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We are always looking for contributors to help us bring KSP2 Redux to life! Whether you're an artist, developer, translator, or player, there are many ways to get involved.
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We are always looking for contributors to help us bring KSP2 Redux to life! Whether you're a 3D artist, developer, translator, designer, video editor, modder, or player, there are many ways to get involved.
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## Ways to Contribute
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<CardGrid>
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<Cardtitle="🎨 Artists">
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Create 3D models, textures, celestial bodies, and visual assets for the game.
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<Cardtitle="🎨 3D Artists">
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Create 3D models, textures, celestial bodies, and visual assets for the game.[Go to section →](#for-3d-artists)
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</Card>
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<Cardtitle="💻 Developers">
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Help build features, fix bugs, and improve performance with C# and Unity.
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Help build features, fix bugs, and improve performance with C# and Unity.[Go to section →](#for-developers)
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</Card>
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<Cardtitle="🌍 Translators">
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Translate game content into French, German, Italian, Spanish, Japanese, Korean, Polish, Russian, Portuguese, and Chinese.
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Translate game content into French, German, Italian, Spanish, Japanese, Korean, Polish, Russian, Portuguese, and Chinese. [Go to section →](#for-translators)
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</Card>
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<Cardtitle="🎬 Design & Media">
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Create graphics, animations, videos, web design, and other community-facing material. [Go to section →](#for-design-animation-and-video)
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</Card>
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<Cardtitle="🧩 Modders">
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Port existing mods or build new Redux-native mods. [Go to section →](#for-modders)
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</Card>
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<Cardtitle="🎮 Players">
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Test beta builds, report bugs, and provide feedback on features and gameplay.
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Test beta builds, report bugs, and provide feedback on features and gameplay.[Go to section →](#for-players)
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</Card>
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</CardGrid>
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---
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## For Artists
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## For 3D Artists
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We are reaching a point in development where we need to start working on a lot of 3D models, textures, celestial bodies, and other visual content.
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### What We Need
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-**Part Models:**Colony parts, orbital structures, interstellar engines
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-**Textures:** High-quality PBR textures for parts and environments
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-**Part Models:**New vessel parts, colony parts, orbital structures, and interstellar engines
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-**Textures:** High-quality PBR textures for parts and environments
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-**Celestial Bodies:** Planets and moons for the Debdeb star system
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-**UI Assets:** Icons, interfaces, and visual effects
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-**Animations:** Part animations, Kerbal animations
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-**Asset Pipeline:** Helping define art guidelines and asset workflows for future Redux content
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### Skills We're Looking For
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- 3D modeling (Blender, Maya, 3ds Max)
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- Texturing and materials (Substance Painter, Photoshop)
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- Unity experience (preferred but not required)
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- Understanding of game asset optimization
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- Experience building assets for real-time games
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### Getting Started
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</Aside>
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**Contact our Art Lead:**
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- Join the [KSP2 Modding Society Discord](https://discord.gg/ksp2redux)
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- Join the [KSP2 Redux Discord](https://discord.gg/ksp2redux)
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- Go to the **#🟡redux-chat** channel
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- DM **@safarte** with examples of your work
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---
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## For Design, Animation, and Video
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Redux also needs help with visual material outside of 3D game assets.
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### What We Need
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-**2D Art and Animation:** In-game tutorial videos, mission animations, concept art, and possible promotional material
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-**Graphic and Web Design:** Website improvements, graphics for dev updates, social posts, infographics, and other community-facing visuals
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-**Video Editing:** Feature highlight videos, showcase videos, and short update clips
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-**Writing and Editing:** Clear docs, dev-update text, and other public-facing material
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### Getting Started
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Send **@.munix** or **@safarte** examples of your previous work on Discord. Useful examples include screenshots, renders, animation reels, design work, videos, writing samples, or links to a portfolio.
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---
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## For Developers
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In order to achieve the goals in our roadmap, we are looking for active volunteer developers interested in joining the team!
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Ideally, we're looking for applicants with experience in one or more of the following:
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-**KSP1/KSP2 Mod Development:** Familiarity with the game's systems and modding
- Graphics improvements, including the Built-in Render Pipeline to URP port, shaders, reentry VFX, engine plumes, rendering, lighting, and post-processing
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- Modding SDK and tools
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- Bug fixes and quality improvements
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- Links to mods you've created
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- Information about games you've worked on
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- Any other relevant experience
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- Proof that you own KSP2
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This helps us understand your skills and find the right area for you to contribute.
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### Languages We Need
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We are looking for translators for:
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We are especially looking for translators for:
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- French
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- German
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- Chinese (Traditional)
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- Italian
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- Spanish
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- Japanese
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- Korean
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- Polish
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- Russian
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- Portuguese (Brazil)
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- Chinese (Simplified)
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- Chinese (Traditional)
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- Spanish
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Other languages may still be useful, including French, German, Polish, Russian, and Chinese (Simplified).
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### What You'll Translate
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### Getting Started
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**Contact our Translation Coordinator:**
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- Join the [KSP2 Modding Society Discord](https://discord.gg/ksp2redux)
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- Join the [KSP2 Redux Discord](https://discord.gg/ksp2redux)
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- DM **@safarte** mentioning which language(s) you can translate
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---
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## For Modders
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### Updating Existing Mods
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If you maintain KSP2 mods, we want to help you migrate them to Redux!
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**What's Changed:**
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- Transition from BepInEx to integrated mod loader
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- Improved modding API with new endpoints
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- Core systems rewritten (e.g., TransformFrame)
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- Unity Editor integration for development
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**Get Migration Help:**
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- Join **#🔴mod-dev** on [Discord](https://discord.gg/ksp2redux)
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- Read the [modding documentation](https://modding.ksp2redux.org)
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- Check the [Redux API documentation](https://api.ksp2redux.org)
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### Creating New Mods
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Redux mods use the integrated mod loader, the Redux modding SDK, and the current Redux API. The workflow is different from stock KSP2 BepInEx mods, so start with the current docs before setting up a new project.
-**Development Help:** Ask in **#🔴mod-dev** on [Discord](https://discord.gg/ksp2redux)
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Learn more in our [Modding SDK blog post](/blog/modding-tools-unity-editor).
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---
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## For Players
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Even if you're not creating content, there are still important ways you can help!
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## For Modders
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### Updating Existing Mods
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If you maintain KSP2 mods, we want to help you migrate them to Redux!
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**What's Changed:**
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- Transition from BepInEx to integrated mod loader
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- Improved modding API with new endpoints
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- Core systems rewritten (e.g., TransformFrame)
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- Unity Editor integration for development
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**Get Migration Help:**
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- Join **#🟡redux-chat** on [Discord](https://discord.gg/ksp2redux)
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- DM **@safarte** for guidance on updating your mods
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- Access upcoming modding documentation
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### Creating New Mods
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The Redux Modding SDK offers revolutionary improvements:
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-**Unity Editor Integration:** Test mods directly in Unity Play mode
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-**Rapid Iteration:** See changes in seconds, not minutes
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-**Better Debugging:** Full Unity debugging tools
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-**Improved APIs:** More comprehensive modding endpoints
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Learn more in our [Modding SDK blog post](/blog/modding-tools-unity-editor).
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## General Guidelines
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### Communication
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-**Discord:** Primary hub for discussions and coordination
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-**GitHub:** Code contributions, issues, and releases
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-**Forum:** Long-form discussions and announcements
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### Be Respectful
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- This is a volunteer project - everyone is contributing their free time
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- Be patient with each other
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- Constructive criticism is welcome, but stay civil
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- Remember we're all here because we love KSP2
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### Quality Standards
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## Contact & Getting Started
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- Test your contributions thoroughly
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- Follow existing code/asset conventions
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- Ask questions if you're unsure about something
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- It's okay to make mistakes - we'll help you learn!
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The best way to get involved is through our Discord server:
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**[Join the KSP2 Redux Discord →](https://discord.gg/ksp2redux)**
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## Contact & Getting Started
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You do not need to be available all the time. Redux is a volunteer project, so clear communication and genuine interest in the project matter more than constant availability.
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The best way to get involved is through our Discord server:
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When you reach out, include a few references depending on what you want to help with. Examples include GitHub repositories, mod pages, code samples, screenshots or renders of 3D models, shader work, animations, design work, videos, writing samples, or a portfolio. You do not need to provide references for translation, but previous translation or writing experience is useful to mention.
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**[Join the KSP2 Modding Society Discord →](https://discord.gg/ksp2redux)**
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We cannot promise that every person who reaches out will immediately have something assigned, but if you have relevant experience and want to help finish what KSP2 started, please contact us.
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### Key Channels
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-**#🟡redux-news:** News about KSP2 Redux
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-**#🟡redux-dev-tracker:** Important messages by Redux devs
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-**#🟡redux-resources:** Links to important Redux & modding resources
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-**#🟡redux-chat:** General Redux discussion
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-**#🔴mod-dev:** Mod development help
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-**#🟡redux-bugs:** Bug reports
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-**#🟡redux-suggestions:** Feature suggestions and ideas
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## Thank You!
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Redux is possible because of passionate community members like you. Every contribution, whether it's a bug report, a 3D model, a line of code, or a translation, helps make KSP2 Redux better for everyone.
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Redux is possible because of passionate community members like you. Every contribution, whether it's a bug report, a 3D model, a line of code, or a translation, helps make KSP2 Redux better for everyone.
Exploration mode colony resource rules are planned first. Frontier mode is planned for later. Details may change as the colony and resource systems are built.
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</Aside>
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Redux plans to support two progression modes with different levels of resource management. Exploration mode is planned to arrive before Frontier mode.
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**Exploration mode** is the lighter progression path. It keeps the focus on missions, science, discovery, and unlocking new capabilities. Resources still matter, but mostly as unlock requirements.
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**Frontier mode** is the deeper resource-management path. It treats parts, colonies, fuels, and building materials as things that must be produced, stored, moved, and spent.
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You can think of them as rough successors to KSP1's Science and Career modes:
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| Mode | Closest KSP1 comparison | Main focus |
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| --- | --- | --- |
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| Exploration | Science | Explore, run experiments, complete missions, unlock resources and parts |
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| Frontier | Career | Build an economy of colonies, factories, stockpiles, and supply routes |
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## Quick Comparison
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| Question | Exploration mode | Frontier mode |
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| --- | --- | --- |
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| Do parts consume materials when built? | No. A part can be built once its required resources are unlocked. | Yes. Parts cost materials and fuels that must be available. |
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| Do resource amounts and production rates matter? | Mostly no. Resource access is treated as an unlock. | Yes. Mining, processing, stockpiles, and flow rates are central. |
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| What are colonies for? | Unlocking and sharing resource access across the colony network. | Producing materials, fuels, colony parts, and vessels. |
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| Are supply routes required? | No. The goal is to avoid routine logistics management. | Yes, planned supply routes are a major part of connecting colonies. |
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| Who is it for? | Players who want colonies to support exploration without heavy economy management. | Players who want colony placement, production chains, and logistics to matter. |
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## Exploration Mode
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Exploration mode uses resources as a progression and exploration system.
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Instead of continuously mining and spending resource quantities, you unlock access to a resource at a colony. The unlock might require a specific colony facility, a mission, a science experiment, a location, or some other requirement.
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Once the requirement is met, that resource is considered available for that colony. If a vessel or colony part requires that resource, you can build it there without tracking stockpile amounts or production rates.
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### Orbital Colonies in Exploration
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Orbital colonies are planned to act as resource links between celestial bodies.
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If two celestial bodies both have an active orbital colony, their unlocked resources can be shared through that network. For example, if Duna and Kerbin both have orbital colonies, resources unlocked around Duna can become available to colonies connected through Kerbin's orbital network, and the other way around.
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The intent is to make orbital colonies useful without asking every player to manage cargo routes and storage limits.
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## Frontier Mode
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Frontier mode uses resources as a production and logistics system.
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In this mode, vessel and colony parts cost materials. To build those parts, you need the required materials available where the construction is happening. Those materials come from raw resources gathered by mining facilities and processed by factories.
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Production can depend on things like local resource density, colony conditions, power, heat, or other balancing factors. The exact list is not final.
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KSC is planned to provide unlimited access to basic building resources and common fuels, so the early game does not start with a logistics bottleneck. More advanced parts, colony growth, and exotic resources are expected to require off-world colonies.
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### Colonies in Frontier
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Frontier colonies are production hubs.
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To found or grow a new colony, you may need to move resources, materials, or construction hardware from Kerbin or another colony. Once a colony is established, it can mine local resources, process them into useful materials, produce fuel, and eventually support local vessel or colony construction.
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Later in the roadmap, supply routes are planned to reduce repeated manual cargo flights. A successful delivery from one colony to another could be recorded as a recurring route that transfers resources over time.
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## What Both Modes Share
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Both modes are planned to use colonies, resources, missions, science, and tech progression. The difference is not whether resources exist. The difference is how much resource bookkeeping the player is asked to do.
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In Exploration mode, resources answer the question: **Have you discovered and unlocked what this part needs?**
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In Frontier mode, resources answer the question: **Can your colony network produce, store, and deliver what this part costs?**
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## Current Status
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Redux is currently in **Stage 0: Foundation**. The public beta work is still focused on performance, bug fixes, UI cleanup, modding tools, heat, vessel ISRU groundwork, and tech tree requirements.
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Exploration mode colony resource rules are planned before Frontier mode. Colonies, full resource networks, and both progression-mode updates are still later roadmap work.
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