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Space Engineers 2 News

Space Engineers 2: Obliviara Sector Released!


Hello, Engineers!

Welcome to the Obliviara Sector - a forgotten region at the very edge of the Almagest system. Beyond this point lies only the cold emptiness of space and endless asteroid fields.

Colonization efforts in this remote sector has been extra challenging. Wrecks, outposts and forgotten machinery offer new salvage opportunities for those bold enough to explore. Keep your eyes open for new contracts. And with them, whispers of rich loot... Consider it an early Christmas present!

Some engineers thrive in the quiet. Others go mad. Prove you can persist - even out here, where the Almagest stars feel so far away.

  • Obliviara Sector unlocked for travel (requires 100% colonization of Verdure and Kemik)
  • 2 New Contracts
Bugfixes & Improvements
  • When offline, a generic message is displayed before opening any screen

[previewyoutube][/previewyoutube]



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Space Engineers 2 Dev Diary: December 18, 2025


Please join us Monday, December 22 for the release of Obliviara Sector to the Almagest System!

🚀 Monday, December 22, 6 PM UTC
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**Story Spoilers!**

Our story has already begun – you have met the two brothers, Miro and Ivan. On their journey through the Almagest system they will cross paths with many different characters. Some of them will be friendly, others… not so much.

This is one of the friendly ones I personally am looking forward to meeting – Aya, a member of the Astronaut Without Borders (AWB) faction.



[h3]VS3 – Water[/h3]
The vertical slice 3 “Water” is not only about volumetric, planetary scale water. The update will also need a lot of blocks and supporting features to make real water gameplay possible.

Without them, the water would be just an interesting physics gimmick. We have many gameplay designs that involve water – and our Art team is already on the task. Here are some of the recent concepts I had the pleasure to review.


[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]
What more can I show you? Maybe a small sneak peek at a unique backpack for a future story character:


And here is a behind the scenes video from the basic rigging of another story character.

[previewyoutube][/previewyoutube]
Question to you: What water-adjacent features would you like to see?

Full Blog Post: https://blog.marekrosa.org/2025/12/mareks-dev-diary-december-18-2025/




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Space Engineers 2: Hotfix 2.0.2.47


[h2]Hotfix 2.0.2.47 has been released![/h2]


Features
  • Opening the Debug Menu now shows a warning and marks your save as modified, with tagged saves showing a warning before loading.
Stability
  • Fixed a crash that could happen when flying close to the ground in the Survival scenario on AMD graphics cards.
  • Fixed an issue with GPU crashes caused by the SLUG shader by updating it to the latest version.
  • Fixed a memory issue related to voxels to improve game stability and prevent crashes.
  • Fixed an issue where the game would crash when Connector blocks tried to align or connect, especially after destruction or removal of grids.
Functional
  • Fixed an issue where AMD graphics drivers were not detected correctly, improving compatibility for players using AMD GPUs.
Render
  • Fixed an issue where in-game menus could become slow to open after playing for a long time.




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.
  • Starting with this release, we will always keep 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.
  • Planet modding is not fully supported at this stage of development - we will bring you modding support for planets at later stages!
  • Customizable Controls are coming in VS2.2!
  • In rare cases, Procedural Voxel Generation may cause a Contract grid to spawn inside a voxel area. If this happens, you will need to start a new map.
  • Tutorial Contracts can be broken by not following the task sequence; this will be reworked and mitigated in the future updates.
Thank you for helping us make the game better!

Image Credits: Sunset by (_KsR_)




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2025 Space Engineers 2 Music Competition Winners Announced!


We are excited to announce the winners of our 2025 Space Engineers 2 Music Competition!

With 252 songs submitted, choosing just 10 was impossible - so this time, we’re bringing you 20 winners!

A huge thanks to all the composers who submitted their tracks - your creativity and talent are truly amazing!

[previewyoutube][/previewyoutube]



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Space Engineers 2 Dev Diary: December 11, 2025


Hello, Engineers!

We wonder – how many of you were caught off guard by this moment?

[previewyoutube][/previewyoutube]
This week we brought you a series of hotfixes and several new options to help you tweak your worlds to your liking. You can now switch existing saves between Creative and Survival (in World Settings on the save-file list), the classic Creative scenario has been updated to include planets and the full Almagest system, and we’ve added a new Vallation Station Start scenario for those who want pure survival sandbox without story or tutorial contracts.

We’ve also made our internal debug menu easier to access with CTRL+F12. Please treat this as a power tool: it’s developer-level access that can bypass limits (like PCUs) and can easily break or permanently modify your world. For this reason, sessions and worlds touched by the debug menu are automatically tagged and excluded from our crash reports, and if such a world is shared, other players may see a warning that it was created or modified using debug tools.

[previewyoutube][/previewyoutube]
Releasing the full debug menu is a bit of a controversial area for me. On one hand, it gives you more freedom to experiment and poke at the insides of the game you bought. On the other hand, we will probably lose some valuable crash and bug reports when players use these tools instead of playing normal gameplay. And there is always the risk of players not understanding that we cannot guarantee game stability when debug tools are active.

[h3]VS2.2[/h3]
Works on VS2.2 are already in full swing. Here you can see a rocket launcher model evolution.


And the finished Rifle model


And some first concepts of SE2 gatling turret


We are introducing new helpful internal tools to VRAGE3 – player heatmap – mainly for tuning out our LODing systems.

[previewyoutube][/previewyoutube]
[h3]VS3 – Byblos[/h3]

Let me reveal the design and first shots of the water planet Byblos, coming to the Almagest system in VS3. A “just water” planet would be pretty boring. Yes, Byblos will be a water planet – but under the surface there will be an entire water world, with deep crags and canyons, underwater travertine cave systems and small volcanic islands rising above the waves.


With the coming of water, the underwater layout of planet Verdure will be improved as well. We already know that water will be such a monumental change for the game that you will need to start a new world when VS3 arrives. We try to minimize situations like this, but during the alpha stage of development they are sometimes unavoidable.

That is why we started to keep previous versions of the game available after major updates. So you can return to an earlier version at any time and, for example, save your blueprints or creations. You can find these builds in the Steam Beta tab.


And here are some first WIP screenshots. You can probably tell that seeing Byblos at this stage is a bit like digging through the old planet files from VS1 – barren terrain, temporary textures everywhere, testing materials, and very early water visuals. It is all still rough, but this is exactly what real development looks like.

Not many studios share raw production screenshots like these, and players are not always used to seeing such an unfiltered snapshot of the process. But for me, showing you our real progress and the way we work is a core part of Early Access. That is the whole point of these dev diaries – open development, without hiding the messy parts.


[previewyoutube][/previewyoutube]
Full Blog Post: https://blog.marekrosa.org/2025/12/mareks-dev-diary-december-11-2025/




Please join us tomorrow for the Space Engineers 2 Music Competition Livestream!




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