Monday, June 6, 2022

Space Engineers Future News

 SUMMARY:

  • News & Updates
  • Community Spotlight
  • Submit Community Guides
  • DLC Price Change
  • Grid AI - upcoming major update


Hello, Engineers!

We hope you are enjoying the “Most Wanted” update, news about VRAGE3 (more “Tech Talks” are on the way!), and the new “Community Edition” of Medieval Engineers. As you can see, we have been busy, and this is only the beginning.

Check my last blog post if you would like to get up to speed!

We have been working on a number of important updates and changes, and continued our focus building on our partnership with the community. Exciting news is on the horizon and we wanted to offer a preview of what's next as well as an update on important changes coming to the Steam Store and elsewhere.


News & Updates

Our latest release “Most Wanted” was community inspired and released as a free update.

All our releases are heavily inspired by you, our community. We are reviewing your feedback and from it, we prepare updates based on your requests. 

Our next release is no exception. Grid AI has been often requested, so, our current focus is a full release centered entirely around this concept. You can find more info about the upcoming release below. 

There is other news we’d like to share with you. We’re very happy with the Community Spotlights where we promote your creations and spread the word about your masterpieces. Additionally, we have issued a call for Community Guides & Resources!

With that, we would like to thank you for all of the suggestions, bug reports, and feedback submitted to our support portal.


Community Spotlight

We have been reviewing your amazing creations and spotlighting our favorites. 

We are focused on mods and blueprints that catch our eye and have the potential to make your time in Space Engineers unique or add interest. We are fans, as well as developers, and love to see creations that are jaw-dropping, pretty, or simply hilarious.


Community Guides

Modding & Scripting can be hard and it's sometimes easy to feel discouraged. Even the most ardent modder or scripter can run into challenges when completing a design. 

We want to help ensure that you have the resources you need and remove any barriers for aspiring creators!

Our community has created an extensive collection of resources, however, many resources can be a challenge to find, or it can be hard to know which one to use, or even what is up-to-date. Our goal is to gather and curate these resources, all in one place, and make it easier to find and use these tools, guides, and resources.

What are we looking for? Scripting, Modding, Building, Gameplay, or anything Space Engineers focused.  We would love to help spread the word and share your guide, tool, tutorial, or resource with the rest of the community.

You can make submissions through our Community email address.

Resource Submission: Community@Keenswh.com


DLC Price change

Starting on July 7th, 2022 prices will receive their first increase in 3 years.

DLC content will have its price adjusted to $4.99 USD from $3.99 USD (or your regional equivalent).

This price change will NOT impact the base game price.

Before we make this price adjustment we would like to provide every Space Engineer one final opportunity to collect any DLC they may be missing. Starting today (June 6th), with the release of this blog post, we will be running the “Last Chance” sale.

In order to guarantee that as many Space Engineers as possible are able to take advantage of our sale and get caught up on DLC, this sale will last the entire month (June 6th - July 7th, 2022). So, from June 6th until July 7th, all DLCs will be on sale for a 30% discount for PC. 

Unfortunately, we are unable to have the month-long sale on XBOX. The XBOX players will have the opportunity to get the DLCs at the discounted price from June 21st to June 27th.  


Grid AI

That’s right. It's coming.

The time to “build your friends” is on the horizon. Coming later this year we will explore a future full of automated and animated allies and enemies. Our end goal for this Major update is to completely change what a “grid” is and redefine the “enemy” and “AI” experience.

We are currently in the process of creating tools that will empower your creativity like never before. We believe this may be one of the most impactful updates we have ever released and we cannot wait to see the workshop come ALIVE with new creations.

This update will not only reshape many major elements of gameplay, but it will also serve as a basis for continued exploration of the “NPC” concept. These powerful new mechanics will create new engineering opportunities and serve as a foundation for future upgrades and improvements to the existing PvE content.

It is still early in development, so stay tuned for more information as we get closer to release!


What’s next?

We have a roadmap for the continued development of Space Engineers for both PC and Xbox platforms, so I’m sure there is a lot you can look forward to.  

Our “Major” releases for PC & Xbox are aligned so that all Engineers get all content, on the same day, regardless of platform. We will also continue our focus on further performance improvements and optimizations on both platforms.



Frequently Asked Questions

Q: How do I provide feedback?
A: Please contact us with your bugs, and feedback here: https://support.keenswh.com

Q: Why are you increasing the DLC prices?
A: This is the first price increase of Space Engineers DLCs in the last three years. We are not increasing the price of the Space Engineers base game, but we feel that with continuous support of the game, we need to adjust the DLC prices simply because each new DLC is bigger than the previous one.
We are continuously adding new content to our existing DLC, so these DLC owners will receive new content, for free.


Follow our social media to get the latest news!

We are always impressed by the innovation of our modding community! We would like to thank the Space Engineers community for continuing to inspire us through their ideas, suggestions, and hard work.

Hiring

If you’re interested in working on awesome games like Space Engineers, we’d love to hear from you!
Check out the open positions at Keen Software House and don’t forget to send us your English CV/resume and cover letter.

Remote collaboration is possible!

Our team is global.

Finding the best candidates to join Keen Software House means exploring every possible solution, including remote work. While we strive to provide team members with the best possible work-life balance here in Prague at our incredible Oranzerie offices, we understand that it is not always possible to transition, therefore we are very remote friendly. Here’s a map of where our teammates live.

 

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
Vrage Engine: www.keenswh.com/vrage/
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 was founded in January 2014, with a $10 Million investment from Marek, it now has over 30 research scientists, engineers, and consultants working across its divisions.

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.

95 comments:

  1. Maybe fix some old bugs before adding new content?

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    1. Keen fix bugs and make a stable game ? WAAAHAHAHAHAH!!!!!!!! why do that when milking people with paid "DLCs" and riping off modders work is so much easyer.....

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    2. Unlike Kienata I dont take it as nicely when people jab at the dev's that ARE working hard to continue to make this game better. They are NOT "milking" people with dlc's. The money from the purchases goes to keep the studio going and pay bills and wages. As far as "ripping off" modders goes, alot of the blocks that were mods and became vanilla were requested by people to be in the game instead of them having to use mods for it. Keen is also in contact with the modders in the community way more than you know and have good communication with ALOT of them.

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    3. I second "Unlike Kienata" comment above. To the copy-paste complaint about DLCs and ripping off modders:

      1) If you equate Keen's free content updates (that actually improve or expand the base game) alongside their OPTIONAL DLCs that provide a revenue stream and fund continuing game support, to being the same as EA, Activision, Ubisoft, Sony, etc with their NON-GAME-CHANGING loot boxes and skins, then... Clearly you have not played SE in a while, or are victim to severe tunnel vision.

      2) I have personally seen workshop mod authors mention that they were approached by Keen to incorporate their mod's concept into the game, and the modders GRANTED PERMISSION. I have also seen some modders feel like their mods were incorporated without as much communication. Overall, most of them prefer to see official integration and support so that one individual modder doesn't have to keep supporting a mod for free esp. if/after they lose interest in the game personally. I'd like to see improvements in this ecosystem, perhaps like a "retroactive mod commission" model or "bounty paid for bugs or features", but that's a totally separate topic.

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    4. Thanks!

      Regarding "some modders feel like their mods were incorporated without as much communication" - I want to assure you that we would never take someone's mod and integrate it into game without their consent.

      I think what you are describing are cases where we implement some new feature, and it happens to be similar to some of the mods.

      This happens because some features/problems have only one or few ideal ways of how they can be implemented, and if the mod author picked the same/similar solution as us, then it may appear as if one copied the other.

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    5. One of the problems I have with the game is that it’s unstable on my Xbox but other than that it’s my favorite game I own and I hate how they talk about the devs all they do is try to make the game better and we didn’t have to by dlc’s to play the game it was optional

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    6. "I think what you are describing are cases where we implement some new feature, and it happens to be similar to some of the mods."

      As long as you're getting permission, I find that it is a great idea to officially support some of these mods and modders in this way as well as keeping their work up-to-date and relevant.

      I would suggest providing credit in the DLC's to let people know, "Hey, XXXX made this mod, visit LINK and give them some love!"

      But there is an issue with the game as it stands and that is the overall bugginess of things doesn't make it feel like a beta or release state. It still feels like an early alpha and that concerns a lot of people when we're talking about DLC's. If you're unable to stabilize the game with no DLC, how in the world can you be expected to stabilize the game 10+ DLC's in?

      Did you know about the issue concerning inventory and conveyors? That is every frame when inventory moves the entire ship's physics have to be updated? That means a ship sitting perfectly still may not incur much load on the sim but as soon as it moves or a refiner turns on, the entire server gets crunched down to 200% sim load.

      Some of this stuff shouldn't be in the simulation thread or if it must stay there, the thread needs to be actually... well... thread safe. As it stands, the server runs better on a 4 core (8t) i7 @ 4.8ghz than a 28 core (56t) Xeon @ 2.8ghz. Obviously that Xeon should be able to handle more, but as it stands it can't because that sim thread is the Achilles heel of this entire game and once it's saturated, it's game over.

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    7. I agree on this as well. They should really optimize the server side and get some proper scalable multithreading going. They don't have to re-code the entire base, either make it multi zone handling for threads or per user and that all ties into the central core/system. Someone 1000KM+ away from another people doesn't have to be 0.1ms sync on simulation.

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  2. Hi Anonymous, thank you for reaching out.

    We always keep improvements and bug fixes at the top of our priority list. If you are interested, you can find our most recent changelogs here:

    https://support.keenswh.com/spaceengineers/pc/announcements

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    1. I'm posting as Anon...but I personally have verified 3 year old bugs that you just ignore. I know there's a priority, but stop giving the BS canned response and tell us whats going on. It's totally ok if you say "hey anon, we know about the issue, but we also have X# of issues ahead of it. In Parallel, we are making new content. I hope you understand that a team like ours can make new content while, unfortunately, we are behind on existing issues"

      look I just did you job for you. Thank me by trying harder

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    2. I can confirm that, there are too many bugs that are unresolved. Reading some positive comments and other's experiences makes me wonder if we are even playsing the same game, or am i one of the few that doesnt lie to themself and others?

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  3. There are big fixes on every update

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  4. When will the grid ai come out?

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    1. We are still early in development on these changes. We do not have a release date at this time.

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    2. I love Space Engineers, I've got 1913hours played at this moment in time.

      I have one suggestion/wish.

      Can you please add stats(needs) for Eat,Drink,Sleep?
      Vending machine could serve food too.
      Food could be synthesized by a "food machine" and it could poop out "pouches" with porridge or something.
      Sleeping could be dealt with with teh cryochambers
      It would just add a little(possibly insignificant to some) layer of *realism*... drinking, eating and sleeping is after all cardinal functions of life, and so I think it belongs in any game where one plays as a living creature.
      Perhaps even make it optional, for the naysayers.
      I'm sure a lot of people would love an addition like this.

      PLEASE KEEN; PLEASEEEEE FOOOOD

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    3. These look like some excellent suggestions for our support portal! Please make sure to use the search feature as I believe we already have some great suggestions for Food/Water. https://support.keenswh.com/spaceengineers

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    4. Hello,
      I really love this game but pls, never add stats for food etc...
      It's so borring !!
      Or if you do it, pls, add a way to disable it.
      Ty per advance :)

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    5. Usually with most features, Keen puts the enable/disable checkbox if it's a major game changer, EG: O2 stuffs on ships, supergridding, voxel destruction, thruster damage, etc. etc.
      With something as massive as food/water, it's pretty much essential for it to be toggleable, lest they lose well over 80% of their current userbase and make most ship builds obselete.
      There would be mods released within the day to disable food/water if no option was provided, but it's that level of FREEDOM TO CHOOSE that we, as veteran SE players expect out-of-the-box.

      Keen understands this, unlike so many lesser developers that say "my way or the highway". It is this ideology of Keen; freedom of choice and freedom of playstyle, that gives it the veritable army of fanbois/fangurlz that get hot and wet at every update.

      That said, I am guilty of being one of those fanbois/fangurlz(it's the internet, does gender even matter here?).

      Keep up the good work Keen!

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    6. Implement food and drinks if you want, just keep it realistic not that you have to eat every 30 seconds like in Minecraft. A meal every couple hours is fine.

      Delete
  5. Suspensions, multigrids and "Connections" need more attention.

    I got all DLCs to be able to construct my factorys, but for some reasons my suspensions are not working. They are connected and everything else, spin but get no grip (100% friction) not even in zero gravity. I don't know if the center displace or suspension strengh (100%) is affecting it, but the grid is not tied to everything, thrusters can move it. Also, we need a way to connect suspensions in the two sies of the wheel (disabling steering off course)

    multigrids
    Everyone uses pistons, rotors, hinges to make good buildings, don't be able to use wheels, or projections is survival mode because of subgrids kill players that don't know how to program blocks.

    Connections
    the game need a way to check if two blocks are connected in the same grid.some times i lose a lot of job because one block was connected just in one side, when it should be connected on both.

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    1. I agree with this greatly, especially as an xbox player, so scripts are entirely off the table. I'd love to do more with subgrids in general. That's why I'm hoping the irrational thought of keen adding some new subgrid mechanics, or at least making subgrid controlling scripts integrated (vector thrust, whips, etc.)

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  6. I support the price increase for the DLC's considering that you are putting so much work and time into making Space Engineers, there obviously needs to be a way to fund the work being done, and most people only buy the game once, so DLC's are pretty much the only way to fund the development of new content and features :)

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    Replies
    1. Finally, someone who gets it :relieved:

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  7. A whole $1 hardly going to break the bank and well worth it, in terms of $1 per hour of play it is probably the cheapest game you can buy. Keep up the good work.

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    1. Haha, I have about 2k hours in for a $20 base game and what another 30 or so for DLC's. I pay more for my coffee every morning than what a DLC costs.. Thanks Keen!

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    2. I am at nearly 3k hours in game. Don't nearly play as much as I used to but still buy the DLC to support the Devs and to improve my experience when I do spend time in game.

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  8. The two things I think are really missing from the game today are guided missiles (and countermeasures) and 1x1x1 connectors for small grids.

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    1. Im guessing with the Grid Ai you could make guided missiles within vanilla without needing scripts or using a turret control block with gyros

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    2. 1x1x1 connectors are needed SO BADLY! This would be a huge QOL improvement for small grid builders. We need a better (more compact) way to temporarily connect small and large grids for energy and material transfer, so the small grid 1x1x1 connector should have a large grid counterpart.

      While we're on the subject of improvements, the wheels need some work. It is ridiculously hard to build around wheels because of the preposterously large invisible collision boxes surrounding them. It's so bad I released a mod (Better Wheels) to fix the issues somewhat, but it needs a true fix from the team at Keen.

      The above mentioned improvements would greatly increase my enjoyment of the unique Space Engineers experience =D

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    3. you can make a quided missile by using a turret controler and some gyroscopes on rotors nad you dont need any script. you can look it up on youtube

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  9. One of the best sandbox games out imo.

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  10. As far as Grid AI is concerned, if enough feed back is brought in and you have more of a foundation at what you are looking at, whatever that include, will there be any look at potentially bringing in Human NPC's both friendly and hostile? Also adding enemy bases and ships via vanilla and not modded to planets so we have reasons to build turrets and defenses? (I am mostly a vanilla player with some QoL mods but would like to see the Star System map much more alive with vanilla content)

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    1. Personally, I would *LOVE* to be able to have a landing area for NPC trading/cargo ships along with a store that they will automatically buy from/sell to. That would really make the solo game feel like your bases are part of something larger.

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    2. We are regularly investigating new possibilities (like Grid AI!) and closely follow community feedback on our support portal. We would love to have your thoughts here: https://support.keenswh.com/spaceengineers

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  11. Yooo! So excited! This game needed an AI revamp so bad, one of my main gripes. I'm so thankful ya'll are workin on it! :)

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  12. Hyped to see you are focusing on AI! I also really hope you add some more base game PvE content with the help of the new grid AI, it would be nice to have some stuff to fight against as I'm almost exclusively a singleplayer survival player. :)

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  13. it would be good if we had the option to make "mechas" with vanilla parts (legs) without scripting it.
    it would be really cool to see our robots working around, or maybe even do a space exploration with one of these

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  14. Can't wait to see what possibilities this update unlocks!

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  15. Do you intend to implement any workshop modifications, for example the water mod, quality of life enhancements, etc?

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  16. I'm thinking the Grid AI will be an overhaul of the existing RC block giving full control of the grid its connected to allowing for more advanced automation previously only available via scripts on PC.
    An example would be setting up mining drones to mine ore and deposit loads into designated bases, or salvage drones to grind or move unpowered grid blocks to a designated location etc, think worker bees from star trek without a need for manual control.

    If its even close to this, Guided Missiles, inter planetary trade routes with automated defence drones, full automated shipyards etc would not only be possible in Vanilla but incredibly easy compared to mapping routes with GPS coords and setting up timers to load and unload etc.

    This update gonna be amazing and I cant wait, also for the wingers who ask for a more stable game instead of new blocks that are usually existing modded blocks. By adding official variants of mod packs and adding vanilla workarounds to scripts like the solar tracking in the turret controller likely coming soon, makes the non vanilla experience more stable as you don't need as many mods and practically no scripts that would use allot of the games resources.

    For the insignificant price increase on the DLCs, I've always thought they were a bargain and even with this change as you've proven that Dlcs even months after release get more content added they are still are Bargain.

    Keep up the good work Keen

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  17. I FULLY support the price increase, even $6.99 would be fine by me. Space Engineers has a lot of room to grow and needs lot more content before it can be "whole". I also prefer vanilla, just consider the last major update and the many mods it got broken (and then later fixed, but some lost their save game due to it). With that said, some mods are just amazing and some should really be implemented in game, such as liquid water and especially the one mod called "Build Vision". I also agree, Space Engineers needs Human and Robotic-like AI driven NPC's both friendly and hostile (the planets/moons are far too empty), as well as a bit more "survival" type realism - just a bit more to be interesting. It also needs improvement on resources icon GUI and a bit more resource variety other then the 11 types. Several mods have done an amazing job updating the resource icons with color as well as adding some more resources and post-processing materials to make it worth the need to explore other parts of the planet or in space. Adding more fuel types to produce other then electricity, Hydrogen, and Uranium would be a nice addition. Finally adding a LOT more vegetation, trees, etc and ways to harvest/remove them would make a planet more "lively".

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  18. No “Last Chance" DLC sale on Steam?

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    Replies
    1. You can find the sale here: https://www.spaceengineersgame.com/store/

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  19. Love this game! so excited to see where you guys take AI, i know its been a very long time in the works

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  20. i expect to see some "Good AI" :P

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  21. I look forward to learning more about AI and how it will work.... please also make the AI for Sabiroid's improved, also how they are "spawned" into the game world, have there be a "hive" location, treat it like how Ore is distributed throughout the planets, and then when the "hive" core is destroyed, the Sabiroids cannot spawn within a given radius of it, if that makes sense?

    Better animations for them also, ability for them to walk up walls, onto players creations, ability for them to go inside players creations, there's a lot of potential gameplay for Sabiroids in treated correctly.

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  22. Is Space Engineers ever going to be VR capable? I would love nothing more than to play Space Engineers in VR. It would be the best possible way to play it.

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  23. This is super exciting; I've always wanted to do more automation in Space Engineers. Thank you so much for your work!

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  24. How about working elevator or winch cable connections(rather than trying to use massive piston setups for all that), Larger vanilla hanger doors, or fold open bay doors.

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  25. Well, they got it backwards - first things to shoot at, and only then weapon DLCs.

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  26. Can't see the sale in Steam though. Is there a region restrictions or something?

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    1. The sale seems to be only on Keen's own site.
      I would love to have the sale on Steam as well.

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    2. This sale is exclusive to the Space Engineers Storefront and can be found here: https://www.spaceengineersgame.com/store/

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    3. Yeah, no use for it without Steam...

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  27. Isupport the increase as well due to the hard work and appreciate the 30% off so I can buy the DLC's for my 9 year old niece who is getting in to SE She love the fact that she got squashed by a block she cut of a station on a planet

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  28. The only thing that is bugging me is when you hit a tree in a 300K truck I bounce back and up about 20 feet can we get a fix for that ?

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  29. I think the game and DLC are still under priced for the amount of work thats put into it. I very rarly get anykind of bug and thats usually due to too many mods.

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  30. What about painting one side of a block? This is a feature that a lot of people want in Space Engineers.

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  31. When the AI arrives soon i think it will be time for me to make a trip back to this game , the biggest thing as a single player that really has bothered me is not having anyone or anything to play with in single player (yes thre is multiplayer for anyone trying to be a smart arse) but i want artificial interactions more as a single player those who prefer single player will probably understand what i mean

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  32. The ability to gain Admin rights via hacks on official servers is ruining the game. I will not play anymore subject to hackers. Can this be addressed. Thanks!

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    Replies
    1. Hello, actively working on ways to improve the multiplayer experience, including updates that resolve exploits and counteract "hacks". We would love to have your account of any issues you have experienced on our support portal here: https://support.keenswh.com/spaceengineers

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    2. "actively working on ways to improve the multiplayer experience" Any improvements in that field would be welcome and very much needed, i look forward to them.

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  33. Hi, is it possible to buy all the DLC at once or add them to a cart on your website? I don't really want to buy each item separately (plus currency conversion fees) if I can avoid it.

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    Replies
    1. Hello, currently the only option to purchase multiple game keys at once is through the Ultimate Edition option here: https://www.spaceengineersgame.com/store/

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  34. Love the idea of grid AI! That's awesome! But as a question, are procedural/modular tank treads being considered? Ad more than just wheels as an option for land vehicles would be awesome!

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    Replies
    1. It would be nice to have proper treads in game rather than the clunky and clangy hinge or rotor treads.

      Delete
  35. Most of the DLC should be like half as expensive TBH

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  36. aggiungere la possibilità di montare dei veri e propri cingoli (come le ruote)....senza l' opzione di farli a mano (questo per permettere di costruire veicoli piccoli ma cmq cingolati)

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  37. aggiungere anche un sistema che permette di far levitare i veicoli senza farle diventare delle astronavi

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  38. Is there ever going to be a fix for the vibration problem for Rotors, Pistons and hinges?
    I have problems with them since the vibrations gets worse with time and eventually leads to ships and crafts blowing up. It's so frustrating when you want to build in Survival but it can't be something cool since it'll vibrate to destruction.

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    Replies
    1. Hi Tikeraq, it sounds like you may be experiencing a bug. We would love to have you report your issue to our support portal, here: https://support.keenswh.com/spaceengineers

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  39. One thing that I would *LOVE* to see added with the better AI is a 'Factorio mode', where you need to research your way up the tech tree while defending your bases and outposts from attacking 'biters'.

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  40. Hi Keen!

    My (user)name is Hush, and I have been playing Space Engineers since Alpha and have 893 hours of playing the game at the moment. I think that this AI update is a great idea, and hopefully Marek's research via GoodAI goes a long way towards improving Space Engineers through this update.

    My only question is, are non-grid AI features being thought of or worked on by KSH at the moment? Specifically, I am referring to NPC Engineers, or even non-Engineer humans or animals. I think the Wolves and Spiders have their place, but have always wanted to be able to command a crew of Engineers as I pilot a ship (especially since I tend to build very large structures that often imply having a large crew). Are NPC characters like Engineers being considered or in the works?

    I ask because (1) I have always wanted this, and (2) the community has worked on this through mods like AIEnabled. Thanks!

    Hush

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    Replies
    1. Hi Hush, we do not have a public roadmap at this time. We are aware of the incredible work done by our modding community and we love it!

      Delete
  41. Speaking only for myself, I have 1500+ hours in this game. It's one of 3 games I have to ever break the 1000-hr mark (and one of about 5 or 6 to break 100 hours). I support the way Keen has handled and improved their DLCs, content/game updates, and community interaction. There's still plenty of room for improvement and growth, but studios like Keen are far preferable to more traditional AAA publishers who offer only a one-way street to consume their games.

    Over time, I have happily paid for all the DLCs, often not on sale! This is because in my country, average hourly wage is $25+ and one DLC is CHEAPER than a Starbuck's coffee (and offers far more hours of enjoyment). If I only casually played a lifetime of 5-30 hours, I might only get the base game, and that would still be far cheaper than paying for a movie, per hour of entertainment. I know that every new Keen DLC will come with plenty of game improvements for free as well.

    To the typical DLC complaints, please try doing some basic math. Many people who own computers/Xboxes pay far more for far less in other things, compared to $5 for a DLC that may extend your play time by a few hours. I eagerly await these people's boycotts of going out to eat, watching movies, etc.

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  42. I'm a "fan" of this game for a long time now and also bought everything just for the support. But there was one thing that made my loyality waver. Why made 2 DLC for Warfare? You said above "We are continuously adding new content to our existing DLC, so these DLC owners will receive new content, for free." But well, you actually did not with the 2nd DLC for Warfare.That made me honestly a bit upset. I never cared about it before. But the "update for free" statement in combination with the two DLCs that should have been 1 dlc is weird (I would also have paid 8 insteat of 4 CHF because it's still would been worth it). Still love the game tho, keep up the good work, but be careful with words. Thanks!

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  43. That's cool and all, but could you make it so that my turrets on a dedicated server actually track and fire at targets? Thanks.

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  44. Love it keep up the work i have over 2500 hours in game and think its the best game on the PC by a mile love it.

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  45. In this blog under "Community Spotlight", there is a link to "hilarious" Workshop builds, but the link doesn't go anywhere, can you please restore it?

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    1. Hi AdaRynin, good catch! That link should be updated now.

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  46. Could we have an option for the astronaut to be wearing a shirt in a pressurised area? I'd like to wear a shirt inside spacecrafts, stations and earthlike, since astronauts tend to wear t-shirts inside actual space stations. Nothing too fancy would be needed, just a plain white shirt would be fine.

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  47. I bought vanilla from Steam, but is it not linked to discount dlc?
    Also, is it impossible to multi-task users who downloaded from Steam and Space Engineer Store?

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    1. I was going to ask the same question, just to be shure that if I buy the dlc's on the official store they are 100% compatible and usable on the steam-downloaded vanilla game.

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  48. Thats what i was waiting for so long. The only thing outside of aggresive, neutral NPCs to defend yourself against I am looking for, is some purpose to go on other planets, because there is none purpose/end game content for now.

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  49. Hopefully some interesting stuff comes of the AI work. It would be neat to have a challenge to overcome as currently if you start a game on earth for example you "win" the moment you spawn in.

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  50. Ah that makes sense you made one "good" Update at least in comparison to the Others so you could increase the Price of the Overpriced DLC further smart. The consume bots will love it ;D

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  51. Este es un juego en el que tengo 3872 horas jugadas está muy bien pero se vuelve monótono y te obliga a tirar de mods ya que la economía del juego en el tema misiones es precario lo exploración precaria creo que le hace falta un empujón en tema npc y una galaxia y creatividad para los desarrolladores que le den más vida al juego y un retoque al Jun Drive con una animación de viaje por el hiperespacio o algo así

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  52. Hi, bought the game when the offer happened, and I absolutely love your work, keep pushing it until it becomes the ultimate space engineering/survival/fighting/base building game, and who knows maybe colony manager if npcs are integrated.
    If I can, I would like to advice to have an Astroneer-like progression system, I personally feel that having content blocked via a more complicated research and unique rewards from missions would add a lot to the game. Obviously with the option to disable it for those who enjoy having everything unlocked.
    Good luck!

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  53. Where bug fixes? Multiplayer is unstable mess. Look at these workshops, look, look, look, look, minor update, look, look, look.

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  54. ---short---
    Get the servers to scale, proper multithreaded performance to have 200+ people per instance.

    ---long---
    The issue for me is the community stagnating, and unfortunately it is when looking at the steam charts. The biggest cause is the scalability of hosting a server. On a normal non modded server, you can get maybe 30+- people if you put limits in place, and on a heavily modded server to stream line it, even by adding multi instances/servers as a single "server" you still struggle. Imagine having 200+ people on a single instance, each having building 100K block limits with x10 ratio of AI interacting with them. The community would explode as opposed to have 10-15 people on a server if you lucky.
    The same discussion I had on Nexus, the current server’s vanilla/modded only use a few CPU threads and even that is heavily unbalanced with 1-2 threads being overloaded. Even Minecraft had this issue a decade+ ago, and random developers decided to code it in C++/C# and what they did wasn't even scalable but rather getting plugins to handle AI and other functions to minimize the core thread overload. SE is a sandbox game but when the performance is soo heavily restricted, you kill every other aspect of it.
    Get the servers/hosting to scale, that should have been goal number one besides stability and bug squashing, the modders/community would create mods/content x100 more than anyone else could have in the dev team. Use them as a resource and if finance is an issue create nongame breaking DLC or better yet get the community to make it incentivizing them and SE gets a 10% handle cost on approved skins and so forth.

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  55. Can you please make scripts work on xbox?

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    1. Thank you for reaching out. Scripts currently work on dedicated servers (for Xbox) but cannot be run in console hosted games. This is due to a technical limitation of that platform.

      We will not be making any changes to the way scripts currently work on Xbox.

      Thank you.

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    2. Thank you for responding, it's good to know there's a reason

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    3. Unfortunatly for all involved. It is a breach of security for microsoft to allow coustom made content to 'change' the game. This is mainly due to older consols, and it is unlikely to be changed in the future.

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  56. For all the people complaining and dissing the devs for bugs and charging for DLC what do you expect? You really expect them to just charge for the base game that came out over 7 years ago and that's it? You're really complaining about 4.99? As someone already said these guys have lives, wages, bills. Shit ain't free man be happy their actively developing and improving and adding more features instead of taking what they made and letting the game die. I think they deserve every penny and more for this masterpiece of a game we've all poured 100+ hours of our lives into. As for bugs honestly I've encountered zero. Though I did start playing this year but as it stands today it seems stable to me and I'm over 300 hours in. I will say the majority of people that are complaining about too many bugs are playing on Xbox. Not to throw shade on console players (I have a few) but consoles are far more limited in capabilities than a pc is. SE is a massive game and so much can go wrong or be imperfect but as i see it their doing their best and constantly improving, what more can you ask for. Anyway don't listen to the ignorant broke haters guys. Just know for every one you see there's 50 other people who love your game and support you. Can't wait to see whats in store! Keep it up

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