Compare Kerbal Space Program: Breaking Ground (DLC) prices across 50+ stores and find the best deal. Developed by Squad. Published by Squad. Released on 5/30/2019. Available on Xbox Series X, Xbox One, PC, Xbox. Genres: Indie, Simulation.

Breaking Ground adds surface science, robotic parts, and deployable experiments to KSP - turning planetary landings into actual research missions rather than flag-planting tourism.

Kerbal Space Program is already one of the deepest physics-based space sims ever made, and Breaking Ground is the expansion that finally answers the question of what to do once you have reliably landed on every body in the Kerbol system. The base game's endgame loop can feel thin - you plant a flag, grab some science, return home, repeat. This DLC restructures that entirely by layering in deployable surface experiments, robotic parts, and a suite of new scientific objectives that reward you for actually sticking around on a planet surface rather than treating it like a bus stop. The headline feature is the robotics system, which lets you build articulated contraptions using pistons, hinges, rotors, and servos. If you have ever wanted a rover arm that actually scoops soil samples, or a solar panel array that tracks the sun autonomously, that toolbox is now yours. The parts interact properly with the physics engine, which means building stable kinematic structures takes real planning. Expect to lose an afternoon figuring out why your drill rig collapses the moment it touches regolith. That kind of emergent problem-solving is exactly what KSP's audience signs up for. Experienced builders will find this layer adds genuine complexity to craft design, not just cosmetic variety. The deployable science stations are the other major pillar. You can now set up seismometers, atmospheric analyzers, and surface scanners that generate data passively over time, meaning a mission to Duna can keep earning science returns long after your crew has left. This creates a legitimate long-term strategic layer - deciding which bodies to prioritize for permanent installations, planning resupply or retrieval missions, and managing science-per-mission efficiency. For anyone running a career save with resource constraints and reputation tracking, this is the kind of depth that extends a playthrough by dozens of hours. Breaking Ground is not for players who have not yet mastered orbital rendezvous or who are still puzzling through the basics of delta-v budgeting. The expansion assumes you know what you are doing. The new parts require working knowledge of action groups and the KAL-1000 controller (a programmable sequencer for robotic animations) has almost no onboarding - you will be reading the wiki. For newcomers, the right path is still to master the base game first. But for veteran Kerbonauts who have hit the ceiling of what stock KSP offers, this expansion rebuilds that ceiling considerably higher. Steam Workshop support means the modding community has already extended the robotic systems in directions Squad never anticipated, and those mods are generally stable and worth exploring once you have a handle on the base DLC content. The Xbox version listed here carries a note worth flagging: the KSP console ports have historically lagged behind the PC version in mod support and patch cadence, and Steam Workshop access is a PC-specific feature. If you are playing on Xbox One or Xbox Series X, weigh the modding ecosystem point differently - the core content is present, but the long-tail community extension is not. Diego, Scout Team

Kerbal Space Program: Breaking Ground (DLC)
IndieSimulation

Kerbal Space Program: Breaking Ground (DLC)

May 30, 2019Squad
GamerScout Says

Breaking Ground adds surface science, robotic parts, and deployable experiments to KSP - turning planetary landings into actual research missions rather than flag-planting tourism.

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About Kerbal Space Program: Breaking Ground (DLC)

Kerbal Space Program is already one of the deepest physics-based space sims ever made, and Breaking Ground is the expansion that finally answers the question of what to do once you have reliably landed on every body in the Kerbol system. The base game's endgame loop can feel thin - you plant a flag, grab some science, return home, repeat. This DLC restructures that entirely by layering in deployable surface experiments, robotic parts, and a suite of new scientific objectives that reward you for actually sticking around on a planet surface rather than treating it like a bus stop. The headline feature is the robotics system, which lets you build articulated contraptions using pistons, hinges, rotors, and servos. If you have ever wanted a rover arm that actually scoops soil samples, or a solar panel array that tracks the sun autonomously, that toolbox is now yours. The parts interact properly with the physics engine, which means building stable kinematic structures takes real planning. Expect to lose an afternoon figuring out why your drill rig collapses the moment it touches regolith. That kind of emergent problem-solving is exactly what KSP's audience signs up for. Experienced builders will find this layer adds genuine complexity to craft design, not just cosmetic variety. The deployable science stations are the other major pillar. You can now set up seismometers, atmospheric analyzers, and surface scanners that generate data passively over time, meaning a mission to Duna can keep earning science returns long after your crew has left. This creates a legitimate long-term strategic layer - deciding which bodies to prioritize for permanent installations, planning resupply or retrieval missions, and managing science-per-mission efficiency. For anyone running a career save with resource constraints and reputation tracking, this is the kind of depth that extends a playthrough by dozens of hours. Breaking Ground is not for players who have not yet mastered orbital rendezvous or who are still puzzling through the basics of delta-v budgeting. The expansion assumes you know what you are doing. The new parts require working knowledge of action groups and the KAL-1000 controller (a programmable sequencer for robotic animations) has almost no onboarding - you will be reading the wiki. For newcomers, the right path is still to master the base game first. But for veteran Kerbonauts who have hit the ceiling of what stock KSP offers, this expansion rebuilds that ceiling considerably higher. Steam Workshop support means the modding community has already extended the robotic systems in directions Squad never anticipated, and those mods are generally stable and worth exploring once you have a handle on the base DLC content. The Xbox version listed here carries a note worth flagging: the KSP console ports have historically lagged behind the PC version in mod support and patch cadence, and Steam Workshop access is a PC-specific feature. If you are playing on Xbox One or Xbox Series X, weigh the modding ecosystem point differently - the core content is present, but the long-tail community extension is not. Diego, Scout Team

Tags

xboxRobotics BuildingLate-Game DepthScience ManagementSurface ExplorationDeployable ExperimentsCareer ModeCraft DesignPhysics SandboxsteamSurface ScienceCareer Mode DepthWorkshop IntegrationLate-Game ContentMission PlanningEngineering Puzzle

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Game Info

Developer
Squad
Publisher
Squad
Release Date
May 30, 2019

Features

Single-playerDownloadable ContentSteam Trading CardsSteam WorkshopPartial Controller SupportSteam CloudFamily Sharing

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