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Space Engineers 2: Dev Diary - July 3, 2025


The main thing that's been occupying my thoughts is playtesting the First Time User Experience (FTUE) in SE2. The prototype is coming together nicely!

[previewyoutube][/previewyoutube]

== Spoiler Alert ==

Here's how the FTUE currently works: You spawn on Verdure planet with a GPS marker leading you to a cave. First, you'll need to dig out the entrance. Inside, you'll discover an unfinished small ship with several components shown as projections (thrusters, survival kit, etc.).



Your tasks include:
  • Mining ore within the cave
  • Using Backpack Building and Projection Building to weld the projected blocks
  • Finding batteries from a nearby stack and installing them in the ship for power
  • Expanding the cave entrance to fly out
  • Flying to a nearby mountain where an abandoned station awaits
  • Landing and transferring batteries to power up the station grid

This is where the prototype currently ends, but our goal is to create a 1-2 hour FTUE that concludes at the Orbital Station. After that, the freeform Colonization meta-loop begins.



The experience is guided by:
  • HUD objectives
  • GPS markers pointing to key locations

Our FTUE design goals (KPIs):
  • Teach players the basics
  • Make the process enjoyable (mining, welding, cave exploration)
  • Achieve first win (repaired ship & flight) within 5 minutes

The FTUE will evolve with future updates. Once we add water mechanics, we might revisit and redesign it entirely - we'll see when we get there.

While the prototype is functional, the team agrees it's currently missing that "WOW factor." We're brainstorming additional elements to make the experience more impactful.

If you have ideas for what would make this first experience more memorable, I'd love to hear them!

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

[previewyoutube][/previewyoutube]



🛠️ Feedback & Support - https://support.keenswh.com/
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https://steamcommunity.com/games/1133870/announcements/detail/822583385779083263 https://steamcommunity.com/games/1133870/announcements/detail/512962085601150070 https://steamcommunity.com/games/1133870/announcements/detail/512962085601149458

Space Engineers 2 Preview: The Fabricator & Survival Production Chain


Hello, Engineers!

This month, we’re giving you a first look at a brand new Space Engineers 2 block and future Survival production chain.

The new production system introduces a multi-stage process where every production block remains relevant as players advance. In the beginning, players can mine ore and start building immediately - when you weld with your Backpack, it automatically processes the ore into simple components in the background, so you can go straight from mining to construction.
For more efficient production, you can also use the Smelter to pre-process raw materials into simple components. These simple components are then combined in the Assembler to create complex components for building more advanced blocks.


As players progress and explore to find new raw materials, they will unlock the Refinery, which processes any raw material into refinery products. These refinery products can be combined with simple components in the Assembler to create complex components. The most advanced production happens in the Fabricator, which combines refinery products with complex components to create hi-tech components needed for the most advanced blocks in the game.

[previewyoutube][/previewyoutube]
The Gearforge is a specialized block designed for manufacturing character-related personal items. Depending on how advanced the personal items are, the Gearforge uses any type of component, from simple to hi-tech. Throughout this entire production chain, the Conveyors serve as the transport system, moving components from block to block automatically.

As we explained in the past - Space Engineers 2 is its own game, not just a "reskin" of Space Engineers 1. We're building new systems with the creative freedom to explore different approaches, including a fresh take on production. This new chain starts off simpler than in Space Engineers 1, but grows more complex and layered as you progress. It will be the foundation for the Space Engineers 2 survival experience – and of course, it will be fully moddable.

You'll be able to create your own production blocks and chains – whether you prefer something straightforward or highly intricate. We're working hard to make modding in Space Engineers 2 as easy and accessible as possible.

[previewyoutube][/previewyoutube]
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🛠️ Feedback & Support - https://support.keenswh.com/
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https://steamcommunity.com/games/1133870/announcements/detail/512962085601150070 https://steamcommunity.com/games/1133870/announcements/detail/512962085601149458 https://steamcommunity.com/games/1133870/announcements/detail/512962085601149277

💻 Space Engineers 2 Alpha - Hotfix 1.5.0.3086


[h2]Hotfix 1.5.0.3086 has been released![/h2]

[h3]PSA[/h3]
🚧 No Weekly Release this week, Engineers – the next one is coming Thursday, July 10! Stay tuned!




Stability
  • Fixed a crash when placing a blueprint that uses mods
Functional
  • Fixed an issue where re-publishing your own world or blueprint didn’t trigger the "Replace" dialog
VRAGE3 Mod HUB
  • Fixed a crash when starting the Mod SDK without the game installed
VRAGE3 Mod Editor
  • Fixed a crash when trying to edit read-only assets
  • Fixed an issue where it wasn’t possible to rename blocks in a mod project




Features and improvements we are actively working on:
  • World sometimes fails to load with outdated mods
  • Modding: Scripting and code APIs are not included yet, but they’ll be released later as development progresses.
  • Color picker will be included in undo-redo for paint gun in a future update
  • 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.
  • We are solving ship movement edge cases (jittering in slow speeds or too many gyros present)
  • 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: Displaying Steam Workshop Collections in-game is planned. 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
  • 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/512962085601149458 https://steamcommunity.com/games/1133870/announcements/detail/512962085601149277 https://steamcommunity.com/games/1133870/announcements/detail/512962085601149234

💻 Space Engineers 2 Alpha - Hotfix 1.5.0.3085


[h2]Hotfix 1.5.0.3084 has been released![/h2]




Stability
  • Fixed a crash when spawning Tanker Ship "Octopus" blueprint
  • Fixed a crash caused by unexpected client data
  • Fixed a crash when exiting the game
Functional
  • Fixed an issue where an error message appeared when exiting the Manage Mods screen before mods finished loading
UI
  • Fixed an issue where the "Activate" button was missing in a Mod's Detail screen if mods were not yet loaded in the Manage Mods screen
  • Fixed an issue where the wrong Mod Detail screen opened when both "Active" and "Available" mods were highlighted
Render
  • Fixed an issue where the Main Menu wasn’t fully loaded after startup, causing blank or blurry screens
VRAGE3 Mod HUB
  • Fixed a crash when deleting a mod in the Mod HUB after it was removed from the mod folder
  • Fixed a crash when trying to launch the game from the Mod HUB without it being installed on Steam
VRAGE3 Mod Editor
  • Fixed a crash when previewing a particle effect definition
  • Fixed an issue where assets disappeared after initiating and then canceling a search




28/06/2025
  • Fixed issue that made Mods with Vanilla data overrides inoperable




Features and improvements we are actively working on:
  • World sometimes fails to load with outdated mods
  • Modding: Scripting and code APIs are not included yet, but they’ll be released later as development progresses.
  • Color picker will be included in undo-redo for paint gun in a future update
  • 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.
  • We are solving ship movement edge cases (jittering in slow speeds or too many gyros present)
  • 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: Displaying Steam Workshop Collections in-game is planned. 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
  • 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/512962085601149277 https://steamcommunity.com/games/1133870/announcements/detail/512962085601149234 https://steamcommunity.com/games/1133870/announcements/detail/651444063625545073

💻 Hotfix 1.5.0.2983, Developer Diary


[h2]Hotfix 1.5.0.2983 has been released![/h2]

⚠️ The issue with Space Engineers 2 ModSDK Tools not showing up in Steam libraries has been resolved!

Please check your Steam library – the tools should now be visible and ready to use!






Stability
  • Fixed a crash when shooting at a Conveyor T-Junction 0.5 m
  • Fixed a crash when trying to open a port of a modded block missing a Conveyor component
  • Fixed crashes when viewing the detail screen of a Workshop item
Functional
  • Fixed an issue where pressing ESC did not display a warning message when adding or removing mods from a saved game
  • Fixed an issue where the Blueprint Details screen showed an old thumbnail after re-publishing
  • Fixed an issue where replacing a published blueprint did not work




Features and improvements we are actively working on:
  • World sometimes fails to load with outdated mods
  • Modding: Scripting and code APIs are not included yet, but they’ll be released later as development progresses.
  • Color picker will be included in undo-redo for paint gun in a future update
  • 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.
  • We are solving ship movement edge cases (jittering in slow speeds or too many gyros present)
  • 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: Displaying Steam Workshop Collections in-game is planned. 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
  • 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!




[h3]VS 1.5 - Modding for SE2[/h3]
This Tuesday we released VS 1.5 - Modding for SE2!

It was a big update because it allows modders to change the game just by modifying data. Modders can add new blocks, change existing blocks, textures, character models, skybox, sound and music, and other things.



I think our modding technology is quite amazing, because it's all data-driven. We released a HUB and Editor where you can do it all in WYSIWYG mode (with validation, templates, etc.), and your changes are validated—reducing the chances of breaking things. And it’s all Blender compatible - a very important thing for me, making the 3D modeling for SE2 accessible to everyone.
Thanks again to the team who delivered the Modding—it was really a big project and will serve the SE community for the coming decades!

[previewyoutube][/previewyoutube]
[h3]VS2 Planets and Survival[/h3]
This is our main priority right now.

SE1 didn't have an explicit meta loop, and this was a benefit (it kept the game pretty open and people focused on what they wanted to do) but also a disadvantage (some players actually want clear objectives and a visible success metric).



I feel pretty good about the final meta loop we designed:
  • your goal is to colonize Almagest, sector after sector
  • you see your colonization progress on the Colonization Map — the whole Almagest, sectors, planets, GPS locations, etc.
  • you colonize sectors by completing contracts/missions
  • contract types: engineering, exploration, mining, and in the future, combat too

This gives the ultimate purpose and end goal: Colonize Almagest. Everything will converge to this singular goal — and it's visual, tangible, and easy to understand and communicate. It's an end goal you can reach within a reasonable amount of time. And the game doesn't end there — it can continue in open-ended freestyle sandbox mode. You can keep building or just complete more missions.

I am interested in your feedback, so please leave your comments!

[h3]VS3 Water[/h3]
We are going through the final planning stages for VS3 Water — what still has to be implemented gameplay-wise, not just the water tech for VS3. Of course, water will be released after VS2 Planets and Survival, but we are working on them in parallel.

[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]
[h3]Help Shape the Future of Space Engineers 2[/h3]

We’d love to hear from you! We’re running a short poll to get your thoughts on the direction of Space Engineers 2, and your feedback will help us prioritize.

🗳️ Please take a moment to fill it out: https://forms.gle/TUP4MZ9VA3Nd1j7P6

Thank you for being part of the journey!




🛠️ 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/512962085601149234 https://steamcommunity.com/games/1133870/announcements/detail/651444063625545073 https://steamcommunity.com/games/1133870/announcements/detail/651444063625544979