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Reentry - A Space Flight Simulator News

Reentry has been patched to 0.99.93 - Errata, Lens Flare Toggle

[p][/p][p]The main aspect of this patch (minor) is to roll out various community contributed text improvements and fixes to typos and spelling mistakes. Hundreds of fixes and corrections to various missions, checklists and dictionaries has been applied. Multiple issues in checklists has also been resolved.[/p][p]It also adds a way to remove the lens flare effect (Realism Settings) and fixes a potential exception in the Mercury Control Center multiplayer module.[/p][p][/p][p]Thanks to everyone who has contributed fixes and text suggestions![/p][p][/p][p]Patch notes:[/p]
  • [p]Community-contributed text improvements[/p]
  • [p]Fixes to typos[/p]
  • [p]Mission improvements[/p]
  • [p]Added a "Disable Lens Flare" realism setting[/p]
  • [p]Fix in the Mercury Control Center multiplayer avatar handler[/p][p][/p]

Reentry has been patched to 0.99.92 - Bug Fixing, Retro Plumes, Content Fixes

[p][/p][p]This is a minor patch designed to roll out a fix for a breaking Gemini save state issue, and correct an issue where achievements would potentially be unlocked for incomplete campaigns.[/p][p]In addition, it rolls out the new plume rendering system to the Mercury retrograde engines, rolls out checklist updates, spelling fixes and lesson corrections, fixes an issue where the custom photo 3 in the Command Module wasn't working, and some minor UI corrections.[/p][p]As we get closer and closer to the 1.0 milestone, I will try to release smaller minor patches that corrects bug fixes, breaking issues and content fixes.[/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 0.99.90.[/p][p][/p][p]Patch notes:[/p]
  • [p]Breaking: Fixes to the Gemini Save state where the mission cycle timer was incorrectly handled[/p]
  • [p]Fix for achievements being unlocked for incomplete campaigns[/p]
  • [p]Use new Plume Renderer in Mercury Retro Engines[/p]
  • [p]LM Activation checklist fix[/p]
  • [p]CM: Custom Photo 3 fix[/p]
  • [p]Typo and Spelling fixes[/p]
  • [p]Minor UI updates[/p]

The REENTRY 1.0 Launch Date!

[previewyoutube][/previewyoutube][p]I have been talking about the journey to 1.0 for many years and, and finally, as you might be aware of, this space flight simulator is about to reach its biggest milestone yet.[/p][p][/p][p]The past few months has been focused on improving the game, fixing issues, and rolling out the final few of the 1.0 features. And on November 7 2025, the 1.0 release will roll out and launch.[/p][p][/p][p]I recently made a ~10 minute long video about the November launch window, where I talk about expectation settings, the 1.0 scope, and the future of the game. If you have not yet watched this, I recommend you to take a look at it here:
[dynamiclink][/dynamiclink][/p]

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]