"Need to create"

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April 4, 2014

This month we have reached the first-year anniversary of the development of Space Engineers. You can think of it this way: a year ago, there was no Space Engineers. Not even a prototype. We only had the vision of how the game should look in 12 months.

January 14, 2014

We are planning to start adding sound effects in Space Engineers so I thought that this is a good time to share with you our preliminary sound design.

November 11, 2013

Some of you were asking how many copies of Space Engineers were already sold. We just crossed “the magical number” and I want to share it with you: over 100,000 players have purchased Space Engineers in its first 3 weeks.

October 30, 2013

It is one week since we launched Space Engineers on Steam Early Access, a time for some recapitulation.

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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