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Space Engineers 2 Dev Diary: March 19, 2026


Join us Monday, March 23rd, for the release of Space Engineers 2: VS2.2 Mechanical Blocks & Weapons!

📅 Monday, March 23, 6 PM UTC
🛰️ Twitch: https://twitch.tv/keencommunitynetwork
🛰️ YouTube: https://youtube.com/user/SpaceEngineersGame


Major Update VS2.2 is bringing Mechanical Blocks (Rotors & Pistons), Weapons & Combat Basics, Area Welding, and Production Lines to the game.

This update also expands exploration with new Moons, Asteroid Rings, and clusters, while introducing Planetary Events and Weather, Trading & Economy foundations, and Customizable Controls. Together, these systems deepen the survival experience and expand all the gameplay possibilities.

[previewyoutube][/previewyoutube]
This Major Update pushes Space Engineers 2 forward in a big way - and we’re excited to finally share it with you!

[h3]Community Previews [/h3]

Our amazing community creators are releasing VS2.2 preview videos every day as part of our upcoming update celebration. Think of it like a video advent calendar – each box reveals a new exclusive community showcase!

[previewyoutube][/previewyoutube]
We’ll be updating this post regularly so you can jump straight to the latest drops: https://2.spaceengineersgame.com/space-engineers-2-vs2-2-launching-march/

Stand by for transmission – the countdown continues!

[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]

[h3]VS4: First NPC steps[/h3]
We resumed work on NPCs for Space Engineers 2. Petr Minařík, who’s been with me at Keen Software House since the very beginning, is now working on NPCs for VS4.

Here’s one of our first experiments with Kythera navigation and dynamic grid collision avoidance… and I had to share it with you because the NPC moves in a very familiar way. We’ve all been there. 🚽

[previewyoutube][/previewyoutube]

[h3]3D Little Engineer[/h3]

Remember this adorable Little Engineer by Mike Hamlett?

You can now 3D print it yourself! The printable version was prepared by our very own Raissa Theodosia (check out her ArtStation, it’s a beaut!) and by Dennys Wang.



And the best - Little Engineer files are completely FREE to download!Print it, paint it - but do not forget to send us a photo! (and mark us on social media with #SpaceEngineers )

[previewyoutube][/previewyoutube]

Full Dev Diary: https://blog.marekrosa.org/2026/03/mareks-dev-diary-march-19-2026/




🛠️ 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/542255780765631556 https://steamcommunity.com/games/1133870/announcements/detail/521992119019110431 https://steamcommunity.com/games/1133870/announcements/detail/490466287394226274

Space Engineers 2: VS2.2 Mechanical Blocks & Weapons Launching March 23


[h3]Please join us Monday, March 23rd, for the release of Space Engineers 2: VS2.2 - Mechanical Blocks & Weapons![/h3]

Space Engineers 2 Major Update VS2.2 is bringing Mechanical Blocks (Rotors & Pistons), Weapons & Combat Basics, Area Welding, and Production Lines to the game. This update also expands exploration with new Moons, Asteroid Rings, and Clusters, while introducing Planetary Events and Weather, Trading & Economy foundations, and Customizable Controls.

This Major Update pushes Space Engineers 2 forward in a big way - and we’re excited to finally share it with you!

[h3]📅 Monday, March 23rd, 6 PM UTC[/h3]

Release Livestream:
🛰️ Twitch: https://twitch.tv/keencommunitynetwork
🛰️ YouTube: https://youtube.com/user/SpaceEngineersGame

[previewyoutube][/previewyoutube]



Our amazing community creators are releasing Space Engineers 2: Mechanical Blocks & Weapons preview videos every day as part of our upcoming update celebration. Think of it like a video advent calendar - each box reveals a new exclusive community showcase!

➡️ https://2.spaceengineersgame.com/space-engineers-2-vs2-2-launching-march/

We’ll be updating this post regularly so you can jump straight to the latest drops.

Stand by for transmission - the countdown continues!



[h3]German Previews[/h3]



[h3]Spanish Previews[/h3]





🛠️ 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/521992119019110431 https://steamcommunity.com/games/1133870/announcements/detail/490466287394226274 https://steamcommunity.com/games/1133870/announcements/detail/490465653219657357

Space Engineers 2 Dev Diary: March 5, 2026


While the VS2.2 update for Space Engineers 2 is being tested and prepared for the release, let me reveal a few features we finished in previous weeks.

The Art Team finalized all the ammo models needed for VS2.2’s combat introduction to the game.

[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]
From your comments, I can tell the hype is real for our introduction of the first mechanical blocks. 😉

[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]
We will be introducing the first Mechanical Blocks to Space Engineers 2 in VS2.2 – Rotors and Pistons as a start. The main focus right now is on making pistons and rotors super stable. We are completely reworking them from the ground up along with the new VRAGE3 physics engine. We will start with very basic movement functionality and will go from there.

[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]
The Area Welding UI was fine-tuned to quickly give you all the information you need.

Showing completeness and material sum numbers:



Components Crafting:



Insufficient resources warning:



And last but not least – preview of using area welder in the Creative Mode:



And our programmers and artists managed to fix the edge cases of camera clipping in the background of all the work.

[previewyoutube][/previewyoutube]
[h3]Updated Roadmap – VS2.3[/h3]
The next major milestone after this update will be VS2.3 – you can expect Wheels, Hinges, Warheads, the Timer Block, Sensor Block, LCDs, Wind Turbines, the Event Controller, further combat improvements, and additional features expanding on the foundations established in our previous updates.


After that comes VS3: Water. Planetary-scale volumetric water, along with all the water gameplay systems and blocks. This update will also add a new water planet, Byblos, to the Almagest system.

Following closely will be VS4: NPCs + Cooperative Multiplayer, adding 4-player gameplay and the first iteration of interactive non-player characters. VS5: Full Multiplayer will complete the foundation for large-scale multiplayer sessions.

Two development teams are working in parallel on VS3 and VS4, so the final release order may depend on which reaches completion first. Either way, we’re pushing forward on all fronts to bring you new features and deeper gameplay as quickly as possible!

Many of the features and improvements planned for the future have been requested and shaped by the suggestions and ideas shared through our Support Portal. Your feedback is incredibly valuable, and we appreciate every suggestion you submit.

Check out our full Roadmap.

Full Blog Post: https://blog.marekrosa.org/2026/03/mareks-dev-diary-march-5-2026/




🛠️ 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/490466287394226274 https://steamcommunity.com/games/1133870/announcements/detail/490465653219657357 https://steamcommunity.com/games/1133870/announcements/detail/526490645242578677

Space Engineers 2 Dev Diary: February 26, 2026


It’s time to give you a clear overview of what you can expect in upcoming VS2.2. This update is a big step forward for Space Engineers 2 - not just in terms of content, but in terms of systems coming online. We’re expanding the Almagest system, introducing new gameplay foundations, and deepening several core mechanics that VS2 laid the groundwork for.

[h3]New in Almagest System / Almagest System Exploration[/h3]
VS2.2 expands the Almagest System with new locations to discover and explore. From new moons to asteroid rings and dangerous sectors, the system is starting to feel larger, more varied, and more alive. Here’s what’s waiting for you out there.
  • Moon Palatine (Verdure)
  • Moon Caligo (Kemik)
  • Asteroid Rings & Clusters
    • The Viridian Halo (Verdure)
    • The Cryon Ring (Kemik)
    • 3 types of Asteroid Fields: Feroid, Ice, Radiant Drift
  • Delfos Killing Field
  • Nadirae Sector with 4 New Contracts

[h3]Features - New System Foundations[/h3]
VS2.2 is where we begin laying the cornerstones for several major gameplay systems. These are foundational implementations - weapons and combat basics, economy, survival mechanics, planetary events, mechanical blocks - built to establish the core logic and structure they will grow from. The goal here is not to deliver their final form, but to create a solid baseline we can expand, refine, and build upon in future updates.
  • Weapons & Combat Basics
  • Mechanical Foundations
  • Planetary Events
    • Weather - Rainstorm
    • Weather - Sandstorm
    • Meteor Showers
  • New Survival Mechanics: Suit Oxygen
  • Economy Foundations: Trading & Credits
  • Cargo Ships
  • Ship Action Toolbar Basics
    • Automatic Block Recovery
  • Customizable Controls Basics
  • Datapads

[h3]Features - System Expansions[/h3]
We’re not just creating new pillars in VS2.2 - we’re also deepening existing mechanics. These expansions make the core gameplay loop smoother, clearer, and more flexible, while building on the foundations we established in VS2.
  • Area welding, grinding & ship tools
  • Production Lines
  • GPS Screen Enhancements
  • Volume Slider just for tools (because you asked for it!)
  • Contract Rewards & Loot System
  • GUI & Hud Improvements
    • Production screen
    • Contracts UI
    • Warfare HUD
    • Player HUD enhancements
  • Character Animations additions and improvements
  • Added tons of new sounds and audio improvements

[h3]New Weapons & Tools[/h3]
  • Character Tool: Area Welder
  • Character Weapon: Assault Rifle
  • Character Weapon: Rocket Launcher
  • Grid Weapon: Gatling Cannon
  • Grid Weapon: Gatling Turret
[h3]New Blocks[/h3]
  • Welder Blocks
  • Grinder Blocks
  • Large & Small Rotor
  • Large & Small Piston
  • Trading Block
  • Deck Panel

[previewyoutube][/previewyoutube]
[h3]Game Localizations[/h3]
We’re continuing to improve localization quality and coverage so more engineers can experience the game comfortably in their native language.
  • Brazilian Portuguese
  • Czech
  • French
  • German
  • Italian
  • Polish
  • Slovak
  • Spanish
  • Turkish
Russian, Ukrainian and Simplified Chinese localizations are planned – just not for VS2.2.

Q: No Wheels in VS2.2? A: We were prototyping wheels for VS2.2, but they need more time to cook. They’re coming – just not in this update.

Q: What is the Economy/Trading Scope? A: Trading in VS2.2 focuses on base resources and economy systems, not grid-to-grid trading yet. That layer will come later as we expand the system.

Q: What is Suit Oxygen feature? A: VS2.2 introduces Suit O2 as another survival element. Pressurization and environmental oxygen systems are not included yet.

Q: Will we get support for Blueprint Projections with Subgrids? A: Copy/pasting projections of blueprints with subgrids is not fully supported YET. You can build on pistons and rotors individually in VS2.2, but when you paste a grid that includes connectors, rotors, or pistons, only the main grid will be projected for now. We are definitely planning proper support for subgrid projections in a future update.

Q: Will we get Production Load Sharing? A: Production lines are coming in VS2.2 – however, load sharing between multiple production blocks is not implemented yet. If you queue 500 components in one assembler, that single block will process the entire order. Splitting production across multiple blocks is a planned future feature.

Q: Will a New Save be Required to get the new features? A: Some features introduced in VS2.2 require starting a new game to be visible/present: Credits & Trading, Cargo Ships, New Loot System, Asteroid Rings and Clusters, Moons.

Q: When can we expect the release? A: One thing I don’t talk about enough is how an update is actually created. Every release goes through the same structured stages:
  • Design – This is where we define the scope. What systems are we building? What problems are we solving? What is realistic for this slice? We write specifications and break features into tasks.
  • Programming and Art Asset Creation – This is the heavy production phase. Engineers implement systems, mechanics, and backend tools. Artists create models, materials, animations, UI, effects, and audio.
  • Feature Freeze – At this point, we stop adding new features to the internal build for the closing update. Even if someone has a great idea, it waits. The focus shifts from expansion to stabilization. Finishing, integrating, and making sure systems work together.
  • Code Freeze – No more risky changes. Only bug fixes, performance improvements, and crash fixes. This phase is about removing instability before release.
  • Release – When the build is stable enough, we ship. And then the hotfix cycle begins.
It’s also important to understand that not everyone is working on VS2.2 or standing around waiting for release day because their part was done.

Game development is parallel by nature. While part of the programming team is finishing and stabilizing features for VS2.2, designers are already working on VS3 and VS4. The art team is creating assets for upcoming systems. Some engineers have shifted to future features, while others remain focused on polishing and fixing the current slice. QA is waist-deep in testing VS2.2 builds, reproducing bugs, verifying fixes, and stress-testing systems.

Software development is a complex discipline. Entertainment software development – where you are not just implementing known solutions, but trying to invent new systems like planetary-scale volumetric water – is even more demanding. There are unknowns, iteration loops, technical surprises, and constant refinement. Internally, it’s a structured, disciplined process moving forward on multiple fronts at the same time.


Here you can see our release dashboard for VS2.2. Currently, we are at code-freeze stage. We started the final push last week. We’re completing roughly 30 to 40 tickets per day. The number dropped from around 1400 to about 300 - but that first big drop was not magic productivity. That was us cleaning up Jira, closing outdated tickets, merging duplicates. The real grind starts around 500 tickets, and from there you can see the steady daily progress.

As of this moment (Tuesday), 341 tickets remain. We’re getting close


[h3]Updated Roadmap – VS2.3[/h3]
The next major milestone after this update will be VS2.3 – you can expect Wheels, Hinges, Warheads, the Timer Block, Sensor Block, LCDs, Wind Turbines, the Event Controller, further combat improvements, and additional features expanding on the foundations established in our previous updates.


After that comes VS3: Water. Planetary-scale volumetric water, along with all the water gameplay systems and blocks. This update will also add a new water planet, Byblos, to the Almagest system.

Following closely will be VS4: NPCs + Cooperative Multiplayer, adding 4-player gameplay and the first iteration of interactive non-player characters. VS5: Full Multiplayer will complete the foundation for large-scale multiplayer sessions.

Two development teams are working in parallel on VS3 and VS4, so the final release order may depend on which reaches completion first. Either way, we’re pushing forward on all fronts to bring you new features and deeper gameplay as quickly as possible!

Many of the features and improvements planned for the future have been requested and shaped by the suggestions and ideas shared through our Support Portal. Your feedback is incredibly valuable, and we appreciate every suggestion you submit.

Check out our full Roadmap.

Full Blog Post: https://blog.marekrosa.org/2026/02/mareks-dev-diary-february-26-2026/




🛠️ 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/490465653219657357 https://steamcommunity.com/games/1133870/announcements/detail/526490645242578677 https://steamcommunity.com/games/1133870/announcements/detail/526490645242578675

Space Engineers 2: Planetary Events, Weather Preview


With VS2.2, we’re introducing the Planetary Events system, starting with weather as its first concrete event type. It’s a systemic layer meant to give planets more life and variation over time.
For now, weather is meant to shape how planets feel and behave, rather than acting as a constant obstacle.

All events are biome-driven and planet-specific. Planetary Event types coming in VS2.2 are:
  • Weather: Sandstorms
  • Weather: Rain
  • Meteor Showers
The first weather events include Sandstorms and Rain. Sandstorms appear in desert biomes and across all of Kemik, while rain occurs on Verdure, mainly in water-rich regions. These events affect visibility and reduce solar panel output while they’re active. Weather visuals will be visible from orbit and will transition in and out smoothly. When you’re inside grids or caves, the effects are reduced or hidden, but you can still see what’s happening outside through windows and openings. Wind will be visual-only element for now - helping sell motion and atmosphere, without applying physical force to grids yet.

[previewyoutube][/previewyoutube]
Alongside weather, Meteor Showers are also part of the Planetary Events system, handled as a separate event type. Meteor showers can damage characters and grids, but not voxel terrain, and can occur on Verdure (primarily wasteland biomes), Palatine, Caligo, and Kemik. These events run at low frequency by default and are truly random - they do not target players or their grids.




🛠️ 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/526490645242578677 https://steamcommunity.com/games/1133870/announcements/detail/526490645242578675 https://steamcommunity.com/games/1133870/announcements/detail/520863048256192869