Development

But Wait, There’s More: Improvements Beyond Graphics

Since our last sneak peek of the Universe Sandbox graphics update, we’ve put out a preview version of our new state-of-the-art graphics system that you can test now on Steam to immerse yourself in a universe more awe-inspiring and realistic than ever before. We’ve also made many interface improvements to make controlling the universe easier and more intuitive.

There’s still more to do before this update is ready for release, but we wanted to share other improvements you can look forward to and test out right now.

Try the preview, including these interface improvements, right now!

Learn how to opt-in to this preview version on Steam, now available for testing and feedback.
https://universesandbox.com/support/previewversion 

You can learn more about all the additions and improvements that are part of this preview version in our preview What’s New.

Work in Progress

The properties panel now lets you edit multiple objects at once. We’ve even added a new selection tool to make it easier to select multiple objects.

Current
Work in Progress

We’ve implemented a new user interface system that automatically positions, resizes, and closes panels so you can always see the simulation and focus on manipulating the universe instead of managing panels.

Current
Work in Progress

All object properties now support basic math. Try typing “*42” into a property to multiply by 42 or “/3” to divide by 3, for example.

Work in Progress

Move across the surface of a planet with the WASD keys after landing on it by zooming in for a closer look or using the Land action button in the planet’s Overview tab.

Work in Progress

It’s now easier to create binary systems orbiting a common center of mass (also called a barycenter). View and adjust an object’s Orbital Elements around a binary by selecting the system’s barycenter as the object’s Orbital Parent.

Current
Work in Progress

We’ve added all-new Action buttons at the top of every Properties tab. Quickly fly to a planet or explode it. Your call. (These buttons replace the Action tab)

Work in Progress

Save objects or learn more about real astronomical ones with our new Wikipedia button under Additional Actions.

Work in Progress

Use the new Inspect tool to quickly see the temperature, material composition, elevation, and other properties of specific points on a planet’s surface.

Work in Progress

Stars and collisions can be blindingly bright. We’re overhauling the View panel with more intuitive controls and lighting options to show the action while preserving life-like accuracy and letting you customize your view of the universe. Learn more in our new guide under

Home > Guides > Tutorials > A Realistic View of Space

Comparing Earth and 100 colliding moons with Realistic (Space Goggles off and no artificial lights) and Enhanced (Space Goggles on and no artificial lights) Object Visibility.
Work in Progress

We’ve updated our Data View color maps to make them more perceptually uniform, along with adding colorblind-friendly color maps and the ability to invert them.

Current
Work in Progress
Work in Progress

This preview version includes over 50 fixes and improvements related to all aspects of Universe Sandbox.

Our new graphics renderer and interface improvements are still in progress, and final appearances may look different. We’re excited for you all to test out the preview version and eventually share the full update with everybody.

Join our community discussions on our Steam Forum and our official Discord community.

Space in a New Light Preview | Major Graphics Update

Update 35 – An Early Look

Immerse yourself in a universe more awe-inspiring and realistic than ever before with our next-generation Universe Sandbox graphics update. We’ve spent the last two years completely replacing our 10-year-old graphics technology with a state-of-the-art system in our biggest update in years and our biggest visual update ever!

  • Our new graphics engine is a vastly improved realistic rendering system that’s more robust, easier to improve, and lets us better show you how the universe really looks.
  • Doubling down on realism brought a new set of technical and design challenges for us to tackle to make every aspect of Universe Sandbox as realistic as possible.
  • We’ve completely ripped out our old graphic engine replacing thousands of lines of code.

We’ve also included many non-graphics-related improvements with this update, including

  • A new interface system that automatically positions, resizes, and closes panels so you can always see the simulation.
  • Editing multiple objects at once in the Properties panel. To select multiple objects, hold down Control (⌘ on Mac) and click on each object you want to include.
    • All object properties now support basic math.
  • New Action buttons at the top of every Properties tab instead of an Actions tab so you can quickly fly to a planet or explode it.

You can learn more about all the additions and improvements that are part of this preview version in our preview What’s New.

This graphics update is part of our plan to rewrite Universe Sandbox piece by piece with cutting-edge systems so we can continue to improve it for years to come. It’s like we’re gradually replacing every part of a spaceship out from under you while you’re actively piloting it.

Try the preview of our next-generation graphics engine right now!

Learn how to opt-in to this preview version on Steam, now available for testing and feedback.

https://universesandbox.com/support/previewversion

A Brighter Future For All (Literally)

While not exhaustive, some of the most visually apparent changes you’ll see in Universe Sandbox are

  • Focus on realism
    Making Universe Sandbox look as realistic as possible with physically-based lighting has brought new challenges. For example, stars can now be realistically bright.
Current
Work in Progress (Realistic Object Visibility)
  • Collisions can result in blindingly realistic hot spots. Showing the action while preserving life-like accuracy has been one of our biggest challenges.
Comparing Earth and 100 colliding moons with Realistic (Space Goggles off and no artificial lights) and Enhanced (Space Goggles on and no artificial lights) Object Visibility.
  • Localized glow
    Objects now bloom only in hot areas, like those created from lasers or collisions, instead of being surrounded by a single uniform glow.
Current
 Work in Progress
  • Smoothly blending clouds
    Gas and dust clouds are now soft particles that smoothly pass over planets instead of creating sharp intersections.
Current
Work in Progress
Current
Work in Progress
  • Light from hot planets
    All hot objects now emit light based on their temperature so you can use intense impacts to light up your simulation. Previously, only stars could emit light.
Current: Moons collapsing, colliding, and heating up. A cinematic light shows all the moons in the simulation instead of them emitting light as they get hotter.
Work in Progress: Moons collapsing, colliding, heating up, and emitting light to illuminate other moons in the simulation.
  • Color temperature
    The color of hot objects is more accurately based on their temperatures.
Current
Work in Progress
  • Realistic artifacts
    The surfaces of human-scale objects, or artifacts like spacecraft, have shiny, reflective metals and rough, rugged edges that interact with light more realistically.
Current
Work in Progress
  • Light intensity with distance
    Objects are now always realistically lit based on their physical distance from a light source. Previously, objects were lit with the same intensity based on the camera’s distance from a light source instead of the object’s distance from a light source.
Current (Realistic Object Visibility): Planet sizes have been exaggerated to show the Jupiters are all lit at the same intensity, no matter how far they are from the Sun.
Work in Progress (Realistic Lighting with Space Goggle On): Planet sizes have been exaggerated to show the Jupiters lit more realistically depending on their distance from the Sun.
  • Black holes warping black holes
    Black holes now realistically warp the visuals from other black holes instead of blocking any black holes behind them from being seen. The images below are from the same simulation, with custom colors that make the black holes easier to see.
Current
Work in Progress
  • New and improved View panel
    We’ve overhauled the View panel with more intuitive controls and lighting options, including
    • Artificial Starlight switches between a realistic view, where only hot objects in the simulation emit light, and an enhanced view, where artificial lights also light the simulation.
    • Space Goggles switches between a realistic view, where stars and collisions can be blindingly bright, and an enhanced view, to show the action while preserving realism.
Current
Work in Progress

We’ve also solved some known visual issues, like the apparent “eclipses” you see after landing on a planet’s surface. Our new system solves the underlying problem – star glows (or bloom) being rendered on top of the atmosphere instead of behind it.

Current: When viewing stars through an atmosphere in Surface View, star glows are rendered on top of the atmosphere while star surfaces are not, so the stars appear to be eclipsed.
Work in Progress: Our new graphics system draws stars behind atmospheres correctly, so they no longer appear eclipsed.

Under the Hood

Universe Sandbox runs simulations by computing how data from every object, like temperature, mass, and composition, changes over time. We also use this data to realistically create and adjust the visuals you see on your screen (called graphics rendering) using shaders. 

Shaders are pieces of code that run on your graphics cards and use game data to render our graphics as the simulation changes. Shaders let us show you the universe realistically, no matter the scenario, without relying on manually animated, hand-drawn images or textures. 

Our old graphics system utilized Unity’s Built-in Render Pipeline. To create realistic graphics with this pipeline, we manually wrote all the shaders in Universe Sandbox using a shader-specific programming language. This code was dense and hard to read when we wanted to update it, and every time we wanted to test a change, we needed to recompile the code to test it. This was often a time-consuming process.

A snippet of custom shader code for rendering planet atmospheres. This 1100-line shader defines variables, does some math, and is tricky to parse when looking for issues.

We’re transitioning our graphics rendering to Unity’s Universal Render Pipeline (URP) because it

  • Includes more features we can use for realistic, physically-based lighting while still providing the flexibility to add custom mathematical modes.
  • Actively gets updates and new features so we can continue improving Universe Sandbox well into the future. While Unity still supports our old graphics rendering system, it no longer receives new features.
  • Comes with the latest version of Unity’s Shader Graph, a node-based visual programming language that is still receiving updates for creating our shaders.

Shader Graph also includes more built-in lighting models so we can experiment quickly by breaking the graphs into small pieces and providing visual previews without recompiling the code, reducing development time.

Work in Progress – Top: The Shader Graph for rendering planets. Following the graph flow is easier than reading code, inputs are simpler, and the nodes show visual previews. Middle: Close-up of the Shader Graph node for rendering liquids on planets. This shows all the inputs and outputs of the node needed to render the liquid. Bottom: Close-up of two preview nodes that show what the planet’s surface will look like that can be used for quick testing and debugging (no object is selected for these previews, so they are colored black and pink, respectively).

New Minimum Requirements

Improving our graphics means we need to update our minimum hardware requirements to include

  • 4 GB dedicated video memory (up from 2 GB). 8 GB is recommended.
  • Windows:
    • DirectX 12 
    • Windows 10 21H1+ (support for Windows 7 SP1, 8, 8.1, and older versions of Windows 10 will be dropped)
  • Apple:
    • Silicon (M1 or newer). Intel Mac will no longer be supported.
      • Universe Sandbox may still run on Intel-based Macs, but we cannot guarantee good performance for every Intel-based Mac.
    • macOS 11.0+ (support for macOS 10.14 and 10.15 will be dropped)

While it is never fun to have support dropped, this new graphics system will allow us to improve performance and add new features to Universe Sandbox now and well into the future.

We’ll ensure all users affected by this change can always access the version of Universe Sandbox from before this minimum requirements update.

What’s Next

We’re doing more testing to track down the last remaining issues to ensure Universe Sandbox looks realistic and runs smoothly in every scenario. Many parts of our simulation already look amazing.

Current: Earth and 100 colliding moons create hot dust and heat up but do not emit light.
Work in Progress: Earth and 100 colliding moons lighting up the simulation after some of our graphics rendering changes.

There are still a handful of issues we need to work out. These include issues like this one we solved a few months ago, where our backgrounds weren’t being rendered quite right with some graphics cards.

Before: The new rendering system didn’t work quite right on certain graphics cards, but we’ve solved this issue.
After: Our new backgrounds and trails now render correctly across graphics cards.

And like any new feature, there may be issues we have yet to find and fix – and you can help!

Try the preview of our next-generation graphics update right now!

Learn how to opt-in to this preview version on Steam, now available for testing and feedback.

https://universesandbox.com/support/previewversion

And Beyond

This graphics update is just the beginning of the changes to come and includes many other improvements. The first updates to our user interface system are already a part of this preview version, and we’re actively working on a complete replacement of our simulation architecture so we can continue to make Universe Sandbox even more realistic.

Unless otherwise noted, all work-in-progress images are taken using our default “Enhanced” Object Visibility mode.

Join our community discussions on our Steam Forum and our official Discord community.

Next-Generation Graphics Coming Soon

Prepare to immerse yourself in a universe more awe-inspiring and realistic than ever before with our next-generation Universe Sandbox graphics update. Over the past year and a half, we’ve been replacing our decade-old graphics technology with a state-of-the-art system that sets the stage for future enhancements.

While there’s still more to be done before it’s ready for release, we’re excited to give you a sneak peek at our progress.

Stay tuned to our Steam Forum and Discord server where we’ll be announcing a preview version you can try before it’s released to everyone. In the meantime, you can check out our 2024 Roadmap to learn more about what we have planned.


The color of hot objects is more accurately based on their temperatures.

Current
Work in Progress

Spacecraft and other human-scale objects will interact with light more realistically.

Current
Work in Progress

Gas clouds no longer create sharp intersections when passing over planets.

Current
Work in Progress

Objects will only glow in areas where they’re hot instead of the entire object glowing based on average temperature.

Current
Work in Progress
Current
Work in Progress

Hot objects will emit light based on their temperature.

Current
Work in Progress

More accurate lighting at a distance for more realistic and cinematic views.

Current
Work in Progress

Explore the beauty of the universe more awesomely than ever.

Current
Work in Progress

We fixed that annoying issue where stars look like they’re being eclipsed when seen from the surface of a planet.

Current
Work in Progress

Stars appear brighter, realistically obscuring surface detail.

Current
Work in Progress

Our new graphics renderer is still a work in progress, and final appearances may look different. We can’t wait to share space in a new light with you.

Join our community discussions on our Steam Forum and our official Discord community.

Eclipsed Improvements | Update 34.1

If Update 34.1 does not download automatically, follow these update instructions. If you don’t own Universe Sandbox, you can buy it via our website.

2024 Total Solar Eclipse

Watch the Moon completely block out the Sun across parts of Mexico, the United States, and Canada in our simulation of the April 8, 2024 total solar eclipse. Check it out under:
Home > Open > Total Solar Eclipse on April 8, 2024

Learn more about this eclipse.

Chaotic Collisional Aftermath

Immerse yourself in chaos as gas clouds expand and rock fragments collide in the aftermath of collisions. We’ve updated our particle system to preserve performance while simulating fuller, more realistic collisions.

Before
After

Custom Habitable Range

Customize the habitable temperature and atmospheric pressure of your planets for more unique vegetation and city lights coverage.

More Highlights

Explore the chaos of the fictional planetary system of Trisolaris from The Three-Body Problem. The number of objects gravitationally interacting makes it impossible to predict the planet’s orbits, called the three-body problem.

All gasses in a planet’s atmosphere now contribute to its color and opacity instead of just the 4 gasses with the most mass.

Before – Additional sulfur dioxide does not make the atmosphere more opaque or tint it orange.
After – Additional sulfur dioxide makes the atmosphere more opaque and tints it orange.

An object’s material composition now just shows the list of materials currently in the object by default. We’ve also added an Add New Materials button.

Before
After

Use the new Hide Dust Clouds toggle to look at planet surfaces and see collisions through thick clouds of dust.

The object properties panel has been greatly optimized, making it faster to open and switch objects.

Completely swap one material on a planet for another with one tap. What would Earth look like if you switched out all the water for methane?

This update is brought to you by our completely new build system, which automatically creates different versions of Universe Sandbox whenever one of our team members updates the code it’s built on, allowing us to test and release new features even faster.

Listen to your favorite Universe Sandbox track over and over again by looping them under
Settings > Audio > Music Controls > Loop Track

Check out the full list of What’s New in Update 34.1

Please report any issues on our Steam forum, on Discord, or in-game via Home > Send Feedback.

Universe Sandbox on GeForce NOW

Universe Sandbox is now available to play on GeForce NOW, NVIDIA’s cloud-based game streaming service!

GeForce NOW connects to digital PC game stores like Steam so you can play games you already own in the cloud and stream them to any compatible device in real time.

Bend the laws of gravity, collide planets, boil away oceans, fire epic space lasers, and customize your universe in real time with cloud-based gaming streamed directly to any supported device. And check out our newest update to simulate, construct, and terraform planets and atmospheres more realistically than ever with new materials including oxygen and methane!

If you own Universe Sandbox on Steam, you can play Universe Sandbox on GeForce NOW by

  1. Launching GeForce NOW in your browser or downloading the GeForce NOW application
  2. Creating a free account (free accounts may have multi-hour waits before you are able to play. You can skip the queue with a paid account)
    https://www.nvidia.com/en-us/geforce-now/memberships/ 
  3. Linking your Steam account
  4. Going to your Games library
  5. Playing Universe Sandbox

Learn more on NVIDIA’s GeForce NOW page.

Any saved simulations and objects you have will be accessible in GeForce NOW, and any saved simulations you create while playing through the service will be available after your session.

If you don’t own Universe Sandbox, you can buy it via our website or Steam.

Ceres impacts Earth, boiling the ocean and creating a vapor-filled atmosphere as well as creating a shockwave that pushes gases and punches holes in the atmosphere.

Terraforming | Update 34

If Update 34 does not download automatically, follow these update instructions. If you don’t own Universe Sandbox, you can buy it via our website.

Simulate, construct, and terraform planets and atmospheres more realistically than ever before with new materials! Planet sizes, atmospheric heating, gas and liquid colors, and more are now simulated based on the mass and phase of each material in a planet’s composition.

Learn more about how we simulate materials in two new guides
Home > Guides > Tutorials > Playing with Materials
Home > Guides > Science > Terraforming Mars

New Materials

Terraform planets, rain down oceans, and expand atmospheres with 8 new materials (for a total of 12) using the Material or Planetscaping tools, or adjust the materials directly under

Properties > Composition

In addition to silicate, iron, hydrogen, and water, we are now simulating helium, carbon dioxide, oxygen, sulfur dioxide, methane, nitrogen, argon, and ammonia.

Planet Atmospheres

Create pleasant Earth-like or oppressive Venus-like atmospheres by adjusting the mix of materials in the atmosphere. Atmosphere colors are based on the amount of gas in a specific area, with thicker atmospheres being harder to see through.

Material Collisions

Bombard planets with materials to see their atmospheres and oceans indefinitely altered. Watch oceans boil, creating vapor-filled atmospheres. Impacts create shockwaves that push gases and punch holes in the atmosphere.

Before
After

Object Size from Composition

We’re using complex models of materials under the intense heat and pressure inside planets to compute realistic planet sizes.

More Highlights

Material colors are based on their real-life properties. Materials blend on the surface of planets and moons so you can watch oceans and gas clouds mix in real time. You can also customize material colors under
View > Advanced View Settings > Materials

Adding materials beyond water allows us to simulate Titan’s methane lakes. In the future, these new materials will also be the foundation for simulating life.

The 4 materials with the most mass will automatically be simulated across an object’s surface, indicated by a dot, similar to how water was simulated. You can also override this and choose any 4 materials to simulate across an object’s surface.

We’ve added a collection of material simulations so you can compare how they change phase between solid, liquid, and gas
Home > Open > Materials

The simulation below shows Earth with different materials in each column and a different amount of that material as a liquid in each row. Some evaporate immediately, and some stay liquid under Earth-like conditions.

Easily change the atmospheres of custom planets, old and new, using atmosphere presets of known terrestrial planets. This interface is a work in progress.

Materials masses can be viewed and adjusted by phase (solid, liquid, gas) or collectively at once under an object’s Composition.

More accessible View toggles make it easy to turn on surface lock, illuminate the dark side of planets, or toggle the visibility of atmospheres and clouds.

City Lights and Vegetation now require a habitable gas pressure of 0.6 to 1.6 bars and a new habitable temperature of -25 °C to 55 °C (previously -55 °C to 55 °C) and to appear when set to “If Habitable.”

Use object Markers (formerly called Icons) to clearly see the position and movement of objects and particles in a simulation, like nebula in a galaxy, under
View > Markers

Check out the full list of What’s New in Update 34

Please report any issues on our Steam forum, on Discord, or in-game via Home > Send Feedback.

Known Limitations & Planned Improvements

  • Only water vapor and gaseous carbon dioxide contribute to our simple atmospheric heating model. We plan to add heating from methane and other greenhouse gases in the future.
  • Silicate and iron can only exist on the inside of a planet, not on the surface or in the atmosphere.
  • To minimize the impact to performance, only a maximum of 4 materials can be simulated flowing across an object’s surface at a time. We plan to increase the number of materials simulated on object surfaces in the future.
  • When a new material replaces one of the 4 simulated materials, it is evenly distributed over the surface, which can cause an atmosphere to seemingly “pop” into existence.
  • Materials not simulated across the surface of objects do affect their atmospheric heating, but do not affect the atmosphere opacity.
  • Planning updates to the materials interface, including:
    • Viewing materials as a percentage of the mass
    • Updated Phase Diagram interface
    • Updated Atmosphere Preset selection interface
    • Better explanation of the Composition cutaway view
    • Add the ability to easily replace one material with another
  • The maximum speed liquids and gases can flow across object surfaces is slower than the maximum speed of material phase changes and simulation speed.
  • Computing planet radii from their composition does not take into account the object’s surface temperature (so heating a gas giant won’t make it expand, for example).
  • Phase changes (like evaporation) do not affect the surface temperature of an object.
  • Materials in small asteroids do not undergo phase changes.
  • Materials transferred during collisions are currently always transferred in the liquid phase (although they can change phase quickly after being transferred).
  • The color of Titan’s atmosphere is not fully simulated because they are caused by tiny amounts of organic particles called tholins that are not simulated in Universe Sandbox. We plan to simulate the colors of hazes like those in Titan’s atmosphere in the future.

Terraforming Preview | Adding More Materials to Universe Sandbox

The Moon is bombarded with asteroids made of carbon dioxide, sulfur dioxide, methane, and water. These materials are transferred to the Moon’s surface, forming lakes that flow together and eventually evaporate to create an atmosphere.

Our new composition system, including eight new materials, like oxygen and methane, is still in active development and has not been released, but you can opt-in to a preview version now on Steam. Every planet in Universe Sandbox is simulated with a combination of materials, like iron and water, that are used to compute properties like planet radius and water flow. However, our current composition system is too simple to simulate phenomena like lakes of liquid methane on Saturn’s moon Titan. Our new system will allow you to realistically simulate planet surfaces and atmospheres, accurately terraform planets, and more.

Try the Terraforming | Update 34 preview right now!

Eight new materials and our new composition system are now available for testing and feedback. Learn how to opt-in to a preview version on Steam:

https://universesandbox.com/support/previewversion

Material Properties in Universe Sandbox

The Composition tab shows material properties, including total mass, the percentage and mass in each phase (solid, liquid, and gas), and more. This feature and interface are a work in progress.

Current Composition System

Universe Sandbox’s current composition system uses four materials (iron, silicate, water, and hydrogen) each with a set of physical properties including

  • Density – to compute an object’s mass and radius and determine where materials are within a planet (for example, iron is the densest so it’s at the core).
  • Thermal capacity – energy required to increase the material’s temperature by one degree. Used to determine the Surface Heat Capacity of a planet.
  • Molecular weight – average mass of a molecule of the material. Used to create clouds of evaporating gas called volatiles.

Water, the only material currently simulated across an object’s surface, has some additional properties

  • Boiling point – temperature where a material changes from a liquid to a gas
  • Melting point – temperature where a material changes from a solid to a liquid
  • Mass of the material in each phase (solid, liquid, or gas)
  • Liquid and solid density, heat of fusion, and heat of vaporization – to determine how fast water flows, evaporates, and freezes on planet surfaces
  • Realistic (and customizable) colors

New Composition System

Our new composition system has 12 materials: iron, silicate, water, hydrogen, helium, carbon dioxide, oxygen, sulfur dioxide, methane, nitrogen, argon, and ammonia. These are the materials necessary to simulate the most interesting internal, liquid, and atmospheric properties of most objects in our Solar System. Many, like oxygen and carbon dioxide, will also be necessary for life simulation.

Each material has all the properties described above, and they will update in real-time according to the conditions on the planet (though iron and silicate will only exist inside planets and won’t have customizable colors). Want to know the freezing point of carbon dioxide or see how fast it’s evaporating on your custom planet? We’ll simulate it in real time.

Using New Materials for Simulation

Titan with realistic lakes of liquid methane in turquoise at its poles. The Liquid Depth Data View shows the depth and location of the methane lakes.

Material Phases

In our new system, all new materials can exist inside of, on the surface of, or in the atmosphere of a planet. A material’s phase will be simulated based on its temperature and pressure using something called a phase diagram. Our phase diagrams, which show a material’s state at different temperatures and pressures, are based on data taken in labs as well as geological and astrophysical models of planets. Check out the real-life phase diagram of water from Wikipedia as an example, pictured below.

Phase diagram for water shows what phase water has at different temperatures and pressures. The Freezing and Boiling points are the temperatures at which water freezes and boils on Earth, and the triple point shows at what temperature and pressure water can exist as a solid, liquid, and gas at the same time. A supercritical fluid (which we have added to this diagram) has properties of both liquids and gases and is the phase state of atmospheres on gas giant planets. Source: Phase diagram. (2022, September 23). In Wikipedia. https://en.wikipedia.org/wiki/Phase_diagram

We plan to show the phase diagrams we’re using to simulate each material eventually, but right now, they’re primarily for testing. Our phase diagrams have been simplified for performance reasons but still closely reflect the scientific phase diagrams. You can compare our water phase diagram below, which has been edited for clarity, to the real-life phase diagram of water above.

The phase diagram for water to be implemented in Universe Sandbox. This diagram has been simplified compared to the scientific phase diagram for water above for performance. It has also been edited for clarity.

Planet Interiors

The cores of planets are hot and under intense pressure. These extreme conditions affect a material’s phase and density and thus the volume the material takes up in a planet’s interior. We’re using realistic models of planet density to compute and dynamically update planet radii from their compositions.

ThThis graph shows the calculated density of Earth based on depth (or radius, 0 km being the core and 6,371 km the surface) in our in-game model (top) compared to a scientific model of Earth’s density (bottom; from A. M. Dziewonski, D. L. Anderson (1981). “Preliminary reference Earth model“. Physics of the Earth and Planetary Interiors. 25 (4): 297–356. via Wikipedia). This feature and interface are a work in progress.

The graphs above show Earth’s density based on depth (or radius) in Universe Sandbox (top) compared to a scientifically researched model (bottom). While our in-game model is simplified, both graphs have the same shape and similar densities when compared to the radius. Comparing models allows us to check the integrity of our in-game model. 

Our new composition model is more realistic but does not account for the porosity, or amount of tiny holes, of the internal structure of some objects, like the Moon. This means our model simulates some object radii slightly smaller than in real life. To account for this, we’ve added a porosity factor, which is usually an increase of a few percent, to adjust known object radii to match their real values.

The materials on the inside of planets, including iron and silicate (which are only simulated in planet interiors), do not mix together like materials on the surface or in atmospheres. Instead, we simulate planet interiors with layers of individual materials to accurately compute their radii.

The cut-away view of Earth shows the individual materials (upper left), temperature (bottom), and phase (upper right) of each material from the inside out. We can see the model of Earth’s interior in Universe Sandbox has a very hot, solid iron core, a layer of molten liquid iron above it, and a layer of hot, solid silicate that cools as it gets closer to the crust.

Surfaces

Planetscaping materials onto the surface of a blank planet while they flow together. As the simulation speed increases, the liquid methane, nitrogen, and sulfur dioxide start to evaporate, creating opaque atmospheres above their liquid surfaces. Planetscaping materials and the Planetscaping tool interface are works in progress.

Planets can be constructed with any (or all) of the materials available in Universe Sandbox using the Planetscaping tool, Material tool, or an object’s Composition tab. The four materials with the most mass are automatically simulated across an object’s surface, similar to how water is simulated now. You’ll also be able to override this and choose which four materials to simulate across an object’s surface regardless of mass.

Surface materials freeze into ices, evaporate to become part of the atmosphere, and melt or condensate to flow together and form oceans. This allows us to realistically simulate phenomena like the lakes of liquid methane on Saturn’s moon Titan and plumes of gas evaporating into the atmosphere during collisions.

Ceres, a dwarf planet in the asteroid belt, collides with Earth. The surface heating on impact causes the ocean to boil, creating an opaque patch of atmosphere above the impact region. The small fragments colliding with Earth push the atmosphere upon entry, creating holes and dense shockwaves that create ripples in the atmosphere.

We plan to increase the number of simulated surface materials in the future, but we’re still determining the best way to do that without decreasing performance. For now, we’ve found that four materials allow for realistic simulation and fun experimentation without significantly affecting performance.

We simulate material colors on the surface and in the atmosphere based on their thickness and scientific measurements of how much light they absorb and emit. The colors of materials in each phase are also customizable across the simulation. For example, liquid water has the same base color on all planets (not including other color changes from the atmosphere or starlight).

Our material color simulation only simulates single material colors and doesn’t include any complex particles that might normally be suspended in them in real life. This means Venus and Titan may not look completely realistic yet because their atmosphere color comes from tiny amounts of complex materials not in Universe Sandbox. We are actively working on the best way to realistically simulate these colors.

Atmospheres

Planetscaping gaseous oxygen into Earth’s atmosphere creates an opaque area that expands outwards. Adding materials to planet atmospheres and the Planetscaping tool interface are works in progress.

Atmosphere color, opacity, amount of atmospheric heating (the greenhouse effect), and amount of Rayleigh scattering (which determines how light scatters in the atmosphere and is what makes Earth’s daytime sky appear blue) on planets is realistically simulated from the mixture of gasses in a planet’s atmosphere. 

You can create realistic Earth-like atmospheres for habitable planets and oppressive Venus-like atmospheres just based on their compositions. Currently in Universe Sandbox, this is only possible by manually changing a planet’s Infrared Emissivity, which can increase the amount of heat the atmosphere of a planet retains.

The color and opacity are simulated locally throughout a planet’s atmosphere. If you add lots of oxygen in a single region of a planet’s atmosphere, it will get more opaque and change color based on the amount of oxygen in just that area.

New Minimum Operating System Requirements

To add new materials and eventually simulate more than four materials across planet surfaces, we will be dropping support for Windows 7 when this feature is released.

While it is never fun to have support dropped, this will affect just 0.25% of our users and will allow us to leverage newer computational methods to increase the performance of our surface simulation. 

We’ll make sure all users who are affected by this change will be able to access the final version of Universe Sandbox with Windows 7 support.

What’s Still Being Worked On?

Many small moons orbit close to Earth, colliding with each other and Earth. Collisions with Earth cause superheated patches of ocean to evaporate and transfer the material from the small moon to Earth.

We’ve been prioritizing designing the properties, data views, and tools for you to easily construct atmospheres, build and terraform planets, and track these materials, but the interface for using them is still a work in progress.

Planets saved in previous versions of Universe Sandbox will only have the previous four materials, which will look and behave differently in our new composition system. Imagine Earth with a pure hydrogen atmosphere – not very realistic. We’re still trying to make this process as smooth as possible, and eventually, you’ll be able to easily update your planet’s atmosphere to be similar to Earth, Venus, Mars, or Titan.

And like any new feature, there may be bugs we have yet to find and fix – and you can help!

Try the Terraforming | Update 34 preview right now!

Eight new materials and our new composition system are now available for testing and feedback. Learn how to opt-in to a preview version on Steam:

https://universesandbox.com/support/previewversion

Let us know what you think and show us what you do with these new materials!

Join our community discussions on our Steam Forum and our official Discord community.

Universe Sandbox for Mobile | Development Challenges | Update 2

Collisions and surface simulation already run smoothly in Universe Sandbox on mobile devices.

Bringing the complete Universe Sandbox experience to mobile is an exciting and challenging project, and while development was stalled while hiring a new user interface engineer, we are back on track! While we still don’t have a release date for Universe Sandbox on mobile, we want to share our recent progress and current obstacles.

For an overview of our plans for Universe Sandbox on mobile devices, you can read our first Mobile DevLog.

Making our user interface work in portrait mode is an added challenge when adapting it for small screens.

Pocket-Sized Complexities

We’ve been thinking about Universe Sandbox mobile for a long time and have been developing our panels and buttons to be easy to view and use on small screens for years. In fact, Universe Sandbox mobile is built from the exact same code as the version you already know and love, so it will have the same features and user interface as the desktop experience. 

This shared codebase means you can enjoy any new features and improvements we add to Universe Sandbox on any device, whether you’re on a desktop, laptop, VR headset, phone, or tablet.

While these are seemingly simple goals, they create complex design challenges:

  • How to automatically arrange panels and adjust your view so you can focus on controlling the simulation, not having to manage the user interface
  • Switching between multiple panels, like an object’s properties, data views, and guide instructions, on small screens in landscape and portrait modes
  • Overhauling our simulation tools (like explode, laser, and planetscaping), to adapt to all screen sizes
Dynamically resizing panels (this tool panel is cut off) and automatically moving the center of your view so you can always see what you’re looking at (moving the Sun hidden behind the tool panel to the empty space on the left) is just one example of the user interface work we still need to do. This is a work in progress.

Under New (Layout) Management

While most other simulators and games have a different user interface for their mobile and desktop versions, we want ours to use the exact same interface for all platforms. We think we’re among the first to do this, but if you know of another or have done this with your game, please let us know! You can see what Universe Sandbox mobile might look like right now (including why we haven’t released it yet) by resizing the Universe Sandbox window on your computer to the size of your phone (since our user interface dynamically responds to your window size).

Showing multiple panels simultaneously in both landscape and portrait orientations while still seeing the simulation on a small screen is one of the biggest challenges of mobile development. This is a work in progress.

While we are still making performance improvements so Universe Sandbox can run smoothly on phones, our primary obstacle in mobile development is ensuring our interface is usable on a small touch screen like a phone. We’ve started tackling it by designing a system to intelligently hide and reveal panels as they open and close, which we’re calling our Dynamic Layout System.

While creating this system will take time, it should allow future improvements and new features to work in Universe Sandbox without any extra development, regardless of whether you’re playing on mobile or desktop. That means we’ll have more time to work on new features instead of spending time implementing the same feature in two different ways.

One improvement we’ve added to mobile (and optionally available in the desktop experience) is a confirmation when placing an object. This is a work in progress.

Current Progress

We’ve been researching the best way to create this dynamic panel management system and have made significant progress implementing it within Universe Sandbox.

There’s still other work to be done, and we do not have a release date or official price for mobile, but we’re still planning on it being a one-time paid app with no ads or in-app purchases. 

We have yet to finalize the minimum device requirements for the mobile version, but it will likely require a modern device with decent specs. We will share more about hardware requirements as soon as we finalize them.

Taking a feature-rich, user-interface-heavy desktop game and porting it to mobile presents many challenges, but we are excited to tackle them and create an experience unlike any other at your fingertips.

To receive updates about mobile, like this one, sign up for our mailing list:
http://universesandbox.com/mobile/ 

Earth and Moon collide in Universe Sandbox on a mobile device. While collisions and surface simulations already run smoothly, our guide panels still need to be updated to work with our new Dynamic Layout System.

Join our community discussions on our Steam Forum and our official Discord community.

Gravity Simulation Upgrade | Update 33

If Update 33 does not download automatically, follow these update instructions. If you don’t own Universe Sandbox, you can buy it via our website.

Gravity Simulation

We’ve completely overhauled our gravity simulation to increase accuracy, stability, and overall performance. Run simulations at higher speeds than ever before while maintaining gravitational accuracy.

Many simulations can now be run at noticeably higher simulation speeds. Try increasing the simulation speed of the Solar System simulation or your own custom simulation.

Before

After

The Hubble Space Telescope used to crash into or fly away from Earth at simulation speeds greater than a couple days per second. Now it maintains a stable orbit at much higher simulation speeds.

Before
After

Choreography simulations, where moons are distributed evenly over a pre-computed path creating a unique design, are much more stable and create the desired patterns, like this fish, before becoming gravitationally unstable and falling apart, as expected.

Before
After

We’ve also added more controls so you can fine-tune the balance between maximum simulation speed and gravitational accuracy. Learn more in our updated guide

Guides > Tutorials > Advanced Simulation Speed Controls

More Highlights

Small objects colliding with gas giants now create more realistic impacts with smaller, gradually growing impact areas

Before
After

Object selection has been completely rewritten. It’s now much easier to select objects in crowded simulations with lots of dust clouds and fragments.

Before
After

Check out the full list of What’s New in Update 33

Please report any issues on our Steam forum, on Discord, or in-game via Home > Send Feedback.

The Future of Universe Sandbox on Linux

Our latest release, Update 32.3, will be our last with a native Linux version of Universe Sandbox. Future Linux versions of Universe Sandbox on Steam will be powered by Valve’s Proton, software built into Steam that allows Windows games to run on Linux.

If you are a Steam Linux player, no action is required to continue playing Universe Sandbox. This change should be seamless.

We know this may be disappointing, but after internal testing and user feedback, we have found that playing Universe Sandbox through Proton on Linux machines provides a better overall experience. Valve has put a tremendous amount of energy into developing Proton, which has made this decision much easier. As a small indie team, the upkeep of a Linux version was disproportionately high compared to the size of the Linux player base (just over 0.5% of all players).

Due to the limitations of the Steam platform, we can no longer provide access to older native Linux versions. If you are a Steam player who needs access to the last Linux native version (Update 32.3), please contact us.

If you are a GOG or Itch player, older releases will remain available in their respective download sections. We recommend GOG and Itch players on Linux use either Heroic Games Launcher or Lutris for future versions.