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October 22, 2026
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Marek’s Dev Diary: October 22, 2026

About This Dev Diary

Every Thursday, I share some of what we’ve been working on – the challenges, solutions, and ideas that caught my attention. This is my unfiltered dev journal, so my thoughts and plans may change quickly, and nothing here is set in stone. And if you don’t like spoilers, don’t read further!

 

 

13 Year Anniversary Celebrations

Please join us Friday, October 23, for the Space Engineers 13 Year Anniversary Celebrations!

You do not want to miss it – we have prepared a surprise gift for you. 😉

📅 Friday, October 23, 5 PM UTC
🛰️ Twitch: https://twitch.tv/keencommunitynetwork
🛰️ YouTube: https://youtube.com/user/SpaceEngineersGame

 

 

Space Engineers 1

Since our Warfare 3 reveal, we’ve received a lot of questions, many along the same lines: How will all of this actually work?

We sat down with Space Engineers Lead Designer Ryan Keel to pick his brain. Warfare 3 includes plenty of small changes that are sure to have a big impact. From shaking up PvP strategies to giving players more control over their experience. Let’s take a look at a few!

Relative Dampeners on Hostile Grids

First, we’re introducing a new world setting that prevents players from using Relative Dampeners on hostile grids. This aims to reduce the effectiveness of jetpack-and-grinder tactics and encourage the use of ships in combat. Boarding enemy grids is still possible, but it’ll require a bit more skill and planning if you’re only using a jetpack.

Artificial Mass and Space Balls

We’re also introducing a new world setting for Artificial Mass blocks and Space Balls. These blocks are commonly used to build “Gravity Drives,” which are incredibly fun but can be performance intensive and difficult to balance in PvP.

We know many players enjoy these creations, so rather than imposing restrictions on everyone, we’re giving communities the option to disable these blocks if they choose.

These blocks are also gaining a new function! They now act as gravity anchors on planets and moons, adding mass when enabled on planetary surfaces. This opens up new possibilities, from improving vehicle handling in low gravity to creating mechanisms that shift their mass on demand…Did someone say trebuchet?

More Consistent Item Explosions

We’re also addressing a longstanding issue with item explosions, commonly called “Nukes” by the community. Changes introduced alongside Temporary Containers several years ago affected how certain explosive items behaved when damaged.

In Warfare 3, Cargo Containers, Floating Objects, and Temporary Containers will share a unified explosion formula, making explosions much more consistent and predictable.

Importantly, large explosions are still possible! What’s changing is how individual items contribute to their explosive power. Rather than Flare Gun rounds dominating the meta, different items now contribute different amounts, with Explosives Components becoming the most effective.

Our goal isn’t to eliminate “Nukes” but to make them more predictable and better balanced around the resources required to create them.

PCU Reductions on Weapons

Thanks to optimizations and adjustments, many weapons are receiving PCU reductions in Warfare 3! We know every little bit helps, and we want to give you more freedom to build the warship of your dreams.

Target Locking from Hand Weapons

You can now lock onto grids using handheld weapons, allowing the PRO-1 Rocket Launcher to fire homing missiles at locked targets!

Camera Panning and View Rotation

Warfare 3 also brings improvements to Cameras and Turrets, including camera panning and view rotation. You’ll have greater control over your view, and no longer have to put up with upside-down turret cameras!

Expanded Automation Actions

We’re expanding automation options across a wide range of blocks! Many On/Off toggles are being split into separate On and Off actions, alongside new Set Value actions requested by the community. These open up many new possibilities for automation!

 

Warfare 3 Pack

Brig Doors (2xL)

Keep pirates, troublemakers, and unruly crew members where they belong.

Inset Flare Launcher (1x S, 1x L)

Built to blend into your grid, this inset flare launcher lets you fire countermeasures without disrupting your ship’s silhouette.

 

Can’t wait? Wishlist the Warfare 3 Pack on Steam now!

And follow us for more detailed reveals every week as we take a closer look at what’s coming.

 

 

Space Engineers 2

I want to thank the entire team for the Hostile Encounters update! We finally have human combat NPCs in Space Engineers – this is a huge milestone for the game!

For the first time in Space Engineers 2, human combat NPCs are now in your hands. Seeing the Renegades and Boatmen navigate, take cover, react to damage, share threats, and fight inside a world that players can build, destroy, and reshape is something we have been working toward for a long time.

When I look back at the first simple pathfinding experiments we showed earlier this year, and compare them with what is now actually running in the game, the difference is enormous. This is one of those moments where many separate systems finally come together.

Thank you to everyone who jumped in, played the new Tutorial and NPC Encounters, fought the Renegades, destroyed their cover, reported bugs, and shared feedback. I also want to thank all of the content creators who participated in the preview campaign. Watching your previews, reactions, and experiments was incredibly encouraging for the whole team.

For me, this is exactly why Early Access matters. NPCs in Space Engineers 2 cannot rely on fixed levels or carefully protected combat arenas. They have to work inside the same unpredictable sandbox as everything else. Hostile Encounters is the first time we can see all of this come together in the hands of players.

This is only the foundation. Now we keep improving it, listening to your feedback, and building on what we learn from this first contact.

 

Question to you: What surprised you most about your first encounters with NPCs?

 

 

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

  • October 22, 2026
    Henrik Thorsø

    Those brig doors reminds me of something I would sell my firstborn (if I had one) for: Floor Hatch Doors!

    Something that you can pair with ladders or the recently added Steep Stairs. Hell, they could even work with the Willis Ducts!😁

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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