1. Space Engineers 2
  2. News

Space Engineers 2 News

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
📫 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/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

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