
SpaceX Flight and landing simulator
Land the rockets, slingshot around moon and try the chopstick landing
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Land the rockets, slingshot around moon and try the chopstick landing

Mid-Channel, 1785. The sea is coming up to meet you. Everything in the basket can go over the side — the anchors, the brandy, your trousers.

The hold is out of reach. Jump anyway: at the top of the arc there is an instant where you weigh nothing. Catch it there. Live, on air.

No clock. No finish line. A man in tweed counts every time your boot touches Scotland — and the lowest score wins.

The mail boat can't cross. Eighty letters, ten hand-rolled rockets, one keg of powder — and history says the rocket bursts.

Build a bearing-only solution in the dark. Every knot you make is another chance they hear you.

One lap, three judges, two laws of the walk — and both feet on the ground whenever anyone's looking.

Britain wants the steam record back. Seven miles of falling gradient, 250 psi, and a bearing that melts if you're greedy.

Four columns of water and no hit marker. Read the splashes, walk the salvo on, and chase their fire with your helm.

Command a remote combat outpost in Kunar Province, 2011. The valley does not care who you are.

The shovel slows it. The helicopter annoys it. Only a fire you lit first can stop it — right up until the wind turns.

Molten glass only ever cools. Blow it, turn it, shape it — before the honey on your pipe becomes stone.

A WWII platoon-tactics sim in the Normandy bocage — real ballistics, real suppression, and a campaign that remembers your dead.

A cabinet of living systems. Twelve worlds grown from almost nothing, all answering to your touch.