Space Engineers 2: VS2.2 - Mechanical Blocks & Weapons Live Now!

Hello, Engineers!
Major Update VS2.2 is here - bringing Mechanical Blocks (Rotors & Pistons), Weapons & Combat Basics, Area Welding, and Production Lines to the game.
This update also expands exploration with new Moons, Asteroid Rings, and Clusters, while introducing Planetary Events and Weather, Trading & Economy foundations, and Customizable Controls. Together, these systems deepen the survival experience and expand gameplay possibilities.
This Major Update pushes Space Engineers 2 forward in a big way - and we’re excited to finally share it with you!
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We have expanded the Almagest System with new locations to discover and new regions to explore. Moons, asteroid rings and dense clusters now add more depth and variety, encouraging you to travel farther and establish your presence beyond familiar space.
Important: Some features introduced in VS2.2 require starting a new game to appear correctly - including Moons, Asteroid Rings and Clusters, Cargo Ships, Trading/Economy systems, and the new loot system.
[h3]Moon Palatine[/h3]
Palatine (ILS-93b-I) is Verdure’s natural satellite, a stark, airless world marked by ancient impacts and vast regolith plains. With surface gravity at approximately 0.33g, its cratered surface and fractured highlands echo the familiar silhouette of Earth’s Moon, bringing a sense of recognition to the distant Almagest system.
From Verdure, Palatine dominates the sky - a constant presence above the horizon. Up close, it reveals a harsh vacuum environment of dust, exposed rock, and sharp contrast between light and shadow. Silent and unforgiving, it offers new opportunities for engineers ready to build where there is no atmosphere to protect them.

[h3]Moon Caligo[/h3]
Caligo (ILS-93c-I) is a rugged, hostile moon in the vicinity of Kemik. With surface gravity at approximately 0.416g, its surface is defined by fractured highlands, sharp ridgelines, and heavy atmospheric haze that casts the terrain in amber tones. Light scatters unpredictably across its rock formations, giving the landscape a dramatic and sometimes disorienting character.
Unlike the stark vacuum of Palatine, Caligo possesses a thin, unstable atmosphere. Dust, fog, and dense cloud layers dominate the sky, reducing visibility and creating a constant sense of pressure. It is not a welcoming world - but for engineers seeking isolation, resources, or strategic positioning near Kemik, it offers new possibilities.

[h3]Asteroid Rings & Clusters[/h3]
Asteroid Rings and Clusters expand the Almagest System with dense, resource-rich regions that reward exploration and risk-taking. These formations are fully discoverable - when you enter a new ring or cluster, its name is revealed, marking your discovery in the system. Beyond serving as striking orbital landmarks around planets like Verdure and Kemik, they introduce significantly higher asteroid density and distinct material distribution patterns across different field types.
The Viridian Halo
The Viridian Halo is a dense asteroid ring encircling Verdure, rich in mineable resources and fully discoverable as you enter its orbit.
The Cryon RingAnd around Kemik, you can find the Cryon Ring - a colder, ice-rich asteroid belt with higher concentrations of frozen resources, making it a key location for harvesting ice in the Almagest System.
Asteroid ClustersThere are 3 types of Asteroid Fields in this update for you to discover:
- Feroid Fields (containing huge amounts of Iron)
- Ice Fields
- Radiant Drift (higher chance of uranium, platinum, titanium)
- Oblivara Cryoclastic Cluster
- Oblivara Ferric Drift
- Kemik Ferrum Reach
- Helionis Ferric Span
- Helionis Cryal Field
- Helionis Radiant Cluster
- Nadirae Cryonic Disk
- Nadirae Radine Reach
[h3]Delfos Killing Field[/h3]
The Delfos Killing Field surrounds the brown dwarf at the heart of the Almagest system with a deadly environmental hazard that activates when you get too close. Heavy dust and fiery cloud effects engulf your ship, and the extreme conditions can damage or destroy grids if you don’t escape in time. Delfos is not a place to linger.
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[h3]Expanded Contract System[/h3]
The contract system has been expanded with new missions available in the Verdure sector. You can hop right into the fun stuff right away - but make sure you get yourself some weapons first! With the introduction of weapons, contracts now come with real danger - hostile defenses and automated threats can fight back while you attempt to complete your objective.
Contracts can now task you with objectives such as delivering key components, salvaging, or recovering resources from dangerous locations. Many missions require you to solve engineering challenges at scale, pushing you to build production chains, manufacture components, and transport large quantities of resources.
But at the same time you are free to solve these challenges your way: mine resources, salvage wrecks, manufacture components, trade through the economy, fight enemies, or loot valuable cargo.
This approach keeps the open-world sandbox spirit of Space Engineers while giving it new energy through the expanded scale and exciting possibilities enabled by our VRAGE3 engine. Together, these contracts deepen the survival experience by turning exploration, engineering, and resource management into meaningful progression across the system.


In VS2.2, we are introducing key systems that shape the future of gameplay in Space Engineers 2. Mechanical blocks, combat basics, economy systems, and new player tools are not just standalone features - they are core building blocks that upcoming updates will expand upon. Each system is designed to integrate into the larger vision, allowing us to iterate, deepen mechanics, and layer more complex gameplay over time.
[h3]Mechanical Blocks[/h3]
Mechanical Blocks are here!
We are introducing the first Mechanical Blocks to Space Engineers 2 - Rotors and Pistons. Our main focus is improving the stability of pistons and rotors. We are completely reworking them from the ground up along with our new VRAGE3 engine running on top of the latest Havok physics engine. Starting with very basic movement functionality, we will continue expanding from there.
This is an important step toward more dynamic grids and moving constructions.
Large 1.25m & Small Rotor 0.5m
A mechanical block consisting of a fixed base and a detachable head. When powered, it allows continuous rotation around a single axis
Large 4m & Small Piston 2.5mA mechanical block consisting of a fixed base and an extendable arm with a detachable head. When powered, it allows linear extension and retraction along a single axis.

[h3]Planetary Events[/h3]
With VS2.2, we’re introducing the Planetary Events system, starting with weather as its first concrete event type. It’s a systemic layer meant to give planets more life and variation over time. For now, planetary events are designed to shape how planets feel and behave, rather than acting as a constant obstacle.
Wind is now part of the weather system. In VS2.2 it is visual only and does not push grids yet. All events are biome-driven and planet-specific.
Planetary Event types coming in VS2.2 are:
Rainstorm
Rain occurs on Verdure in water biomes. During rain, solar panel output is reduced.
Sandstorm
Sandstorms occur in desert biomes (and across Kemik). During a sandstorm, solar panel output is reduced.
Meteor Showers
Meteor showers can occur on Verdure (most commonly in wasteland biomes), Palatine, Caligo, and Kemik. They deal damage to grids (not voxels). In this first implementation they run at a low default frequency and do not target players or player grids - they are truly random.

[h3]Weapons & Combat Basics[/h3]
VS2.2 introduces the first implementation of Weapons and Turrets, along with new combat-related HUD elements. This is the starting point for combat in Space Engineers 2 - giving you the tools to arm your grids and characters while we continue expanding the system in future updates.
Turrets currently use a basic AI behavior, targeting random functional enemy blocks first and then armor blocks. They also target asteroids. This is just an initial implementation that establishes core combat mechanics and we will continue refining and expanding.
Grid Weapons: Gatling Gun
A rapid-fire weapon for defense against enemy grids and projectiles
- Max Firing Range - 800m
- Ammo Type - Gatling Ammo
- Magazine Capacity - 300
- Grid Damage - Medium
- Character Damage - High

Grid Weapons: Gatling Turret
A rapid-fire weapon with automated targeting for defense against enemy grids and projectiles.
- Max Firing Range - 800m
- Ammo Type - Gatling Ammo
- Magazine Capacity - 300
- Grid Damage - Medium
- Character Damage - High

Character Weapons: Assault Rifle
An automatic Iron Sight rifle
- Max Firing Range - 400m
- Ammo Type - Rifle Magazine
- Magazine Capacity - 30
- Grid Damage - Light
- Character Damage - Medium

Character Weapons: Rocket Launcher
A single barrel rocket launcher.
- Max Firing Range - 800m
- Ammo Type - Rockets
- Magazine Capacity - 1
- Grid Damage - High
- Character Damage - Very High

[h3]Ship Action Toolbar[/h3]
This update introduces the Ship Action Toolbar system along with a new feature: Automatic Block Recovery. If a block referenced in a toolbar is destroyed and you rebuild the same block in its place, the toolbar will automatically reconnect to it. This makes repairing damaged ships much smoother during survival and combat situations.
For example, if a rotor referenced in a cockpit toolbar is destroyed, rebuilding that rotor will automatically reconnect it to the cockpit’s toolbar. However, if the cockpit itself is destroyed, its toolbar configuration is lost.
Copying a grid now preserves its saved toolbar actions as well. Grouping of systems for the grid toolbar is not supported yet, but it is planned for a future update as we continue developing the system.
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[h3]Customizable Controls Basics[/h3]
VS2.2 introduces a simple customizable controls screen as the first step toward a more flexible input system. This is just the beginning - we will continue expanding control customization in future updates.
You can now bind actions to special mouse buttons, numpad keys, key modifiers, and even set up multiple key combinations for a single action.
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[h3]Survival Mechanics: Suit Oxygen[/h3]
With VS2.2, we are introducing the first layer of survival mechanics through Suit Oxygen.
There is currently no pressurized environment or airtightness system. On Verdure, you can breathe normally thanks to its breathable atmosphere, but in space and on airless worlds you will need to manage your suit oxygen carefully.
Oxygen Bottles are consumable items produced in the Gearforge and require ice to manufacture. These bottles allow you to refill your suit oxygen while exploring away from your base.
Your suit oxygen can also be refilled directly at functional blocks such as the Oxygen Generator, Survival Kit, Medbay, and Cockpit. These blocks now support oxygen refilling and form the foundation for future life-support mechanics.
This system is the first step toward deeper survival gameplay in Space Engineers 2.
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[h3]Economy Foundations: Trading, Credits[/h3]
VS2.2 introduces the foundations of the in-game economy with Credits and basic Trading systems. This is the first step toward a larger economic layer that we will continue expanding in future updates.
You can now earn Credits through contracts, selling ores and components, and by discovering random loot. Trade Terminals located on stations allow you to buy and sell resources and components. This initial implementation establishes the core systems for currency, loot distribution, and station-based trading that future updates will expand and refine.
Trade Terminal
A block that allows trading on stations across the Almagest.

[h3]Cargo Ships[/h3]
VS2.2 introduces the first iteration of Cargo Ships moving through the Almagest System. For now, they simulate traffic within the system, adding more activity and life to space. This is an early step toward more dynamic encounters, economic interactions, and mission-related gameplay in future updates.

[h3]Datapads[/h3]
VS2.2 introduces the first Datapads scattered across the Almagest System. These contain short lore snippets that begin expanding the background of this new universe. This is just the beginning - much more story content will arrive as we expand the narrative layer and introduce the Almagest factions into the game.
Datapads can be found as drops from random encounters. There are 19 Datapads available in VS2.2. Discover and collect them all!


VS2.2 is not only about laying new foundations - it also expands and deepens the systems already in place. We are building on the cornerstones established in earlier vertical slices, adding more depth, more functionality, and new layers of interaction. These expansions strengthen existing mechanics and move them closer to the long-term vision for Space Engineers 2.
[h3]Area Welding & Grinding, Ship Tools[/h3]
VS2.2 expands your building tools with Area Welding for both characters and ships. The Character Area Welder and Ship Welders allow you to repair and build multiple blocks at once, making large-scale construction faster and more efficient.
Ship Grinders now support area grinding, enabling you to dismantle structures more effectively.
With the Area Welder, you can reach even the most inaccessible nooks and crannies - no tight corner is out of reach!
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Character Tool: Area Welder
The Mark 1 Area Welder allows you to weld and repair multiple blocks at the same time, taking required materials from your backpack.
Ship Tools: Large & Small WelderLarge and Small Welder blocks allow ships to weld multiple blocks at once using area welding. They pull required materials through the conveyor system, making large-scale construction and repairs significantly faster and more efficient.
Ship Tools: Large & Small GrinderLarge and Small Grinder blocks now support area grinding, enabling you to dismantle multiple blocks simultaneously. This makes salvaging ships and deconstructing structures quicker and more practical during survival gameplay.

[h3]Production Lines, Assembler Changes[/h3]
In VS2.2 we are introducing a first iteration of “Production Lines” - the ability of production blocks to work together to produce complex multi-step recipes. When your production blocks are properly connected through the conveyor network, they can request other blocks to produce required intermediate products, if such products are not available in the inventory system.
We have also adjusted all the assembler recipes to require components made in the smelter and not just raw materials.
However, load sharing between multiple production blocks is not implemented yet. If you queue 500 components in one assembler, that single block will process the entire order. Splitting production across multiple blocks is a planned future feature.
Further production balancing and production chain adjustments are planned as we continue refining the system.
[h3]GPS Screen Enhancements[/h3]
VS2.2 introduces an improved GPS Screen UI with expanded marker management tools. You can now add new markers directly from your clipboard, edit existing markers, group and ungroup them, sort markers by name or distance, and delete them more easily.
Marker management is also faster thanks to new hotkeys. You can use Ctrl + A to select all markers, Shift to multi-select, Del to delete selected markers, and R to quickly rename a marker. These improvements make navigation and organization across the Almagest System much smoother, especially as exploration continues to expand.
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[h3]Decorative Blocks[/h3]
Deck Panel
A Modular Panel that is ideal for floors or ceilings.

[h3]PCU Rebalance[/h3]
We’ve adjusted PCU values across the board, allowing you to build more blocks and larger grids without negative performance impact!
[h3]Additional Improvements[/h3]
- Contract Rewards & Randomized Loot
- Character Animations additions and improvements
- Separate Tool Sounds Volume Slider - because you asked for it!
- GUI & HUD Improvements
- Production screen
- Contracts UI
- Warfare HUD View
- Player HUD enhancements - O2
- Production screen
- Added tons of new sounds and audio improvements
- Added 9 Game Localizations
- Brazilian Portuguese
- Czech
- French
- German
- Italian
- Polish
- Slovak
- Spanish
- Turkish
- Brazilian Portuguese
There are many additional improvements and fixes in Vertical Slice 2.2 - you can explore everything included in the detailed Changelog.


We’ve updated the Space Engineers 2 Pioneer Edition with new exclusive content for our early supporters. This update adds 6 new music tracks from Karel Antonin, along with the winning tracks from our Music Competition.
As Space Engineers 2 continues to evolve, we’ll keep expanding the Pioneer Edition with additional behind-the-scenes materials and digital extras.
Buy Pioneer Edition now and help us build the next vertical slices faster!
https://store.steampowered.com/app/3365540/Space_Engineers_2_Pioneer_Edition/

VS2.2 lays the foundation for the automation systems of VS2.3, the water gameplay of VS3, and the multiplayer systems arriving in VS4. With the release of this update, we’re expanding our roadmap to give you a clearer look at what’s coming next for Space Engineers 2.
The next major milestone will be VS2.3 - in this update, you can expect Wheels, Hinges, Warheads, the Timer Block, Sensor Block, LCDs, Wind Turbines, the Event Controller, further combat improvements, and additional features expanding on the foundations established in our previous updates.

After that comes VS3: Water. Planetary-scale volumetric water, along with all the water gameplay systems and blocks. This update will also add a new water planet, Byblos, to the Almagest system.
Following closely will be VS4: NPCs + Cooperative Multiplayer, adding 4-player gameplay and the first iteration of interactive non-player characters. VS5: Full Multiplayer will complete the foundation for large-scale multiplayer sessions.

Two development teams are working in parallel on VS3 and VS4, so the final release order may depend on which reaches completion first. Either way, we’re pushing forward on all fronts to bring you new features and deeper gameplay as quickly as possible!
Many of the features and improvements planned for the future have been requested and shaped by the suggestions and ideas shared through our Support Portal. Your feedback is incredibly valuable, and we appreciate every suggestion you submit.
Check out our full Roadmap.


Please keep in mind that VS2 is still an Early Access and Alpha version of Space Engineers 2. We are planning daily hotfixes after the initial release.
- Some features of this update will need a new game to be started / Will need new save to be visible: Credits + Trading / Economy, Cargo Ships, Loot System, Asteroid rings & clusters, Moons, New Verdure Contracts
- Hinge Blocks, Subgrid Projection Support: Copy/pasting projections of blueprints with subgrids is not fully supported YET. You can build on pistons and rotors individually in VS2.2, but when you paste a grid that includes connectors, rotors, or pistons, only the main grid will be projected for now. We are definitely planning proper support for subgrid projections in a future update.
- Hinges are not included in VS2.2 - but we are not forgetting them. Hinges are planned for VS2.3, alongside Wheels and additional mechanical features that will further expand what you can build
- Iron Sight aiming for Character Weapons is planned
- Economy: Selling grids is not supported yet, but planned
- 3rd person view: Ship guns shoot exactly where they are oriented now (not where the crosshair is). It will be changed in VS2.3
- Rotor does not maintain its speed after reloading
- Tower made of Pistons behaves erratically when external forces are applied to it
- Planet modding is not fully supported at this stage of development - we will bring you modding support for planets at later stages!
- We are always keeping previous versions of the game available after major updates. This means you can return to an earlier version at any time and, for example, save your blueprints or creations. You will find these builds in the Steam Beta tab
- We also want to be upfront about one important thing. We already know that water will be such a monumental change for the game that you will need to start a new save when VS3 arrives. We try to minimize situations like this, but during the alpha stage of development they are sometimes unavoidable.

Q: No Wheels in VS2.2? A: We were prototyping wheels for VS2.2, but they need more time to cook. They’re coming - just not in this update.
Q: What is the Economy/Trading Scope? A: Trading in VS2.2 focuses on base resources and economy systems, not grid-to-grid trading yet. That layer will come later as we expand the system.
Q: What is Suit Oxygen feature? A: VS2.2 introduces Suit O2 as another survival element. Pressurization and environmental oxygen systems are not included yet.
Q: Will we get support for Blueprint Projections with Subgrids? A: Copy/pasting projections of blueprints with subgrids is not fully supported YET. You can build on pistons and rotors individually in VS2.2, but when you paste a grid that includes connectors, rotors, or pistons, only the main grid will be projected for now. We are definitely planning proper support for subgrid projections in a future update.
Q: Will we get Production Load Sharing? A: Production lines are coming in VS2.2 - however, load sharing between multiple production blocks is not implemented yet. If you queue 500 components in one assembler, that single block will process the entire order. Splitting production across multiple blocks is a planned future feature.
Q: Will a New Save be Required to get the new features? A: Some features introduced in VS2.2 require starting a new game to be visible/present: Credits & Trading, Cargo Ships, New Loot System, Asteroid Rings and Clusters, Moons.
Q: Where is feature/block “X” (Wheels, Weapons, Mechanical Blocks, Oxygen & Airtightness etc.)?
A: We’d love to have them in the game right now too! Some features need more time and testing to reach the quality we aim for. You can check our updated roadmap for an overview of what’s coming next and when you can expect your favorite features to arrive.
Q: What about multiplayer?
A: Because multiplayer only works if the core systems are solid first. If we added MP now, you’d have multiplayer but no real gameplay to use it with - and we’d just rewrite everything later.
We’re starting with 4-player co-op because it’s easier to stabilize, and full MP will follow once the foundations are ready.
Q: And NPCs?
A: NPCs are planned for VS4, alongside the first multiplayer implementation.
Q: Why does the Almagest system map have sectors you can't access?
A: More sectors will be added in the future updates. We also plan to introduce new missions and new mission types in regular smaller updates in between big vertical slices.
Q: Will the sector resources differ in the future?
A: Yes, we plan to make resources more dispersed - not every resource will be available in every sector, encouraging exploration and trade between regions. Also the production chains are just a baseline tweaked especially for VS2 and you can expect more changes as the development progresses.
Q: Can planets be modded?
A: Planet modding is not fully supported at this stage of development - but do not worry, we will bring you modding support for planets in the future updates!
Q: Should I purchase Space Engineers 2 now?
A: If you’re excited about what’s already in the game and want to help shape its future, now is a great time to join. Buying early directly supports development and lets you influence the direction of SE2.
If you’ve been waiting for planets and the first foundations of survival to test and share feedback, this update is for you.
Every update adds more depth - and buying now directly supports development and gives you a voice in shaping SE2's future.
You can also follow development through our weekly dev diaries, subscribe to our newsletter, and add the game to your Steam Wishlist.


The best way to provide your feedback is through our Support Portal. You can always find a direct link to the support portal from within the game - just press F1 to access the help screen!
This platform is your direct line to the developers and the Space Engineers community. Here, you can:
- Create a Bugreport
- Create a ticket with your Feedback/Idea
- Vote on other ideas or bug reports
- Comment and Interact with fellow players
- Suggest solutions and provide valuable feedback to help shape the future of Space Engineers 2


Stability
- Fixed a crash when trying to set relative dampening to a fracture
- Fixed a crash when attempting to change bounds of a managed world area
- Fixed a crash when using ALT+F4 or going quickly to the Main Menu when moving fast on a planet
- Fixed a crash after fast travelling to Kemik and pressing M to open the map
- Fixed out of memory crashes when running the game for a few hours
- Fixed a crash when flying towards Delfos
- Fixed a performance issue when selecting many blocks in the Control Panel
- Fixed a performance issue when opening Manage Mods screen
- Fixed a performance issue where it took a while for planet voxels to load
- Fixed a performance issue where voxels were not loading and the character got stuck after respawn on low-end hardware
- Planetary contracts should no longer spawn 100's km away
- Fixed an issue where the character lights were on by default in the survival scenario
- Fixed an issue where characters could accelerate immobile ships by sprinting in place
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Fixed an issue where opening and closing the map changed first person camera to third person camera - Fixed an issue where powered Cockpit did not recharge the character's suit
- Fixed an issue where an unpowered or turned off Cockpit was still recharging the character's suit
- Fixed an issue where the Debug Gun did not damage the planet environment in the survival scenario
- Fixed an issue where the Debug Gun kept shooting after the character's death
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Fixed an issue where block projections overlapped each other - Fixed an issue where copying a block projection displayed the block projection in the construction stage
- Fixed an issue where floating objects prevented welding of block projections because they were not destroyed
- Fixed an issue where a non-weldable projection did not appear red when the character entered it with the welder equipped
- Fixed an issue where block projections placed on another grid could not be undone or redone
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Fixed an issue where projections could not be welded if standing inside another projection - Fixed an issue where truss blocks were not visible during grid placement preview
- Fixed an issue where the notification appeared that support blocks would be generated in artificial gravity
- Fixed an issue where construction progress was not persistent after reloading the game
- Fixed an issue where a fractured block could mask interaction with another block
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Fixed an issue where Armor Half Tall Slope was incorrectly mirrored on blue symmetry planes - Fixed an issue where Landing Gear did not preserve lock to a boulder after reloading
- Fixed an issue where Refinery was unable to manufacture components with resources from other connected inventories
- Fixed an issue where tools behaved inconsistently under safe zone restrictions
- Fixed an issue where shooting off a fracture did not make it disappear
- Fixed an issue where Empty world contained encounters and asteroids
- Fixed an issue where a Hydrogen Tank did not get fully emptied
- Fixed an issue where a Cockpit copied in survival stayed fractured and non-functional when welded
- Fixed an issue where a Hydrogen Tank copied in survival stayed filled
- Fixed an issue where tree fractures were not affected by projectiles when shooting
- Fixed an issue where a hole in the voxel disappeared when getting closer
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Fixed an issue where a ship could not descend on the planet and could not stop when ascending - Fixed an issue where the survival scenario started with 96% of the character's energy
- Fixed an issue where the "A Place to Call Home" contract had an objective completed before registering a Survival Kit as a home base
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Fixed an issue where the Objective 5 in the survival scenario contained imprecise steps - Fixed an issue where the planet disappeared after reload
- Fixed an issue where floating objects could clip into a voxel
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Fixed an issue where mining Nickel ore near the planet's surface caused a Gold ore marker to appear -
Fixed an issue where the 7.5 m Cargo Container's right cargo access port was non-functional - Fixed an issue where the Reactor control panel opened the inventory
- Fixed an issue where Crate blocks could get launched at extreme velocity when pushed off of a platform
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Fixed an issue where having more than 1 Drill block connected to a conveyor system caused the Drills to be unable to transfer their mined ores -
Fixed an issue where welding projections without connection points caused ores to be converted into components without using them -
Fixed an issue where tier 2 and higher tools were deposited when dropping items with Alt+RMB - Fixed an issue where the fail state was not triggered upon functional block destruction in the survival scenario
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Fixed an issue where Atmospheric Thrusters' PCU values were incorrect - Fixed an issue where the character's ragdoll broke after colliding at maximum speed
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Fixed an issue where destroyed or cut flora left ghost collisions that would reappear after reloading a save - Fixed an issue where it was possible to attempt to publish a world that was not owned
- Fixed an issue where small blocks were welded instantaneously
- Fixed an issue where rocks flashed when shot at
- Fixed an issue where artifacts were present on the rock surfaces in survival scenario
- Fixed an issue where trees became invisible after respawn from far away
- Fixed an issue where doubled or stretched textures were present on the Verdure planet
- Fixed an issue where a voxel hole appeared in terrain at specific view distances on low and medium terrain quality settings
- Fixed an issue where voxel materials had sharp lines
- Fixed an issue where rippled shadows appeared and disappeared on voxels around tessellated areas
- Fixed an issue where trees were popping up over at the horizon when flying in jetpack at higher speeds
- Fixed an issue where asteroids were casting shadows on planets
- Fixed an issue where contrast in the game preview thumbnail was too high
- Fixed an issue where decals did not appear on blocks when shooting
- Fixed an issue where the unloading screen turned black when GPS markers were present
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Fixed an issue where no ores were displayed in the map when selecting Oblivara Sector - Fixed an issue where the inventory slot wrapped downward in certain resolutions
- Fixed an issue where control hints were displayed unreliably
- Fixed an issue where mods failed to load after quick switching between Manage Mods and World Detail screens
- Fixed an issue where a dragging tooltip made an icon spawn in the wrong position in inventories
- Fixed an issue where switching Workshop tabs quickly caused content of the previous tab being loaded
- Fixed an issue where Loading screen hints and quotes contained inconsistent punctuation
- Fixed an issue where Respawn screen failed to stretch to full screen size on some display resolutions
- Fixed an issue where the "Powered On" button in the control panel was too small
- Fixed an issue where the resources quantity in the inventory displayed unnecessary decimal places
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Fixed an issue where the block info panel was flickering when pointing at it - Fixed an issue where the block info panel appeared before the tools' functionality radius
- Fixed an issue where GPS markers could not be selected on the map
- Fixed an issue where GPS markers could not be added through the Colonization tab
- Fixed an issue where the table of GPS markers resized when marker's name was too long
- Fixed an issue where the "Add GPS Marker" text field was not focused when opened
- Fixed an issue where GPS marker's name could be empty
- Fixed an issue where GPS marker could not be deselected
- Fixed an issue where UI screens could not be scrolled by MMB
- Fixed an issue where the Ice ore inventory icon was too bright, making the text hard to read
- Fixed an issue where HUD disappeared when selecting "No" after Debug warning when trying to load a world
- Fixed an issue where text was not loaded in the Contracts tab in Empty world
- Fixed an issue where tooltip displayed "Exit Cockpit" instead of "Exit Grid"
- Fixed an issue where the "Engineering - Comm Station Upgrade" contract contained typos
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Fixed an issue where rewards for finishing the "Engineering - Hydrogen Production Facility" and "Engineering - Uranium Mine Accident" contracts contained typos -
Fixed an issue where inventory tooltips prevented / canceled dragging and dropping of items
- Fixed an issue where walking up and down animation was missing at extreme slopes
- Fixed an issue where tools ended in wrong positions after switching them from drill upon impact animation
- Fixed an issue where landing particles followed the ship during takeoff and were produced when Thruster flames hit parts of the ship
- Fixed an issue where speed particles did not disappear or change direction immediately when the direction of jetpack flight was changed or stopped
- Fixed an issue where weld particle effect spawned in wrong location when inside projection
- Fixed an issue where volcanic rocks on Kemik appeared orange on distant LODs
- Fixed an issue where Suit Battery consumable item was not emissive
- Fixed an issue where there were floating decals in Fabricator
- Fixed an issue where Reactor 7.5 m had too big highlight for on/off switch
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Fixed an issue where the Drill 5.25 m model was offset, causing one of its cargo access ports to be unusable - Fixed an issue where Catwalk Stairs Narrow 3.5 m were missing final build stage when welding
- Fixed an issue where emissive material was not hidden when grinding down from finished model to construction stage
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Fixed an issue where sounds could be heard when loading or unloading a world with damaged blocks - Fixed an issue where screeching sounds were missing when a ship was sliding
- Fixed an issue where wind ambience stopped abruptly at a specific altitude
- Fixed an issue where music and voice overs continued in the In-game menu
- Fixed an issue where voiceovers did not stop when the character died
- Fixed an issue where voiceover continued to the loading screen
- Fixed an issue where grinding with full inventory caused "Inventory Full" voice message to be spammed
- Fixed an issue where ownership check message was cut
- Fixed a crash on editor startup with malfunctioning appdata folder
- Fixed a crash when trying to move gizmo on an overridden asset
- Fixed a crash when inspecting a Verdure planet in the editor
- Fixed a crash when creating empty client side prefab and aborting it, while already having an empty prefab
- Fixed a crash when trying to type invalid values into suggester
- Fixed a crash when starting game from the editor with invalid blackboard key in the animation controller
- Fixed a crash when selecting suggested (None) in supporting fracture
- Fixed an issue where the editor did not report a missing project
- Fixed an issue where no warning icon was displayed on a file
- Fixed an issue where no warning icon was displayed in the animation controller
- Fixed an issue where read-only animation controllers were editable
- Fixed an issue where usages were not correctly shown in the Project Explorer
- Fixed an issue where Ctrl + Y (Redo) did not work in Render View after transforming a position
- Fixed an issue where the definition of a toast notification contained overlapping icons
- Fixed an issue where tool dummies' positions in the editor were not representative of their in-game positions
- Fixed an issue where read-only fields on the LOD calculator in the editor could not be unhighlighted
- Fixed an issue where the definition of a toast notification contained overlapping icons
- Fixed an issue where particle effects were not displayed in the render view window
- Fixed an issue where preview did not reload textures properly after renaming folder

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https://steamcommunity.com/games/1133870/announcements/detail/525370449274602388 https://steamcommunity.com/games/1133870/announcements/detail/542255780765631556 https://steamcommunity.com/games/1133870/announcements/detail/521992119019110431