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July 16, 2026
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Marek’s Dev Diary: July 16, 2026

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 This is my unfiltered dev journal, so please keep in mind that what I write here are my thoughts and will be outdated by the time you read this, as so many things change quickly.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

Join us Monday, July 27th, for the release of the next update for Space Engineers 1: Prosperity!

Explore a new Factorum encounter, hunt down the new Prototech, track missing ships and enjoy improvements to Projector, Contracts, the Services Terminal and economy systems!

📅 Monday, July 27, 5 PM UTC (19:00 Prague time)
🛰️ Twitch: https://twitch.tv/keencommunitynetwork
🛰️ YouTube: https://youtube.com/user/SpaceEngineersGame

 

 

Space Engineers 2

I love that we have reached the stage of development where people have really started playing and enjoying the game!

What pleasantly surprised me was how positive the reactions to VS2.3 colonization were.

Our vision for Space Engineers 2 has always been straightforward: we want to build a living solar system that gives you concrete engineering objectives, where you can advance, expand, and colonize.

Of course, if you prefer a freeform sandbox, you can have that too. But we really want the game to feel like an active world that gives you meaningful reasons to progress.

 

Deformed Materials

In Space Engineers, there has always been a clear difference between how armor blocks and other blocks react to damage.

Armor blocks can deform when struck, while other blocks do not deform but instead show damage through their existing damage states. With Space Engineers 2, I want to push this further by introducing deformed materials – a new graphical and mechanical feature where blocks change both their shape and their surface appearance after impact.

This means that damage will no longer be represented only through geometry or predefined damage states. When a block is hit, new impact-specific materials and textures can appear on its surface, making damage more visible, readable, and believable.

The goal is to improve the overall feeling of destruction in the game. Impacts should feel heavier, damage should look more physical, and the world should respond in a way that feels more realistic AND satisfying.

 

Question to you: Are you ready for Prosperity?

 

 

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

Subscribe and get an email whenever I publish a new post!

 

Comments

  • July 16, 2026
    jarred rudel

    mate will the be plans for a ps5/xbox version of SE2

  • July 16, 2026
    Stephen Braithwaite

    I love VS 2.3.

    You definitely feel rewarded for your colonisation efforts. I feel like the system is more alive.
    The new blocks are great.
    As a modder, I hope we get access to Veronica soon. also Id like to get an updated blender texture pack (I did post a ticket about this).

    But yeah… Overall Im really enjoying just playing the game. Being inspired to be more creative with the new blocks and tools. missions are definitely more fun!

  • July 16, 2026
    Homemadefilms 99

    Estáis haciendo un trabajo ESPECTACULAR!! Seguid así, es hora de crear el mejor juego de exploración espacial de la historia!!!

Leave a comment

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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