"Need to create" - Builder, accelerationist, and Founder/CEO at KeenSWH.com and GoodAI.com - Working on AI People and LTM, Space Engineers 2, VRAGE3 engine and Resilient Civilization
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 caught 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 This is my unfiltered dev journal, so please keep in mind that what I write here are my thoughts and will be outdated by the time you read this, as so many things change quickly.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.
Space Engineers 2
The team is almost finished with VS 1.5 Modding (should be completed this week, and then a few weeks of testing will begin). With this milestone approaching, everyone is now shifting focus towards VS 2 - Planets and Survival, which I'm personally very excited about.
Some of the basic loops in the game are already working well during our internal playtests: the ore detector now elegantly displays ore locations on your HUD, you can drill ore, and the inventory screen allows smooth movement of items between inventories and grids. During yesterday's playtest, we focused on refining the grid roll function (Q/E keys) which many of you noticed wasn't fully implemented. I'm pleased to report it's now working as intended.
The art team is polishing voxel materials for planets - cliff materials, grass, soil, sand, and more. I'm genuinely impressed with how planets look from orbit and from 1-2 km distances - the view is breathtaking. However, we still have work to do in the middle distance range (200-2000m), where some material detail patterns don't quite match the scale. This is the kind of subtle polish that will make a huge difference in the final experience.
Turning SE2 into a Game: Core/Meta Loops & Progression
This topic has become my personal priority. Many systems in SE2 are already solid and polished, so now it's time to "turn it into a game" with meaningful, satisfying loops.
Core loops in SE2 encompass exploration, engineering, combat, and various combinations of these activities. A key design principle we're implementing is accessibility - ensuring the first experience with engineering isn't overwhelmingly complex, which might discourage new players. We're designing a progression from simpler engineering tasks to more complex challenges as players gain experience, but importantly, players are free to progress in any direction they want. The game will gradually introduce more complexity and challenges, but you'll never be forced down a specific path.
Let me walk you through a concrete example: Imagine spawning on a planet where your HUD objectives guide you to a ship projection. The interface intelligently directs you to nearby resource locations. You mine ore and then use backpack building (which automatically converts raw ore to components for basic blocks) to weld the projection block by block. Within minutes, you've constructed your first ship, and your HUD guides you to the next objective. Of course, this is just one optional path - you're always free to ignore these suggestions and forge your own way through the universe.
This engineering core loop creates satisfying and rewarding moments every few minutes. It's something players will repeat regularly, so we're meticulously fine-tuning it to ensure it remains engaging. This is just one example - we have numerous core loops designed with the same care.
Meta loops provide longer-term goals. You might accept a mission, travel to a specific location, solve various challenges (exploration, combat, engineering), receive rewards, and then progress to the next mission. Through this journey, you'll unlock new areas and advance your colonization index - a visual map showing which regions of Almagest you've already colonized. This provides intuitive, visual progression feedback without resorting to arbitrary gates.
Progression in SE2 isn't about arbitrary skill trees or artificial restrictions. Our philosophy is to gradually introduce complexity, allowing players to learn the game's systems organically while providing clear visual indicators of progress. We respect player intelligence while ensuring the learning curve doesn't become a learning cliff.
What I've described is just a glimpse into the ongoing design discussions we're having. Another major topic we're currently brainstorming is the combat meta and core loops - examining why players would attack or defend, what challenges they'll face, what rewards they'll receive, optimal combat frequency and distance, and whether combat should be automated or manual. These decisions will fundamentally shape the SE2 experience.
What aspects of SE2's core loops are you most excited to experience? What other topics are you interested in? I'd love to hear your thoughts.
Personal: Safari in Botswana
We recently took a quick three-night extended weekend trip to Botswana (an easy choice when you're staying in Cape Town). I've always wanted to visit, but since we didn't have time for a car journey, we opted for this shorter trip.
Botswana is a vast country with fewer than 3 million citizens. They have quality education, good governance, and generally, people seem content in their country (there's relatively little emigration). Our focus, however, was purely on nature - we stayed at a camp in the Okavango Delta and enjoyed the classic safari experience: morning game drives and evening boat rides to observe wildlife.
We were fortunate on the first day to encounter two lion brothers, whom we followed for almost an hour. We witnessed them attempt two hunts - first on a warthog and then on giraffes. Both were unsuccessful. It was fascinating to observe how lions rely on the element of surprise and abandon pursuit if not successful in the first few seconds. It was quite the experience sitting in an open vehicle just 5 meters from these magnificent predators with nothing between us.
To summarize: Botswana is beautiful, safe, has incredible wildlife, excellent food, lush greenery, and friendly, happy people. We plan to return in the future, but next time as a road trip to experience the country more intimately.
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 caught 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.
Space Engineers 1
The recent Fieldwork update for SE1 has brought many players back, and we're now seeing increased activity in SE1. This is wonderful to see, especially since we still have plans for SE1, and because SE1 and SE2 cannibalize each other's player bases in interesting ways:
Some new players purchase SE2 (simply because it's newer), only to discover there isn't much content for them yet, leading them to leave. Had they bought SE1 instead, they would likely have had a higher chance of remaining engaged with the game.
SE2 currently shows lower retention rates and player numbers compared to SE1, largely because creative mode appeals only to a smaller segment of players.
Nonetheless, we're committed to this as a long-term journey, so these are merely temporary challenges we'll overcome.
Personal
I want to share a personal experience with you. About a year ago, after a minor slip-up during BJJ, I started noticing spasms and stiffness in my upper and lower back. At first, I brushed it off, thinking it was just part of getting older. I turned to the usual remedies—massage, stretching, mobility exercises—but none of them made a dent. Frustrated, I consulted a sports doctor who referred me to a biokineticist with a fresh perspective.
Using movement tests, the biokineticist uncovered the real culprit: some of my muscles were over-active—doing more than their proper share of work—while others weren't pulling their weight. This overactivity led to muscle fatigue, which eventually triggered protective spasms when my body and brain decided to protect those overworked areas by stiffening them.
His solution was straightforward yet spot-on: massage the tense muscles to ease their burden and strengthen the weaker ones to bring my body back into balance. It worked wonders. We even discovered that in certain positions, some muscles were malfunctioning - for example, when I turned my head to the right, my abdominal muscles would completely disengage instead of maintaining proper support.
The best part was that we precisely debugged the issue with no uncertainty, targeting and discovering exactly three muscles that needed fixing. This precision meant I knew exactly where to be careful and how to address each problem area. With this approach, the pain faded, and now I'm back to long coding sessions, discomfort-free.
The takeaway? Whether you're debugging code or resolving issues in your body, don't stop at the surface—dig deeper to find the root cause.
Space Engineers 2
VS 1.5 Modding
Next big update is VS 1.5 Modding
Here are some use cases that I was recently testing:
Replace the default skybox in the game - can be done in few clicks
Replace the texture on the default Medbay block with a chrome one
Add a new Medbay block to the game - so it shows as a new block in the G-screen
During this testing we discovered some bugs and some weird UX issues, which are getting fixed, so it was pretty useful. Here are few examples of Modding in action:
Space Engineers 1 Couch Model imported and material adjusted.
Gizmo control of dummies.
Thruster with a light and gyroscope built in - you are not restricted by entity type anymore!
And a view of terminal with both light and thrust override.
The reason why we decided to add modding so early was that SE was always about our community and our modders and we want to support them as soon as possible, and also we hope that it will add extra value to the game, and help grow SE2 faster. But it’s hard to say, maybe starting with Survival would be a better growth strategy. Hard to say.
Gameplay: Colonizing the Almagest System
The heart of Space Engineers 2's gameplay is the new colonization system. We've divided the Almagest solar system into distinct regions, each offering unique resources, challenges, and opportunities. As you complete missions and establish infrastructure in these areas, you'll increase your "colonization index" – a measure of humanity's foothold in this distant star system. This creates a clear, visible progression path while maintaining the sandbox freedom that defines Space Engineers.
Every engineering project, exploration mission, and combat encounter contributes to your colonization efforts. Complete a power station? Your colonization index rises. Establish a mining outpost? The index grows further. Defend against threats? Your settlement becomes more secure. This system gives purpose to your engineering projects within the broader narrative of humanity's expansion.
We're framing this experience as "The New Space Race" – where players collaborate and compete to establish humanity's presence across Algamest. This creates natural objectives that are always visible and clearly communicated through mission markers, HUD indicators, and detailed objective panels. You'll always know what your current mission is, where to find essential resources, and what rewards await completion – all through intuitive visual guidance.
While Space Engineers 1 excelled at engineering, physics, and sandbox elements, SE2 will enhance these foundations with stronger gameplay loops and progression systems. We've designed the game to provide a satisfying rhythm of challenges and rewards – you'll experience meaningful accomplishments every few minutes rather than hours, keeping engagement high while building toward larger achievements.
We're implementing several accessibility features to support this vision:
Backpack building for direct ore-to-component conversion during construction
Enhanced projection building with our improved ghost block system
New build planner interface streamlining the engineering process
Redesigned blueprint system facilitating knowledge sharing between engineers
Block unlocking will be tied to both your colonization progress and your building achievements – construct basic components to unlock advanced ones, with region-specific resources enabling specialized technology.
We're also considering role-based specialization paths (Explorer, Engineer, Pilot, Industrialist) that would complement the colonization system while preserving the sandbox freedom SE is known for.
Throughout all these changes, we're improving accessibility without compromising depth. Space Engineers 2 will be easier to learn but just as challenging to master – maintaining the engineering complexity our community values while welcoming newcomers to the universe we're building together.
Please let me know your thoughts - suggestions, questions. It’s time to start discussing the gameplay with you!
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 caught 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.
Space Engineers 1
This Monday we released a huge Fieldwork update for Space Engineers 1
I missed last week's dev diary because I took a vacation to a remote offline place without internet access. But I want to share with you some things that excited me:
I spent 3 days staying on a remote sheep farm in the Karoo (South Africa), with no signal, no electricity, and the nearest neighbor about 30 km away
The forced deep-focus was incredible - with no internet or email notifications, I could only think, sketch, and draft ideas the old-fashioned way
It was strangely liberating not being able to "just ask the AI" or to google or open some documents - every question had to go in my notebook, which helped me see which problems are truly worth pursuing later
I finally completed a reading sprint, finishing "Designing Games" by RimWorld's Tynan Sylvester - got lots of great mental models on player motivation, pacing, and emergent story arcs that I'm bringing back into SE2 and AI People
Explored the farm's canyon system and discovered a century-old settler dam that's now partially breached, plus an ancient camel-thorn tree that I named the "Tree of Life"
Had an amazing "Palaeo day" where I:
Toured the Gansfontein palaeosurface with Marinda Oberholzer in Fraserburg - hundreds of 255 million-year-old proto-mammal trackways preserved in mudstone
Visited Jaco Groenewald's personal museum in Sutherland to see dicynodont skulls and amphibian swim-trails - his DIY exhibit at Sterland shows how the Karoo records the Permian-Triassic extinction
Both amazing people who love their work and passion!
Space Engineers 2
Our water team is optimizing the simulation and making it more stable across various test cases (water dam, underwater base, aqueduct, submarine, etc.)
The water rendering looks much better now and more flat - making spherical water for a spherical planet was a very challenging task, but it's working well now
We'll soon need to start adding sound effects for water, which I think will be substantial work - we need to detect where water falls and splashes without over-spamming the audio system, plus create muffled sounds for underwater (though this part should be easier, just needing an "if" condition and a dynamic effect in FMOD)
We've improved camera shake for both character and ship:
It feels great during jetpack flight - shaking during the initial charge-up period and during boost flight
It works for ship acceleration too, but it's currently too strong - we'll reduce it and implement a cooldown so after about 2 seconds it will gradually stop shaking or shake very little
We also plan to implement this for deceleration
The ship drill now causes rock debris to fly off when drilling asteroids
Our main focus is now on:
VS 1.5 Modding update - this will be amazing for modders and players, providing new tools to mod the game. We've done several playtests and the workflow is becoming more intuitive and simpler while maintaining freedom and flexibility
VS 2 - focusing on survival, planets, and real gameplay (at least the first stages). We're transitioning from polishing small creative mode details to the bigger picture of actual gameplay - turning SE2 into a game about space colonization with exploration, combat, and engineering. For me, this is the most important part and one of the main reasons for making SE2 - to reimagine the SE experience without constraints
Animations continue to see incremental improvements:
The debug gun now has better positioning and distance
We still plan to improve jump animation, uphill and downhill walk/run animations, tool usage (drill, welder, etc.), stopping animations, and more
First-person camera and animations are already very good, about 90% of our target quality
AI People
I've started working on my own AI NPCs experiments and my own LTM (Long-Term Memory) system
It's incredibly fun to be back programming after 10 years of CEO-ing - being in those fast iteration loops (idea → experiment → feedback)
AI-assisted coding makes you tremendously productive these days
The Fieldwork update is here! We’ve improved PvE Encounters, including a full rework of Cargo Ship and Unknown Signal encounters. This update also adds the new Prototech Fusion Reactor, a Small Oxygen Tank, and a Large Grid Small Connector - along with a wide range of quality of life fixes and improvements.
The Fieldwork Pack includes new decorative blocks with visuals ideal for building secret bunkers, mad scientist labs, mobile research outposts, and more. Perfect for engineers working off the grid.
Free Content
We’re bringing you all the important gameplay changes for free in our Fieldwork Update.
PvE Encounters
All the Cargo Ship encounters and all Unknown Signals have been overhauled. You do not need to start a new world to experience them.
Cargo Ships Overhaul
NPC Cargo Ships have been completely revamped and updated for a fresh new experience. These grids now make use of modern weapon systems, AI blocks, and communicate using Broadcast Controllers. They’re designed to sit between the simpler Unknown Signal encounters and the more dangerous Factorum threats - offering a mid-tier challenge and rewards.
The factions are randomly generated when you create a world. These include traders, builders, miners, military groups, pirate factions, and two special global factions: The Factorum and Unknown. This system hasn’t changed in this update - but the ships they use have. Cargo ships now use the same faction-based system and colors. This means ships will inherit the colors of the faction they belong to, adding more visual variety. Pirate factions are an exception - instead of their usual black color, they now use random paint schemes to reflect their scavenger nature, suggesting they steal parts and ships from other factions rather than build their own.
Cargo ships can now call for reinforcements via their antennas if your reputation with that faction is negative. Some ships may appear lightly defended at first, but once you go hostile, they’ll dispatch additional drones to respond. Each faction type has individual behaviors and 2 to 4 unique drone variants, adding more tactical depth and variety to these encounters.
Trade Factions: Least hostile. Tend to flee on sight. Lightly armed.
Mining Factions: Tolerate nearby players but may become hostile if approached. Often flee rather than fight.
Builder Factions: Behave similarly to mining factions.
Military Factions: Do not like being approached. Will pursue players who get too close.
Pirate Factions: Hostile on sight. Will engage whenever possible. Some larger ships can launch salvage-seeking drones.
Unknown Faction: Rare and unique spawns.
Unknown Signals Overhaul
New grids for all Unknown Signals. Like Cargo Ships, these grids now take advantage of modern blocks and we also made adjustments to their loot.
Strong Unknown Signals Overhaul
Strong Unknown Signals are now composed entirely of Large Grid blocks. Their location is visible to all players on the server, and they have a chance to contain high-end loot and salvage - making them valuable targets worth cooperating to take down... or competing over.
Improvements to Planetary Encounter Spawning
We’ve made improvements to the spawn system for Planetary Encounters which should make these encounters spawn more reliably and frequently, ensuring players regularly have content to explore on the surface of planets.
The Great Skin Hunt
Starting today and running through May 30, we’ve substantially increased the drop rates for all skins on Steam from Unknown Signals. Strong Unknown Signals, which have a chance to drop the rarest skins, are especially rewarding during this period. We’ve also reduced the cooldown between possible skin drops, so you’ll have more chances to earn cosmetic rewards as you play.
Happy hunting, Engineers!
New Free Blocks
Prototech Fusion Reactor
(1 block, L grid)
A highly efficient power generator which utilizes hydrogen as a fuel source. It can provide large amounts of power to grids. Challenge the Factorum to obtain one for yourself!
Small Oxygen Tank
(1 block, S grid)
A compact oxygen tank perfect for exploring low oxygen environments.
Large Grid Small Connector
(1 block, L grid)
This block serves as an adapter which allows Small Grids utilizing the Small Connector to dock directly to Large Grids.
Refill Station
(2 blocks, L grid + 1 block, S grid)
This block allows engineers to quickly refill their suit’s oxygen, hydrogen, and energy. Any player can refill from these stations, regardless of faction standing or ownership - making them great for cooperative play and the PvPvE on the servers.
Want to call a temporary truce and team up with a rival faction to take down a hostile encounter or Strong Unknown Signal? Now you can.
Improvements and Quality of Life Changes
Added Additional Set Value Actions
We’ve added several new toolbar actions allowing for better manipulation and automation of the following settings:
Thrusters: Set Thrust Override
Wheels: Set propulsion Override, Set Steering Override
Lights: Set Light Color, Set Radius, Set Blink Interval
AI Flight Block: Set Speed
Added Support for Keyboard Binding Modifiers
Keybinding options have been expanded, with more support for multiple key combinations. The default keyboard layout for block rotations now mirrors the scheme used in Space Engineers 2, allowing for easier transitions between sessions in both games.
Action Slot UI Improvements
Action Slots in automation blocks have been completely reworked for better clarity and ease of use. It’s now much easier to tell what each slot does, making automation easier than ever.
Projector Model & Functionality Improvements
Building from a Projector Block just got easier! The block’s model has been reworked with directional indicators, making initial placement and blueprint control easier. Additionally, we’ve added options to pinpoint unfinished or missing blocks on the projected grid.
Experimental Mode Changes
We’ve made some changes to Experimental Mode.
Experimental Mode is now turned on/off automatically when joining sessions that have Experimental Mode enabled or disabled.
Mods are no longer considered Experimental, allowing players to engage in modded content without the need to turn on experimental mode and all of its associated features.
There are three new Experimental mode World settings: Enable Share Inertia Tensor, Enable Unsafe Piston Impulses, Enable Unsafe Rotor Impulses. These were previously available when Experimental Mode was enabled, but can now be individually toggled if needed.
Adjustments have been made to total PCU values on Xbox, which should result in a more stable experience.
More QoL Changes:
Added Support for Multiple GPS Selection
Added Terrain Clearing Mode Option to the Drills
Added Search Options in Admin/Block Menus
Added Carousel Scrolling in Radial Menus
Admin Menu Improvements & Added Admin PCU Tools
Added New Loading Screen Images, Background Videos
We are always looking for ways to improve, and that includes adding value to prior releases. During this update, we are adding new content to existing DLCs, those who already own these DLCs will get this content for free, as part of the update.
Additional Bridge Blocks (Added to the Contact Pack)
(7 blocks, L grid)
Additional blocks featuring reinforced windows, designed to be combined into the ideal bridge for a large grid ship.
Fieldwork Pack
Similar to our previous major releases, we hope you will take this opportunity to support the continued development of Space Engineers. This DLC pack consists of cosmetic items that enrich your game visually. None of the features in this package provide any advantage to players who purchase this DLC.
The price of the Fieldwork Pack is $4.99 USD or your regional equivalent. Show your continued support for Space Engineers and check out the Fieldwork Pack.
This package includes:
Lab Desks
(6 blocks, L grid)
A collection of modular workstations perfect for laboratories and research outposts.
Lab Experiments
(3 blocks, L grid)
Essential for any scientific facility, these decorative blocks show signs of active experimentation and ongoing research efforts.
Lab Vat
(1 block, L grid)
A unique variant of the Cryo Chamber block, this sealed containment unit preserves offline players.
Lab Freezer
(1 block, L grid)
A storage unit perfect for preserving samples and medical supplies.
Lab Door
(2 blocks, L grid)
A slim glass door which provides secure access to various areas of your laboratory.
Lab O2/H2 Generator
(1 block, L grid + 1 block, S grid)
This block generates oxygen and hydrogen with visible electrolysis equipment showcasing the process at work.
Lab Small Hydrogen Tank
(1 block, L grid)
Portable hydrogen storage for small-scale systems.
Lab Small Oxygen Tank
(1 block, L grid)
Oxygen tanks suited for laboratories and support modules.
Lab Hydrogen Tank
(1 block, S grid)
A high capacity hydrogen storage unit for Small Grids.
Round Passages
(7 blocks, L grid)
Segments of tunnels. Ideal for bunker interiors and modular labs.
Pipes
(7 blocks, L grid)
A set of decorative pipe blocks useful for adding detail to utility spaces.
Decorative Floors
(5 blocks, L grid + 2 blocks, S grid)
A set of floor blocks which add panelling and texture to walkways, maintenance areas, and rooms.
Cargo Access Terminal
(2 blocks, L grid)
Secure access points for cargo management.
Exhaust Cap
(1 block, L grid + 1 block, S grid)
A low-profile exhaust vent with a variety of visual effects options.
What’s Next
Survival Mode. We’re expanding the survival experience with new gameplay systems in our next update. Environmental hazards will affect how you explore and build, while managing food supplies and maintaining farm plots will become key to staying alive in the frontier of space.
All of these features will be optional and configurable when creating your world, so you can tailor survival to fit your playstyle - whether you're looking for a hardcore challenge or a more relaxed experience. We’re looking forward to sharing more soon!
If you’re interested in working on awesome games like Space Engineers or our in-house engine VRAGE3, we’d love to hear from you!
We are currently in the Research and development phase, exploring new features of the VRAGE3 engine. Our goal is to support extremely large and fully dynamic and destructible environments, including planets, large spaceships, and any other creations built by the players.
If you’re interested in working on awesome games like Space Engineers or our in-house game engine, and love solving unique challenges, 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.
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.
Best, Marek Rosa CEO, Creative Director, Founder at Keen Software House CEO, CTO, Founder at GoodAI
Personal bio:
Marek Rosa is the founder and CEO of Keen Software House, an independent game development studio, and GoodAI, a research company focused on general artificial intelligence development.
Keen Software House, established in 2010, developed Space Engineers, which has sold over 5 million copies and maintains the 4th largest Workshop community on Steam with over 500K user creations. The studio is now developing Space Engineers 2, built on their new generation in-house VRAGE3 engine.
Following the success of Keen Software House, Marek founded GoodAI in 2014 with a $10 million personal investment. The company develops autonomous agents and AI technologies, including the AI People game featuring LLM-driven NPCs with long-term memory and evolving personalities. Current projects include Groundstation, a multi-drone system.
Both companies, employing over 100 professionals, work toward advancing technology through gaming and artificial intelligence, with GoodAI's specific focus on developing AGI to help humanity understand and explore the universe.