PROJECT · SETARE // STATUS · IN DESIGN, WAITING ON ENGINE FOUNDATIONS
Setare
What KSP would be if the physics were real: Orbiter's accuracy with KSP's fun. An educational tool disguised as the best space game I can make. And when your rocket explodes, your chibi astronaut makes the funniest face you've ever seen.

One simulation
Correctness is never a difficulty setting. There's one simulation and it's the real one — what varies is how much of it you choose to touch. Depth is opt-in per subsystem: fly with assists and sensible defaults, or open the hood on any system and go as deep as the physics goes. The game never lies to make itself easier.
Learn by playing
Education happens through gameplay, never as an interruption. Real concepts earn their place because you need them to fly. Where the game speculates beyond settled science, a credibility gradient tags what's fact and what's informed fiction — you always know which one you're holding. The onboard flight computer doubles as a programming tool with three tiers of depth, from point-and-click sequencing to writing real guidance logic.
The career
Career mode is the startup-founder path: a garage space agency growing into an interplanetary corporation, against AI rival agencies running their own programs. Exploration and sandbox modes ship alongside it — same universe, no pressure.

Where it stands
Setare is in design while the Interstellar Engine builds the foundations it needs — real orbital mechanics, planet-to-interstellar coordinates, a renderer that can take it. The game activates once the engine's first gameplay milestone opens. Nothing ships until it's right.
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PHOTOGRAPHY COURTESY OF NASA // © 2026 JOSHUA MASERIN