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Space Engineers 2 News

Space Engineers 2 Weekly Release: Locker & Hydrogen Thruster Particle Effects

[p][/p][p]Hello, Engineers! [/p][p]
This week’s release brings fresh style to your builds with a brand-new decorative block and some visual upgrades to existing ones!

A decorative Locker block is now available, offering a realistic touch for interior spaces with storage areas. It’s ideal for hinting at high-value gear inside!
The Hydrogen Thruster has received a visual upgrade, with improved flame particle effects that bring more intensity and motion to your ships.
Additionally, the Shower block got a polish! It now looks smoother and fits seamlessly into your creations.

As always, all blocks and improvements are available now!
[/p][previewyoutube][/previewyoutube][p]
[/p][p]This week we spent time discussing what combat should look and feel like in Space Engineers 2. Nothing is final yet. We're exploring ideas, identifying the pain points from SE1, and trying to define what kind of combat experience we actually want to build.
[/p][h3]What are we aiming for?[/h3][p]We started by outlining a few core principles that we think should guide combat design in SE2:[/p]
  • [p] Longer, more tactical engagements: Fights should take time - measured in minutes, not seconds. We want to avoid sudden one-shot kills and give players time to react.[/p]
  • [p] Preparation should matter: Players who scout, build defenses, or prepare ambushes should be able to generate unfair local advantages.[/p]
  • [p] Rock-Paper-Scissors balance: No single weapon or strategy should dominate. A system where different combat types counter each other could make battles more dynamic.[/p]
  • [p] Player feedback and clarity: You should know when you’ve hit something, what damage you’re doing, and what’s happening around you - without guesswork.[/p]
  • [p] Support both attack and defense playstyles: Offensive and defensive roles should both be viable, with tools and mechanics that support each side.[/p]
[p]With those principles in mind, we discussed possible features and mechanics that could support this kind of gameplay.
[/p][previewyoutube][/previewyoutube][h3]Combat Duration & Survivability[/h3][p]In SE1, a single cockpit hit could end the fight instantly. We’re thinking about ways to prevent this - possibly through shields or other durability layers that give players more time to react. The idea isn’t to make combat slower for the sake of it, but to make it more interesting and fair.
[/p][h3]Weapon Dynamics: Rock–Paper–Scissors[/h3][p]We explored a triangle-based balance model:[/p]
  • [p] Aimed/manual weapons beat automated turrets[/p]
  • [p] Automated turrets beat rockets/missiles[/p]
  • [p] Rockets/missiles beat aimed weapons[/p]
[p]This would encourage diverse ship builds and make strategic choices more meaningful, especially in PvP.
[/p][h3]Detection, Infiltration & Defense[/h3][p]We’d like players to have ways to detect enemies - not just through visual spotting but via tools like scanners or sensors. This also opens up infiltration gameplay, where a player could sneak into an enemy base or ship and gain an advantage. But for that to work, defenders need countermeasures - like surveillance systems, detection blocks, or hacking protection.

We’re also toying with the idea of hacking encounters as a mini-game or high-stakes mechanic during infiltration.

[/p][h3]Safe Zones & Risk Management[/h3][p]Safe zones came up a lot. We’re considering making them:[/p]
  • [p] Limited in size and availability[/p]
  • [p] Costly to maintain over time[/p]
  • [p] Slow to set up[/p]
[p]The idea is to preserve tension and avoid scenarios where players are untouchable. One suggestion was to have safe zone chips decay over time, even when stored, to prevent stockpiling. There could also be progression systems that allow players to expand their safe zones later in the game.
[/p][h3]Character vs Grid Combat[/h3][p]Another angle we’re still thinking about: how important should character combat be compared to grid combat? Should it play more like a shooter, or more like an engineering-driven encounter? Some ideas we’re toying with:[/p]
  • [p] Characters boarding grids and taking them over[/p]
  • [p] Combat-focused suit upgrades[/p]
  • [p] Dedicated tools for sabotage or infiltration[/p]
[p]There’s also potential to make enemy characters more visible or tagged on your HUD if they’re hostile - not allied - making encounters easier to track and respond to. [/p][previewyoutube][/previewyoutube][p]As always, these are early design discussions. Some of these systems may evolve, combine, or be cut entirely. But this is the direction we’re thinking about as we continue shaping SE2 into the game we’ve always wanted to play.

Let us know what you think combat in SE2 should feel like!


[/p][p]Please join us for Space Engineers 2 Developer Livestream! [/p][p]Image Credits: Generations by Bash


[/p][p]🛠️ Feedback & Support - https://support.keenswh.com/
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[dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p]

Space Engineers 2: Dev Diary - July 3, 2025


The main thing that's been occupying my thoughts is playtesting the First Time User Experience (FTUE) in SE2. The prototype is coming together nicely!

[previewyoutube][/previewyoutube]

== Spoiler Alert ==

Here's how the FTUE currently works: You spawn on Verdure planet with a GPS marker leading you to a cave. First, you'll need to dig out the entrance. Inside, you'll discover an unfinished small ship with several components shown as projections (thrusters, survival kit, etc.).



Your tasks include:
  • Mining ore within the cave
  • Using Backpack Building and Projection Building to weld the projected blocks
  • Finding batteries from a nearby stack and installing them in the ship for power
  • Expanding the cave entrance to fly out
  • Flying to a nearby mountain where an abandoned station awaits
  • Landing and transferring batteries to power up the station grid

This is where the prototype currently ends, but our goal is to create a 1-2 hour FTUE that concludes at the Orbital Station. After that, the freeform Colonization meta-loop begins.



The experience is guided by:
  • HUD objectives
  • GPS markers pointing to key locations

Our FTUE design goals (KPIs):
  • Teach players the basics
  • Make the process enjoyable (mining, welding, cave exploration)
  • Achieve first win (repaired ship & flight) within 5 minutes

The FTUE will evolve with future updates. Once we add water mechanics, we might revisit and redesign it entirely - we'll see when we get there.

While the prototype is functional, the team agrees it's currently missing that "WOW factor." We're brainstorming additional elements to make the experience more impactful.

If you have ideas for what would make this first experience more memorable, I'd love to hear them!

Full Blog Post: https://blog.marekrosa.org/

[previewyoutube][/previewyoutube]



🛠️ Feedback & Support - https://support.keenswh.com/
🗺️ Roadmap: https://2.spaceengineersgame.com/roadmap-2/#current
🛰️ Discord: https://discord.gg/keenswh
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https://steamcommunity.com/games/1133870/announcements/detail/822583385779083263 https://steamcommunity.com/games/1133870/announcements/detail/512962085601150070 https://steamcommunity.com/games/1133870/announcements/detail/512962085601149458

Space Engineers 2 Preview: The Fabricator & Survival Production Chain


Hello, Engineers!

This month, we’re giving you a first look at a brand new Space Engineers 2 block and future Survival production chain.

The new production system introduces a multi-stage process where every production block remains relevant as players advance. In the beginning, players can mine ore and start building immediately - when you weld with your Backpack, it automatically processes the ore into simple components in the background, so you can go straight from mining to construction.
For more efficient production, you can also use the Smelter to pre-process raw materials into simple components. These simple components are then combined in the Assembler to create complex components for building more advanced blocks.


As players progress and explore to find new raw materials, they will unlock the Refinery, which processes any raw material into refinery products. These refinery products can be combined with simple components in the Assembler to create complex components. The most advanced production happens in the Fabricator, which combines refinery products with complex components to create hi-tech components needed for the most advanced blocks in the game.

[previewyoutube][/previewyoutube]
The Gearforge is a specialized block designed for manufacturing character-related personal items. Depending on how advanced the personal items are, the Gearforge uses any type of component, from simple to hi-tech. Throughout this entire production chain, the Conveyors serve as the transport system, moving components from block to block automatically.

As we explained in the past - Space Engineers 2 is its own game, not just a "reskin" of Space Engineers 1. We're building new systems with the creative freedom to explore different approaches, including a fresh take on production. This new chain starts off simpler than in Space Engineers 1, but grows more complex and layered as you progress. It will be the foundation for the Space Engineers 2 survival experience – and of course, it will be fully moddable.

You'll be able to create your own production blocks and chains – whether you prefer something straightforward or highly intricate. We're working hard to make modding in Space Engineers 2 as easy and accessible as possible.

[previewyoutube][/previewyoutube]
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🛠️ Feedback & Support - https://support.keenswh.com/
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https://steamcommunity.com/games/1133870/announcements/detail/512962085601150070 https://steamcommunity.com/games/1133870/announcements/detail/512962085601149458 https://steamcommunity.com/games/1133870/announcements/detail/512962085601149277

💻 Space Engineers 2 Alpha - Hotfix 1.5.0.3086


[h2]Hotfix 1.5.0.3086 has been released![/h2]

[h3]PSA[/h3]
🚧 No Weekly Release this week, Engineers – the next one is coming Thursday, July 10! Stay tuned!




Stability
  • Fixed a crash when placing a blueprint that uses mods
Functional
  • Fixed an issue where re-publishing your own world or blueprint didn’t trigger the "Replace" dialog
VRAGE3 Mod HUB
  • Fixed a crash when starting the Mod SDK without the game installed
VRAGE3 Mod Editor
  • Fixed a crash when trying to edit read-only assets
  • Fixed an issue where it wasn’t possible to rename blocks in a mod project




Features and improvements we are actively working on:
  • World sometimes fails to load with outdated mods
  • Modding: Scripting and code APIs are not included yet, but they’ll be released later as development progresses.
  • Color picker will be included in undo-redo for paint gun in a future update
  • After entering a cockpit for the first time after starting the game, the character may peek through the cockpit - this will be fixed in an upcoming update.
  • Keyboard and mouse controls are not customizable yet, but they will be!
  • Toolbar block groups and sizes (block selection via R key) are a temporary mechanism and will be redesigned in a near update.
  • We’re aware of incompatibility at launch of Space Engineers 2 on Intel Arc A-Series and Core Ultra Series 1 built-in Arc GPUs. We are working with Intel to enable the game experience and will provide relevant updates as development progresses.
  • We are solving ship movement edge cases (jittering in slow speeds or too many gyros present)
  • Performance
    • Performance optimization is ongoing. For Alpha release, we’re targeting 16x Red Ship grids at 60 FPS on recommended hardware.
    • Autosave may cause brief lags during gameplay.
    • Performance optimizations of ship collisions and destruction are ongoing, so it won’t be lag-free at this moment. We will be continuously improving it in the following updates.
    • PCU values per block may appear higher compared to Space Engineers 1, reflecting SE2's increased detail and more precise performance measurements. While the current total PCU limit is set at 400,000 in VS1, we plan to raise this threshold in future updates as we implement scheduled optimization improvements.
  • Space Engineers 2 Workshop: Displaying Steam Workshop Collections in-game is planned. We are working on better handling when Steam is offline.
  • The current GUI (Graphical User Interface) and HUD (Heads-Up Display) are works in progress. Our team is prioritizing core functionality first. Once we've confirmed all features are working as intended, we'll enhance the visual design and overall aesthetics.
  • Some blocks are decorative-only for now (for example, the Assembler is present but cannot produce components)
  • The inventory system will be implemented in a future update
  • Fracture models will receive additional visual updates in future versions.
  • The paint tool’s limited palette is temporary; future updates will include RGB/HSV color settings and custom palettes.
  • Work on enhanced sound effects is ongoing
  • The Alpha releases in English language, more localizations will follow
  • Tutorials will be added closer to the end of development.

Image Credits:
Thank you for helping us make the game better!




🛠️ Feedback & Support - https://support.keenswh.com/
🗺️ Roadmap: https://2.spaceengineersgame.com/roadmap-2/#current
🛰️ Discord: https://discord.gg/keenswh
📫 Newsletter: https://www.keenswh.com/newsletter
➡️ Connect and find us on your platform of choice: https://www.keenswh.com/connect/




https://steamcommunity.com/games/1133870/announcements/detail/512962085601149458 https://steamcommunity.com/games/1133870/announcements/detail/512962085601149277 https://steamcommunity.com/games/1133870/announcements/detail/512962085601149234

💻 Space Engineers 2 Alpha - Hotfix 1.5.0.3085


[h2]Hotfix 1.5.0.3084 has been released![/h2]




Stability
  • Fixed a crash when spawning Tanker Ship "Octopus" blueprint
  • Fixed a crash caused by unexpected client data
  • Fixed a crash when exiting the game
Functional
  • Fixed an issue where an error message appeared when exiting the Manage Mods screen before mods finished loading
UI
  • Fixed an issue where the "Activate" button was missing in a Mod's Detail screen if mods were not yet loaded in the Manage Mods screen
  • Fixed an issue where the wrong Mod Detail screen opened when both "Active" and "Available" mods were highlighted
Render
  • Fixed an issue where the Main Menu wasn’t fully loaded after startup, causing blank or blurry screens
VRAGE3 Mod HUB
  • Fixed a crash when deleting a mod in the Mod HUB after it was removed from the mod folder
  • Fixed a crash when trying to launch the game from the Mod HUB without it being installed on Steam
VRAGE3 Mod Editor
  • Fixed a crash when previewing a particle effect definition
  • Fixed an issue where assets disappeared after initiating and then canceling a search




28/06/2025
  • Fixed issue that made Mods with Vanilla data overrides inoperable




Features and improvements we are actively working on:
  • World sometimes fails to load with outdated mods
  • Modding: Scripting and code APIs are not included yet, but they’ll be released later as development progresses.
  • Color picker will be included in undo-redo for paint gun in a future update
  • After entering a cockpit for the first time after starting the game, the character may peek through the cockpit - this will be fixed in an upcoming update.
  • Keyboard and mouse controls are not customizable yet, but they will be!
  • Toolbar block groups and sizes (block selection via R key) are a temporary mechanism and will be redesigned in a near update.
  • We’re aware of incompatibility at launch of Space Engineers 2 on Intel Arc A-Series and Core Ultra Series 1 built-in Arc GPUs. We are working with Intel to enable the game experience and will provide relevant updates as development progresses.
  • We are solving ship movement edge cases (jittering in slow speeds or too many gyros present)
  • Performance
    • Performance optimization is ongoing. For Alpha release, we’re targeting 16x Red Ship grids at 60 FPS on recommended hardware.
    • Autosave may cause brief lags during gameplay.
    • Performance optimizations of ship collisions and destruction are ongoing, so it won’t be lag-free at this moment. We will be continuously improving it in the following updates.
    • PCU values per block may appear higher compared to Space Engineers 1, reflecting SE2's increased detail and more precise performance measurements. While the current total PCU limit is set at 400,000 in VS1, we plan to raise this threshold in future updates as we implement scheduled optimization improvements.
  • Space Engineers 2 Workshop: Displaying Steam Workshop Collections in-game is planned. We are working on better handling when Steam is offline.
  • The current GUI (Graphical User Interface) and HUD (Heads-Up Display) are works in progress. Our team is prioritizing core functionality first. Once we've confirmed all features are working as intended, we'll enhance the visual design and overall aesthetics.
  • Some blocks are decorative-only for now (for example, the Assembler is present but cannot produce components)
  • The inventory system will be implemented in a future update
  • Fracture models will receive additional visual updates in future versions.
  • The paint tool’s limited palette is temporary; future updates will include RGB/HSV color settings and custom palettes.
  • Work on enhanced sound effects is ongoing
  • The Alpha releases in English language, more localizations will follow
  • Tutorials will be added closer to the end of development.

Image Credits:
Thank you for helping us make the game better!




🛠️ Feedback & Support - https://support.keenswh.com/
🗺️ Roadmap: https://2.spaceengineersgame.com/roadmap-2/#current
🛰️ Discord: https://discord.gg/keenswh
📫 Newsletter: https://www.keenswh.com/newsletter
➡️ Connect and find us on your platform of choice: https://www.keenswh.com/connect/




https://steamcommunity.com/games/1133870/announcements/detail/512962085601149277 https://steamcommunity.com/games/1133870/announcements/detail/512962085601149234 https://steamcommunity.com/games/1133870/announcements/detail/651444063625545073