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Space Engineers 2 News

Space Engineers 2 Dev Diary: December 25, 2025


Merry Christmas and Happy Holidays to all of you, Engineers!

As we reach the end of the year, I want to thank every one of you for being part of this journey. Your feedback, your builds, your videos, and your enthusiasm are what keep this project alive.

Developing Space Engineers 2 in such an open way is challenging, but your support makes it worth it. I hope the holidays bring you peace, joy, and some time to relax.

We have a lot of exciting things ahead, and I cannot wait to share them with you.


We have been running some wild tests with our volumetric clouds. Our clouds are fully 3D formations that react to light, cast shadows, respect biome patterns, and change with the time of day.

Flying through them or watching them roll across the horizon completely transforms how the planets feel. What you see here is just us playing with the system, pushing it, breaking it, and experimenting to understand how far we can take this new layer of atmosphere.


[h3]Laser antenna – from concept art to finished block.[/h3]
Let me take you on a quick journey through SE2 block creation.

The process always starts with a simple black and white sketch to lock down the basic shapes and silhouette. Once we are happy with the form, our artists begin playing with colors, materials, and paneling to find a visual language that fits the rest of the SE2 block family. After that comes a series of iterations, refining details, proportions, and functionality until the design finally feels right.

When the final sketch is approved, the block moves into 3D modeling, where all the shapes become real geometry. And from there, it is on the way to the VRAGE3 Editor. This is the moment where concept art stops being a drawing and starts becoming something you can build, place, and engineer within the game.


The Passage set of blocks is getting its turn as well. These blocks may look simple at first glance, but they are an important part of how players shape the interiors of their ships and stations. Passages define the flow of movement, the rhythm of corridors, and the way spaces feel when you walk through them. Our goal is to make them clean, practical, and modular, so you can build interior layouts that feel functional and believable.

And thanks to our 25cm unified grid system you can add any details you want!


[previewyoutube][/previewyoutube]
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Question to you: Cloud planets – yes or no?

Full Blog Post: https://blog.marekrosa.org/2025/12/mareks-dev-diary-december-25-2025/




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Space Engineers 2: Obliviara Sector Released!


Hello, Engineers!

Welcome to the Obliviara Sector - a forgotten region at the very edge of the Almagest system. Beyond this point lies only the cold emptiness of space and endless asteroid fields.

Colonization efforts in this remote sector has been extra challenging. Wrecks, outposts and forgotten machinery offer new salvage opportunities for those bold enough to explore. Keep your eyes open for new contracts. And with them, whispers of rich loot... Consider it an early Christmas present!

Some engineers thrive in the quiet. Others go mad. Prove you can persist - even out here, where the Almagest stars feel so far away.

  • Obliviara Sector unlocked for travel (requires 100% colonization of Verdure and Kemik)
  • 2 New Contracts
Bugfixes & Improvements
  • When offline, a generic message is displayed before opening any screen

[previewyoutube][/previewyoutube]



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Space Engineers 2 Dev Diary: December 18, 2025


Please join us Monday, December 22 for the release of Obliviara Sector to the Almagest System!

🚀 Monday, December 22, 6 PM UTC
🛰️ YouTube: https://youtube.com/user/SpaceEngineersGame
🛰️ Twitch: https://twitch.tv/keencommunitynetwork


**Story Spoilers!**

Our story has already begun – you have met the two brothers, Miro and Ivan. On their journey through the Almagest system they will cross paths with many different characters. Some of them will be friendly, others… not so much.

This is one of the friendly ones I personally am looking forward to meeting – Aya, a member of the Astronaut Without Borders (AWB) faction.



[h3]VS3 – Water[/h3]
The vertical slice 3 “Water” is not only about volumetric, planetary scale water. The update will also need a lot of blocks and supporting features to make real water gameplay possible.

Without them, the water would be just an interesting physics gimmick. We have many gameplay designs that involve water – and our Art team is already on the task. Here are some of the recent concepts I had the pleasure to review.


[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]
What more can I show you? Maybe a small sneak peek at a unique backpack for a future story character:


And here is a behind the scenes video from the basic rigging of another story character.

[previewyoutube][/previewyoutube]
Question to you: What water-adjacent features would you like to see?

Full Blog Post: https://blog.marekrosa.org/2025/12/mareks-dev-diary-december-18-2025/




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Space Engineers 2: Hotfix 2.0.2.47


[h2]Hotfix 2.0.2.47 has been released![/h2]


Features
  • Opening the Debug Menu now shows a warning and marks your save as modified, with tagged saves showing a warning before loading.
Stability
  • Fixed a crash that could happen when flying close to the ground in the Survival scenario on AMD graphics cards.
  • Fixed an issue with GPU crashes caused by the SLUG shader by updating it to the latest version.
  • Fixed a memory issue related to voxels to improve game stability and prevent crashes.
  • Fixed an issue where the game would crash when Connector blocks tried to align or connect, especially after destruction or removal of grids.
Functional
  • Fixed an issue where AMD graphics drivers were not detected correctly, improving compatibility for players using AMD GPUs.
Render
  • Fixed an issue where in-game menus could become slow to open after playing for a long time.




Please keep in mind that VS2 is still an Early Access and Alpha version of Space Engineers 2. We are planning daily hotfixes after the initial release.
  • Starting with this release, we will always keep previous versions of the game available after major updates. This means you can return to an earlier version at any time and, for example, save your blueprints or creations. You will find these builds in the Steam Beta tab.
  • We also want to be upfront about one important thing. We already know that water will be such a monumental change for the game that you will need to start a new save when VS3 arrives. We try to minimize situations like this, but during the alpha stage of development they are sometimes unavoidable.
  • Planet modding is not fully supported at this stage of development - we will bring you modding support for planets at later stages!
  • Customizable Controls are coming in VS2.2!
  • In rare cases, Procedural Voxel Generation may cause a Contract grid to spawn inside a voxel area. If this happens, you will need to start a new map.
  • Tutorial Contracts can be broken by not following the task sequence; this will be reworked and mitigated in the future updates.
Thank you for helping us make the game better!

Image Credits: Sunset by (_KsR_)




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2025 Space Engineers 2 Music Competition Winners Announced!


We are excited to announce the winners of our 2025 Space Engineers 2 Music Competition!

With 252 songs submitted, choosing just 10 was impossible - so this time, we’re bringing you 20 winners!

A huge thanks to all the composers who submitted their tracks - your creativity and talent are truly amazing!

[previewyoutube][/previewyoutube]



🛠️ Feedback & Support - https://support.keenswh.com/
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