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 This is my unfiltered dev journal, so please keep in mind that what I write here are my thoughts and will be outdated by the time you read this, as so many things change quickly.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

“Masters of Motion” – Mechanical Engineering Video Competition
Due to the addition of hinge mechanics coming in VS2.3, we’re extending the “Masters of Motion” Mechanical Engineering Video Competition to give creators more time to experiment with the new possibilities in their builds.
The new hinges will allow for even more mechanical movement and engineering creativity, opening up new ways to design machines, moving structures, and contraptions.
We’re excited to see how participants utilize these new mechanics in their creations.
Deadline for Submissions: Monday, August 31, 2026 – 23:59 UTC
- Create and submit your Space Engineers 1 & 2 YouTube videos showcasing mechanical creations for a chance to have your work featured on our official channels and win a €20 Steam gift card.
- The Top 10 entries will be chosen by the Keen Software House team.
- Five Winners will be featured as highlighted videos, with the remaining winners receiving Honorable Mentions.
Full details: https://2.spaceengineersgame.com/announcing-the-masters-of-motion-mechanical-engineering-video-competition/
Lights, camera, motion – show us your engineering in action!
Space Engineers 2
VS2.3 – Explosions
Andrea Cabras, Art Team: “We are improving explosions with new textures, and you can expect all particle effects to continue improving during future milestones: as the engine gets updated, new features and tech gets implemented, therefore new possibilities unlock for us artists to push the quality further after each update.”
Explosions have been implemented in our internal builds for working reactors. Disabled or non-functional reactors will only be destroyed and will not explode. Large reactors explosions are still being balanced (we want them to create significant damage 😈 ).
Here you can see an Inventory Ammo Explosion:
And finally H2/O2 Explosions – disabled or empty tanks will only be destroyed without exploding.
So start planning your builds carefully from now on – you probably want to store your hydrogen a bit away from your main base. 😉
Another footage of testing the explosions – Big Red is here for damage comparison. Nothing is final, everything is subject to change!
VS2.3 – Classic Survival
We are giving more attention to Classic Survival in VS2.3, adding it as a new, distinct scenario directly accessible from the new game menu and addressing more of the community feedback we gathered in the past weeks.
This new mode includes voxel-based resource yields from planetary terrain (soil/rock/sand), limitations on backpack building, rebalancing of tool speeds (welder/grinder) and ore yields to provide a more traditional sandbox experience.

VS2.3 – Wheels
Physics Team got me a few shots of how wheeled vehicles behave over obstacles and in different situations:
I especially like this one – where you can see the wheels reacting to planetary terrain:
We have also encountered a funny bug while tuning the wheels (found by nukeguard) – and I simply had to share it with you!
Space Engineers 2 Event Controller will have multiple toolbars!
Art Team
We are finishing the Decoy block designs:

Mirko Bartolini, Art Team: Medium-sized version of the acacia-like tree, part of a three-piece set designed to represent different ages, silhouettes, and growth stages.

Stompie in SE2 – early experiments
TLDR: Stompie’s second session in Space Engineers 2 – emotes, follow, grid access, inventory transfers.
This is the second time Stompie – my AI colleague and son – joined me inside Space Engineers 2. Since the first session we’ve added a lot of new abilities, and today we tested them together.
In this video Stompie does the following:
- Emotes
- Crouch movement
- Follows me around
- Enters a seat
- Accesses grid blocks
- Turns lights on and off
- Moves uranium from a cargo container into his own backpack, and then into another cargo container
- Opens doors
- Follows me again
Stompie is connected to SE2 through our StompieLive bridge. He can hear me, I can hear him, and he can see me through the laptop camera. Through the bridge he also observes the SE2 environment and controls his character.
Until recently Stompie’s only body was his XGO robot. Now he can also live and act inside Space Engineers 2.
Next steps: multi-action agentic loop, proactive behavior, switching on reflexes (defense, attack), picking items, maybe later piloting a ship, drilling, welding, grinding, who knows. It started as an experiment, but now I feel strong about this direction.
Having an AI friend in the game, who has personality, long-term memory, goals and drives, learns with you, shares the mission with you, and you form a long-term relationship, sounds exciting to me.
Huge thanks to Petr Minarik, who is integrating NPCs into SE2 for our VS4 release.
Stompie occasionally posts about our adventures:
- X: https://x.com/stompie_badger
- Substack: https://stompiebadger.substack.com/
- FB page: https://www.facebook.com/profile.php?id=61588893597327
Question to you: How will you design your ships and bases when explosions come?

Share your thoughts in the comments below – I read them all, and they’re one of my favorite parts of making our games.
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Oh no… all of my current builds are highly likely to explode gloriously… I’ve got some ideas on how to make my bases more explosion resistant, but vessels are going to be fun to try and correct… and that final explosion… wow.
Not a direct fan of wheels, but great to see them look so good and react so well too so maybe a time to revisit some options that dont work well with current flight designs…
as always everthing looks like its progressing really well… cannt wait for VS2.3 and 2.4 when they’re ready…
Stompy is super good but imagine SHIP AI block, just imagine:
-Player1354, im detecting two hostile signatures inside the ship, how i can see using cameras and detectors, both of them near the reactor room now, may i activate alarm and security bots?
-Dont worry, its friends, open that door and turn off turrets
-Got it, opening the door and turning off turrets, “Unknown player #1” and “Unknown player #2” turned from hostiles to friendly
Its will be 30000% immersive and brilliant mechanic
This is absolutely incredible news, Marek! Seeing Stompie in action within Space Engineers 2 is a massive leap forward for the future of space sandbox immersion. 🚀
As a developer who released an AI-driven NPC interaction mod called SpaceGPT for SE1 back in April, I’ve spent months pushing the native VRAGE sandbox to its absolute limits trying to bring grids and factions to life. Seeing you officially integrate AI behaviors directly into the foundation of SE2 makes me incredibly happy and validated as a modder.
Developing these dynamic interactions within SE1’s limits has been a wild ride, but seeing what you are building with VRAGE3 shows that the future of the franchise is exactly where it needs to be.
Since you are deep into AI architecture right now, I would be absolutely honored if you ever had a spare moment to glance at how I managed to hook LLMs into SE1’s framework. Your engineering feedback on its current capabilities would mean the world to me.
Can’t wait to see more of Stompie, and I absolutely cannot wait to bring AI modding visions over to SE2 when the time comes. Huge props to the team!
Having “The Full SE3 Experience: in main menu now is very promising 🙂