Saturday, June 21, 2025

Marek's Dev Diary: June 19, 2025

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 This is my unfiltered dev journal, so please keep in mind that what I write here are my thoughts and will be outdated by the time you read this, as so many things change quickly.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 2

This week was mostly about finalizing the SE2 roadmap. We need to figure out what absolutely has to be in the game before it leaves Early Access. The tricky part is not letting the scope grow forever - it's easy to keep adding "just one more thing" and never actually finish. So we're defining what needs to be done for the initial release and sticking to it.

Water, Water Everywhere

We conducted a comprehensive review of our Water system - looking back at the last few months of development and mapping out the next steps. The technical foundation is solid, and we've got some great mechanics working already: aqueduct system, water dams that break and unleash torrents, pools that overflow realistically, water flow that pushes grids and characters around, water particles, grids crashing into water (with damage based on impact velocity), and proper buoyancy calculations for floating grids. 

Now we're turning our attention to the visuals, focusing on:

  • Enhanced water surface textures and animations

  • Proper foam generation and particle effects

  • Improved transparency and reflection systems

  • Wave pattern animations with both low and high frequency components

  • Shallow-water equations (SWE) - a more performance-friendly approach for situations where we don't need full volumetric simulation, which also opens up some nice visual tricks to make water look even prettier

These aren't just cosmetic improvements - they're essential for making water feel like a real, dynamic part of the game world.

The Survival Experience

Perhaps the most critical work this week has been our intense focus on survival gameplay. We're not just thinking about the mechanics - we're obsessing over the player journey. The first two hours need to hook players, teaching them the ropes while keeping them engaged and excited. But equally important is what happens after 30+ hours. What keeps players coming back? What gives them that sense of meaningful progression and accomplishment?

This is the kind of design challenge that keeps me up at night (in a good way). Creating a survival experience that's both accessible to newcomers and deep enough for veterans is no small feat, but it's exactly the kind of challenge our team thrives on.

Looking Back at Spring Week

Just a quick note about last week's Spring meetup - it was absolutely amazing to see my colleagues in person again. There's something special about our annual gatherings that video calls just can't replicate. I'm already counting down the days until next year's meetup!


Until next week,  Marek


14 comments:

  1. Hopefully the water will eventually also have pressure calculations such that there are crush depths for grids depending on material/material thickness.

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  2. I've been wondering if your water system will be capable of supporting planets with truly earthlike oceans... scaled down, obviously, but still 75%+ coverage. Do you anticipate that players could recreate the Sol system with mods, if they like? I very much would like to be able to do just that

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    1. Entire water planets will be possible, and are even planned for vanilla SE2 (the planets name is Byblos if I am not mistaken). As there are also desert planets (mars-like, I think its called Verdure) and some degree of of gas giants (a brown dwarf is planned, I assume its majorily constituted of gasses, I assume building the Sol system should be very much possible!

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  3. Please give us at least a simplistic aerodynamic solution! Sea planes i beg of you!

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    1. I second this. It feels weird to fly around in atmosphere without any kind of drag

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    2. 100% this! I never play SE1 without an aerodynamics mod. I just does not feel immersive without drag that limits speed for large ships, reentry mechanics and lift effects based on angle of attack.

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  4. if we have water, there will be water turbines for generation power?

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  5. One good motivating factor in games is the rebuild a motivation factor. Games like Halcyon 6, Starcontrol and some RTS games used it — where you basically used to have a civilization or a base or kindom that got destroyed and now you need to rebuild it back to it's former glory.

    So space engineers where you have a space station that gets destroyed? and then you escape pod and have to rebuild? that motivation to get back everything you lost could motivate certain players for hours.

    This was the story from Halcyon 6:
    "On the edge of Terran space lies Halcyon 6, a starbase left behind by a mysterious precursor race. Your mission is to reclaim the derelict station and rebuild it. That is, until the mysterious and powerful Chruul appear, eviscerating Earth and the entire Terran Federation in one fell swoop. Halcyon 6 is the last human outpost, save for a network of small-scale mining facilities and colonies. Humanity can survive, but not until the Chruul are gone. Establish new alliances, research new Technologies and the secrets of Halcyon 6, and win the war with the Chruul, if you can. Using only the Resources you can scrounge or duplicate from Halcyon 6 and collect from surviving Terran mining facilities, it’s up to you to rebuild the entire Terran Federation. Oh, and rain fiery, wrathful vengeance upon The Chruul. That'd be great too."




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  6. Is this blog post written by AI?

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    1. Now that I look back, I see the em-dashes and such... AI writing has at least had a heavy influence.

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  7. Really looking forward to water dynamics of the game. I like the idea of the crushing values mentioned in above comment. I bought to them about the water freezing in space once ejected into the vacuum of space. I’ve been a veteran player of the game, even though I was introduced to it couple years after it came out. My only hope is I live long enough to see the water part of the game in action. Being an old disabled vet I’m just glad to wake up each morning. Just wanna give the space engineers crew a big thumb thumbs up. Thanks guys

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  8. survival system please faster)

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  9. Will we be able to select water resolution so people with low end pcs can do low res and high

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