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Space Engineers 2 Dev Diary: January 22, 2026



Today in our SE2 playtest, we focused on VS 2.2 progress: planets (new Byblos biomes), the first drivable wheels prototype, and a few early encounter scenarios. Later, we did a longer sound review session for VS 2.2 with our sound designers.

[h3]VS3 – Planet Byblos Biomes & Rocks[/h3]
We now have Byblos in multiple looks: snow, volcanic, desert, and a mossy/green biome. We also tested a new set of rock types and sizes – from small (~0.5 m) up to large formations (5 m, and even 15 m).

We decided not to use the biggest rock formations for now. Our rock tech is designed for smaller rocks (up to ~5 m), which fracture and break apart at their own granularity. Very large formations are better handled as voxel terrain or voxel boulders, which are built from voxels and can be drilled and destroyed at voxel-level detail. Mixing those two systems at large scales doesn’t make sense yet, so we’re sticking to voxel terrain for big formations for now.

One of the most striking Byblos biomes is the Volcanic Biome. The team is building massive volcanoes that can reach up to 2 km in height, and the scale is impressive. This is a hostile environment – dry, unstable, and almost completely devoid of life. There is no vegetation here, the conditions are simply too harsh.


These regions are placed mostly in tropical to subtropical areas, and in some places they break into arid, savanna-like islands with yellowish rock formations. I really like this contrast. It feels raw and alien, yet still grounded. There is also the possibility to find sulphur in these areas, which opens up some interesting gameplay questions for later.


The same volcanic structures take on a very different character in the Snow & Ice Biome. Here, the volcanos are covered in snow and ice, with no vegetation at all. These regions are found closer to the poles, where temperatures drop dramatically. Because Byblos has a very high water level, the shoreline can sometimes form small lakes that freeze over. I find this especially interesting visually – familiar volcanic shapes, but transformed into something cold, quiet, and almost lifeless.


Then there is the Moss Biome, which might be my personal favorite so far. It uses the same volcanic base shapes, but they are partially covered with moss. Vegetation here is minimal – just small patches of moss clinging to the surface – but it completely changes the mood.


These areas appear in temperate regions, roughly between the 45° and 65° parallels. Sulphur can also be found here, and visually we’re taking inspiration from places like Iceland and Greenland. I think this biome hits a really nice balance between harshness and subtle life, and I’m curious to see how players will feel exploring and building in these areas.


I also want to share a bit more about the Underwater Biomes on Byblos, because this is one of the areas that keeps surprising me every time I look at it. The scale alone is something we don’t usually get to explore in games like this. The underwater terrain goes down to roughly -20 km of altitude, which creates a strong sense of depth and pressure the deeper you go.

What I find interesting is how the team is splitting this space. Roughly 60% of the underwater areas are relatively shallow water, while the rest drops into a deep abyss. There are also so-called blue holes – vertical shafts that connect shallow water directly to the abyss below. These transitions create moments where you suddenly realize how far down the world really goes, and I think they have a lot of potential for exploration and future gameplay.


Shallow water areas are full of underwater flora, which helps the environment feel alive and readable. Deeper down, things change. Vegetation disappears, the terrain becomes more barren, and the space starts to feel empty and quiet in a very different way. There are also many underwater caves. In theory, these caves should connect to cracks leading into the abyss, but right now we are hitting few technical limitations there. This is something we’re aware of and want to improve over time.

We are also toying with the idea of adding crystals in the deep underwater areas. When there is no vegetation at all, the environment can start to feel unfinished, even if it is “technically correct”. Completely empty terrain just looks strange. The crystals can give us visual anchors – points of interest that break the monotony, add scale, and make the deep ocean feel intentional rather than empty.

I really like how they subtly guide your eye and make even the darkest depths feel worth exploring.


[h3]VS2 Update[/h3]
Wheels (VS 2.2 → VS 2.3 direction)
The goal for VS 2.2 was simple: get the first playable wheels prototype into the game, then learn what works, what feels wrong, and what’s missing – and only then decide how far we push it in VS 2.3.

The good news: driving already feels surprisingly solid. Steering works, suspension feels good, and you can feel the weight and grounding of the vehicle.

What’s still missing / needs improvement:
  • Wheel visuals are not finished yet (including shadows).
  • Braking is not implemented properly yet.
  • Acceleration needs tuning (stronger / more responsive).
  • No particle effects yet (dust, skid, etc.).
  • No wheel/vehicle sounds yet.
  • Camera needs improvement: add some “spring” so it reacts with the vehicle and feels more dynamic.
Cargo Ship Encounters
We also looked at early cargo ship encounter situations. Still very early, but the direction is: make these encounters feel like real “events” in the world, not just spawning a thing. More on this once we have them in better shape.

Sound reviews for VS 2.2
We reviewed a lot of sounds today: gatling gun, pistons, rotors, and especially wheels rolling. The main theme of the feedback was: make things feel heavier and more physical – you should feel tire contact, weight transfer, and the “mass” of the vehicle. We also reviewed weather sounds (rain), the area welder (hand tool and block tool), and UX sounds for trading (buy/sell, sector progress) and looting.

It’s funny how often my feedback ends up being: “It’s good… but please make it more bad / evil.” 🙂

I also spent some time reviewing our latest drilling animations, and this is one of those details where feel really matters to me. Operating a heavy drill should not look or feel effortless. I want more umpf in it – more weight, more resistance, and more believable body movement. The character should clearly react to the tool, not just hold it.

The team is pushing toward more logical physicality in the animation – stronger stance, clearer shifts in balance, and movements that reflect the force and vibration of heavy equipment. Even small changes in posture and timing make a big difference here.

[previewyoutube][/previewyoutube]
Question to you: What kinds of biomes would you personally love to explore in Space Engineers 2?

Full Blog Post: https://blog.marekrosa.org/2026/01/mareks-dev-diary-january-22-2026/




Please join us for Space Engineers 2 Developer Livestream!

Image Credits: Patrol by nondepressedweabo




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Space Engineers 2 Dev Diary: January 15, 2026


The fighter cockpit has an interesting history. It originally started as a mod on the SE1 Workshop, and it became so popular that we eventually added our own version to the base game, with the full blessing of the mod author. I always enjoy moments like this, where something born in the community becomes part of Space Engineers for everyone.


Here are the first concepts of the fighter cockpit for SE2. You can see the whole journey, from the initial black and white silhouette sketches, to the rough and more refined interior studies, and finally to the early visualizations of how the finished model might look.


It is still work in progress, but this is exactly how a block begins its life in SE2 – one line, one shape, one idea at a time.


I realized we never showed you the small version of the piston, which is coming in VS2.2. Bit by bit, VS2.2 is taking shape and it will bring the tools that survival engineering really needs.


And finally, let me show you our new stackable Wind Turbine. This block has been designed so you can place one turbine on top of another, creating a seamless look and a continuous wind blade motion across the entire stack.


To me it already feels satisfying to build with – even in this early form. I am really looking forward to seeing what kind of towers and engineering solutions you will create with this.

[previewyoutube][/previewyoutube]
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Question to you: What block would you like to see return next?

Full Blog Post: https://blog.marekrosa.org/2026/01/mareks-dev-diary-january-15-2026/




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“Forged Among the Stars” – Space Engineers 1 & 2 Screenshot Competition!


Hello Engineers!

We are excited to announce a brand-new community event: “Forged Among the Stars”, a cinematic screenshot competition for both Space Engineers 1 & 2.

Have an eye for scale, atmosphere, and engineering beauty? This competition gives you the chance to capture the frontier of Space Engineers 1 & 2 and have your screenshot featured as an official loading screen, as well as showcased across Keen Software House’s social media platforms. On top of this, winners will also receive a Steam gift card.

Your screenshot could showcase a massive industrial build, a quiet moment in deep space, or a dramatic planetary scene. Whether captured in Survival or Creative, we want to see Space Engineers 1 & 2 through your perspective.

Our community events continue to deliver incredible creations, and we can’t wait to see what you capture this time.

Good luck, Engineers!




Please submit your entries to [email protected] with the subject line: “Forged Among the Stars – Screenshot Competition
  • Entries must be submitted in JPG or PNG format
  • Minimum resolution: 1920 × 1080
  • Screenshots must be submitted attached to the email.
  • Each contestant may submit unlimited entries, but can only win once
  • Each submission must include:
    • Screenshot title
    • Your in-game name
Important restrictions:
  • No AI-generated images
  • No edited or manipulated images
  • No mods
  • Screenshots must be captured directly in-game
  • Submissions that match the visual style of our existing loading screens are encouraged.
  • No creations from established sci-fi universes or intellectual properties.
Make sure that you read the rules carefully, so you know all of the contest guidelines before submitting your screenshots.



The period for submissions begins on Friday, January 9, 2026 (UTC) and concludes on Friday, February 13, 2026 at 23:59 UTC.

During the following period, we will review all submissions to ensure quality and that the rules have been adhered to. From the eligible entries, the Keen Software House team will select 10 winners at their sole discretion.

Winners will be contacted via email and announced on Keen Software House official social media channels.



5 Winners
  • Screenshot featured as an official Space Engineers 1 or 2 loading screen
  • €20 Steam gift card
5 Honorable Mentions
  • Featured across Keen Software House social media
  • €20 Steam gift card each

[h3]TERMS AND CONDITIONS[/h3]



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Space Engineers 2 Dev Diary: January 8, 2026


Did you know planet Verdure has a moon? Its name is Palatine.

The strange similarities between our Earth in the Solar System and Verdure in the Almagest system continue even here. Palatine looks surprisingly close to our own Moon, with its barren surface, crater patterns, and quiet, airless horizon. Maybe that is just a coincidence. The universe is full of circular rocky bodies without an atmosphere, shaped by billions of years of impacts and erosion. But still… the resemblance is hard to ignore.

Seeing Verdure and Palatine together will add another layer of familiarity to the Almagest system, almost like looking at a distant echo of home. And at the same time, it opens up new possibilities for exploration, contracts, and storytelling.


[previewyoutube][/previewyoutube]
Our Art team is constantly refining our voxel textures – here is the improvement of detailing on volcanic rock.


One of the smaller concepts we have been exploring is Cable Trim detailing for use in our blocks. Right now we are experimenting with different shapes, thicknesses, and attachment styles to see what fits best into the SE2 block family. The goal is to keep the trims modular, lightweight, and easy to combine so players can use them to build their own visual language on ships and stations.


We are also testing face rigging and lip sync for our future cutscenes. This is one of those areas where I feel that even small improvements make a huge difference (the whole uncanny valley thing). When a character blinks at the right moment, or their mouth shapes the words naturally, the whole scene suddenly feels alive. Right now we are experimenting with the basic rigs, checking how well the deformations hold up, and how to sync the mouth movements with spoken lines.

[previewyoutube][/previewyoutube]
It is still early work, and everything looks a bit strange and raw at this stage, but that is exactly why it is so exciting. These first tests are where characters begin to emerge from static models into someone I can actually talk to.

[previewyoutube][/previewyoutube]
Bit by bit, this will help us bring more personality and clarity into the SE2 story moments.

What can I show you that you haven’t seen before? Camera and capacitors!



Question to you: What will you build on the Palatine moon?

Full Blog Post: https://blog.marekrosa.org/2026/01/mareks-dev-diary-january-8-2026/



Please join us for Space Engineers 2 Developer Livestream!

Image Credits: Mission Runner by Diggrok




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Space Engineers 2 Dev Diary: January 1, 2026


Happy New Year, Engineers!

We are always trying to automate the more mundane tasks in our workflow and make our development pipeline faster and more reliable. Tools like this help us spend less time on repetitive manual work and more time on actual game design and content.

[previewyoutube][/previewyoutube]
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Here we can see a sneak peek of our new Blender tool, which allows us to quickly generate fracture pieces for our blocks. This tool will help us speed up our workflow while maintaining consistent fracture quality across all block types.

[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]
Creating fractures is not a simple boolean operation. It requires several steps in geometry generation, material assignment, and clean mesh separation. In the video, you can see that every time the mesh is split along an edge, we generate an additional edge with the same material as the top layer.

[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]
The inner split uses a special damaged material with parallax mapping and shelf shadows, giving fractures more depth and a more believable broken look. This kind of automation saves a lot of time, especially as the number of blocks grows, and it lets us keep the visual quality high even when producing a large number of fracture variants.

[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]
[h3]VS3 - Byblos WIP[/h3]

Planet Byblos will not be only a water world - it will be a world of fire and ice. The planet will push the survival experience in two extreme directions. On one side freezing temperatures and the cold depths beneath the waves. On the other side, volcanic activity that breaks the endless water surface, carving underwater channels and creating sharp, scattered islands all across the planet.


These contrasts make Byblos feel unpredictable. The meeting point of boiling heat and freezing water creates a world that is far more than just an ocean planet. It is a place shaped by constant tension between elements, with terrain that tells the story of eruptions, flows, collapses, and glacial erosion. And this is only the rough beginning of what we want to build on Byblos.


[previewyoutube][/previewyoutube]

Question to you: How do you like the planet Byblos so far?

Full Blog Post: https://blog.marekrosa.org/2026/01/my-review-of-2025-plans-for-2026/




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