Full notes
Full Reentry - A Space Flight Simulator update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Fixes
- Performance
- Gameplay
- UI and audio
- Balance
Reentry has been patched to version 1.1!
With the 1.0 launch behind us and many of the major launch issues addressed, development is now gradually shifting back to normal. This means continued improvements and bug fixes for existing content, while also dedicating time to new features and future additions to the simulator.
The 1.1 update serves primarily as a soft transition into this new development phase. As outlined in the roadmap, the main focus between versions 1.0 and 1.1 was the release/post-launch crashes, issues, fixes and improvements to the 1.0 scope, and Virtual Reality related tasks.
The 1.1.0 update marks this transition while also introducing the first test version of a more complete end-to-end VR solution, updates to the Lunar Rover navigation systems, alongside a collection of bug fixes and quality-of-life improvements to the existing 1.0 content.
Note: You can always revert to a previous version via the Steam Betas tab if needed. The latest previous version is: 1.0.84. The rollback option is there to ensure smooth user experience in case something does not behave as expected.
State Update of 2026
This video showcases some of the key focus areas in the immediate future and goes through the roadmap for the game as we transition into 1.1.
Virtual Reality: Main Menu and In-Game menus
This patch rolls out a new testing launch option when starting the game from Steam. By using this option, the game will automatically attempt to launch into VR.
In addition the Lyra Creative intro scene has received VR support and a VR enabled Main Menu is introduced. This allows you to both launch the game in VR, and keep your headset on while selecting missions.
In addition I have started the work of allowing the in-game menus to work in a VR enabled scene. The menus are currently fixed and positioned in front of the main panels of the Mercury, Gemini and the Apollo Command Module cockpit while testing if the internal logic can work as a first step.
The in-game menu will allow you to end the session, see the debrief menu, trigger failures, configure audio and save the state without taking off the headset to interact with the standard monitor menus as you previously had to do.
I have also provided new VR enabled menus for the Mission Tools/Crew Members screens required to toggle various cockpit equipment, use the Retrograde Burn Planner and all the other functions this menu provides.
Virtual Reality support for the Lunar EVA and Lunar Rover
One of the critical feature still requiring VR support to allow the completion of the Academy and the 4th Campaign is the Lunar EVA (walking on the Moon). This version rolls out the initial support to both walk on the Moon and drive the Lunar Rover in the surface. The keyboard or the thumb sticks are used to move during EVA and while driving the rover and the same thumb press is used to toggle the function bubbles.
I recommend watching the State Update 2026 video where I cover all of these VR updates mentioned above. Keep in mind that these are the first iterations of the various end-to-end VR components and will require additional work and testing before refining the implementation.
Navigation Instruments for the Lunar Roving Vehicle
I have finally added the heading indicator, distance, range and speed gauges to the panels of the Lunar Roving Vehicle. The distance/range indicator is using scaled Unity Units as its source data as I test the tracking and logic for this but will soon be formatted to km/nmi.
Another request has been a video on how to operate the LRV, so I will publish a video about this on YouTube in the coming days.
Steam post image
Bug Fixes I have also patched the game with the following bug fixes.
Updates to the ALT and VEL light logic in the LM so they won't stay illuminated outside of their scope. Their primary purpose is to show the landing radar status during P63 as the craft starts the powered descent.
Fixed the LANGERR issue when requesting the CSI burn. This has led to confusion and exceptions during the ascent,
Tweaks to the Lunar Landing (PDI) checklists.
Wrote a fix to prevent the B/Checklist Guide Proceed keypress while using UI elements such as the search field, notes, etc.
QoL changes to the LM undock checklist, ensuring radar cbs checks
French string formatting language fixes. This caused incorrect radio comms and a potential exception.
Optics Angle Display exception bug and formatting fix. An issue with the angle calculations used for the Shaft and Trunnion caused invalid numerical values. This led to exceptions and unexpected errors down the line.
LM P30 PAD HA and HP value fix (R nmi -> alt nmi).
After the 2026 State Update video I hosted a small Ask-Me-Anything (AMA) session for those who tuned in. You can see the recording here:
[dynamiclink href="https://www.youtube.com/watch?v=y4nZl7r830c"]
Patch notes:
Updates to the ALT and VEL light logic in the LM
Fixed the LANGERR issue when requesting the CSI burn
Tweaks to the Lunar Landing (PDI) checklists
Wrote a fix to prevent the B/Checklist Guide Proceed keypress while using UI elements such as the search field, notes, etc.
QoL changes to the LM undock checklist
French string formatting language fixes
Optics Angle Display exception bug and formatting fix
LM P30 PAD HA and HP value fix (R nmi -> alt nmi)
Added a testing Steam Launch Option that will pass the --vr argument to force VR mode ON.
Lunar Rover: Heading, Distance, Range and Speed indicators/gauges
VR: Intro scene and VR booter
VR: Main Menu
VR: In-game VR menus (end session, debrief)
VR: Crew members menus
- VRFixed an issue that would prevent some CSM UI interactions after switching to the LM and back to the CSM
VR: Lunar EVA support (no VR Mouse Cursor support yet)
VR: Lunar Rover Vehicle support (no VR Mouse Cursor support yet)
Source
Changelog.gg summarizes and formats this update. How we read updates.
