1. Space Engineers 2
  2. News

Space Engineers 2 News

Space Engineers 2 VS2 Sneak Peek



So many blocks, so many construction stages, so little time…


[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]



[h3]Join us this Monday for the Space Engineers: Apex Survival Update release![/h3]

[h3]📅 Monday, September 8th, 5 PM UTC[/h3]

🛰️ Twitch: https://twitch.tv/keencommunitynetwork
🛰️ YouTube: https://youtube.com/user/SpaceEngineersGame
https://steamcommunity.com/games/244850/announcements/detail/499453279763169534

Before the update goes live, enjoy exclusive previews from our amazing community.

[previewyoutube][/previewyoutube]



🛠️ 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/512967793587520180 https://steamcommunity.com/games/1133870/announcements/detail/512967793587519913 https://steamcommunity.com/games/1133870/announcements/detail/563632115450643052

Space Engineers 2 Preview: Verdure Sunrise


Hello, Engineers!

Up next on our roadmap is Vertical Slice 2, which introduces the first phase of the Space Engineers 2 survival experience, the colonization and mission system, and two brand-new planets for you to explore: Verdure and Kemik. This early version of survival will lay the groundwork for all the core systems, including the new Almagest colonization features. We're accelerating development to get it into your hands soon, so you can start exploring - and pouring in your feedback, helping us shape the survival experience.

In the meantime, the planets are coming together beautifully, and we think it’s time for a sneak peek. Here’s your first look at the sunrise on Verdure. Still very much a work in progress, but it gives you a taste of the view you might one day call home in the Almagest System.

While you're watching, keep in mind: every inch of the planet is destructible voxel terrain, and volumetric water is coming right after Survival & Planets!

[previewyoutube][/previewyoutube]
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!






🛠️ 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/512967793587519913 https://steamcommunity.com/games/1133870/announcements/detail/563632115450643052 https://steamcommunity.com/games/1133870/announcements/detail/512965890628650228

Space Engineers 2 Dev Diary: August 28, 2025


Welder character animations and welding particles are being refined right now to be ready for VS2. It’s a small detail on its own, but when you see the sparks, the motion, and the way the character interacts with the block under construction, it adds so much to the feeling of actually building. These incremental steps keep pushing the game closer to the survival experience we want you to have.

[previewyoutube][/previewyoutube]
We are also working on ragdoll physics. Right now it’s still a work in progress, but already it makes characters feel more dynamic and reactive. Seeing a body tumble, react to collisions, or get pushed around by the environment brings a new layer of believability.

[previewyoutube][/previewyoutube]
Another water development milestone: here you can see our testing “Yellow Submarine.”
Water is all around it – and there is no water inside! At first glance it might seem obvious, even a small thing, but in reality this is a huge milestone for the system.

[previewyoutube][/previewyoutube]
We heard you want more of those amazing Verdure screenshots – here you go:



[h3]Space Engineers 1 Free Weekend[/h3]
Also Space Engineers 1 Free Steam weekend starts today!



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/563632115450643052 https://steamcommunity.com/games/1133870/announcements/detail/512965890628650228 https://steamcommunity.com/games/1133870/announcements/detail/512965256196131053

Space Engineers 2 Weekly Release: Small Window Set


Hello, Engineers!

This week’s release expands your creative options with a brand-new Small Window Set. Perfect for adding detail, variety, and style to your ships and stations, these windows come in multiple shapes and sizes to suit any design.

Included in this set:
  • Window Flat 1.25 m
  • Window Slope 1.25 m
  • Window Slope Half 2.5 m
  • Window Triangle Side 1.25 m
  • Window Triangle Slanted 1.25 m
  • Window Triangle Slanted Inverted 1.25 m
As always, all blocks are available now!

[h3]This is our last Weekly Release for a while - all hands are now on deck for Vertical Slice 2: Planets & Survival.[/h3]

[previewyoutube][/previewyoutube]



We are ending or pausing weekly releases, which involve adding new blocks every Thursday, to minimize distractions and allow everyone to concentrate on VS2. This decision was also made because the weekly releases created complications in our branch merging process as we are finishing VS2. Artists and designers had to push each block twice – to both the public branch and the VS2 branch – leading to inconsistencies and requiring extra support time. We believe this time is better spent working directly on VS2.

[previewyoutube][/previewyoutube]
[h3]Overhangs and boulders[/h3]
One significant improvement I’m excited about is the introduction of overhangs. In Space Engineers 1, terrain was largely restricted to pyramid-shaped hills and simple rock formations. This limitation stemmed from defining the planet surface with a planetary heightmap, allowing only one parameter per voxel: its height.


With our new VRAGE3 engine, we can now generate natural-looking overhangs, cliffs, and more complex landscapes. This makes the planets feel much more alive and believable.

While we still utilize a planetary heightmap (a cube projected onto the planet where the height of each voxel/location is defined; a voxel’s size is 1 meter, and the current heightmap resolution is one pixel per 8 voxels, though a “detail heightmap” ensures an effective resolution of one pixel per 1 voxel, resulting in 1-meter resolution), the game also spawns small voxel storages of overhangs and boulders throughout the environment.


The procedural generator ensures these are placed in natural locations, enhancing the shapes of mountains, hills, flat areas, and canyons. The end result is that the surface is no longer merely 2.5D (the maximum achievable with a heightmap) but fully 3D. Additionally, we have caves, as the game now also subtracts from the surface to generate them.

[previewyoutube][/previewyoutube]

[h3]Material Transitions[/h3]
Artists are enhancing the visual quality of planetary voxel material transitions. In Space Engineers 1 (SE1), material blending between voxels occurred simply over the surface of a single voxel (one triangle).

In Space Engineers 2 (SE2), these transitions can extend across multiple voxels and triangles. Additionally, a transition mask with height information allows for significantly more natural-looking material transitions.


We’ve also been expanding the internal VRAGE3 Editor. Here you can see editing planetary rings directly inside the tool. This is one of many incremental improvements that help us create richer worlds faster and more efficiently.

[previewyoutube][/previewyoutube]
Planetary rings are something I’ve wanted to try for a long time. They add scale and atmosphere to a system, and open up interesting design and gameplay questions.

Do you like the idea of planetary rings? Should they just be beautiful backdrops, or should they have resources and hazards hidden inside them?




Please join us for Space Engineers Developer Livestream!

Image Credits: [C-67] - Cumulus - Dropship by Sheddyshiba




🛠️ 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/512965890628650228 https://steamcommunity.com/games/1133870/announcements/detail/512965256196131053 https://steamcommunity.com/games/1133870/announcements/detail/512965256196129775

Space Engineers 2 Weekly Release: Sink


Hello, Engineers!

In this week’s release, we’re introducing another stylish addition to your quarters!
The decorative Sink Block is a standard-issue wash station that brings a sleek, refined finish to your interior spaces.

As always, all blocks and improvements are available now!

[previewyoutube][/previewyoutube]



Construction Stages & Construction Particles are coming together nicely for the VS2 Planets and Survival update. It’s one of those features that really makes the game feel alive – watching a block grow step by step, with sparks and dust flying as you weld it into existence.

It’s still work in progress, but I can already imagine how much more immersive survival will feel once this is in your hands.


[previewyoutube][/previewyoutube]
Verdure’s landscape is also constantly improving. The version we have now is almost unrecognizable compared to what it looked like just six months ago. Terrain shapes, colors, vegetation density – all of it has been improved on again and again. Every time I load into Verdure, I notice something new: a ridge line that feels more natural, a valley that catches the morning light just right, or a forest that feels alive instead of just “placed.”

It’s amazing to watch a planet go from a rough concept to something that feels like a real place you could explore and call home.


And here is the planet Verdure, with its amazing cloud formations and the glowing sunset line as seen from space.


Reactor destruction particles are shaping up nicely:

[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]
[h3]VS3 Water Update[/h3]
Most of the SE2 team is currently focused on VS2: Planets and Survival, but a smaller group – our Water team – is already deep into VS3: Water, which we aim to release a few months after VS2 launches. Fingers crossed.

I want to share a bit about how planning works in our team.

Before we start work on any update, we create a high-level vision document. This outlines:
  • The goals for the update
  • Key performance indicators (KPIs) – such as target retention, meaningful playtime, and session length
  • The audience we want to reach
For VS2, the focus is on players who enjoy real gameplay challenges and rewards, while also being clear internally whether we’re designing primarily for SE1 veterans or also bringing in new mainstream players.

For VS3: Water, our KPI is to introduce a completely new medium – water – that opens new gameplay possibilities in engineering, exploration, and mining, along with fresh challenges and rewards.

Once the vision is set, we break down the required tasks for each discipline:
  • Designers – Documentation, level design, gameplay tuning
  • Programmers – Gameplay features, engine changes
  • Art – New blocks, particles, animations, environment assets
  • Sound – New audio effects, underwater sound behavior
Each team lead estimates the man-days needed for their tasks. This often triggers back-and-forth discussions to clarify scope and cut low-value work, so we invest time in high-impact features – things that are fun, novel, essential, or improve performance. We then check if we have the manpower to meet the deadline and lock the plan.

The VS2 project plan has been locked for about nine months, with only small additions two months ago – such as the Colonization Map, Colonization Progress, Contracts, and Encounters – to extend meaningful gameplay beyond the first minutes and give players long-term goals.

The VS3 plan was recently updated and is now being finalized. Much of the Water team’s work was scoped long ago, but we’ve refined the details and adding tasks for the other teams:
  • Swimming animations
  • Submarines – fully sealed against water both visually and physically
  • Byblos – a new water-rich planet
  • Pressure simulation at certain depths
  • New blocks – pumps, ballast tanks, turbines, etc.
  • Water audio – splashes, underwater muffling, walking in water
  • Water-specific missions
  • Ore distribution in aquatic environments
  • Buoyancy and boat movement on the surface
  • Water system optimizations to ensure good performance

[previewyoutube][/previewyoutube]

We’re also adding non-water features to make VS3 even more exciting. While water itself is a huge addition – a completely new environment to interact with – we’re also working on:
  • Survival improvements (production system, oxygen, block wrappers, area welding)
  • New welder and grinder blocks
  • Weather effects
  • And more (I actually can’t share everything, because we are working on the plan as we speak)
Important disclaimer: The above is a snapshot of my current thinking, not a promise. Plans can change right up until release. I share this to keep communication open – not to “sell” you something in advance.

Full Blog Post: https://blog.marekrosa.org/2025/08/mareks-dev-diary-august-14-2025/




Please join us for Space Engineers 2 Developer Livestream!

Image Credits: UNM - Tharsis Class Frigate by BeeTV




🛠️ 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/512965256196131053 https://steamcommunity.com/games/1133870/announcements/detail/512965256196129775 https://steamcommunity.com/games/1133870/announcements/detail/512964622466164020