"Need to create"

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September 14, 2017

Today’s blog post is based on an internal document which we are using to maintain the signature visual style of Space Engineers from October 2013. Currently, we are working towards making the game’s visuals and marketing closer to that of the original release. This post outlines the key elements of my vision for the visual style of Space Engineers, some of which are already present but there’s others that we still need to focus on.

September 6, 2017

Among the leaders of 116 the top AI firms from 26 countries, I have signed an Open Letter to collectively urge the United Nations to ban “killer robots”, or lethal autonomous weapons. The capabilities of AI and robots are improving very fast, often in unpredicted directions, and the future of humanity is largely dependent on what rules are set now with regards to the militarization of AI.

August 17, 2017

Engineers stand ready, big update ahead! With today's major release we are bringing you some amazing additions to the game! From now on, you will be able to personalize your engineer with a broad range of new items! We are introducing customizable skins for your engineer, your tools and your weapons. It’s time to show off!

August 4, 2017

Almost two years ago, we announced that we were sharing the full source code of Space Engineers on GitHub. This was done with our modding community in mind, and it has been a huge advantage to them overall. With the source code in hand, the community has created many amazing mods that might not have been possible otherwise.

March 14, 2017

Space Engineers has come a long way. We were one of the first Early Access games and we are still one of the most successful Early Access games on the market. We transformed a small indie project into a huge sandbox game containing many features and possibilities. The tremendous scale of the game is clearly evident by the fact that Space Engineers has one of the largest workshops on Steam, with a huge amount of individual items available.

March 7, 2017

The following is the video interview I had with Socrates on Singularity Weblog on March 4th, 2017. This was one of the most interesting and exciting interviews I had since I started to work on GoodAI and I must admit that I enjoyed it a lot.

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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