Roadmap & Features

Redux is still in the stage where the team is fixing what is broken, smoothing off what is awkward, and putting basic systems in a better state. The point of this page is simply to show what has already been done, what Foundation means, and what is planned after that.

Current phase Foundation
Bug fixes so far 204
Performance improvements 40

In progress

Stage 0: Foundation

Redux is still in its foundation phase. Right now the work is mostly about making the game more stable, user-friendly, and easier to build on.

Performance first

This stage includes a lot of rendering, simulation, and memory work that needs to be in a better state before larger systems make sense.

Fixing the game's rough edges

It also means dealing with the bugs that make KSP2 unreliable: flight issues, broken UI behavior, mission logic problems, map view errors, etc.

Prepare the systems that later stages depend on

Some of the work here directly translates into later stages, including heat, vessel ISRU, tech tree changes, and a more usable modding workflow in the Unity editor.

  1. Stage 0 Foundation
  2. Stage 1.1 Orbital Colonies
  3. Stage 1.2 Planetary Colonies
  4. Stage 1.3 Supply Routes and Environment
  5. Stage 2 Interstellar
  6. Stage 3 Multiplayer

What Redux has already changed

This is the short version. For a fuller breakdown of features, improvements, and bug fixes already in Redux, read the implemented features and fixes page.

Flight and map view reliability

A lot of work has already gone into flight reliability, map view behavior, and the kinds of errors that can ruin an otherwise normal mission.

  • Map view and camera behavior have been cleaned up in a lot of frustrating edge cases, including new KSP1-style orbital camera behavior.
  • SAS stability, time warp behavior, targeting, and vessel state changes have been fixed in several edge cases, along with new vessel categories and icons in the map and tracking station.
  • Maneuver nodes can now be added and edited while paused, with scroll-wheel precision input for maneuver gizmos.
  • Flight controls now show notifications when precision input mode changes and when trim is applied or reset.

User interface improvements

Some of the most noticeable work is in making the game easier to read and use in the VAB, menus, map view, and Redux-specific UI.

  • There is now an in-game bug reporter, better search in the part picker, and more consistent UI styling.
  • Redux has added things like an improved color manager with presets, better orbital info panel, better notifications, and cleaner loading flows.
  • Various parts of the UI have been improved or completely reworked in the flight view, map view, tracking station, VAB and R&D Center.
  • We are also gradually working on unifying the UI style and replacing the inconsistent stock UI with our own versions.

New content

While Foundation is all about building a stronger base for the game, there is also plenty of new content:

  • New radiators, SM+ engines, fuel tanks, adapters, decouplers, separators, boosters, command pods, probe cores, cameras, and decals have been added to the game.
  • The tech tree and missions have been expanded, including new gateway missions and tech tree nodes for new parts.
  • Visual and EVA additions include better clouds, sun flares, planet-specific reentry colors, helmet lights, EVA parachutes, and supersampling for flight and the VAB.
  • Campaign-related additions include custom flags, a statistics window, and clearer vessel categories and icons in the map and tracking station.

Modding and infrastructure

A big part of the project is making it easier to create and maintain mods for the game.

  • We have upgraded the game's Unity engine version from 2022.3 to 6.4+ and our Redux SDK lets modders make full use of Unity's features.
  • Project Shakespeare is an experimental KSP1 part mod loader, which serves as a preview for our future comprehensive editor tooling for helping KSP1 modders port their parts to KSP2 Redux.
  • The SDK includes improved part modding tools, including part icons, drag cubes and reentry meshes generation, tools for making engine plumes, fairing shrouds, reusable audio components, and more
  • Patch Manager now uses Lua scripting with better diagnostics, dedicated VS Code extension, generated stubs, patch ordering controls, and a new config system.
  • Our crossplatform Updater app reduces the amount of setup and maintenance work around the game.

Where the roadmap opens up

After Foundation, the plan is to move into colonies, then interstellar work, and eventually multiplayer. The exact order may change, but that is the general direction. For a clearer explanation of how the planned resource rules differ, read the Frontier and Exploration modes guide.

Stage 0 Now

Foundation

Redux is still in its foundation phase. Right now the work is mostly about making the game more stable, user-friendly, and easier to build on.

Performance first

This stage includes a lot of rendering, simulation, and memory work that needs to be in a better state before larger systems make sense.

Fixing the game's rough edges

It also means dealing with the bugs that make KSP2 unreliable: flight issues, broken UI behavior, mission logic problems, map view errors, etc.

Prepare the systems that later stages depend on

Some of the work here directly translates into later stages, including heat, vessel ISRU, tech tree changes, and a more usable modding workflow in the Unity editor.

Stage 1.1 Planned

Orbital Colonies

The first colony step is planned around orbital construction, station infrastructure, and the systems needed to support larger operations off-world.

Orbital infrastructure

The goal here is to add orbital colony parts and stations that work as actual construction and support hubs rather than just parked vessels.

Exploration mode resource rules

In Exploration mode, orbital colonies are meant to connect different locations and handle resource sharing across that network.

Power planning

This stage also needs clearer power planning once stations start carrying more systems and production equipment.

Stage 1.2 Planned

Planetary Colonies

After the orbital work, the next step is surface colonies: bases on planets and moons, local production, and the management layer that goes with them.

Surface bases

Players should be able to found colonies on planets and moons, then grow them with mining, processing, factories, and launch infrastructure.

Frontier mode

This is also where Frontier mode starts to take clearer shape, with more focus on what colonies can actually produce and sustain.

Colony management

The colony UI needs to cover resources, power, and heat in a way that is understandable without trial and error.

Stage 1.3 Planned

Supply Routes and Environment

Once colonies exist, they still need logistics, environmental constraints, and hardware that fits that scale.

Supply routes

The idea here is to turn flown cargo routes into repeatable supply lines so colonies can support each other without every transfer being manual.

Environmental heat

Heat and environment are meant to matter more here, so colony placement is not only a visual choice.

Additional content

This stage also leaves room for more missions, science content, and heavier hardware suited to moving resources around the Kerbol system.

Stage 2 Planned

Interstellar

After the colony work is in place, the roadmap moves beyond the Kerbol system.

To the stars

The Debdeb system is planned as the first destination outside Kerbol, with its own worlds, resources, and challenges. More star systems will be added during the rest of the roadmap as well.

Interstellar hardware

That stage also needs hardware to match, so it includes the parts and propulsion systems needed for interstellar travel.

Stage 3 Planned

Multiplayer

The long-term goal is multiplayer, with shared progress and cooperative or competitive play.

Shared progress

The main idea is that multiple players can share one agency and work toward the same goals.

Cooperative or competitive play

Colonies, logistics, and exploration all change once other people can help with them or interfere with them.

Help push the roadmap forward

Redux is still a volunteer effort. Testing, bug reports, modding experiments, and asset work all make the next stage easier to reach.