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Space Engineers 2 News

Weekly Release: Large & Small Ore Detector, Dev Diary


Hello, Engineers!

This week’s update adds the Large and Small Ore Detector models. In future Survival mode, they will be used to locate nearby ore deposits.

Be sure to check it out - all blocks are available now!

[previewyoutube][/previewyoutube]



The team is almost finished with VS 1.5 Modding (should be completed this week, and then a few weeks of testing will begin). With this milestone approaching, everyone is now shifting focus towards VS 2 - Planets and Survival, which I'm personally very excited about.

Some of the basic loops in the game are already working well during our internal playtests: the ore detector now elegantly displays ore locations on your HUD, you can drill ore, and the inventory screen allows smooth movement of items between inventories and grids. During yesterday's playtest, we focused on refining the grid roll function (Q/E keys) which many of you noticed wasn't fully implemented. I'm pleased to report it's now working as intended.

The art team is polishing voxel materials for planets - cliff materials, grass, soil, sand, and more. I'm genuinely impressed with how planets look from orbit and from 1-2 km distances - the view is breathtaking. However, we still have work to do in the middle distance range (200-2000m), where some material detail patterns don't quite match the scale. This is the kind of subtle polish that will make a huge difference in the final experience.

[previewyoutube][/previewyoutube]
[h3]Turning SE2 into a Game: Core/Meta Loops & Progression[/h3]
This topic has become my personal priority. Many systems in SE2 are already solid and polished, so now it's time to "turn it into a game" with meaningful, satisfying loops.

Core loops in SE2 encompass exploration, engineering, combat, and various combinations of these activities. A key design principle we're implementing is accessibility - ensuring the first experience with engineering isn't overwhelmingly complex, which might discourage new players. We're designing a progression from simpler engineering tasks to more complex challenges as players gain experience, but importantly, players are free to progress in any direction they want. The game will gradually introduce more complexity and challenges, but you'll never be forced down a specific path.

Let me walk you through a concrete example: Imagine spawning on a planet where your HUD objectives guide you to a ship projection. The interface intelligently directs you to nearby resource locations. You mine ore and then use backpack building (which automatically converts raw ore to components for basic blocks) to weld the projection block by block. Within minutes, you've constructed your first ship, and your HUD guides you to the next objective. Of course, this is just one optional path - you're always free to ignore these suggestions and forge your own way through the universe.

This engineering core loop creates satisfying and rewarding moments every few minutes. It's something players will repeat regularly, so we're meticulously fine-tuning it to ensure it remains engaging. This is just one example - we have numerous core loops designed with the same care.

Meta loops provide longer-term goals. You might accept a mission, travel to a specific location, solve various challenges (exploration, combat, engineering), receive rewards, and then progress to the next mission. Through this journey, you'll unlock new areas and advance your colonization index - a visual map showing which regions of Almagest you've already colonized. This provides intuitive, visual progression feedback without resorting to arbitrary gates.

Progression in SE2 isn't about arbitrary skill trees or artificial restrictions. Our philosophy is to gradually introduce complexity, allowing players to learn the game's systems organically while providing clear visual indicators of progress. We respect player intelligence while ensuring the learning curve doesn't become a learning cliff.

What I've described is just a glimpse into the ongoing design discussions we're having. Another major topic we're currently brainstorming is the combat meta and core loops - examining why players would attack or defend, what challenges they'll face, what rewards they'll receive, optimal combat frequency and distance, and whether combat should be automated or manual. These decisions will fundamentally shape the SE2 experience.

What aspects of SE2's core loops are you most excited to experience? What other topics are you interested in? I'd love to hear your thoughts.

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

[previewyoutube][/previewyoutube]



Please join us for Space Engineers 2 Developer Livestream!

Image Credits: SB-19 CLAYMORE by SonOfaWitch71




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https://steamcommunity.com/games/1133870/announcements/detail/512957012199343550
https://steamcommunity.com/games/1133870/announcements/detail/512957012199342562
https://steamcommunity.com/games/1133870/announcements/detail/512956388211687965

Weekly Release: O2H2 Generators & Armor Slopes, Dev Diary


Hello, Engineers!

This week’s update adds two essential survival blocks: the Large and Small O2/H2 Generators, which convert ice and water into usable Hydrogen and Oxygen gas.

We’re also expanding your building options with the new Armor Slope Transition Tip and its mirrored variant, letting you add even more detail and variety to your armor layouts.

Be sure to check it out - all blocks are available now!

[previewyoutube][/previewyoutube]




[h3]VS 1.5 Modding[/h3]
Next big update is VS 1.5 Modding. Here are some use cases that I was recently testing:
  • Replace the default skybox in the game - can be done in few clicks
  • Replace the texture on the default Medbay block with a chrome one
  • Add a new Medbay block to the game - so it shows as a new block in the G-screen
During this testing we discovered some bugs and some weird UX issues, which are getting fixed, so it was pretty useful. Here are few examples of Modding in action:

Space Engineers 1 Couch Model imported and material adjusted.


Gizmo control of dummies.


Thruster with a light and gyroscope built in - you are not restricted by entity type anymore!


And a view of terminal with both light and thrust override.


The reason why we decided to add modding so early was that SE was always about our community and our modders and we want to support them as soon as possible, and also we hope that it will add extra value to the game, and help grow SE2 faster. But it’s hard to say, maybe starting with Survival would be a better growth strategy. Hard to say.


[h3]Gameplay: Colonizing the Almagest System[/h3]
The heart of Space Engineers 2's gameplay is the new colonization system. We've divided the Almagest solar system into distinct regions, each offering unique resources, challenges, and opportunities. As you complete missions and establish infrastructure in these areas, you'll increase your "colonization index" – a measure of humanity's foothold in this distant star system. This creates a clear, visible progression path while maintaining the sandbox freedom that defines Space Engineers.

Every engineering project, exploration mission, and combat encounter contributes to your colonization efforts. Complete a power station? Your colonization index rises. Establish a mining outpost? The index grows further. Defend against threats? Your settlement becomes more secure. This system gives purpose to your engineering projects within the broader narrative of humanity's expansion.


We're framing this experience as "The New Space Race" – where players collaborate and compete to establish humanity's presence across Algamest. This creates natural objectives that are always visible and clearly communicated through mission markers, HUD indicators, and detailed objective panels. You'll always know what your current mission is, where to find essential resources, and what rewards await completion – all through intuitive visual guidance.

While Space Engineers 1 excelled at engineering, physics, and sandbox elements, SE2 will enhance these foundations with stronger gameplay loops and progression systems. We've designed the game to provide a satisfying rhythm of challenges and rewards – you'll experience meaningful accomplishments every few minutes rather than hours, keeping engagement high while building toward larger achievements.


We're implementing several accessibility features to support this vision:
  • Backpack building for direct ore-to-component conversion during construction
  • Enhanced projection building with our improved ghost block system
  • New build planner interface streamlining the engineering process
  • Redesigned blueprint system facilitating knowledge sharing between engineers
Block unlocking will be tied to both your colonization progress and your building achievements – construct basic components to unlock advanced ones, with region-specific resources enabling specialized technology.

We're also considering role-based specialization paths (Explorer, Engineer, Pilot, Industrialist) that would complement the colonization system while preserving the sandbox freedom SE is known for.

[previewyoutube][/previewyoutube]
Throughout all these changes, we're improving accessibility without compromising depth. Space Engineers 2 will be easier to learn but just as challenging to master – maintaining the engineering complexity our community values while welcoming newcomers to the universe we're building together.

Please let me know your thoughts - suggestions, questions. It’s time to start discussing the gameplay with you!

Full Blog Post: https://blog.marekrosa.org/

[previewyoutube][/previewyoutube]



Please join us for Space Engineers Developer Livestream!

Image Credits: Mech by freemelody0




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https://steamcommunity.com/games/1133870/announcements/detail/512957012199342562
https://steamcommunity.com/games/1133870/announcements/detail/512956388211687965
https://steamcommunity.com/games/1133870/announcements/detail/512956388211687485

Space Engineers 2: VRAGE3 Modding Tools Preview


Our next major update for Space Engineers 2 is Vertical Slice 1.5 - Modding. With it, we’re releasing the VRAGE3 Tools to the public - the very same tools our designers and artists use to build SE2. You’ll be able to create, modify, and experiment with blocks directly in the game engine.

Here’s an early look at what that process looks like in action - uncut footage of one of our designers creating a modded block from scratch. Stay tuned for more details soon!

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]



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https://steamcommunity.com/games/1133870/announcements/detail/512956388211687965
https://steamcommunity.com/games/1133870/announcements/detail/512956388211687485
https://steamcommunity.com/games/1133870/announcements/detail/512955743573377222

Weekly Release: Connectors & Armor Slope Transitions, Dev Diary


Hello, Engineers!

This week’s Space Engineers 2 update adds a set of key blocks: Connectors and new Armor Slope Transitions.

The Large and Small Connectors allow grids to lock and dock to one another, and will eventually support resource transfer once the inventory system is in place. The new Armor Slope Transition and its mirrored variant let you incorporate more unique angles and curves into your designs.
Be sure to check it out, as all blocks are available now!

[previewyoutube][/previewyoutube]



The Space Engineers 1 Fieldwork Update has been released! We’ve improved PvE Encounters, including a full rework of Cargo Ship and Unknown Signal encounters. This update also adds the new Prototech Fusion Reactor, a Small Oxygen Tank, and a Large Grid Small Connector – along with a wide range of quality of life fixes and improvements.



The Fieldwork Pack includes new decorative blocks with visuals ideal for building secret bunkers, mad scientist labs, mobile research outposts, and more. Perfect for engineers working off the grid.




  • Our water team is optimizing the simulation and making it more stable across various test cases (water dam, underwater base, aqueduct, submarine, etc.)
  • The water rendering looks much better now and more flat - making spherical water for a spherical planet was a very challenging task, but it's working well now
  • We'll soon need to start adding sound effects for water, which I think will be substantial work - we need to detect where water falls and splashes without over-spamming the audio system, plus create muffled sounds for underwater (though this part should be easier, just needing an "if" condition and a dynamic effect in FMOD)

[previewyoutube][/previewyoutube]
We've improved camera shake for both character and ship:
  • It feels great during jetpack flight - shaking during the initial charge-up period and during boost flight
  • It works for ship acceleration too, but it's currently too strong - we'll reduce it and implement a cooldown so after about 2 seconds it will gradually stop shaking or shake very little
  • We also plan to implement this for deceleration
  • The ship drill now causes rock debris to fly off when drilling asteroids

Our main focus is now on:
  • VS 1.5 Modding update - this will be amazing for modders and players, providing new tools to mod the game. We've done several playtests and the workflow is becoming more intuitive and simpler while maintaining freedom and flexibility
  • VS 2 - focusing on survival, planets, and real gameplay (at least the first stages). We're transitioning from polishing small creative mode details to the bigger picture of actual gameplay - turning SE2 into a game about space colonization with exploration, combat, and engineering. For me, this is the most important part and one of the main reasons for making SE2 - to reimagine the SE experience without constraints

Animations continue to see incremental improvements:
  • The debug gun now has better positioning and distance
  • We still plan to improve jump animation, uphill and downhill walk/run animations, tool usage (drill, welder, etc.), stopping animations, and more
  • First-person camera and animations are already very good, about 90% of our target quality

Full Dev Diary: https://blog.marekrosa.org/






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https://steamcommunity.com/games/1133870/announcements/detail/512956388211687485
https://steamcommunity.com/games/1133870/announcements/detail/512955743573377222
https://steamcommunity.com/games/1133870/announcements/detail/499444389996659942

Weekly Release: Prototype Door, Truss Blocks & Armor Shapes


Hello, Engineers!

It's time for a Weekly Release! Today, we're adding new blocks that will expand your building options and the functionality of your creations!

The Prototype Door now allows you to create functional doors that open and close, though it could require some dedication from skilled engineers. The Truss Blocks are lightweight, open-frame pieces that are great for building strong structures like frames and support beams. Last but not least, the new Armor Shapes let you create more visually striking ships and stations with unique angles and curves that elevate your designs.

Be sure to check it out, as all blocks are available now!

[previewyoutube][/previewyoutube]


Also, engineers, mark your calendars! On April 28th, Space Engineers gets the highly anticipated Fieldwork Update, bringing the vibe of scientific experiments, enhanced PVE encounters, and much more.

Please join us for the Space Engineers: Fieldwork Update Release Livestream!




🛠️ Feedback & Support - https://support.keenswh.com/
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➡️ Connect and find us on your platform of choice: https://www.keenswh.com/connect/




https://steamcommunity.com/games/1133870/announcements/detail/512955743573377222
https://steamcommunity.com/games/1133870/announcements/detail/499444389996659942
https://steamcommunity.com/games/1133870/announcements/detail/512953841353754357