Kerbal Space Program
Four green heads, one wobbly rocket, and a universe that refuses to stay out of reach.
The Kerbal Space Program (KSP) is the interplanetary space agency headquartered on the planet Kerbin, tasked with expanding Kerbal presence beyond its home world. In the game's Career mode, the KSP acts as the player's employer and mission director, issuing contracts, allocating research funds, and setting scientific objectives that drive the program from its first wobbly suborbital hops to ambitious interplanetary voyages.
Staffed by a small but fiercely dedicated crew of green, big-headed Kerbal astronauts, the KSP embodies a scrappy, underfunded-yet-optimistic space program. Its culture is one of iterative experimentation: rockets explode, Kerbals survive (or don't), and the next launch is always better. The agency's long-term vision spans the entire Kerbin system and beyond, from the dusty surface of the Mun to the rust-colored plains of Duna and the distant gas giants.
- Organization
- Interplanetary space agency
- Home world
- Kerbin
- Known crew (Career mode)
- Jebediah Kerman, Bob Kerman, Bill Kerman, Valentina Kerman
- Primary operations
- Orbital, lunar, and interplanetary flight; scientific research; crewed and uncrewed missions
- Player interaction
- Issues contracts, funds research, manages Kerbal training and career progression
- Game developer
- Squad (Stockholm, Sweden)
- Full release (1.0)
- 2015
Lore & Background
The KSP's origins are shrouded in the same bureaucratic fog as most government agencies. What is known is that the program began with a single, barely-adequate launch pad on Kerbin's surface, a handful of parts in a storage locker, and an almost reckless belief that a small green creature strapped to a stack of fuel tanks could reach orbit. Early flights were chaotic—engines misfired, guidance was guesswork, and the first few Kerbals spent more time in the recovery pool than in the sky. Yet each failure taught the engineering teams something, and the program grew.
The agency's culture is defined by its four founding astronauts. Jebediah Kerman, the program's first pilot, is often depicted as the steady, no-nonsense veteran. Bob Kerman brings a certain irrepressible enthusiasm. Bill Kerman is the quiet one who somehow always survives the worst reentries. Valentina Kerman, the youngest of the group, is the program's first woman in space and a symbol of how far the KSP has come. Together, they represent the human (well, Kerbal) face of an otherwise technical endeavor.
Beyond Kerbin and its two moons, the Mun and Minmus, the KSP's ambitions stretch across the entire Kerbin star system. Duna, with its thin atmosphere and rusty terrain, is the natural next target after the inner moons. Beyond that lie the gas giants and their bewildering arrays of satellites, each representing a new challenge in orbital mechanics, thermal management, and the sheer logistics of keeping a small green astronaut alive millions of kilometers from home. The KSP's long-term doctrine is simple: go further, bring them back, and publish the science.
In Their Own Story
The launch pad was quiet in the way that only Kerbin's pre-dawn can be—still, cold, the sky the color of a bruised plum fading to pale gold. Jebediah stood at the base of the rocket, his little green hands resting on the cold metal of the booster, and listened to the creak of the structure settling in the wind. Bob was already in the capsule, tapping the console with a gloved finger, muttering a checklist that was mostly for his own confidence. Bill sat in the recovery vehicle with a thermos of something hot, eyes half-closed, already mentally rehearsing the landing sequence. Valentina was on the comms, her voice calm and clipped, reading out the final telemetry.
"KSP, are we go for launch?" Jebediah called up the channel.
A pause. The sound of wind. Then Valentina's voice, steady as a metronome: "KSP confirms go. Godspeed, four. Bring it home."
The engines lit. The world shook. And for a few glorious, terrifying seconds, the ground fell away and the stars came closer.
Reader's Guide
The Kerbal Space Program is the central authority in Career mode, functioning simultaneously as employer, funder, regulator, and mission planner. At the start of a new career, the KSP provides a modest budget, a basic launch facility, and a small parts inventory. From there, the agency issues a steady stream of contracts—orbital flights, science collection, crewed landings, interplanetary transfers—each with specific objectives, reward bounties, and (in some cases) penalties for failure.
The KSP funds two parallel tracks of progress: technology research, where the player invests funds to unlock new engine classes, avionics, and structural components, and science, where data gathered by probes and crewed capsules feeds back into the research tree. The agency also manages the Kerbal Academy, where astronauts are trained in piloting, EVA, and other skills that unlock new in-flight capabilities.
Culturally, the KSP is portrayed as a small, somewhat under-resourced government body that nonetheless dreams in interplanetary terms. Its contracts escalate from "put a can in orbit" to "land a crew on Duna and return them safely," reflecting a program that grows in ambition with every successful mission. The community has embraced the KSP's spirit of iterative, slightly absurd progress—rockets that barely hold together, Kerbals who survive crashes that should be fatal, and the quiet pride of a program that started with one wobbly launch pad and now charts trajectories to the far reaches of the system.
Did You Know?
- The four original Kerbal astronauts—Jebediah, Bob, Bill, and Valentina—are the only crew members available at the start of a new Career game, making them the foundational cast of the entire program.
- In Career mode, the KSP's contract system means a single failed mission can drain your budget and stall the tech tree, forcing the player to complete simpler 'bread-and-butter' contracts to recover funds.
- The Kerbal Academy, a facility the player unlocks early in a career, is where Kerbals are trained in piloting, EVA, and other skills—without training, a Kerbal literally cannot perform certain in-flight actions.
- The KSP's home planet, Kerbin, has a 24-hour day and a 4.6-hour orbital period for its primary moon, the Mun, creating a rhythm of launch windows that players must plan around.
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Elsewhere in the Kerbal Space Program universe
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