
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.
Modeled estimate, not a reported figure. How we estimate →
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."
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 123 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Microsoft paint if it was good
Need a lot of refinement. Really good potential, love the concept
Great idea, but currently there's too much wrong with it. I hope future updates will improve on pretty much everything, because there's a clear lack of polish made worse by the genAi slop used. As many others said here : - Citch the vibe coded mess. The simulation is barely functional as a whole, material interaction and deformation is hard to work with. And indeed, the lithium deuteride DOESN'T WORK - Improve performance by running on more than ONE thread (i often need to wait like 5 to 8 whole minutes when going thermonuclear on my r7 5700x). - UI suck right now, it needs more critical infos available when building, and a better drawing set. - GenAI used in most parts of the game. Even if the game was better, i wouldn't recommend it because of that, and i know some of you would too. I may have forgotten stuff, or said bs idk. Don't hesitate to point it out if i said something wrong. But really, right now it's not in a good state.
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Languages: English
Hours played at review time, across 123 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
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Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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