The pad
Pick a rocket and fly it. The free-play cabinet lets you try any rocket in the game without earning it first.
Build model rockets, launch them and find out what happens. It starts at Camp Firebrand, a lakeside rocketry camp, and grows into a whole island of rocketry, shops, people and stuff to do that has nothing to do with rockets at all.
The beta is the first camp: where every player starts, learns the hobby and launches for the first time. This is what testers are playing right now.
Pick a rocket and fly it. The free-play cabinet lets you try any rocket in the game without earning it first.
Sgt. Tony meets you at the campfire, gives his welcome and walks you to the show. Fireworks go up over the lake while the camera tours the camp.
Build your camper: body, face, hair, hats, glasses, backpacks. Or hit Surprise Me and take what you get, now and then with one silly feature.
Cabinets on a black-light carpet and a working claw machine. Steer the claw, drop it, and a kit box that makes it down the chute is yours.
Straw targets, hay-bale stacks and earth berms, with archery animations made on our own camper.
The Rocket Lobby shop, the LaunchBOX tent and its upper deck, a zip line over the camp, bikes, the lot and its granite rocket monument.
Camp is the start. These are planned and in development, not in the beta yet, and they will change as testing teaches us things.
The main world: about 42 square miles of launch sites, stores, wilderness, businesses, people, and ordinary things to do that have nothing to do with progress.
PlannedAn upgradeable rocket builder. It starts by assembling your exact design in one click and grows into a factory that turns your prototype into a kit with your name and number on it, sold on store shelves.
PlannedNose, tube, fin and engine cameras. Record flights and builds and publish them in-game.
PlannedRocket classes drawn from real hobby history, from the 1960s through the 2000s, plus Builder Class: the rockets you design yourself.
Planned
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