Marek's Dev Diary, Hotfix 1.1.200.3829

Hello, Engineers!
On Monday we released our first update (VS 1.1) - Steam Workshop. Now players can share their blueprints and worlds. I can see a lot of activity there.
We are now focusing on VS 1.2 and polishing the last few things, and then the testing period begins.
Our graphics team is hard at work on planetary features planned for Vertical Slice 2. They’re currently focused on improving flora draw distance and developing new foliage for a variety of biomes, including high mountains and savannas.



Today we are finishing the design for Dynamic Music. Here’s a short summary: The music system will feature dynamic tracks based on context, including missions, and sandbox exploration. Music selection will prioritize combat scenarios, playing faction-specific tracks if applicable, or generic combat music otherwise. Location-based ambient music will play when no combat is detected, with unique loops for different planets (Verdur, Byblos, Kemik) and biomes, underwater areas, and space. Combat and danger states will trigger specific loops with a 15-second cooldown before reverting to ambient music, while transitions from danger to combat or ambient to danger/combat are instant.
Adding support for emotes/animations + here you can also see the Inverse Kinematics on character’s feet:

We are improving the 3D UI for Partial copy selection. Currently it’s a bit confusing where the selection volume is because it is rendered without depth-testing. We will enable depth testing and also add more contrasted edges.

More and more survival mechanics are being added (for VS2), for example here is “manual respawn”. The block dropped after death is a current placeholder for the character backpack. ;)
[previewyoutube][/previewyoutube]
There’s a Brown Dwarf in the center of Almagest System, here’s how it will most likely look (The in-game side is just the first iteration - so far without any added effects).

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

[h2]Hotfix 1.1.200.3829 has been released![/h2]
- ➡️ Changelog: https://support.keenswh.com/spaceengineers2/pc/announcement/space-engineers-2-alpha-vs1-1-ugc-workshop
- 🛠️ Support Portal: https://support.keenswh.com/spaceengineers2/pc
- 🛰️ Discord: https://discord.gg/keenswh

Stability
- Fixed a crash in grid physics
- Fixed a crash when saving a world with "\" in the name
- Fixed a crash when corrupting files in "UGCContentCache"
- Fixed a crash when deleting a Steam blueprint assigned to the toolbar and relaunching the game
- Fixed a crash in UGC
- Fixed a crash in the render process
- Fixed performance issues in analytics and block placer
- Fixed a performance issue when exiting while a blueprint was being loaded into the world
- Fixed an issue where deleted published worlds still appeared in the Select World screen

- Space Engineers 2 Workshop
- In-game Blueprint interface - Additional features and improvements will be introduced based on player feedback.
- Published items are Public by default.
- Displaying Steam Workshop Collections in-game is planned.
- Blueprint screen refresh can be very slow in some cases - it should be fixed in the next update.
- Your owned Private items are not currently visible in the in-game Workshop browser.
- We are addressing edge cases where re-publishing, renaming, tag display in the Steam interface, and sorting may not work as intended.
- Offline mode improvements - we are working on better handling when Steam is offline.
- In-game Blueprint interface - Additional features and improvements will be introduced based on player feedback.
- 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 have additional Symmetry Mode fixes planned for VS1.2
- 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.
- Some blocks are decorative-only for now (for example, the Assembler is present but cannot produce components)
- 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.
- Performance optimization is ongoing. For Alpha release, we’re targeting 16x Red Ship grids at 60 FPS on recommended hardware.
- 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.
- The inventory system will be implemented in a future update.
- Fracture models will receive additional visual updates in future versions.
- Inverse kinematics (IK) is not yet implemented. Animations for uphill/downhill movement, jumping, and tools will be refined in the future update.
- Undo/redo functionality for the paint tool is not implemented yet, but internally we already have it, so it will be available in a near update. Changing block colors currently requires switching to the paint tool, but this will be streamlined. In addition, the paint tool’s limited palette is temporary; future updates will include RGB/HSV color settings and custom palettes.
- Jetpack mechanics are being polished, including adjustments to boost, acceleration, sound effects, and camera shake is coming in VS 1.2
- We continue to experiment with the off-center third-person camera for characters and ships.
- Ship controls are functional but will be further refined with target-based gyroscope controls.
- Character shadow in first-person mode is disabled temporarily and will be re-enabled in future animation updates.
- Work on enhanced sound effects is ongoing, including jetpack audio, debug gun, ship sounds and destructions.
- The Alpha releases in English language, more localizations will follow.
- Sometimes character peeks through the cockpit - this will be fixed in the following update.
- Tutorials will be added closer to the end of development.

Please join us for Space Engineers 2 Developer Livestream!
- 🚀 Friday, March 14th, 6 PM UTC
- 🛰️ Twitch: https://twitch.tv/keencommunitynetwork
- 🛰️ YouTube: https://www.youtube.com/@SpaceEngineers

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/496064083797213315
https://steamcommunity.com/games/1133870/announcements/detail/518581441632667359
https://steamcommunity.com/games/1133870/announcements/detail/758396486688964703