Be the dreamer-in-chief of a young space company: set wild goals, push rockets out the door, and watch them reach orbit, the Moon and a space station. Ships from three eras, inside and out. A realistic spaceflight sandbox in a very early, very honest alpha: bugs included, curiosity welcome.

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About This Game

Welcome to the taikon company

"Taikon" comes from 太空 (tàikōng), Chinese for "space". So yes, we are the space company. A small one, with big plans and a launch pad.

You're the dreamer-in-chief. Not the accountant, not the scheduler: the one who points at the Moon and says "there". You push the program forward, back the bold designs, and get the best seat in the house when they fly. Under the hood runs an honest spaceflight sim: real-scale parts and real orbital mechanics, where staging, fuel, drag and re-entry heat decide whether a design makes it, or makes a crater.

Three eras, inside and out

Your spacecraft come from three eras: the space race, today's commercial spaceflight, and a near-future vision. Each era has its own look on the outside and its own cabin on the inside, from snug space-race capsules to clean commercial cabins to near-future rooms with holographic walls. Climb in and look around.

Hands on, or hands off

Want to get your hands dirty? Bolt a rocket together and fly every burn yourself. Or let the autopilot take it to orbit and all the way to the Moon while you watch. Dock with a space station, move your crew across, float through the modules, and step outside for a spacewalk when the view gets too good.

A very honest alpha

Let's be upfront: this is an alpha, and it is raw. Things clip through other things. The camera sometimes has opinions. Now and then a rocket does something physics never asked it to. We update often, and every bug report makes the next build better. If you like being early, poking at things and telling us what broke, you'll fit right in.

In the alpha today

  • Rocket assembly from real-scale tanks, engines, decouplers, fins, capsules and science gear
  • A working launch site: hold-down arms, a service tower, and plenty of steam
  • Real orbits, and a map that tells you the truth about where you're going
  • Atmosphere, drag and re-entry heating on every part
  • Autopilot to orbit and to the Moon
  • Moon landings, spacewalks, flags and samples
  • Space station docking, crew transfers and walkable interiors
  • Spacecraft parts and cabins from three eras: space race, commercial and near-future
  • Weather and volumetric clouds; ray-traced shadows on Apple silicon

Where it's going

  • Less busywork, more watching: missions and supply runs that plan and fly themselves while you call the shots
  • Satellite constellations, bigger stations and resource outposts beyond home
  • More parts that move, unfold and surprise you
  • A Windows version (the alpha is Mac-only for now)
Found a bug? Tell us in the Steam discussions. Original work, not affiliated with any other spaceflight game.

AI Generated Content Disclosure

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

Generative AI tools helped make a large part of this game's art and some of its sound and text. The developer directed, reviewed and edited all of it.
- 3D models: most parts, launch-site props, station modules, interior fittings, lunar rocks, and the crew characters (body, head, suits) with their gear were generated with Meshy (paid commercial plan) from the developer's concept images or text prompts, and many were re-textured with Meshy. The concept images were made with image models (OpenAI gpt-image, nano-banana, Meshy text-to-image). A few fallback part models were reconstructed locally with TRELLIS.2.
- Images: the ground detail textures (grass, sand, pad concrete), the tree leaf cards, a floor-marking decal and the near-future cabin's holographic landscape are image-model pictures; a suit fabric texture derives from a FLUX.1-schnell image; a terrain detail field comes from an open terrain-diffusion model.
- Sound: some engine, ignition, shutdown, venting and RCS sounds were generated locally with Stable Audio Open 1.0, then edited.
- Text and code: the developer works with an AI assistant (Claude); the store page text and the in-game text were drafted with it and edited by the developer.
- Animation: the crew walk on motion-capture data (CMU Graphics Lab Motion Capture Database); an optional legacy walk is baked from reinforcement-learning policies the developer trained.

Not AI-generated: the remaining sounds (in-house synthesis and a NASA public-domain recording), the flag, the visual effects and the fonts (OFL).

Nothing is generated while you play.

System Requirements

    Minimum:
    • Requires an Apple processor
    • OS: macOS 26
    • Processor: Apple M3 (Apple silicon only; Intel Macs are not supported)
    • Memory: 8 GB RAM
    • Graphics: Apple M3 integrated GPU (Metal 3)
    • Storage: 5 GB available space
    • Additional Notes: Mac-only alpha. A Windows version is coming in a later alpha wave.
    Recommended:
    • Requires an Apple processor
    • OS: macOS 26
    • Processor: Apple M4 Pro or newer
    • Memory: 16 GB RAM
    • Graphics: Apple M4 Pro GPU or better
    • Storage: 5 GB available space