Pick your target
Tap / click anywhere on the map to set ground zero.
Impact report
Simplified physics toy. Numbers are playful estimates, not a real impact model.
Tap / click anywhere on the map to set ground zero.
Simplified physics toy. Numbers are playful estimates, not a real impact model.
Tap or click anywhere on the map to set ground zero, then set the asteroid's diameter, speed, angle and composition and hit LAUNCH. The impact report shows the crater it leaves behind, the energy released in kilotons or megatons of TNT and how far the blast reaches.
Start small: drop a modest asteroid on an empty stretch of ocean or desert and look at the numbers, then try the same rock bigger, faster, or steeper and compare. Speed matters as much as size, and a steeper angle drives more energy into the ground and digs a bigger crater.
Where you aim does not change the result. The target only sets ground zero on the map, so the report comes from the asteroid itself, not from where it lands. There is no score and no way to lose; the fun is seeing how much chaos a single rock can cause. Hit Launch another after the report to pick a new target and try again.
The report is the real game, so read it from top to bottom instead of glancing at one number. Energy tells you how much power the impact releases. The crater tells you how much ground it moves. The three radii tell you how far each effect reaches, and the quake number tells you how the ground itself reacts. Together they describe one event from several angles.
Treat the sliders as an experiment bench. Pick one setting, move it to the end of its range, and launch. Then move it back and change a different one. This shows you which setting moves the numbers most, and it stops you from changing everything at once and guessing what mattered. Keep a favourite rock in mind and reuse it as your test rock, so every new idea gets compared against the same baseline.
Composition is density in disguise. The game gives each material a density: gold is the densest at 19,320 kilograms per cubic metre, then iron at 7,800, stone at 3,000, carbon at 2,200, and a comet made of ice is the lightest at 600. Two rocks of the same size can therefore hit very differently, because the denser one carries far more mass, and mass is what the impact has to spend.
Mass grows with the cube of the diameter, so doubling the diameter makes the rock about eight times heavier, not twice as heavy. Energy grows with the square of the speed, so a rock twice as fast carries about four times the energy. Angle decides how much of that energy goes into the ground. A steep impact near 90 degrees drives the energy straight down and digs a deep crater, while a shallow impact near 15 degrees spreads the energy out and leaves a shallower mark.
Energy is shown in tons, kilotons, megatons, or billions of tons of TNT. The crater is given as width and depth, and the depth is always a small share of the width, so a wide crater is usually a shallow bowl rather than a deep hole.
The three radii describe three different kinds of damage. The fireball radius is the smallest of the three and marks the ball of hot gas at the moment of impact. The heavy blast radius is wider and marks where the shock wave hits hardest. The thermal radiation radius is usually the widest of the three and marks how far the flash of heat reaches. The quake number then sums the event up as a single earthquake magnitude, and the verdict line at the bottom turns the whole report into one plain sentence, from a fancy firework up to an extinction level event.
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