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Space Engineers 2 Weekly Release: Seat


Hello, Engineers!

This week’s release adds a new decorative block: the Seat. It will provide a place for engineers to sit without accessing grid controls – ideal for passenger compartments, communal spaces, or immersive ship interiors.

As always, all blocks and improvements are available now!

[previewyoutube][/previewyoutube]



First of all – thank you for all the feedback over the past weeks, and especially last week! The blog post about merging Story and Sandbox has sparked a lot of attention and thoughtful comments: Marek's Dev Diary - July 17, 2025

I appreciate how many of you took the time to think through the implications and share your reactions. Let me clarify a few important things, especially since the blog focused only on single-player, and may have left some questions open.


[h3]Story is Optional, Sandbox is Still King[/h3]
The idea is not to force a story or campaign on players who just want to build, explore, or set their own goals.
SE2 is still a sandbox-first game. The story is there if you want it.
You can accept missions from NPCs or the Contract Block - or simply play free-form sandbox.


Some of these missions are part of the Colonization of Almagest - our meta-progression loop. This system unlocks new areas, resources, blocks, upgrades, and more.
It’s not mandatory, but it’s a key way to grow your capabilities and unlock more of the world.

Separate from colonization, some missions push the story forward - including cutscenes and narrative moments.
The story layer is completely optional. If you ignore both the colonization missions and the story, you’ll have a pure sandbox experience.

You decide how deep you want to go - colonization, story, both, or neither.

[previewyoutube][/previewyoutube]
[h3]What About Multiplayer?[/h3]
The last blog post focused on single-player, but here’s our current thinking on multiplayer:
  • Co-op Story Mode: Your friends join your world. You play as Miro Sokol, and they’re your companions. Together, you experience your story.
  • Vanilla Sandbox Servers: On public or dedicated servers, the story is turned off. Nobody is Miro Sokol. Everyone starts freely, just like classic SE sandbox.

This design is still a work in progress and subject to change. But your feedback is helping us shape it in the right direction.

Let me know what you think about any of this. I read all your comments - it’s one of the best parts of my life.





Please join us for Space Engineers 2 Modding Showcase Livestream!

Image Credits: Glowing Sphere's by LazyNewf




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Space Engineers 2 Weekly Release: Small Storage Crate


Hello, Engineers!

This week’s release brings a new decorative addition to your hangars and bases – the Small Storage Crate! While cosmetic for now, it’s designed to become a small standalone storage container when Survival mode is introduced. It’s perfect for detailing interiors, outposts, or scattered loot areas.

As always, all blocks and improvements are available now!

[previewyoutube][/previewyoutube]



First of all - thank you for the 130+ comments on the combat system in last week's dev diary. I really appreciate it. You’re a great community. I love you for it.

And the same thanks goes for all the FTUE feedback the week before.


[h3]This week in our internal playtest:[/h3]
Asteroid Clusters - Asteroids are now grouped into clusters - soon they’ll be organized into proper asteroid belts and rings. This is part of a bigger plan to add structure to space using the Star Map (we’re now calling it the Colonization Map).

Multi-Character Emotes - These can be triggered from the debug screen (not available to players). We’ll use them in trailers and cutscenes. For example: two characters shake hands in a synchronized animation. Animators are also working on the facial rig now - for emotions and lip sync in cinematics.

[previewyoutube][/previewyoutube]
Hand Drill Animations - I've always wanted the hand drill to feel heavy and dynamic. When you push it into rocks, it should bounce and fight back. We realized we need three clear states:
  • Idle (just holding it)
  • Drill on, no contact (drilling into air)
  • Drill on, in contact (drilling into rock, bounces, etc.)

This should feel instantly gratifying - like hitting something with a crowbar in Half-Life. That same feedback loop. We’ll apply this to the grinder and probably the welder too.

Acceleration-Based Camera Shake - When piloting a grid or jetpack-boosting, the camera shakes slightly during acceleration and deceleration. It gives you that visceral sense of momentum - like engines pushing. It only triggers during velocity changes, not while cruising. We tuned it down a lot to avoid being annoying, but I think we still need to reduce it by 40%. I expect some veterans will hate it - so maybe we’ll add an option to turn it off.

Story and Sandbox Merge - We’ve decided to merge Campaign into Sandbox. Originally they were separate: Sandbox was colonization only, no story, no main characters - just systems and generic NPCs.

But now we realize that having a story outside of Sandbox would be a waste. It complicates production and splits our focus. So: no separate Campaign mode anymore. We’re putting the story into Sandbox.


[h3]So how will story work inside Sandbox? (SPOILERS!)[/h3]
  • It starts with a cutscene: who you are, what the Bering Project is, what Almagest is, who your brother is
  • FTUE begins - you repair your ship, build a small spaceship, and reach the Orbital Station
  • From there, you take contracts and missions that progress colonization of Almagest
  • Some missions push the story forward (not just colonization meta)
  • Cutscenes play at the beginning or end of key missions - but they will avoid anything that the player could have influenced (e.g., ship builds, destroyed stuff, character skins), because the cutscenes are pre-rendered
  • There will be datapads and hidden locations to reveal more of the world and its mysteries

I'm really looking forward to telling the story of Almagest. It’s deep, has a big twist, and is quite personal - shaped by how I see the world.

Complete Roadmap, Player Experience - Besides that, I’m looking forward to getting a full day just to dig deep into our "Complete Roadmap" - to lock in everything that needs to be in the final version of SE2, the version that leaves Early Access. The goal is to deliver a complete and well-balanced experience - and then keep expanding through updates, like always.

I'm also working on the Player Experience document - it’s a short doc (just a few pages), but it outlines how players should experience SE2, from the very first moment all the way to 50+ hours of gameplay.

Let me know what you think about any of this. I read all your comments - it’s one of the best parts of my life.

[previewyoutube][/previewyoutube]



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Space Engineers 2 Weekly Release: Locker & Hydrogen Thruster Particle Effects

[p][/p][p]Hello, Engineers! [/p][p]
This week’s release brings fresh style to your builds with a brand-new decorative block and some visual upgrades to existing ones!

A decorative Locker block is now available, offering a realistic touch for interior spaces with storage areas. It’s ideal for hinting at high-value gear inside!
The Hydrogen Thruster has received a visual upgrade, with improved flame particle effects that bring more intensity and motion to your ships.
Additionally, the Shower block got a polish! It now looks smoother and fits seamlessly into your creations.

As always, all blocks and improvements are available now!
[/p][previewyoutube][/previewyoutube][p]
[/p][p]This week we spent time discussing what combat should look and feel like in Space Engineers 2. Nothing is final yet. We're exploring ideas, identifying the pain points from SE1, and trying to define what kind of combat experience we actually want to build.
[/p][h3]What are we aiming for?[/h3][p]We started by outlining a few core principles that we think should guide combat design in SE2:[/p]
  • [p] Longer, more tactical engagements: Fights should take time - measured in minutes, not seconds. We want to avoid sudden one-shot kills and give players time to react.[/p]
  • [p] Preparation should matter: Players who scout, build defenses, or prepare ambushes should be able to generate unfair local advantages.[/p]
  • [p] Rock-Paper-Scissors balance: No single weapon or strategy should dominate. A system where different combat types counter each other could make battles more dynamic.[/p]
  • [p] Player feedback and clarity: You should know when you’ve hit something, what damage you’re doing, and what’s happening around you - without guesswork.[/p]
  • [p] Support both attack and defense playstyles: Offensive and defensive roles should both be viable, with tools and mechanics that support each side.[/p]
[p]With those principles in mind, we discussed possible features and mechanics that could support this kind of gameplay.
[/p][previewyoutube][/previewyoutube][h3]Combat Duration & Survivability[/h3][p]In SE1, a single cockpit hit could end the fight instantly. We’re thinking about ways to prevent this - possibly through shields or other durability layers that give players more time to react. The idea isn’t to make combat slower for the sake of it, but to make it more interesting and fair.
[/p][h3]Weapon Dynamics: Rock–Paper–Scissors[/h3][p]We explored a triangle-based balance model:[/p]
  • [p] Aimed/manual weapons beat automated turrets[/p]
  • [p] Automated turrets beat rockets/missiles[/p]
  • [p] Rockets/missiles beat aimed weapons[/p]
[p]This would encourage diverse ship builds and make strategic choices more meaningful, especially in PvP.
[/p][h3]Detection, Infiltration & Defense[/h3][p]We’d like players to have ways to detect enemies - not just through visual spotting but via tools like scanners or sensors. This also opens up infiltration gameplay, where a player could sneak into an enemy base or ship and gain an advantage. But for that to work, defenders need countermeasures - like surveillance systems, detection blocks, or hacking protection.

We’re also toying with the idea of hacking encounters as a mini-game or high-stakes mechanic during infiltration.

[/p][h3]Safe Zones & Risk Management[/h3][p]Safe zones came up a lot. We’re considering making them:[/p]
  • [p] Limited in size and availability[/p]
  • [p] Costly to maintain over time[/p]
  • [p] Slow to set up[/p]
[p]The idea is to preserve tension and avoid scenarios where players are untouchable. One suggestion was to have safe zone chips decay over time, even when stored, to prevent stockpiling. There could also be progression systems that allow players to expand their safe zones later in the game.
[/p][h3]Character vs Grid Combat[/h3][p]Another angle we’re still thinking about: how important should character combat be compared to grid combat? Should it play more like a shooter, or more like an engineering-driven encounter? Some ideas we’re toying with:[/p]
  • [p] Characters boarding grids and taking them over[/p]
  • [p] Combat-focused suit upgrades[/p]
  • [p] Dedicated tools for sabotage or infiltration[/p]
[p]There’s also potential to make enemy characters more visible or tagged on your HUD if they’re hostile - not allied - making encounters easier to track and respond to. [/p][previewyoutube][/previewyoutube][p]As always, these are early design discussions. Some of these systems may evolve, combine, or be cut entirely. But this is the direction we’re thinking about as we continue shaping SE2 into the game we’ve always wanted to play.

Let us know what you think combat in SE2 should feel like!


[/p][p]Please join us for Space Engineers 2 Developer Livestream! [/p][p]Image Credits: Generations by Bash


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[dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p]

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]



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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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