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Space Engineers 2 News

Space Engineers 2: Modding Sneak Peek



Vertical Slice 1.5 – Modding is closing in, and we’re almost ready to put powerful new tools in your hands. Here’s a quick sneak peek at what’s coming:

[previewyoutube][/previewyoutube]



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https://steamcommunity.com/games/1133870/announcements/detail/512958914879292598
https://steamcommunity.com/games/1133870/announcements/detail/651444063625545214
https://steamcommunity.com/games/1133870/announcements/detail/651444063625545231

Space Engineers 2 Weekly Release: Bed & More Armor Blocks


Hello, Engineers!

The Weekly Release is here! Today’s update adds more decorative blocks to help you shape your builds and prepare for future survival gameplay.

We’re introducing the Bed block – decorative for now, but it will become functional in Vertical Slice 2. Alongside it, we’re expanding your armor palette with two new shapes: Armor Half Corner and Armor Half Tall Slope Inverted, perfect for refining details and adding more subtle geometry to your designs.

As always, all blocks are available now!

[previewyoutube][/previewyoutube]



This week's work was mainly about survival gameplay - discussion with the designers and playtesting what already works.


[h3]Resource Gathering[/h3]
Drilling and Ore Detection - The basics work! Now we need to polish it: better animations, particle effects, and voxel deformation (how terrain changes when you drill).
[h3]Building and Repairing[/h3]
Projection Building - This is different from SE1. You place blocks as semi-transparent holograms first - just projections without physics that you can walk through. Then you weld them block by block to make them real.

Why we went this direction: You see what you're building before spending resources, you can place entire Workshop blueprints as projections, and we can bring creative mode features like undo/redo into survival - since you're just manipulating projections, not actual blocks!

Build Planner Queue - Every projection you place gets added to a build queue. This queue can be sent to production blocks to craft the components you need. It's all connected!

Repair HUD - A new concept we're working on. The game compares your current grid against the original blueprint (or a saved snapshot), shows missing blocks as projections, and displays them on your HUD (similar to GPS markers). Should make repairs much more intuitive.

[previewyoutube][/previewyoutube]
[h3]Testing the Loop[/h3]
I've been playtesting this myself. Placed cockpit projections around me - some on ground, some in air (supporting truss blocks are added to keep the block while welding it). Then I mined iron and silicon and welded them using backpack building. Very satisfying to see your build take shape!

Note: Backpack building (direct crafting) is only for early game basic blocks. Later stages require manufactured components and/or block wrappers (which I may talk about next time).
That's it for this week!

[previewyoutube][/previewyoutube]




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https://steamcommunity.com/games/1133870/announcements/detail/651444063625545214
https://steamcommunity.com/games/1133870/announcements/detail/651444063625545231
https://steamcommunity.com/games/1133870/announcements/detail/512957645996427006

Space Engineers 2 Block & Survival Preview: The Smelter


Hello, Engineers!

This month, we’re giving you a first look at a brand new Space Engineers 2 block: the Smelter. With Survival mode coming in VS2, this block will convert raw ores directly into simple components - unlike its older sibling, Space Engineers 2 will omit the ingot stage.

The Smelter is the first step in the production chain: its output can be used directly as ingredients for certain blocks or passed along to the next stage - the Assembler. While primarily intended for stationary setups, the Smelter is also well-suited for use on medium-sized dynamic grids.

[previewyoutube][/previewyoutube]
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Space Editor is a handy standalone tool designed for fans of Space Engineers 2 who enjoy a bit of tinkering.

Currently it provides a simple way to edit key bindings, making it easier for players to tailor controls to their personal preferences. Another useful feature is the ability to unlock PCU limits, giving players more freedom to experiment with larger and more complex builds.

⚙️ https://github.com/InflexCZE/SpaceEditor

Additional features will be added over time. Space Editor is community project and contributions are welcome!





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https://steamcommunity.com/games/1133870/announcements/detail/651444063625545231
https://steamcommunity.com/games/1133870/announcements/detail/512957645996427006
https://steamcommunity.com/games/1133870/announcements/detail/512957012199343550

Space Engineers 2 Weekly Release: Hydrogen Thrusters, Armor Half Slope Inverted


Hello, Engineers!

The Weekly Release is here! Today, we’re adding new decorative blocks to expand your building options and enrich your creations!

The Small, Medium, and Large Hydrogen Thrusters are a decorative addition - for now they have the same performance as Ion Thrusters. They will provide propulsion for grids in both atmosphere and space by consuming hydrogen.

We’re also adding the new Armor Half Slope Inverted block, offering more shape variety to help you create ships and stations with unique angles and subtle visual enhancements.

As always, all blocks are available now!

[previewyoutube][/previewyoutube]



Every two weeks, we hold an internal team biweekly presentation where individual teams share their progress. This week’s session was particularly exciting!


Most of the SE2 team is working on VS2, focusing on planets and survival mechanics. Here’s some of what they showcased:
  • Procedural World Generator: This now spawns asteroid fields and rings with a realistic distribution.
  • Clouds: Already in-game and visible in many screenshots (though they’re still programmer-art clouds; artists will refine them later).
  • Planet Flora Generator: We now have grass and trees on planets! Currently, it’s just one type of tree everywhere, but artists are working on a flora library that includes dozens of trees, bushes, fynbos, plants, and even underwater flora.
  • Backpack Building and Welding: This feature is nearly complete, which is exciting because we’ll soon be able to playtest the full survival game loop and start iterating on improvements.

[h3]Water Team[/h3]
The water team gave what might be their best presentation yet. They showcased several impressive improvements:
  • Enhanced performance.
  • New marching cubes for the water surface.
  • New particle effects for dynamic water (think waterfalls and splashes from your ship).
  • Improved resolution of the water simulation, plus many other upgrades.

[previewyoutube][/previewyoutube]
[h3]Art and Visuals[/h3]
The artists made another pass on improving voxel materials for the planets, and the results are stunning—screenshots are starting to look photorealistic. On top of that, our planets are fully volumetric and destructible, allowing players to dig tunnels and add materials.


The new particle effects on the Hydrogen Thrusters look fierce, and new character models are in development, which are shaping up to be very cool.

[previewyoutube][/previewyoutube]
It’s been an exciting week, and I’m looking forward to seeing how these features evolve in the coming sprints!

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




Please join us for Space Engineers 2 Developer Livestream!

Image Credits: Detailed Tunnel Section by Manta




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https://steamcommunity.com/games/1133870/announcements/detail/512957645996427006
https://steamcommunity.com/games/1133870/announcements/detail/512957012199343550
https://steamcommunity.com/games/1133870/announcements/detail/512957012199342562

Weekly Release: Large & Small Ore Detector, Dev Diary


Hello, Engineers!

This week’s update adds the Large and Small Ore Detector models. In future Survival mode, they will be used to locate nearby ore deposits.

Be sure to check it out - all blocks are available now!

[previewyoutube][/previewyoutube]



The team is almost finished with VS 1.5 Modding (should be completed this week, and then a few weeks of testing will begin). With this milestone approaching, everyone is now shifting focus towards VS 2 - Planets and Survival, which I'm personally very excited about.

Some of the basic loops in the game are already working well during our internal playtests: the ore detector now elegantly displays ore locations on your HUD, you can drill ore, and the inventory screen allows smooth movement of items between inventories and grids. During yesterday's playtest, we focused on refining the grid roll function (Q/E keys) which many of you noticed wasn't fully implemented. I'm pleased to report it's now working as intended.

The art team is polishing voxel materials for planets - cliff materials, grass, soil, sand, and more. I'm genuinely impressed with how planets look from orbit and from 1-2 km distances - the view is breathtaking. However, we still have work to do in the middle distance range (200-2000m), where some material detail patterns don't quite match the scale. This is the kind of subtle polish that will make a huge difference in the final experience.

[previewyoutube][/previewyoutube]
[h3]Turning SE2 into a Game: Core/Meta Loops & Progression[/h3]
This topic has become my personal priority. Many systems in SE2 are already solid and polished, so now it's time to "turn it into a game" with meaningful, satisfying loops.

Core loops in SE2 encompass exploration, engineering, combat, and various combinations of these activities. A key design principle we're implementing is accessibility - ensuring the first experience with engineering isn't overwhelmingly complex, which might discourage new players. We're designing a progression from simpler engineering tasks to more complex challenges as players gain experience, but importantly, players are free to progress in any direction they want. The game will gradually introduce more complexity and challenges, but you'll never be forced down a specific path.

Let me walk you through a concrete example: Imagine spawning on a planet where your HUD objectives guide you to a ship projection. The interface intelligently directs you to nearby resource locations. You mine ore and then use backpack building (which automatically converts raw ore to components for basic blocks) to weld the projection block by block. Within minutes, you've constructed your first ship, and your HUD guides you to the next objective. Of course, this is just one optional path - you're always free to ignore these suggestions and forge your own way through the universe.

This engineering core loop creates satisfying and rewarding moments every few minutes. It's something players will repeat regularly, so we're meticulously fine-tuning it to ensure it remains engaging. This is just one example - we have numerous core loops designed with the same care.

Meta loops provide longer-term goals. You might accept a mission, travel to a specific location, solve various challenges (exploration, combat, engineering), receive rewards, and then progress to the next mission. Through this journey, you'll unlock new areas and advance your colonization index - a visual map showing which regions of Almagest you've already colonized. This provides intuitive, visual progression feedback without resorting to arbitrary gates.

Progression in SE2 isn't about arbitrary skill trees or artificial restrictions. Our philosophy is to gradually introduce complexity, allowing players to learn the game's systems organically while providing clear visual indicators of progress. We respect player intelligence while ensuring the learning curve doesn't become a learning cliff.

What I've described is just a glimpse into the ongoing design discussions we're having. Another major topic we're currently brainstorming is the combat meta and core loops - examining why players would attack or defend, what challenges they'll face, what rewards they'll receive, optimal combat frequency and distance, and whether combat should be automated or manual. These decisions will fundamentally shape the SE2 experience.

What aspects of SE2's core loops are you most excited to experience? What other topics are you interested in? I'd love to hear your thoughts.

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

[previewyoutube][/previewyoutube]



Please join us for Space Engineers 2 Developer Livestream!

Image Credits: SB-19 CLAYMORE by SonOfaWitch71




🛠️ Feedback & Support - https://support.keenswh.com/
🗺️ Roadmap: https://2.spaceengineersgame.com/roadmap-2/#current
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📫 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/512957012199343550
https://steamcommunity.com/games/1133870/announcements/detail/512957012199342562
https://steamcommunity.com/games/1133870/announcements/detail/512956388211687965