CosmoLaunchSystem is a hybrid game about managing a space agency and piloting a rocket. You play as the agency director. You accept contracts, invest in research laboratories, design launch vehicles in the VAB, and deliver your clients' payloads.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“CosmoLaunch System is a game that features many complex mechanics (physics, agency economy, VAB, trajectories). We want players to test the flight simulation, rocket behavior in the atmosphere, and the pitch guidance radar, as player feedback will help improve them. Gameplay balance is also an element that requires a lot of attention—managing the agency, budget, reputation, and the technology tree all need balancing, where player opinions are invaluable. Shaping the game together will help properly guide the direction CosmoLaunch System should take.”

Approximately how long will this game be in Early Access?

“The estimated time in Early Access is 6–12 months. This time may change depending on community feedback and how quickly we manage to implement planned new features.”

How is the full version planned to differ from the Early Access version?

“We plan for the full version of the game to feature even more content and rocket building (VAB) parts – new engines, boosters, scientific instruments, fuel tanks, and satellites. We also plan more story missions and the expansion of the technology tree to include reusable rocket stages. This area will also bring modifications to the orbital physics during the flight simulation mode. Additionally, we want to expand the in-game infrastructure and buildings (hangar, laboratory, launch pad), introducing new benefits tied to upgrading them.”

What is the current state of the Early Access version?

“The current Early Access version offers a fully playable gameplay loop combining space agency management with rocket building and 2D physics-based flight simulation. Players have access to:

Modular VAB editor with live stats preview (mass, thrust, TWR, Delta-V, Center of Mass).

Agency management system: budget, reputation, inbox with contracts and reports, and an initial technology tree.

2D flight simulator: atmosphere, drag, Max Q, pitch guidance radar supporting orbit insertion, as well as a weather system and failure systems (FDIR).

Milestones: early suborbital flights and Low Earth Orbit (LEO) missions.

In-game tutorial "Orbital Academy" explaining game aspects (under expansion).

Pre-launch computer flight simulation to check the rocket and avoid higher costs (balancing tests for this system are underway).

Launch pad with 3 available levels (more planned).

Hangar with 5 available levels (more planned).

Laboratory with 5 available levels (more planned).

In-game milestone rewards cabinet (fully complete).”

Will the game be priced differently during and after Early Access?

“We plan to gradually increase the price along with the introduction of new features, content expansion, and the official release of the game out of Early Access.”

How are you planning on involving the Community in your development process?

“We plan to actively involve the community in the game's development primarily through the Steam discussion section, where players will be able to share opinions on flight mechanics, economic balance, and report encountered bugs. We want to carefully monitor feedback—with a particular focus on economic balance and orbital physics—to collaboratively refine game systems with players and prioritize new features and content.”
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About This Game

CosmoLaunchSystem is a hybrid game about running a space agency: combining budget and contract management with rocket building and physics-based 2D flight.

You are the agency director. You accept contracts, invest in research laboratories, design launch vehicles in the VAB, and deliver client payloads—ranging from early suborbital flights to LEO, GEO, and narrative-driven space telescope missions, as well as CubeSat systems that allow you to launch various scientific instruments into orbit for your clients.

Who You Are

Space agency director. You don’t just fly—you decide what to build, when to launch, and how much to risk your reputation and budget. Bad weather, untested designs, and mid-flight failures can destroy a client's payload. Good decisions unlock lucrative contracts and milestone steps in exploration.

Build Like an Engineer

In the modular VAB editor, you assemble rockets from parts: liquid engines, SRB boosters, fairings, RCS thrusters, fins, command pods, and payloads. See real-time mass, thrust, TWR, Delta-V, and Center of Mass.

Save proven designs, upgrade your hangar, and roll out vehicles to the pad. Tuck delicate payloads inside aerodynamic fairings, and mount scientific instruments directly onto the rocket body.

Fly and Reach Orbit

Control throttle and pitch in a realistic atmosphere—complete with drag, Max Q, and the risk of structural failure from pilot error.

For stable orbit missions, a pitch guidance radar helps with recommended ascent profiles to reach the target orbit, but the final outcome is up to you. A more precise orbit yields better bonuses and agency reputation.

Physics: altitude-dependent gravity, exponential atmospheric density, Time Warp, SRB vibrations, plasma effects at Max Q, and exhaust plume lighting.

Run the Agency

Time flows on a turn-based system: budget, science points from the lab, rocket construction, and an inbox featuring contracts, weather reports, and mission briefings.

  • Budget and Reputation: Success unlocks better jobs; disasters hurt financially and public relations-wise.

  • Tech Tree: Invest in the laboratory to unlock new parts and capabilities.

  • Testing and Reliability: Trajectory simulation and mass-dummy test flights before launching actual contracts.

  • FDIR: Mid-flight anomalies, a diagnostic console, and an optional FTS (Flight Termination System).

Key Features

  • Tycoon + 2D Flight Lite Sim hybrid

  • Modular VAB with live stats (TWR, $\Delta v$, CoM)

  • Realistic physics engine

  • Campaign: contracts, reputation, R&D, hangar, and launch pad

  • Testing, reliability, and FDIR anomaly systems

  • Milestones: Suborbital $\rightarrow$ LEO $\rightarrow$ GEO $\rightarrow$ Telescopes

  • Blueprint / Modern Flat visual style

Who Is This For?

For fans of space agency management and rocket building who love orbital physics. If you like "brick-by-brick building" but also want a strong layer of business, contracts, and base progression—this is the game for you.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

In the development of this game, artificial intelligence was used in the following areas:

Code and Logic: Game algorithms (including the autopilot systems and the mission generator) were developed with the assistance of AI-powered programming tools and assistants.

Graphics and Audio: Selected graphic/visual elements and the audio design were generated using artificial intelligence tools.

The game does not use generative artificial intelligence to create content in real time during actual gameplay—all assets were pre-generated and are part of the static game content.

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 64-bit
    • Processor: Dual Core 2.5 GHz (Intel Core i3-6100 / AMD equivalent)
    • Memory: 8192 MB RAM
    • Graphics: DirectX 11 compatible GPU (Intel HD Graphics 620 or better)
    • DirectX: Version 11
    • Storage: 1024 MB available space
    • Sound Card: Standard sound card
    • Additional Notes: Minimum resolution 1280x720
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 11 64-bit
    • Processor: Quad Core 3.0 GHz (Intel Core i5-8400 / AMD Ryzen 5 2600 or better)
    • Memory: 16384 MB RAM
    • Graphics: Dedicated GPU or modern iGPU (NVIDIA GTX 1050 / AMD RX 560 / Intel Iris Xe or better)
    • DirectX: Version 11
    • Storage: 1024 MB available space
    • Sound Card: Standard sound card
    • Additional Notes: 1080p @ 60 FPS target for typical career flights. Complex multi-engine rockets and time warp increase CPU load.
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