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July 23, 2026
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Marek’s Dev Diary: July 23, 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 This is my unfiltered dev journal, so please keep in mind that what I write here are my thoughts and will be outdated by the time you read this, as so many things change quickly.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

Sometimes it’s the smallest changes that make the biggest impact, and we’re sure there’s something in Prosperity Update for you!

Here are just a few of our favorites:

  • Expanded Grid Storage settings for server admins, including location limitations, combat delays, timer controls, and more!
  • Automatically refill Hydrogen and Oxygen Bottles when interacting with a Refill Station, Survival Kit, or Medical Room.
  • Lost a grid somewhere out in the void? Ping eligible grids and create a GPS point to help track them down.
  • Clearer language in Store Blocks, making it easier to understand what type of transaction or interaction is taking place.
  • Various UI improvements to the Services Terminal.
  • A new space respawn pod, purpose-built to provide a more balanced start for players beginning their adventure in deep space.
  • We’re also continuing to improve mod support for Grid Storage and the Economy System, giving you better options and pathways to bring your vision to life!

Community Previews

Our amazing community creators are releasing preview videos every day!

We’ll be updating this post regularly so you can jump straight to the latest drops: https://www.spaceengineersgame.com/prosperity-previews/

You can also check them in our Youtube Playlist.

Stand by for transmission – the countdown continues!

 

Question to you: What Prosperity features caught your eye?

 

 

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 23, 2026
    godcreeperbrine

    could there be some kind of beam weapon in SE2?

    Replies
    • July 23, 2026
      marek.rosa@keenswh.com

      Potentially yes, in the future. I have nothing against that.

    • July 23, 2026
      JumpingFlapjack

      Well, there are certainly possibilities in this semi-realistic setting. For example, a particle cannon, or—in sci-fi settings like this—the very “common” laser weapons. You know, laser beams.

      If Marek and his team decide to do that, let’s see what they come up with. 🙂

    • July 24, 2026
      Nethan2000

      There was a mod for SE1 that introduced laser weapons with separate laser generators and laser emitters. It created a cool challenge redirecting the laser beam inside of your ship to shoot it. If you also add slightly different mechanics to ballistic weapons, it may be a great addition to the game.

    • July 26, 2026
      John Jacques

      Marek, what happened to quality control? In this latest release several old bugs that were fixed in the previous release are now back in this latest release. Did the developers combine the wrong branches of code?

      Example, there’s one port on the large cargo container that can no be accessed. This bug was fixed a very long time ago, but has now returned.

      MEMORY LEAKS ARE BACK – The last response from the support team was that they do not want to know about our memory leak bug reports because they monitor and repair the memory leaks as they happen… Uh… really? This absolutely means they either are not monitoring and fixing the memory leaks or they are not really playing survival as a new player would.

      It seems like whomever is testing the game is not playing the game from the start and going through it step by step or I doubt you would have allowed this VS to have been released.

      Every VS has had a major embarrasing critical bug so far. Testing the game in creative mode can be used for testing specic new features, but it cannot be used to test how the game runs in the real world.

      The community heard you, listened to you, understood you when you spoke about quality control and that you would not release new features until bugs were fixed… 3, 4, 5 months later our support tickets are responded to saying the issues could not be reproduced, was fixed long ago, etc. Why would support be responding to bug reports given in a previous version many months prior? Once a new version is released then all of the existing online bug reports should be closed.

    • July 27, 2026
      marek.rosa@keenswh.com

      John Jacques, I hear you. VS2.3 was the last milestone where we had to push a bit aggresively, to deliver the new features/systems on time. Now we are starting the polishing period, e.g. VS2.4 is focused on that exclusively (performance, stability).

      Thanks!

  • July 23, 2026
    Wesley Dangerfield

    Bottle Refills at the Station?
    OMG, that seems like a small thing, but defnitely reduces stress on me! Thank you very much.
    I’m also really looking forward to the Grid storage improvements.

    Your team is absolutely awesome!!!
    I love SE and SE2.

  • July 23, 2026
    JumpingFlapjack

    I really appreciate that you’re still devoting so much attention and effort to SE1 and continuing to develop the game to this extent. After more than 3,000 hours of gameplay over the entire lifespan of SE1, I think, and I’m sure I speak for many players here, that SE1 deserves this grand finale that’s coming in this and the next updates.

    SE1 will always have a special place in my gamer’s heart 🙂

  • July 23, 2026
    WiseOak Dakota

    Ive moved pretty firmly into SE2 at this point, but Warfare 3 could potentially bring me back to SE1 for a few weeks of playing around of we get aweosme new weapons. I second the above comment about beam/ laser weapons but i would also vote strongly for “capital” class weapons, essentially just very large versions of the current weapons and turrets with some model changes to make them make sense visually. They would deal much more damage but possibly at the cost of aiming speed for the turrets (so they could only realistically hit large ships) and maybe more costly ammo/ crazy power requirements

  • July 23, 2026
    Ryan Rouleau

    Is it possible we could get blocks for radars seekers and laser guidance systems as well as stationary radars to make it so people who like design their own long range targeting systems and weapons are less reliant on scripting?

  • July 23, 2026
    AverseMoon

    In the future, can we get a UI modernization for SE1, especially the font (at least the UI font), this would make the UI much cleaner and clearer, I also am not the biggest fan of the lines that cover the background when you have a menu open, it would be nice to be able to swap those with blur.

  • July 24, 2026
    Patrik Nedbálek

    Hi, I just want to point out this channel (H-E-I Shipyards) on youtube, he makes great concept videos about potential SE2 systems, which quite align with my vision of the game if it reaches its full potential, focusing on making meaningful systems that are connected with eachother and present engineering challenges: https://www.youtube.com/watch?v=kJayyKrx_s4

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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