Space Engineers 2 Weekly Release: Small Storage Crate

Hello, Engineers!
This week’s release brings a new decorative addition to your hangars and bases – the Small Storage Crate! While cosmetic for now, it’s designed to become a small standalone storage container when Survival mode is introduced. It’s perfect for detailing interiors, outposts, or scattered loot areas.
As always, all blocks and improvements are available now!
[previewyoutube][/previewyoutube]

First of all - thank you for the 130+ comments on the combat system in last week's dev diary. I really appreciate it. You’re a great community. I love you for it.
And the same thanks goes for all the FTUE feedback the week before.

[h3]This week in our internal playtest:[/h3]
Asteroid Clusters - Asteroids are now grouped into clusters - soon they’ll be organized into proper asteroid belts and rings. This is part of a bigger plan to add structure to space using the Star Map (we’re now calling it the Colonization Map).

[previewyoutube][/previewyoutube]
Hand Drill Animations - I've always wanted the hand drill to feel heavy and dynamic. When you push it into rocks, it should bounce and fight back. We realized we need three clear states:
- Idle (just holding it)
- Drill on, no contact (drilling into air)
- Drill on, in contact (drilling into rock, bounces, etc.)
This should feel instantly gratifying - like hitting something with a crowbar in Half-Life. That same feedback loop. We’ll apply this to the grinder and probably the welder too.
Acceleration-Based Camera Shake - When piloting a grid or jetpack-boosting, the camera shakes slightly during acceleration and deceleration. It gives you that visceral sense of momentum - like engines pushing. It only triggers during velocity changes, not while cruising. We tuned it down a lot to avoid being annoying, but I think we still need to reduce it by 40%. I expect some veterans will hate it - so maybe we’ll add an option to turn it off.

But now we realize that having a story outside of Sandbox would be a waste. It complicates production and splits our focus. So: no separate Campaign mode anymore. We’re putting the story into Sandbox.

[h3]So how will story work inside Sandbox? (SPOILERS!)[/h3]
- It starts with a cutscene: who you are, what the Bering Project is, what Almagest is, who your brother is
- FTUE begins - you repair your ship, build a small spaceship, and reach the Orbital Station
- From there, you take contracts and missions that progress colonization of Almagest
- Some missions push the story forward (not just colonization meta)
- Cutscenes play at the beginning or end of key missions - but they will avoid anything that the player could have influenced (e.g., ship builds, destroyed stuff, character skins), because the cutscenes are pre-rendered
- There will be datapads and hidden locations to reveal more of the world and its mysteries
I'm really looking forward to telling the story of Almagest. It’s deep, has a big twist, and is quite personal - shaped by how I see the world.


I'm also working on the Player Experience document - it’s a short doc (just a few pages), but it outlines how players should experience SE2, from the very first moment all the way to 50+ hours of gameplay.
Let me know what you think about any of this. I read all your comments - it’s one of the best parts of my life.
[previewyoutube][/previewyoutube]

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