Tuesday, June 24, 2025

Space Engineers 2 Alpha: VS 1.5 - Modding

 SUMMARY:

  • VRAGE3 Mod HUB & Editor released!
  • Data Modding Support & Steam Workshop Publishing
  • Blender VRAGE Tools
  • No Restrictions by entity type!
  • Automatic generation of Mount Points & Asset Structures
  • Custom Armor Blocks with full deformation
  • Pre-generated Block Templates
  • ...and much more!


Hello, Engineers!

With VS 1.5 update, we’re introducing the first phase of modding support for Space Engineers 2. This includes the release of the VRAGE3 Mod HUB (a tool for mod creation, management and publishing) and VRAGE3 Mod Editor (a tool for creating mod content). These are the same tools our designers and artists use to build Space Engineers 2. You are now able to create, modify, and preview content with ease directly in the VRAGE3 engine using a visual, game-integrated workflow.



Modding Support

We made a deliberate decision to bring modding in early. Space Engineers has always been shaped by our community – especially by modders – and we want to support that creativity from the very beginning. Our goal is to make modding easy and approachable for everyone, even those with no prior experience or who were previously intimidated by the process. No more relying on Notepad++ or manual file edits! With the new Editor, modding is more accessible than ever, with a purpose-built toolset designed specifically for ease of modding the game. 

This first release focuses on data modding support: skyboxes, blocks, character models, tools, voxels, animations, particle effects, sounds and music are all moddable starting now. 

The Mod HUB includes full mod management and Steam Workshop publishing support, so you can build, test, and share your creations without ever leaving the tool!

The Editor includes pre-generated block templates to speed up your workflow. Even better, you’re no longer restricted by entity types – want to build a thruster that also works as a light and a gyroscope? You can!

The Editor also supports Blender add-on (Blender VRAGE Tools) and handles complex features like Dynamic Gizmo Transforms (creating conveyor ports, and much more), block animations (such as infinite rotation), and automatic generation of mount points and automatic generation model asset structure. 
Dummies are now added directly in the editor instead of the 3D model, streamlining asset creation and reducing setup errors.

We're especially excited to introduce support for custom Armor blocks with full deformation support - something that's never been possible at this level before in Space Engineers. 

You can find the Space Engineers 2 Mod SDK in your Steam Library in the Tools section.


Note: Scripting and code APIs are not included yet, but they’ll be released later as development progresses.

There has never been a better time to jump into Space Engineers modding – with powerful new tools and more flexibility than ever before. This is just the beginning – and we can’t wait to see what the Space Engineers 2 modding community creates!


Modding Guides & Example Mods


To help you get started with Space Engineers 2 modding, we’ve prepared a set of official guides and example mods. These resources cover everything from creating your first block to working with gizmos, mount points, thruster effects, and more – all using the new VRAGE3 Mod HUB & Editor.


Porting Guidelines Between SE1 and SE2

With the release of modding support for Space Engineers 2, we want to clarify our stance on straight porting blocks between Space Engineers 1 and Space Engineers 2. Porting vanilla blocks from SE1 to SE2 is allowed. However, porting DLC content from SE1 to SE2 is not, and porting any SE2 content back to SE1 is also not allowed. 
That said, this applies strictly to direct block ports. If you're creating your own blocks from scratch, inspired by designs from Space Engineers (including DLCs), that's totally fine – a pipe is a pipe is a pipe.

Additional Improvements


There are many additional improvements and fixes in Vertical Slice 1.5 - you can explore everything included in the detailed Changelog.

Modding Community: First Impressions


“As much fun as I’ve had making mods in the past for Space Engineers 1, the VRAGE3 tools for Space Engineers 2 have opened up possibilities I could only dream of in SE1 – especially since I’m not a scripter.” - stonelords


“Having the chance to work with the new VRage Hub has been a great experience. In my opinion, Keen has truly understood the assignment and provided us with tools we could only dream of during SE1 modding. With a focus on using Blender for models and handling everything else within the VRage Hub, going from concept to game is incredibly fast. There are so many exciting new features and possibilities - I couldn’t wait for this slice to be released!” - Chipstix213


“In six years of Space Engineers 1 modding, I’ve only ever made one block. In two weeks of Space Engineers 2 modding, I’ve already made nearly a dozen.” - Jakaria


“It's difficult to explain how much of a difference the new VRAGE3 Editor for Space Engineers 2 makes, without first explaining how modding works for Space Engineers 1: Most mods for SE1 are made through editing XML files by hand, with a text editor. The fact that this is possible and common in the first place, speaks for the accessibility of modding SE1 - it is very easy to get started, even with no prior modding experience. But modding like this can be a tedious and slow process. Once 3D models and textures enter the picture, the situation is better: The vast majority of mods that include these, are made with the free 3D modelling application Blender and the add-on Space Engineers Utilities (SEUT) that I have developed with the help of many contributors. The situation is similar with other community-made modding tools, such as the Particle Editor plugin by Digi, or the Steam Workshop Tool by Gwindalmir. However, with their nature as community-built tools, and with Space Engineers originally developed with its own toolset in mind, they will always have their limitations.

The situation with SE2 will be fundamentally different: Whereas SE1 was developed with tools of which only some could be publicly released, the VRAGE3 Editor is a core component of the development of SE2 - and it has been created from the ground up to also be a modding tool. Editing XML data files directly is not needed anymore, because the editor makes it unnecessary: It provides a user interface to edit the data on which SE2 runs. Furthermore, the editor also includes many shortcuts and streamlines the workflow for modders tremendously, by including various tools that were separate or not available for modding SE1. A good example for this is the built-in texture and model conversion to the format SE2 requires. The SE2 modding SDK will also include an add-on for Blender (VRAGE Tools) to make the process of getting a model into the game straightforward. I will be contributing to this addon as well, and implement many of the lessons learnt during my years of developing SEUT - its SE1 community-made counterpart.

To sum up: It is safe to say that while SE2 still has a long way to go, VS1.5 sets a very solid foundation for a healthy and long-lasting modding community.” - enenra (Author of the AQD and GFA mod series, and main developer of the SEUT addon for Blender)


“The new modding tools are a big step up compared to what we had in SE1. The new GUI approach would be much easier and comfortable to use for both newer and experienced modders especially due to the fact that the SE2 block system is far more complex than what SE1 has. 
Additionally, new official tools open lots of possibilities which were previously inaccessible or complicated to modify for SE1 modders without using community-made tools, frameworks or plugins (such as new animation editor or particle editor).” - humanoid.mp4


“Keen’s new VRAGE3 Editor is a real game changer with functionality and ability to easily create a mod either copying vanilla assets or starting from scratch with the easily added definitions from the menus. I like that you can view your models in the editor, and make changes to particles and subparts without having to start SE2 to just test a small change. Adding your own materials is easy too with the definition lists of texture types.” - nukeguard


“Modding is the long-term lifeblood of many sandbox games, and I'm glad that Keen has provided official tools for the job. I'm excited to see what's to come, as what I've seen so far is awesome.” - Aryx


“Modding SE2 is way easier than the original game thanks to the new editor. It was quick and easy to import my models, assign the definitions and get it in-game. I found the SDK to be extremely powerful and easy to use. The automatic mount point calculator feature is also amazing! I can't wait to see what cool things the community will be able to create with this tool.” - Cosmonaut


"I love the new VRAGE3 editor and it's much better and easier to use than having to rely on Notepad++ (like I do for Space Engineers 1)." - SEModder4

“User Friendly, extensive and fastest thing to setup from start to finish. A new Golden era in Space Engineers Modding!” - Kreeg

“The new VRAGE3 tools are impressive, and there's lots of cool stuff to do already. These new tools will be an immense help to the modding community and I can't wait to see what the modding community does to unleash their need to create!” - yellow51


What's Next


We’ve decided to skip Vertical Slice 1.6 to focus fully on delivering Vertical Slice 2 – Planets and Survival as soon as possible, and as polished as possible. This aligns with our Vertical Slice strategy, where each release is a complete and refined piece of the final game. 

Many of the features and improvements planned for VS2 have been requested and shaped by the suggestions and ideas shared through our Support Portal. Your feedback is incredibly valuable, and we appreciate every suggestion you submit.

Check out our full Roadmap.

Help Shape the Future of Space Engineers 2

We’d love to hear from you! We’re running a short poll to get your thoughts on the direction of Space Engineers 2, and your feedback will help us prioritize.

🗳️ Please take a moment to fill it out: https://forms.gle/TUP4MZ9VA3Nd1j7P6

Thank you for being part of the journey!


Celebratory Sale

This update marks a major milestone for our incredible modding community, a true cornerstone of Space Engineers. Their creativity, innovation, and dedication have helped shape the game in extraordinary ways, and we believe that’s something worth celebrating.

We’re deeply grateful for the passion and support of our players whether you’ve been with us since the beginning or just joined the journey.

To welcome new engineers and continue growing the community, we’re offering a 20% discount until July 1st. Jump in now and help shape the next chapter of Space Engineers 2

Release Notes


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.

Features and improvements we are actively working on:
  • Modding: Scripting and code APIs are not included yet, but they’ll be released later as development progresses.
  • Color picker will be included in undo-redo for paint gun in a future update
  • After entering a cockpit for the first time after starting the game, the character may peek through the cockpit - this will be fixed in an upcoming update.
  • 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’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.
  • We are solving ship movement edge cases (jittering in slow speeds or too many gyros present)
  • 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.
  • Space Engineers 2 Workshop: Displaying Steam Workshop Collections in-game is planned. We are working on better handling when Steam is offline.
  • 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.
  • Some blocks are decorative-only for now (for example, the Assembler is present but cannot produce components)
  • The inventory system will be implemented in a future update
  • Fracture models will receive additional visual updates in future versions.
  • The paint tool’s limited palette is temporary; future updates will include RGB/HSV color settings and custom palettes.
  • Work on enhanced sound effects is ongoing
  • The Alpha releases in English language, more localizations will follow
  • Tutorials will be added closer to the end of development.
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.


Support Portal


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:
  • Create a Bugreport
  • Create a ticket with your Feedback/Idea
  • Vote on other ideas or bug reports
  • Comment and Interact with fellow players
  • Suggest solutions and provide valuable feedback to help shape the future of Space Engineers 2

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!

Get Started Today




Hiring


If you’re interested in working on awesome games like Space Engineers or our in-house engine VRAGE3, we’d love to hear from you! 

We are currently in the Research and development phase, exploring new features of the VRAGE3 engine. Our goal is to support extremely large and fully dynamic and destructible environments, including planets, large spaceships, and any other creations built by the players.

If you’re interested in working on awesome games like Space Engineers or our in-house game engine, and love solving unique challenges, we’d love to hear from you! Check out the open positions at Keen Software House and don’t forget to send us your English CV/resume and cover letter. 

Remote collaboration is possible!

Our team is global.

Finding the best candidates to join Keen Software House means exploring every possible solution, including remote work. While we strive to provide team members with the best possible work-life balance here in Prague at our incredible Oranzerie offices, we understand that it is not always possible to transition, therefore we are very remote-friendly. Here’s a map of where our teammates live.


If you want to let me know your feedback, please get in touch via my personal email address marek.rosa@keenswh.com, or use our Keen Software House support site. I welcome all of the feedback we receive and we will use it to learn and provide better services to our players.

Follow our social media to get the latest news!



Thank you for reading this blog!

 

Best,
Marek Rosa
CEO, Creative Director, Founder at Keen Software House
CEO, CTO, Founder at GoodAI


Personal bio:

Marek Rosa is the founder and CEO of Keen Software House, an independent game development studio, and GoodAI, a research company focused on general artificial intelligence development.

Keen Software House, established in 2010, developed Space Engineers, which has sold over 5 million copies and maintains the 4th largest Workshop community on Steam with over 500K user creations. The studio is now developing Space Engineers 2, built on their new generation in-house VRAGE3 engine.

Following the success of Keen Software House, Marek founded GoodAI in 2014 with a $10 million personal investment. The company develops autonomous agents and AI technologies, including the AI People game featuring LLM-driven NPCs with long-term memory and evolving personalities. Current projects include Groundstation, a multi-drone system.

Both companies, employing over 100 professionals, work toward advancing technology through gaming and artificial intelligence, with GoodAI's specific focus on developing AGI to help humanity understand and explore the universe.

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