9.8Press Kit
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9.8 vertical key art capsule

Key art / capsule

Vertical capsule art (600×900) by Alberto Trujillo. Full-resolution originals of all key art, logo and capsules are in the ZIP and the Drive folder above.

9.8
9.8 A rocket climbing away from an ocean-side launch complex, key art for 9.8
Key art by Alberto Trujillo

Physics-driven 2D space agency game

9.8

Every object in this 2D space agency game obeys the same orbital physics. Land on moons, build colonies, deploy satellites, and reshape entire planetary systems. Deorbit a moon if you want.

DeveloperAndré B. Silva
Tremoço Games

Current buildv0.6.20
about 60% complete

NextSteam demo
September 2026

Planned v0.7Online co-op
shared agency

Planned 1.0 scope150+ bodies / 5 star systems / 150+ parts / 130+ science nodes

Factsheet

Factsheet

GenrePhysics-driven 2D space agency game
DeveloperAndré B. Silva / Tremoço Games
LocationPorto, Portugal
Current buildv0.6.20 · about 60% of planned 1.0 scope
PlatformsWindows, macOS, Linux
DemoPublic Steam demo — September 2026
Release targetQ1 2027 · Early Access possible
Price€14.99 planned for 1.0 (Early Access price may be lower)
MultiplayerOnline co-op, private servers, one shared agency — planned for v0.7
Scope, 1.0150+ bodies across five star systems
Parts / R&D, 1.0150+ parts / 130+ science nodes across five eras
LanguagesEN, PT, ES, FR, DE, ZH, RU
ArtworkAlberto Trujillo

What 9.8 is

Run the agency, not just the rocket.

Imagine the long-lost child of Kerbal Space Program and Lunar Lander — the same chaos, the same high-intensity, high-reward flying, wrapped in a laid-back Sunday-afternoon aesthetic. Start with almost nothing. Build the capability to see farther, reach farther, and unlock the next layer of space.

Establish observatories, deploy telescopes, and grow your infrastructure to reveal new targets and opportunities — then aim upward and put your flying skills to the test.

9.8 is a 2D space-agency game where a fully physics-driven universe — N-body orbits, atmospheres, heat management, hydrodynamics — makes every small step earned. Build your program from first hops to interplanetary operations across Solara, the first of five star systems in the plan. Current build v0.6.20 is about 60% of the way there; the free Steam demo lands September 2026, with release targeted for Q1 2027 and online co-op planned for v0.7.

Closest touchstones: Kerbal Space Program, Spaceflight Simulator and Lunar Lander.

FlightFull N-body gravity — fly it yourself, then unlock automation through research.
EngineeringA growing library of functional parts in the VAB.
ProgressionA research tree spanning five technological eras.
AgencyResources, production, colonies and automated supply lines.
Co-opPrivate servers, one shared agency — planned for v0.7.

What players are saying

What players are saying

“It was good fun, the little details like the sonic booms in the atmosphere, the planetary variety and mission descriptions added to the charm of a greatly expanded Lunar Lander style game.”

— The Destroyer — Content Creator (30k subscribers)

“The game is already better than Spaceflight Simulator.”

— Meme man — Discord playtester

“The gravity is very well polished. I can actually do a gravity assist!”

— Rowbot838 — Discord playtester

“Always wanted something like that in a space game.”

— Jammer — Discord playtester

Features

Features.

Flight & piloting

Fly Rockets, Not Scripts.

Every maneuver is flown. Throttle control, trajectory shaping, staging decisions, and precise piloting determine whether you reach orbit or become debris.

Time the geometryLaunch windows depend on the changing arrangement of worlds, moons and gravity wells.
Use gravityA well-planned flyby can bend a route, change speed or set up a capture without spending fuel.
Reshape the systemLate-game projects can deliberately alter orbits and change the map of the system itself.

Vehicle design

Build & Design Your Vehicles.

Construct vehicles to match the mission. Iterate on design, test under real constraints, and refine until your craft can survive the environment you’re sending it into.

Every part mattersMass, cost, dimensions, aerodynamics, thrust, fuel, staging and payload all feed the same simulation the finished craft flies in.
Engine choicesChoose component materials and propellants, each with its own resource demands.
Read before launchMass, cost, thrust-to-weight, delta-v and stages update as the craft changes.
Fly the resultEarly flight is hands-on. Guidance and automation arrive through R&D.

Science and R&D

Science is how the agency grows.

Flying missions earns science, but so do standalone experiments, observations and dedicated research facilities. The results are spent node by node in the research tree.

01Space Age
02Information Age
03Automation Age
04Interplanetary Age
05Interstellar Age

Research unlocks capability.
New parts, vehicle classes, guidance, production, logistics and later interstellar technology.

Five eras, one continuous program.
The tree runs from the first space-age hardware to the technology needed to cross between stars.

Environments

Explore Space, Atmosphere, Surface & Oceans.

Different environments demand different solutions: vacuum operations, atmospheric flight, surface landings, and ocean interaction with hydrodynamics that behaves like a real medium.

SpaceRockets, probes, satellites, orbital stations, advanced spacecraft
AtmosphereBalloons, aircraft, rotorcraft
SurfaceRovers, hovercraft, walkers, later science-fiction vehicles
OceansBoats, submersibles, submarines

The useful machine depends on local gravity, atmosphere, terrain, distance, heat and the resources available there.

By the late game, progress is less about launching bigger rockets and more about picking the right machine for each leg of the mission.

Simulation

Everything Is Physics (No Rails).

N-body gravity, atmospheres, heat, buoyancy, and momentum all interact. The universe doesn’t help you — and if you push the system hard enough, extreme outcomes are possible.

Infrastructure & colonies

Build Infrastructure That Expands Your Reach.

Establish stations, colonies, and surface installations to support longer missions, extend operations, and turn distant targets into achievable objectives.

Online co-op · planned v0.7

One shared agency.

Players work in the same program, contributing to missions, research, construction, colonies and the supply network.

Resources & logistics

Master Resources & Logistics.

Resources and logistics constraints turn exploration into a real program. Build supply chains, comms satellites, manage tradeoffs, and solve the engineering problems that come with expanding outward.

01Explore
02Extract
03Refine
04Build
05Supply

The early flights are manual. Once pads, storage, industry and off-world infrastructure exist, recurring logistics can be automated and the colony network can keep expanding.

Worlds

Meet some of the celestial bodies.

The current build takes place in Solara, the first of five star systems in the plan — moons, gas giants, ice worlds and more, hand-crafted one by one. Here are a few already in the game.

SolaraStar

The central star of the system.

Qel’NaraPlanet

Home world. Earth-like with clouds, seas, and atmosphere.

TinderhuskPlanet

Volcanic world with a molten lava surface.

HeliophonGas Giant

Ringed gas giant with a crushing atmosphere.

GlaciellePlanet

Ice world at the frontier, with geysers and frozen terrain.

KiteMoon of Qel’Nara

Your nearest neighbor and first stepping stone into space.

ScorchMoon of Heliophon

A scorched world baked by its gas giant’s radiation.

IolantheMoon of Heliophon

Non-spherical moon with surface-normal gravity.

...and more being built, system by system.

Screenshots

Screenshots

Heavy triple-booster rocket lifting off from a coastal launch site An Earthlike planet seen from orbit, with oceans and clouds Off-world launch site at night under a violet sky Spacecraft docked to a purple asteroid Atmospheric flight over a desert world Rover exploring the rim of a crater Rocket on the pad beside a fuel depot

Play it

Try it yourself.

The public Steam demo arrives September 2026. Until then, you can wishlist on Steam or try the closed alpha playtest directly.

Steam

Wishlist 9.8

Wishlist now to get notified the moment the free demo goes live in September 2026.

View on Steam

Itch.io

Closed alpha playtest

Play the current closed playtest build in your browser. Password: neonrockets

Play on itch.io

About

About the developer.

Tremoço Games is a solo dev studio by Porto-based musician and composer André B. Silva, working on his first game, 9.8. The project combines a lifelong passion for space exploration and physics with a background in music composition.

Publishing status. Not actively seeking a publishing deal, but open to conversations where there is a clear fit.

Credits

Credits.

  • André B. Silva / Tremoço GamesDesign, programming, art
  • Alberto TrujilloCommissioned key art

Press assets, raw screenshots and private build access are available on request.

Contact

Contact.