
As far as I can tell, the game never stops, and an entire solar system waits out there to be explored. What KSP values above all is perseverance. Although all your scientists and pilots are little green men, the game is intrinsically human. You advance simply by being bold enough to try reaching a little higher, making your species' sphere of influence just a little larger with every attempt. If you manage to break the world's speed record, you're ready to try reaching the upper atmosphere and recording how the air is up there. If you get there, then maybe we can put a satellite even further. If the satellite can get up there, maybe an astronaut can. If we can reach space, we can reach our closest planetary neighbor. All that matters is that the experience is never wasted. Whether you transmit the knowledge using an antenna you attached to your spacecraft or you manage to land safely and the data can be recovered manually, Mission Control receives the experience, shown under a blanket stat of "Science" in-game. If the mission crashes and burns horribly, it is worthwhile as long as you recognize why. Sitting in a tin can, far above the world. Unsurprisingly, most of your time in-game is spent in the spaceport on a constant trial-and-error mode trying to build a craft that can do exactly what's required for the mission at hand. The game isn't going to blow your mind visually or aurally-land, sea, space are all relatively textureless and sparse, even with all the specs cranked up, and the sounds are about the same, with the soundtrack topping out at "playfully quirky" instead of awe-inspiring. All the horsepower has gone into making the fine kinetic details almost terrifyingly intricate. Virtually every aspect of a spaceship's design is accounted for here, with literally hundreds of design options and moving parts to assemble-from fuel tanks and rockets to the heat shields for re-entry and the decoupling devices for boosters. And you’d better take all of it into consideration or sure as you're born, it will crash and burn before you even see the stars. It's daunting, but starting small and adding new tech onto successful structures is where joy is found. The actual crafting process is dirt simple, however, because every part is basically attached to your craft like Legos. There's a slew of fine-tuning tools available for the more meticulous player, but it takes a long time before they become necessary evils. Kerbal Space Program offers straightforward Easy-to-Hard difficulty settings, but in reality, the real difficulty setting is almost allegorical. The Sandbox mode opens up every available part in the game so you can just fool around and make the most elaborate, insane designs imaginable.


The Science mode allows you to earn points for every new milestone achievement you can spend those points on the Research and Development skill tree, which is where you earn bigger and better parts to use. The Career mode is a full-blown space program experience where money is, in fact, an object and good public opinion, public donations, government contracts, and farmed-out tech are required to before you can even afford to send astronauts on a flight. This is the most "gamey" it gets, with contracts representing clearly defined missions you can perform to get the most out of every flight. It's slow going, but it’s possibly the most satisfying because every new advancement is earned.
