
Design. Simulate. Detonate. As a junior engineer at the Kurchatov Institute, you design atomic devices to satisfy the demands of the State. A hardcore physics game simulating hydrodynamics, neutron transport, and thermonuclear fusion.
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About
NUCLEAR DESIGN BUREAU is a hardcore sandbox engineering game where you design and test nuclear devices.
You are a junior engineer at the Kurchatov Institute. The State gives you a target and a warehouse full of dangerous materials. Some directives limit what you are allowed to use. Your job is to build a device that does what the directive asks.
This game is built in the open. The campaign, the physics and the tools change based on what players build, where they get stuck, and what they ask for. That is the whole reason it is in Early Access.
HOW IT WORKS
- Receive a directive: Technical requirements and constraints, with material limits on some jobs.
- Measure it by hand: The criticality lab is first person. Set the core in its cradle, lower the beryllium reflector onto it, and watch the counter on the wall while the live k estimate climbs toward one. Push it too far and the dose lands on your hands, not on a number.
- Design: Paint materials straight onto the blueprint grid. Build the primary, the casing, and the supporting systems.
- Simulate: Hit the red button and run full detonation physics in real time.
- Refine: If it fizzles, fails, or wastes material, work out why and change it.
CORE FEATURES
- Physics-Driven Simulation: Shockwaves, heat, radiation, and chain-reaction behavior are modeled in real time.
- Criticality Lab: A first person room where you handle the real parts. Live Monte Carlo k-effective, a wall counter that lags the way the instrument actually would, and radiation exposure that shows on the operator instead of in a readout.
- Detonation Viewer: Observe detonations as they unfold, with live visual feedback on blast behavior.
- Campaign Directives: Structured mission progression with technical goals and constraints.
- Sandbox Mode: Unlimited experimentation with full design freedom.
- Iterative Engineering Loop: Build, test, diagnose, and optimize.
EARLY ACCESS STATUS (CURRENT BUILD)
The current Early Access build is playable end to end and includes the core gameplay loop:
- Design -> Simulate -> Detonate -> Refine
- The criticality lab
- Sandbox mode
- Campaign directives
- Save/load systems with ongoing stability improvements
This is an active development build. Expect balance changes, physics work, and campaign iteration during Early Access.
EARLY ACCESS ROADMAP (SUBJECT TO CHANGE)
Physics and Simulation
- Refining the detonation viewer (better shockwaves, damage radius and thermal radiation modeling, destructible buildings and targets)
- Finer grid resolution for stronger PCs and GPUs
- More to do in the criticality lab
Campaign and Content
- Expanding the campaign with unique challenges
- Many more directives/missions
- Voiced campaign
- Additional bomb concepts (high-radiation designs, clean bombs, neutron bombs)
- More advanced materials
Presentation and Audio
- More music tracks
Community and Meta
- Public leaderboard
- Statistics on every campaign directive, so you can compare how efficient your design was against everyone else's
DEVELOPMENT APPROACH
Design. Simulate. Detonate.
Early Access is where this game gets shaped in public. What players build, where they get stuck, and what they ask for decides what gets worked on next. Most of the day to day happens on Discord.
"The atom is not a soldier, Comrade. It is a force of nature. We merely tell it where to go."
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Stats
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Engagement
Reviews
Themes across 93 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Fun with much potential. Perhaps a kerbal-like expansion where you have to build ICBMs and fit your creations on them and/or simulating the blast in various environments with somewhat silly missions like operation plowshare could be possible? It seems like cuda could run the simulations faster than a cpu. The demon core juggling simulator stops simulating criticality very quickly after it starts (cherenkov radation stopps quickly, the plutonium never heats up, and there are no health problems standing next to it).
this is really fun. Who would have thought trying to design a nuclear weapon would be so difficult? :. But seriously, its very well done and I especially like the build in anticipation as it runs the simulation and I watch to see if the neutrons will increase or if the thing will just blow its self apart first.
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Languages: English
Hours played at review time, across 93 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Need a lot of refinement. Really good potential, love the concept
Big Bomb= Me Like
The UI is annoying as ♥♥♥♥, but its a great start!
goooooood
Great game, looking forward to see how it improves over time with more polish
really, really high potential once the UI gets a little bit more fleshed out. as it is, in early access, if you like the niche go for it without any worries. it's fun.
Very dangerous, might spend hours in search of optimal explosive yield. Runs very slow if you don't have a dedicated GPU, would be nice to use more CPU performance instead. The 3d lab is fun.
[b][i]The state[/i] gonna have someone's head on dinner.[/b] Expected: Nuclear Design Bureau Actually: Unclear UI Design Result: hours wasted battling the interface ...or, it's just undercooked at this stage, I mean, [b]really[/b] undercooked
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