Update log
Full Universe Sandbox update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Balance
- Performance
- Gameplay
- Compatibility
For the last four years, we’ve been working on a major overhaul of Universe Sandbox to utilize the Data-Oriented Technology Stack (DOTS) from Unity, the game engine we use to build Universe Sandbox, to
Improve performance now and in the future.
Add new physics simulation, like visually deformed objects and atmospheric drag to simulate meteors.
Make our game code easier to maintain and build on.
Provide a foundation for big features in the future, like building and flying spacecraft, and constructing megastructures like Dyson spheres.
For this preview version we’ve only overhauled our physics simulation architecture, but we also plan to convert surface simulation, temperature and composition simulation, graphics simulation, and more over to DOTS in the future. This physics update, like our graphics overhaul from March 2025, is part of our plan to rewrite Universe Sandbox piece by piece with cutting-edge systems so we can continue to improve it for years to come. It’s like we’re gradually replacing every part of a spaceship out from under you while you’re actively piloting it.
You can learn more about all the additions and improvements that are part of this preview version in our preview What’s New.
Try the preview of Pale Blue DOTS | Update 36 right now!
Learn how to opt-in to this preview version on Steam, now available for testing and feedback on the!preview-version Steam beta branch.
https://universesandbox.com/support/previewversion
How does this make Universe Sandbox better?
New Features
Most of this update focuses on rewriting existing features, like gravity and Roche fragmentation, so you may not notice any immediate differences at first glance. But don’t worry, we’ve added a few new things to check out.
Simulate Meteors Objects now burn up as they travel through planet atmospheres with our new drag force. Check it out in our new Meteor Shower from Earth’s Surface simulation.
Improved Lasers! Blast multiple objects at once with the updated laser! Objects will now block the beam from hitting hidden objects. Increase the force from radiation pressure to push planets and their rings.
Objects Stretching & Squishing The stretching and flattening of fast-rotating objects and extreme gravitational forces are now simulated. Until we release our planned collision shape update, surface simulation and collisions will continue to simulate all objects as spheres, even if they do not appear spherical.
Non-spherical Gravitational Fields Similar to visually flattening objects, we’re now fully simulating how an object's gravitational field changes when it's no longer a sphere by simulating its oblateness factor (also called J2). Previously, these factors, used to simulate the orbits of sun-synchronous satellites, had to be manually entered.
Tidal Locking Gravitational interactions that change an orbiting object’s rotational period until the same side of one object always faces the other, as the Earth has done to the Moon, are now simulated. Visualize tidal locking by turning on Tidal Lag in the View panel to see the difference between the object’s orbital and rotational periods.
Predicted Paths See the path an object will follow as we project its motion into the future. Checking for collisions along the way, this path will turn from yellow to red, showing the amount of predicted overlap. Turn on predicted paths under View > Overlays > Predicted Paths
Lagrange Points Mark the location of Lagrange points, points where the gravitational forces between all objects in the system are equal, with the press of a button. You can also quickly place objects at a Lagrange point
Source
