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September 11, 2025

Marek’s Dev Diary: September 11, 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 This is my unfiltered dev journal, so please keep in mind that what I write here are my thoughts and will be outdated by the time you read this, as so many things change quickly.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 1

We just released the Space Engineers Apex Survival Update and Pack!

First, I want to thank the SE1 Team for delivering such an amazing update on time and at such a high quality. This release already stands as a success and a testament to their hard work and execution. Great job!

Apex Survival is one of the biggest gameplay updates Space Engineers 1 has seen in years. It introduces food, farming, hunting, environmental hazards, meaningful death, buffs, and a full overhaul of space encounters. Each of these mechanics is optional and configurable, but together they make survival in Space Engineers feel more alive and more challenging than ever before.

I am especially happy to see how far survival gameplay has come since the early days of Space Engineers. I was always curious to see how far we could push survival, and seeing it realized in Apex Survival makes me proud.

You can read the full blog post here and the complete changelog is available here.

Alongside the free update, we also released the Apex Survival Pack, which adds new decorative blocks designed for greenhouses and survival-themed builds. They are not required for the update itself, but they allow players to bring more personality and life into their creations. You can find the Pack on Steam, PlayStation and Xbox.

Releasing simultaneously on three different platforms (with crossplay no less!) is not something many studios attempt – and for good reason. Each platform has its own requirements, certification processes, and technical challenges. Coordinating all of this so that updates go live at the same time is a complex task.

I am proud of how the team has learned to manage this process and deliver high-quality releases across PC, Xbox, and PlayStation together. It shows a level of maturity and discipline that is not common in the industry.

This release is important to me because it shows that Space Engineers 1 is still growing, even after 12 years.

Apex Survival feels like both a conclusion to a long journey and the start of something new.

Space Engineers 2

Performance Optimizations

SE2 and VRAGE3 are constantly undergoing performance optimizations – improving frame rate, reducing memory usage, speeding up loading times, and eliminating performance spikes (lags and stuttering).

Right now, one of my main focuses is scenario loading times. In the picture below you can see our internal reports, where the team tracks how these KPIs (key performance indicators) evolve from version to version (this refers to internal builds, not the public Steam version).

Loading times for scenarios with planets are gradually decreasing, which is very promising. Our current target is to get the Verdure scenario down to 30 seconds or less.

This matters not only for players but also for our team. Imagine loading a scenario dozens or even hundreds of times every day – if that adds up to an hour spent just staring at a loading screen, it directly reduces overall productivity. That’s why loading time optimizations are a top priority for VS2.

In Space Engineers 2 we are working on better deformation LODs. The goal is to keep the destruction and collisions looking detailed and believable, while at the same time achieving amazing performance during grid crashes. 

These moments are core to the Space Engineers experience, and I want them to feel both spectacular and smooth, without turning into a slideshow. It’s all about finding the right balance between visual fidelity and simulation speed.

Here are some possible visuals for Safe Zones. We are experimenting with different styles and effects, trying to find a look that is clear and fits the art direction. The visuals must communicate protection without breaking the atmosphere of the world

MateriaLinker

Alice Vescio is a member of our SE2 Art Team, working as an Advanced 3D Character Artist here at Keen. Recently, she shared something very cool – her first Python plugin for Marmoset Toolbag, called MateriaLinker.

This tool automatically links all your textures to their corresponding materials in one go. With just one click, it saves a lot of time when setting up PBR maps, and it works across many different naming conventions. There is even a checkbox option that will pull the Opacity Map from the Albedo’s alpha channel and link it directly into the Transparency slot.

It may sound like a small utility, but things like this make a huge difference in daily workflows. I really like seeing our developers not only creating content for Space Engineers 2, but also pushing the tools and pipelines forward for themselves and the wider community.

 

Share your thoughts in the comments below – I read them all, and they’re one of my favorite parts of making SE2.

 

Comments

  • While the loading time reduction looks like it’s on the right track, I wonder why the CPU Frametime increases. Does the simulation complexity increase or are you offloading work from the GPU to the CPU?

    Replies
    • CPU frametime can fluctuate from build to build as we add or rework systems, so the recent increase is likely from new features coming online. These will go through optimization and parallelization passes later, so the overall trend will be down.

  • I just wanted to say, I have been playing the Apex dlc update since release and you guys did a truly fantastic job. Its so much fun. The blocks look great, there are a lot of meal options and it adds a fun twist that the survival gameplay has needed for some time. I like the weather too. It looks so much better. Just when I think you guys couldn’t outdo yourselves you come along and totally prove me wrong. Keep up the hard work and continue to release this awesome content for SE1 and I will keep playing. Also, I am so excited to play SE2. The physics and look of the water in the game is like nothing I’ve seen before in other games. Yeah they have water but they can’t interact with it like you guys are making possible for us. I cannot wait for planets and survival in SE2. I havent bought SE2 yet but i plan to as soon as planets are added Everyone at Keen should be incredibly proud of the work they have done. We appreciate you guys more than you know.

    Replies
  • September 11, 2025
    Wesley Dangerfield

    I Really like that character suit shown in the snapshot.
    Sleek, without too much extra pockets on the thighs.
    Seriously looking forward to playing Survival on the new SE2, while still very happy playing in SE1.
    Thanks for all the hard work!!

  • One Thing that bugged me in SE1, is how collisions between ships and planets/asteroids and big destruction of user grids, start appearing more sudden the bigger the grids and effect get. Which of course is natural due to more computation being needed. But exactly the seamless destruction, being contiguous/continuous and not discrete (as in lower FPS), is what creates immersion. So, I am glad to hear you are optimizing in this direction as well. Thank you.

  • I hope the second part will be something like a remake of the first) Plus new mechanics. I especially miss the gas/liquid mechanics. So that you can stock up and spend on production. If you know how it was in the game Factoria, for example.

  • Keep up the great work. These updates are a great window into the project and give a sense of progress and excitement.

  • I think it’d be really cool if at some point we got ai crew members, it would really bring life to the ships in the game that isn’t there currently but I’m sure there’s plenty of things preventing this from being executed.

  • Female character new model future and I customization character suit battle suit advanced suit soldier suit and the

  • 1. In SE2, will the size of the planets be the same or larger than SE1?
    2. If they are modded to be larger or spawned in with an increased size, will they have the same shadows and lighting issues that SE1 planets have when made larger?
    3. Will you still be able to pinpoint player activity on planets through voxel deformations from a distance?

    Replies
    • I would love to see a giant planet, that sensation of approaching the atmosphere and observing a wide horizon from side to side must be very impressive!

  • September 11, 2025
    SupperiorBlood

    With the Voxels in SE2, is there going to be a way to add voxels in survival? The ground arround my bases in SE1 always get littered with holes! This wouls be cool, though Im not sure how that would be done.

  • I am a big fan of the way that the safe zone looks. In the second clip especially, I think the subtle distortion of the grids inside the bubble adds so much immersion. A similar effect would look fantastic for something like shields (wink wink). Overall, I have enjoyed exploring the Apex survival update with my father and cannot wait to explore SE2 as it gets more fleshed out. Thank you to Keen, the SE1 team, and the SE2 team for working to create something so special to so many of us. And thank you, Marek, for steering this ship in an ethical and open way!

  • Do not only will se2 look good, have great features, and have a 25 cam grid system, it’s also going to be super optimized?!

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Biography

I have always been driven by the need to create — games, AI agents, ideas. That’s why I started Keen Software House: to create games that only existed in my head. After Space Engineers took off, I founded GoodAI to develop AGI, to help humanity and understand the universe.

These days I’m focused on Space Engineers 2, the VRAGE3 engine, AI People, and autonomous agents in general — powering NPCs in our games, or swarms of autonomous and intelligent drones.

It’s all part of my long-term plan: to make civilization stronger, greater, and more resilient.

Our home base is a 17th-century Oranžérie in Prague — but we’re a remote-first, global team of 100+ programmers, artists, designers, and engineers.

I am proudly European , and in the last few years, I’ve come to love South Africa and its people.

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