Following our previous blog post and livestream Q&A there has been some confusion surrounding our plans and the future of Space Engineers. Yesterday, I had an interview with Captain Jack who wanted to get to the bottom of some of the questions coming from the community.
I want to answer the questions, but also I want to provide an insight into how we think and why are we doing what we do. I won’t reveal any of our surprises, but other than this, I am transparent.
I want to answer the questions, but also I want to provide an insight into how we think and why are we doing what we do. I won’t reveal any of our surprises, but other than this, I am transparent.
You can listen to the full interview on his YouTube channel and read my summary of the interview below. We discussed:
The short answer is, yes. We have very concrete plans both in the short term and the long term, both for Space Engineers and the genre of engineering games as a whole. We are constantly developing many different things in the background, working on new features and aspects of the game. There are two main reasons why we don’t want to talk in too much detail about our plans.
We have been asked specifically for an explanation as to why features that the community really want are not planned. Just because we do not announce something in advance, it does not mean it is not planned. We see new features and updates as surprises for our community. For example, if you go christmas shopping for your friends and family you don’t announce beforehand to everyone what you have bought them. It is the same way in Space Engineers - and we do have some surprises in store!
There are two examples of how this has worked and not worked.
Solar panels: are a great example of how we listened to the community and launched them without prior announcement. Everyone loved it!
Planets: I wish that we had left planets a surprise rather than announce them 6 months before the launch.
If we start working on one area, it usually means taking resources from another area, it is a delicate balance. It’s a zero sum game. Also, when we do add features to the game we want to make sure that they are perfect before we release it. We do not want to give in to pressure and release something that we are not happy with, just to get it out faster.
If we announce things prematurely, then we lose flexibility of changing plans, doing things differently, or in a different order, etc, because we would be bounded by our earlier announcements. We don’t want this.
Ladders: I love ladders, I was the one who originally introduced ladders into the game, I think when you see your hands climbing the ladder it makes the game more immersive and brings it to life. However, at the moment we have other priorities and we cannot do everything. We definitely want to see them in the long-term future but when we have more time to perfect them.
Character customization: the core focus of Space Engineers is not on the character itself, but on what you build. However, again I would love to add character customization but we want to do it properly, not just copy/paste a feature from other games because they have it, but create something original - in true Space Engineers style.
Female Engineer: I don’t want to ruin any surprises!
Aerodynamics/deadly reentry/more weapons: again these are all things we would love to see in the long term future however, they are not currently our top priorities.
I hope that this has been a clear explanation as to why we do not like to give away our plans in too much detail. It is not because we are hiding anything from our community, it just allows us to give you surprises and gives us the freedom and flexibility we need to produce the game to a standard we are happy with.
It is safe to say that my team and I have not lost interest in Space Engineers, we love the game. It is my child! There will definately be new features and new blocks in the longer term future, however at the moment we are focusing on creating a polished game with no rough edges and excellent user experience. Then we will start to experiment again but without jeopardizing this stable version.
While we have many ideas for what Space Engineers might look like in the future, we are currently not working on any other games (except Medieval Engineers of course, which has its own dedicated team). In the long term future the natural progression would be to develop another engineering based game, this could be a sequel, or an extension, of the current game. But what we do know is that we are unlikely to develop any other games in long-lasting early access.
To summarize, now we are focusing on finishing the current version of Space Engineers, the game that is out there on Steam Early Access. The main goal is to polish everything that is already in the game (e.g. optimizations, multiplayer, engineering, physics, etc) and not deemed “experimental”. Once this phase is over, once the game is officially released, we will start working on a new game / new product - and we will keep this as a surprise. This will be the next evolutionary step in the engineering games genre. It’s very likely that we will be providing small updates to the current version of Space Engineers, the game that is out there on Steam Early Access - but only things that don’t break backwards compatibility, not dramatic changes, etc.
This first version of Space Engineers is about building, engineering, physics. Those are core features. Everything else can be added later, in future versions. Now it’s important to get a stable version that players can enjoy for a long time, while we work on the new and experimental stuff in the background.
As Space Engineers is still in development it is quite normal to find bugs and we really appreciate getting reports which we can work on. However, it helps if we have precise bug reports that we can recreate, which are reported through the proper channels rather than hateful messages on social media. All that creates is drama, which can be fun for some people 😏, but it also distracts our team from their core activities of developing.
Report bugs on our forums: https://forum.keenswh.com/forums/bug-reports.326950/
Join on our Discord server: https://discord.gg/KeenSWH
Currently our priorities are multiplayer, improving the performance of the game and better simspeed. We are aiming to create a game that looks and feels like reality and that is a pleasure to play. There are already 100x more features in the game now than we had ever planned for when we started. There will always be more to do and always requests to add new features in a polished state, therefore we need to start managing expectations.
If we don't answer every question from every person, it's not because we don't care. It's only because there are many people, many questions, many opinions. We would love to answer everyone.
Future Q&As - Captain Jack had a good idea of doing these community moderated Q&As in the future and we are very open to this. It’s the best way how to communicate our thoughts and plans to you. You can expect more of them.
Thank you for reading and we look forward to hearing your feedback.
Marek Rosa
CEO, Founder Keen Software House
CEO, CTO, Founder GoodAI
For more news:
Space Engineers: www.SpaceEngineersGame.com
Medieval Engineers: www.MedievalEngineers.com
General AI Challenge: www.General-AI-Challenge.org
AI Roadmap Institute: www.RoadmapInstitute.org
GoodAI: www.GoodAI.com
Keen Software House: www.keenswh.com
Personal bio:
Marek Rosa is the CEO and CTO of GoodAI, a general artificial intelligence R&D company, and the CEO and founder of Keen Software House, an independent game development studio best known for their best-seller Space Engineers (2.5mil+ copies sold). Both companies are based in Prague, Czech Republic.
Marek has been interested in artificial intelligence since childhood. Marek started his career as a programmer but later transitioned to a leadership role. After the success of the Keen Software House titles, Marek was able to personally fund GoodAI, his new general AI research company building human-level artificial intelligence.
GoodAI started in January 2014 and has grown to an international team of 20 researchers.
At this time, Marek is developing both Space Engineers and Medieval Engineers as well as daily research and development on recursive self-improvement based general AI architecture.
- New features: female engineers, ladders, etc.
- The future of Space Engineers
- How to most effectively provide feedback
Why do you not like to talk about your plans at Space Engineers? Do you even have any?
The short answer is, yes. We have very concrete plans both in the short term and the long term, both for Space Engineers and the genre of engineering games as a whole. We are constantly developing many different things in the background, working on new features and aspects of the game. There are two main reasons why we don’t want to talk in too much detail about our plans.
1. We don’t want to ruin any surprises for our community
We have been asked specifically for an explanation as to why features that the community really want are not planned. Just because we do not announce something in advance, it does not mean it is not planned. We see new features and updates as surprises for our community. For example, if you go christmas shopping for your friends and family you don’t announce beforehand to everyone what you have bought them. It is the same way in Space Engineers - and we do have some surprises in store!
There are two examples of how this has worked and not worked.
Solar panels: are a great example of how we listened to the community and launched them without prior announcement. Everyone loved it!
Planets: I wish that we had left planets a surprise rather than announce them 6 months before the launch.
2. We are a small team, so having freedom and flexibility is important for our creative process. It also means we need to carefully prioritize.
If we start working on one area, it usually means taking resources from another area, it is a delicate balance. It’s a zero sum game. Also, when we do add features to the game we want to make sure that they are perfect before we release it. We do not want to give in to pressure and release something that we are not happy with, just to get it out faster.
If we announce things prematurely, then we lose flexibility of changing plans, doing things differently, or in a different order, etc, because we would be bounded by our earlier announcements. We don’t want this.
Ladders: I love ladders, I was the one who originally introduced ladders into the game, I think when you see your hands climbing the ladder it makes the game more immersive and brings it to life. However, at the moment we have other priorities and we cannot do everything. We definitely want to see them in the long-term future but when we have more time to perfect them.
Character customization: the core focus of Space Engineers is not on the character itself, but on what you build. However, again I would love to add character customization but we want to do it properly, not just copy/paste a feature from other games because they have it, but create something original - in true Space Engineers style.
Female Engineer: I don’t want to ruin any surprises!
Aerodynamics/deadly reentry/more weapons: again these are all things we would love to see in the long term future however, they are not currently our top priorities.
I hope that this has been a clear explanation as to why we do not like to give away our plans in too much detail. It is not because we are hiding anything from our community, it just allows us to give you surprises and gives us the freedom and flexibility we need to produce the game to a standard we are happy with.
Can we still expect new features (and blocks) in the future? Why have you decided to move to the “finishing” phase, have you lost interest in Space Engineers?
It is safe to say that my team and I have not lost interest in Space Engineers, we love the game. It is my child! There will definately be new features and new blocks in the longer term future, however at the moment we are focusing on creating a polished game with no rough edges and excellent user experience. Then we will start to experiment again but without jeopardizing this stable version.
Are you already working on a new version of Space Engineers?
While we have many ideas for what Space Engineers might look like in the future, we are currently not working on any other games (except Medieval Engineers of course, which has its own dedicated team). In the long term future the natural progression would be to develop another engineering based game, this could be a sequel, or an extension, of the current game. But what we do know is that we are unlikely to develop any other games in long-lasting early access.
To summarize, now we are focusing on finishing the current version of Space Engineers, the game that is out there on Steam Early Access. The main goal is to polish everything that is already in the game (e.g. optimizations, multiplayer, engineering, physics, etc) and not deemed “experimental”. Once this phase is over, once the game is officially released, we will start working on a new game / new product - and we will keep this as a surprise. This will be the next evolutionary step in the engineering games genre. It’s very likely that we will be providing small updates to the current version of Space Engineers, the game that is out there on Steam Early Access - but only things that don’t break backwards compatibility, not dramatic changes, etc.
This first version of Space Engineers is about building, engineering, physics. Those are core features. Everything else can be added later, in future versions. Now it’s important to get a stable version that players can enjoy for a long time, while we work on the new and experimental stuff in the background.
What is the best way to report bugs or give feedback/suggestions to the Space Engineers team?
As Space Engineers is still in development it is quite normal to find bugs and we really appreciate getting reports which we can work on. However, it helps if we have precise bug reports that we can recreate, which are reported through the proper channels rather than hateful messages on social media. All that creates is drama, which can be fun for some people 😏, but it also distracts our team from their core activities of developing.
Report bugs on our forums: https://forum.keenswh.com/forums/bug-reports.326950/
Join on our Discord server: https://discord.gg/KeenSWH
What are Space Engineers current priorities?
Currently our priorities are multiplayer, improving the performance of the game and better simspeed. We are aiming to create a game that looks and feels like reality and that is a pleasure to play. There are already 100x more features in the game now than we had ever planned for when we started. There will always be more to do and always requests to add new features in a polished state, therefore we need to start managing expectations.
If we don't answer every question from every person, it's not because we don't care. It's only because there are many people, many questions, many opinions. We would love to answer everyone.
Future Q&As - Captain Jack had a good idea of doing these community moderated Q&As in the future and we are very open to this. It’s the best way how to communicate our thoughts and plans to you. You can expect more of them.
Feedback
If you have any questions or requests, please do not hesitate to contact us, we will do our best to solve your problems.
We would be also very happy if you can submit your feedback at our Space Engineers Steam store page and encourage us to do better. We welcome both positive or negative comments, it helps us to create better game for you!
We would be also very happy if you can submit your feedback at our Space Engineers Steam store page and encourage us to do better. We welcome both positive or negative comments, it helps us to create better game for you!
Conclusion
Thank you for reading and we look forward to hearing your feedback.
Marek Rosa
CEO, Founder Keen Software House
CEO, CTO, Founder GoodAI
For more news:
Space Engineers: www.SpaceEngineersGame.com
Medieval Engineers: www.MedievalEngineers.com
General AI Challenge: www.General-AI-Challenge.org
AI Roadmap Institute: www.RoadmapInstitute.org
GoodAI: www.GoodAI.com
Keen Software House: www.keenswh.com
Personal bio:
Marek Rosa is the CEO and CTO of GoodAI, a general artificial intelligence R&D company, and the CEO and founder of Keen Software House, an independent game development studio best known for their best-seller Space Engineers (2.5mil+ copies sold). Both companies are based in Prague, Czech Republic.
Marek has been interested in artificial intelligence since childhood. Marek started his career as a programmer but later transitioned to a leadership role. After the success of the Keen Software House titles, Marek was able to personally fund GoodAI, his new general AI research company building human-level artificial intelligence.
GoodAI started in January 2014 and has grown to an international team of 20 researchers.
At this time, Marek is developing both Space Engineers and Medieval Engineers as well as daily research and development on recursive self-improvement based general AI architecture.