"Need to create"

main ornament
November 6, 2024

I’ve spent years crafting virtual worlds and leading a team that creates games like Space Engineers, but it wasn’t until recently that I realized why I became a game developer: I hate limits. I despise constraints, especially those imposed by others. And reality? Reality is the ultimate limiter. So, I’m not just making games; I’m rebelling against...

November 17, 2017

The original vision of Space Engineers was to build a game where physics behave exactly as in the real world. We wanted players to be able to transfer their intuition from the real world to the game world. Things in Space Engineers should behave exactly as one would expect them to behave in real world. There shouldn’t be things that look like they can do something but actually cannot and are there just for visual effect. We wanted to create a game where there are no limits in what players can create.

April 11, 2023

 SUMMARY: Review of 2022 – Space Engineers – two major updates, VRAGE3, GoodAI Grants, Memetic Badger, Oranzerie garden Plans for 2023 – Space Engineers on PlayStation, Focus on AI Game It’s a great practice to reflect on the past year’s accomplishments and set goals for the coming year. It helps to track the progress, measure the...

September 19, 2024

     SUMMARY: Alpha Officially Released, Alpha Trailer What is AI People? Alpha Launch Details Managing Expectations Distribution of the Access How to play Subscription Model and Pricing A Story Behind AI People Post-Alpha Roadmap A Note from Marek Rosa Join the Revolution of NPCs in Gaming How to play? Join the waiting list and when your batch...

April 23, 2026

Space Engineers 2 keeps moving forward fast
🔶 Space Engineers Economy 2 Update releases Monday, May 4th
🔶 New SE2 Timer Block, Remote Control block, and Wall Insert preview
🔶 VS4 NPC progress - behavior trees, vision cones & first reactions

October 30, 2025

Building a more responsive universe
🔶 Space Engineers 2 Cutscenes
🔶 Motion Capture Experiments
🔶 Smarter Systems, Clearer Feedback
🔶 First Random Encounters

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.

Blog Archive

Subscribe to Marek's Blog

Sign up for email notification every time there is a new blog post. No sales, no spam.

Sign Up