

Nuclear Design Bureau
Design Bureau KB-11 · September 15, 2026 · Simulation, Strategy, Physics, Cold War, Science
Buy Nuclear Design Bureau from Steam at $9.99 — the cheapest of 1 store we compare.
Where to buy Nuclear Design Bureau — official stores
Nuclear Design Bureau price by region
Nuclear Design Bureau costs £4.29 in the United Kingdom, €4.99 in Europe (EUR), CA$6.49 in Canada, NZ$7.39 in New Zealand, A$7.50 in Australia, $9.99 in the United States, $9.99 in Georgia (USD), R$16.99 in Brazil and zł22.99 in Poland right now.
| Region | Best price | Official store | Key shop | Stores |
|---|---|---|---|---|
| £4.29 | £4.29 | — | 1 | |
| €4.99 | €4.99 | — | 1 | |
| CA$6.49 | CA$6.49 | — | 1 | |
| NZ$7.39 | NZ$7.39 | — | 1 | |
| A$7.50 | A$7.50 | — | 1 | |
| $9.99 | $9.99 | — | 1 | |
| $9.99 | $9.99 | — | 1 | |
| R$16.99 | R$16.99 | — | 1 | |
| zł22.99 | zł22.99 | — | 1 |
Each row is a real price from that region's own stores, not a currency conversion, so the figures are not directly comparable. Switch regions in the header to shop the one you buy in.
Screenshots
About Nuclear Design Bureau
You are the Chief Engineer of a secret Soviet design bureau. The State gives you a target and a warehouse full of dangerous materials. In some directives, your available materials are limited. Your task is simple: build a device that gets the job done.
THIS IS A PROTOTYPE, NOT A FINISHED GAME. THERE WILL BE BUGS, MISSING OR BROKEN FEATURES, AND BIG CHANGES COMING.
HOW IT WORKS
- Receive Directive: Read technical mission requirements and constraints, including material limits in specific directives.- Design: Paint materials directly onto the blueprint grid. Build your primary, casing, and supporting systems.- Simulate: Hit the red button, run full detonation physics in real time, and watch the blast in the detonation viewer.- Refine: If it fizzles, fails, or wastes material, iterate and improve.
CORE FEATURES
- Physics-Driven Simulation: Shockwaves, heat, radiation, and chain-reaction behavior are modeled in real time.- Detonation Viewer: Observe detonations as they unfold, with live visual feedback on blast behavior.- Campaign Directives: Structured mission progression with technical goals and constraints.- Sandbox Mode: Unlimited experimentation with full design freedom.- Iterative Engineering Loop: Build, test, diagnose, and optimize.
EARLY ACCESS STATUS (CURRENT BUILD)
The current Early Access build is fully playable and includes the core gameplay loop:
- Design -> Simulate -> Refine- Sandbox mode- Campaign directives- Save/load systems with ongoing stability improvements
This is an active development build. Expect balance changes, physics upgrades, and campaign iteration during Early Access.
EARLY ACCESS ROADMAP (SUBJECT TO CHANGE)
Physics and Simulation- More realistic detonation viewer (better shockwaves, 3D-style presentation, damage radius + thermal radiation modeling, destructible buildings/targets)- Smaller grid mode for higher realism- Improved compression physics- Levitated pit physics- Fission boosting with D-T gas
Campaign and Content- Rebuild and expand campaign around updated grid, physics, and destruction systems- Many more directives/missions- Voiced campaign- Additional bomb concepts (high-radiation designs, clean bombs, neutron bombs)- More advanced materials
Presentation and Audio- More music tracks
Community and Meta- Public leaderboard
DEVELOPMENT APPROACH
Early Access is where this game gets shaped in public. Player feedback will guide balancing, campaign pacing, clarity, and polish as we move toward full release.
"The atom is not a soldier, Comrade. It is a force of nature. We merely tell it where to go."
Nuclear Design Bureau — game info
- Platforms
- Windows
- Steam Deck
- Unsupported
- Player modes
- Single-player
- PC Game Pass
- Not included
What Steam players say
Recent verbatim reviews from Steam — separate from playze.io community reviews below.
For 5 euro i would recommend. Tutorial is bad, and the manual didnt really help me. I looked at others screenshots to get an idea of what to do after a while trying things. After enough testing and observing, things start to make sense. I think its fun to see how materials interact and finding ways to increase yield. It will be fun to see future updates. Ive had 0 crashes so far so thats nice.
This is slop. I can’t wait for someone else to make this game.
Entertaining to play if you have more than a passing interest in Nuclear physics. It is rather satisfying to finally get Fusion working. The early missions do quite well in explaining how the system works to you so you aren't immediately lost, though there is a difficulty jump mid way through its short series of missions. I have a hair under 10hrs of play time and I finished the last mission at about the 9hr mark. Unsure how much of that was afk time. I look forwards to there being more missions in the campaign, different types of design constraints would be good to see: Limited Total Mass, Limited Footprint (total number of cells and/or XY dimensional constraints), Limited quantities of Explosive/detonators, There are probably more things you can do with the campaign that I can't think of. - Be warned though, the game is /very/ clunky. It runs like absolute ass, even on my pretty reasonable PC, and the UI and design controls are rather crap. The Dev does explicitly state in the store page that they relied on AI code generation a fair bit, which does explain a fair bit of the clunk and inefficiency in running the simulations. It does all the computation on the GPU end, so my …
really fun concept looking forward to seeing the development and how it improves
I really think it has a lot of potential, but right now the UX is pretty terrible, there are plenty of bugs in the simulation, and the amount of content is very limited. While I don't know how far the AI usage goes especially the UX has a big unguided AI kind of feel to it. That said I do think you can have 5€ worth of enjoyment from it.
I wouldn't call it exactly fun. It is a really interesting learning tool that is forcing me to look up open source intel on nuclear weapon design to increase my "in game" yields. The user interface does have a steep learning curve as far as drawing and creating new designs, but you are rewarded when everything in the middle starts "sparkling" or "fuzzing." Very much looking forward to more updates and maybe some videos from Scott Manley or others.
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