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Space Engineers 2 News

Dev Diary & Hotfix 1.2.200.4730


[h2]Hotfix 1.2.200.4730 has been released![/h2]


Stability
  • Fixed a crash when switching tools
  • Fixed a crash in render
  • We are solving Target-based grid control edge cases
  • Color picker will be included in undo-redo for paint gun in a future update
  • Character is not holding a Gun correctly while using the jetpack
  • After entering a cockpit for the first time after starting the game, the character may peek through the cockpit - this will be fixed in an upcoming update.
  • Keyboard and mouse controls are not customizable yet, but they will be!
  • Toolbar block groups and sizes (block selection via R key) are a temporary mechanism and will be redesigned in a near update.
  • 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.
  • Performance
    • Performance optimization is ongoing. For Alpha release, we’re targeting 16x Red Ship grids at 60 FPS on recommended hardware.
    • Autosave may cause brief lags during gameplay.
    • 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.
  • Space Engineers 2 Workshop
    • In-game Blueprint interface - Additional features and improvements will be introduced based on player feedback.
    • Displaying Steam Workshop Collections in-game is planned.
    • Blueprint screen refresh can be slow in some cases - it should be fixed in the next update.
    • Your owned Private items are not currently visible in the in-game Workshop browser.
    • We are addressing edge cases where re-publishing, renaming, tag display in the Steam interface, and sorting may not work as intended.
    • Offline mode improvements - we are working on better handling when Steam is offline.
  • 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.
  • Some blocks are decorative-only for now (for example, the Assembler is present but cannot produce components)
  • The inventory system will be implemented in a future update
  • Fracture models will receive additional visual updates in future versions.
  • The paint tool’s limited palette is temporary; future updates will include RGB/HSV color settings and custom palettes.
  • Work on enhanced sound effects is ongoing, including jetpack audio
  • The Alpha releases in English language, more localizations will follow
  • Tutorials will be added closer to the end of development.

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




  • Space Engineers 1: The Fieldwork Update release is around the corner!

    [previewyoutube][/previewyoutube]
  • VS 1.2 was released on Monday and it seems players are happy with our choices: target based grid control, off-center camera, and more!

  • Dampener curves - A month ago (after we reworked the target based grid control and also the thrusters), I felt that the deceleration/dampening of the gyro and thrusters didn't feel good, the follow (slowing down) was too long and slow, and I wanted something steeper, with stronger end - but at the same time not instant cut and not linear feel. So I scheduled a call with Logan (one of our gameplay programmers), to configure those curves and playtest it, but after a few minutes we realized the curves actually feel quite good (both thrusters and gyros), so we left it as it is (what you have in VS 1.2). I think that they got fixed by designers in the meantime, after configuring gyro and thruster parameters a bit. I was quite relieved because this could have turned into a never-ending battle.

  • Mike (our concept artist) is finishing the concept of one of the main characters. What do you say? He belongs to the Legion of Engineers faction.

  • Had a discussion with Mikko (our level designer) and the designers, and we will try to add simple objectives to the Creative Mode, like repair this ship and transfer it to that cave station, or fly through an obstacle course, shoot the target figurines, etc. The reason is to give players some goals, something to do beyond open-ended creation. The plan now is roughly 1 hour of objective-based gameplay, and we will evaluate it later. Most likely in VS 1.6 (PS: everything is subject to change) I am looking forward to this. We already have a prototype of our Mission Scripting Framework done, and it worked on some missions, but now the focus is VS 2, so there wasn't time to develop it further. However, it seems that the objectives for Creative mode can be done with what we currently have.
  • We want SE2 to be much more goal oriented, with specific measures and progression players will want to strive for. SE1 is more open ended, players make their own goals. SE2 will have a meta loop and progression, with some measures that players can understand and strive for. This week we were finishing discussions on this topic with the designers, and I feel very good about the current direction of it. Will let you know later.
  • We finished the design of safe speed. Safe speed is already in the game, collisions under 20 m/s don't cause damage. But we need to go further: we need to communicate it well on the HUD, plus there will be an "adaptive cruise control" system for setting up the max speed (so you don't go beyond safe speed), or you match your speed with some other grid, etc.
  • We set the main principles of the new build planner, block packages, and area welding. It's a huge topic, and it still has to be written as a design doc, but in general:
    • Players can use assembler to output "block packages" (which is basically a block inside the inventory, so we will rename it to blocks). This will reduce the complexity of thinking, because you will see you have 3 gyros in your inventory, so you know you can weld three gyros. You don't have to go to the lower level of components. Of course, the component system from SE1 will stay as it is. Block packages are here just as another layer on how to simplify things.
    • We will also keep "backpack building" we already prototyped in SE2: building from raw ore, where the backpack automatically turns the ore into components and you weld the block without worrying what kind of components you need.
    • Build planner will automatically add blocks you are projecting to the planner queue, and then you can with one click retrieve those queued items from some inventory or order their production. We really want to streamline this process, make it as intuitive as possible, so players can just use it without thinking. This is one of the things that bothered me in SE1.
    • Area welding: different welders will offer the ability to weld an area (more blocks at the same time) instead of point welding, where only one block at a time is welded and only where you point at.




🛠️ 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/499444389996659942
https://steamcommunity.com/games/1133870/announcements/detail/512953841353754357
https://steamcommunity.com/games/1133870/announcements/detail/512954475614307366

💻 Space Engineers 2 Alpha - Hotfix 1.2.200.4728


[h2]Hotfix 1.2.200.4728 has been released![/h2]


Stability
  • Fixed a crash when deleting a blueprint after replacing it
  • Fixed a crash in the Select World screen
  • Fixed a crash related to light particles
  • Fixed crashes in analytics
  • Fixed a crash related to the cockpit HUD
Performance
  • Fixed a freeze during large-scale destructions
Functional
  • Fixed an issue where small ships were taking excessive damage when colliding with obstacles
  • Fixed an issue where transitioning from confirming a blueprint selection to the Blueprint Details screen took 2 seconds
UI
  • Fixed an issue where default audio volumes were not set to 100
Audio
  • Fixed an issue where fast item removal from the toolbar produced quieter sound
Animation
  • Fixed an issue where the character played a walking animation on a moving grid
Render
  • Fixed an issue where the game did not notify the user about the cause of a crash when using outdated NVIDIA graphics drivers


  • We are solving Target-based grid control edge cases
  • Color picker will be included in undo-redo for paint gun in a future update
  • Character is not holding a Gun correctly while using the jetpack
  • After entering a cockpit for the first time after starting the game, the character may peek through the cockpit - this will be fixed in an upcoming update.
  • Keyboard and mouse controls are not customizable yet, but they will be!
  • Toolbar block groups and sizes (block selection via R key) are a temporary mechanism and will be redesigned in a near update.
  • 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.
  • Performance
    • Performance optimization is ongoing. For Alpha release, we’re targeting 16x Red Ship grids at 60 FPS on recommended hardware.
    • Autosave may cause brief lags during gameplay.
    • 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.
  • Space Engineers 2 Workshop
    • In-game Blueprint interface - Additional features and improvements will be introduced based on player feedback.
    • Displaying Steam Workshop Collections in-game is planned.
    • Blueprint screen refresh can be slow in some cases - it should be fixed in the next update.
    • Your owned Private items are not currently visible in the in-game Workshop browser.
    • We are addressing edge cases where re-publishing, renaming, tag display in the Steam interface, and sorting may not work as intended.
    • Offline mode improvements - we are working on better handling when Steam is offline.
  • 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.
  • Some blocks are decorative-only for now (for example, the Assembler is present but cannot produce components)
  • The inventory system will be implemented in a future update
  • Fracture models will receive additional visual updates in future versions.
  • The paint tool’s limited palette is temporary; future updates will include RGB/HSV color settings and custom palettes.
  • Work on enhanced sound effects is ongoing, including jetpack audio
  • The Alpha releases in English language, more localizations will follow
  • Tutorials will be added closer to the end of development.

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/512953841353754357
https://steamcommunity.com/games/1133870/announcements/detail/499444389996659416
https://steamcommunity.com/games/1133870/announcements/detail/512954475614307366

Space Engineers 2 Alpha: Vertical Slice 1.2


Hello, Engineers!

Vertical Slice 1.2 is here and it brings another round of improvements to Space Engineers 2. This update introduces target-based ship controls, undo/redo for the paint gun, improved visuals for partial copy/paste, and an important improvement of jetpack boost mode.
You'll also find the new off-center third-person camera that gives you clearer visibility by keeping your character's head to the side, so it doesn't block your crosshair and target view. For ships, a similar vertical offset keeps your view unobstructed. And as always - there’s plenty more under the hood. Let’s take a look!

[previewyoutube][/previewyoutube]
[h3]Target-based Grid Control[/h3]
We've added target-based grid control to make flying ships feel more responsive and intuitive. When you rotate your ship toward a point in space using the mouse, new on-screen UI indicators are showing your current rotation and orientation. This makes precision piloting and maneuvering easier than ever. Unlike the previous version, which directly translated mouse movement to ship torque (making heavy ships require excessive mouse movement and feeling unresponsive), this new system ensures your ship responds consistently regardless of its mass.


[h3]Off-center 3rd Person Camera[/h3]
The new off-center third-person camera gives you better visibility and more control when piloting ships or moving on foot.
By default, the camera is set to the right side, but you can cycle between right, center, and left using ALT+V.
We’ve also lowered the minimum camera distance, making it easier to see in tight spaces without switching to first-person.


[h3]Paint Gun Undo-Redo[/h3]
The paint gun now supports undo and redo, letting you quickly revert or reapply recent color changes. Whether you're experimenting with new designs or fixing mistakes, this feature makes painting more user friendly.


[h3]Improved Visuals for Partial Copy/Paste[/h3]
Partial copy/paste now has improved visuals, making it easier to see exactly which blocks you're copying and how they'll be placed. This helps with precision building and reduces guesswork when working with complex structures.


[h3]Jetpack 2.0[/h3]
Jetpack 2.0 brings a more refined and responsive feel to movement. Boosting now has a short charge-up time, with a new charging indicator on the hydrogen bar and an orange highlight when ready. We've also added improved visual effects like camera shake and enhanced sound effects to make jetpack movement feel more powerful and immersive.




  • Target-based grid control, Improved Ship Controls
    • Added UI indicating ship rotation
  • Paint Gun Undo-Redo
  • Improved visuals for partial copy/paste
  • Jetpack 2.0
    • Jetpack boost has now a charge time for its activation, hydrogen bar has charging indicator and orange highlight
    • Added improved visual (Camera Shake) and sound effects to Jetpack boost
  • Off-center 3rd Person Camera
    • By default it is set to Right
    • ALT+V changes camera to right-center-left
    • 3rd person camera minimal distance is now lower
    • Better visibility in 3rd person view
  • Added scroll through toolbars (CTRL + ALT + Mouse Wheel)
  • Added multiple sound effects (example: GUI/UI sounds, toolbar sounds, radial menu sounds, grid impact sounds, explosions)
  • Added visual icons to Dynamic Hits
  • Added multiple first-person and third-person animations (jumping, debug gun, paint gun)
  • Added Debug Gun model, muzzle effects
    • Debug gun now damages Voxels
  • Improved Voxel destruction effects
  • Shifted 3rd person camera view when sitting in the cockpit
  • Added First Person view character shadows
  • Added visual effect when block is removed
  • Added Inverse Kinematics for character model (still work in progress in edge cases*)
  • Removed VariableRefreshRate from Display options
  • Removed the quickstart option from the main menu


  • We are solving Target-based grid control edge cases
  • Color picker will be included in undo-redo for paint gun in a future update
  • Character is not holding a Gun correctly while using the jetpack
  • After entering a cockpit for the first time after starting the game, the character may peek through the cockpit - this will be fixed in an upcoming update.
  • Keyboard and mouse controls are not customizable yet, but they will be!
  • Toolbar block groups and sizes (block selection via R key) are a temporary mechanism and will be redesigned in a near update.
  • 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.
  • Performance
    • Performance optimization is ongoing. For Alpha release, we’re targeting 16x Red Ship grids at 60 FPS on recommended hardware.
    • Autosave may cause brief lags during gameplay.
    • 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.
  • Space Engineers 2 Workshop
    • In-game Blueprint interface - Additional features and improvements will be introduced based on player feedback.
    • Displaying Steam Workshop Collections in-game is planned.
    • Blueprint screen refresh can be slow in some cases - it should be fixed in the next update.
    • Your owned Private items are not currently visible in the in-game Workshop browser.
    • We are addressing edge cases where re-publishing, renaming, tag display in the Steam interface, and sorting may not work as intended.
    • Offline mode improvements - we are working on better handling when Steam is offline.
  • 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.
  • Some blocks are decorative-only for now (for example, the Assembler is present but cannot produce components)
  • The inventory system will be implemented in a future update
  • Fracture models will receive additional visual updates in future versions.
  • The paint tool’s limited palette is temporary; future updates will include RGB/HSV color settings and custom palettes.
  • Work on enhanced sound effects is ongoing, including jetpack audio
  • The Alpha releases in English language, more localizations will follow
  • Tutorials will be added closer to the end of development.


  • Community Hub: https://2.spaceengineersgame.com/space-engineers-2-community-hub/




Stability
  • Fixed a crash in Havok
  • Fixed a crash when changing V-sync setting
Performance
  • Fixed a performance issue when placing a block
  • Fixed a performance issue when a large ship crashed into a static grid
  • Fixed a performance issue when partially copying a grid
  • Fixed a freeze when performing high-load activities on a slower HDD
  • Fixed a freeze when moving from a standstill inside a large grid
Functional
  • Fixed an issue where blueprints could be assigned to an empty hand slot (Tile 0)
  • Fixed an issue where Shift + G didn’t open the blueprint screen in spectator mode
  • Fixed an issue where the "Create Blueprint" overlay could get stuck
  • Fixed an issue where the confirmation dialog was missing when trying to delete published worlds
  • Fixed an issue where publishing an item with a large thumbnail file failed with an unspecified error
  • Fixed an issue where a Workshop world threw an error when launched while still downloading
  • Fixed an issue where Landing Gear incorrectly displayed lock options after splitting a grid
  • Fixed an issue where the "New Grid" option allowed blocks to be placed where they shouldn't be
  • Fixed an issue where it was possible to place a block partially inside another grid
  • Fixed an issue where symmetry mode failed to place blocks correctly
  • Fixed an issue where the character slid on uneven asteroid surfaces despite having magboots on
  • Fixed an issue where grids remained static after disconnecting them from voxels
  • Fixed an issue where a dynamic grid could be connected to voxels
  • Fixed an issue where the character was affected by gravity even though the HUD displayed 0 gravity
  • Fixed an issue where aiming in first-person view was not smooth
  • Fixed an issue where a static spectator couldn't control a ship
  • Fixed an issue where the Paint Tool remained stuck in active mode
  • Fixed an issue where grids didn’t take impact damage
  • Fixed an issue where deformations carried over to undeformed parts of a grid when using partial copy
  • Fixed an issue where grids spun indefinitely after removing gyroscopes
  • Fixed an issue where the character’s speed was reduced to zero after exiting jetpack boost mode while still holding the W key
  • Fixed an issue where cockpit interactions were misaligned in spectator mode
UI
  • Fixed an issue where clicking the splash screen caused the Steam overlay to scale up
  • Fixed an issue where the Help screen’s advanced controls section displayed developer strings for several buttons
  • Fixed a typo in the name of a block in the Concordia Research Facility scenario
  • Fixed an issue where buttons became disabled after choosing not to overwrite a save file
  • Fixed an issue where the Blueprints and Workshop screens had inconsistent content widths
  • Fixed an issue where the capitalization of tooltips for location and visibility of Workshop items was inconsistent
  • Fixed an issue where the Apply button could be clicked twice when changing the Adapter setting in Display options
  • Fixed an issue where the Select World screen's tile icons lacked tooltips
Audio
  • Fixed an issue where push sounds were cut off immediately after releasing a movement key
  • Fixed an issue where the large ship push sound was missing on the Red Ship
  • Fixed an issue where a crackling sound occurred when descending with a ship and colliding with a platform
  • Fixed an issue where the default music and sound volume levels were not properly balanced
  • Fixed an issue where Gyroscopes 0.5 m produced overlapping sounds
  • Fixed an issue where push sounds occurred when moving at max velocity
Particles
  • Fixed an issue where destruction particles either got stuck or didn’t appear when destroying a block
  • Fixed an issue where impact sparks didn’t appear after hitting fractures
  • Fixed an issue where the Paint Tool’s particles were offset
Render
  • Fixed an issue where the Voxel Hand preview left behind shadow artifacts
  • Fixed an issue where a voxel disappeared after changing graphics settings
  • Fixed an issue where Intel graphics drivers were not logged correctly
  • Fixed an issue where the cockpit flickered when selected




🛠️ 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/499444389996659416
https://steamcommunity.com/games/1133870/announcements/detail/512954475614307366
https://steamcommunity.com/games/1133870/announcements/detail/512954475614306758

Space Engineers 2: Vertical Slice 1.2 Arrives April 14!



Please join us for Space Engineers 2 Alpha: Vertical Slice 1.2 Release Livestream!



In survival, players will build in projection mode (so first as a projection, and then weld it). We need a particle effect for it, so here's one prototype.

[previewyoutube][/previewyoutube]
The new IK is great, but when you walk up stairs or ramp, in first person mode, the camera goes up and down, and what you stop it continues in the movement for a tiny moment, and this is precisely what we wanted to clean up in first person mode (no secondary movements in first person mode, just clean abstract camera sliding through space). So we will look on this in the future in the polishing phase.

This week we had our regular playtest, and things I focused on where:
  • Consumables - healing via medikit (automatic or manual)
  • Death - from health damage or collision, and respawn
  • Caves on the planets - we have a couple of caves but also a CSG merging algorithm, so we can merge (add or cut) many of them one through each other and create unlimited variations. They look good, realistic. What needs to get improved is the voxel material (stone) inside of the mountains (planet), it doesn't look pretty.
  • Shooting from the debug gun has now correct recoil and camera shake. But I also realized that the way we portray the gun on the screen is not what I am used to in other FPS games - so we will move the hand a bit forward, and more to the center. Right now it's obscuring too much of the screen space and also the angle feels off to me. Here I used new ChatGPT image generation model to illustrate how it could look (the input was the screenshot from game + prompt to move it further from camera and more to the center)

Nobody ever mentioned it but I think there's an audio lag in our GUI mouse over sound effect. Like, when you hover your mouse over buttons, it doesn't cling instantly, it feels laggy. We will be looking at it.

You will be able to switch between the toolbars via ALT + CTRL + Mouse wheel. I hope in future we find some simpler shortcut.

We also wanted to playtest ore detection mechanics, but that one got postponed to the next playtest.
The deco prototyping is going better than I hoped for (these are the blocks that are not our usual big Deco blocks; they more like small things you can use to make your interiors look not so blocky and simple; they are not purely decorative like a painting or vase, because they have structural function). I expect players will use them to create rich looking blueprints!



Equip and unequip animation is coming along nicely as well.

[previewyoutube][/previewyoutube]
More Flora!


And as always, I'm amazed by the beautiful things our players are creating!

https://steamcommunity.com/app/1133870/workshop/






🛠️ 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/512954475614307366
https://steamcommunity.com/games/1133870/announcements/detail/512954475614306758
https://steamcommunity.com/games/1133870/announcements/detail/512954475614306629

Weekly Update: Wide & Narrow Grated Stairs


Hello, Engineers!

This week we are introducing two new blocks that will help expand your building options!
The Wide Grated Stairs and Narrow Grated Stairs are now available. These new blocks are designed to match and work with the existing G-Screen-Structural-Catwalks, making it easier to build clean and connected walkways.

Next week, look out for the highly anticipated Vertical Slice 1.2 update, bringing various improvements to mechanics and interface refinements, coming April 14th!!

[previewyoutube][/previewyoutube]



Please join us for Space Engineers 2 Alpha: Vertical Slice 1.2 Release Livestream!




🛠️ 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/512954475614306758
https://steamcommunity.com/games/1133870/announcements/detail/512954475614306629
https://steamcommunity.com/games/1133870/announcements/detail/512953388622676258