"Need to create"

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December 15, 2016

Today, we are pushing all the features from last week’s enormous update to the stable branch. Just in case you missed the news, this includes the total block redesign, new multiplayer netcode, a tutorial campaign and much more! We wanted to make this great update available to all players, as you’ve been asking for it all week! This update marks the transition of Space Engineers entering into the Beta phase.

November 24, 2016

You may know about our internal competition to rework the Space Engineers multiplayer as mentioned in my previous blog post. Our progress is now at a state where players can directly help us evaluate the new multiplayer prototypes. Today we have for you not one, not two - but three multiplayer prototypes!

November 21, 2016

Today we are releasing an alpha version of Arnold Simulator. The purpose of this release is to let the community know what we are working on, get feedback and allow others to start experimenting with our platform. Note that while we intend Arnold Simulator to be used for rapid prototyping, the current version implements mostly only the core simulation concepts.

October 23, 2016

Dear Engineers - today is the 3rd anniversary of Space Engineers. Three years ago, on this very day, the game was released with it’s popularity exploding almost immediately. From the beginning, it’s been defining the genre with over 2 million copies sold worldwide (I stopped counting). Other numbers include 158 weekly game updates and over on the Steam Workshop, we’re approaching 200,000 unique creations and mods.

October 18, 2016

Medieval Engineers is back in action with a great new update! With the introduction of a highly detailed planet, a phenomenal world map that shows a symbolic depiction of the world, a fully updated rendering engine and many optimizations. Engineering in medieval times has never been this awesome. Not to mention all the other new additions to the game, like doors, new particles, a wardrobe, land ownership, and finally the ability to play as a female engineer!

August 29, 2016

Several months ago, I wrote a blog post explaining that in the last 1-2 years we have transitioned from an indie studio of 5 people to one of 50+. We’re growing fast, and we’ve experienced some challenges (like any expanding business does). We’re solving this by constantly improving our organizational and management processes, and by finding strong leaders for each project.

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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