"Need to create"

main ornament
January 8, 2026

Introducing Verdure’s moon - Palatine
🔶 Verdure and Palatine - a distant echo of home
🔶 Testing face rigging and lip sync for our future cutscenes
🔶 Cable Trim, Camera, Capacitor Blocks

March 12, 2026

VS2.2 launches March 23
🔶 Mechanical Blocks - Rotors & Pistons
🔶 Weapons, Moons, Weather & Economy Foundations
🔶 New contracts, survival gameplay, and exploration across the Almagest System

March 19, 2026

VS2.2 launches this Monday!
🔶 Major Update VS2.2 - Mechanical Blocks & Weapons
🔶 Community preview videos are dropping daily
🔶 First NPC steps
🔶 Free 3D printable Little Engineer model

January 29, 2012

As the director, I pay careful attention to the development costs of Miner Wars, not just to sit around and count the stacks of money, (although ’greed is good‘), but especially because I received a specific amount of money from the investors – that’s our budget – and I must not spend it without having finished product – Miner Wars.

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.

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 13, 2015

Today is one of the best days of my life. I believe that my colleagues feel it the same way.

June 26, 2011

Before I went to E3, our team had only about 6 (or so) full-time developers. I was able to dedicate 30-50% of my time to the actual production work - programming Miner Wars.

Upon return from E3, we had nearly doubled our staff. About 11 people in Czech office and a few more abroad. I had to make a quick decision – is my future that of a programmer or a leader?

July 18, 2018

I am very excited to announce the prize winners of the second round of the General AI Challenge, Solving the AI Race. The round was the first qualitative round of the Challenge and followed on from the Gradual Learning round last year.

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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