
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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Reviews
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Reviews
This game is very fun but also very hard and sadly non-deterministic, especially with regard to starting with already critical mass, if you spam the detonate button enough times you can roll the correct random number and get past the warning
First, THIS IS AI SLOP. The text is AI, the code is AI, the images are AI. And believe me, it's grating, the text is borderline nonsensical sometime and the UI is a mess. BUT. This is the best case for AI slop, a random dude who had an idea but not the means to realize it. The AI is used out of necessity, not to increase profit margins or to cash-in by making a popular kind of game quickly. It's a shame, I would have much preferred if they at least took the time to write the 50 paragraphes or so of text the game has by hand (come on it's all functional, there is barely any creativity needed), but the game is fun nonetheless and propose something unique, so I can let it slide, it doesn't detract from the enjoyment too much. The physics is good as far as I can tell, no idea if it's close to the real values but it's internally consistent so it's good enough, and that's all I ask from a physics simulator. For a price of 5 bucks, I'd say it's worth it.
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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
Strangely entertaining, very much has that - wait, one more turn quality.
This is a vibe coded AI game, lets just all understand that part. It has a level of jank that only AI could conjure, HOWEVER, AI aside, the game is THERE, it just needs some serious work, recommend waiting a bit for this one
This will become a vital tool in the first of Ireland's many nuclear weapons tests: Operation Silly String. Buggy and unpolished, with things like spark plugs for secondary fusion stages barely working. But getting constant updates, the dev is very response, and probably the only game I know about that had its release delayed due to an ITAR inquest.
Great game, apart from a few bugs but what do you expect form an early access.
So far pretty good, just make sure its running on the correct gpu
While others may have panned this, I like it. Still early doors yet, but give it time. Still a lot of room for improvement, somewhat buggy interface, clunky design, but it still works.
3d model needs optimization because its too laggy
boom
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