and improve the Gemini EVA. See the patch notes in the bottom for a full list.
Note: If this patch causes new issues for you, please report them. You can always revert back to a previous version using the Steam Betas tab for the game. The latest previous version is: 1.0.8.
Timescale during Landing/Splashdown
One key feature this patch contains is the first support for time scaling during landing. Time scaling is generally a very hard problem to work with and support. Systems usually need some recovery-logic when they "return from their time travel", and figuring this out can be very hard. One of the key areas yet to support time scale is during landing. Unlike ascent, you do not have much to do other than completing some minor checks and waiting for splashdown.
I am happy to now roll out the initial support for time scale during landing. You can use the keyboard buttons \ -> \ to set the time scale to the same amount as what they key is, so \ is \. The maximum time scale I support in this first iteration is 4x, but this is something I can work to improve once I know the current implementation is stable.
In addition, I have made some improvements where some players who have very high fps could experience a slower descent, making the waiting time during landing longer than normal. I made some corrections to the logic to prevent this from happening.
Credit: Martha Gooch
Gemini EVA
I have improved some of the main elements related to Gemini EVA. First of all, I improved the reaction system to better account for weight and solved an issue where the weight of the Gemini craft was too light, making it spin when colliding with it.
The attitude control sensitivity of the astronaut during EVA is also improved and should now give you much finer control during attitude maneuvering.
I also added a breathing sound effect as requested during Gemini EVA as a test.
Save State improvements
I have been working on some of the core save state logic to solve some issues reported related to the mission progress when saving/loading save states. The state would insert you in the orbit you had when saving the state, but mission progress would for some users not continue from where it was when the state was saved. Going forward I will keep iterating on the Save States to also support burn plans and computer states.
Note: If a step of a mission blocks you from proceeding you can use the DENY button on the Message or on the Current Objective to automatically complete the current step and proceed with the mission.
Mercury Cage logic
I made a fix for the Mercury gyro cage logic. In Mercury, the gyros are slaved to the horizon scanners, where they try to maintain a local vertical orientation, meaning the horizon is your zero attitude. You can decouple the gyros from the horizon scanners by setting the gyros to free. This will make the gyros stay fixed relative to the stars instead. You can then re-align the gyros to any attitude by caging the gyros.
An issue made so the platforms x-axis got inverted during gyro cage. It was not easy to notice as the outcome was that your pitch attitude needle would move up instead of down in pitch, something that also can feel natural without knowing.
I also fixed an issue that caused the Horizon Scanners to stop driving the platform after separating the retrograde engines.
Perform star marking in the SXT
In the Apollo Command Module you use stars during navigation, and need to center a target on them to perform marks. These marks must be very precise. To get the needed precision, you use the SXT as it has a very narrow field of view. However, the mission and logic would allow you to perform marks using the SCT instead, but this mark would not get captured and no error was given. In this patch I make it required to perform the MARK through the SXT, and adds a note about this in the checklist and the optics lesson.
Language support
This patch rolls out contributions and fixes to both the Russian and French language support. All of these contributions are made by other players in the community so a big thank you for those who has contributed.
Note: The Discord has international channels for both French and Russian speaking players.
Thanks to all who has helped me with feedback, bug reports and suggestions.
Patch notes:
Fixed an issue where the Mercury Horizon Scanners would stop slaving the platform after retrofire.
Ultimate Reflection probe tuning
Updates to mission texts, typos
Pulled in latest language support contributions (FR, RU) - thanks to all contributors!
Fixed and balanced the Gemini/Astronaut weight during EVA
Improved the physics forces of landing chutes to attempt make them equal across various hardware and fps
Added support for time scaling (up to 4x) during landing
Animated the Landing Attitude transition in Gemini
Attached the Gemini panel lights to the hatch models
Fixed an issue where Gemini cabin pressure would some additional time to load during missions starting in orbit
Mercury Gyro Cage inverted up-axis fix
Save State Improvements for all programs
Time Scale resetting to 1 when receiving a message while timescale is 0.5 (slow) - it should keep the slow mode
Made so it is required to be in the SXT to press the MARK button
Made timescale multipliers consistent between all programs
Make it clear that in CM lesson 10 the orb rate is normal but it will stabilize when sep.
Jukebox will reset position and orientation on toggle
Added a breathing SFX for Gemini EVA
Fixed Saturn V exhibition footstep SFX
Gemini Altimeter model improvements
Hot Fix: The reference for the Mercury F2 dev-tool cameras used to create some scenes for the launch trailers has been removed. Calling it would cause a recursive stack overflow exception as some of these dev-tool cameras was missing. This would lead to a CTD. I plan to re-introduce these cameras with some additional orbiting cameras in a later patch.
Thanks for reporting, as this is a crash that can ruin a long mission flow by accident I wanted to roll out a hot fix for this to correct the behavior as fast as possible.
Note: If this patch causes new issues for you, please report them. You can always revert back to a previous version using the Steam Betas tab for the game. The latest previous version is: 1.0.7.
Thank you for reporting!
The 1.0 bits of Reentry - A Space Flight Simulator has ascended into orbit, and the launch so far has been filled with joy, anxiety, stress and excitement, all at the same time. I would not have managed this without your great support so I want to start by saying THANK YOU to all of you who have been part of this, and for supporting me with this project in any way.
I have been busy this week trying to capture gameplay reports, issues and bugs. I have tried to read every message posted in the community, suggestions, feedback, and I have been following various streams from players playing the game to take note of various issues and struggles they occur.
After the 1.0 bits went live last Friday, all development time has been focused on solving launch-day issues, bugs, and make improvements based on these experience reports I have seen. I will remain in this mode until version 1.1 is released.
Note: If this patch causes new issues for you, please report them. You can always revert back to a previous version using the Steam Betas tab for the game. The latest previous version is: 1.0.6.
Maneuvering in the Cockpit: Look Around
One of the key gameplay areas is to sit inside the cockpit. Some players want to change the default button used to Look Around inside the cockpit from the middle mouse button to something else. This is fully supported and a frequent re-bind I see is to use SPACE for this. Some also changes the Left and Right Trigger buttons (those used to flip switches).
I have made some improvements to this system and fixed an issue where if you bind the Look Around key to become the Left Mouse Button (LMB), it will conflict with the UI interaction system, preventing any UI interaction while in-game. Binding it to the Left Mouse Button is not recommended, but should now be better supported if required.
Note: A known issue I still need to solve related to this particular scenario where someone needs to use LMB to Look Around is to avoid moving the camera rotate while dragging UI elements.
You can also bind a key to toggle the Look Around mode. This will let you look around without having to continuously depress & hold a button and instead just toggle it on or off.
Maneuvering in the Cockpit: The Mercury attitude control stick is in the way in F7 view
Another issue I have seen quite a few reports on is that the Mercury attitude control stick is in the way when pressing F7 to snap the camera to the comms-panel. I have fixed the attitude stick, moved it back to where it should have been. This fix is mostly relevant to those who used the camera snapping system as opposed to moving it around manually using the FPS mode and arrow keys.
Maneuvering in the Cockpit: Cockpit Bounds changes
Another improvement I have been working on is to better detect where the cockpit bounds are. This patch rolls out the first iteration of an attempt to improve this. When the camera leaves the cockpit bounds, a black warning message fades in and shows you this.
This patch makes the boundaries much tighter, and adds a new Realism Setting that can automatically stop the camera if it tries to leave these bounds.
Questions for you: If you toggle the new setting, I will still show the "Out of bounds" warning if you try to continue to move in the direction when the camera stops. Would you like me to remove this? Currently it is a hard stop, and I am curious if you want it to bounce off/glide along the main movement direction instead?
Mission Fixes
I have continued to iterate on various missions where I have fixed mission text, corrected reported typos and fixed small issues seen on various streams. This includes mission flow and for example updating the default values of the Apollo Campaign 3 and Campaign 4 TLI burn planner parameters.
Lunar Module legs snaps on landing
I have made a fix for an issue where the Lunar Landing evaluation could potentially become wrong if you performed more than one lunar landing in the same session (without exiting the game in-between).
Mission Accomplished
Various factors can complete a mission, such as splashing down or completing mission instructions. When the mission completes the "Mission Accomplished" screen will automatically pop up. You can disable the automatic popup of this screen in Realism Settings.
I have made it possible to interact with UI elements such as the Mission Comms box etc. through this screens background.
You can always press RESUME SESSION to close it, continue with the mission and then end it manually from the ESC-menu.
Star Identification toggle
One key thing during any Apollo mission is to navigate using the stars. During Apollo missions, you will become better and better at learning the star and how they map the "sky". The game comes with the star map used during the Apollo program. It is accessible from the Mission Pad and can be used to study and navigate during a mission.
While looking through the scope, you will be able to see various stars, and some of these have a blue halo around them to help you visualize a star that also exists in the Apollo Guidance Computer memory.
Based on requests I have now rolled out a toggle that lets you disable these Star Identification helpers.
Note: By disabling this Realism Setting, Apollo missions will become much harder. I recommend disabling this only after you are proficient with the Command Module, and have memorized the star map.
Going forward I will continue working through the list of issues and write fixes for them. Some of them, like improving the Gemini EVA and the weight of the Gemini during this EVA will take a bit of time due to the complexities involved, but stay tuned for the next patch.
Thank you again for your patience and support!
- Petri
1.0.7 Patch Notes:
Typos, spelling, checklist and mission text updates
Lunar Evaluation and Lunar Module Landing Leg breaking fix
External camera cycler bug (Mercury) fix
Fixed an issue if the Left Mouse Button was used to Look Around as it conflicts with the UI system
Virtual Cockpit Camera system improvement to prevent moving outside cockpit walls
Added a toggle to allow camera automatically stop moving if trying to move through cockpit bounds
Fixed an issue where the Mercury Attitude stick could block interaction with radio control switches in F7 view
Fixed an issue with the lunar flag shader
Added an option to disable the blue AGC star identification helpers
Fixed and issue with the TLI Perilune adjustment mission objective string
Fixed the default TLI values of Campaign 3
Fixed the default TLI values of Campaign 4
Fixed an issue where the Save State in Apollo would complete the current mission instruction you were on on load
Minor Gemini Horizon Scanner logic change
Made so you can interact with the comms message box through the Mission Accomplished screen. Note: You can turn off the Auto-Popup of this screen.
This patch upgrades the Unity version the game runs on from 6.1.17 to 6.2.10.
The patch will fix a major issue that has caused mid-session crashes to desktop (CTDs) for some players, improve stability, and add enhanced crash diagnostics.
Note: If this update causes issues for you, please report them, You can roll back to an earlier version using the Steam Betas tab for the game. The previous version is 1.0.0.
The game is a long-term project that will continue to evolve over the coming years. It’s therefore important to keep the Unity version up to date to include all the latest security updates, rendering improvements, and performance enhancements that come with newer versions of the engine.
If issues like this happens, I want to assure you that I will do everything I can to:
Solve the issue.
Provide a backup or roll-back option.
Work directly with you to find a solution.
Thank you for playing version 1.0.0, reporting issues, and working closely with me to help test potential fixes and improvements.
-Petri
After 10 years of development, Reentry - A Space Flight Simulator is finally out from Early Access!
What a journey it has been. After 7 years of Early Access where I have been in active development with you, the players, the community, and the test pilots, the 1.0 scope has finally been met where the goal was to implement the mandatory systems to allow you to:
Reach Orbit in Project Mercury
Rendezvous and Dock in Project Gemini
Land on the Moon in Project Apollo
The game has slowly evolved to become something much bigger than I ever imagined possible for a single developer. However, I have never felt alone. From the start, you, the community, has joined me along the journey to help me shape the game, support me and been part of the project in one way or another. For that I thank you!
This will be celebrated with the community through a fully online event, and I will be hosting multiple development updates, Ask-Me-Anything's (AMA) and Steam Broadcasts.
THANK YOU!
I want to take this moment to thank you for being part of the game in one way or another, either you reporting issues, sending suggestions, providing constructive feedback, being part of the community, helping out other players, organizing multiplayer sessions, being a moderator, or being a Test Pilot, your work is visible in the game, and can be enjoyed by everyone else. So thank you again!
RNTYCON 2025 - The 1.0 Online Release Party
For the release and to celebrate 10 years of REENTRY, the he Reentry 1.0 launch party will be all online, so you, the community, can participate and join me in celebrating the release of the game.
The event also adds a new game mode, the Flight Plan Mode, for Project Apollo.
The sessions will get their links added behind them after the first session (see agenda below) is done, so step back here for details as I update the post with links to each session.
Friday Agenda
1.0 bits are published - NOW
Steam Launch Trailer, YouTube - NOW
10:00 AM (Pacific Time): RNTYCON 2025 Launch Party Keynote:10:10 AM: Ask-Me-Anything, YouTube (automatic redirect from above session)
11:30 AM: The Developer Plays the Apollo 8 launch using the new Flight Plan Mode, Steam Broadcast
MOCR LIVE, in-game event, see the Apollo Live Mission here:
Saturday Agenda
10:00 AM (Pacific Time) An overview of the Reentry Community and how to navigate it, YouTube
10:30 AM The Future of Reentry, YouTube
11:00 AM Ask-Me-Anything Part II, YouTube
Apollo Mission Control (MOCR), Saturday Live Stream
Most sessions will be recorded and stored under the RNTYCON 2025 - The 1.0 Release Party YouTube Playlist.
This patch rolls out some improvements and preparations for crash log handlings, makes some improvements to logging, and exception handling.
In addition it rolls out a minor fix to the Mission Objective UI so it correctly resets after meeting an objective, and improves the Checklist System to detect if you already have the RUN steps of a checklist queued.
Patch notes:
Improved Cloud Diagnostics support for better crash reporting
Logging fixes
Exception handling improvements
Fix to Mission Objective UI so it resets correctly (could cause confusion)
Minor Mercury Cockpit model updates
Fix to the Checklist System so it detects if you have steps from a checklist it wants you to perform already in the queue
Adjusted some default values for various realism and graphics settings
This update fixes some general stability issues to try and reduce various Crash To Desktop (CTD) cases seen in some reports. Many of the CTD issues has been fixed by updating your drivers, some has been fixed by identifying potential conflicting software, or by reducing graphics settings. I have two dedicated threads about this on the Steam forums, so if you experience various crashes, please check them out and reach out to me.
I also fixed an issue with the Lunar Module Yaw Pulse logic, made fixes to the splash down sound effect used and rolled out quite a few additional fixes to in-game text, missions and dictionaries.
As I have mentioned a few times, now that we are getting close to the release update (1.0.0), you will see an increase in number of smaller patches. The reason for this is that I wish to roll out fixes as fast as possible to ensure they all get additional testing by the Early Access adopters.
I want to specifically thank all of you who have been part of the Early Access part of the game, reporting issues, providing feedback, this helps improve the game for everyone.
Patch notes:
General core logic stability improvements
Received crash logs (CTD) where the Unity Image.CrossFadeAlpha function causes a CTD, so I removed all use of this and instead implemented my own function to handle this. This is used on the off-screen switch pointer and orbit view icons.
Fixed an issue with the LM Yaw Pulse logic
Water/Splash sound effect fixes
Mission fixes, typo corrections and dictionary updates
Fixes to the various virtual cockpit models
Minor improvements to the logic responsible for the cockpit interactable components such as switches, gauges, fuses, circuit breakers, etc.
The main aspect of this patch (minor) is to roll out various community contributed text improvements and fixes to typos and spelling mistakes. Hundreds of fixes and corrections to various missions, checklists and dictionaries has been applied. Multiple issues in checklists has also been resolved.
It also adds a way to remove the lens flare effect (Realism Settings) and fixes a potential exception in the Mercury Control Center multiplayer module.
Thanks to everyone who has contributed fixes and text suggestions!
Patch notes:
Community-contributed text improvements
Fixes to typos
Mission improvements
Added a "Disable Lens Flare" realism setting
Fix in the Mercury Control Center multiplayer avatar handler
This is a minor patch designed to roll out a fix for a breaking Gemini save state issue, and correct an issue where achievements would potentially be unlocked for incomplete campaigns.
In addition, it rolls out the new plume rendering system to the Mercury retrograde engines, rolls out checklist updates, spelling fixes and lesson corrections, fixes an issue where the custom photo 3 in the Command Module wasn't working, and some minor UI corrections.
As we get closer and closer to the 1.0 milestone, I will try to release smaller minor patches that corrects bug fixes, breaking issues and content fixes.
Note: If you experience new issues related to this update, please report them. You can revert back the a previous build using the Steam betas tab for the game. Most recent rollback option: Reentry Version 0.99.90.
Patch notes:
Breaking: Fixes to the Gemini Save state where the mission cycle timer was incorrectly handled
Fix for achievements being unlocked for incomplete campaigns
Use new Plume Renderer in Mercury Retro Engines
LM Activation checklist fix
CM: Custom Photo 3 fix
Typo and Spelling fixes
Minor UI updates
I have been talking about the journey to 1.0 for many years and, and finally, as you might be aware of, this space flight simulator is about to reach its biggest milestone yet.
The past few months has been focused on improving the game, fixing issues, and rolling out the final few of the 1.0 features. And on November 7 2025, the 1.0 release will roll out and launch.
I recently made a ~10 minute long video about the November launch window, where I talk about expectation settings, the 1.0 scope, and the future of the game. If you have not yet watched this, I recommend you to take a look at it here:
This patch rolls out an engine update from Unity 6.1.9f1 to Unity6.1.17f1 (stability updates and bug fixes related to Unity). It also focuses a lot on Mission and Campaign fixes, text updates, and fixes to reported bugs. In addition, the Mercury Redstone and Mercury Atlas launch areas are improved.
Note: If you experience new issues related to this update, please report them. You can revert back the a previous build using the Steam betas tab for the game. Most recent rollback option: Reentry Version 0.99.90.
Unity Engine upgrade
The Unity Engine upgrade from version 6.1.9f1 (June 24, 2025) to Unity 6.1.17f1 (October 3, 2025) brings the latest fixes, improvements and security updates from a Unity Engine perspective. This should improve stability and fix rendering issues related to the Unity Engine.
This game is a long-term project and will not lock in to a specific Unity version. This will require me to fix potential issues related to engine upgrades and migrations, but should also bring in the latest stability updates to the engine used to run the game.
Mission fixes
A large portion of reported issues, bugs, and typos are related to the in-game content such as Missions and Campaigns. This patch rolls out a lot of these reported fixes and text improvements.
Campaign Completion logic fix
This patch fixes a blocking issue where some players have been unable to receive the completion award/achievement from completing the campaigns.
Gemini Encoder
The Gemini Encoder model has been updated as I wanted to remove the old placeholder model. I still do not yet have a good reference of what the Gemini Encoder actually looked like, so if you know of a photo of it, please share it with me.
PDF versions of the in-game checklists
I have added the community contributed exports of all the available in-game checklists to the Flight Documents pad. Thanks to Icarus for creating these great looking documents.
Launch Area Shadows
I have re-enabled the previously broken shadows while on the pad. I have changed how the launch complex environment works to gain a bit more flexibility on external views, making it a bit easier to work on the external views during pad operations. I have also improved the shaders used to render the launch complex area grounds.
Mercury Launch Complex improvements
The primary focus for version 1.0 is internal cockpit views. However, I wanted to make a slight improvement to the external views during pre-launch.
I’ve applied the launch complex logic improvements mentioned earlier to enhance the appearance of the launch area during Mercury-Redstone and Mercury-Atlas launches. The two vehicles now use more accurate and distinct launch complex models, and I’ve begun incorporating pad details inspired by footage from the real missions.
Mercury Redstone
Mercury Atlas
External view dynamic shadowing logic (Mercury Only)
I have introduced a smarter method to handle shadow rendering in external views. This is out for testing in Mercury and will adjust the local shadow resolution based on the distance to the capsule. This is an attempt to tame the Unity Shadow system for the large and complex scene setup I use to make Reentry - A Space Flight Simulator possible.
Patch notes:
Unity Engine upgrade from version 6.1.9f1 (June 24, 2025) to Unity 6.1.17f1 (October 3, 2025)
Mission fixes and typo fixes
Campaign Completion logic fix
Gemini Encoder model update
LM Lunar Stay RCS jet positioning fixes
Gemini Free-Play mission ID updates (fixes shared completion state)
Apollo CM Lesson 9A fixes (entry)
Re-enabled shadows and advanced shading support on Mercury, Gemini and Apollo launch pad grounds
Improved the foliage in the Mercury and Gemini launch areas (visible in Ultimate setting only, for now)
Updates to the Mercury Redstone and Mercury Atlas launch towers/gantries.
Mercury only (testing): External View Dynamic Shadows based on camera distance to capsule
Load State menu fixes
This update mainly focuses on bug fixes, polish and mission improvements. Please see that patch notes below for the full list.
Note: If you experience new issues related to this update, please report them. You can revert back the a previous build using the Steam betas tab for the game. Most recent rollback option: Reentry Version 0.99.89.
Entry Guidance for the Apollo Command Module I have fixed some key issues with the Apollo Entry Guidance logic. The intent of the entry guidance is initially to get you through the atmosphere and survive the entry. Once I get this as stable as possible to reach that goal, I can start to improve the guidance to better guide you towards the actual landing zone.
In addition, if an issue with my Entry Guidance logic causes an abnormal entry, I will bypass the MAX G-LOAD limit to avoid destroying missions that are supposed to work. If you are an advanced player, I still recommend you to learn how to identify this, take manual control, and steer the craft manually.
I also recommend all players to learn how to perform manual entries, it is a lot of fun, and a good skill to have in this game.
Note: You can always toggle the "structural G-load limit" setting completely off to become indestructible during entries. This is typically a good setting to use during training.
Image credit: NASA
Mercury Mission 5 (Hawaii)
The last mission of the Mercury Campaign has received a little overhaul with some improved guidance and a few other things to improve the flow. I can't tell too much to avoid spoilers.
Mercury EPS and Lights Test I fixed some issues with the Electrical System and the Warning Light system of the Mercury capsule. This improves the light test slightly and corrects the issue where RETRO RESET would not extinguish after the test (getting stuck). It also fixes an issue where some lightbulbs could illuminate even if the power is removed.
Mercury Entry SFX I made some improvements to the Mercury entry SFX to become more realistic. It now uses a similar logic to what Gemini and Apollo Command Module uses. This removes the old annoying entry SFX. I think I will miss it, slightly.
Gemini Docking This patch improves Gemini docking. I finally managed to find a solution to the Gemini docking interpolation that allows me to be a bit more creative. You will now head a grinding noise as the nose enters the cone (during interpolation), and a sound effect plays from the docking latches as they close. If this seem to work (unlike my previous attempt that I had to roll back a few months ago), I can use this to improve actual collision between Gemini and Agena. This system could potentially carry over the Apollo as well.
Image credit: NASA
Mission System Updates and Typos Thanks for reporting issues related to missions, and typos in them. This patch rolls out quite a few fixes to various missions, the mission system itself and corrects reported typos.
Patch notes:
Mercury: Campaign Mission 5 (Hawaii) updates
Mercury: Retro Reset light didn't extinguish after light test
Mercury: EPS DC check fix (cabin light could illuminate without power)
Fixed a bug in Mercury UDP API that triggered the function but did not refresh the cockpit transforms
Minor improvements to the Apollo Command Module panel models
Fixed the Mercury entry SFX to be similar to Gemini and Command Module
Gemini: Improved Docking interpolation
Gemini: Added docking cone metal noise SFX
Gemini: Added docking latches SFX
Mercury/Gemini test: Slight volume mixing of the RCS thrusters
Apollo CMC Entry Guidance fixes
Gemini Academy lesson 10 (burns) renamed to lesson 9
Gemini Career tree node fixes
Fixed: Camera moves when attempting to slew things like the optics or the LM radar
Improved gauge sun glare shading
Typo/spelling fixes
Fixed an issue that caused the avatar in the character editor to become invisible after the previous patch
Fixes to target orbit in Campaign 3, Mission 4
Fixes to target orbit in Campaign 4, Mission 3
Fixed an issue that made the Avatar in the Character Editor invisible (an issue introduced in the previous patch)
This update improves Mercury autopilot fuel efficiency, updates rendering and lighting systems, adds the new Plume Renderer to Mercury and Gemini, enhances the Mercury cockpit, and resolves reported issues.
Note: If you experience new issues related to this update, please report them. You can revert back the a previous build using the Steam betas tab for the game. Most recent rollback option: Reentry Version 0.99.88.
Mercury ASCS
The Mercury ASCS is responsible for automatic attitude control. I made some improvements to it and fixed an issue where it would typically overshoot in roll, then enter a ping/pong mode until the target has been reached. I corrected the rate limiter issue that caused this to happen, and improved a few other things to reduce fuel consumption.
Tips: It is always recommended to use a manual mode for most of the flight.
Earth Rendering / Atmosphere shader fixes
I fixed a shader issue in the Earth Atmosphere shader that previously caused a NaN (Not a Number error). This created a small spark in the atmosphere as the faulty pixel was overbright and triggered the bloom system (many believed this was lightning strikes or other phenomenon. It became a little thing). For you who wondered what this actually was, now you have the answer.
As this is fixed I was finally able to re-enable the games blooming logic as part of the post processing effects.
This can make it possible to further down the line make an option to toggle off the Lens Flare, and instead render a bloomed sun. I will at a later update make it possible to toggle off the Bloom Effect in the post processing layer.
In addition, I made some improvements to the Earth and Cloud brightness settings and coloring to try and reduce the brightness of Earth, and the occasional but rather blinding areas where if over a desert with clouds below you, could be quite annoying. I will continue to iterate but I hope this reduces the issue.
Astronaut/Crew Hider
The astronaut hider responsible to hide the astronaut if your camera is near or inside its head had an issue that I though was corrected in the previous update. It was not, and I rewrote the logic. It should now work as intended.
New Launch Vehicle Plumes for Mercury and Gemini
I am continuing my pursuit of improving the plumes in the Mercury and Gemini ascent. These are quite simple but will adjust itself as the rocket climbs. You can see that the plume isn't static. Its size and shape is dynamic and will look different at lower altitudes compared to higher altitudes.
P01 Timescale block
Players trying to time scale through the P01 alignment in the Apollo Command Module before liftoff might have noticed that it can cause the alignment to fail. I have made a quick check to disable time scaling during P01 alignment.
Mercury Cockpit Improvements and Rendering
As I was fixing some issues with rendering and lighting conditions in the cockpits, along with re-enabling bloom, and decided to take a few hours to improve some of the elements inside the Mercury cockpit. This is the oldest craft, but the first step for most new players. When you enter the cockpit you will see new and improved cockpit indicator lights, fixes to a few gauges, updates to the Earth Path Indicator (EPI) model, and general fixes to various interactable components. I have also fixed an issue with the SSAO layer that could cause barely visible dark lines (artifacts).
Dynamic Cabin Audio
I continued to iterate on cabin audio in Project Mercury. I replaced the cabin depressurize and repressurize placeholder sound effects with new ones, and improved their logic. I also worked on the EPI and added its ticking noise. This is a test of the 3D cockpit sound effect.
Unity Security Update
A Unity security patch has been applied to the games executable to accommodate a security issue in the Unity Game Engine.
End-of-Early-Access Price Adjustment
As the game prepares to leave Early Access and launch version 1.0, the price is adjusted as mentioned in the Early Access interview on the games Steam Store page.
To accommodate Steam schedules, sale cooldowns and release logistics in November 2025, the price will be increased as soon as Steam publishes the new prices. The price of 34.99 USD is the final price for 1.0.
The journey doesn’t stop at 1.0 - it’s just the start of the next chapter. You can hear about the journey and the 1.0 release here, followed by the recording of my Ask-Me-Anything (AMA) I held October 1st.
The Ask-Me-Anything:
Patch notes:
Fixed the Earth Rendering sun reflection blob on the oceans
Fixed the root cause of the Atmospheric Flashes issue, it was caused by a Nan in two of the atmosphere shaders.
Astronaut Hider fixes
Improved Mercury Redstone Launch vehicle plume
Improved Mercury Atlas Launch vehicle plumes
Improved Gemini Titan Launch vehicle plumes
P01 timescale block
Mercury ASCS roll overshooting issue
Minor changes to CM lesson 9, Earth Entry
Fixed an issue with the RCS Rate Command logic in both Mercury and Gemini
Small updates to the Mercury EPI
Small updates to the Mercury Cockpit light indicators
Fixes and improvements to the Graphics Rendering logic
Fixes to the Earth brightness and tone
Fixes to the Clouds renderer, and re-coloring
Unity Security Patch
Update: Another build was released due to some meta changes, version is still the same.
This updates rolls out a Sound Design overhaul containing some dynamic cockpit sound effects, and RCS jet sounds, adds a new engine plume test to the CSM SPS, LM DPS and LM APS engines (orbit view only), and fixes some critical bugs.
Note: This update touches the games core storage system. If you experience new issues related to this update, please report them. You can revert back the a previous build using the Steam betas tab for the game. Most recent rollback option: Reentry Version 0.99.87.
Sound Design / Soundscaping
System Components
This update rolls out a system that makes it possible add dynamic sound effects to the Virtual Cockpits. I will start small with the sound design elements, but have added an inverter fan, suit fan and a cockpit fan sound effects to these systems across all programs.
Reaction Control Jets
In addition I have worked on the RCS jet sound design where I have added improved logic to make it possible to hear the ON/OFF clack sound effect of the valves opening for various thrusters, and the flow of gas for combustion. Thanks to Dee-Jay for helping me with the RCS sound effects.
Engine Plumes
I have rolled out a more sophisticated engine plume handler. It is currently in its initial version when it comes to look and feel, transparency settings etc, but rolling this out as a test for the Apollo CSM SPS, LM DPS and LM APS engines initially. If these seem to work I will improve the visuals of them, and extend the system to also support some of the 2nd/3rd ascent stages of Mercury/Gemini/Saturn V/Saturn IB.
Language Issue on Campaign Pages
I have finally tracked down an issue that causes the Campaign Pages to sometimes load the wrong language. For example if you have set the language to English, some users could see the Spanish version of the Campaign pages instead of the English version. This is a rare bug so it was hard to track down.
Checklist Guidance System: Complete a Checklist improvement
I have improved the checklist guidance system (the system that handles the two RUN buttons and the checklist steps that are queued up) to internally tag each step with what checklist they belong to. This can make it detect that you have completed a particular checklist if you have multiple queued up. In the future this can be used to more advanced checklist flow as was suggested during my AMA session. But one step at a time, let us see if this implementation works well and is stable.
Thanks all for reporting issue. I have also detected that some crashes has been reported recently. I am curious if it could be related to Unity 6.1 builds and latest graphics drivers or something, will need to dive a bit further into this as I check out Unity 6.2 and a fix for the lately detected security issue.
Patch Notes:
Fixed an issue with the Lunar Module Ascent Lesson
Made so it is possible to end P79 in the CSM
Gemini Yaw-Steering during ascent guidance fixes
VR: Made so you can move the camera with the keyboard
Fixed so Superimpose can't be UI navigated (Left, Right, Up, Down)
Apollo Command Module Astro/Crew collider check fixes
Sound Design updates
Fixed an issue where the Language of a Campaign could be set to something else than the selected language (reported Spanish language in one or two campaigns, while English is selected)
Improved the checklist guide system to detect if a particular checklist has been completed even if you have enqueued other checklists as well.
Engine Plume test for the CSM SPS, LM DPS and LM APS engines
*See another update? I was testing another build pipeline - no in-game change
It is not yet time for the 1.0 release, but it is getting close. Stay tuned for some updates related to my plan towards the upcoming 1.0 launch!
I will be available in the chat for an Ask-Me-Anything (AMA) during the video, and will follow up with an additional AMA session directly after the video.
Be sure to read the Early Access interview on the games Store Page.
This small update will fix an issue in the Gemini Ascent logic that, for some players only, caused the yaw steering to fail. It also makes some minor improvements to all the in-game Academy exams (aka. Pilot Certification Flights), improves some of the internal logic of the games Storage system, and adds the missing needle to the 3-pointer Altimeter in the Gemini Cockpit.
I also moved the ROADMAP button on the Main Menu a bit up to make it more visible, in case you are curious about it.
Patch Notes:
Gemini Ascent Guidance fixes
Fixes to the Pilot Certificate Flights (PCFs)
Storage System improvements
Minor Gemini panel fixes (Altimeter)
Roadmap placement on the Main Menu
Fixed a potentially blocking issue related to the Lunar Landing from Launch Pad without using a Save State
This patch fixes some potentially blocking issues where the Command Module RCS jets consumed too much fuel. I fixed the issue and made some minor balancing to the fuel consumption. This will be iterated upon in the next few patches.
The patch also fixes some additional things in the Gemini Target Vehicle positioning logic to allow me to further improve mission designs where the goal is to rendezvous and/or dock with a target vehicle in Project Gemini. I have updated the Gemini scenarios and campaign missions to reflect this change.
I continued to perform some minor tweaks to the Gemini panels described in the previous patch, and animated the Gemini ADI balls to torque between platform selections.
I also made a change to the Prograde Rotation Realism setting. This setting is relevant in Project Mercury and Project Gemini only as most platform operations are relative to the local horizon. Apollo it generally disturbs the guidance systems. This setting will now only be used in Mercury and Gemini, and always OFF in Apollo.
Patch notes:
- Blocking Issue: Fixed an issue with the Command Module SM and CM RCS jet fuel consumption
- Blocking Issue: Updated the Gemini campaign to use Ap circ burns
- Iterated on the Agena/Target Vehicle positioning system
- Tweaked some of the Gemini panel labels
- Fixed so the Enable Prograde Rotation realism setting (ON=unrealistic) is only optional for Mercury and Gemini, it is enforced OFF in Apollo spacecraft as it works against their guidance systems.
- Added drives to torque the Gemini ADI balls on platform changes
This patch continues to iterate on game content where I have improved the Lunar Module Academy, the Gemini Academy and multiple Campaign missions. It also fixes issues with the games storage system, bugs, and improves the Gemini Virtual Cockpit to better take advantage of its features.
Note: This update touches the games core storage system. If you experience new issues related to this update, please report them. You can revert back the a previous build using the Steam betas tab for the game. Most recent rollback option: Reentry Version 0.99.84.
Game Storage There has been some reports where users has been unable to launch the game if the games storage file for some reason gets corrupt. This patch tries to improve how the storage system works, and rolls out multiple changes to it. When you launch the game, your existing storage.rsf file will be migrated to the new game.rsf file.
These files are located in the System folder for the game: %appdata%\\..\\LocalLow\\Wilhelmsen Studios\\ReEntry\\System
I addition, if the game detects an issue with the game storage file, like it being corrupt, it will re-generate a new file.
Please let me know if you stumble upon any issues related to the migration of the storage files and if this fixes the issue where a corrupt file prevents the game from reaching the Main Menu.
False Mission Completion in Campaigns I finally managed to track down and fix an issue where a campaign mission can get completed, without actually having completed it. A bug existed in the reload mission logic that could cause a mission in the campaign to falsely get flagged as completed. This could potentially unlock achievements for completing missions you haven't completed. This issue was triggered when pressing the RELOAD MISSION from the in-game menu.
Mercury Orbit changes during flight Blocking issue: I made a fix where a dev-tool from the Retroburn Planner development was left enabled (two patches ago). This dev-tool would alter the Mercury trajectory by pressing H/N on the keyboard. This accident made it possible to unwillingly and magically alter the Mercury orbit without even knowing, causing strange questions while trying to complete Mercury missions.
Major Lunar Module Academy overhaul As promised in the previous patch I made a major overhaul of the Lunar Module Academy. As with the Command Module Academy overhaul in the previous patch, the overhaul will improve message stacking, highlighting and most lessons has received additional content and things to teach. I have received great feedback about the work done to the Command Module Academy, and I hope this will improve the experience you have in the Lunar Module Academy as well.
Gemini Academy fixes I continued the efforts done to the Command Module and the Lunar Module Academy to also improve the flow of the Gemini Academy. This fixes similar issues like message stacking, and improves the flow of each lesson.
Gemini Target Vehicle placement in orbit I improved the logic related to the placement of a rendezvous target vehicle like Agena or another Gemini craft. This makes it easier to control where the target vehicle is in orbit during pre-launch. I used this to improve the mission design of the Gemini Scenarios and in the Gemini Campaign. This will make the rendezvous happen faster (compared to the potentially 14 hours after ignition you might have experienced), and I have tried to design so the launch window happens with a scheduled rendezvous/docking in daylight.
Credit: Screenshot by Louis / Discord
In addition I added a small suggested Flight Plan in the Gemini Rendezvous/Docking scenarios (Scenario 1 and 2). You are free to follow them if you wish.
Command Module holds attitude using the RCS instead of TVC during SPS/S-IVB burns I fixed an issue that caused the RCS jets to fire to hold attitude during SPS burns. Even with the currently simplified TVC (Thrust Vector Control) logic of the SPS engine, the engine should be able to damp rates and make attitude corrections without the RCS jets kicking in.
Credit: Screenshot by GeometryPrime / Discord
Apollo player? Disable the Enable Prograde Rotation setting: Having the unrealistic Prograde Rotation realism setting enabled, combined with this issue, could potentially consume a large portion of the total RCS fuel/helium.
For any Apollo mission I highly recommend you to turn OFF the Enable Prograde Rotation realism setting, and turn OFF the Simplified ORDEAL realism setting.
Gemini Attitude Direction Indicator Improvements I have remade the Gemini Attitude Direction Indicator (ADI) to better visualize your attitude. This is a tool that is frequently in use during Gemini Missions, so improving it was long overdue.
The update makes a major overhaul of the ADI ball textures to make it closer to the real ADI ball, and changes some of the marks to more accurately show the actual Pitch and Yaw. It also improved how the textures looks towards the spherical poles of the ball used to render it.
I also added a new model of the SCALE RANGE knob used to set the precision of the error needles. This makes it easier to understand what the knob is for, and has a better line/mark to show its current selection.
I also added a Roll Rate Indicator on the top of the ADI. This will show you the current roll rate of the Gemini craft.
The old needles were not as precise on showing you exactly where the the Pitch & Yaw Index Marker is (that white dot in the center - with alignment wings), and how the Pitch Bar and Yaw Bar is placed relative to it. This has now improved.
For comparison, this is the old model and logic:
Gemini Clocks improvements Another important tool used during Gemini missions are the clocks, especially the up-until-now missing second hands on the watches. During a Gemini mission, the crew and the procedures often uses timers and the Event Timer to keep track of things. This update improves the clocks by adding the second hands, and improves the hour hands to better visualize the current hour of the day (it can now move between numbers). It also fixes previous alignment issues with the marks on the clocks, and lowers the hands closer to the background to make it easier to read the time from angles.
The clock on the Pilot side has also improved with similar logic and the marks has been corrected. It previously had, by accident, 6 marks between an hour, and not 5.
For comparison, this is the old clock:
Gemini Cockpit fixes I made some improvements to the general cockpit model where I improved the circular gauges (less visible polygons), light indicators and labels. Some fonts has changed, some text has gotten bigger and some gauge backgrounds has been completely re-made. I have also inverted the IVI lights as I stumbled upon a fact where I realized I had inverted the masking of the lights.
All of these changes is a step in the right direction and retries to replicate the awesome and slightly messy looking panels of the Gemini craft.
For comparison, this is the old Commanders View:
AGC Octal Rendering I continued to work on the AGC Octal Rendering logic introduced in the previous patch. The main intent of this logic is to move towards the realistic procedures when it comes to the DAP, P52 REFRSMMAT and P23 CISLUNAR NAVIGATION procedures.
Sound Effect issues I fixed an issue that would prevent the RCS jets of the Mercury capsule to trigger the sound effect when the AUX damp or Rate Command modes would try to damp the rates, and an issue with the Gemini OBC dial roll movement sound effect that could make it hang up playing the sound effect in loop.
Patch notes:
Fixes to the game storage save/load system
Fixed an issue where historic missions and campaigns could be completed without actually completing it
Apollo LM Academy fixes and improvements
Improvements to the Gemini Academy
Updates to the Gemini scenarios
Updates to the Gemini Campaign (2)
Fixed an issue with the SPS/TVC and RCS fuel consumption and switching logic
Made so the Mercury Vertical Speed indicator only works in the atmosphere
Continued to fix Gemini switch and button colliders
Increased the Gemini Re-Ent Cmd (RCS) rate, it was too slow to be used
Gemini Virtual Cockpit panel fixes
Improved the Gemini ADI
Improved the Gemini clocks to include seconds and better hour display
Removed the H/N Mercury burn dev-tool that would adjust the mercury orbit
Continued to iterate on the AGC OCTAL rendering
Fixed an issue that prevented the thruster SFX to play during rate reduction logic in Mercury Rate Damp and Rate Command modes
Fixed an issue where the Gemini OBC roll dial SFX could hang up, playing in loop
Fixed an issue in the Gemini ascent guidance logic that could potentially interrupt parts of the yaw steering guidance
This update includes a series of improvements, fixes, polish, and quality-of-life enhancements across Mercury, Gemini, and Apollo. I want to get rid of the main things causing friction during a playthrough.
I have continued to balance the Gemini RCS/OAMS fuel consumption based on feedback, made a major overhaul of the Apollo Command Module academy (3 out of 4 Academy overhauls is now complete), and made a lot of fixes to both new and old reported issues.
As you have seen in the latest few patches, and with 1.0 release getting closer and closer, I have a solid focus on polish, QOL and fixes to the current features and issues. As a solo developer working on this passion project, the game will always have a few rough edges, but I’m committed to giving it my all and making it the best experience I can for you.
Note: If you experience new issues related to this update, please report them. You can revert back the a previous build using the Steam betas tab for the game. Most recent rollback option: Reentry Version 0.99.82.
Gemini Fuel Balancing
I’ve continued refining the Gemini fuel balancing and increased the available fuel. A minor calculation issue from my part made the amount of fuel in Gemini a bit lower than what it was in real life. This should fix the reported issues related to this (at least from my own testing), however, finding the optimal balance will take some time, as the available fuel on Gemini is quite limited.
Improved Apollo Command Module Academy
This update will improve the experience you have in the Apollo Command Module Academy lessons. There will be less stacking of awaiting messages (the message queue squares in the communication box), and each lesson has become better at showing you where things are and highlighting switches.
I have also rewritten and added a lot to each lesson to better describe systems and events. I hope all of this makes it slightly easier to learn Apollo. I will do a similar job with the Lunar Module Academy in a later patch (the Mercury and Gemini Academy received an overhauls a while back).
Interaction Highlighter vs. Attention Highlighter:
This patch continues to improve the Interaction Highlighter and the Attention Highlighter.
I mentioned this briefly in the previous patch notes, but the Attention Highlighter is used to show where something is, without the need of interacting with it. Previously they had the same color, making it hard to distinguish between the two. This could result in accidental interactions with switches that was simply just highlighted to show you where something is, without having to move it. The Attention Highlighter is now of a lavender color compared to the ice blue color of the Interaction Highlighter.
Mission Pad Transcript fixes
The radio transcript stored in the Mission Pad -> Transcript page has been improved and fixed across all programs. This fixes a previous issue that caused the entire page to go blank if the transcript became too long (such as in the longer Historic missions). It also changes the timestamp of each message to use GET/MET after liftoff, and UTC before liftoff.
Mercury Periscope Altitude estimators
I have implemented the altitude estimators on the Mercury Periscope. This is a fully mechanical device that can be used with the view of Earth through the periscope to estimate what altitude you are at. You can center the Earth in the periscope and use the altitude knob to move 4 lines. When all 4 lines intersect with the Earth Atmosphere, the device will estimate your current altitude. This is a backup system and used during emergencies only.
Sound Effect stuttering fixes
I have fixed the sound effect that goes through a continuous PLAY/STOP loop that causes the sound effect to re-start each frame for some users. This applies to the Mercury Landing Bag and the Gemini thrusters during Rate Command.
Improved button press logic between DSKYs on MDC-2 and LEB
I have improved the Interaction Highlighter logic when it comes to the DSKYs on Panel 2 (MDC-2) and the Lower Equipment Bay (LEB). If you are experienced with the Command Module, you might have noticed that you have two available DSKYs to interact with the CMC. The checklists RUN feature will now accept input from both DSKYs, and no longer require you to move up to the one on MDC-2.
The highlighter has also been improved to render a highlighter on the buttons closest to you. This means that if you are in the LEB and working on the OPTICS, and you RUN a checklist or receive an input command from the Mission script, you will see the highlighter on the DSKY closest to you. If you move during this, it will refresh this and switch to the other DSKY if needed.
For example, during the P52 REFSMMAT AID checklist, I hit RUN and start to follow the checklist on the DSKY on MDC-2. The RUN system waits for me to press \ on DSKY on MDC-2:
However, instead of pressing, I move down to the LEB. The RUN system figures out that it instead should highlight the button the the LEB DSKY, as it is closer.
Apollo ACCEL-G gauge fix
An issue that caused the Apollo ACCEL-G gauge to stop working in some cases has been resolved. You should now have a fully functional ACCEL-G gauge during your entire Apollo mission.
Gemini Highlighter fixes for Push Buttons
The Push Buttons had an issue where the highlighter would be rendered below the panel. This would make them harder to find for new players. I have refined this logic and fixed the issue.
Ocean above the window after Apollo Entry Transition
I have fixed a visual issue where the ocean surface would be rendered just outside the ocean when transitioning from atmospheric entry to ocean landing.
TLI and the Command Module Computer
I have made multiple fixes related to the TLI burn and the CMC. When you run P15, you will now see the TB6 time on N33 instead of the ignition time. I have also improved the internal TB6 logic and fixed some minor issues to the lights indicating the various stages of S-IVB engine re-ignition.
EMS ΔV/EMS INCR/DECR fixes
I found the issue of why the INCR/DECR buttons of the EMS was a bit unpredictable and hard to work with. The rocker is split into into 4 parts to give you fine control of what value to set, and be able to increase/decrease quickly to large numbers. This logic is now stable and you can single click rapidly, or press-and-hold for continuous motion.
I have also animated the rocker to give you visual indications of interaction.
CMC/LGC Octal rendering
I have started to implement support for not requiring the SIGN (+ or -) on OCTALs in the AGC (CMC and the LGC). This means that when you interact with OCTALS, such as during DAP setup (NOUN 46), you will not see the SIGN, or require to input the sign when using V21 - V25. You will always need to input the sign on decimals.
I have updated most missions, lessons and checklists to reflect this change but I will continue to iterate as I find more places to update.
Minor improvements to some Apollo Command Module panels
I have added some additional model details to various switches and controls in the Command Module, and made it a bit easier to find the two covered panels that has a door. These now have a highlighter, and the ECS lessons will teach you where they are.
Panel 352 (Water Control Panel) & Panel 351 (Oxygen Control Panel)
Panel 382 (Coolant Control panel)
Coolant Control Panel (382) door highlighter
Patch Notes:
Major overhaul of the Apollo Command Module Academy
Fixed the Mission Pad Transcript page so it won't turn blank when transcript is too long
Mercury Periscope Altitude estimator fixes
Fixed the Mercury Landing Bag SFX stuttering
Continued with finer Gemini OAMS fuel balancing
Fixes to the Gemini-Titan 3 historical mission
Fixes to the Apollo ACCEL-G gauge
Filled some holes in the Gemini Cockpit
Fixes to the Gemini Push Button Highlighter and Colliders to avoid highlighter to show inside/below the panel
Fixed Apollo Entry ocean rendering upon transition
Fixed the Gemini Rate Command SFX stuttering
Corrected so P15 shows TB6 on N33
Fixed internal TB6 event logic
Apollo CM Academy fixes and improvements
Fixed so the highlighter logic supports the dual CMC/AGC buttons, and highlights the closest one to the camera. It also makes to the checklist guidance system (RUN) proceeds if pressing either the buttons on MDC-2 or the LEB.
Fixed the EMS ΔV/EMS INCR/DECR button so it behaves correctly again
Added a basic animation to the EMS ΔV/EMS INCR/DECR
CMC/LGC octal for DAP setup
Minor fixes to some Apollo Command Module panels
Added highlighter to the two "hidden" panels in the CM, and updated Academy lessons to show where they are
A lot of fixes to Typos, Checklist and Missions
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Reentry - A Space Flight Simulator, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Reentry - A Space Flight Simulator statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.