"Need to create"

main ornament
August 17, 2017

Engineers stand ready, big update ahead! With today's major release we are bringing you some amazing additions to the game!
From now on, you will be able to personalize your engineer with a broad range of new items! We are introducing customizable skins for your engineer, your tools and your weapons. It’s time to show off!

September 6, 2017

Among the leaders of 116 the top AI firms from 26 countries, I have signed an Open Letter to collectively urge the United Nations to ban “killer robots”, or lethal autonomous weapons.
The capabilities of AI and robots are improving very fast, often in unpredicted directions, and the future of humanity is largely dependent on what rules are set now with regards to the militarization of AI.

September 14, 2017

Today’s blog post is based on an internal document which we are using to maintain the signature visual style of Space Engineers from October 2013. Currently, we are working towards making the game’s visuals and marketing closer to that of the original release. This post outlines the key elements of my vision for the visual style of Space Engineers, some of which are already present but there’s others that we still need to focus on.

September 14, 2017

Hello Engineers! We are launching a screenshot competition today with a number of different categories. The prizes include the winners’ choice of complete skin sets, and some screenshots may be added to the official loading screens or even printed on canvas and displayed in the KeenSWH offices!

October 1, 2017

I just stumbled upon a new concept: Parasitic computing
It grabbed my attention because some days ago we were discussing similar issue in our team – the fact that the gradual meta-learning architecture may invent experts that act like parasites on other experts, etc...

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 17, 2012

In the second episode, we get inside the mind of CEO of Keen Software House - Marek Rosa and Community Manager Ansel Leos. These guys join us to talk about their brewing space sim – Miner Wars 2081.

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

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