đź’» Hotfix 1.5.0.2983, Developer Diary

[h2]Hotfix 1.5.0.2983 has been released![/h2]
- ➡️ Changelog: https://support.keenswh.com/spaceengineers2/pc/announcement/space-engineers-2-alpha-vs-1-5-modding
- 🛠️ Support Portal: https://support.keenswh.com/spaceengineers2/pc
- 🛰️ Discord: https://discord.gg/keenswh
⚠️ The issue with Space Engineers 2 ModSDK Tools not showing up in Steam libraries has been resolved!
Please check your Steam library – the tools should now be visible and ready to use!


Stability
- Fixed a crash when shooting at a Conveyor T-Junction 0.5 m
- Fixed a crash when trying to open a port of a modded block missing a Conveyor component
- Fixed crashes when viewing the detail screen of a Workshop item
- Fixed an issue where pressing ESC did not display a warning message when adding or removing mods from a saved game
- Fixed an issue where the Blueprint Details screen showed an old thumbnail after re-publishing
- Fixed an issue where replacing a published blueprint did not work

Features and improvements we are actively working on:
- World sometimes fails to load with outdated mods
- Modding: Scripting and code APIs are not included yet, but they’ll be released later as development progresses.
- Color picker will be included in undo-redo for paint gun in a future update
- After entering a cockpit for the first time after starting the game, the character may peek through the cockpit - this will be fixed in an upcoming update.
- Keyboard and mouse controls are not customizable yet, but they will be!
- Toolbar block groups and sizes (block selection via R key) are a temporary mechanism and will be redesigned in a near update.
- We’re aware of incompatibility at launch of Space Engineers 2 on Intel Arc A-Series and Core Ultra Series 1 built-in Arc GPUs. We are working with Intel to enable the game experience and will provide relevant updates as development progresses.
- We are solving ship movement edge cases (jittering in slow speeds or too many gyros present)
- Performance
- Performance optimization is ongoing. For Alpha release, we’re targeting 16x Red Ship grids at 60 FPS on recommended hardware.
- Autosave may cause brief lags during gameplay.
- Performance optimizations of ship collisions and destruction are ongoing, so it won’t be lag-free at this moment. We will be continuously improving it in the following updates.
- PCU values per block may appear higher compared to Space Engineers 1, reflecting SE2's increased detail and more precise performance measurements. While the current total PCU limit is set at 400,000 in VS1, we plan to raise this threshold in future updates as we implement scheduled optimization improvements.
- Performance optimization is ongoing. For Alpha release, we’re targeting 16x Red Ship grids at 60 FPS on recommended hardware.
- Space Engineers 2 Workshop: Displaying Steam Workshop Collections in-game is planned. We are working on better handling when Steam is offline.
- The current GUI (Graphical User Interface) and HUD (Heads-Up Display) are works in progress. Our team is prioritizing core functionality first. Once we've confirmed all features are working as intended, we'll enhance the visual design and overall aesthetics.
- Some blocks are decorative-only for now (for example, the Assembler is present but cannot produce components)
- The inventory system will be implemented in a future update
- Fracture models will receive additional visual updates in future versions.
- The paint tool’s limited palette is temporary; future updates will include RGB/HSV color settings and custom palettes.
- Work on enhanced sound effects is ongoing
- The Alpha releases in English language, more localizations will follow
- Tutorials will be added closer to the end of development.
Image Credits:
Thank you for helping us make the game better!

[h3]VS 1.5 - Modding for SE2[/h3]
This Tuesday we released VS 1.5 - Modding for SE2!
It was a big update because it allows modders to change the game just by modifying data. Modders can add new blocks, change existing blocks, textures, character models, skybox, sound and music, and other things.

I think our modding technology is quite amazing, because it's all data-driven. We released a HUB and Editor where you can do it all in WYSIWYG mode (with validation, templates, etc.), and your changes are validated—reducing the chances of breaking things. And it’s all Blender compatible - a very important thing for me, making the 3D modeling for SE2 accessible to everyone.
Thanks again to the team who delivered the Modding—it was really a big project and will serve the SE community for the coming decades!
[previewyoutube][/previewyoutube]
[h3]VS2 Planets and Survival[/h3]
This is our main priority right now.
SE1 didn't have an explicit meta loop, and this was a benefit (it kept the game pretty open and people focused on what they wanted to do) but also a disadvantage (some players actually want clear objectives and a visible success metric).

I feel pretty good about the final meta loop we designed:
- your goal is to colonize Almagest, sector after sector
- you see your colonization progress on the Colonization Map — the whole Almagest, sectors, planets, GPS locations, etc.
- you colonize sectors by completing contracts/missions
- contract types: engineering, exploration, mining, and in the future, combat too
This gives the ultimate purpose and end goal: Colonize Almagest. Everything will converge to this singular goal — and it's visual, tangible, and easy to understand and communicate. It's an end goal you can reach within a reasonable amount of time. And the game doesn't end there — it can continue in open-ended freestyle sandbox mode. You can keep building or just complete more missions.
I am interested in your feedback, so please leave your comments!
[h3]VS3 Water[/h3]
We are going through the final planning stages for VS3 Water — what still has to be implemented gameplay-wise, not just the water tech for VS3. Of course, water will be released after VS2 Planets and Survival, but we are working on them in parallel.
[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]
[h3]Help Shape the Future of Space Engineers 2[/h3]
We’d love to hear from you! We’re running a short poll to get your thoughts on the direction of Space Engineers 2, and your feedback will help us prioritize.
🗳️ Please take a moment to fill it out: https://forms.gle/TUP4MZ9VA3Nd1j7P6
Thank you for being part of the journey!

🛠️ Feedback & Support - https://support.keenswh.com/
🗺️ Roadmap: https://2.spaceengineersgame.com/roadmap-2/#current
🛰️ Discord: https://discord.gg/keenswh
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https://steamcommunity.com/games/1133870/announcements/detail/512962085601149234 https://steamcommunity.com/games/1133870/announcements/detail/651444063625545073 https://steamcommunity.com/games/1133870/announcements/detail/651444063625544979