
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 123 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Teaches you alot, i learn alot. Forbidden science. You get what you pay for + more. Im hooked.
fun
Managed to get past 500kT quite fast :D, there is still a lot of work to do but still enjoyed it, looking forward for improvements. The only annoying thing is that I can't delete the already placed components, or maybe I am dumb.
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This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Languages: English
Hours played at review time, across 123 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
recomiendo bastante, ahora mismo está bastante decente y la verdad me divertí bastante en la campaña
This game is basically Kerbal for nuclear weapons. It is a highly addictive open sandbox to fiddle with idealized 2 dimensional fission, boosted, and multistage thermonuclear device designs, Sketch them as finely or crudely as you want and press a button to see how big a boom if it works at all. Some of the physics is a bit wonky, including radiation transport in a cavity and explosive lensing, but that simply shifts the fine details from reality, not execution of the main basic principles and opportunity to learn. Fun as hell for science nerds and pretty damn bug free for a new release. Two thumbs up!
Pros : Great simulation, optimization, physics, hyperfixation fuel. Cons : movie-simulation, watching paint dry, very slow time scales for certain events, brightness of certain events, learning-curve, ui features still in development, certain boilerplate sights and sounds that need better developement. Certain fusion fuels need developement still. So it's in very early development but .. As a veteran Powder Toy player, this sandbox offers a depth of simulation I’ve waited years to see. The defining characteristic of the game is its internal engineering. Where older sandboxes often struggle under heavy computational loads, this engine is remarkably well-optimized. The user interface is utilitarian and clearly still developing in this Alpha stage, but it stays out of the way of the core mechanics: genuine Newtonian physics, material compression, and intricate nuclear calculations. Because of this realism, the game requires you to reframe how you look at time. To an outside observer, the performance might occasionally feel like it is slowing down, but this isn't due to hardware lag or poor optimization. Rather, the engine's internal clock is intentionally dialing down to the picosecond level during high-speed events. A fraction of a millisecond is stretched out completely, allowing you to quietly observe fission reactions and X-ray emissions unfold step-by-step. There are undo and redo, and a wide history so you can go back to reset and redo from that. There is a sandbox portion of the game outside of the campaign. Personally I skipped the campaign entirely and have just been using that. Of course the game is in early developement, so very many things are not immediately made clear or implemented. I think it's a good simulation game worth buying despite that.
Good
Finaly I can fulfill my lifelong dream of designing nuclear weapons.
Honestly for the potential, its amazing. I've learned I knew less about nukes than I thought I did. Campaign is a tad buggy but the sandbox works pretty good, remember to restart every couple hours to reset the physics engine.
10/10 megatons of pure fun and radiation
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