Uniting The KSP Community
Boundless Missions turns a Kerbal Space Program community into a working space industry. Players can create contracts to get others to design crafts or fly them to locations of interest. Players can auction off their services, and everyone gets a little something for their troubles.
How a job actually runs
Every contract, auction and rescue in the system follows the same four beats. The difference is only in what counts as finished.
Somebody needs a ship
An issuer writes a contract in the add-on: build this, or fly this, by this date, for this much. The money leaves their wallet right then and sits in escrow.
A contractor takes it
It shows up in Discord, on this website and in the game's contract inbox. Accepting it puts it on their active list, along with any part restrictions it carries.
The work gets flown
Submission happens from inside KSP, with the vessel's real situation, body, crew and resources attached, plus screenshots and the craft file itself where the contract asks for one.
Payment and delivery
The issuer reviews it. Accepted, the escrow is released and any craft or crew hand over into their save. Refused, it goes to dispute rather than nowhere.
Three ways in, one account
The account is the thing that exists. The game, this website and a Discord server are three ways to reach it, and they share no code between them, only one signed API.
In the game
A Kerbal Space Program add-on
- A sidebar over the game for missions, the contract inbox, your profile, your finances, selling and the tools panel.
- Submission that reads the live vessel and renders a blueprint sheet of the craft.
- Craft transfer that carries flags, paint, fuel configs and a mod list, and installs the result.
- Editor restrictions while a contract that sets them is active.
On this website
Anywhere you have a browser
- Sign up with Google or an email address. Nothing else is required to have a wallet and a name.
- Browse and buy the craft marketplace, checked against the parts you actually have installed.
- Your contracts and auctions, and the one kind of work a browser can deliver: flag designs.
- Friends, two-factor, support tickets, and the code that links a KSP install to all of it.
In Discord
Optional, in your community's server
- Auction bidding, which is a game between people and belongs somewhere people are already talking.
- A corporation gets a channel of its own for offers, deliveries and dispute hand-offs.
- Weekly community missions, and screenshot analysis that reads a shot and pays to match.
- Moderation, tickets and the rank titles that come with XP.
One wallet, one contract list and one set of craft behind all three. Attach a KSP install and a Discord account in whichever order suits you, or leave either one off.
Everything the community runs on
One wallet, one contract system and one set of data, reachable from Discord, from this website and from inside the game.
Player to player contracts
Hire someone to build a craft or to fly a mission. The reward is taken out of the issuer's wallet when the contract is sent and released when the work is accepted, so nobody works on a promise.
Reverse auctions
Post a job with a starting price and let contractors bid it down. The lowest bid at the close wins and becomes a real contract; the leftover escrow goes back to the issuer.
Rescue missions
Strand your own ship and crew somewhere awful, and pay another player to go get them. The wreck really leaves your save and spawns in theirs, on the same orbit you left it.
Craft marketplace
Sell a ship you are proud of. List it from the editor in game, browse and buy on this website, with likes, reports and a compatibility check against the parts you actually have installed.
Weekly missions
A fresh set of community objectives every week, split between build a craft and fly a mission, with rewards scaled to difficulty and a fine if you claim one and never deliver.
Craft that arrive intact
A shared ship carries its own flags, its Textures Unlimited paint, its RealFuels plumbing and a list of the mods it came from. Parts you are missing are swapped for equivalents where a safe one exists.
Rescale baked in, not required
TweakScale sizing is measured on the sender's machine and written into the file as plain numbers, so a rescaled craft rebuilds identically for someone on a different TweakScale version, or on none at all.
Life support that crosses mods
USI-LS, TAC-LS, Snacks, Kerbalism and DeepFreeze are each handled. Stranded crew are frozen out of the simulation while they wait, and thawed with a clean slate so a 200 day wait is survivable.
A full interface in game
Missions, the contract inbox, your profile, the notification feed, selling and the tools panel all live in a sidebar drawn over the game. Nothing here needs you to alt-tab.
Screenshot analysis
Post a KSP screenshot and the bot reads the ship, the place and the difficulty out of it, then pays XP and KCoins to match.
Corporations
Found a corporation and get a text channel of your own to run it from, so a group of players can take on work together.
Disputes with a deadline
A refused submission opens a dispute the contractor can settle, appeal or ask more time for. Left untouched it resolves itself after three days, so nobody can stall out of paying.
Link a KSP install in three steps
The add-on and the bot pair over a short lived code, then stay connected on a signed token. No password is involved and none is ever asked for.
- 1
Ask the bot for a code
Run the link command in Discord. You get a 6-digit code that is good for three minutes, which is long enough to type it and short enough that a screenshot of it is worthless.
- 2
Type it in game
The add-on's link screen takes the code and trades it for a session token that lasts thirty days. The code is thrown away at that point.
- 3
Play without switching
Contracts, missions, rewards, notifications and craft deliveries now move between Discord and KSP on their own.
No secrets on the game client
Linking trades a 6-digit code for a signed session token. The mod never holds an API key, a Discord token or a database credential, and a token can be revoked from the server at any time.
Escrow, not trust
Contract and auction rewards are debited up front and held. A contract that is cancelled or never delivered returns the money rather than leaving one side out of pocket.
Nothing is sent before you agree
The mod transmits nothing at all until you accept the privacy terms in game, and a single switch turns data sharing back off and leaves the add-on inert.
Two players never have the same install
That is the hard part of sharing craft, and most of the add-on exists to deal with it. A ship leaving one save is packed with everything a part name cannot express, and a ship arriving in another is reconciled against what is actually installed there before KSP ever sees it.
How craft sharing works- Custom flags travel with the craft, keyed by the image itself rather than by the random name KSP gives them.
- Textures Unlimited recolours are carried as a manifest, and dropped cleanly rather than half applied when the pack is missing.
- RealFuels tank types and engine configs are checked on arrival, or stripped back to local fuels if RealFuels is not installed.
- Missing parts are matched to equivalents where the geometry is provably identical, and only reported where it is not.
- Whatever cannot be substituted is turned into a CKAN modpack file so the mods behind it are one click away.
Ready to fly for hire?
Start with linking your game, then take a look at what the contract system can be asked to do. The documentation covers both the playing and the running of it.