Wednesday, April 15, 2020

Space Engineers: Xbox Release

SUMMARY:
  • Space Engineers for Xbox released today!
  • How did the pre-orders go?
  • What’s inside the Xbox version?
  • How has the Xbox version contributed to the PC version?


Hello, Engineers!

Finally, after 5 years and more than 4 million sold copies, the waiting is over!

Starting today, you can play Space Engineers on Xbox! 


The Space Engineers Packages


Space Engineers Ultimate Edition 2019 ($29.99 USD) - BUY HERE
The Space Engineers Ultimate Edition 2019 includes all of the DLCs for Space Engineers, all the decorative blocks and cosmetic items released in 2019 on PC, but not including Frostbite DLC released in March 2020.



Space Engineers Base Version ($19.99 USD) - BUY HERE
The Space Engineers Base Version is the vanilla version of the game with no cosmetic DLC.



Individual DLCs ($3.99 USD each)
In case you want to own only a specific DLC pack, you can buy each DLC individually in the Xbox store. It’s only up to you how you’ll decorate your space ship.

How did the pre-orders go?


The pre-orders went better than we expected.

More than 50.000 players bought the game during the pre-orders.

All of them had a chance to participate in the public tests, so I’d like to thank them for great feedback and reviews.


 

What’s inside the Xbox version?


We strived to bring all of the key features from the PC version to the Xbox.

However, these are the main differences:

  • Multi-player
    • Xbox One and Xbox One S will support 2 player multiplayer (lobby)
    • Xbox One X will support 4 player multiplayer (lobby)
    • No dedicated servers (*we are looking into the possibility of supporting dedicated servers in the future)
  • Graphics
    • Xbox One X features higher graphic settings (improved texture quality, better models, improved post processing) compared to the Xbox One S and original Xbox One. 
  • Features
    • Only a safe mode on Xbox (experimental features are not enabled on Xbox)
    • Mods are not supported (e.g. scripts, textures, blocks, animations)
    • Running scripts in programmable blocks are not supported
    • Save games and config are stored in cloud for each user separately
    • Some large asteroids are not available
    • Unknown signals are not supported
    • Official translations: English, Russian Chinese
    • All Armors cost 2 PCUs
  • Scenarios
    • Third party scenarios are not supported
    • Official supported scenarios: First Jump, Learning to Survive & Never Surrender
    • Not supported: Lost Colony

Controller support




Workshop


You can share your safe-mode worlds and blueprints with other players. You can upload your creations right from the game or from any browser, in case you want to move them from PC.

We’ve also added the brand new feature, Workshop Browser for Xbox, which will help you with discovery and subscribing to the worlds and blueprints.

This was made possible by awesome cooperation with mod.io platform. Thank you guys!



Performance Notes

The performance depends on the complexity of your world and which type of Xbox you’re playing on. Simple worlds run smoothly on Xbox One and Xbox One S, but a more complex world with rich object interactions could present some performance issues even on the Xbox One X.

Future of Space Engineers on Xbox One


We plan to keep updating, developing and supporting the Xbox One version of Space Engineers, just like we have been doing for the PC version for the past 6+ years.

This means that we will be releasing all major updates and DLCs. First one will be the Frostbite DLC.

We are finalizing the first hot-fix for the Xbox release of Space Engineers. We expect this hot-fix will go live in the mid May.

Update 194.3
  • Updated planets (Triton, Alien, Europa, Titan)
  • Experimental mode (allowing higher PCU & Player Count)
  • Bug Fixes (including a fix for falling through planets)
  • Improved Game Stability
  • Frostbite DLC

We are also investigating the possibility of bringing the following features to the Xbox One version of Space Engineers:
  • Dedicated servers
  • PCU limit removal (for a limited experimental mode)
  • Incorporation of some popular scripts into the vanilla game


How has the Xbox version contributed to the PC version?


PC players will also benefit from the massive optimizations that our team performed on the Xbox version, especially the dedicated server users who are playing in a big world.

All the optimizations are being released on the PC version in one of the upcoming releases.

Here are some interesting numbers I’d like to share with you.

Before optimizations - The graph shows the measurements for campaign Mission 3 - Ruined Camp, on old Xbox on original (unoptimized) code version. The green line represents the sim speed 1.0.


After optimizations - The above graph from the same campaign on the same Xbox kit, but running on an optimized code version. The game runs more than 5 times faster than before. This was possible thanks to enormous work by our team who did an awesome job!

Frequently Asked Questions


Q: Will I be able to play Frostbite DLC on Xbox?
A: We do plan to release the Frostbite DLC for Xbox in the near future. Frostbite DLC was released on PC in March 2020.

Q: Why is there no scripting / mod support?
A: On consoles, there are strict rules regarding any code being executed on the console. For example, there is no support for JIT compilation. In other words, we can not execute any code which is not pre-compiled in the game’s binary and certified by Microsoft.
We will be looking into ways to include the most popular scripts in the game though.

Q: Will you implement Dedicated Servers, add more planet types, etc.?
A: Our main focus right now is to make sure the game is stable and reliable. In the long term, we will be looking into ways how to improve the game even further. It is vital for us to listen to the community and act accordingly. Please use our support site’s the Xbox section to give us feedback and vote: https://support.keenswh.com/

Q: Will there be an Xbox Beta program available?
A: We had a great experience with Private Beta available to our pre-order players. We will continue using Xbox Insider Hub to allow players to get the latest Beta version of the game and give us feedback prior to any release, starting now. You can already give us feedback for the next Frostbite DLC update.

Follow our social media to get the latest news!


If you want to let me know your feedback, please get in touch via my personal email address marek.rosa@keenswh.com, or use our Keen Software House support site. I welcome all of the feedback we receive and we will use it to learn and provide better services to our players.

Thank you for reading this blog!

Best,
Marek Rosa
CEO, Creative Director, Founder at Keen Software House
CEO, CTO, Founder at GoodAI

For more news:
Space Engineers: www.SpaceEngineersGame.com
Keen Software House: www.keenswh.com
Medieval Engineers: www.MedievalEngineers.com
GoodAI: www.GoodAI.com
General AI Challenge: www.General-AI-Challenge.org


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 its best-seller Space Engineers (4 million copies sold). Both companies are based in Prague, Czech Republic.

Marek has been interested in artificial intelligence since childhood. He 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 over 30 research scientists, engineers, and consultants working across its Research and Applied teams.

At this time, Marek is developing Space Engineers, as well as leading daily research and development on recursive self-improvement based general AI architecture - Badger.

Friday, April 3, 2020

What would you do if you had no fear?

Listen to Across The Mountains from Alexander the Great movie while reading this article.

I want to ask you a simple question: What would you do if you had no fear?

And I don't mean what would you do if you didn’t care about the outcome.

I am asking how would your decisions differ if you didn't have that little voice in your head telling you it won't work, it’s going to hurt, or what are people going to say?

What if you simply lacked this internal dialogue of self absorbed doubt and imagined consequence? What if you could act, without succumbing to manifested fears?

Image credit: Ecopetit
My proposal to you:

  1. Write down all of the things that you want to do, but fear is holding you back.
  2. Every day, act as if you had no fear, and do one thing from the list (simply chose to ignore your fear, because it doesn’t exist)
  3. After a few days, you are going to notice that you act on reason, not fear. You build confidence. You become a free person! Without fear, you can accomplish anything! You live your dreams!

Imagine a society where people don't tailor their actions to their fears, but decide freely what they want to achieve. Fear is no longer clouding their decisions. This is a much stronger society and I want to be part of it!

Leave your thoughts in the comments: What would you do if you had no fear?

Thank you for reading this article & Share it with your friends.

Best,
Marek

Thank you for reading this blog!

Best,
Marek Rosa
CEO, Creative Director, Founder at Keen Software House
CEO, CTO, Founder at GoodAI

For more news:
Space Engineers: www.SpaceEngineersGame.com
Keen Software House: www.keenswh.com
Medieval Engineers: www.MedievalEngineers.com
GoodAI: www.GoodAI.com
General AI Challenge: www.General-AI-Challenge.org


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 its best-seller Space Engineers (4+ million copies sold). Both companies are based in Prague, Czech Republic.

Marek has been interested in artificial intelligence since childhood. He 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 over 30 research scientists, engineers, and consultants working across its Research and Applied teams.

At this time, Marek is developing Space Engineers, as well as leading daily research and development on recursive self-improvement based general AI architecture - Badger.