What is this
Every Thursday, I will share a dev diary about what we've been working on over the past few weeks. I'll focus on the interesting challenges and solutions that I encountered. I won't be able to cover everything, but I'll share what caught my interest.
Why am I doing it
I want to bring our community along on this journey, and I simply love writing about things I'm passionate about! This is my unfiltered dev journal, so please keep in mind that what I write here are my thoughts and will be outdated by the time you read this, as so many things change quickly. Any plans I mention aren't set in stone and everything is subject to change. Also, if you don't like spoilers, then don't read this.
Space Engineers 1
- This Monday we released a huge Fieldwork update for Space Engineers 1
- Check out Zer0's Legion overview video
- You can read the full release blog post here: https://blog.marekrosa.org/2025/04/space-engineers-fieldwork-live-now.html
Personal
- I missed last week's dev diary because I took a vacation to a remote offline place without internet access. But I want to share with you some things that excited me:
- I spent 3 days staying on a remote sheep farm in the Karoo (South Africa), with no signal, no electricity, and the nearest neighbor about 30 km away
- The forced deep-focus was incredible - with no internet or email notifications, I could only think, sketch, and draft ideas the old-fashioned way
- It was strangely liberating not being able to "just ask the AI" or to google or open some documents - every question had to go in my notebook, which helped me see which problems are truly worth pursuing later
- I finally completed a reading sprint, finishing "Designing Games" by RimWorld's Tynan Sylvester - got lots of great mental models on player motivation, pacing, and emergent story arcs that I'm bringing back into SE2 and AI People
- Explored the farm's canyon system and discovered a century-old settler dam that's now partially breached, plus an ancient camel-thorn tree that I named the "Tree of Life"
- Had an amazing "Palaeo day" where I:
- Toured the Gansfontein palaeosurface with Marinda Oberholzer in Fraserburg - hundreds of 255 million-year-old proto-mammal trackways preserved in mudstone
- Visited Jaco Groenewald's personal museum in Sutherland to see dicynodont skulls and amphibian swim-trails - his DIY exhibit at Sterland shows how the Karoo records the Permian-Triassic extinction
- Both amazing people who love their work and passion!
Space Engineers 2
- Our water team is optimizing the simulation and making it more stable across various test cases (water dam, underwater base, aqueduct, submarine, etc.)
- The water rendering looks much better now and more flat - making spherical water for a spherical planet was a very challenging task, but it's working well now
- We'll soon need to start adding sound effects for water, which I think will be substantial work - we need to detect where water falls and splashes without over-spamming the audio system, plus create muffled sounds for underwater (though this part should be easier, just needing an "if" condition and a dynamic effect in FMOD)
- We've improved camera shake for both character and ship:
- It feels great during jetpack flight - shaking during the initial charge-up period and during boost flight
- It works for ship acceleration too, but it's currently too strong - we'll reduce it and implement a cooldown so after about 2 seconds it will gradually stop shaking or shake very little
- We also plan to implement this for deceleration
- The ship drill now causes rock debris to fly off when drilling asteroids
- Our main focus is now on:
- VS 1.5 Modding update - this will be amazing for modders and players, providing new tools to mod the game. We've done several playtests and the workflow is becoming more intuitive and simpler while maintaining freedom and flexibility
- VS 2 - focusing on survival, planets, and real gameplay (at least the first stages). We're transitioning from polishing small creative mode details to the bigger picture of actual gameplay - turning SE2 into a game about space colonization with exploration, combat, and engineering. For me, this is the most important part and one of the main reasons for making SE2 - to reimagine the SE experience without constraints
- Animations continue to see incremental improvements:
- The debug gun now has better positioning and distance
- We still plan to improve jump animation, uphill and downhill walk/run animations, tool usage (drill, welder, etc.), stopping animations, and more
- First-person camera and animations are already very good, about 90% of our target quality
AI People
- I've started working on my own AI NPCs experiments and my own LTM (Long-Term Memory) system
- It's incredibly fun to be back programming after 10 years of CEO-ing - being in those fast iteration loops (idea → experiment → feedback)
- AI-assisted coding makes you tremendously productive these days
- I'll be sharing my progress later
Nice updates. I really like to see foliage, as that is one of my favorite things to make in 3D. Modding tools will be fun for sure.
ReplyDeleteThe pics in africa were interesting too, but I'd have been disappointed to not see any rhinos.
Thanks! Rhinos will be soon, we are going to safari in Okavango Delta in Botswana.
DeleteThere are no rhinos (or big 5) in Karoo - it's a farm land and wild animas had to make room to people.
Please make sure to atleast add a Rail - block in SE2, since we dont have one in SE1, and no dev considers it vital. ( even if a simplified rail block ) is necessary to move things around on static grids.
ReplyDeleteThere actually js a rail block hidden in the SE game files, it's just not officially part of the game. There's a few YT videos covering it, though I totally agree that SE2 having rail blocks would be amazing
DeleteThere's a rail block, you just need to blueprint it or get a mod that unhides them in the build menu
DeleteMaking gaming history
ReplyDeleteNice, can't wait to see some preview of modding tools
ReplyDeleteI was sceptical at first about releasing it so early in alpha, but last couple of months I was losing interest in se2 but not finding the same passion yet in se2, I realiserld you can't just wait any longer. And with the vrage tools available to everyone you essential have hundreds of modelers and people can just choose the blocks they want in the mod list. My only concern is over focusing on details like the watermodel, camera shake or position of the feet relative to working gameplay mechanics and multiplayer servers for example
ReplyDeleteYeah, I get your concern - "My only concern is over focusing on details like the watermodel, camera shake..."
DeleteThat's why in this dev diary I said: We're transitioning from polishing small creative mode details to the bigger picture of actual gameplay - turning SE2 into a game about space colonization with exploration, combat, and engineering. For me, this is the most important part and one of the main reasons for making SE2 - to reimagine the SE experience without constraints.
I wanted to set the quality standards early (not for later stage). But since that is mostly done, we don't need to go into the rabbit hole of perfectionism... so we are going to focus on game fun now.
Is it possible to add an "eyedropper" function to SE 2? When you're building something for a long time from a large number of blocks, this function is sorely lacking.
ReplyDeleteYeah, we are planning something along these lines. We call it block-picker for now.
DeleteGood stuff +1
ReplyDeleteThanks!
DeleteWill there be scrips and programmable blocks in se2? And logic like event controller, timers and things like that
ReplyDeleteYes, of course. Just this Tuesday we discussed the event controller and those kinds of blocks with the designers. We will make some changes (compared to SE1) - but mostly in making it more streamlined and easier to use, not to restrict functionality or combinatorial power.
DeleteIt would be great if the tubes decorations that have been introduced in se1 right now could be used in se2 to carry fluids which is separate from the conveyor system. Overlapping utilities would make planning out systems even more interesting. I love the idea of turning on a bildge pump when your taking on water in battle to help stay afloat, otherwise one small hole and you lose your sub/ship.
ReplyDelete