"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 This is my unfiltered dev journal, so please keep in mind that what I write here are my thoughts and will be outdated by the time you read this, as so many things change quickly.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
We released a much requested set of blocks this week ;)
The team is working on VS 1.2, VS 1.5 and VS 2, but I was focusing on other projects this week so I don’t have that many SE2 updates
We tweaked the 'acceleration-based camera shake' feature, which creates camera movement proportional to acceleration. Higher acceleration produces more shake. The feature is disabled for standard walking/running movements to prevent annoyance, but activates during higher-acceleration scenarios like boost jetpack mode or when piloting ships with powerful thrusters. Our next step is balancing the effect to provide meaningful feedback without becoming overwhelming. We're also carefully considering implementing similar effects for deceleration that enhance immersion without being excessive.
VRAGE Render team is doing few experiments with clouds
GUI and HUD prettification - we had a meeting with UI artist Alek, our game designers and programmers, to discuss specific changes to our GUI and HUD to make it consistent across the entire game, fix some UX issues and inconsistencies, and make it aesthetically pleasing. We ended up with a big list, so I'll mention only some:
Many screens don't have proper layout with good proportions or things like golden ratio
Back button is often over a horizontal line which makes you worry where it belongs (it breaks the Gestalt principle), the same for Load button in the Load game screen
There are too many font sizes so we will narrow it down to max 3-5 sizes and use only those across the entire game
There are too many colors (black, gradient of black, blue, blue with some green, etc.) so we will also narrow them down and make them consistent across the entire game
Text size in HUD (especially the tooltips) is probably too small for console players (they would probably not pass certification) so we need to improve that too
The biggest work will be to polish the screen layout of many screens (G-screen, Terminal, Game options, etc.) to be intuitive, things that belong together to be framed together, proper frame and background
Also we allow players to change the GUI background opacity which may make some screens unreadable on bright scenes, so we will be addressing this too.
I know that many players probably don't worry about this stuff but we want to be proud of our work, and we simply can't leave it like this!
Natiq and Mirko (our artists) are working on planetary textures and biomes. This is a big task, we still have many things we need to improve to make our SE2 planets look amazing. One thing that they proposed and we are considering is the terrain displacement in the far distances. I am not sure yet which way we will go (we can do it only visually, we can do it in terrain data - in voxels) but I think it’s very important for visual pleasure!
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
We have started with weekly updates, adding new blocks every Thursday
I am amazed by everything our players are creatively building in SE2. Some recent examples:
We've started work on improving the jumping animation. The current problem is that we only have one animation, irrelevant of whether the jump starts from the left leg or the right leg. The result is that it feels unnatural and quite bad, to be honest. Our solution will be to detect which leg the character will land on (left or right) and then play the corresponding animation. We will have to do this for walk, run, and sprint animations.
VS 1.2 is almost done. Work is frozen now, so we are just doing the last rounds of testing.
Emotes will come to the game soon, in VS 1.6. But the main motivation isn't just so you can play the emotes. The real reason is that we want to be able to play arbitrary animations in-game. This will allow us to use them in trailer production, have characters do specific things, and move us towards more story-oriented trailers. This system should also include "two-character animations," allowing, for example, two characters to interact during a trailer.
Voxel debris will be coming soon.
Consumables are coming to Survival in VS2.
Flora rendered in the distance.
Wind in grass – I really have to share this, it just feels so amazing!
Target Base Gyro is coming to VS 1.2! (Sorry to mention it so many times, but I think this will improve ship piloting very much.)
Off-center camera (another feature very close to my heart!) coming to VS 1.2 soon!
We are prototyping a new kind of detailed decorative block that will help you design interiors and exteriors to feel more like real places, not just structures made from 25cm armor blocks. Don't get me wrong, 25cm armor blocks are great, but they can sometimes feel too blocky and low-poly. Real environments have a finer level of detail.
Some new foliage:
And here is subsurface scattering on the flora (a special shader that makes it look more real):
AI People
We are moving more and more towards a post-apocalyptic RPG, where you try to survive together with other characters on an island. I am really excited about this; I want to turn this game into a fun experience.
Groundstation (GoodAI Swarms)
In GoodAI, one of our projects focuses on adding AI to drones, aiming to make them intelligent, autonomous, and powerful! Here's a demonstration of one algorithm that allows the recreation of a 3D scene from a video stream while simultaneously locating the drone in space. This demonstration was recorded right here in our office.
Because autonomy is crucial, our drones need to be autonomously rechargeable. So, we created this docking station where a drone can land and automatically recharge its battery, requiring no human operator.
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
Destruction improved a lot. Not just the fracturing system on blocks, but now you can use debug gun to destroy voxels (coming in VS 1.2)
The level of polish we're doing for SE2 is really amazing, and already it feels so good to do things in the game and get satisfaction from environment feedback (visual, audio, physics).
Lukas did amazing work on new and reworked sounds, for example: absolutely amazing idle sounds for blocks (assembler, radio antenna (with a little something in it - go and check it once we release VS 1.2), gravity gen, reactor, etc), jetpack charge up and boost, destruction of solar panels, walking via crouching and sounds of clothes, new GUI and HUD sounds, destruction sounds (there are now so many variants - based on the block type (thin, thick, heavy, solar panel, etc) and also based on the distance to listener).
Target based gyro is done and will be available in VS 1.2. It's a new way of controlling rotation of your ships where you point the cursor and the ship rotates there. It's much more pleasant than the old way. There may be some edge cases (especially when ALT-rotating the camera angle) that we will be testing over time.
We balanced the health and damage thresholds for armor and functional blocks (non-armor blocks), made it more balanced (armor should be stronger than functional blocks) but at the same time you also want to see some damage on armor when you shoot it. Now it feels more balanced.
Acceleration-Based Camera Shakes - basically, camera should shake a little when you are accelerating (increasing speed). It's still not fully done, we will have to do another iteration.
Medbay, Death & Respawning - these are the first parts of Survival that already works. I mean, it has been in the game for at least 12 months, but now as we are preparing for VS2 (Planets and Survival), we need to finalize it all and polish. So now when I enable survival mode in game, I can manually respawn to my medbay (or medbay I selected as my home base), I can change suit color, recharge my health and other stats, and when I die, my backpack floats away.
First person mode and camera position and rotation without unwanted offset - it's done! Now when you look around in character mode in first person, it's just the camera rotating around, no more parallax effect. This is so correct!
Next Thursday we are starting with Weekly Updates. This is a new thing but it's basically similar to what we were doing with weekly patchmasses that some of you will remember. There's one difference: we will be focusing only on adding new blocks, with limited or no functionality (temporary). It's a way to keep new content flowing to the game between our bigger updates (vertical slices).
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
On Monday we released our first update (VS 1.1) - Steam Workshop. Now players can share their blueprints and worlds. I can see a lot of activity there.
We are now focusing on VS 1.2 and polishing the last few things, and then the testing period begins.
Our graphics team is hard at work on planetary features planned for Vertical Slice 2. They’re currently focused on improving flora draw distance and developing new foliage for a variety of biomes, including high mountains and savannas.
Today we are finishing the design for Dynamic Music. Here’s a short summary: The music system will feature dynamic tracks based on context, including missions, and sandbox exploration. Music selection will prioritize combat scenarios, playing faction-specific tracks if applicable, or generic combat music otherwise. Location-based ambient music will play when no combat is detected, with unique loops for different planets (Verdur, Byblos, Kemik) and biomes, underwater areas, and space. Combat and danger states will trigger specific loops with a 15-second cooldown before reverting to ambient music, while transitions from danger to combat or ambient to danger/combat are instant.
Adding support for emotes/animations + here you can also see the Inverse Kinematics on character’s feet
We are also streamlining our animation tools
We are improving the 3D UI for Partial copy selection. Currently it’s a bit confusing where the selection volume is because it is rendered without depth-testing. We will enable depth testing and also add more contrasted edges.
More and more survival mechanics are being added (for VS2), for example here is “manual respawn”. The block dropped after death is a current placeholder for the character backpack. ;)
There’s a Brown Dwarf in the center of Almagest System, here’s how it will most likely look (The in-game side is just the first iteration - so far without any added effects).
Space Engineers 1
SE1 team is almost finished with the 206 update, and soon to start working on 207. Looks promising!
Mouse Sensitivity Controls and Inverted Mouse Setting
New Grid Pasting Mode, Pivot Controls
Advanced World Settings
Release Notes
What’s Next
Marek’s Dev Diaries
FAQ
Hello, Engineers!
This is our first Vertical Slice update since the Space Engineers 2 Alpha release, and we’re excited to bring you a whole set of new features - and improvements based on your feedback. This update adds in-game UGC Workshop support with Steam Workshop integration, making it easier to share and discover Blueprints and Worlds. We’ve also introduced mouse sensitivity controls, an inverted mouse axis option, and a new grid pasting mode with improved pivot controls.
On top of that, we’ve added advanced worldsettings for all saves and improved performance when pasting and placing grids. We’re just getting started, and there’s plenty more to come!
Vertical Slice 1.1 Features
Steam Workshop for Blueprints and Worlds
The UGC Workshop, with Steam Workshop integration, allows you to easily share and explore Blueprints and Worlds directly in-game. Mod support is planned for Vertical Slice 1.5. The Space Engineers 1 Steam Workshop is the 4th largest on Steam, with over 500,000 creations, and we hope Space Engineers 2 will one day surpass its older brother!
You can start sharing your blueprints - build something incredible, and show us what you're engineering!
This is just the initial implementation of the Workshop, supporting Blueprints and Worlds. We have many additions and improvements planned, including Workshop Collections and other enhancements to make sharing and discovering content even better.
This is just the beginning, and we can’t wait to see what our amazing community creates!
Mouse Sensitivity Controls and Inverted Mouse Setting
Because you wanted it, we’ve added Mouse Sensitivity Controls and an Inverted Mouse Setting in today’s update!
Keyboard and mouse controls aren’t fully customizable yet, but don’t worry - they will be in a future update!
New Grid Pasting Mode
We’re introducing an improved Grid Pasting Mode, making it easier to place and align copied grids and blueprints. When pasting, you'll now see a projection of the grid in your clipboard, complete with a bounding box selection effect. A new “Pasting” banner will indicate when you're in pasting mode - whether you’ve copied a grid with Ctrl+C, pressed Ctrl+V with a grid in your clipboard, or performed a partial grid copy.
Helpful tooltips and input hints will guide you through the process, and pressing Ctrl+B will now take you directly to the Blueprint Creation screen.
Improved Pivot Controls
We've also refined Pivot Controls to give you more precision when copying and pasting. Now, 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.
Game Saves - Advanced World Settings
We've added the ability to edit World Save Settings, giving you more control over your game. You can now rename your world, enable or disable Auto-save with a simple checkbox, and view all Autosave backups in one place.
This makes managing your saves easier and more convenient!
There are many additional improvements and fixes in Vertical Slice 1.1 - you can explore everything included in the detailed Changelog.
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.
We wanted to give you UGC Workshop as soon as possible (so that you can start sharing blueprints and worlds between each other), and we didn’t want to delay its release. But here are a few additional features we are actively working on:
Known Issues - will be hotfixed ASAP
Better communicated response time when placing complex Blueprints in-game.
Corrupted files in "UGCContentCache" can cause a game crash.
Players are not able to re-publish a local item after deleting the published version.
Space Engineers 2 Workshop
In-game Blueprint interface - Additional features and improvements will be introduced based on player feedback.
Published items are Public by default.
Displaying Steam Workshop Collections in-game is planned.
Blueprint screen refresh can be slow in some cases - it should be fixed in the next update.
Your owned Private items are not currently visible in the in-game Workshop browser.
We are addressing edge cases where re-publishing, renaming, tag display in the Steam interface, and sorting may not work as intended.
Offline mode improvements - we are working on better handling when Steam is offline.
Keyboard and mouse controls are not customizable yet, but they will be!
Toolbar block groups and sizes (block selection via R key) are a temporary mechanism and will be redesigned in a near update.
We have additional Symmetry Mode fixes planned for VS1.2
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)
Performance
Performance optimization is ongoing. For Alpha release, we’re targeting 16x Red Ship grids at 60 FPS on recommended hardware.
Autosave may cause brief lags during gameplay.
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.
Inverse kinematics (IK) is not yet implemented. Animations for uphill/downhill movement, jumping, and tools will be refined in the future 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.
Jetpack mechanics are being polished, including adjustments to boost, acceleration, sound effects, and camera shake is coming in VS 1.2
We continue to experiment with the off-center third-person camera for characters and ships.
Ship controls are functional but will be further refined with target-based gyroscope controls.
Character shadow in first-person mode is disabled temporarily and will be re-enabled in future animation updates.
Work on enhanced sound effects is ongoing, including jetpack audio, debug gun, ship sounds and destructions.
The Alpha releases in English language, more localizations will follow.
Sometimes character peeks through the cockpit - this will be fixed in the following update.
Tutorials will be added closer to the end of development.
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.
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.
What’s Next
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.
We are now working on Vertical Slice 1.2, which will include improved mechanics (for example Jetpack “2.0”), interface refinements, and many small features based on your feedback. After that comes Vertical Slice 1.5, with modding support as the main feature. We’ll be releasing our VRAGE3 tools, and we can’t wait to see what you create with them!
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.
Marek’s Dev Diaries
Marek Rosa - Keen Software House founder, CEO, and Game Director shares a weekly Dev Diary every Thursday, offering a behind-the-scenes look at Space Engineers 2 development.
These diaries dive into the latest challenges, solutions, and ideas shaping the game. They are Marek's unfiltered thoughts, meaning details may change as development evolves. If you enjoy insights into game creation (and don’t mind potential spoilers), be sure to check them out!
FAQ
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!
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.
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?