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That layered model is why the aftermath is the interesting part. A struck planet does not vanish; the crust fractures along the impact, plates separate, molten interior becomes visible through the gaps, and debris either escapes into orbit or falls back over the following seconds. Watching that settle is the reward the game is built to deliver, and it is precisely what firing repeatedly prevents you from seeing.
The creation side is a separate program hiding behind the same menu. Building planetary systems and customising them gives you an object with your own decisions in it, and the difference between demolishing a default world and demolishing one you configured is larger than it sounds. Most people never open it, which is why most people describe the game as shorter than it is.
Sandbox and Casual are its categories. The scale is the thing worth calibrating on before you start — you are operating on planets and moons rather than on objects, and the game's whole proposition is that this is a scale nothing else lets you play with. It is a simulator you are allowed to break, which is a narrow and genuinely distinctive offer.