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Reentry - A Space Flight Simulator News

Reentry has been updated to 0.99.91 - Unity Engine, Missions, Launch Areas

[p][/p][p]This patch rolls out an engine update from Unity 6.1.9f1 to Unity6.1.17f1 (stability updates and bug fixes related to Unity). It also focuses a lot on Mission and Campaign fixes, text updates, and fixes to reported bugs. In addition, the Mercury Redstone and Mercury Atlas launch areas are improved.[/p][p]Note: If you experience new issues related to this update, please report them. You can revert back the a previous build using the Steam betas tab for the game. Most recent rollback option: Reentry Version 0.99.90.[/p][p][/p][p]Unity Engine upgrade[/p][p]The Unity Engine upgrade from version 6.1.9f1 (June 24, 2025) to Unity 6.1.17f1 (October 3, 2025) brings the latest fixes, improvements and security updates from a Unity Engine perspective. This should improve stability and fix rendering issues related to the Unity Engine. [/p][p]This game is a long-term project and will not lock in to a specific Unity version. This will require me to fix potential issues related to engine upgrades and migrations, but should also bring in the latest stability updates to the engine used to run the game.[/p][p][/p][p][/p][p]Mission fixes[/p][p]A large portion of reported issues, bugs, and typos are related to the in-game content such as Missions and Campaigns. This patch rolls out a lot of these reported fixes and text improvements.[/p][p][/p][p]Campaign Completion logic fix[/p][p]This patch fixes a blocking issue where some players have been unable to receive the completion award/achievement from completing the campaigns.[/p][p][/p][p]Gemini Encoder[/p][p]The Gemini Encoder model has been updated as I wanted to remove the old placeholder model. I still do not yet have a good reference of what the Gemini Encoder actually looked like, so if you know of a photo of it, please share it with me.[/p][p][/p][p][/p][p]PDF versions of the in-game checklists[/p][p]I have added the community contributed exports of all the available in-game checklists to the Flight Documents pad. Thanks to Icarus for creating these great looking documents.[/p][p][/p][p][/p][p]Launch Area Shadows[/p][p]I have re-enabled the previously broken shadows while on the pad. I have changed how the launch complex environment works to gain a bit more flexibility on external views, making it a bit easier to work on the external views during pad operations. I have also improved the shaders used to render the launch complex area grounds.[/p][p][/p][p]Mercury Launch Complex improvements[/p][p]The primary focus for version 1.0 is internal cockpit views. However, I wanted to make a slight improvement to the external views during pre-launch.[/p][p]I’ve applied the launch complex logic improvements mentioned earlier to enhance the appearance of the launch area during Mercury-Redstone and Mercury-Atlas launches. The two vehicles now use more accurate and distinct launch complex models, and I’ve begun incorporating pad details inspired by footage from the real missions.[/p][p][/p][p]Mercury Redstone[/p][p][/p][p][/p][p]Mercury Atlas[/p][p][/p][p][/p][p]External view dynamic shadowing logic (Mercury Only)[/p][p]I have introduced a smarter method to handle shadow rendering in external views. This is out for testing in Mercury and will adjust the local shadow resolution based on the distance to the capsule. This is an attempt to tame the Unity Shadow system for the large and complex scene setup I use to make Reentry - A Space Flight Simulator possible.[/p][p][/p][p][/p][p]Patch notes:[/p]
  • [p]Unity Engine upgrade from version 6.1.9f1 (June 24, 2025) to Unity 6.1.17f1 (October 3, 2025)[/p]
  • [p]Mission fixes and typo fixes[/p]
  • [p]Campaign Completion logic fix[/p]
  • [p]Gemini Encoder model update[/p]
  • [p]LM Lunar Stay RCS jet positioning fixes[/p]
  • [p]Gemini Free-Play mission ID updates (fixes shared completion state)[/p]
  • [p]Apollo CM Lesson 9A fixes (entry)[/p]
  • [p]Re-enabled shadows and advanced shading support on Mercury, Gemini and Apollo launch pad grounds[/p]
  • [p]Improved the foliage in the Mercury and Gemini launch areas (visible in Ultimate setting only, for now)[/p]
  • [p]Updates to the Mercury Redstone and Mercury Atlas launch towers/gantries.[/p]
  • [p]Mercury only (testing): External View Dynamic Shadows based on camera distance to capsule[/p]
  • [p]Load State menu fixes[/p]

Reentry has been updated to 0.99.90 - Entry Guidance, Gemini Docking, Missions

[p][/p][p]This update mainly focuses on bug fixes, polish and mission improvements. Please see that patch notes below for the full list.[/p][p]Note: If you experience new issues related to this update, please report them. You can revert back the a previous build using the Steam betas tab for the game. Most recent rollback option: Reentry Version 0.99.89.[/p][p][/p][p]Entry Guidance for the Apollo Command Module
I have fixed some key issues with the Apollo Entry Guidance logic. The intent of the entry guidance is initially to get you through the atmosphere and survive the entry. Once I get this as stable as possible to reach that goal, I can start to improve the guidance to better guide you towards the actual landing zone. [/p][p]In addition, if an issue with my Entry Guidance logic causes an abnormal entry, I will bypass the MAX G-LOAD limit to avoid destroying missions that are supposed to work. If you are an advanced player, I still recommend you to learn how to identify this, take manual control, and steer the craft manually.[/p][p]I also recommend all players to learn how to perform manual entries, it is a lot of fun, and a good skill to have in this game.[/p][p]Note: You can always toggle the "structural G-load limit" setting completely off to become indestructible during entries. This is typically a good setting to use during training.[/p][p]Image credit: NASA[/p][p][/p][p]Mercury Mission 5 (Hawaii)[/p][p]The last mission of the Mercury Campaign has received a little overhaul with some improved guidance and a few other things to improve the flow. I can't tell too much to avoid spoilers.[/p][p][/p][p]Mercury EPS and Lights Test
I fixed some issues with the Electrical System and the Warning Light system of the Mercury capsule. This improves the light test slightly and corrects the issue where RETRO RESET would not extinguish after the test (getting stuck). It also fixes an issue where some lightbulbs could illuminate even if the power is removed.[/p][p][/p][p][/p][p]Mercury Entry SFX I made some improvements to the Mercury entry SFX to become more realistic. It now uses a similar logic to what Gemini and Apollo Command Module uses. This removes the old annoying entry SFX. I think I will miss it, slightly.[/p][p][/p][p][/p][p]Gemini Docking
This patch improves Gemini docking. I finally managed to find a solution to the Gemini docking interpolation that allows me to be a bit more creative. You will now head a grinding noise as the nose enters the cone (during interpolation), and a sound effect plays from the docking latches as they close. If this seem to work (unlike my previous attempt that I had to roll back a few months ago), I can use this to improve actual collision between Gemini and Agena. This system could potentially carry over the Apollo as well.[/p][p]Image credit: NASA[/p][p][/p][p]Mission System Updates and Typos
Thanks for reporting issues related to missions, and typos in them. This patch rolls out quite a few fixes to various missions, the mission system itself and corrects reported typos.[/p][p][/p][p]Patch notes:[/p]
  • [p]Mercury: Campaign Mission 5 (Hawaii) updates[/p]
  • [p]Mercury: Retro Reset light didn't extinguish after light test[/p]
  • [p]Mercury: EPS DC check fix (cabin light could illuminate without power)[/p]
  • [p]Fixed a bug in Mercury UDP API that triggered the function but did not refresh the cockpit transforms[/p]
  • [p]Minor improvements to the Apollo Command Module panel models[/p]
  • [p]Fixed the Mercury entry SFX to be similar to Gemini and Command Module[/p]
  • [p]Gemini: Improved Docking interpolation[/p]
  • [p]Gemini: Added docking cone metal noise SFX[/p]
  • [p]Gemini: Added docking latches SFX[/p]
  • [p]Mercury/Gemini test: Slight volume mixing of the RCS thrusters[/p]
  • [p]Apollo CMC Entry Guidance fixes[/p]
  • [p]Gemini Academy lesson 10 (burns) renamed to lesson 9[/p]
  • [p]Gemini Career tree node fixes[/p]
  • [p]Fixed: Camera moves when attempting to slew things like the optics or the LM radar[/p]
  • [p]Improved gauge sun glare shading[/p]
  • [p]Typo/spelling fixes[/p]
  • [p]Fixed an issue that caused the avatar in the character editor to become invisible after the previous patch[/p]
  • [p]Fixes to target orbit in Campaign 3, Mission 4[/p]
  • [p]Fixes to target orbit in Campaign 4, Mission 3[/p]
  • [p]Fixed an issue that made the Avatar in the Character Editor invisible (an issue introduced in the previous patch)[/p]

Reentry has been updated to 0.99.89 - Rendering, Bug Fixes

[p][/p][p]This update improves Mercury autopilot fuel efficiency, updates rendering and lighting systems, adds the new Plume Renderer to Mercury and Gemini, enhances the Mercury cockpit, and resolves reported issues.[/p][p][/p][p]Note: If you experience new issues related to this update, please report them. You can revert back the a previous build using the Steam betas tab for the game. Most recent rollback option: Reentry Version 0.99.88.[/p][p][/p][p]Mercury ASCS[/p][p]The Mercury ASCS is responsible for automatic attitude control. I made some improvements to it and fixed an issue where it would typically overshoot in roll, then enter a ping/pong mode until the target has been reached. I corrected the rate limiter issue that caused this to happen, and improved a few other things to reduce fuel consumption. [/p][p]Tips: It is always recommended to use a manual mode for most of the flight.[/p][p][/p][p]Earth Rendering / Atmosphere shader fixes[/p][p]I fixed a shader issue in the Earth Atmosphere shader that previously caused a NaN (Not a Number error). This created a small spark in the atmosphere as the faulty pixel was overbright and triggered the bloom system (many believed this was lightning strikes or other phenomenon. It became a little thing). For you who wondered what this actually was, now you have the answer.[/p][p]As this is fixed I was finally able to re-enable the games blooming logic as part of the post processing effects. [/p][p]This can make it possible to further down the line make an option to toggle off the Lens Flare, and instead render a bloomed sun. I will at a later update make it possible to toggle off the Bloom Effect in the post processing layer.[/p][p]In addition, I made some improvements to the Earth and Cloud brightness settings and coloring to try and reduce the brightness of Earth, and the occasional but rather blinding areas where if over a desert with clouds below you, could be quite annoying. I will continue to iterate but I hope this reduces the issue.[/p][p][/p][p]Astronaut/Crew Hider[/p][p]The astronaut hider responsible to hide the astronaut if your camera is near or inside its head had an issue that I though was corrected in the previous update. It was not, and I rewrote the logic. It should now work as intended.[/p][p][/p][p][/p][p]New Launch Vehicle Plumes for Mercury and Gemini[/p][p]I am continuing my pursuit of improving the plumes in the Mercury and Gemini ascent. These are quite simple but will adjust itself as the rocket climbs. You can see that the plume isn't static. Its size and shape is dynamic and will look different at lower altitudes compared to higher altitudes.[/p][p][/p][p]P01 Timescale block[/p][p]Players trying to time scale through the P01 alignment in the Apollo Command Module before liftoff might have noticed that it can cause the alignment to fail. I have made a quick check to disable time scaling during P01 alignment.[/p][p][/p][p][/p][p]Mercury Cockpit Improvements and Rendering[/p][p]As I was fixing some issues with rendering and lighting conditions in the cockpits, along with re-enabling bloom, and decided to take a few hours to improve some of the elements inside the Mercury cockpit. This is the oldest craft, but the first step for most new players. When you enter the cockpit you will see new and improved cockpit indicator lights, fixes to a few gauges, updates to the Earth Path Indicator (EPI) model, and general fixes to various interactable components. I have also fixed an issue with the SSAO layer that could cause barely visible dark lines (artifacts).[/p][p][/p][p]Dynamic Cabin Audio[/p][p]I continued to iterate on cabin audio in Project Mercury. I replaced the cabin depressurize and repressurize placeholder sound effects with new ones, and improved their logic. I also worked on the EPI and added its ticking noise. This is a test of the 3D cockpit sound effect.[/p][p][/p][p]Unity Security Update [/p][p]A Unity security patch has been applied to the games executable to accommodate a security issue in the Unity Game Engine.[/p][p][/p][p]End-of-Early-Access Price Adjustment [/p][p]As the game prepares to leave Early Access and launch version 1.0, the price is adjusted as mentioned in the Early Access interview on the games Steam Store page.[/p][p]To accommodate Steam schedules, sale cooldowns and release logistics in November 2025, the price will be increased as soon as Steam publishes the new prices. The price of 34.99 USD is the final price for 1.0.[/p][p]The journey doesn’t stop at 1.0 - it’s just the start of the next chapter. You can hear about the journey and the 1.0 release here, followed by the recording of my Ask-Me-Anything (AMA) I held October 1st.[/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]The Ask-Me-Anything:[/p][previewyoutube][/previewyoutube][p][/p][p]Patch notes:[/p]
  • [p]Fixed the Earth Rendering sun reflection blob on the oceans[/p]
  • [p]Fixed the root cause of the Atmospheric Flashes issue, it was caused by a Nan in two of the atmosphere shaders.[/p]
  • [p]Astronaut Hider fixes[/p]
  • [p]Improved Mercury Redstone Launch vehicle plume[/p]
  • [p]Improved Mercury Atlas Launch vehicle plumes[/p]
  • [p]Improved Gemini Titan Launch vehicle plumes[/p]
  • [p]P01 timescale block[/p]
  • [p]Mercury ASCS roll overshooting issue[/p]
  • [p]Minor changes to CM lesson 9, Earth Entry[/p]
  • [p]Fixed an issue with the RCS Rate Command logic in both Mercury and Gemini[/p]
  • [p]Small updates to the Mercury EPI[/p]
  • [p]Small updates to the Mercury Cockpit light indicators[/p]
  • [p]Fixes and improvements to the Graphics Rendering logic[/p]
  • [p]Fixes to the Earth brightness and tone[/p]
  • [p]Fixes to the Clouds renderer, and re-coloring[/p]
  • [p]Unity Security Patch[/p]
[p][/p][p]Update: Another build was released due to some meta changes, version is still the same.[/p]

Reentry has been updated to 0.99.88 - Sound Design, Engine Plume test. bug fixes

[p][/p][p]This updates rolls out a Sound Design overhaul containing some dynamic cockpit sound effects, and RCS jet sounds, adds a new engine plume test to the CSM SPS, LM DPS and LM APS engines (orbit view only), and fixes some critical bugs.[/p][p][/p][p]Note: This update touches the games core storage system. If you experience new issues related to this update, please report them. You can revert back the a previous build using the Steam betas tab for the game. Most recent rollback option: Reentry Version 0.99.87.[/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]Sound Design / Soundscaping[/p][p]System Components[/p][p]This update rolls out a system that makes it possible add dynamic sound effects to the Virtual Cockpits. I will start small with the sound design elements, but have added an inverter fan, suit fan and a cockpit fan sound effects to these systems across all programs.[/p][p][/p][p][/p][p]Reaction Control Jets[/p][p]In addition I have worked on the RCS jet sound design where I have added improved logic to make it possible to hear the ON/OFF clack sound effect of the valves opening for various thrusters, and the flow of gas for combustion. Thanks to Dee-Jay for helping me with the RCS sound effects.[/p][p][/p][p][/p][p]Engine Plumes[/p][p]I have rolled out a more sophisticated engine plume handler. It is currently in its initial version when it comes to look and feel, transparency settings etc, but rolling this out as a test for the Apollo CSM SPS, LM DPS and LM APS engines initially. If these seem to work I will improve the visuals of them, and extend the system to also support some of the 2nd/3rd ascent stages of Mercury/Gemini/Saturn V/Saturn IB.[/p][p][/p][p][/p][p]Language Issue on Campaign Pages[/p][p]I have finally tracked down an issue that causes the Campaign Pages to sometimes load the wrong language. For example if you have set the language to English, some users could see the Spanish version of the Campaign pages instead of the English version. This is a rare bug so it was hard to track down.[/p][p][/p][p][/p][p]Checklist Guidance System: Complete a Checklist improvement[/p][p]I have improved the checklist guidance system (the system that handles the two RUN buttons and the checklist steps that are queued up) to internally tag each step with what checklist they belong to. This can make it detect that you have completed a particular checklist if you have multiple queued up. In the future this can be used to more advanced checklist flow as was suggested during my AMA session. But one step at a time, let us see if this implementation works well and is stable.[/p][p][/p][p]Thanks all for reporting issue. I have also detected that some crashes has been reported recently. I am curious if it could be related to Unity 6.1 builds and latest graphics drivers or something, will need to dive a bit further into this as I check out Unity 6.2 and a fix for the lately detected security issue.[/p][p][/p][p][/p][p]Patch Notes:[/p]
  • [p]Fixed an issue with the Lunar Module Ascent Lesson[/p]
  • [p]Made so it is possible to end P79 in the CSM[/p]
  • [p]Gemini Yaw-Steering during ascent guidance fixes[/p]
  • [p]VR: Made so you can move the camera with the keyboard[/p]
  • [p]Fixed so Superimpose can't be UI navigated (Left, Right, Up, Down)[/p]
  • [p]Apollo Command Module Astro/Crew collider check fixes[/p]
  • [p]Sound Design updates[/p]
  • [p]Fixed an issue where the Language of a Campaign could be set to something else than the selected language (reported Spanish language in one or two campaigns, while English is selected)[/p]
  • [p]Improved the checklist guide system to detect if a particular checklist has been completed even if you have enqueued other checklists as well.[/p]
  • [p]Engine Plume test for the CSM SPS, LM DPS and LM APS engines[/p]
[p][/p][p][/p][p]*See another update?
I was testing another build pipeline - no in-game change[/p]

The 1.0 launch window!

[p][/p][previewyoutube][/previewyoutube][p]It is not yet time for the 1.0 release, but it is getting close. Stay tuned for some updates related to my plan towards the upcoming 1.0 launch![/p][p][/p][p]I will be available in the chat for an Ask-Me-Anything (AMA) during the video, and will follow up with an additional AMA session directly after the video.[/p][p][/p][p]Be sure to read the Early Access interview on the games Store Page.[/p]