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November 12, 2026
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Marek’s Dev Diary: November 12, 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!

 

 

Space Engineers 1

Please join us Monday, November 16, for the Space Engineers: Warfare 3 Update & Pack release!

Warfare 3 is bringing one of the biggest combat overhauls Space Engineers has ever seen. From Combat NPCs, guided missiles and torpedoes to countermeasure flares, EMP weapons, Jump Detection, new automation options, and much more, this update changes how battles are fought, defended, and engineered.

📅 Monday, November 16th, 5:30PM UTC

Release Livestream:

🛰️ Twitch: https://twitch.tv/keencommunitynetwork
🛰️ YouTube: https://youtube.com/user/SpaceEngineersGame

 

Community Previews

Our amazing community creators are releasing preview videos every day as part of our upcoming update celebration.

➡️ Space Engineers Previews Playlist: https://www.youtube.com/playlist?list=PL1Lkz–s-OxsEw5_zTuK1oDhcw5XuaxWm

We’ll be updating this post regularly so you can jump straight to the latest drops.

Stand by for transmission – the countdown continues!

 

 

Space Engineers 2

 

Lighting Pass

VRAGE3 lighting is amazing, and I think we should be showing it off more in our locations. That’s why we will be bringing a dedicated lighting pass to our locations and ship interiors.

For me, this is about genius loci – the spirit of a place. Every location should have its own mood and atmosphere, something you feel the moment you step inside, before you even start exploring.

Here you can see a few of them:

 

Final few Ores

We’re also finishing the last few ores. These will be coming with a high-contrast look and emissive details, so each ore has its own distinct visual identity and stands out in the environment.

Silver

 

Uranium

 

Of course, this isn’t everything we’ve been working on. There’s a lot happening behind the scenes, and I can’t share all of it just yet – but huge things are coming for Space Engineers 2 before the end of this year.

There won’t be a Dev Diary next week, but I will be back the week after.

Stay tuned!

 

Question to you: Are you ready for the biggest combat overhaul Space Engineers has ever seen?

 

 

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

  • November 12, 2026
    Борис Разживин

    Absolutely, the lighting in the second part is fantastic, but light blocks and spotlights take up a lot of PCU, like many other blocks. Sometimes, when you want to make a more detailed version of a vehicle, you have to find a balance between a reasonable amount of PCU and how detailed it is. Also, the lighting still glitches when a ship is too large or when there are several large ships nearby.

  • November 12, 2026
    Борис Разживин

    But the developers are doing great — I’m really looking forward to future updates and the game’s release.

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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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