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Watch trailer on Steam ↗Space Crash Simulator
WPC · Published by WPC
Positive — 84% positive (25 reviews)
Last updated 28 Sept 2026
Real-time planetary collision sandbox powered by SPH physics: smash planets together and watch the destruction and its aftermath!
£8.50
Lowest price we've ever recorded
View on SteamPrices can lag the live Steam store — always confirm before buying.
Price history
Indie, Simulation, Casual · 2025 · More £5 - £15 games
Explore the chaotic aftermath of smashing planets together in Space Crash Simulator. Witness the dynamic destruction and its lasting effects in this casual, real-time sandbox from WPC.
About this game
Collide planets built from a million interacting particles.
Space Crash Simulator is a real-time planetary collision sandbox built on GPU-accelerated Smoothed Particle Hydrodynamics — the same class of method used in scientific impact simulation. Every planet, star, and fragment is made of individual particles that attract, compress, melt, and break apart under the forces you set up. Nothing is scripted: fragmentation, shock fronts, tidal stretching, moon formation and accretion all emerge from the equations.
There are no missions and no objectives. You set the initial conditions, press play, and watch what physics does with them.
Scale
Real-time simulation of hundreds of thousands of particles
COMPUTE mode pre-calculates collisions of up to 1,000,000 particles per planet on a modern GPU, streaming to disk for long recordings
Replay with rewind, scrubbing, slow motion and reverse — watch the same impact from any angle, as many times as you want
Gravity solved with a Barnes-Hut octree: every particle pulls on every other one, at scales where summing the pairs directly would be a trillion interactions per step
Build the bodies
Draw your own shapes: sketch a silhouette and extrude or revolve it into a 3D body, with a live preview — then crush it under its own gravity
Spheres, hollow spheres, cubes, walls, discs, rings, sieves, and a lattice space-frame that buckles and shears instead of shattering
Make any body indestructible: unbreakable walls, unstoppable projectiles
Planet textures built in or imported from your own images; procedurally granulated star surfaces
Black holes with accretion discs, gravitational lensing, and tidal disruption
Control the physics
Particle count, mass, viscosity, rest density
Impact velocity, spin, inclination
Impact heating, thermal conduction, radiative cooling
Orbit presets: circular, elliptical, and Roche-limit — one click puts a moon exactly where you want it
Simulation modes
Planetary mode: build a system of planets, moons, walls, black holes and painted shapes, and collide them however you like: head-on impacts, glancing blows, or chaotic multi-body dynamics where tiny differences in setup produce wildly different outcomes
Protoplanetary disc + star: accretion and early system evolution
Galaxy mode: large-scale gravitational interactions between galactic cores (gravity only; SPH does not apply at that scale)
What this is, and isn't
Space Crash Simulator is an open-ended physics tool for people interested in astrophysics, orbital mechanics, impact dynamics, and scientific visualization, or anyone who wants to build a scenario and watch it play out. There is no storyline, no progression system, and no competitive mechanics. The focus is entirely on constructing situations, adjusting parameters, and observing the physical behaviour that follows.
System Requirements
Will my PC run this? →Minimum
- OS: Windows 10
- Processor: Intel/AMD 2+ Cores (1.7GHz and above)
- Memory: 8 GB RAM
- Graphics: Intel HD 4600 (AMD or NVIDIA equivalent)
- Storage: 10 GB available space
Supported Languages
Latest news
Patch NotesOfficial
The Shape Editor Update
ou can now draw your own bodies. Sketch a silhouette, turn it into a 3D shape, and it simulates like everything else: every particle pulling on every other, right up until something hits it.New: the shape editorDraw a silhouette on the sketchpad and turn it into a solid 3D body two ways: extrude it straight through, or revolve it around its axis like a latheA live 3D preview updates as you paint; rotate it with a drag to check the shape from any angle before committingPainted bodies are full SPH matter: they collide, shatter, melt and collapse under their own gravity like any planetMirror mode for symmetric shapes, erase to carve, and your shape is saved with the scenarioSet the shape on a particle body to design it, then raise the count... the same shape rebuilds at 200,000+ particles for the real runNew: black hole accretion disks, rebuiltThe disk now visibly rotates, with bright knots orbiting at their local speedinner ones overtaking outer ones, so the shear is something you can seeMatter drifts inward toward the horizon instead of appearing to spiral outNo more slow fading on long runsThe camera now goes much closer to a black hole before stopping, and the trail fades out near one so it no longer cuts through the lensingImproved: planet surfacesPlanet textures are now continuous across the surface instead of stamped per particle - coastlines and cloud bands line up at every zoom levelFixed a hand-back bug that could drop particles or throw errors when switching shadow quality mid-runImproved: setupLattice and sieve bodies now show accurate outlines in setup instead of a plain boxBodies spawn on a close-packed lattice at the exact authored sizeGizmos underneath the editor panel no longer react while you are drawingPlusThe largest per-frame CPU cost at high particle counts has been removed; textured planets are cheaper to draw than beforeThe tree gravity solver now takes over at 125,000 particles instead of 250,000: large scenes run faster with no visible accurac...Read full article on Community Announcements (wpcons)AnnouncementsOfficial
1,000,000 particle planets
Last update took COMPUTE to 200,000 particles per planet. This one takes it to 1,000,000 but it took rebuilding gravity from scratch to get there.New: Barnes-Hut gravityGravity is now solved with a Barnes-Hut octree, an algorithm also used in professional astrophysics N-body simulationsInstead of summing every pair of particles, space is divided into a hierarchy of cells, and a distant cluster is treated as the single mass it effectively isThe reason it matters: summing every pair across a million particles is on the order of a trillion force calculations per step. The tree gets there for a fraction of the workThis is what raised the ceiling five times overNew: a million particles per planetCOMPUTE now pre-calculates collisions of up to 1,000,000 particles in a single body on a modern GPUStable at the top end, not just technically possibleNew: longer, steadier replaysCOMPUTE now streams the recording to disk instead of holding it in memoryMuch longer recordings, and no more trading replay length against a memory budgetSteadier playback at the particle counts where memory used to be the limitNew: bodies settle before they flyEvery body is now relaxed to equilibrium before the simulation starts, so planets begin as stable spheres instead of visibly contracting and pulsing through the opening secondsParticles spawn on a close-packed lattice instead of a random scatter, so there is far less to settle out in the first place, and settling finishes fasterA body that starts stable collides cleanly. Wobble used to carry into the impactNew: body shapesLattice: a hollow 3D space frame resembling a cageHollow spheres and sieves available to build withImproved: black holesAccretion disk stays locked to its black hole in setup and all the way through replayCorrect disk placement when you position a black holePlusFramerate cap removed: the simulation now runs as fast as your hardware allowsChanging inclination no longer rebuilds particles while you drag the sliderFixed leftover ge...Read full article on Community Announcements (wpcons)Patch NotesOfficial
The Replay Update — Compute, Rewind, Slow-Mo
This is a big one — the largest update since release.New: Compute & ReplayCOMPUTE pre-calculates the whole collision, then replays it perfectly smooth at any particle countRewind, scrub, slow motion, fast forward — or watch the entire crash in reverseSKIP straight to the aftermath, re-watch anytimeAdjustable replay length and memory budgetNew: massive particle countsSpatial-grid solver: up to 200,000 particles per planetStable simulation even for very large planetsNew: particle ringsTurn any body into a ring around its planetRing colors drawn from the planet's texture, with realistic ring divisions and gapsSetup preview shows exactly what you'll getNew: orbit presetsCircular orbit, elliptical orbit, and Roche-limit presets — one click puts a moon on the orbit you wantElliptical orbits graze just past the Roche limit at closest approachNew: visualsRealistic temperature colors — impacts heat up, debris glowsDay/night lighting and shadows between bodiesPlanet textures wrapped seamlessly around every bodyPlusType exact values by tapping any slider's numberReworked menus and setup screenRead full article on Community Announcements (wpcons)






