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Space Engineers 2 News

Space Engineers 2 Dev Diary: April 9, 2026


In the last few days, we released two very quick community feedback updates. We added a world option to disable Super Dampeners, as well as a cockpit option to disable target-based gyro and return to legacy ship steering. We also tweaked the speed particles to make them less obtrusive. These are relatively small changes, but they come directly from your feedback, and I think this kind of fast iteration is very important.


At the same time, we are also asking for your feedback on our latest experiments around the early game and starting experiences. We prepared a set of rapid iterations and released them first as mods and test worlds, because this gives us a better opportunity to explore ideas, learn from your reactions before implementing a classic start directly in the game. This is not a final solution, but rather a playground for ideas where we can keep learning and improving together.

[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]
[h3]Remote Control, LCDs, Coastal Flora[/h3]
Allow me to give you another peek into the block creation process – this time focusing on the new Remote Control Block.


As you can see here, we explore multiple shapes, layouts, and functional details before landing on the final design – balancing readability, orientation, and that distinct industrial feel that fits naturally into your grids. This is how we iterate – from rough concepts to refined visuals

And I have to spoil our new design for LCD blocks. Would you like to go wide-screen? 🙂


And our Art Team is working on adding more variety and higher flora density to coastal biomes, bringing these areas much closer to what you would expect from lush, living environments. You can see richer clusters of palms, more natural spacing, and a better mix of vegetation

[previewyoutube][/previewyoutube]

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

Full Dev Diary: https://blog.marekrosa.org/2026/04/mareks-dev-diary-april-9-2026/




🛠️ 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/529876585129443382 https://steamcommunity.com/games/1133870/announcements/detail/525372351496323887 https://steamcommunity.com/games/1133870/announcements/detail/525372351496323831

Space Engineers 2: Community Feedback Update 2


Hello, Engineers!

We are continuing to refine Space Engineers 2 between major updates, and today we have another small community feedback update focused on ship handling and visual clarity.

We are adding an optional SE1-style ship rotation by letting you disable Target-based Gyro directly in the Cockpit block. By default, Target-based Gyro remains On, which preserves the current Space Engineers 2 behavior. If you turn it Off, you can return to legacy ship steering on that cockpit.


We have also adjusted speed particles to make them less obtrusive. On planets, high-speed feedback is now represented by more subtle smoke, and in space the speed particles are now less opaque.

Thank you again for your feedback, and please keep it coming - this kind of fast iteration helps us improve the game together.

[h2]Feedback Wanted[/h2]
We’ve been closely reviewing community feedback around the survival experience and are now experimenting with early improvements to the opening stages of the game. The design team has made a set of rapid adjustments, and we’re first releasing them as a mod for you to test before a wider public rollout. If these changes prove successful, our goal is to integrate them into the base game in the VS2.3.


These mods are not a final solution - they are an active playground for ideas. We will be constantly tweaking, iterating, and updating them based on your feedback and on what we learn through testing.
Thank you for helping us make the game better!




Features
  • Added a new Cockpit Option to toggle Target Based Gyro
  • Adjusted Speed Particles
Stability
  • Fixed a crash when shutting down the game




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.
  • Some features of this update will need a new game to be started / Will need new save to be visible: Credits + Trading / Economy, Cargo Ships, Loot System, Asteroid rings & clusters, Moons, New Verdure Contracts
  • Hinge Blocks, Subgrid Projection Support: 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.
  • Hinges are not included in VS2.2 - but we are not forgetting them. Hinges are planned for VS2.3, alongside Wheels and additional mechanical features that will further expand what you can build
  • Conflict Detection in Controls has not been released yet and is a planned feature
  • Iron Sight aiming for Character Weapons is planned
  • Economy: Selling grids is not supported yet, but planned
  • 3rd person view: Ship guns shoot exactly where they are oriented now (not where the crosshair is). It will be changed in VS2.3
  • Rotor does not maintain its speed after reloading
  • Tower made of Pistons behaves erratically when external forces are applied to it
  • Planet modding is not fully supported at this stage of development - we will bring you modding support for planets at later stages!
  • We are always keeping 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.




🛠️ 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/525372351496323887 https://steamcommunity.com/games/1133870/announcements/detail/525372351496323831 https://steamcommunity.com/games/1133870/announcements/detail/525371898302825671

Space Engineers 2: Community Feedback Update


Hello, Engineers!

Your feedback continues to be incredibly valuable to us. We have been closely following your thoughts on ship handling, world settings, and overall game feel, and we want to keep refining these systems together with you in between major updates.

We are adding an option to disable Super Dampeners in your worlds for players who want a different flight feel - or for those who prefer finding out their actual speed the traditional way. This new setting is available in Advanced World Settings. By default, Super Dampeners remain On, which preserves the current Space Engineers 2 behavior. When turned Off, ship handling behaves more like Space Engineers 1. We have also fixed issues with dampeners and gravity interaction.

Next on our radar is an option to disable Target-based Gyro for players who prefer legacy ship steering - meaning SE1-style ship rotation. It is not part of this update, but it will be coming soon.

[h2]Feedback Wanted: Iterating on the early game and starting experiences[/h2]
We’ve been closely reviewing community feedback around the survival experience and are now experimenting with early improvements to the opening stages of the game. The design team has made a set of rapid adjustments, and we’re first releasing them as a mod for you to test before a wider public rollout. If these changes prove successful, our goal is to integrate them into the base game in the VS2.3.

[previewyoutube][/previewyoutube]
This is a fast iteration phase, so your feedback is especially valuable. Please try the mod and the associated worlds, and share your thoughts with us as soon as possible. The current changes include simpler early component requirements, adjusted ore yields, improved early tools, and updates to resource availability in the environment. Some limitations remain - especially around procedural systems like ore distribution - but this is an important first pass at providing different early game and starting experiences.

These mods are not a final solution - they are an active playground for ideas. We will be constantly tweaking, iterating, and updating them based on your feedback and on what we learn through testing.
Thank you for helping us make the game better!




Features
  • Added a new World Option to toggle Super Dampeners on grids
Stability
  • Fixed a crash at BlockOctreeComponent
  • Fixed a crash at ElasticAnalyticsReporterComponent.Destroy
  • Fixed a crash at Entity.TryGet
  • Fixed a crash at ProjectionSourceComponent.OnAddedToScene
  • Fixed a crash at System.TimeSpan.IntervalFromDoubleTicks
  • Fixed a crash at TerminalAnalyticsSessionComponent.ResetData
  • Fixed a crash at MissionObjectiveNotificationSessionComponent.RefreshObjectivesAsync
  • Fixed a crash caused by stack overflow
  • Fixed a crash when loading a save with active turrets
  • Fixed various game freezes
Functional
  • Fixed an issue where block projections did not stay connected to the grid after it was moved
  • Fixed dampeners fighting gravity when the player is trying to move down




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.
  • Some features of this update will need a new game to be started / Will need new save to be visible: Credits + Trading / Economy, Cargo Ships, Loot System, Asteroid rings & clusters, Moons, New Verdure Contracts
  • Hinge Blocks, Subgrid Projection Support: 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.
  • Hinges are not included in VS2.2 - but we are not forgetting them. Hinges are planned for VS2.3, alongside Wheels and additional mechanical features that will further expand what you can build
  • Conflict Detection in Controls has not been released yet and is a planned feature
  • Iron Sight aiming for Character Weapons is planned
  • Economy: Selling grids is not supported yet, but planned
  • 3rd person view: Ship guns shoot exactly where they are oriented now (not where the crosshair is). It will be changed in VS2.3
  • Rotor does not maintain its speed after reloading
  • Tower made of Pistons behaves erratically when external forces are applied to it
  • Planet modding is not fully supported at this stage of development - we will bring you modding support for planets at later stages!
  • We are always keeping 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.




🛠️ 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/525372351496323887 https://steamcommunity.com/games/1133870/announcements/detail/525372351496323831 https://steamcommunity.com/games/1133870/announcements/detail/525371898302825671

Space Engineers 2 Dev Diary: April 2, 2026


Let’s talk performance. We hear you and we are working around the clock to deliver you as many short-term solutions as possible via our after-release hotfixes. We have already added support for assigning arrow keys in Controls and even gave you the proper BRRRRT. 😛

[previewyoutube][/previewyoutube]
Performance is something I think about constantly, but right now our main priority is clear – we need to finish the core gameplay systems and keep the game stable. That means reducing crashes, fixing bugs, and making sure everything works together as intended. Without that foundation, optimization doesn’t really matter.

We are still improving performance with every Vertical Slice. These are ongoing optimizations across rendering, simulation, and memory. But the deeper, more systemic optimization comes later – once the major systems are in place and we know what we’re actually optimizing.

This is the same approach we used in Space Engineers 1. First we build the game, then we optimize it. After all – a perfectly optimized game with no gameplay isn’t very interesting. Our goal is to reach that point where we have both – rich gameplay and strong performance – and that’s where the big optimization push will come.

[h3]Colonization Authority[/h3]
In VS2.2 you got the opportunity to meet the Colonization Authority for the first time. It is something we’ve been shaping in the background – an AI system responsible for organizing and coordinating colonization efforts across Almagest. It provides a layer of logic to the world – why infrastructure exists, how settlements were planned, and what went wrong in certain places. As you explore, you’ll start to uncover traces of its decisions, and the consequences they left behind.

[previewyoutube][/previewyoutube]
[h3]VS3 – Planet Byblos[/h3]
Sometimes it feels like we’re playing gods here – shaping another world for you to explore.

With VS3 – Planet Byblos, we’re focusing on giving the sparse land between the vast oceans more personality. The terrain is shaped by relatively recent volcanic activity, so instead of smooth, weathered landscapes, you’ll see sharper forms – jagged rocks, rough silhouettes, and formations that feel fresh and still evolving.



We’re also pushing variety across biomes. The same underlying geology expresses itself differently depending on the environment – from dark volcanic coasts to moss-covered rocks and snow-covered formations. These details help break up the emptiness and give each area its own character without losing the overall identity of Byblos.


[h3]Fighter Cockpit[/h3]
I realized that I have shown you the concepts of our new fighter cockpit – but I never shared the final block. So here we go:


Did you catch Uncle Andy’s VS2.2 preview of Decorative Wall Inserts?

[previewyoutube][/previewyoutube]
Well – they won’t be just decorative. We’re also working on functional variants, and here you can see one example: a thin Conveyor Wall Insert that takes full advantage of the 25cm unified grid in Space Engineers 2.


[h3]New Olive-like Trees[/h3]
I love Roman history, I love Italy – that whole atmosphere of ancient landscapes, stone, sun, and vegetation shaped over centuries. Even on my blog you can see it – I have my portrait as a Roman centurion 🙂


And olive trees are such a strong part of that feeling. And since I am a CEO, I can sneak them into Space Engineers 2.

I hope you will love how they look 😉

[previewyoutube][/previewyoutube]


Full Dev Diary: https://blog.marekrosa.org/2026/04/mareks-dev-diary-april-2-2026/




🛠️ 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/525371898302825671 https://steamcommunity.com/games/1133870/announcements/detail/526497504443761155 https://steamcommunity.com/games/1133870/announcements/detail/526497504443760823

Space Engineers 2: Hotfix 2.2.0.2002


[h2]Hotfix 2.2.0.2002 has been released![/h2]


Stability
  • Fixed a crash at AutoTargetingComponent.Init
  • Fixed a crash at ChildComponent.Init
  • Fixed a crash at ConsumableViewModel.OnDispose
  • Fixed a crash at EntityFunctions.Single during StreamedCharacterConsumablesSessionComponent.DetachImpl
  • Fixed a crash at Havok.HkSession.ProcessConstraintsMigrations
  • Fixed a crash at InProcessReplicationTranslationTable
  • Fixed a crash at InventoryEffectsSessionComponent.ScreenDisposed
  • Fixed a crash at PlanetMaterialProvider.PostProcessVertex
  • Fixed a crash at UI.Consumables.ConsumableViewModel
  • Fixed various game freezes
Performance
  • Fixed an issue where performance dropped when Delfos was in view on High and Extreme presets
  • Fixed various memory leaks (work on additional fixes is still ongoing)
Functional
  • The behavior of destructions has been adjusted (work on additional fixes is still ongoing)
  • Fixed an issue where character camera sensitivity dropped during fast mouse movement
  • Fixed an issue where the welder blocks accepted ore into their inventory
  • Fixed an issue where the welder blocks did not pull components from cargo containers
  • Fixed an issue where the welder switched to Raw mode during welding
Render
  • Fixed an issue where the screen darkened and a white circle appeared at certain angles




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.
  • Some features of this update will need a new game to be started / Will need new save to be visible: Credits + Trading / Economy, Cargo Ships, Loot System, Asteroid rings & clusters, Moons, New Verdure Contracts
  • Hinge Blocks, Subgrid Projection Support: 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.
  • Hinges are not included in VS2.2 - but we are not forgetting them. Hinges are planned for VS2.3, alongside Wheels and additional mechanical features that will further expand what you can build
  • Conflict Detection in Controls has not been released yet and is a planned feature
  • Iron Sight aiming for Character Weapons is planned
  • Economy: Selling grids is not supported yet, but planned
  • 3rd person view: Ship guns shoot exactly where they are oriented now (not where the crosshair is). It will be changed in VS2.3
  • Rotor does not maintain its speed after reloading
  • Tower made of Pistons behaves erratically when external forces are applied to it
  • Planet modding is not fully supported at this stage of development - we will bring you modding support for planets at later stages!
  • We are always keeping 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.
Thank you for helping us make the game better!

Image Credits: Screenshot by Pitohui




🛠️ 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/526497504443761155 https://steamcommunity.com/games/1133870/announcements/detail/526497504443760823 https://steamcommunity.com/games/1133870/announcements/detail/526497504443761013