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Space Engineers 2 News

Marek's Dev Diary, Friday Livestream



Target-based Gyro - Almost complete, now we only need to polish the UI. This control system is inspired by War Thunder, where you see a cursor on screen, aim somewhere, and the ship rotates towards that direction. It feels remarkably good, actually much better than expected because we implemented a little trick that maintains aim while the ship rotates.

We are also improving camera and ship handling in tight spaces.

[previewyoutube][/previewyoutube]
Offset camera - I needed to "sleep a few weeks on this" to better understand what I wanted. Quick recap: in third-person mode, the camera is slightly offset to the right (or left), so you can see where the character is looking and walking towards. We tested multiple alternatives, like adaptively changing the offset distance based on character speed or zoom distance, but ultimately decided on the simplest version: 20cm offset to the right. It feels good, provides better visibility, shows the character from a side angle which creates a more connected feeling, and prevents you from hitting walls when running. I'm satisfied with it. Now we just need to polish and it's ready for VS 1.2.



Merging Character and Spectator Controls - There were two independent pathways handling controls for character mode and spectator mode. Now they're unified, which saves development time and improves consistency. This means you get the same tools and UI whether you're in spectator or character mode (paint tool, shift+G, copy-paste, etc.).

Debug Gun - We've added a new model, muzzle effect, better projectile, and the ability to destroy voxels.

First Person Animations - several improvements:
Tools/guns are much more stable in front of the camera, creating a feel similar to other FPS games
We're reducing the distance between the camera position and the character's pivot point, ideally to zero, because then mouse movement and rotation would occur around that exact point, instead of a point offset by 20cm

Here’s what first-person animations would look like in third-person - if they weren’t designed separately. Spoiler: it’s broken and hilarious!

[previewyoutube][/previewyoutube]
With designers, we've discussed character inventory and grid inventory for VS2

Recently we also explored the topics of core loop, meta loop, progression, challenges and rewards. Essentially how SE2 can evolve from a sandbox toy into more of a game. This is very important to me, as I believe it can introduce SE2 to a much wider audience, and as a player myself, I want this. This topic is still not finalized, but I want to have a clear design during the next few months.

VS 1.5 will introduce Modding, with the release of VRAGE HUB and Editor, enabling creators to make new blocks, textures, and skyboxes. We'll soon begin workflow testing with our Close Testing Group. Our goal is to streamline the process, making it easy and especially fast to add new content to SE2.

Water - The team is still addressing some core challenges (such as making water cells 25cm to enable flow through tiny holes in our 25cm unified grid system), but we've already discussed ideas for visual enhancements coming in a few months. These include adding a second layer of low-frequency, long wavelength waves to the water surface for greater realism, applying a water texture to simulate tiny color variations in the surface, and of course, adding foam near shorelines.





Please join us for Space Engineers 2 Developer Livestream!


Image Credits:


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https://steamcommunity.com/games/1133870/announcements/detail/758396486688964707
https://steamcommunity.com/games/1133870/announcements/detail/758396486688964699
https://steamcommunity.com/games/1133870/announcements/detail/526461473225968958

🌊 Space Engineers 2 - Volumetric Water Sneak Peek


Take a look at our VRAGE3 Volumetric Water research in Space Engineers 2!

Water Team Programmer Jackson Shuminski and Arron break down how our approach to water in VRAGE3 has evolved and where it’s headed next.

Want to get our teasers early and enjoy exclusive content? Subscribe to our newsletter at https://www.keenswh.com/newsletter and be the first to get the latest updates, sneak peeks, and more!

[previewyoutube][/previewyoutube]



🛠️ Feedback & Support - https://support.keenswh.com/
🗺️ Roadmap: https://2.spaceengineersgame.com/roadmap-2/#current
🛰️ Discord: https://discord.gg/keenswh
📫 Newsletter: https://www.keenswh.com/newsletter
➡️ Connect and find us on your platform of choice: https://www.keenswh.com/connect/




https://steamcommunity.com/games/1133870/announcements/detail/758396486688964699
https://steamcommunity.com/games/1133870/announcements/detail/526461473225968958
https://steamcommunity.com/games/1133870/announcements/detail/526461473225965658

Vertical Slice 1.1 Arrives in March, Marek's Dev Diary


Hello, Engineers!

We’re excited to announce the upcoming Vertical Slice 1.1 - Steam Workshop, arriving this March!

VS 1.1 won’t just introduce the Workshop for Blueprints and Worlds - it will also refine pivot controls, giving you more precision when copying and pasting. When you copy, cut, or create a blueprint, the pivot point will now be automatically set to the block you aimed at during the action. When pasting, this pivot point will be highlighted, making placement clearer and more intuitive.



Additionally, the snap size of the pivot point now determines the default snap size of the pasted grid or blueprint, giving you better control when positioning structures.





[h3]Space Engineers 1[/h3]
  • Update 206 is nearing completion.
  • Here is a little sneak peek from yesterday's team presentation:

[h3]Space Engineers 2[/h3]
  • VS 1.1 is almost finished and we are testing it now, release will be soon
  • Flora impostors for VS 2 - rendering all visible trees as real geometry would be too GPU intensive, so a good practice is to render distant trees as billboard impostors, which are not recognizable to the eye. Here's what the first prototype looks like.

    [previewyoutube][/previewyoutube]
  • To optimize performance, animation on blocks with animated sub-parts should be culled (disabled) when the player is too far away to see it. This video demonstrates this feature, with the culling distance artificially lowered for visibility.

    [previewyoutube][/previewyoutube]
  • The water team has made significant progress, with an updated "delete water dam" testing scene that shows improved performance and visual effects. The water surface now appears more realistic, accurately reflecting the velocity of the flowing water and various surface effects.

    [previewyoutube][/previewyoutube]
  • This screenshot shows how the 25cm unified grid system allows for items to be placed on the Gearforge block's table, and for a light to be positioned on the block itself.

  • Fracture simulation - because it's cool!

    [previewyoutube][/previewyoutube]
  • Planetary flora progress

  • Modding will come soon to SE2 (in VS 1.5). This is a modded skybox example.

    [previewyoutube][/previewyoutube]
  • We are working to enhance first-person animations, with a focus on ensuring that the tool or gun remains steady and consistently forward-facing on the screen.

    [previewyoutube][/previewyoutube]

Full blog post: https://blog.marekrosa.org/




Please join us for Space Engineers 2 Developer Livestream!

Image Credits: SE2 "Story & Universe" Sketch by DesertTusk




🛠️ Feedback & Support - https://support.keenswh.com/
🗺️ Roadmap: https://2.spaceengineersgame.com/roadmap-2/#current
🛰️ Discord: https://discord.gg/keenswh
📫 Newsletter: https://www.keenswh.com/newsletter
➡️ Connect and find us on your platform of choice: https://www.keenswh.com/connect/




https://steamcommunity.com/games/1133870/announcements/detail/526461473225968958
https://steamcommunity.com/games/1133870/announcements/detail/526461473225965658
https://steamcommunity.com/games/1133870/announcements/detail/503942841152569364

Space Engineers 2 Pre-Launch Event, Steam Workshop



🚀 Relive the excitement of our Space Engineers 2 pre-launch event, where we showcased new features, developer insights, and the future of Space Engineers.

[previewyoutube][/previewyoutube]



Note: The Space Engineers 2 Steam Workshop is now visible in preparation for the Vertical Slice 1.1 release. It will become fully available once VS 1.1 launches!




🛠️ Feedback & Support - https://support.keenswh.com/
🗺️ Roadmap: https://2.spaceengineersgame.com/roadmap-2/#current
🛰️ Discord: https://discord.gg/keenswh
📫 Newsletter: https://www.keenswh.com/newsletter
➡️ Connect and find us on your platform of choice: https://www.keenswh.com/connect/




https://steamcommunity.com/games/1133870/announcements/detail/526461473225965658
https://steamcommunity.com/games/1133870/announcements/detail/503942841152569364
https://steamcommunity.com/games/1133870/announcements/detail/527585470625877560

Marek's Dev Diary, Friday Livestream


[h3]Why SE2?[/h3]
We’re building SE2 because we believe in the dream of the ultimate space-sim - one that goes beyond anything seen before. We want a game where engineering, survival, and combat truly matter, where every action has weight, and where players can shape their own destiny in a vast, living universe.

SE1 was just the beginning. SE2 is our chance to push the boundaries - to create the space game we've always wanted to play. A game where players build, explore, and fight for survival and the colonization of Almagest, a raw and untamed frontier filled with danger and opportunity.

This isn’t just a sequel. It’s our vision for the future of space simulation - a world where creativity, skill, and ambition define your fate.

[h3]SE1 Alpha Footage in SE2[/h3]
FighterPilot O5 has recreated the classic SE1 Alpha Footage in SE2. Thanks very much for the effort and for reading my mind because I was honestly considering asking Janusz to do it.

[previewyoutube][/previewyoutube]
[h3]What I worked on this week:[/h3]
  • Music Design: We designed an adaptive music system to fit different locations and situations - sandbox mode, campaign mode, and dynamic moments based on player actions.
  • Character Art Expansion: We recently hired an amazing new character artist, growing our team. This means SE2 will feature a greater variety of characters, suits, and skins.
  • Character Animations & First-Person Camera: We are improving how the first-person camera moves, making sure it feels natural and immersive. One example: the first-person camera isn't just a single point but behaves more like a position on a stick, which means its rotation also introduces unintended movement. This results in unnatural optics, and we’re working on refining the offset system to make the camera feel more stable and immersive.
  • 3D UI Prototyping for Partial Copy-Paste: We have been working on a new 3D UI system for copy-paste mechanics in the game.

  • Jump Animation Improvements: We are working on more natural jump animations - detecting whether the jump starts from the left or right foot, then adjusting fall/landing animations accordingly.
  • We are having a discussion whether projections (blocks or blueprints) should cast shadows or not. My opinion is that they should because it will help with depth perception of the scene, player will be better aware of where exactly is the block/blueprint being projected. For illustration, here’s a screenshot with one bug where only part of the projected block is casting a shadow (the alpha masked grid inside of it). What is your opinion? Leave your comments.

  • Future Plans: Unifying spectator mode and character controls to ensure smooth transitions between gameplay perspectives.
Full blog post: https://blog.marekrosa.org/




Please join us for Space Engineers 2 Developer Livestream!

Image Credits: DSI Talon by Diggrok




🛠️ Feedback & Support - https://support.keenswh.com/
🗺️ Roadmap: https://2.spaceengineersgame.com/roadmap-2/#current
🛰️ Discord: https://discord.gg/keenswh
📫 Newsletter: https://www.keenswh.com/newsletter
➡️ Connect and find us on your platform of choice: https://www.keenswh.com/connect/




https://steamcommunity.com/games/1133870/announcements/detail/503942841152569364
https://steamcommunity.com/games/1133870/announcements/detail/527585470625877560
https://steamcommunity.com/games/1133870/announcements/detail/527585470625877545