Space Engineers 2 Dev Diary: February 12, 2026

Some of the results from our cloud experiments are honestly breathtaking. We’re testing multiple cloud layers, different textures, and atmospheric effects, and the combination is starting to create skies that feel deep, heavy, and alive.
[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]
It’s fascinating to see how much presence a planet gains once the atmosphere stops feeling flat and starts behaving like a real volume.
[previewyoutube][/previewyoutube]

The first pieces of our new weather systems are starting to take shape. We’re testing rain and sandstorms, each appearing in their respective biomes based on biome humidity and local conditions.

We’ve also laid the first foundations of a working Speed Particles system. This is important to me because without a strong sense of motion, traveling long distances can start to feel strangely static. When your reference points are far away – a planet, a star, an orbital landmark – it’s easy to lose the feeling that you’re actually moving.
Speed particles give you that missing feedback. They help communicate velocity and direction, making travel feel active and intentional instead of quiet and disconnected.
Here are Speed Particles in space:
[previewyoutube][/previewyoutube]
And on a planet:
[previewyoutube][/previewyoutube]
This is work-in-progress, before artists have polished it, so it doesn’t have final visuals. We’re also working on wind as part of the broader weather system. Wind is not pushing grids around yet, but the particles are already reacting to it, giving the environment a stronger sense of motion and direction.
[previewyoutube][/previewyoutube]
And to wrap this up, here’s a small sneak peek at a few blocks the art team sent my way recently – the Trade Terminal, Sound Block, Sensor and Neon Tubes.

Question to you: What kinds of weather events would you like to see in Space Engineers 2?
Full Blog Post: https://blog.marekrosa.org/2026/02/mareks-dev-diary-february-12-2026/

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