About the Game
After six years of development, what began as a simple rocket simulator has become a comprehensive aerospace sandbox in which you can bring to life anything you can imagine - from rockets, airplanes, and cars to entire planets. Over time, the more we added, the more SimpleRockets 2 outgrew its name. With much consideration we have decided to change the name to "Juno: New Origins" - a title that symbolizes a new start.

Juno: New Origins is a 3D aerospace sandbox where players can use customizable parts to construct and test rockets, planes, cars, or anything they can imagine in an environment with realistic physics across land, sea, air, and space.

Take control of your own aerospace company and earn money and tech points as you progress through the game. Complete contracts to earn money, and discover a mixture of hand-crafted and procedural contracts that offer countless hours of new gameplay. Conquer milestones and explore landmarks to earn tech points and unlock new technology in the tech tree. Interactive tutorials are available to show how to build and operate rockets, cars, and airplanes.

Stretch and shape fuel tanks, wings, cargo bays, fairings, and nose cones with easy-to-use tools that help you create exactly what you want. Resize solar panels, landing gear, pistons, jet engines, etc to fit your needs. Paint your craft custom colors and tweak their reflectiveness, emissiveness, and texture styles.

Engines can be adjusted in a myriad of ways, such as changing the power cycle, combustion pressure, gimbal range, fuel type, and adjusting nozzle performance and visuals. You can customize an engine to be a power house for lift off, or to be a super optimized vacuum engine that maximizes Isp for interplanetary travel. The engine's performance affects its visuals in flight too as shown by the exhaust's expansion or contraction based on its interplay with the atmospheric pressure. Shock diamonds are pretty but they are a symptom of suboptimal engine performance! If you don't care about any of this, then you can just attach a pre-built engine and hit launch!

Easily drag and drop code blocks to program your crafts to log telemetry, automate them, design your own MFD touch screens, etc. With Vizzy, a programming language designed specifically for Juno: New Origins, you can expand the capabilities of your crafts while learning programming, maths, physics, etc.

Orbits are realistically simulated and support time-warp so you don't have to wait several months to reach another planet. The Map View makes it easy to see your orbits and plan future burns, which you can use to set up future encounters with other planets or satellites.

Using Planet Studio, an in-game design tool, you can make your own planets, stars, moons, and stellar systems, starting with a large set of templates and tools to easily make infinite unique procedural celestial bodies. For the more adventurous, Planet Studio has an advanced mode with many modifiers to add and tweak different noise layers, adjusting the terrain and the biomes, as well as a paintbrush tool to be able to achieve the most complex shapes.

Download from a huge collection of user-uploaded crafts, sandboxes, planets, and mods on . Upload your own crafts and sandboxes and share them with the community. Rise through the ranks from a white level builder to a gold level builder and beyond.
FEATURES
Screenshots
19 images
Version Information
Steam Patch Notes
Official update history
TWEAKS
- Show list of crew members for selected craft in the in Active Crafts list.
- Added support for setting the lock direction through vizzy on crafts that are loaded but not under the player's control
- Substantially increased the strength of the night vision camera effect
BUG FIXES
- Fixed a bug where the cargo bay doors would not open correctly on start if their disabled rotation was set via XML.
- Fixed a bug where stationary, non-player crafts could fall through the surface of Brigo when approached by the player's craft.
- Update state of astronauts to deceased when their craft is removed from the Active Crafts list.
- Fixed a bug where the craft could experience orbit glitches when using a cargo bay with no base.
- Updated the new rocket craft to no longer have legacy parachutes and have its Drood unassigned
- Corrected a typo in the price calculation of the RTG, setting them to more realistic but still cheaper than real costs
- Fixed an issue causing generators and RTGs to generate 1000 times as much power as they should
- Fixed an error in the initialization of the slider text for the slant
- Fixed a bug where the command disc gyro would not correctly initialize its gyro power and utilization on startup.
- Improved error message when validating command disc without a battery fuel source.
- Fixed bug with not being able to launch a craft in Planet Studio.
Here are the changes:
- Updated the stock Juno System to version 2.2, with a redesign of Brigo, the first Droo moon
- You can now target your craft's parent planets, although no encounter prediction will be shown (since that doesn't make sense).
- There is now a maximum number of encounters created in Map View to prevent massive numbers of orbit lines from being created in certain circumstances
- Target boxes in map-view will no-longer fade out as the distance from the camera passes a certain point.
- Disabled shadows in the designer and added a quality setting to re-enable them if they are important to you.
- Launch locations are now added at the camera focus point (if there is one) otherwise, it's placed at the player's camera position.
- Structures now cast shadows in Planet Studio.
- Allow rotating camera view with any mouse button when there is no camera target.
- Fixed a bug where a camera part would never become visible again after selected in flight.
- When a docking port is detached, it should no-longer impart a torque that could spin the resultant crafts.
- When a docking port is de-activated, any in-progress docking will be aborted.
- When multiple docking ports are "fighting" for connections, one port will win instead of being in an infinite tug-of-war.
- Fixed a bug where a structure would not be placed at the correct focus point in Planet Studio when the planet was rotated.
- Fixes to raised launchpad and Hangar 5 UVs
- Added new loading screens and updated logo.
- Changed Droo stock image.
- Changed ordering of items in Add Structure dialog to be alphabetical and changed names on certain parts.
- Changed taxiway and road geometry to be symmetrical.
- Made fuel tank pipe fitting match other pipe geometry.
FEATURES
- Added camera part.
- Added new camera modes available during flight.
- Enabling re-entry effects on mobile.
- Gizmo for adjusting burn node position can be accessed by long-pressing on the center of a burn node.
- The game auto-saves every 5 minutes in flight. If the game crashes or exits mid-flight, upon resuming it will ask if the mid-flight auto-save should be kept or reverted to the pre-flight state.
- Android and iOS now save the current flight state or designer craft when the app loses focus. Progress should be restored when resuming the app after the OS has killed it. If a crash, Alt-F4, or other means exit the game abnormally while a flight is in-progress, the main menu should prompt the player to keep or undo the in-progress flight (from the last save point).
- Added ability to the resolution of orbit lines in Map View. Reducing this value can greatly improve performance when a lot of orbit lines are shown.
TWEAKS
- Added an explosion effect when a part overheats from re-entry heat damage and display a message informing the player that their part was destroyed from excessive heat damage.
- Added a 'Very High' setting for 'Shadow Distance' that uses higher resolution shadows if the GPU supports it.
- Shadow quality settings have been updated and a shadow distance setting has been added. At high quality, shadows are drawn much further than before. At lower levels, resolution and distances have been reduced. Mobile shadow quality has been improved.
- Minor texturing tweaks to the low quality water.
- Burn node gizmos can now be retracted by clicking on the center icon.
- Burn node adjustor handles now extend further to make them easier to use.
- Added Save Location button to menu in flight scene.
- Updated the input based activator part modifier to be able to lock heading/prograde/retrograde/target/node.
- Show the map view inspector when a non-player craft is selected.
- Added close button to inspector panels.
- Reset finger tool position after dropping part in trash can or subassembly.
BUG FIXES
- Reducing shadow artifacts by reducing shadow draw distance (and thus increasing shadow resolution) when zoomed in close to the camera target.
- Fixed issue causing some orbits to be unnecessarily updated.
- Fixed issue casing some orbits to have unmodifiable burn nodes (unless the game is paused).
- Reduced z-fighting on shores.
- Fixed bug with the sun appearing to have a black hole in its center.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32864081/8235431dabc1e6f7fe316199a448d4471a3f089b.png
The newest update to SimpleRockets 2 includes highly customizable landing gear. You can tweak their scale, length, angle, as well as their forward, horizontal, and vertical offsets, and a whole lot more. Basically, they can be configured in an infinite number of ways. They are also far more stable than rover wheels when used with large crafts and they support retraction and an optional storage bay with tiny doors! They are a blast to play with and I hope you enjoy them as much as we do!
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32864081/aa321928de53a353dbb2603e90df557624b129c2.png
FEATURES
- Procedural landing gear
TWEAKS
- Downloading a plane while not in the designer scene no longer loads your previous designer craft prior to loading the downloaded craft.
- Updated stock aircrarft with the new landing gear
BUG FIXES
- Fixed a bug with extra lights (used in designer) not applying the detail textures to parts.
- Fixed a bug where deleting a stage in the staging editor would not update the performance analyzer.
- Fixed a bug where the center of thrust would not recalculate when the altitude was changed in the performance analyzer.
- Fixed a bug where an engine's thrust would not be included in the performance inspector during flight if the engine was not activated via stage activation.
- Fixed a bug where the exhaust plume could look overexpanded in a vacuum.
- Fixed a major memory leak when leaving the flight scene.
- Fixed a bug where jet engines would report incorrect performance in the designer after the afterburner option was enabled and then disabled.
- Fixed a bug where the battery and mono displays in the flight inspector would not report the correct amounts when the non-primary command pod was selected.
- Fixed a bug where the designer could become unresponsive after deleting a solar panel array.
- Fixed a bug where the craft would not update its CoM/CoL/CoT when rotated or nudged via numeric entry in the rotate panel or nudge panel.
- Fixed slant angle detaching landing gear's wheel in flight scene.
- Possibly fixed hang on exit bug.
- Fixed crash bug related to large craft.
MODDING
- Upgraded to Unity 2018.4.4f1. Modders should also upgrade. Sorry for requiring another update so soon, but 2018.4.4f1 included some important bug-fixes.
- Updated mod tools with support for adding custom fuel types, rocket engines, and rocket engine nozzles. See notes at "Assets\Content\Craft\Parts\RocketEngines_Help_ Rocket Engines.txt". Note: the Propulsion.xml file and help text file only get created when clicking the 'Start Creating Mod' button. Known Issue: Textures are not properly supported yet, but a solution is in work and should be ready in the next update.
- Marked 'IsModRequiredForFlightState' as virtual on the GameMod base class.
- Fixed a bug where creating a new subpart via the part manager would not auto-reference the new subpart script.
- Added IInspectorPanel.RebuildModelElements() to clear and rebuild the inspector panel based on its current model.
- Added 'IUserInterface.AddBuildInspectorPanelAction' and 'IUserInterface.RemoveBuildInspectorPanelAction' for hooking in to and extending the inspector panels (script based UI's like the Performance Analyzer and Flight View windows). Added 'IUserInterface.InspectorPanelLoading' and 'IUserInterface.InspectorPanelLoaded' events.
- Added 'IXmlLayoutController.OnLayoutRebuilt' and 'BuildUserInterfaceRequest.AddOnLayoutRebuiltAction' for hooking in and executing code after a UI has been rebuilt.
- Updated mod tools & API to support custom mod settings, accessible to the user via the game's settings dialog. A 'ModSettings' class will be created when clicking the 'Start Creating Mod' button in the mod builder window. View the commented out code to get started with adding custom settings to your mod.
- Added a StagingChanged event to the CraftPerformanceAnalysis as well as a property for setting the atmosphere sample.
- Added an IPartTextureStyleProvider interface that can be added to PartModifierData classes to allow the part modifier to define available part texture styles based on its current configuration (used by rocket engine components).
- Added IPerformanceAnalysis.StageAnalysisChanged event
- Added an OnModLoaded overload on 'Mod' game object instances that should be raised when the mod has fully loaded (part/propulsion data, UI resources, etc. have all been loaded).
Check out the following post for more info on getting started with creating mods:
Creating Mods for SimpleRockets 2
Our website has also been updated so that you can easily share your mods with the community:
https://www.simplerockets.com/Mods
FEATURES
- Mod Support
TWEAKS
- Music tracks no longer loaded when music volume is set to zero
BUG FIXES
- Fixed a bug where the ion engine would consume fuel even without battery.
- Fixed a bug where the fuel tanks would report the wrong height when resizing vertically.
- Fixed a bug in the Settings dialog where the contents in the scroll view would overflow when the resolution was changed.
- Fixed a bug that would cause the game to revert to native resolution during loading screens for some players.
- Fixed a memory leak in the designer related to part icons.
Check out the following post for more info on getting started with creating mods:
Creating Mods for SimpleRockets 2
The website has also been updated so that you can easily share your mods with the community:
https://www.simplerockets.com/Mods
FEATURES
- Mod Support
TWEAKS
- Music tracks no longer loaded when music volume is set to zero
BUG FIXES
- Fixed a bug where the ion engine would consume fuel even without battery.
- Fixed a bug where the fuel tanks would report the wrong height when resizing vertically.
Andrew added a new multi-directional RCS part so now you don't need to cobble together your own cluster of 5+ RCS ports. Just add one of these new parts and enjoy enhanced attitude control.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32864081/10d56304deba1bee42bc6e3d70b3a3ec182d000f.png
Andrew also refactored all of the fuel code so that we could support some new features to give you more control over how your crafts consume their fuel. Now you can re-prioritize your fuel tanks, drain from multiple tanks at once, and even automate fuel transfer using cross feeds, which are available on any new interstage part you pull out from the part list.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32864081/c6b8ea028da977fc245dbf011c1a943047948778.png
Kevin revisited the fuselage parts and rebuilt their meshes to remove unnecessary complexity and improve game performance, undoubtedly contributing to the 30% FPS boost I mentioned earlier. Then he went through all of the fuselage textures with a fine tooth comb and fixed issues with alignment that had cropped up in a few bug reports. After that, he freshened up the loading screens to be more reflective of the game's current state.
William incorporated four new songs from Fat Bard (the music guys). Then he added a new, resizable gyroscope part, so now your crafts don’t need to have a command pod for that. The power of the gyro is based on its size.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32864081/0b0fcf49674f0723f2b491bd165fbdbce936ebde.png
Philip has been working on procedural landing gear, but that didn't make this update. We are hoping to get that in the next update, in a few weeks.
Here are the nitty gritty details:
FEATURES
- Added multi-directional RCS part.
- Added gyroscope part.
- Performance improvements. From our testing, we've seen large craft have up to a 30% increase in FPS.
- New loading screens.
- Docking ports can now be targeted, which makes docking a lot easier.
- Added fuel tank priority so the player can change the order in which fuel tanks are drained.
- Added fuel crossfeed option to side interstage part.
- Allow draining from multiple fuel tanks at the same time when they are set to the same priority.
- Added shortcut to open Performance Analyzer window in the designer. Bound to 'O' by default.
- Added an option to disable ambient light attenuation in the game settings.
- Added more music.
- Added craft dimensions and part count to performance analyzer window.
TWEAKS
- Save command pod input states so they will retain their slider positions when reloaded.
- Added button to the Part Inspector to select a part's command pod during flight.
- Display fuselage radius and length when resizing in the designer.
- Added Propellant Mass to Performance Analyzer window in the designer.
- The explode part button now must be clicked twice before actually exploding the part. Safety first.
- Slightly increased the default ambient light in space.
- Tweaked exhaust visuals for underexpansion and overexpansion.
- Added a progress bar for fuel in the fuel tank inspector window.
- Paint Emission Setting Now Allows 1% Increments.
- Added tool-tips for replication/control options on command pod's flight scene inspector panel.
- Engine exhaust now increases in length as it becomes more underexpanded.
BUG FIXES
- Fixed a bug where the center of mass of the craft would not update during flight in some circumstances.
- Fixed a bug with opening a craft/sandbox via file associations resulting in launching the game but not actually loading the craft/sandbox.
- Fixed a bug where rotating a part with the keyboard would sometimes rotate the wrong part.
- Fixed a bug with overlapping text on the dummy inspector window.
- Fixed a bug where engines would not continue throttling to last known throttle input after separating from their commmand pod.
- Fixed a bug where the part shape tool would not hide its grid after the player had finished dragging with the mouse.
- Fixed a bug where disconnected parts would show up in staging display in flight scene.
- Fixed the rotation direction of the planet in the main menu :D
- Fixed issue which can cause a craft to whip around after undocking if the current heading is locked.
- Fixed visual tearing on orbit lines when moving camera very rapidly in map view.
- Fixed bug which would occur when the current navigation target is destroyed.
- Improved the handling of invalid part styles, preventing them from modifying the part style list of all parts of the same type.
- Fixed a bug where control surfaces could be added to structural panels.
I refactored all of the fuel code so that we could support some new features to give you more control over how your crafts consume their fuel (I mean propellant...sorry, Kell). Now you can re-prioritize your fuel tanks, drain from multiple tanks at once, and even automate fuel transfer using cross feeds, which are available on any new interstage part you pull out from the part list.
Kevin revisited the fuselage parts and rebuilt their meshes to remove unnecessary complexity and improve game performance, undoubtedly contributing to the 30% FPS boost I mentioned earlier. Then he went through all of the fuselage textures with a fine tooth comb and fixed issues with alignment that had cropped up in a few bug reports. After that, he freshened up the loading screens to be more reflective of the game's current state.
William added a new, resizable gyroscope part, so now your crafts don't need to have a command pod for that. The power of the gyro is based on its size. He also incorporated four new songs from Fat Bard (the music guys).
Philip has been working on procedural landing gear, but that didn't make this update. We are hoping to get that in the next update, in a few weeks.
Here are the nitty gritty details:
FEATURES
- Added multi-directional RCS part.
- Added gyroscope part.
- Performance improvements. From our testing, we've seen large craft have up to a 30% increase in FPS.
- New loading screens.
- Docking ports can now be targeted, which makes docking a lot easier.
- Added fuel tank priority so the player can change the order in which fuel tanks are drained.
- Added fuel crossfeed option to side interstage part.
- Allow draining from multiple fuel tanks at the same time when they are set to the same priority.
- Added shortcut to open Performance Analyzer window in the designer. Bound to 'O' by default.
- Added an option to disable ambient light attenuation in the game settings.
- Added more music.
TWEAKS
- Added button to the Part Inspector to select a part's command pod during flight.
- Display fuselage radius and length when resizing in the designer.
- Added Propellant Mass to Performance Analyzer window in the designer.
- The explode part button now must be clicked twice before actually exploding the part. Safety first.
- Slightly increased the default ambient light in space.
- Tweaked exhaust visuals for underexpansion and overexpansion.
- Added a progress bar for fuel in the fuel tank inspector window.
- Paint Emission Setting Now Allows 1% Increments.
- Added tool-tips for replication/control options on command pod's flight scene inspector panel.
BUG FIXES
- Fixed a bug where the center of mass of the craft would not update during flight in some circumstances.
- Fixed a bug with opening a craft/sandbox via file associations resulting in launching the game but not actually loading the craft/sandbox.
- Fixed a bug where rotating a part with the keyboard would sometimes rotate the wrong part.
- Fixed a bug with overlapping text on the dummy inspector window.
- Fixed a bug where engines would not continue throttling to last known throttle input after separating from their commmand pod.
- Fixed a bug where the part shape tool would not hide its grid after the player had finished dragging with the mouse.
- Fixed a bug where disconnected parts would show up in staging display in flight scene.
- Fixed the rotation direction of the planet in the main menu :D
- Fixed issue which can cause a craft to whip around after undocking if the current heading is locked.
- Fixed visual tearing on orbit lines when moving camera very rapidly in map view.
- Fixed bug which would occur when the current navigation target is destroyed.
- Improved the handling of invalid part styles, preventing them from modifying the part style list of all parts of the same type.
KNOWN ISSUES
- The game occasionally hangs on exit.
- Cross feeds are not included in delta-v calculations or active fuel levels. I'm not sure if they ever will, but I do plan to investigate.
- Multi-directional RCS can malfunction if a new stage is activated while the RCS is receiving input. Quick Save and Quick Load should fix the issue if you encounter it before we fix it.
You can read the previous beta posts here:
Features
- Added new nozzle called the 'Echo' that is available for the solid rocket engine type (inspired by the Space Shuttle SRBs).
https://imgur.com/zwOqxMa.png
- Added shock diamonds that show up when exhaust is over-expanded
https://i.imgur.com/pj4Y7Xf.png
Tweaks
- Reduced Isp of (most) rocket engines.
- Changed near clip plane to 1 meter in flight scene.
- Changed command pod's "Dock Reorients Controls" option to "Auto Config Controls"
- The command pod's "Auto Config Controls" option now defaults to true.
- Added the RcnThrottle property to the ReactionControlNozzleScript (this one's for you pedro16797)
- Tweaked starting camera angle in the designer to an angle that works well for both rockets and airplanes.
- Improved smoke trail drag behavior.
- Changed Stage Isp, Stage Delta V, and Stage Burn Time in flight view to no longer be dependent on the craft's current throttle setting.
- Updated stock crafts and crafts in challenges to use new rocket engines.
- Added tooltips to performance analysis window
- Added the ability to tilt the game camera with middle mouse button drag.
Bugs
- Darken smoke trails at night.
- Fixed a bug where the inspector windows could be dragged on top of the dialogs in the flight scene.
- Fixed issue which caused a craft's throttle to be reset to zero when switching between crafts.
- Re-open the performance analysis window in the same place it was closed instead of always resetting back to the original location.
Beta Bugs
- Fixed issue causing translate gizmo to no-longer work with connected translations.
- Fixed a bug with the designer tutorial where the fuel tank placement hints were incorrectly positioned.
- Fixed a bug that made it very difficult to dock.
- Fixed a bug where the smoke trail would get thicker when in slow motion.
- Changed how efficiency is applied to engine performance so that exhaust velocity jives with Isp.
Here's what's new since the last beta:
FEATURES
- Added texturing to (most) rocket engines
- Allow resizing aerospike nozzle. Increasing length can increase performance, but it also increases mass.
- New sound effects for rocket engines
TWEAKS
- When using the tinker panel to set stage activation to "None", the following items will no-longer auto-activate upon flight start: fairings, parachutes, and side detachers.
BUG FIXES
- Properly restore joints which were "bent" when saved.
- Fixed a bug preventing image effects from working.
- Fixed antialiasing on part icons.
- Fixed a bug that could cause undefined behavior if two docking ports completing docking in the exact same frame.
- Fixed bug where translate/rotate gizmos can become sized incorrectly after using part-scale in the tinker panel.
BETA BUG FIXES
- Fixed a bug where the exhaust looked over-expanded when throttling below 20%
- Fixed a bug where engines could not be disabled via activation groups.
- Fixed a bug with engines not starting when assigned to an activation group that is enabled at start.
- Fixed a bug where symmetric engines did not update their attached fuel tanks or their performance correctly.
- Fixed a bug where the new rocket engines were not reporting the correct max thrust when not actively burning at 100% throttle.
- Fixed a bug where the staging editor would report inconsistent delta-V when rapidly moving the altitude slider in the Performance Analzyer window.
- Attempt to scale exhaust particles when engine has a non-uniform part scale.
- Allow solid rocket engines to fire in same stage as a detacher.
- Fixed a bug that allowed solid rocket engines to be active during time warp.
- Fixed bug where nudge gizmos would sometimes not adjust properly when using World-Space coordinates.
- Fixed issue where zooming camera in designer could cause gizmos to disappear.
- Fixed a bug with incorrect price and mass of rocket engines outside of designer.
- Fixed a bug where the craft would sometimes explode on the launch pad after tweaking engine properties.
Current Release
21013071
Uploaded Apr 07, 2026
System Requirements
How to Install
SimpleRockets2.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
395 MB
21013071
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View AllDownload Juno: New Origins for PC with a direct link or via torrent. Get the full version of Juno: New Origins for free. Juno: New Origins is a Indie released by Jundroo, LLC.