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Space Engineers 2 News

Dev Diary - April 4, 2025

  • We released a much requested set of blocks this week ;)

  • The team is working on VS 1.2, VS 1.5 and VS 2, but I was focusing on other projects this week so I don’t have that many SE2 updates

  • We tweaked the 'acceleration-based camera shake' feature, which creates camera movement proportional to acceleration. Higher acceleration produces more shake.
    The feature is disabled for standard walking/running movements to prevent annoyance, but activates during higher-acceleration scenarios like boost jetpack mode or when piloting ships with powerful thrusters.
    Our next step is balancing the effect to provide meaningful feedback without becoming overwhelming. We're also carefully considering implementing similar effects for deceleration that enhance immersion without being excessive.

  • VRAGE Render team is doing few experiments with clouds



  • GUI and HUD prettification - we had a meeting with UI artist Alek, our game designers and programmers, to discuss specific changes to our GUI and HUD to make it consistent across the entire game, fix some UX issues and inconsistencies, and make it aesthetically pleasing. We ended up with a big list, so I'll mention only some:
    • Many screens don't have proper layout with good proportions or things like golden ratio
    • Back button is often over a horizontal line which makes you worry where it belongs (it breaks the Gestalt principle), the same for Load button in the Load game screen
    • There are too many font sizes so we will narrow it down to max 3-5 sizes and use only those across the entire game
    • There are too many colors (black, gradient of black, blue, blue with some green, etc.) so we will also narrow them down and make them consistent across the entire game
    • Text size in HUD (especially the tooltips) is probably too small for console players (they would probably not pass certification) so we need to improve that too
    • The biggest work will be to polish the screen layout of many screens (G-screen, Terminal, Game options, etc.) to be intuitive, things that belong together to be framed together, proper frame and background
    • Also we allow players to change the GUI background opacity which may make some screens unreadable on bright scenes, so we will be addressing this too.
    • I know that many players probably don't worry about this stuff but we want to be proud of our work, and we simply can't leave it like this!
  • Natiq and Mirko (our artists) are working on planetary textures and biomes. This is a big task, we still have many things we need to improve to make our SE2 planets look amazing. One thing that they proposed and we are considering is the terrain displacement in the far distances. I am not sure yet which way we will go (we can do it only visually, we can do it in terrain data - in voxels) but I think it’s very important for visual pleasure!





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https://steamcommunity.com/games/1133870/announcements/detail/512954475614306629
https://steamcommunity.com/games/1133870/announcements/detail/512953388622676258
https://steamcommunity.com/games/1133870/announcements/detail/512953841353753612

Weekly Update: Conveyor Tubes, Adaptors


Hello, Engineers!

This week we’re adding a much-requested set of blocks - Conveyor Tubes and Adaptors. These new blocks let you start wiring up your ships for survival, making them more and more survival-ready as we move toward VS2.

Conveyor Adaptor Straight
A straight conveyor block with large ports on each end and small ports on all four sides - top, bottom, left, and right.

Conveyor Adaptor End
Connects large conveyor ports to small conveyor ports, allowing transitions between conveyor sizes.

Conveyor Tubes (13x)
A set of basic conveyor blocks in both large and small sizes. Some variants include access hatches, which can be used as interaction points for the conveyor system - and in the future, the inventory system.

[previewyoutube][/previewyoutube]



Please join us for Space Engineers 2 Developer Livestream!

Image Credits: Hammer-head by fish




🛠️ 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/512953388622676258
https://steamcommunity.com/games/1133870/announcements/detail/512953841353753612
https://steamcommunity.com/games/1133870/announcements/detail/512953388622676244

Space Engineers 2: Planetary Flora Sneak Peek



We’ve made progress with planetary flora in Space Engineers 2! Wind animations have been added, bringing more life to the environment, and we’ve extended flora draw distance through the VRAGE3 Render system.

Please keep in mind that what you see is still a work-in-progress and not the final version - there’s more to come!

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
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https://steamcommunity.com/games/1133870/announcements/detail/512953841353753612
https://steamcommunity.com/games/1133870/announcements/detail/512953388622676244
https://steamcommunity.com/games/1133870/announcements/detail/586136154494994350

Dev Diary - March 27, 2025



VS 1.2 is almost done. Work is frozen now, so we are just doing the last rounds of testing.

We’ve started work on improving the jumping animation. The current problem is that we only have one animation, irrelevant of whether the jump starts from the left leg or the right leg. The result is that it feels unnatural and quite bad, to be honest. Our solution will be to detect which leg the character will land on (left or right) and then play the corresponding animation. We will have to do this for walk, run, and sprint animations.

I am amazed by everything our players are creatively building in SE2. Some recent examples:


Emotes will come to the game soon, in VS 1.6. But the main motivation isn’t just so you can play the emotes. The real reason is that we want to be able to play arbitrary animations in-game. This will allow us to use them in trailer production, have characters do specific things, and move us towards more story-oriented trailers. This system should also include “two-character animations,” allowing, for example, two characters to interact during a trailer.



Voxel debris will be coming soon.

[previewyoutube][/previewyoutube]
Consumables are coming to Survival in VS2.

[previewyoutube][/previewyoutube]
Flora rendered in the distance.


Wind in grass – I really have to share this, it just feels so amazing!

[previewyoutube][/previewyoutube]
Target Base Gyro is coming to VS 1.2! (Sorry to mention it so many times, but I think this will improve ship piloting very much.)

[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]
Off-center camera (another feature very close to my heart!) coming to VS 1.2 soon!

[previewyoutube][/previewyoutube]
We are prototyping a new kind of detailed decorative block that will help you design interiors and exteriors to feel more like real places, not just structures made from 25cm armor blocks. Don’t get me wrong, 25cm armor blocks are great, but they can sometimes feel too blocky and low-poly. Real environments have a finer level of detail.


Some new foliage:


And here is subsurface scattering on the flora (a special shader that makes it look more real):

[previewyoutube][/previewyoutube]

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




🛠️ 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/512953388622676244
https://steamcommunity.com/games/1133870/announcements/detail/586136154494994350
https://steamcommunity.com/games/1133870/announcements/detail/586136154494993127

Weekly Update: Half Wall & Half Window


Hello, Engineers!

This is our very first Weekly Update for Space Engineers 2!
These smaller updates won’t change our existing roadmap or the plans for Vertical Slices – those remain our key development milestones. Weekly Updates are all about bringing you new blocks to broaden your building palette between Vertical Slice releases.

To kick things off, we’re adding two new blocks today: the Half Wall and Half Window blocks.
This is just the beginning – you can expect some much-requested set of blocks in next week’s release!

[previewyoutube][/previewyoutube]



Please join us for Space Engineers Developer Livestream!

Image Credits: dima.ventskowsky




🛠️ 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/586136154494994350
https://steamcommunity.com/games/1133870/announcements/detail/586136154494993127
https://steamcommunity.com/games/1133870/announcements/detail/586136154494992613