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Space Engineers 2 News

Marek's Dev Diary - February 13, 2025


The SE2 team is finishing VS 1.1 (Workshop). It will go into the final testing round next weeks and could be released soon after. It will bring Steam Workshop integration and an in-game browser, along with many other improvements - including mouse sensitivity and mouse inversion settings - because you asked us to add it.



Lukas and I were working on sound improvements for VS 1.2, mainly ship sounds (boost sound, speed-dependent sounds) and drill sounds (idle drill, contact with voxels or blocks). It's feeling much better now. Another significant improvement where Lukas went all out are the destruction sounds - when you shoot with the debug gun and incrementally damage blocks, and then when the final stage of block breaks or explodes. He created custom versions of sounds for all types of blocks. It really sounds meaty and satisfying.

We've finally implemented grass and trees into our internal VS2 build - of course, this is just the first stage, and we plan to make them several times more beautiful.



The debug gun tool got a new 3D model (we still need to improve the animation and projectile trail rendering).



We are improving the precision of highlight interactions (when you aim at a block and see the highlight), so no invisible occluders will interfere with the raycast from your crosshair.



The water team encountered a funny bug, so I'm sharing it here with you 😀



Gearforge - a brand new block for VS2 Planets and Survival, for our improved survival mechanics.



Full blog post: https://blog.marekrosa.org/2025/02/mareks-dev-diary-february-13-2025-se2.html



🛠️ 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/527585470625877560
https://steamcommunity.com/games/1133870/announcements/detail/527585470625877545
https://steamcommunity.com/games/1133870/announcements/detail/527586104606458308

💻 Space Engineers 2 Alpha - Hotfix 0.12.23.42, Planetary Sneak Peek


[h2]Hotfix 0.12.23.42 has been released![/h2]
If you have issues running the game, please make sure your drivers are up-to-date as a first step. Drivers older than 2023 are not supported.

  • Fixed crashes on NVIDIA 10X0 with the high/extreme preset
  • Fixed excessive memory allocation in analytics


Go behind the scenes with Marek and the team as they test out planets and conduct crucial terrain research. Get an exclusive look at the process and see what goes into bringing these worlds to life!

[previewyoutube][/previewyoutube]



Features and improvements we are actively working on:
  • We’re aware of incompatibility at launch of Space Engineers 2 on Intel Arc A-Series and Core Ultra Series 1 built-in Arc GPUs. We are working with Intel to enable the game experience and will provide relevant updates as development progresses.
  • Some blocks are decorative-only for now (for example, the Assembler is present but cannot produce components)
  • The Blueprint interface is currently in its initial version. Additional features and improvements will be introduced in upcoming updates.
  • Performance
    • Performance optimization is ongoing. For Alpha release, we’re targeting 16x Red Ship grids at 60 FPS on recommended hardware.
    • The game simulation continues even when the menu is open (no pause function) and Autosave may cause brief lags during gameplay. Performance may temporarily drop when pasting or attaching blueprints.
    • Performance optimizations of ship collisions and destruction are ongoing, so it won’t be lag-free at this moment. We will be continuously improving it in the following updates.
    • PCU values per block may appear higher compared to Space Engineers 1, reflecting SE2's increased detail and more precise performance measurements. While the current total PCU limit is set at 400,000 in VS1, we plan to raise this threshold in future updates as we implement scheduled optimization improvements.
  • The current GUI (Graphical User Interface) and HUD (Heads-Up Display) are works in progress. Our team is prioritizing core functionality first. Once we've confirmed all features are working as intended, we'll enhance the visual design and overall aesthetics.
  • The inventory system will be implemented in a future update
  • Fracture models will receive additional visual updates in future versions.
  • Character shadow in first-person mode is disabled temporarily and will be re-enabled in future animation updates. Animations for uphill/downhill movement, jumping, and tools will be refined in the future update.
  • Inverse kinematics (IK) is not yet implemented.
  • Toolbar block groups and sizes (block selection via R key) are a temporary mechanism and will be redesigned in a near update.
  • Undo/redo functionality for the paint tool is not implemented yet, but internally we already have it, so it will be available in a near update. Changing block colors currently requires switching to the paint tool, but this will be streamlined. In addition, the paint tool’s limited palette is temporary; future updates will include RGB/HSV color settings and custom palettes.
  • Many small HUD and UX improvements didn’t make it into VS1 but are planned for future updates.
  • Jetpack mechanics are being polished, including adjustments to boost, acceleration, sound effects, and camera shake (note: in an internal build we are already finishing jetpack 2.0, with more pronounced boost mechanics… so please expect changes in VS 1.2)
  • The off-center third-person camera for characters and ships is not yet implemented, but we are working on it, aiming to get it to one of the next updates.
  • Ship controls are functional but will be further refined with target-based gyroscope controls.
  • Enhanced sound effects are coming, including jetpack audio, debug gun, ship sounds and destruction.
  • Tutorials will be added closer to the end of development.
  • Keyboard and mouse controls are not customizable yet, but they will be!
  • The Alpha releases in English language, more localizations will follow
  • Recoloring some blocks is limited to certain sides only - this will be fixed in the following update
  • Sometimes character peeks through cockpit - this will be fixed in the following update

Image Credits:
Thank you for helping us make the game better!




🛠️ 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/527585470625877545
https://steamcommunity.com/games/1133870/announcements/detail/527586104606458308
https://steamcommunity.com/games/1133870/announcements/detail/527585470625877517

💻 Space Engineers 2 Alpha - Hotfix 0.12.23.39 Dev Livestream


[h2]Hotfix 0.12.23.39 has been released![/h2]
If you have issues running the game, please make sure your drivers are up-to-date as a first step. Drivers older than 2023 are not supported.

  • Added a check for missing dependencies
  • Fixed a GPU crash in raytracing
  • Fixed a GPU crash in decals
  • Fixed a GPU crash in shadow maps


Please join us today for Space Engineers 2 Livestream!




Features and improvements we are actively working on:
  • We’re aware of incompatibility at launch of Space Engineers 2 on Intel Arc A-Series and Core Ultra Series 1 built-in Arc GPUs. We are working with Intel to enable the game experience and will provide relevant updates as development progresses.
  • Some blocks are decorative-only for now (for example, the Assembler is present but cannot produce components)
  • The Blueprint interface is currently in its initial version. Additional features and improvements will be introduced in upcoming updates.
  • Performance
    • Performance optimization is ongoing. For Alpha release, we’re targeting 16x Red Ship grids at 60 FPS on recommended hardware.
    • The game simulation continues even when the menu is open (no pause function) and Autosave may cause brief lags during gameplay. Performance may temporarily drop when pasting or attaching blueprints.
    • Performance optimizations of ship collisions and destruction are ongoing, so it won’t be lag-free at this moment. We will be continuously improving it in the following updates.
    • PCU values per block may appear higher compared to Space Engineers 1, reflecting SE2's increased detail and more precise performance measurements. While the current total PCU limit is set at 400,000 in VS1, we plan to raise this threshold in future updates as we implement scheduled optimization improvements.
  • The current GUI (Graphical User Interface) and HUD (Heads-Up Display) are works in progress. Our team is prioritizing core functionality first. Once we've confirmed all features are working as intended, we'll enhance the visual design and overall aesthetics.
  • The inventory system will be implemented in a future update
  • Fracture models will receive additional visual updates in future versions.
  • Character shadow in first-person mode is disabled temporarily and will be re-enabled in future animation updates. Animations for uphill/downhill movement, jumping, and tools will be refined in the future update.
  • Inverse kinematics (IK) is not yet implemented.
  • Toolbar block groups and sizes (block selection via R key) are a temporary mechanism and will be redesigned in a near update.
  • Undo/redo functionality for the paint tool is not implemented yet, but internally we already have it, so it will be available in a near update. Changing block colors currently requires switching to the paint tool, but this will be streamlined. In addition, the paint tool’s limited palette is temporary; future updates will include RGB/HSV color settings and custom palettes.
  • Many small HUD and UX improvements didn’t make it into VS1 but are planned for future updates.
  • Jetpack mechanics are being polished, including adjustments to boost, acceleration, sound effects, and camera shake (note: in an internal build we are already finishing jetpack 2.0, with more pronounced boost mechanics… so please expect changes in VS 1.2)
  • The off-center third-person camera for characters and ships is not yet implemented, but we are working on it, aiming to get it to one of the next updates.
  • Ship controls are functional but will be further refined with target-based gyroscope controls.
  • Enhanced sound effects are coming, including jetpack audio, debug gun, ship sounds and destruction.
  • Tutorials will be added closer to the end of development.
  • Keyboard and mouse controls are not customizable yet, but they will be!
  • The Alpha releases in English language, more localizations will follow
  • Recoloring some blocks is limited to certain sides only - this will be fixed in the following update
  • Sometimes character peeks through cockpit - this will be fixed in the following update
Image Credits: Thank you for helping us make the game better!




🛠️ 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/527586104606458308
https://steamcommunity.com/games/1133870/announcements/detail/527585470625877517
https://steamcommunity.com/games/1133870/announcements/detail/527585470625874548

Space Engineers 2 OST by Karel Antonin, Community Spotlight


[h3]Space Engineers OST[/h3]
Have you had a chance to listen to the Space Engineers 2 OST by Karel Antonín yet? Karel’s compositions are crafted with a focus on enhancing the player’s sense of scale, isolation, and discovery - perfectly reflecting the spirit of Space Engineers 2. The soundtrack was recorded with a live orchestra of over 80 musicians.

What’s your favorite track so far?

The full Space Engineers 2 OST is available in the Pioneer Edition.



[previewyoutube][/previewyoutube]

https://store.steampowered.com/app/3365540/Space_Engineers_2_Pioneer_Edition/




Let's Checkout what the community have been building!

[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/527585470625877517
https://steamcommunity.com/games/1133870/announcements/detail/527585470625874548
https://steamcommunity.com/games/1133870/announcements/detail/527585470625874222

💻 Space Engineers 2 Alpha - Hotfix 0.12.23.35


[h2]Hotfix 0.12.23.35 has been released![/h2]
If you have issues running the game, please make sure your drivers are up-to-date as a first step. Drivers older than 2023 are not supported.

Crash Fixes
  • Fixed a crash on Linux (even though this system is not fully supported)
  • Fixed a GPU crash in particles
  • Fixed a crash at BlockOctreeComponent.Remove


Features and improvements we are actively working on:
  • We’re aware of incompatibility at launch of Space Engineers 2 on Intel Arc A-Series and Core Ultra Series 1 built-in Arc GPUs. We are working with Intel to enable the game experience and will provide relevant updates as development progresses.
  • Some blocks are decorative-only for now (for example, the Assembler is present but cannot produce components)
  • The Blueprint interface is currently in its initial version. Additional features and improvements will be introduced in upcoming updates.
  • Performance
    • Performance optimization is ongoing. For Alpha release, we’re targeting 16x Red Ship grids at 60 FPS on recommended hardware.
    • The game simulation continues even when the menu is open (no pause function) and Autosave may cause brief lags during gameplay. Performance may temporarily drop when pasting or attaching blueprints.
    • Performance optimizations of ship collisions and destruction are ongoing, so it won’t be lag-free at this moment. We will be continuously improving it in the following updates.
    • PCU values per block may appear higher compared to Space Engineers 1, reflecting SE2's increased detail and more precise performance measurements. While the current total PCU limit is set at 400,000 in VS1, we plan to raise this threshold in future updates as we implement scheduled optimization improvements.
  • The current GUI (Graphical User Interface) and HUD (Heads-Up Display) are works in progress. Our team is prioritizing core functionality first. Once we've confirmed all features are working as intended, we'll enhance the visual design and overall aesthetics.
  • The inventory system will be implemented in a future update
  • Fracture models will receive additional visual updates in future versions.
  • Character shadow in first-person mode is disabled temporarily and will be re-enabled in future animation updates. Animations for uphill/downhill movement, jumping, and tools will be refined in the future update.
  • Inverse kinematics (IK) is not yet implemented.
  • Toolbar block groups and sizes (block selection via R key) are a temporary mechanism and will be redesigned in a near update.
  • Undo/redo functionality for the paint tool is not implemented yet, but internally we already have it, so it will be available in a near update. Changing block colors currently requires switching to the paint tool, but this will be streamlined. In addition, the paint tool’s limited palette is temporary; future updates will include RGB/HSV color settings and custom palettes.
  • Many small HUD and UX improvements didn’t make it into VS1 but are planned for future updates.
  • Jetpack mechanics are being polished, including adjustments to boost, acceleration, sound effects, and camera shake (note: in an internal build we are already finishing jetpack 2.0, with more pronounced boost mechanics… so please expect changes in VS 1.2)
  • The off-center third-person camera for characters and ships is not yet implemented, but we are working on it, aiming to get it to one of the next updates.
  • Ship controls are functional but will be further refined with target-based gyroscope controls.
  • Enhanced sound effects are coming, including jetpack audio, debug gun, ship sounds and destruction.
  • Tutorials will be added closer to the end of development.
  • Keyboard and mouse controls are not customizable yet, but they will be!
  • The Alpha releases in English language, more localizations will follow
  • Recoloring some blocks is limited to certain sides only - this will be fixed in the following update
  • Sometimes character peeks through cockpit - this will be fixed in the following update

Image Credits:
Thank you for helping us make the game better!




🛠️ 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/527585470625874548
https://steamcommunity.com/games/1133870/announcements/detail/527585470625874222
https://steamcommunity.com/games/1133870/announcements/detail/527585470625874008