"Need to create"

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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.

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.

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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