Thursday, July 10, 2025

Marek's Dev Diary: July 10, 2025

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 This is my unfiltered dev journal, so please keep in mind that what I write here are my thoughts and will be outdated by the time you read this, as so many things change quickly.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

The next update for Space Engineers brings many new gameplay elements to survival mode - including more environmental hazards. Here is a small teaser. 


Space Engineers 2 - Rethinking Combat 

This week we spent time discussing what combat should look and feel like in Space Engineers 2. Nothing is final yet. We're exploring ideas, identifying the pain points from SE1, and trying to define what kind of combat experience we actually want to build.


What are we aiming for?


We started by outlining a few core principles that we think should guide combat design in SE2:
  • Longer, more tactical engagements
    Fights should take time - measured in minutes, not seconds. We want to avoid sudden one-shot kills and give players time to react.
  • Preparation should matter
    Players who scout, build defenses, or prepare ambushes should be able to generate unfair local advantages.
  • Rock-Paper-Scissors balance
    No single weapon or strategy should dominate. A system where different combat types counter each other could make battles more dynamic.
  • Player feedback and clarity
    You should know when you’ve hit something, what damage you’re doing, and what’s happening around you - without guesswork.
  • Support both attack and defense playstyles
    Offensive and defensive roles should both be viable, with tools and mechanics that support each side.
With those principles in mind, we discussed possible features and mechanics that could support this kind of gameplay.


Combat Duration & Survivability


In SE1, a single cockpit hit could end the fight instantly. We’re thinking about ways to prevent this - possibly through shields or other durability layers that give players more time to react. The idea isn’t to make combat slower for the sake of it, but to make it more interesting and fair.

Weapon Dynamics: Rock–Paper–Scissors


We explored a triangle-based balance model:
  • Aimed/manual weapons beat automated turrets
  • Automated turrets beat rockets/missiles
  • Rockets/missiles beat aimed weapons
This would encourage diverse ship builds and make strategic choices more meaningful, especially in PvP.


Detection, Infiltration & Defense


We’d like players to have ways to detect enemies - not just through visual spotting but via tools like scanners or sensors. This also opens up infiltration gameplay, where a player could sneak into an enemy base or ship and gain an advantage. But for that to work, defenders need countermeasures - like surveillance systems, detection blocks, or hacking protection.

We’re also toying with the idea of hacking encounters as a mini-game or high-stakes mechanic during infiltration.

Safe Zones & Risk Management


Safe zones came up a lot. We’re considering making them:
  • Limited in size and availability
  • Costly to maintain over time
  • Slow to set up
The idea is to preserve tension and avoid scenarios where players are untouchable. One suggestion was to have safe zone chips decay over time, even when stored, to prevent stockpiling. There could also be progression systems that allow players to expand their safe zones later in the game.


Character vs Grid Combat


Another angle we’re still thinking about: how important should character combat be compared to grid combat? Should it play more like a shooter, or more like an engineering-driven encounter?

Some ideas we’re toying with:
  • Characters boarding grids and taking them over
  • Combat-focused suit upgrades
  • Dedicated tools for sabotage or infiltration
There’s also potential to make enemy characters more visible or tagged on your HUD if they’re hostile - not allied - making encounters easier to track and respond to.


Conclusion


As always, these are early design discussions. Some of these systems may evolve, combine, or be cut entirely. But this is the direction we’re thinking about as we continue shaping SE2 into the game we’ve always wanted to play.

Let me know what you think combat in SE2 should feel like!




Thursday, July 3, 2025

Marek's Dev Diary: July 3, 2025

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.


General

This week and last week, I've been busy with team quarterly evaluations and other administrative work. While this might seem less exciting than feature updates, team management and leadership are actually crucial topics for me. At Keen Software House, we're building a culture that's trustworthy and accountable, while also being friendly, respectful, and professional.


These quarterly evaluations aren't just bureaucracy - they're how we ensure everyone on the team knows where they stand, what they're doing well, and where they can grow. It's about creating an environment where people can do their best work and feel valued. I might dig deeper into our approach to leadership in a future diary (lessons learned, what doesn't work, what does work).
Water Team created Whirlpool in a tub by accident - caused by a small hole in the armor

Space Engineers 2

The main thing that's been occupying my thoughts is playtesting the First Time User Experience (FTUE) in SE2. The prototype is coming together nicely!


== Spoiler Alert ==

Here's how the FTUE currently works: You spawn on Verdure planet with a GPS marker leading you to a cave. First, you'll need to dig out the entrance. Inside, you'll discover an unfinished small ship with several components shown as projections (thrusters, survival kit, etc.).

Your tasks include:
  • Mining ore within the cave
  • Using Backpack Building and Projection Building to weld the projected blocks
  • Finding batteries from a nearby stack and installing them in the ship for power
  • Expanding the cave entrance to fly out
  • Flying to a nearby mountain where an abandoned station awaits
  • Landing and transferring batteries to power up the station grid
This is where the prototype currently ends, but our goal is to create a 1-2 hour FTUE that concludes at the Orbital Station. After that, the freeform Colonization meta-loop begins.


The experience is guided by:
  • HUD objectives
  • GPS markers pointing to key locations
Our FTUE design goals (KPIs):
  • Teach players the basics
  • Make the process enjoyable (mining, welding, cave exploration)
  • Achieve first win (repaired ship & flight) within 5 minutes
The FTUE will evolve with future updates. Once we add water mechanics, we might revisit and redesign it entirely - we'll see when we get there.


While the prototype is functional, the team agrees it's currently missing that "WOW factor." We're brainstorming additional elements to make the experience more impactful. 

If you have ideas for what would make this first experience more memorable, I'd love to hear them!




Thursday, June 26, 2025

Marek's Dev Diary: June 26, 2025

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 2

VS 1.5 - Modding for SE2

This Tuesday we released VS 1.5 - Modding for SE2!

It was a big update because it allows modders to change the game just by modifying data. Modders can add new blocks, change existing blocks, textures, character models, skybox, sound and music, and other things.


I think our modding technology is quite amazing, because it's all data-driven. We released a HUB and Editor where you can do it all in WYSIWYG mode (with validation, templates, etc.), and your changes are validated—reducing the chances of breaking things. And it’s all Blender compatible - a very important thing for me, making the 3D modeling for SE2 accessible to everyone.

Thanks again to the team who delivered the Modding—it was really a big project and will serve the SE community for the coming decades!



VS2 Planets and Survival

This is our main priority right now.

SE1 didn't have an explicit meta loop, and this was a benefit (it kept the game pretty open and people focused on what they wanted to do) but also a disadvantage (some players actually want clear objectives and a visible success metric).



I feel pretty good about the final meta loop we designed:
  • your goal is to colonize Almagest, sector after sector
  • you see your colonization progress on the Colonization Map — the whole Almagest, sectors, planets, GPS locations, etc.
  • you colonize sectors by completing contracts/missions
  • contract types: engineering, exploration, mining, and in the future, combat too
This gives the ultimate purpose and end goal: Colonize Almagest. Everything will converge to this singular goal — and it's visual, tangible, and easy to understand and communicate. It's an end goal you can reach within a reasonable amount of time. And the game doesn't end there — it can continue in open-ended freestyle sandbox mode. You can keep building or just complete more missions.

I am interested in your feedback, so please leave your comments!

VS3 Water

We are going through the final planning stages for VS3 Water — what still has to be implemented gameplay-wise, not just the water tech for VS3. Of course, water will be released after VS2 Planets and Survival, but we are working on them in parallel.





Help Shape the Future of Space Engineers 2

We’d love to hear from you! We’re running a short poll to get your thoughts on the direction of Space Engineers 2, and your feedback will help us prioritize.

🗳️ Please take a moment to fill it out: https://forms.gle/TUP4MZ9VA3Nd1j7P6

Thank you for being part of the journey!

Space Engineers 1

The SE1 team is hard at work on the Advanced Survival update, and the release date is getting closer…