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Juno: New Origins

2019

Build rockets part by part and learn orbital mechanics by failing instructively.

Ages 12+Mobile and PC

MeaningfulnessHigheditorial ↘
You play
Players assemble craft from tanks, engines, wings and wheels, tune fuel and staging, then launch and steer them using a navball, orbit map and delta-v readouts; a visual programming tool can automate flights, and career mode adds contracts.
Why it may be useful
Orbits, thrust-to-weight, staging and aerodynamics are experienced rather than explained: a rocket that is too heavy simply does not reach orbit, and the map view shows why burning at the right moment changes the ellipse.
Keep in mind
The learning curve is steep and the interface is dense on a phone, and two similarly named store listings cause real buying confusion.

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In depth

Written 2026-09-15 · editorial assessment, not a measured effect · how we rate →

What the game is

Juno: New Origins is a rocket-building sandbox from Jundroo, a small studio in the United States. It was previously called SimpleRockets 2 and still carries that name in its Google Play package. On Steam it ran in early access from November 2018 and released in full in January 2023; it also runs on iPhone, iPad and Android.

You start in a hangar rather than in space. Parts are dragged onto a craft and stretched to size: fuel tanks, engines, nozzles, wings, landing gear, fairings, cargo bays. Engines can be tuned by power cycle, combustion pressure, fuel type and nozzle. Then you move to the pad, launch, and fly using a navball, a fuel gauge and a map view that draws your orbit as a curve.

Steam lists a career mode with contracts, money and a tech tree, a visual block-programming tool called Vizzy for automating a craft, a Planet Studio for building custom worlds, and a community library of shared craft and mods. The Steam version is listed in English only. On mobile, the Complete Edition is a single paid purchase with no in-app purchases, while a separate free listing sells the same content in optional bundles.

What you actually do

You build, launch, fail, and change one thing. A first rocket tips over on the pad because the fins are wrong or the engine cannot steer. The next one climbs but runs dry at forty kilometers. You add a stage, drop the empty tank, and reach space, then find that staying up there means burning sideways at the far side of the curve rather than pointing straight out.

The map view does most of the teaching. It draws your path and previews what a planned burn will do to it before you commit. Career mode wraps the same loop in contracts and a tech tree, so parts arrive gradually instead of all at once. Getting better means predicting the shape of the orbit before you see it, and building lighter rather than bigger.

What it exercises

  • Reads a navball and an orbit map to plan a burn before making it
  • Balances mass, thrust and fuel so a design can reach its target
  • Stages a rocket so spent tanks are dropped rather than carried
  • Changes one variable at a time between attempts to isolate what failed
  • Builds simple block programs in Vizzy to automate a flight sequence

Why we rate it High Worksheet score 81 / 100

  1. FitHow much real knowledge or skill does the play itself make you use?85weight 45%

    Fit lands at 85, near the top of the scale. The physics is the game: nothing is explained on a lesson screen and no score rewards knowing a formula, so a rocket that is too heavy simply does not reach orbit, and a burn made at the wrong point in the curve visibly moves the orbit the wrong way. Understanding is what progress is actually made of here.

  2. TransferWill what you practise here work outside the game?75weight 30%

    Transfer sits at 75. Orbits, staging and thrust-to-weight are real concepts, and a player who has flown here recognizes them immediately in a physics lesson or a launch broadcast. The number is not higher because the intuition arrives without the mathematics: nothing the simulation computes is ever shown to the player as an actual equation, so the bridge to formal study still has to be built.

  3. PracticeDoes the game make you use that skill again and again, as it gets harder?80weight 25%

    Practice reaches 80. Every mission repeats the same build, launch and review cycle, and career contracts keep supplying reasons to run it again with a new goal. Practice depends heavily on the player, since this is a sandbox with no required path: someone who reaches orbit once may stop there, while someone with a goal can spend months building toward it.

What the evidence says

Editorial onlyNobody outside our desk has checked this. It is our reading of how the game plays.

The evidence level is Editorial only, and no study of this game was found. The three sources, Jundroo's site, the App Store Complete Edition listing and the Steam page, confirm the developer, the platforms, the pricing model, the parts and engine-tuning systems, career mode, the Vizzy block-programming tool and the English-only Steam language support. None of them measure what a player learns. We have not located research on this game and cite none. The meaningfulness case here is a judgment about what the simulation forces a player to understand in order to succeed.

Editorial assessment - not a measured scientific effect.

Fit
85/100
Transfer
75/100
Practice
80/100

Why it makes the cut

A sandbox where the fun is watching your own creation fly or explode; it is the mobile-native counterpart to Kerbal Space Program.

Editorial only

Editorial: no study of Juno: New Origins exists, so the case rests on what the simulation forces a player to understand in order to reach orbit at all, not on any measured learning outcome.

Player reception source

Steam ↗ · 3,539 reviews · Checked 2026-09-09

Platforms & access

Prices are US store listings in USD, last refreshed 2026-09-28; regional prices and sales differ.

A separate free App Store listing offers most of the content with three optional paid bundles; the Complete Edition is the simpler one-time purchase. The game was previously called SimpleRockets 2.

Age guidance
Ages 12+
Topics
STEM
Play styles
Single-player, Sandbox, Simulation, Creative
Tags
Rockets · Orbital mechanics · Sandbox

It rates high because reaching orbit is only possible by actually understanding thrust, mass and staging, and career mode keeps supplying reasons to build again, though the intuition arrives without the underlying mathematics ever being shown.