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Space Engineers 2 News

Marek's Dev Diary, Friday Livestream


Destruction improved a lot. Not just the fracturing system on blocks, but now you can use debug gun to destroy voxels (coming in VS 1.2).
The level of polish we're doing for SE2 is really amazing, and already it feels so good to do things in the game and get satisfaction from environment feedback (visual, audio, physics).

[previewyoutube][/previewyoutube]

Lukas did amazing work on new and reworked sounds, for example: absolutely amazing idle sounds for blocks (assembler, radio antenna (with a little something in it - go and check it once we release VS 1.2), gravity gen, reactor, etc), jetpack charge up and boost, destruction of solar panels, walking via crouching and sounds of clothes, new GUI and HUD sounds, destruction sounds (there are now so many variants - based on the block type (thin, thick, heavy, solar panel, etc) and also based on the distance to listener).

Target based gyro is done and will be available in VS 1.2. It's a new way of controlling rotation of your ships where you point the cursor and the ship rotates there. It's much more pleasant than the old way. There may be some edge cases (especially when ALT-rotating the camera angle) that we will be testing over time.


We balanced the health and damage thresholds for armor and functional blocks (non-armor blocks), made it more balanced (armor should be stronger than functional blocks) but at the same time you also want to see some damage on armor when you shoot it. Now it feels more balanced.

Acceleration-Based Camera Shakes - basically, camera should shake a little when you are accelerating (increasing speed). It's still not fully done, we will have to do another iteration.

Medbay, Death & Respawning - these are the first parts of Survival that already works. I mean, it has been in the game for at least 12 months, but now as we are preparing for VS2 (Planets and Survival), we need to finalize it all and polish. So now when I enable survival mode in game, I can manually respawn to my medbay (or medbay I selected as my home base), I can change suit color, recharge my health and other stats, and when I die, my backpack floats away.

First person mode and camera position and rotation without unwanted offset - it's done! Now when you look around in character mode in first person, it's just the camera rotating around, no more parallax effect. This is so correct!

Next Thursday we are starting with Weekly Updates. This is a new thing but it's basically similar to what we were doing with weekly patchmasses that some of you will remember. There's one difference: we will be focusing only on adding new blocks, with limited or no functionality (temporary). It's a way to keep new content flowing to the game between our bigger updates (vertical slices).




Please join us for Space Engineers 2 Developer Livestream!

Image Credits:


🛠️ 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/586136154494993127
https://steamcommunity.com/games/1133870/announcements/detail/586136154494992613
https://steamcommunity.com/games/1133870/announcements/detail/496064083797213315

💻 Space Engineers 2 Alpha - Hotfix 1.1.200.3832


[h2]Hotfix 1.1.200.3832 has been released![/h2]




Stability
  • Fixed a crash when exiting the game with Alt + F4 while in the Workshop screen
  • Fixed a crash when using undo-redo
Performance
  • Fixed an issue where the game could freeze when moving in large grids, improving overall responsiveness
Functional
  • Fixed an issue where a false success message was shown when saving with invalid characters


  • Space Engineers 2 Workshop
    • In-game Blueprint interface - Additional features and improvements will be introduced based on player feedback.
    • Published items are Public by default.
    • Displaying Steam Workshop Collections in-game is planned.
    • Blueprint screen refresh can be very 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.
  • 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 have additional Symmetry Mode fixes planned for VS1.2
  • 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)
  • 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.
  • 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.
  • Inverse kinematics (IK) is not yet implemented. Animations for uphill/downhill movement, jumping, and tools will be refined in the future 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.
  • Jetpack mechanics are being polished, including adjustments to boost, acceleration, sound effects, and camera shake is coming in VS 1.2
  • We continue to experiment with the off-center third-person camera for characters and ships.
  • Ship controls are functional but will be further refined with target-based gyroscope controls.
  • Character shadow in first-person mode is disabled temporarily and will be re-enabled in future animation updates.
  • Work on enhanced sound effects is ongoing, including jetpack audio, debug gun, ship sounds and destructions.
  • The Alpha releases in English language, more localizations will follow.
  • Sometimes character peeks through the cockpit - this will be fixed in the following update.
  • 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/586136154494992613
https://steamcommunity.com/games/1133870/announcements/detail/496064083797213315
https://steamcommunity.com/games/1133870/announcements/detail/518581441632667359

Marek's Dev Diary, Hotfix 1.1.200.3829


Hello, Engineers!

On Monday we released our first update (VS 1.1) - Steam Workshop. Now players can share their blueprints and worlds. I can see a lot of activity there.

We are now focusing on VS 1.2 and polishing the last few things, and then the testing period begins.

Our graphics team is hard at work on planetary features planned for Vertical Slice 2. They’re currently focused on improving flora draw distance and developing new foliage for a variety of biomes, including high mountains and savannas.


Today we are finishing the design for Dynamic Music. Here’s a short summary: The music system will feature dynamic tracks based on context, including missions, and sandbox exploration. Music selection will prioritize combat scenarios, playing faction-specific tracks if applicable, or generic combat music otherwise. Location-based ambient music will play when no combat is detected, with unique loops for different planets (Verdur, Byblos, Kemik) and biomes, underwater areas, and space. Combat and danger states will trigger specific loops with a 15-second cooldown before reverting to ambient music, while transitions from danger to combat or ambient to danger/combat are instant.

Adding support for emotes/animations + here you can also see the Inverse Kinematics on character’s feet:


We are improving the 3D UI for Partial copy selection. Currently it’s a bit confusing where the selection volume is because it is rendered without depth-testing. We will enable depth testing and also add more contrasted edges.


More and more survival mechanics are being added (for VS2), for example here is “manual respawn”. The block dropped after death is a current placeholder for the character backpack. ;)

[previewyoutube][/previewyoutube]
There’s a Brown Dwarf in the center of Almagest System, here’s how it will most likely look (The in-game side is just the first iteration - so far without any added effects).


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



[h2]Hotfix 1.1.200.3829 has been released![/h2]




Stability
  • Fixed a crash in grid physics
  • Fixed a crash when saving a world with "\" in the name
  • Fixed a crash when corrupting files in "UGCContentCache"
  • Fixed a crash when deleting a Steam blueprint assigned to the toolbar and relaunching the game
  • Fixed a crash in UGC
  • Fixed a crash in the render process
Performance
  • Fixed performance issues in analytics and block placer
  • Fixed a performance issue when exiting while a blueprint was being loaded into the world
Functional
  • Fixed an issue where deleted published worlds still appeared in the Select World screen


  • Space Engineers 2 Workshop
    • In-game Blueprint interface - Additional features and improvements will be introduced based on player feedback.
    • Published items are Public by default.
    • Displaying Steam Workshop Collections in-game is planned.
    • Blueprint screen refresh can be very 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.
  • 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 have additional Symmetry Mode fixes planned for VS1.2
  • 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)
  • 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.
  • 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.
  • Inverse kinematics (IK) is not yet implemented. Animations for uphill/downhill movement, jumping, and tools will be refined in the future 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.
  • Jetpack mechanics are being polished, including adjustments to boost, acceleration, sound effects, and camera shake is coming in VS 1.2
  • We continue to experiment with the off-center third-person camera for characters and ships.
  • Ship controls are functional but will be further refined with target-based gyroscope controls.
  • Character shadow in first-person mode is disabled temporarily and will be re-enabled in future animation updates.
  • Work on enhanced sound effects is ongoing, including jetpack audio, debug gun, ship sounds and destructions.
  • The Alpha releases in English language, more localizations will follow.
  • Sometimes character peeks through the cockpit - this will be fixed in the following update.
  • Tutorials will be added closer to the end of development.




Please join us for Space Engineers 2 Developer Livestream!


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/496064083797213315
https://steamcommunity.com/games/1133870/announcements/detail/518581441632667359
https://steamcommunity.com/games/1133870/announcements/detail/758396486688964703

💻 Space Engineers 2 Alpha - Hotfix 1.1.200.3827


[h2]Hotfix 1.1.200.3827 has been released![/h2]




Stability
  • Fixed a crash when corrupting files in "UGCContentCache"
Performance
  • Fixed a freeze in blueprints
  • Fixed a freeze in the render process
Functional
  • Fixed an issue where blueprints were not sorted correctly by date
  • Fixed an issue where workshop worlds threw an error when starting while they were still downloading
Render
  • Fixed an issue where the Main Menu blinked after navigating to or returning from sub-menus


  • Space Engineers 2 Workshop
    • In-game Blueprint interface - Additional features and improvements will be introduced based on player feedback.
    • Published items are Public by default.
    • Displaying Steam Workshop Collections in-game is planned.
    • Blueprint screen refresh can be very 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.
  • 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 have additional Symmetry Mode fixes planned for VS1.2
  • 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)
  • 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.
  • 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.
  • Inverse kinematics (IK) is not yet implemented. Animations for uphill/downhill movement, jumping, and tools will be refined in the future 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.
  • Jetpack mechanics are being polished, including adjustments to boost, acceleration, sound effects, and camera shake is coming in VS 1.2
  • We continue to experiment with the off-center third-person camera for characters and ships.
  • Ship controls are functional but will be further refined with target-based gyroscope controls.
  • Character shadow in first-person mode is disabled temporarily and will be re-enabled in future animation updates.
  • Work on enhanced sound effects is ongoing, including jetpack audio, debug gun, ship sounds and destructions.
  • The Alpha releases in English language, more localizations will follow.
  • Sometimes character peeks through the cockpit - this will be fixed in the following update.
  • 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/518581441632667359
https://steamcommunity.com/games/1133870/announcements/detail/758396486688964703
https://steamcommunity.com/games/1133870/announcements/detail/758396486688964701

💻 Space Engineers 2 Alpha - Hotfix 1.1.200.3825


[h2]Hotfix 1.1.200.3825 has been released![/h2]




Stability
  • Fixed a crash in Havok
  • Fixed a crash when opening the Load screen with a corrupted thumbnail
  • Fixed a crash in the toolbar
  • Fixed a crash when clicking on a blueprint previously deleted from the Steam Workshop in the browser
  • Fixed a crash in the blueprints system
  • Fixed a crash when the game cannot access a file
  • Fixed a crash in ray tracing
  • Fixed a crash when undoing blueprint placement
  • Fixed a crash when editing a blueprint
  • Fixed a crash in the render process
Functional
  • Fixed an issue where the hand with the tool briefly disappeared when used for the first time
  • Fixed an issue where removed tags could not be re-added to a blueprint
  • Fixed an issue where pressing the 'Place' button for blueprints showed no response by adding a 'Preparing for placement' loading dialog
  • Fixed an issue where the Blueprint Details screen didn't display the PCU for local blueprints
  • Fixed an issue where the 'Start New Game' button was not disabled when no world was selected in the 'Select World' screen
  • Fixed an issue where it was not possible to re-publish a local item after deleting the published version
  • Fixed an issue where loading large blueprints took a long time to get into the pasting mode
UI
  • Fixed an issue where tooltips for high-level categories in the G-screen appeared only in specific hover areas
Render
  • Fixed an issue where the game loaded a black screen after the alpha badge became corrupted
  • Fixed an issue where the game incorrectly recommended Microsoft Basic Render Driver as a better GPU on PCs below minimum requirements




The best way to provide your feedback is through our Support Portal
You can always find a direct link to the support portal from within the game - just press F1 to access the help screen!

This platform is your direct line to the developers and the Space Engineers community. Here, you can:
  • Create a Bugreport
  • Create a ticket with your Feedback/Idea
  • Vote on other ideas or bug reports
  • Comment and Interact with fellow players
  • Suggest solutions and provide valuable feedback to help shape the future of Space Engineers 2


  • Known Issues - will be hotfixed ASAP
    • Corrupted files in "UGCContentCache" can cause a game crash.
  • Space Engineers 2 Workshop
    • In-game Blueprint interface - Additional features and improvements will be introduced based on player feedback.
    • Published items are Public by default.
    • Displaying Steam Workshop Collections in-game is planned.
    • Blueprint screen refresh can be very 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.
  • 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 have additional Symmetry Mode fixes planned for VS1.2
  • 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)
  • 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.
  • 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.
  • Inverse kinematics (IK) is not yet implemented. Animations for uphill/downhill movement, jumping, and tools will be refined in the future 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.
  • Jetpack mechanics are being polished, including adjustments to boost, acceleration, sound effects, and camera shake is coming in VS 1.2
  • We continue to experiment with the off-center third-person camera for characters and ships.
  • Ship controls are functional but will be further refined with target-based gyroscope controls.
  • Character shadow in first-person mode is disabled temporarily and will be re-enabled in future animation updates.
  • Work on enhanced sound effects is ongoing, including jetpack audio, debug gun, ship sounds and destructions.
  • The Alpha releases in English language, more localizations will follow.
  • Sometimes character peeks through the cockpit - this will be fixed in the following update.
  • 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/758396486688964703
https://steamcommunity.com/games/1133870/announcements/detail/758396486688964701
https://steamcommunity.com/games/1133870/announcements/detail/518581441632665953