Thursday, January 16, 2025

Marek's Dev Diary: 2025-01-16

What is this

Every Thursday, I will share a dev diary about what we've been working on over the past few weeks. I'll focus on the interesting challenges and solutions that I encountered. I won't be able to cover everything, but I'll share what piqued my interest.

Why am I doing it

I want to bring our community along on this journey, and I simply love writing about things I'm passionate about! This is my unfiltered dev journal, so please keep in mind that what I write here are my thoughts and will be outdated by the time you read this, as so many things change quickly. Any plans I mention aren't set in stone and everything is subject to change. Also, if you don't like spoilers, then don't read this.

Thursday 16.1.2025

Space Engineers 2

These are the main things I worked on recently:

  • Default Volume: We are reviewing the default volume settings (it’s a little strange the default value is 50 on a scale 0 to 100, so we need to rethink this)

  • Playtesting VS 1.2 (will be released sometime in next few months):

    • Block Rotation: We tested a new method for how controls map to block rotation directions. It's not clear yet if we will use it or stay with what's currently in SE2.

    • Undo/Redo for Paint Tool: You can now undo when you painted a block, a group of blocks, or an entire grid.

    • Accurate Interaction Dummies: When you aim at control elements (e.g., terminal, button), the game has to do raycast with the invisible dummy. If hit, it shows a highlight and allows interaction. The first implementation had problems leading to situations when you aim at the control element, but nothing happens. We improved it to consider only real geometry of the environment, and now it works flawlessly. Things like this are important for the predictability of experience.

    • Jetpack: We are improving the booster mechanics:

      • Added charge-up period with indicator and sound

      • Accelerate up to 300 m/s

      • We still have to add camera shake and improve sound effects

  • Planetary Terrain: Works on VS2 are starting, so we discussed how to improve material transitions. We have many ideas on how to make them more natural and also hide the resolution of the material map.

  • What are we doing on SE2 right now?:

    • Code freeze ended on 1.12.2024 - then we branched out. One branch is being repeatedly tested by our QA team and major bugs and crashes are fixed and cycle repeats. The other branch is for the next vertical slice, and the team is already adding features.

    • This means that what you will get on January 27 is a version from December 1, but after multiple retests and improvements.

    • Why we didn't want to release it immediately? We know that we need 1-2 months of testing, to ensure we are not releasing a buggy product.

  • Character Movement: We're working on acceleration and deceleration of the character in third person mode, adding some weight to it, and also making the animations more natural (nobody accelerates instantly). But I am not sure yet, we need to work on this more.

  • First-Person Animations: We have designed a proper solution for first person hand and tool animations (what’s currently in VS1 is temporary):

    • Separate character's upper body

    • Rendering:

      • Shadows from the first person torso are not cast onto the world

      • Shadows from the third person torso are not cast on the first person torso

      • Third person Torso is not rendered in the main view

      • Remaining world shadows cast on both bodies as usual

      • Reflections need to use the third person meshes

    • Separate state machine for characters on the client

    • Aiming Lag: Solves aiming lag because first person state machine (SM) is on the client

    • Pros:

      • Less work to set up the first person animations

      • Artists have complete freedom on how first person animations work now that the torso is on a separate SM

      • Potentially removes the need for Hand and Tool IK entirely

    • Cons:

      • Render needs to add support for new features

      • Engine programmers have to set up the new SM for the client side torso

      • Artists have to maintain two Animation Controllers

      • Performance impact for running two animators and rendering additional shadow map

      • QA have to test first and third person

      • Each weapon will need separate animation set, instead of using IK to allow sharing the animations

  • Learning from Others: I will shamelessly admit that we were checking Enshrouded and how are they doing their: Voxel terrain, Teselation, Sculpting of the material (hills, vertical walls, overhangs), Material transitions, Resolution of their voxels and more. In principle they do things similarly, but some things look better than on our SE2 planets.

  • New Character Model: I am sharing a character model I just received from artists. It’s for an NPC for an unannounced faction 


Friday, January 10, 2025

Space Engineers 2 - Steam Workshop Support

Space Engineers community,

I have good news to share: Space Engineers 2 will use Steam Workshop as its primary platform for user-generated content. This decision comes directly from listening to our community, particularly our content creators, who have expressed a strong preference for Steam Workshop.

Our initial plan to use Mod.io was driven by the goal of providing a unified backend for both PC and console platforms. However, your feedback made it clear that Steam Workshop's established ecosystem and features are crucial for our PC community. When our community speaks with such a clear voice, it's important for us to listen and adapt our plans accordingly.


Steam Workshop support will be added in our first major update (VS 1.1) after the Early Access launch on January 27. For our console players, we are evaluating the best approach to provide them with UGC access and will share more details as we progress.

Thank you for your passionate feedback. Your input continues to help shape Space Engineers 2's development.

Best regards, 

Marek Rosa 
CEO & Game Director
Keen Software House


Thursday, January 9, 2025

My Review of 2024 & Plans and predictions for 2025


Today instead of my dev diary, I'm sharing my review of 2024 and our plans for 2025. 

I'm excited to share both our achievements and our vision for the future. 

Previous year is here: My review of 2023 & Plans and predictions for 2024

Main Events of 2024

2024 marked the beginning of a golden age for both Keen Software House and GoodAI. 

After 15 years of development and innovation in the gaming industry, Keen Software House has reached new heights, while GoodAI continues to expand its horizons. 

Our teams have cultivated a productive, results-oriented, and friendly yet meritocratic culture, where everyone is dedicated to delivering exceptional value to our players and customers.

Space Engineers 2 Announcement

Space Engineers 2 represents more than just a sequel – it's a complete reimagining of the space engineering experience that takes everything players love about Space Engineers and makes it ten times better. 

Building on over a decade of experience with the original Space Engineers, we're creating something truly extraordinary. 

Read more about the announcement


AI People Alpha Release

We successfully launched the alpha version of AI People, featuring AI NPCs that behave like living beings, revolutionizing gaming with truly intelligent artificial characters. Post-release updates have included local LLM integration, Long-Term Memory (LTM), voice input capabilities, new interactions, and additional characters. 

While we continue developing proper game loops, objectives, and challenges, we've observed that players who create their own scenarios and characters find particular enjoyment in the experience. 

Read more about the alpha release

GoodAI Strategic Evolution

2024 marked a significant transformation in GoodAI's mission. While we began as a fundamental research company focused on AGI development, the maturation of the AI ecosystem - with numerous companies now working on LLMs, foundational models, and AI infrastructure - has enabled us to transition to the second stage of our mission: applying AI to help humanity. 

This shift has materialized through two main initiatives: AI People, which creates simulated humans for gaming, and Groundstation, which enhances safety and security applications.

Space Engineers 1 Achievements

We continued updating and developing Space Engineers throughout 2024, and we are committed to supporting it even in 2025. Key highlights include:

GoodAI Groundstation Milestones

Research Achievement

Our paper on our LTM Benchmark got accepted to NeurIPS 2024


Plans for 2025


Space Engineers 2

  • SE2 Early Access Alpha launch on January 27 - read more
  • Release a sequence of vertical slices:
    • VS 1.1: UGC In-game Workshop
    • VS 1.2: Improved Mechanics and Interface Refinements
    • VS 1.5: Modding Support, VRAGE HUB, VRAGE Editor, and other tools
    • VS 2: Planets and Survival
    • VS 3: Water (most likely in 2026)

Space Engineers 1

Continue supporting our established player base with two major updates planned:

  • Update 1.206
  • Update 1.207

AI People

Our goal for 2025 is to transform AI People from an innovative tech demo into a fully-fledged game that players love. 

We will focus on achieving product-market fit by developing an engaging core gameplay loop that keeps players coming back. 

A major milestone will be the release of a version with completely local AI models - including LLM, speech-to-text, and text-to-speech capabilities - eliminating the need for subscriptions and making the game more accessible to all players. 

Throughout the year, we'll be measuring and improving player engagement and retention metrics to ensure we're creating an experience that truly resonates with our community.


Predictions for 2025

  1. AI EvolutionA new generation of agentic LLMs will emerge, capable of planning and executing tasks that take hours - maintaining focus, avoiding loops, and self-correcting when needed.
  2. AI IntegrationMore and more tasks will transition from humans to AI agents, with real-time AI assistants integrating with your computer screen - not just answering questions, but watching your work like a skilled colleague and proactively offering guidance before you even ask.
  3. Technical Advancement: Inference speeds will continue to increase while costs decrease, making AI systems more accessible and efficient.
  4. European Development: The changing global political landscape may catalyze stronger European strategic autonomy and a renewed recognition of Europe's foundational role in shaping the modern world. I would love to see a more unified and stronger Europe acting as one entity - economically, culturally, and in terms of defense and military capabilities. This unified approach would lead to increased pan-European cooperation in technology, culture, and human progress, allowing Europe to more effectively shape the future of civilization while drawing strength from both its rich heritage and continued leadership in innovation.

Thank you for following our journey through 2024. I want to express my deepest gratitude to our amazing teams at both Keen Software House and GoodAI. It's truly enjoyable working with such dedicated professionals who continue to grow both individually and collectively. What makes me particularly proud is how well-aligned everyone is with our mission and goals, and how seamlessly we collaborate across all projects. The level of dedication, mutual support, and innovative thinking I witness daily is extraordinary. I'm genuinely excited about what we'll achieve together in 2025.


Best regards,
Marek Rosa

CEO & Game Director, Keen Software House
CEO GoodAI