Today I’m happy to make an important announcement to our modders and community. We are updating the Space Engineers source code on GitHub so that you have complete access to the current Space Engineers’ source code, including Planets. Everything is ready for you in our GitHub repository.
You might remember that back in May we released the full source code for Space Engineers. Releasing the updated source code that now includes Planets builds on that decision to give more freedom to modders and the community.
Modders can now work on Planets and Space Engineers just like our developers at Keen Software House do – but rest assured, our own developers will keep working harder than ever.
Please don’t confuse this release with “open source” or “free software.” While we’re giving everyone the chance to alter Planets and the game, we’re not making the game free. The rules are the same as with the original source code release – if you’re interested, you can read the legal details on my previous blog post or our EULA.
Just like when we released the full source code of Space Engineers, revealing the updated source code that includes Planets – our biggest and most-requested feature yet - is an experiment that someone has to try. The chance that it will benefit Space Engineers is very high, and it’s worth taking the risk.
Pros:
Cons (exactly the same as the original Space Engineers full source code release):
For me, the pros clearly outweigh the cons. We released Space Engineers’ source code nine months ago and so far, we’ve only seen awesome mods and no negative impacts. We’re just as committed now to keeping Space Engineers fun and playable as we were then, and we will never turn away from the community. And if our competitors see our code, it will only push us to create something 10x bigger and even more game-changing than Planets.
Go to GitHub, download and unpack the source code, open it in Visual Studio Community Edition (free), modify the source code, and launch the game! See this video guide:
GitHub link: https://github.com/KeenSoftwareHouse/SpaceEngineers
Space Engineers’ development is entering its third year and we’re starting preparations to leave Early Access. You can read about our short and long term plans in our recently published roadmap, but today I want to tell you more about the next 30 days.
Over the past two years, Space Engineers has grown so much and so quickly that old systems – namely DirectX 9, 32-bit Windows, and Windows XP – are slowing down our development process and preventing us from delivering a product you really deserve.
Essentially, DirectX 9, 32-bit Windows, and Windows XP versions take up time that our developers could otherwise invest in making Space Engineers the game we always dreamed of creating. For this reason, and though we do not take it lightly, we have decided to stop developing the 32-bit and DX9 version of Space Engineers. We will also stop developing for Windows XP.
We will focus exclusively on developing DirectX 11 and 64-bit Windows. This change will affect only 0.15% of players and will happen by the end of March.
By doing so, our production pipeline will be able to focus all efforts on only one development branch. In other words, we will have more time to do great things - more time for polishing, more time for creating a new art, and more time for building new assets. We want Space Engineers to be enjoyable for players with the latest technology and the best features available.
For those who want to keep playing Space Engineers on Windows XP, 32-bit Windows and the DirectX 9 configuration, you can still enjoy the game by accessing your copy on Steam. There will be a message box when starting the game that asks you to change to supported hardware settings. If your system is not compatible with these settings, you will be asked to switch to a different branch that runs on DX9 or XP.
Just follow these steps:
1. Launch the Steam client
2. Go to your library
3. Choose Space Engineers - right click
4. Choose "Properties"
5. This box will open - then go to the "BETAS" tab, and click on the drop-down menu
6. Choose the DirectX 9 or 32-bit version
Basically, players who are running the game on a DX9, 32-bit and/or XP system will be able to play the game without any issues, but without new content added from the end of March.
-----
Thanks for reading, and many thanks for your understanding about the DirectX 9 and 32-bit Windows changes. I know this will enable us to take Space Engineers out of Early Access in a way that both the community and the game deserve.
And I can’t wait to see what modders do with our updated source code – especially Planets!
Marek Rosa
Keen Software House
CEO and Founder
:-)
For more game news, follow us on social media:
Space Engineers on Facebook: https://www.facebook.com/SpaceEngineers
Space Engineers on Twitter: https://twitter.com/SpaceEngineersG
Medieval Engineers on Facebook: https://www.facebook.com/MedievalEngineers
Medieval Engineers on Twitter: https://twitter.com/MedievalEng
You might remember that back in May we released the full source code for Space Engineers. Releasing the updated source code that now includes Planets builds on that decision to give more freedom to modders and the community.
Modders can now work on Planets and Space Engineers just like our developers at Keen Software House do – but rest assured, our own developers will keep working harder than ever.
Please don’t confuse this release with “open source” or “free software.” While we’re giving everyone the chance to alter Planets and the game, we’re not making the game free. The rules are the same as with the original source code release – if you’re interested, you can read the legal details on my previous blog post or our EULA.
Just like when we released the full source code of Space Engineers, revealing the updated source code that includes Planets – our biggest and most-requested feature yet - is an experiment that someone has to try. The chance that it will benefit Space Engineers is very high, and it’s worth taking the risk.
Pros:
- Total conversions made possible
- More and better content created by modders
- Allowing people to have more fun with our game through modding while we keep adding core features and updates
- Modders can contribute to Planets and the game core development if they want to
Cons (exactly the same as the original Space Engineers full source code release):
- "Competitors” can steal our ideas and algorithms for Planets and the game
- Some people will think we’re going open source and abandoning the development of Space Engineers
For me, the pros clearly outweigh the cons. We released Space Engineers’ source code nine months ago and so far, we’ve only seen awesome mods and no negative impacts. We’re just as committed now to keeping Space Engineers fun and playable as we were then, and we will never turn away from the community. And if our competitors see our code, it will only push us to create something 10x bigger and even more game-changing than Planets.
How does it work?
Go to GitHub, download and unpack the source code, open it in Visual Studio Community Edition (free), modify the source code, and launch the game! See this video guide:
GitHub link: https://github.com/KeenSoftwareHouse/SpaceEngineers
Support for DirectX 9 + 32-Bit Windows Changes
Space Engineers’ development is entering its third year and we’re starting preparations to leave Early Access. You can read about our short and long term plans in our recently published roadmap, but today I want to tell you more about the next 30 days.
Over the past two years, Space Engineers has grown so much and so quickly that old systems – namely DirectX 9, 32-bit Windows, and Windows XP – are slowing down our development process and preventing us from delivering a product you really deserve.
Essentially, DirectX 9, 32-bit Windows, and Windows XP versions take up time that our developers could otherwise invest in making Space Engineers the game we always dreamed of creating. For this reason, and though we do not take it lightly, we have decided to stop developing the 32-bit and DX9 version of Space Engineers. We will also stop developing for Windows XP.
We will focus exclusively on developing DirectX 11 and 64-bit Windows. This change will affect only 0.15% of players and will happen by the end of March.
By doing so, our production pipeline will be able to focus all efforts on only one development branch. In other words, we will have more time to do great things - more time for polishing, more time for creating a new art, and more time for building new assets. We want Space Engineers to be enjoyable for players with the latest technology and the best features available.
For those who want to keep playing Space Engineers on Windows XP, 32-bit Windows and the DirectX 9 configuration, you can still enjoy the game by accessing your copy on Steam. There will be a message box when starting the game that asks you to change to supported hardware settings. If your system is not compatible with these settings, you will be asked to switch to a different branch that runs on DX9 or XP.
Just follow these steps:
1. Launch the Steam client
2. Go to your library
3. Choose Space Engineers - right click
4. Choose "Properties"
5. This box will open - then go to the "BETAS" tab, and click on the drop-down menu
6. Choose the DirectX 9 or 32-bit version
Basically, players who are running the game on a DX9, 32-bit and/or XP system will be able to play the game without any issues, but without new content added from the end of March.
-----
Thanks for reading, and many thanks for your understanding about the DirectX 9 and 32-bit Windows changes. I know this will enable us to take Space Engineers out of Early Access in a way that both the community and the game deserve.
And I can’t wait to see what modders do with our updated source code – especially Planets!
Marek Rosa
Keen Software House
CEO and Founder
:-)
For more game news, follow us on social media:
Space Engineers on Facebook: https://www.facebook.com/SpaceEngineers
Space Engineers on Twitter: https://twitter.com/SpaceEngineersG
Medieval Engineers on Facebook: https://www.facebook.com/MedievalEngineers
Medieval Engineers on Twitter: https://twitter.com/MedievalEng