Kitten Space Agency

Soldato
Joined
17 Oct 2009
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Relevant reddit thread
Some posts in the thread
We have employed some of the original KSP and KSP2 team and a number of modders and expect the team to continue to grow.
Our studio actually was in the bidding to make KSP2 and we made it to the top three bids. The final step was a call Private Division. I put a lot of work with the into a good design document and opted to keep the focus entirely on this design and the technical aspects of the project - this was a serious problem for two of the people on the call who said we were the only pitch that did not contain art. Obviously out studio wasn't chosen.
We will make plenty of mistakes I am sure. The key we hope to make is not mistakes around pillars that lead to project failure. Its a challenging project.

Also I think the community is very burned out. Which is why the first version of KSA will be free, so people can try it out before wanting to follow progress and then later buying it when it releases.

Rock Paper Shotgun article


Thought this might be one to keep an eye on.
 
This was my thinking, but then I remembered Pokemon and Palworld, so I suppose it depends how big a **** they wanna be.
They blatantly robbed the art style of the monsters though?

It's almost like they took every Pokémon , fed them into an ai model and then got it to churn out similar versions

I'd be very surprised if Nintendo won based on game mechanics.

almost every genre you can think of all the mechanics are copied from one game to another, usually becoming features of that genre, rather than something a specific game does.

some games do whatever feature better than others.
 
why? you can't own a game genre.

Think about all the FPS that basically have the same hud and game mechanics
wasnt the art style of genre i was refering to.

they worked on the original spec and pitch, openly admitting it. thats differant to some one copying like palworld. (who i might add is going through legal actions for mechanics)

i simply felt it could be used against them. while they are using it to gain public interest. its not a public record.

They blatantly robbed the art style of the monsters though?

It's almost like they took every Pokémon , fed them into an ai model and then got it to churn out similar versions

I'd be very surprised if Nintendo won based on game mechanics.

there are mechanics which are patented and cant be used. the fact Nintendo filed the patent and waited to use it and not go on art style suggest they think the Pals are differant enough they wouldnt win.
all palworld need to do is state they based their designs on real animals or myths ect and came close to similar style to pokemon.
this video touchs on the patents :

my main concern is the KSA team were originally slated/bidded for the work.
 
They blatantly robbed the art style of the monsters though?

It's almost like they took every Pokémon , fed them into an ai model and then got it to churn out similar versions

I'd be very surprised if Nintendo won based on game mechanics.

almost every genre you can think of all the mechanics are copied from one game to another, usually becoming features of that genre, rather than something a specific game does.

some games do whatever feature better than others.
I'll be honest, after playing Palworld I agree that the art style is what makes me think of Pokemon. The gameplay actually reminded of Ark TBH, and yet, as @LostCorpse said, they're going after them on the game mechanics.
 
Having played a lot of Stationeers (another Rocketwerkz game), I am very much keeping an eye on this. Loved KSP, didn't buy KSP2 (thankfully), and it looks like Rocketwerkz have a bunch of former devs and KSP modderse on board - at least in their Discord.

Fingers crossed!
 
Seems to be a few videos popping up on my youtube feed with people playing this. I remember there being a second game that was supposed to be KSP but not, and annoyingly I can't remember what it was called.
 
This was my thinking, but then I remembered Pokemon and Palworld, so I suppose it depends how big a **** they wanna be.

They have nothing to gain and nothing to protect anymore, KSP2 is as good as dead, all the players are hardcore loyalists to the dev team is what I'm thinking, they don't care the whys and the wherefores of the buisness side of things, they're gamers and space enthusiasts. If something can offer that it will easily kill KSP2, they don't have the money to fund the development of it, they certainly don't have the money to attempt to be d**ks in court.

As a fan for a short while of the original (I'm not hardcore), I wish them well.
 
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I love(d) KSP1 and was so hyped for KSP2, the first was the best 'early access' experience I've had (got all the DLC for free 'cos I bought it very early).
The rug-pull on 2 was shocking and I'm really glad they're able to take up the mantle for KSA... I bought KitHack model club but haven't got around to playing it yet....

I never made it further than orbiting/crashing into Duna on KSP1 (still going back to it) but have 300+ hours and love it just as much.
Made it almost as far on KSP2 (Mun landings with minimal effort), but kinda stopped playing after they cancelled it, but the graphical side/(easter eggs/landing sites/'story') were great, I was really excited for where it would go...

For anyone getting into it now, I'd say just get KSP1 with the expansions, and then look into mods (graphical and otherwise) for the complete experience (scatterer, volumetric clouds etc... Check Matt Lowne's channel on YT for recommendations on mods!)

I will probably never tire of throwing little green minions into the surface of fictional planets :D
 
KSP2 trailer video I was like "HYYYYYYYYYYYYYYYYYYYYPPEEEEEEEEEEEEEEEEEEEE".

Then it crashed like all my rockets/planes/engines with kerbals strapped to them.
 


Discord invite

Link to message re-pubic release

may be of interest to some
 
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reddit update with info

2days to public release 20hr ago so tomorrow likely a release time frame



Update on Public Build Timeline​

*tldr: No blockers identified, launch to proceed estimated [2 days as of now]

Sorry for the delay it has been a very busy time here at the studio. Our steering group went really well and while issues were identified, none are so far considered blockers to public availability of the launch. Some remaining work was identified but engineering was confident, so we gave them today to be sure. If this continues, that means at the end of this week. It is vital to note that it is ultimately our engineers who guide the decision on whether to release, there remains the chance that a significant blocker comes up and the public availability is delayed.

About the build​

It is important now to discuss what the build is and set expectations. What you have been seeing in [# dev updates]and videos from content creators, is what you will be getting. We aren't hiding things, or holding back stuff for marketing purposes. The current build is more than a tech demo but less than a game, deliberate as we have focused on the foundational technology to deliver the game to the future. What you can do is play around with this foundation, primarily controlling the loaded rockets and seeing how the orbital physics and basic collisions work. Only Sol is simulated currently, and you can never leave its SOI - this means if you do get further out than Sol's SOI, you will see precision issues. A sample kitten in EVA is included. While basic modding is supported (and mods already exist!) the data structures are heavily in development so will change a lot, especially things like vehicles. All our internal debug tools are generally embedded in the game and are there for you to use (at your own risk) as well, such as part editing and such. The current system, Sol, is only for testing and will begin to be replaced with a custom designed one in the coming months.

We need you​

The studio has found that our old ways of making and selling games just simply wasn't working, and that if we didn't try new ways we would end up as many other studios have. This project is the culmination of probably a decades worth of work building the studio. If you're here, then you're part of that journey now. We'll provide some more details of how all this will shake out later - in the meantime a 'save the date' for [in 2 days] When it does go loud, we need you as a spokesperson not a sales person. You know the project, you'll have the build - so you can make your own assessments about what the project has done, and where it is heading. Use that voice out there in the community with the project. If you can, and you feel the build meets expectations - contribute. Support content creators as much as you can as well. Developers, modders, content creators, and players will form what we hope is a "rebirth" of the spirit that Felipe bought with KSP. But in times like we are now it is so much harder, so we have nurture all parts of that.

A huge milestone​

I am immensely proud and somewhat awed by what the team has pulled together. We have not only met, but exceeded even our stretch goals for what we wanted to have for the foundation of the project. This puts us in a very strong technical position to build up from here. More of this will be outlined when the public build goes live.

Known issues​

We are tracking issues with older cards, especially AMD 5000 and 6000 series. Expect other weird edge case issues around GPUs and such. The technology we are using (BRUTAL) is brand new; and this is a huge ask for any engineering team to work through. Much of the work you would get for "free" with an engine is oriented to try solve a lot of these issues, and so we have to work through the various different platform and GPU idiosyncrasies. We also have not optimized our GPU handling, so cards that don't have a lot of VRAM may run into issues. The settings default to the highest level, when you boot the game.

Edit: couple portions of this text did not paste correctly. Edited text in square brackets.
 
for those that don't have anything to do on the weekend

Kitten Space Agency is now live on ahwoo.com​


Download link



 
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Some if you might be familiar with Scott Manley, if not he has a YouTube channel that covers general space/science now but he basically kicked it off making help videos for KSP.

Anyway, (and I'm sure if you looked hard enough you can find it) but he interviewed one if the devs for KSP2, years before it was released, and whilst most of the interview was the typically fluffyness, towards the end he somewhat sternly said "Don't screw it up".
 
Some if you might be familiar with Scott Manley, if not he has a YouTube channel that covers general space/science now but he basically kicked it off making help videos for KSP.

Anyway, (and I'm sure if you looked hard enough you can find it) but he interviewed one if the devs for KSP2, years before it was released, and whilst most of the interview was the typically fluffyness, towards the end he somewhat sternly said "Don't screw it up".

KSP and Scott Manley taught me everything I know about orbital mechanics and why space travel is really, REALLY hard.

Made me realise how amazing it was that we made it to the moon using slide rules and managed to visit all the outer planets in one mission!
 
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