"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 This is my unfiltered dev journal, so please keep in mind that what I write here are my thoughts and will be outdated by the time you read this, as so many things change quickly.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.
Target-based gyro - Almost complete, now we only need to polish the UI. This control system is inspired by War Thunder, where you see a cursor on screen, aim somewhere, and the ship rotates towards that direction. It feels remarkably good, actually much better than expected because we implemented a little trick that maintains aim while the ship rotates.
We are also improving camera and ship handling in tight spaces.
Offset camera - I needed to "sleep a few weeks on this" to better understand what I wanted. Quick recap: in third-person mode, the camera is slightly offset to the right (or left), so you can see where the character is looking and walking towards. We tested multiple alternatives, like adaptively changing the offset distance based on character speed or zoom distance, but ultimately decided on the simplest version: 20cm offset to the right. It feels good, provides better visibility, shows the character from a side angle which creates a more connected feeling, and prevents you from hitting walls when running. I'm satisfied with it. Now we just need to polish and it's ready for VS 1.2.
Merging character and Spectator Controls - There were two independent pathways handling controls for character mode and spectator mode. Now they're unified, which saves development time and improves consistency. This means you get the same tools and UI whether you're in spectator or character mode (paint tool, shift+G, copy-paste, etc.).
Debug Gun - We've added a new model, muzzle effect, better projectile, and the ability to destroy voxels.
First person animations - several improvements:
Tools/guns are much more stable in front of the camera, creating a feel similar to other FPS games
We're reducing the distance between the camera position and the character's pivot point, ideally to zero, because then mouse movement and rotation would occur around that exact point, instead of a point offset by 20cm
Here’s what first-person animations would look like in third-person - if they weren’t designed separately. Spoiler: it’s broken and hilarious!
With designers, we've discussed character inventory and grid inventory for VS2
Recently we also explored the topics of core loop, meta loop, progression, challenges and rewards. Essentially how SE2 can evolve from a sandbox toy into more of a game. This is very important to me, as I believe it can introduce SE2 to a much wider audience, and as a player myself, I want this. This topic is still not finalized, but I want to have a clear design during the next few months.
VS 1.5 will introduce Modding, with the release of VRAGE HUB and Editor, enabling creators to make new blocks, textures, and skyboxes. We'll soon begin workflow testing with our Close Testing Group. Our goal is to streamline the process, making it easy and especially fast to add new content to SE2.
Water - The team is still addressing some core challenges (such as making water cells 25cm to enable flow through tiny holes in our 25cm unified grid system), but we've already discussed ideas for visual enhancements coming in a few months. These include adding a second layer of low-frequency, long wavelength waves to the water surface for greater realism, applying a water texture to simulate tiny color variations in the surface, and of course, adding foam near shorelines.
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
Update 206 is nearing completion.
Here is a little sneak peek from yesterday's team presentation:
Space Engineers 2
VS 1.1 is almost finished and we are testing it now, release will be soon.
Flora impostors for VS 2 - fendering all visible trees as real geometry would be too GPU intensive, so a good practice is to render distant trees as billboard impostors, which are not recognizable to the eye. Here's what the first prototype looks like.
Animation culling - to optimize performance, animation on blocks with animated sub-parts should be culled (disabled) when the player is too far away to see it. This video demonstrates this feature, with the culling distance artificially lowered for visibility.
The water team has made significant progress, with an updated "delete water dam" testing scene that shows improved performance and visual effects. The water surface now appears more realistic, accurately reflecting the velocity of the flowing water and various surface effects.
This screenshot shows how the 25cm unified grid system allows for items to be placed on the Gearforge block's table, and for a light to be positioned on the block itself.
Fracture simulation - because it's cool!
Planetary flora progress
Modding will come soon to SE2 (in VS 1.5) This is a modded skybox example:
We are working to enhance first-person animations, with a focus on ensuring that the tool or gun remains steady and consistently forward-facing on the screen.
For VS 1.1 we will also refine pivot controls to give you more precision when copying and pasting. When you copy, cut, or create a blueprint, the pivot point will automatically be set to the block you aimed at during the action. When pasting, this pivot point will be highlighted, making placement clearer.
Additionally, the snap size of the pivot point now determines the default snap size of the pasted grid or blueprint, giving you better control when positioning structures.
AI People
We worked on designing a relationship system for our AI-driven NPCs that creates meaningful interactions while maintaining a deterministic foundation enhanced by LLMs. This system tracks how NPCs relate to players and each other, making characters feel aware of their social connections.
AI People is turning into an action RPG set in 2033 after superintelligent AGIs transformed cities and then vanished. Player leads a group of 10 survivors in a fortified estate, managing resources, defending against raiders and malfunctioning AGI tech, and interacting with other settlements.
We implemented a Core Memories system where each NPC has up to five key memories that strongly influence their behavior. These one-liners adapt dynamically based on game events and can be affected by player actions or directly edited.
We also improved action synchronization to handle over 20 NPCs simultaneously instead of just 5 sequential characters. NPCs now act independently by default and only synchronize when forming groups. This allows multiple individuals and groups to exist concurrently, with the AI Director managing their routines and action plans.
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
Why SE2?
We’re building SE2 because we believe in the dream of the ultimate space-sim—one that goes beyond anything seen before. We want a game where engineering, survival, and combat truly matter, where every action has weight, and where players can shape their own destiny in a vast, living universe.
SE1 was just the beginning. SE2 is our chance to push the boundaries—to create the space game we've always wanted to play. A game where players build, explore, and fight for survival and the colonization of Almagest, a raw and untamed frontier filled with danger and opportunity.
This isn’t just a sequel. It’s our vision for the future of space simulation—a world where creativity, skill, and ambition define your fate.
SE1 Alpha Footage recreated in SE2
FighterPilot O5 has recreated the classic SE1 Alpha Footage in SE2. Thanks very much for the effort and for reading my mind because I was honestly considering asking Janusz to do it.
What I worked on this week:
Music Design: We designed an adaptive music system to fit different locations and situations—sandbox mode, campaign mode, and dynamic moments based on player actions.
Character Art Expansion: We recently hired an amazing new character artist, growing our team. This means SE2 will feature a greater variety of characters, suits, and skins.
Character Animations & First-Person Camera: We are improving how the first-person camera moves, making sure it feels natural and immersive. One example: the first-person camera isn't just a single point but behaves more like a position on a stick, which means its rotation also introduces unintended movement. This results in unnatural optics, and we’re working on refining the offset system to make the camera feel more stable and immersive.
3D UI Prototyping for Partial Copy-Paste: We have been working on a new 3D UI system for copy-paste mechanics in the game.
Jump Animation Improvements: We are working on more natural jump animations—detecting whether the jump starts from the left or right foot, then adjusting fall/landing animations accordingly.
We are having a discussion whether projections (blocks or blueprints) should cast shadows or not. My opinion is that they should because it will help with depth perception of the scene, player will be better aware of where exactly is the block/blueprint being projected. For illustration, here’s a screenshot with one bug where only part of the projected block is casting a shadow (the alpha masked grid inside of it).
What is your opinion? Leave your comments.
Future Plans: Unifying spectator mode and character controls to ensure smooth transitions between gameplay perspectives.
AI People
Why AI People?
Our vision is to revolutionize AI NPCs and move beyond scripted interactions. We want NPCs that feel alive, form relationships with players, and generate emergent narratives over time. Whether they are your companion, rival, or life partner, every AI character should feel distinct and dynamic.
What I worked on this week:
Emotion System: We designed an emotion simulation for NPCs where their emotional states change dynamically based on player interactions and inter-NPC communication. These emotions affect behaviors and decisions and are conveyed through HUD, sound, voice, and animations.
Daily Plans for Agents: NPCs now follow structured daily routines that adapt dynamically. Initially, we are implementing predefined schedules (e.g., farmer, soldier, etc.), but over time, LLMs will generate personalized daily plans with both structure and variability.
LLM API & Perception System: We refined how NPCs interact with the LLM to optimize performance and avoid unnecessary computational load. NPCs now have a Level of Detail (LOD) perception system, meaning they are aware of events in their immediate vicinity while ignoring distant, irrelevant occurrences. This ensures that prompts to the LLM remain efficient and contextually relevant, allowing NPCs to react dynamically to their surroundings without overwhelming the system.
Backstory Integration: AI People is set in a world where AGIs emerged in 2030, quickly surpassing human intelligence. Their incomprehensible goals reshaped cities into vast computational centers, disregarding humanity. Society collapsed into chaos, and by 2033, the AGIs mysteriously vanished, leaving a transformed world behind. Our AI NPCs are aware of this past, shaping their behaviors and interactions within this new reality.
Balancing Player Control & NPC Autonomy: NPCs act independently while collaborating with the player, balancing personal goals with player requests. They can decline unreasonable tasks, prioritize their own needs, and manage schedules realistically. The goal is a dynamic system where players have influence, but NPCs remain true to their character and motivations.
Marek’s Blog: New Visuals
We are working on a long-overdue visual update for this blog—something I’ve wanted to do for years. Our amazing 2D artist, Aleksandar Serafimovski (Alek), has created new concepts that will give the blog a fresh yet timeless aesthetic.
Alek, who is responsible for all 2D art in SE2, websites, banners, and more, has poured his creativity into this redesign. Here is one of the first drafts.
Strong Europe: My Political Vision
A Sovereign, Powerful Europe
Europe must take responsibility for its own future. We cannot remain dependent on external powers for security and economic stability. To build a Great Europe, we need:
A European Army capable of defending itself.
Less regulation to encourage innovation and economic growth.
A cultural shift towards entrepreneurship, ambition, and risk-taking.
Smarter governance—fewer bureaucratic layers, more efficiency.
True unity—a powerful united Europe, not fragmented nationalist states.
Pan-European leadership—visionary leaders who unite the continent through strength and ambition.
With 450 million people, Europe has the potential to be a global economic and military powerhouse. But to achieve this, we must stand on our own.
Final Thoughts
SE2 is evolving rapidly and VS 1.1 will be released in coming weeks. AI People is shaping up to be something truly groundbreaking. At the same time, I remain deeply invested in the future of Europe and believe we must take bold steps toward sovereignty and strength.
I would love to hear your thoughts! Please share your feedback, suggestions, or ideas - what excites you most, and what would you like to see next?
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
Cenda (Jan Hlousek, Tech Director of SE2/VRAGE3) and I spent a week traveling through beautiful South Africa's nature and rural areas and did some field testing of VS2 Planets.
You can see us here, including a music track from SE2 soundtrack:
The SE2 team is finishing VS 1.1 (Workshop). It will go into the final testing round next week and could be released soon after. It will bring Steam Workshop integration and an in-game browser, along with many other improvements - including mouse sensitivity and mouse inversion settings - because you asked us to add it.
Lukas and I were working on sound improvements for VS 1.2, mainly ship sounds (boost sound, speed-dependent sounds) and drill sounds (idle drill, contact with voxels or blocks). It's feeling much better now. Another significant improvement where Lukas went all out are the destruction sounds - when you shoot with the debug gun and incrementally damage blocks, and then when the final stage of block breaks or explodes. He created custom versions of sounds for all types of blocks. It really sounds meaty and satisfying.
We've finally implemented grass and trees into VS2 - of course, this is just the first stage, and we plan to make them several times more beautiful.
The debug gun tool got a new 3D model (we still need to improve the animation and projectile trail rendering).
We are improving the precision of highlight interactions (when you aim at a block and see the highlight), so no invisible occluders will interfere with the raycast from your crosshair.
The water team encountered a funny bug, so I'm sharing it here with you 😀
Gearforge - a brand new block for VS2 Planets and Survival, for our improved survival mechanics.
The SE1 team is finalizing the update 206, and they'll even bring some improvements from SE2 to SE1. I really like this approach. We even joked that this is the only time when stealing is a good thing.
I also love all the new blocks that the SE1 team is creating - they're really a bunch of talented artists!
AI People
We are now working on MVP 1, with a deadline at the end of February.
Currently, AI People is more of a scene-creation tool than the living, breathing world we envisioned. NPCs lack the depth, memories, and goals that would truly make them feel alive, leading to repetitive interactions and a lack of surprising, shareable moments. To address this, we're focusing on three key changes: giving NPCs long-term memories and evolving personalities, implementing a dynamic goal system so they pursue their own agendas, and introducing "Wildcard Events" for unpredictable, shareable moments. We want to create a world where NPCs aren't just responding to you, but forming alliances, starting rebellions, falling in love, and creating stories you'll want to share.
I'm really curious to see how the end result will look and how close we'll get to our original vision: AI People as a living world with goal-oriented, lifelike NPCs.
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.
The community reception has been very good, with most players understanding why we're releasing an alpha and doing open development, sharing the journey together with them.
Of course, SE2 doesn't have as many features as SE1 yet, but it brings significant improvements (new VRAGE3, new visuals, new fractures, unified grids system, new animations, blueprint building, and many other new things) and it's the foundation of what will come now.
Steam Reviews are currently at 80%, which isn't bad, but I believe long-term we will get above 90%. SE2 is selling very well, so I don't have worries about our long-term stability. In the last few years, we invested heavily in building a great team. With our strong team and clear vision, now it's just a matter of hard work.
Thank you for all the honest Steam reviews so far. If you haven't left your thoughts yet, consider leaving your Steam Review here.
I am really happy to see SE2 players satisfied with the performance across different hardware setups! While we still have more optimization planned - especially for upcoming features like planets and volumetric water - it's wonderful to see our VRAGE3 engine delivering smooth gameplay even on older GPUs. Your excited feedback fuels our commitment to performance! Here's a great community perspective on this.
I we've shared some comparisons between SE1 and SE2, showing the 11-year technological leap in areas like ship collisions.
Development Updates
VS 1.1 - UGC/Workshop
Work is ongoing, and I'm waiting for another round of playtesting.
VS 1.2
Work is continuing, with my main focus on animations. We had a review meeting for IK (Inverse Kinematics) for character feet - this feature helps ground characters' feet to the surface, preventing them from floating above it (which happens with just animation data).
I realized how tricky this is if you want to polish it to AAA quality. There are so many edge cases to consider. We're just starting to add features that will make it more anatomical. See the attached gifs for failure cases that we're working to fix.
VS 2
Work is progressing well. We had a kick-off meeting for the asteroid generator for VS2. We want the Almagest system to be populated with asteroid rings and fields, with proper ore distribution.
VS3 Water
Development is going well. The water will be a big change to SE - not just destruction and fractures, but a whole new substrate for physics simulation.
After months of anticipation and hard work, we’re excited to take this first step together. The thrilling journey of Space Engineers 2 starts now, and we invite you all to be part of it. The release of the Alpha and Vertical Slice1: Creative Mode is just the beginning - there’s so much more ahead!
We’re taking a unique approach to developing Space Engineers 2 with our Vertical Slice strategy. A Vertical Slice is a fully playable portion of the game that showcases specific core features and improvements implemented at production quality. It serves as a milestone in the game’s development, allowing us to focus on delivering polished gameplay in stages while more features are added in subsequent slices.
Vertical Slice 1: Creative Mode
You have now access to VS1: Creative Mode, our first vertical slice, featuring:
new 25cm unified grid system (no more small vs. large grids!)
new blueprint building (snap to grid, partial copy/paste, assign to toolbar)
grid undo/redo
enhanced creative mode with powerful building tools (new voxel hand, symmetry tools, line/plane building) and paint tool
grid speeds up to ~300 m/s
safe speed system preventing damage under 20 m/s
new magboots with camera stabilization
new physics and dynamic fractures and debris for more realistic destruction
visual revolution thanks to ray tracing, global illumination, tessellated terrain, parallax mapping, sleek armor edges, and enhanced lighting
New VRAGE3 engine brings better performance and future optimization potential
Additional Vertical Slices will follow in the months after, each expanding the game's features and content. This development process will continue over the next few years until we achieve our full vision for Space Engineers 2.
You can explore everything included in the detailed Changelog.
Forging the Future Together
But first let’s talk openly and honestly about the Space Engineers 2 Alpha - the word “Alpha” is really important. Releasing Space Engineers 2 in such an early stage of development isn’t just a milestone for us; it’s a deliberate choice. It reflects our commitment to transparency, collaboration, and building something incredible together with our players.
We’re just as excited about Space Engineers 2 as you are. We couldn’t wait for you to get your hands on it and see what amazing creations you’ll dream up within this new chapter of the Space Engineers universe. Your creativity inspires us, and we know the game will truly shine as you begin to explore, experiment, and push its boundaries.
We’ve seen firsthand the power of a great symbiosis with our community. Space Engineers 1 was shaped, refined, and elevated by your ideas, feedback, and passion. You push us to try harder, aim higher, and get further. Without your voices, Space Engineers would have been a much different game. That same spirit is what drives us today.
An early release like this brings enormous advantages - not just for us, but for you. We get the opportunity to test ideas, uncover hidden challenges, and innovate beyond our limits. You get to experience and shape the development firsthand, influence its direction, and witness the evolution of the game from the ground up.
That said, let’s be honest. If you’re not ready for an unpolished experience, this may not be the right time to jump in. If you prefer to “plug in and play,” we encourage you towishlist, sign up for our newsletter, follow the development, and wait for future updates when the game becomes more feature-complete. As a reminder, here’s the Roadmap, so you can see where we’re headed and decide the best time to hop on this journey.
However, if you’re excited about shaping the future of Space Engineers 2 with us - visit our Store, our Support Portal and get involved!
How to share your feedback?
The best way to provide your feedback is through our Support Portal. You can always find a direct link to the support portal from within the game - just press F1 to access the help screen!
This platform is your direct line to the developers and the Space Engineers community. Here, you can:
Suggest solutions and provide valuable feedback to help shape the future of Space Engineers 2
Suggestions
If you have ideas or suggestions for the game, we want to hear them! Your feedback has been instrumental in shaping the Space Engineers experience, and your contributions will be just as crucial for Space Engineers 2.
Take a moment to share your ideas and help us improve - we value your time and input!
Bug Reports
Encountered a technical issue? Let us know by submitting a bug report.
When reporting bugs, please:
Provide a thorough description of the issue.
Include reliable reproduction steps if possible.
Attach any relevant log files, screenshots, or videos.
Share a save file of your world, if applicable, to help us investigate further.
These details are essential to help us resolve issues effectively. Even if you can’t provide reproduction steps, the more information you include, the better!
Don’t Forget to Vote!
Before submitting new feedback or bug reports, use the search feature to see if a similar topic already exists. If you find one, don’t hesitate to vote for the topic to show it’s important to you!
If you don’t find what you’re looking for, feel free to start a new topic. Every vote, suggestion, and report counts and helps us prioritize updates and improvements.
The support portal is the best and most direct way to help shape Space Engineers 2. We’re looking forward to hearing from you
Post-release Support
We will continuously monitor Space Engineers 2 stability after the release and fix any problematic cases that lead to game issues.
Work in Progress / Ongoing Improvements
While your feedback is invaluable, some features are not yet ready for your input. These systems and mechanics are temporary solutions or placeholders, and we’re already hard at work redesigning and refining them. We ask for your patience while we bring these elements to their full potential.
Here are some of the features and improvements we are actively working on:
We’re aware of incompatibility at launch of Space Engineers 2 on Intel Arc A-Series and Core Ultra Series 1 built-in Arc GPUs. We are working with Intel to enable the game experience and will provide relevant updates as development progresses.
Some blocks are decorative-only for now (for example, the Assembler is present but cannot produce components)
The Blueprint interface is currently in its initial version. Additional features and improvements will be introduced in upcoming updates.
Performance
Performance optimization is ongoing. For Alpha release, we’re targeting 16x Red Ship grids at 60 FPS on recommended hardware.
The game simulation continues even when the menu is open (no pause function) and Autosave may cause brief lags during gameplay. Performance may temporarily drop when pasting or attaching blueprints.
Performance optimizations of ship collisions and destruction are ongoing, so it won’t be lag-free at this moment. We will be continuously improving it in the following updates.
PCU values per block may appear higher compared to Space Engineers 1, reflecting SE2's increased detail and more precise performance measurements. While the current total PCU limit is set at 400,000 in VS1, we plan to raise this threshold in future updates as we implement scheduled optimization improvements.
The current GUI (Graphical User Interface) and HUD (Heads-Up Display) are works in progress. Our team is prioritizing core functionality first. Once we've confirmed all features are working as intended, we'll enhance the visual design and overall aesthetics.
The inventory system will be implemented in a future update
Fracture models will receive additional visual updates in future versions.
Character shadow in first-person mode is disabled temporarily and will be re-enabled in future animation updates. Animations for uphill/downhill movement, jumping, and tools will be refined in the future update.
Inverse kinematics (IK) is not yet implemented.
Toolbar block groups and sizes (block selection via R key) are a temporary mechanism and will be redesigned in a near update.
Undo/redo functionality for the paint tool is not implemented yet, but internally we already have it, so it will be available in a near update. Changing block colors currently requires switching to the paint tool, but this will be streamlined. In addition, the paint tool’s limited palette is temporary; future updates will include RGB/HSV color settings and custom palettes.
Many small HUD and UX improvements didn’t make it into VS1 but are planned for future updates.
Jetpack mechanics are being polished, including adjustments to boost, acceleration, sound effects, and camera shake (note: in an internal build we are already finishing jetpack 2.0, with more pronounced boost mechanics… so please expect changes in VS 1.2)
The off-center third-person camera for characters and ships is not yet implemented, but we are working on it, aiming to get it to one of the next updates.
Ship controls are functional but will be further refined with target-based gyroscope controls.
Enhanced sound effects are coming, including jetpack audio, debug gun, ship sounds and destruction.
Tutorials will be added closer to the end of development.
Keyboard and mouse controls are not customizable yet, but they will be!
The Alpha releases in English language, more localizations will follow
Recoloring some blocks is limited to certain sides only - this will be fixed in the following update
Sometimes character peeks through cockpit - this will be fixed in the following update
Physics
Character can get through voxel during collisions (this can break character physics)
Destroying cockpit, while character is using it, can disable physics
Splitting static grid connected to a voxel results in relocation and/or explosion of split grid (we are working on a hotfix)
We understand that you’re eager to help us improve the game, but there’s no need to create tickets or reports for these features right now. They’re already on our radar, and we’re hard at work bringing them to life in the best way possible. When these features are more fully implemented, your feedback will be welcomed.
For now, we ask for your patience and trust: “Don’t worry about them, we got this!”
This is just the start of an incredible journey, and we want to thank everyone who’s joining us on it. Your creativity and passion are what make this community so special.
Let’s explore the Almagest System together and see where the future of Space Engineers 2 takes us!
Our Vision for Space Engineers 2
Space Engineers 2 is more than just a sequel – it's a reimagining of the space engineering experience that takes everything you love about Space Engineers and makes it 10x better. Building on over 10 years of experience with the original Space Engineers, which has sold more than 5 million copies across PC, Xbox, and PlayStation, we're bringing you closer than ever to our founding vision.
Imagine stepping into a universe where your creative engineering ambitions are finally unleashed with unprecedented power, depth, and possibility. With tools so intuitive they feel like sketching on paper yet powerful enough for your most ambitious designs, Space Engineers 2 transforms the creative experience with our next-generation VRAGE3 engine. For the first time, explore a rich universe with meaningful narrative and backstory, interact with NPCs in a living world, and harness new possibilities like volumetric water. Whether you're a seasoned engineer or taking your first steps into space, you'll craft your legacy in a universe that truly comes alive with your creations.
I can confidently say that Space Engineers 2 is the culmination of everything we've learned. It offers an experience that is more expansive, intricate, robust, and intuitive, primed for the next decade and beyond. We're making no compromises in our pursuit of the ultimate space engineering sandbox.
Why Space Engineers 2 is the Next Big Leap
We designed Space Engineers 2 to be 10x better than SE1 and other space and engineering games in every dimension that matters:
More intuitive, yet deeper in gameplay possibilities
More flexible in building, with fewer artificial constraints
More visually stunning, with next-generation graphics
More immersive, with rich storytelling and living universe with human NPCs
More performant, leveraging modern hardware
More engaging survival experience in a dynamic world
All of this is powered by our new VRAGE3 engine, representing a quantum leap in space sandbox gaming.
Intuitive User Experience
The days of steep learning curves are over. We've redesigned the user experience with an intuitive interface and fast feedback systems. Veterans will find all the depth they love, while new players can jump right into building.
Building Freedom
Our revolutionary 25cm unified grid system eliminates the traditional small vs. large grid distinction. Build with unprecedented flexibility - from intricate machinery to massive space stations, all within a single, coherent system.
Enhanced building mechanics include grid undo/redo, blueprint building (partial copy/paste, snap to grid, assign to toolbar), paint tool, and symmetry tools for effortless design work.
Visual & Physical Revolution
VRAGE3's GPU-driven pipeline delivers stunning next-generation visuals with raytracing, global illumination, tessellated terrain, and parallax mapping. Experience true volumetric environments where everything - from planets and asteroids to your own ships - is volumetric, fully destructible and physically simulated. Seamlessly travel from space to planets with no loading screens, all while maintaining smooth performance and visual fidelity.
Technical Innovation
Multi-core scalability will enable larger, more complex builds
The increased hardware requirements reflect SE2's advanced rendering, enhanced physics simulation, and more detailed grid system - all of which demand more computational power than SE1.
Since SE2 is in alpha, many optimizations are still ahead of us. However, VRAGE3's data-oriented architecture gives us the freedom to optimize and scale performance further.
Commitment to Space Engineers 1
Our dedication to Space Engineers 1 (SE1) remains as strong as ever. For over 11 years, we've consistently delivered free updates, enhancing the game experience for our community. We're continuing active development.
Space Engineers 1 (SE1) and Space Engineers 2 (SE2) will coexist, each offering unique experiences for players.
The Almagest System: Backstory
Space Engineers 2 is set in the mysterious Almagest System, humanity's ambitious leap into the unknown, 10,000 light-years from Earth.
In 2083, humanity launched the Bering Project—its most ambitious endeavor—to send pioneers across space and forge a new destiny among the stars. The Almagest system was chosen not out of necessity, but as a testament to human capability and the spirit of exploration. Beneath the surface of scientific curiosity lay a deeper motivation: the desire for a new frontier, free from the constraints of Earth's governments and societal structures.
Planets and Water are work-in-progress
The Bering Project sent multiple waves of colonists on a one-way journey, knowing they would never return to Earth or see their families again. These brave explorers were driven by the promise of freedom and self-reliance, much like the settlers of the old world who ventured into uncharted territories. Their mission was to build a new future for humanity, unbound by the limitations of their past.
The Almagest is no ordinary star system. At its heart lies not one star, but two - the radiant Almagest and its dimmer companion, the brown dwarf Delfos. Orbiting this unusual pair are three distinct worlds: verdant Verdure with its Earth-like potential, red and dusty Kemik reminiscent of Mars, and the enigmatic water world Byblos.
Planets and Water are work-in-progress
You'll encounter diverse groups, each with its own vision for this frontier. Astronauts Without Borders embody the ideals of cooperation, while the militaristic Legion of Engineers stands ready to defend humanity's progress. The isolated Ellickite communities, religious isolationists, and the Boatmen, a mysterious cult born from tragedy, add layers of intrigue and danger to your journey.
For the first time in Space Engineers, you'll interact with NPCs throughout your adventures. These characters—ranging from allies and pioneers to adversaries with their own agendas—play pivotal roles in advancing the narrative, offering missions, and enriching the history of the Almagest.
Planets and Water are work-in-progress
As you explore, you'll discover traces of something unexpected. Someone was here before. Your engineering skills and critical decisions will determine the success of humanity's boldest expedition. What secrets await in the Almagest? Your choices will shape humanity's future among the stars.
Venturing into the Almagest, you carry the hopes and dreams of all those who sought a fresh start. While Earth continues to progress in your absence, you and your fellow colonists are writing a new chapter in human history—pushing beyond known frontiers to build a future among the stars, governed by your own rules and ideals.
For more Story & Lore sneak peeks continue to our Reveal Post.
Pioneer Edition
Pioneer Edition includes the base game, soundtrack, and exclusive behind-the-scenes development materials (from 2022 to 2024).
As development continues, we will keep adding new content and updates.
For Space Engineers 2's soundtrack and in-game music, we wanted to capture the story of people who carried their ancestral heritage across 10,000 light-years to The Amalgest System. We drew inspiration from various ethnic styles: the soul-stirring melodies of Eastern Europe, the mystical sounds of Arabia, the intricate patterns of Indian music, and the primal rhythms of Northern European tribes.
To bring this vision to life, we turned to Karel Antonin, who has been composing and leading music production for our games for almost 15 years, from Miner Wars through Space Engineers and Medieval Engineers. Under Karel's direction, each piece of music became a bridge between Earth's ancient cultures and humanity's far future, blending traditional instruments with modern synthesizers to show how our musical heritage might evolve across millennia.
Working with talented musicians and a full orchestra, Karel composed music that feels both ancient and futuristic, where you might hear folk melodies transformed through electronic textures while still maintaining their emotional core. This vision continues the musical journey we began together all those years ago, growing and evolving with each game we create.
It was an amazing day from start to finish, filled with "hard fun", notes & liters of coffee. Check it out:
FAQ
Q: Will Space Engineers 2 have Steam Workshop support?
A: Space Engineers 2 will use Steam Workshop as its primary platform for user-generated content.
Q: Will VS1 contain all blocks that are currently in Space Engineers 1?
A: SE1 has been in development for over 11 years, so it will take some time for SE2 to reach that level of content. VS1 will contain the most important blocks, but since it's launching in creative mode, most of them won't be functional (for example, the Assembler will not be able to produce components).
Q: What are we getting on January 27, 2025?
A: We will release VS1 (Creative Mode). All other innovations - including planets, survival mode, water, NPCs, campaign, and many more features - will follow in additional vertical slices. Players who join early access will receive all these updates at no extra cost.
However, please note that Space Engineers 1 and 2 use different grid systems, so not all blocks can be transferred directly. Any incompatible grid sections will be automatically replaced with armor blocks.
Q: Why are you making a sequel and new engine instead of simply iterating with SE1?
A: We want SE2 to be a revolutionary step from SE1, unconstrained by the past (SE1 code base became complex and convoluted over the years), backward compatibility in file systems and data structures (e.g., now we have a 25cm unified grid system, so old grids are not easily transferable, and this would break many save files, worlds, and blueprints on Workshop). We also wanted a game/engine architecture that is ready for the next decade, scalable with multiple cores, etc. Sometimes it's best to take what you've learned and start with a clean slate.
Q: Why aren’t you launching Space Engineers 2 with Water? Why not wait until water is done?
A: Water is a complex feature that requires more time to perfect. Rather than delay the entire game, we chose to have a roadmap where we can release meaningful improvements sooner rather than later, so that we can share with our community what we are working on and openly talk about it. We're starting with Creative Mode, followed by Survival and Planets, which is a deliberate order. One of our key improvements in SE2 is the 25cm unified grid system, but we especially want to enhance the accessibility and intuitiveness of the user experience. Beginning with Creative Mode allows us to focus on these core improvements and gather valuable feedback before introducing more complex gameplay elements.
Q: Why are you releasing a Space Engineers 2 (SE2) alpha while Space Engineers 1 (SE1) is actively updated? Isn’t this unusual?
A: We understand this approach isn't typical (but we were never a standard game development studio!). We value our community's involvement and want to develop Space Engineers 2 alongside you. By releasing an alpha early, we can share the development process, gather valuable feedback, and iterate more frequently through vertical slices. This collaborative approach will help us create the best possible experience for everyone. After all, would anyone prefer to wait a few years until we finish SE2 behind closed doors and then release it with a big bang?
Q: What about Space Engineers (SE1)?
A: We continue developing it, the next update will be in the following months.
Q: What About PlayStation/Xbox?
A: At this stage, we’re focusing all our efforts on the PC Alpha. Console release processes are quite different from Steam Early Access, and the current stage of development requires frequent updates that are better suited to PC versions.
However, we absolutely want to bring Space Engineers 2 to PlayStation and Xbox in the future!
Conclusion
Space Engineers 2 represents not just the next chapter in our journey, but a new beginning for space sandbox gaming. We invite you to join us in this ambitious endeavor, to push the boundaries of creativity, engineering, and exploration.
Remember, Space Engineers 2 is currently in alpha. By pre-ordering and participating in the early access, you're not just getting a game - you're becoming part of the development process. Together, we'll shape the future of space engineering.
Thank you for reading this blog!
Best, Marek Rosa CEO, Game 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.
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
Only 4 days until SE2 launches on Early Access. Everyone is really curious how it will go, but I think the community mood is very good - everyone is looking forward to starting this journey with us. It will take several years to realize the full vision of SE2.
We had an SE2 Press Event today. Many YouTubers, influencers, and journalists came to visit us, talked with our team, and saw a presentation on the vision behind SE2. Our ambition is to go 10x beyond SE1 in areas like intuitiveness, visuals, scalability, performance, richness of the world, and more. Expect some sneak peeks to be released soon.
We are already finishing VS 1.1 (UGC Workshop). Did some playtests this week and the previous one. Now it's up to finalization and polish, and 1.1 will be released quite soon.
Also working on VS 1.2, mainly:
Improved animations continuing - now focusing on start and stop phase of walking and running, ensuring dynamics and sense of mass being accelerated + making sure feet aren't sliding on the surface; polished paint tool animation (better aiming, finger on the trigger moves, and improved particle effect)
The good feel and feedback from animations, sounds, and particle effects is very important for me personally, both as a developer and as a player.
Improved sounds
Debug gun tool - new model + hand animation + voxel destruction
Jetpack 2.0 mechanics with new charge-up phase and boost, plus new camera shaking
IK for character feet so they adapt to the surface below, don't levitate, and copy deformed armor nicely
"Pause game" is finally in game (small but important feature)
Rotation controls - in the end I decided to keep the one we currently have in SE2, it's more intuitive than the one that was always aligning perpendicular to the surface you are snapping to.
And working on VS 2 - we already have trees in the game, new blocks like the truss block (looks amazing when fractured), new O2/H2 generator block, new method for designing fractures with a rim on the exterior part for more realism - all new blocks will have it. New connector automatically snaps your ship to another one (no need to manually position it; feels like two magnets).
Work on Water is continuing, now focusing on visuals. We added water particles and it looks incredible - looking forward to showing it to you soon.
Just a reminder: the UI in SE2 has temporary aesthetics. We're mostly focusing on functionality, knowing we'll be redoing things, so we aren't settling on final aesthetics yet.
Pioneer Edition (which you can buy on top of SE2) - I love the OST & the vault book with behind-the-scenes materials. We put significant effort into this. Karel Antonin (our composer) constantly works with musicians on orchestra recording improvements, editing, recording new vocals, and more. We're already planning new tracks to add free in upcoming updates.
The next step is a new game scenario set in a world after ASI damaged humanity and left our world. People live in barren land and try to survive. You play as one of them, collaborating with your village people, surviving, farming, exploring, meeting people in other villages, etc. Bottom line: we're adding challenges, consequences, reasons to play, game loop and long-term progression. For me, this is the last step that should turn AI People into a fun game, so I'm really looking forward to it.