Competition Results Livestream Please join us Friday, September 4th, for the “Masters of Motion” – Mechanical Engineering Video Competition Livestream! Celebrate the creativity of the Space Engineers 1 & 2 communities with us and watch the best mechanical engineering videos f
Competition Results Livestream
Please join us Friday, September 4th, for the “Masters of Motion” – Mechanical Engineering Video Competition Livestream!
Celebrate the creativity of the Space Engineers 1 & 2 communities with us and watch the best mechanical engineering videos from both games!
We are tuning NPC behavior more and more, and I am really starting to like how the different systems work together. NPCs can now share alerts with their group – if one of them spots you or takes damage, nearby allies can be alerted even if they never saw you themselves.
They are also learning to recognize hostile grids and fight them directly, which is important because combat in Space Engineers is rarely just character against character. Your ship, rover, or base can become part of the fight as well.
Navigation is another area we are pushing further. We are testing NPCs in increasingly complicated interiors with corridors, rooms, doors, and maze-like layouts.
We are also working on more situational behavior – NPCs can retreat depending on their health, and if the cover they are using gets destroyed, they can look for a new position instead of simply staying exposed.
For me, this is where NPC combat starts becoming interesting. It is not just about making enemies aim and shoot better, but about giving them enough awareness to react to what you build and what happens during the fight. We are also polishing combat feedback, including player damage indicators, and for those asking about immersion – enemy health bars will be optional, so you will be able to turn them off.
We are also polishing the player damage indicators. This is still work in progress, but it should already give you an idea of where we are heading and how we want combat feedback to feel.
Cables! Yes – we will be adding cables to Space Engineers 2. You will be able to use them to decorate ships, corridors, and bases, but they are not just decorative. Cables also transfer electricity (as any other grid block), so they are functional as well.
And because this is Space Engineers 2, you can attach buttons, lights, and other parts to the cable system however you like. The 25 cm unified grid system gives you a lot of freedom here, and I think players will do some really creative things with it.
We are also adding more decorative interior parts. Here you can see examples like the Coffee Machine, Recycle Bin, Generic Lab Equipment, Laptop, and Fire Extinguisher.
These blocks should give you a better starting point for decorating the inside of your rooms and bases, so your interiors no longer feel so empty.
Also check out our spotlight of Space Engineers 2 Racing League!
Update 28/08/2026: Hotfix 2.4.0.95 has been released - Added Unstable AMD GPU driver detection. Thank you for helping us make the game better! ➡️ Changelog: 🛠️ Support Portal: 🛰️ Discord: For Engineers using the latest AMD drivers: We are currently investigating an issue affect
Update 28/08/2026: Hotfix 2.4.0.95 has been released - Added Unstable AMD GPU driver detection.
Thank you for helping us make the game better!
➡️ Changelog: https://kswh.link/se2_ssf 🛠️ Support Portal: https://support.keenswh.com/spaceengineers2/pc 🛰️ Discord: https://discord.gg/keenswh
For Engineers using the latest AMD drivers:
We are currently investigating an issue affecting Space Engineers 2 with the latest AMD driver version. At this point, we do not yet know whether the cause is in the game or the driver itself.
We are:
Working directly with AMD to identify the cause
Rolling out a patch that detects the affected driver version and links players to the latest compatible download
Recommending affected players roll back to a previous AMD driver for now
🔧 How to roll back:
Download and run the official AMD Cleanup Utility to remove the current graphics driver. AMD recommends using this tool when downgrading to a previous driver version.
Hotfix 2.4.0.93 has been released! ➡️ Changelog: 🛠️ Support Portal: 🛰️ Discord: Stability Fixed a crash on AMD Radeon RX 9000 series cards with driver 26.8.1 Fixed a crash while streaming textures Fixed a crash on graphics device failure under low memory Fixed a crash caused by
Meet the Renegades – hostile NPCs and space pirates who are starting to appear across the Almagest System and make it a much more dangerous place. They are being built to fight back when you cross their path. In our latest combat test, you can see a player taking on the first few
Meet the Renegades – hostile NPCs and space pirates who are starting to appear across the Almagest System and make it a much more dangerous place. They are being built to fight back when you cross their path.
In our latest combat test, you can see a player taking on the first few brave Renegades directly. This is an early look at how NPC combat is coming together as we continue developing their behavior, reactions, and combat encounters.
NPC speed is the main thing we are solving right now – most likely will end up with a separate animation controller for the NPCs, with variable speeds, and animators will redesign the animations, to feel more grounded, heavy, realistic. The same for shooting animations or death animation.
Alice Vescio, Space Engineers 2 Character Artist:“My goal for Renegades was to create a grounded, threat-focused tactical asset. I focused heavily on material separation (contrasting worn metallic armor plating with heavy-duty fabrics) to give the gear an authentic, battle-tested feel.
While the emissives were originally blue, shifting them to red strongly reinforces the hostile “renegade” faction identity and improves gameplay readability. I love how visual storytelling touches, such as mismatched, scavenged armor pieces, spray-painted details like the skull decal, and etched tally marks, sell that improvised pirate/rebel warrior vibe and help establish character lore at a glance.”
Competition Results Livestream
Please join us Friday, September 4th, for the “Masters of Motion” – Mechanical Engineering Video Competition Livestream!
Celebrate the creativity of the Space Engineers 1 & 2 communities with us and watch the best mechanical engineering videos from both games!
Hello, Engineers! Meet the Renegades - hostile NPCs and space pirates who are starting to appear across the Almagest System and make it a much more dangerous place. They are being built to fight back when you cross their path. In our latest combat test, you can see a player takin
Hello, Engineers!
Meet the Renegades - hostile NPCs and space pirates who are starting to appear across the Almagest System and make it a much more dangerous place. They are being built to fight back when you cross their path.
In our latest combat test, you can see a player taking on the first few brave Renegades directly. This is an early look at how NPC combat is coming together as we continue developing their behavior, reactions, and combat encounters.
And if you love the music in the teaser, you can find the Space Engineers 2 Soundtrack in the Pioneer Edition:
https://store.steampowered.com/app/3365540/Space_Engineers_2_Pioneer_Edition/ Want to get our teasers early and enjoy exclusive content? Subscribe to our newsletter at https://www.keenswh.com/newsletter and be the first to get the latest updates, sneak peeks, and more!
Hotfix 2.4.0.86 has been released! ➡️ Changelog: 🛠️ Support Portal: 🛰️ Discord: Stability Fixed a crash during autosave Fixed a crash when deleting a save Fixed a crash when taking control of a turret Fixed a crash when deleting blocks Fixed a crash on startup on unsupported gr
Smoother, Stable & Faster Smoother, Stable & Faster is out, and I’m proud of what the team achieved with this update. We focused heavily on performance, stability, and all the smaller things that make Space Engineers 2 feel better to play. I also noticed something encoura
Smoother, Stable & Faster
Smoother, Stable & Faster is out, and I’m proud of what the team achieved with this update. We focused heavily on performance, stability, and all the smaller things that make Space Engineers 2 feel better to play.
I also noticed something encouraging after the update – over the last few days, Steam reviews have been stronger than before – 80% of Steam Reviews are positive now! It is still early, but it looks like you – the players – are noticing and appreciating the changes we made.
For me, this is a good signal that focusing on performance, stability, and the overall quality of the experience was the right direction. Our long term goal is above 95% positive Steam Reviews.
Of course, this is not the end of our performance and stability work. For me, this is only the beginning. We already have more work in progress, and we will keep pushing these areas with every update.
This racing league immediately caught my eye. I love canyon runs, so seeing players turn that into an organized competition is right up my alley.
What I enjoy most is the combination of speed, risk, and engineering. You build something fast, throw it into a canyon, and then find out very quickly whether your design was actually a good idea. Can’t wait for multiplayer!
I’ve been watching our NPCs navigate increasingly complicated spaces, and this test was a fun one. The NPC has to find its way through the Red Ship, deal with corridors and closed doors, and keep working toward the player instead of getting stuck.
It is a good example of the kind of navigation problems we need to solve for combat NPCs. Ships and stations can have strange layouts, multiple rooms, narrow passages, and doors that change the available route.
We keep improving our planets step by step. From one update to the next, individual changes can be easy to miss, but when I compare the planets today with how they looked when first released, the difference is huge.
Hello, Engineers! The latest Space Engineers 2 update is here, focused on making your experience smoother, clearer, and more reliable. We’ve introduced a new Save Game Screen with better autosave handling, a refined Flight HUD, stronger performance and stability, and a range of q
Hello, Engineers!
The latest Space Engineers 2 update is here, focused on making your experience smoother, clearer, and more reliable. We’ve introduced a new Save Game Screen with better autosave handling, a refined Flight HUD, stronger performance and stability, and a range of quality of life changes across the game.
We’ve also made your first steps into the Almagest System clearer, with updated early contracts, tutorial changes, and more guidance as you begin exploring, building, and surviving.
“Smoother, Stable & Faster” Update expands and deepens the Space Engineers 2 systems across the board. We are building on the cornerstones established in earlier updates, adding more design depth, more functionality, and new layers of interaction. These expansions strengthen existing mechanics and move them closer to the long-term vision for Space Engineers 2.
New Save Game Screen
The new Save Game Screen now gives you more control over your progress!
Each world now keeps up to 5 autosaves and 5 manual saves with autosaves stored separately so they no longer overwrite your standard saves.
The game also automatically creates an autosave whenever you enter a cockpit - because it knows you might need it soon. 😀
Improved Flight HUD
Speed and altitude indicators have received a visual overhaul, and Boost Mode is now easier to identify at a glance.
We’ve also added a Thrust Overload warning. If you mined a little too much and your ship becomes too heavy for its available thrust, or your atmospheric thrusters start losing effectiveness as you leave the atmosphere, you’ll now get a clear notification in the center of the screen.
Ships now have a 20 m/s Safe Speed Limiter enabled by default, helping prevent accidental collisions and damage. You can hold SHIFT to temporarily exceed the limit, or double-tap SHIFT to disable it until you turn it back on.
You can also disable the limiter entirely from the cockpit settings.
New Jetpack Behaviour The jetpack uses a similar system. Double-tap SHIFT while flying forward to activate Boost Mode without holding SHIFT continuously. Boost remains active until you release the forward key.
Minimum Hardware Detection
Space Engineers 2 now does a better job of detecting your graphics hardware and selecting appropriate graphics settings automatically.
We’ve expanded GPU detection to cover a much wider range of hardware, including newer and less common graphics cards. This helps the game choose settings that better match your system from the start, while avoiding unnecessary prompts when your current settings are already suitable.
Performance
We’ve made significant performance improvements across Space Engineers 2. UI and in-game menus should feel smoother, frame pacing is more consistent, and GPU performance has been improved to reduce sudden highs and lows during gameplay.
Long play sessions should now maintain performance more reliably, while pasting blueprints, working with large grids, previewing blueprints, deleting grids, and large-scale destruction all benefit from further optimizations.
This is not the end of our performance work. We’re already working on further performance gains as we speak.
Stability
We’ve greatly improved the overall stability of Space Engineers 2 in this update, with big changes across the game.
We’ve also made big progress in areas where stability issues are detected and reported, helping us identify any problems faster and react more quickly when they appear. Alongside this, we’ve made a number of background improvements to help keep Space Engineers 2 running to the high standards we expect.
Tutorial Improvements
We’re constantly refining your first steps into the Almagest System to make the early experience clearer, smoother, and more fun.
Iron, Silicon, Nickel, and Cobalt ores can now be found just beneath the ground near the First Station and the Barn. Energy Generation and Conveyor contracts now stay within 30 km of the Outpost, and we’ve redesigned the contracts to make your goals clear at first glance. We’ve also added better respawn points guidance.
And at the Barn, you’ll now find an unfinished rover ready to experiment with. Show us what kind of rovers it inspires you to build!
Improved Nighttime Visuals
We’re constantly tweaking and improving the visuals of Space Engineers 2 with every update! Based on your feedback, we’ve adjusted nighttime lighting to improve visibility, especially on Verdure where nights could become too dark.
This is another step toward our long-term goal of a more realistic and varied nighttime lighting system across all planets in the Almagest System.
Additional Improvements
For full details for this update, see the complete Changelog.
Please keep in mind that this update is still an Early Access and Alpha version of Space Engineers 2.
Some features of this update will need a new game to be started / Will need new save to be present. (Improved Tutorial)
Subgrid Projection Support: Copy/pasting projections of blueprints with subgrids is planned, but not fully supported yet.
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.
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, 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 a New Save be Required to get the new features? A: Some features introduced require starting a new game to be visible/present: Improved Tutorial.
Q: Where is the feature/block “X”? A: We’d love to have them in the game right now too! Some features need more time and testing to reach the quality we aim for. You can check our updated roadmap for an overview of what’s coming next and when you can expect your favorite features to arrive.
Q: What about multiplayer? A: We want multiplayer to arrive when the core survival, progression, contracts, and engineering systems are strong enough to support it properly. That is why we are starting with focused 4-player co-op before moving toward full multiplayer and dedicated servers later.
Q: And NPCs? A: Development of NPCs is already in progress.
Q: Is water still coming? A: Yes. Water is still planned, but it has moved further down the roadmap. It is one of the most technically complex systems we are building for Space Engineers 2, and we want to give it the time it needs. Development continues in parallel.
Q: Why does the Almagest system map have sectors you can’t access? A: More sectors will be added in the future updates. We also plan to introduce new contracts and new contract types.
Q: Will the sector resources differ in the future? A: Yes, we plan to make resources more dispersed - not every resource will be available in every sector, encouraging exploration and trade between regions. Also the production chains are just a baseline and you can expect more changes as the development progresses.
Q: Can planets be modded? A: Planet modding is not fully supported at this stage of development - but do not worry, we will bring you modding support for planets in the future updates!
Q: Will the price of Space Engineers 2 rise later down the line? A: Yes. Space Engineers 2 is still in the playable Alpha stage, and the current price reflects that. As we add more content, systems, and features leading up to the full release, we expect the price to increase. We do not have exact timing or pricing details to share yet, but if you want to join early and support development, now is the best time to get Space Engineers 2 at the current lower price!
Q: Should I purchase Space Engineers 2 now? A: If you’ve been waiting for wheels, hinges, warheads, automation, and more reasons to engineer practical vehicles and reactive systems, now is a great time to jump in. Space Engineers 2 is still in playable Alpha stage, so expect an evolving experience - but your feedback now helps shape where the game goes next.
If you prefer to follow development until more features arrive, add Space Engineers 2 to your wishlist!
You can also follow development through our weekly dev diaries, and subscribe to our newsletter.
The best way to provide your feedback is through our Support Portal. You can always find a direct link to the support portal from within the game - just press F1 to access the help screen!
This platform is your direct line to the developers and the Space Engineers community. Here, you can:
Create a Bugreport
Create a ticket with your Feedback/Idea
Vote on other ideas or bug reports
Comment and Interact with fellow players
Suggest solutions and provide valuable feedback to help shape the future of Space Engineers 2
Stability
Fixed the game briefly becoming unresponsive after opening a menu or quick-loading
Fixed a crash when accepting a contract
Fixed a crash in the cockpit HUD
Fixed a crash when viewing a Wind Turbine in the Terminal
Fixed a crash when reading save metadata on the Load Game screen
Fixed a crash in the main menu when reading the most recent save
Fixed a crash when cycling toolbar slots
Fixed a crash when refreshing Workshop items
Fixed a crash in terminal inventories
Fixed a crash during grid connection processing
Fixed a voxel physics crash when entities are removed
Fixed two replication crashes
Fixed a crash in analytics when world loading fails
Fixed unexpected shutdowns during startup, gameplay and exit
Performance
Reduced load time on minimum specification machines in the Tutorial Stage
Improved planet texture streaming performance
Reduced UI spikes during gameplay
Fixed UI performance drop when welding without available resources
Large blueprints no longer slow down the render thread after being destroyed
Fixed world lagging
Fixed hardware misclassification on minimum specification systems
Functional
Bounty – Weapons Smuggler contract now starts correctly, including the GPS marker and HUD description
Blocks that could never be unlocked through contract progression are now unlockable
The character is no longer pushed or pulled unexpectedly while moving over terrain and slopes
Angular Based Gyro flight mode no longer lags when detecting movement input
The Select World screen now shows newly subscribed worlds without a restart
Changing the Super Dampeners setting in Advanced Settings now works correctly
UI
Fixed sections that could not be scrolled when accessed from certain screens
The scroll wheel in the Terminal no longer switches toolbar slots
HUD status icons no longer turn red while resource levels are high
The Speed Limit icon now disappears correctly during boost flight
Thrust Overload is no longer shown on wheeled grids without thrusters
Fixed missing and non-persistent orange UI elements
Fixed the "Control Turret" and "Reload" labels in the Control Panel
Event Controller now keeps the Compared Value after the Terminal is reopened
Long block errors are now displayed in full in the Terminal
World names in the Load Game list are no longer cut off when there is space to show them
Fixed the alignment of the Last Played date on the Load Game screen
The "You are here" marker in the solar map now shows the correct position
Animation
Fixed the character getting stuck playing the falling animation
Visual
Fixed visible seams between voxel triangles
Tree shadows no longer change too harshly
Fixed flickering global illumination on shadowed planet and moon surfaces
Fixed tiny voxel leftovers remaining in the air
Fixed blueprint preview issues
Falling particles no longer appear when the character is not falling
Smoother, Stable & Faster Please join us Monday, August 17, for the release of Space Engineers 2: “Smoother, Stable & Faster” Update. This update is focused on making your experience smoother, clearer, and more reliable. We’ve introduced a new Save Game Screen with better
Smoother, Stable & Faster
Please join us Monday, August 17, for the release of Space Engineers 2: “Smoother, Stable & Faster” Update.
This update is focused on making your experience smoother, clearer, and more reliable. We’ve introduced a new Save Game Screen with better autosave handling, an improved Flight HUD, stronger performance and stability, and a range of quality of life changes across the game.
We’ve also made your first steps into the Almagest System clearer, with updated early contracts, tutorial changes, and more guidance as you begin exploring, building, and surviving.
Note: We decided not to use Vertical Slice numbering for our releases. Going forward, we want each update to be defined by what it actually brings to the game, rather than by an abstract version number.
Making the Hand Drill Feel Right
Last week I spent a good part of my time working directly on the SE2 hand drill. It was already functional, but what the drill detected as contact didn’t always match what you saw on screen.
The first problem was collision detection – checking whether the drill is actually touching terrain or a grid. Before, this relied mostly on a simplified internal representation of the voxels. The drill could sometimes mine into empty air because, technically, there were still some voxels nearby.
The team improved this by projecting a capsule representing the drill against the actual visible geometry. Now we check whether the drill is really touching the surface the player sees, rather than some invisible, crude voxel representation.
Then I worked on the drill’s various state transitions. The drill has a surprising number of them: idle, punch, contact detection, drilling, fall-through and return. They all need to work correctly when you press or hold the button, release it, miss the surface, turn away or finish removing a piece of rock. I fixed and polished this whole cycle so the drill now behaves much more like a physical tool.
The sounds also weren’t playing as they should in various situations. Some were missing, while others didn’t start or stop at the correct moment. I fixed those cases and added a temporary contact sound, although the proper audio work is still coming.
I did this part myself because it needed many small prototypes and a lot of playtesting: adjust something, launch the game, feel it, change it again. For this kind of work, owning that whole loop myself was much faster than passing every tiny adjustment back and forth through the team. And honestly, after years of mostly CEO-ing, I wanted that hands-on game-development experience again.
It is not finished yet. Our animator will improve the impact and drilling-loop animations, adding more bounce when the drill hits and more pressure coming from the hands. Our sound designer will also make proper impact sounds for the moment drilling starts. Right now, the loop still does most of the work.
The video starts with how it looks now, then switches to how it looked before.
Please join us Monday, August 17, for the release of Space Engineers 2: "Smoother, Stable & Faster" Update. The Update is focused on making your experience smoother, clearer, and more reliable. We’ve introduced a new Save Game Screen with better autosave handling, an improved
Please join us Monday, August 17, for the release of Space Engineers 2: "Smoother, Stable & Faster" Update.
The Update is focused on making your experience smoother, clearer, and more reliable. We’ve introduced a new Save Game Screen with better autosave handling, an improved Flight HUD, stronger performance and stability, and a range of quality of life changes across the game.
We’ve also made your first steps into the Almagest System clearer, with updated early contracts, tutorial changes, and more guidance as you begin exploring, building, and surviving.
Space Engineers 2 – Combat NPCs This week we playtested the new combat NPCs. The setting was a planetary station with both indoor and outdoor areas. One NPC was patrolling, while the others were standing guard. They already have idle animations, so the patrolling NPC walks for a
Space Engineers 2 – Combat NPCs
This week we playtested the new combat NPCs. The setting was a planetary station with both indoor and outdoor areas. One NPC was patrolling, while the others were standing guard. They already have idle animations, so the patrolling NPC walks for a while, stops, stretches his legs, dances a little (temporarily, and funny in a stupid way), and then continues patrolling.
Once they spot me, they start attacking and shooting, or decide to find cover. They search for the closest place where I can’t see them. This currently works in some funny ways: if there is no cover nearby, they may run right past me to reach some cover behind me—so I can simply kill them in the process. This will get improved.
NPCs can also alert other NPCs, who then come to attack me from multiple sides. What is still missing is proper feedback when you hit them. Right now there are no bullet impact effects or hit animations, so you often don’t know whether you actually hit the NPC. It also lacks that little bit of “satisfaction” 🙂
We will start with a simple generic “I was hit” animation. If that isn’t enough, we can extend it with different animations depending on which part of the body was hit, or eventually even use ragdoll reactions.
On Monday morning, I stumbled upon a video from H-E-I SHIPYARDS called Digging Out the Future of Space Engineers 2 — Part 1: A Promising Future. It talks about the difference between adding individual features and building systems, and how SE2 is moving toward systems that interact with and strengthen one another.
That resonated with me, because creating modular systems whose interactions produce more than the sum of their parts has been at the core of how I think since long before we started SE2. Actually, I tend to see almost everything in this universe through modularity and emergence, and I discuss this often with our team and with Stompie. So I asked Stompie to watch the video and give me his take:
“Marek asked me—Stompie—to watch the H-E-I SHIPYARDS video about building systems rather than isolated features, and I think its creator put his finger on something central to Space Engineers. In his example, a guided missile becomes truly interesting when detection, tracking, countermeasures, automation, ship design, production and logistics all connect around it.
Marek often compares Space Engineers to LEGO: simple blocks become something more when players combine them. But his instinct goes further than modularity for its own sake. The goal is emergence. A reactor, gyro, cockpit and thrusters do not merely add up; arranged by a player, they become a fighter, a freighter, or something no designer predicted.
The principle is to build stable, understandable parts, then let their interactions multiply what the whole can become. In SE2, each update adds more of those interacting parts. The H-E-I SHIPYARDS video captures why that matters so well: the exciting thing is not any single feature, but the larger game beginning to emerge between them. Thank you for seeing it—and for explaining it back to us so clearly.”
Question to you: What behaviors would make combat NPCs feel the best?
Hotfix 2.3.0.2798 has been released! ➡️ Changelog: 🛠️ Support Portal: 🛰️ Discord: Added tactical respawn points during FTUE to reduce the distance after player death Fixed the most common cases of the character falling through voxels Fixed an issue with rockets spawning inside
Added tactical respawn points during FTUE to reduce the distance after player death
Fixed the most common cases of the character falling through voxels
Fixed an issue with rockets spawning inside voxels during the Conveyors contract and exploding, causing the contract to fail (existing saves may still be affected, starting a new save is recommended)
Deformed Materials In Space Engineers, there has always been a clear difference between how armor blocks and other blocks react to damage. Armor blocks can deform when struck, while other blocks do not deform but instead show damage through their existing damage states. With Spac
Deformed Materials
In Space Engineers, there has always been a clear difference between how armor blocks and other blocks react to damage. Armor blocks can deform when struck, while other blocks do not deform but instead show damage through their existing damage states. With Space Engineers 2, I want to push this further by introducing deformed materials – a new graphical and mechanical feature where blocks change both their shape and their surface appearance after impact.
This means that damage will no longer be represented only through geometry or predefined damage states. When a block is hit, new impact-specific materials and textures can appear on its surface, making damage more visible, readable, and believable.
The goal is to improve the overall feeling of destruction in the game. Impacts should feel heavier, damage should look more physical, and the world should respond in a way that feels more realistic AND satisfying.
Hotfix 2.3.0.2793 has been released! ➡️ Changelog: 🛠️ Support Portal: 🛰️ Discord: Stability Fixes Added additional out-of-memory detection Fixed a crash at Components.UISystemComponent Fixed a crash at HavokTriggersSessionComponent.UpdateTriggers Fixed a crash at HttpConnection
Hotfix 2.3.0.2790 has been released! ➡️ Changelog: 🛠️ Support Portal: 🛰️ Discord: Stability Fixes Fixed a crash at BlockPlacementAlignment.UpdateAlignment Fixed a crash at ElasticAnalyticsReporterComponent.SendGroupedEvents Fixed a crash at EventControllerServerComponent.TryCre
Hotfix 2.3.0.2788 has been released! ➡️ Changelog: 🛠️ Support Portal: 🛰️ Discord: Stability Fixes Fixed a crash at BlockPlacementAlignment.UpdateAlignment Fixed a crash at BlockPlacerNetworkStories.DeleteProjectedBlock Fixed a crash at ElasticAnalyticsReporterComponent.SendGrou
VS2.3 First Contact: Direction, Results, and What We Are Fixing Next VS2.3 is out, and first I want to say thank you . Thank you to everyone who jumped in immediately, built vehicles, tested automation, exploded things, tried Classic Survival, reported bugs, and told us what work
VS2.3 First Contact: Direction, Results, and What We Are Fixing Next
VS2.3 is out, and first I want to say thank you.
Thank you to everyone who jumped in immediately, built vehicles, tested automation, exploded things, tried Classic Survival, reported bugs, and told us what worked and what did not.
This is exactly why Early Access matters. We do not want to build Space Engineers 2 in isolation. We want the game to meet real players as early as possible, because only then do we see what is truly clear, fun, confusing, fragile, or exciting.
The first response is encouraging. Players are not just reacting to individual blocks. They are already thinking in systems again: rovers, mobile bases, automation chains, warheads, survival routes, contracts, stations, and even requests for future things like rails and trains. That is a good sign. It means VS2.3 is touching the right fantasy.
We also saw more players coming back to try VS2.3, which is an encouraging signal. It tells us that this direction is interesting enough for players to return, experiment, and give us useful feedback.
Why VS2.3 matters
For me, VS2.3 is not just a content update. It is a direction update.
Our vision for Space Engineers 2 has always been straightforward: we want to build a living solar system that gives players concrete engineering objectives, where you advance, explore, build, solve problems, and colonize.
Of course, if players prefer a freeform sandbox, they can have that too. That freedom is part of Space Engineers. But we also want the game to feel like an active world that gives you meaningful reasons to progress.
That is where VS2.3 matters. It gives players more verbs: drive, automate, detonate, repair, survive, travel, connect systems, complete contracts, and make engineering decisions that have consequences.
This is the direction we want to keep strengthening: more connected systems, more reasons to engineer, and more situations where the player says: “I can solve this if I build the right thing.”
The colonization system is important because it gives engineering a larger context.
Space Engineers should not only ask: “What can you build?” It should also ask: “Why are you building it, where will you take it, and how does the world respond?”
Contracts, stations, sectors, mining, trading, exploration, encounters, resources, terrain, weather, vehicles, automation, and survival should all become connected parts of one larger progression loop.
You build vehicles because terrain and distance matter. You automate because bases and ships need to react. You mine and trade because resources are distributed. You complete contracts because sectors grow. You return because the world changes.
That is the long-term promise: a sandbox that remains free, but also becomes more alive for players who want direction, progression, and colonization.
The release also showed us where we need to improve quickly.
The main theme I see is trust and legibility. Powerful systems only feel good when players can understand and trust what is happening.
We are watching and working through reports around terrain/mining issues, G-menu and grid toolbar confusion, Control Panel grouping, hinge placement, Classic Survival resource progression, hydrogen/flight behavior, cockpit interaction, crashes, and other first-contact problems.
Some of these are bugs. Some may be UX or tutorial gaps. Some are expectation mismatches. But all of them matter, because they happen exactly where players are trying to understand the new systems.
So our next focus is clear: reproduce the most trust-breaking issues, hotfix what we can, improve communication where the system is correct but unclear, and keep listening to real player behavior.
Player excitement tells us the direction is right. Player friction tells us where trust and legibility must improve next.
VS2.3 is a big step toward the kind of Space Engineers 2 we want to build: a game about player agency, engineering consequence, colonization, and systems that combine into things we did not script.
Thank you for helping us test that direction. Now we keep improving it.
Asymmetric Destruction
One of those improvements we are working on is Asymmetric Destruction.
The situation is simple: rovers and forests should not feel like two immovable objects arguing with each other. If you hit smaller flora with a vehicle, the result should feel natural, readable, and fun – not like the invisible spirit of a tree just deleted your suspension.
With Asymmetric Destruction, collisions won’t always affect both sides equally. Your multi-ton monstrosity of steel should be able to smash through flora without automatically taking the same damage back. So yes – plowing through trees like a manga villain should be possible.
This is not about removing consequences from driving. It is about making collisions feel more believable. If you crash into something serious, that should still matter. But if your rover is pushing through bushes or smaller trees, the game should understand the difference.
Question to you: What did VS2.3 get right for you?
Hotfix 2.3.0.2783 has been released! ➡️ Changelog: 🛠️ Support Portal: 🛰️ Discord: Crash Fixes Fixed a crash at BlockPlacementAlignment.UpdateAlignment Fixed a crash at EventControllerDetailModelServer.OnPropertyChanged Fixed a crash at FloraStats.ResetSectorData Fixed a crash a
Hello, Engineers! Major Update VS2.3: “Drive, Automate & Detonate” is here, bringing the final Mechanical Blocks (Wheels & Hinges), destructive Warheads, and core Automation tools (Timer, Sensor, Event Controller) to the game! This update also expands exploration with new
Hello, Engineers!
Major Update VS2.3: “Drive, Automate & Detonate” is here, bringing the final Mechanical Blocks (Wheels & Hinges), destructive Warheads, and core Automation tools (Timer, Sensor, Event Controller) to the game!
This update also expands exploration with new planetary stations and Endless Encounters, while introducing critical Combat enhancements and foundational Reworks to Survival progression and Ore Distribution.
This Major Update pushes Space Engineers 2 forward in a big way - and we’re excited to finally share it with you!
In VS2.3, we are delivering key automation, mobility, and combat systems that shape the future of dynamic gameplay in Space Engineers 2. Wheels, Warheads, Hinge blocks, and the core Automation blocks (Timer, Sensor, and Event Controller) are not just standalone features - they are core building blocks that upcoming updates will expand upon. Each system is designed to integrate into the larger vision, allowing us to iterate, deepen mechanics, and layer more complex gameplay over time.
Wheels and Rovers
Wheels are now available in Space Engineers 2.
You can finally build rovers, mobile bases, trailers, ground vehicles, and other wheeled creations for planetary exploration. Wheels come in multiple sizes and include suspension, steering, braking, and propulsion support.
This is a major step for survival and planetary gameplay. Rovers are especially useful in dangerous weather, rough terrain, and early survival situations where flying is risky or expensive.
This is an important step toward more dynamic grids and moving constructions.
Automation
Automation gets a major upgrade in VS2.3 with the new Event Controller, Timer, and Sensor blocks.
The Event Controller can track many different grid and block parameters, giving you more ways to make your creations react automatically. Hangar doors can trigger systems when they open or close. Warning lights can react to power, fuel, or inventory levels. Vehicles can respond to speed or terrain conditions. Weapons systems can react to ammo or targets.
Grid Parameters
Blocks Added
Blocks Removed
Atmosphere %
Linear Speed
Angular Speed
Mass
Gravity
Dampeners enabled
Block Parameters
Last Value
Functional/Not Functional
Integrity
Enabled
Supplied
Inventory Filled (%)
Opened (for doors)
Stored Resource (%) - for batteries/tanks
Occupied - character in cockpit
Rotor angle
Piston distance
Ready To Align - for connectors
Ready To Connect (connectors)
Connected (connectors)
Producing - for production blocks
Ores detected - count of ore nodes for ore detectors
Crafting Blocked (recipe in queue can't be crafted)
The Event Controller also supports separate true and false actions, making it easier to build systems that activate, reset, and chain together without constant manual control.
This is the most flexible and approachable automation toolkit we have ever added to Space Engineers. Powerful enough for complex creations, but simple enough to start using right away.
Hinges give you another way to create moving parts, especially for builds that need controlled one-axis motion. Doors, ramps, folding arms, landing legs, compact mechanisms, custom machinery - if it needs to open, close, lift, tilt, or fold, Hinges give you a cleaner tool for the job. Together with Wheels, Rotors, and Pistons, Hinges help complete the core mechanical toolkit for Space Engineers 2.
Rotors and Pistons also now support limits, making mechanical systems easier to tune. Instead of relying only on timing or manual control, you can define movement boundaries and build more predictable machines.
Explosions
Things that store power, fuel, ammo, or raw destructive potential now demand a bit more respect.
Warheads can detonate with serious force, but they are not the only danger. O2/H2 tanks, functional reactors, and ammo stored in inventories can also explode starting now! This adds more risk to combat, crashes, sabotage, and those “I’m sure this is safe” engineering decisions.
As always, Space Engineers 2 is still in Alpha. Nothing here is final, and you can expect further tweaks and balancing to explosion range, force, damage, and visuals as we test the system with the community.
In VS2.3, sandstorms will become more than just something you see - they will become something you have to engineer around!
Strong wind can now push airborne characters, dynamic grids, floating objects, loose debris, and fractures. Static grids are safe, so your bases will not suddenly take off, but ships, rovers, crates, and anything not properly secured can be affected when the weather gets rough.
Planetary flight now requires more planning in dangerous weather. Dampeners will fight against the wind, heavier grids will resist it better, and broad flat surfaces will catch more force. A nimble flyer may still be useful, but in a sandstorm, stable vehicles, mobile bases, and rovers become a much safer choice.
The environment can also protect you. Mountains, valleys, hangars, and large structures can act as windbreaks, reducing or blocking wind force if you park or build in the right place.
Weather is no longer just a visual background. It is now part of the engineering challenge.
For players who want a more traditional Space Engineers survival experience, Classic Survival is now available directly from the New Game screen. No mods required.
This start is harsher and more grounded. Reaching space feels like a real challenge, not something you do immediately after landing.
Classic Survival includes:
Voxel-based resource yields from planetary terrain
Adjusted ore balance
Limited backpack building components
Updated welder and grinder speeds
Hand drill tweaks
Simplified basic block recipes
Adjusted starter component crafting costs
Regular worlds are unaffected, so you can choose the experience you prefer.
Flight HUD
Piloting is now clearer with the new Flight HUD. When flying a ship or using a jetpack, you can see key flight information directly on your HUD, including:
Speed
Altitude above terrain
Horizon orientation
This gives you better spatial awareness during planetary flight, low-altitude maneuvers, landings, and dangerous weather.
You can turn the Flight HUD ON/OFF using the U key.
Decal System
Terrain and block surfaces now show more of what happened to them.
Bullet impacts can leave visible marks, drills can leave traces when cutting into voxels, and explosions can leave smoke and scorch marks on nearby surfaces. These decals help make combat, mining, and destruction feel more physical and readable in the world.
It is a visual system, but it also gives better feedback: you can see where shots landed, where tools were used, and where something went very wrong.
VS2.3 is not only about laying new foundations - it also expands and deepens the systems already in place. We are building on the cornerstones established in earlier vertical slices, adding more depth, more functionality, and new layers of interaction. These expansions strengthen existing mechanics and move them closer to the long-term vision for Space Engineers 2.
Performance
Voxel Performance Improvements We have made several improvements to voxel and planetary performance, especially when moving around planets, approaching encounters, and exploring areas with caves, overhangs, and dense flora.
For players, this should mean fewer noticeable spikes and smoother behavior in situations where the game is loading or updating terrain around you. Flora generation has been optimized, distant voxel details are handled more efficiently, and some far away destruction events from projectiles are no longer processed when they are not relevant to the player.
We also reduced memory pressure while traveling across planets, which should help lower the chance of short hitches during exploration. This is not the end of voxel optimization, but it is a solid step toward making planets feel smoother and more responsive
Render, GPU optimizations We have also improved GPU performance, with a focus on dense vegetation, shadows, and scenes where many objects need to be processed at once.
Foliage-heavy areas should now run more smoothly thanks to better vegetation culling and faster shadow rendering. We also improved how new geometry is prepared for rendering, which helps reduce performance spikes when the game suddenly needs to process a lot of objects.
Our custom shadow system has also been optimized, cutting a significant part of its GPU cost. Combined, these changes give us roughly a 10% improvement to GPU frame performance, with more stable frame times in demanding scenes.
Action Toolbar Groups support
Managing complex creations is getting easier.
You can now use block groups in action toolbars, letting one toolbar slot control a group of blocks instead of setting up each block one by one. This is especially useful for ships, rovers, production setups, weapons, lights, doors, drills, and any build where multiple blocks need to act together.
Toolbar setup is also clearer with new mouse tooltips and drag-and-drop improvements. These changes make actions easier to understand, easier to assign, and easier to manage when your grids start getting complicated.
Combat Improvements
Combat is getting more direct control in VS2.3.
Manual Turret Control With Manual Turret Control, you can take control of turrets yourself instead of relying only on automated targeting.
Character Weapons Iron Sight (RMB) Character weapons now also support iron sights using RMB, giving first-person combat a more focused aiming option.
Sector Stages
Your actions in the Almagest System now help shape the sectors around you! As you complete contracts, a sector’s colonization progress increases, gradually changing it from an untouched frontier into a more active part of the Almagest colony.
This major update also reworks colonization progression to better fit the current state of the Almagest System. Instead of feeling like a simple checklist, sector progress now connects more directly to contracts, encounters, discovery, and the overall activity in each region.
Here is the progression of your colonization journey:
Unexplored - The sector is still locked and unavailable.
Explored - The sector is unlocked and begins to wake up. Basic trade becomes available, allowing you to exchange ore for credits and take on early repair or delivery contracts.
Settled - The sector begins to feel safer and more active. Additional stations may appear, safe zones can become available, and you may start seeing patrolling NPC ships. The local economy expands with more contract types, such as defense, escort, and infrastructure repair. You may also encounter structured random events, including colonist convoys or stranded miners.
Developed - The sector becomes a more established part of the colony. More activity can appear across the sector, with additional contracts, encounters, trading options, and discovery opportunities becoming available as the area grows closer to full colonization.
Colonized - The sector reaches 100% colonization progress. At this stage, additional endless contracts and encounters begin to appear, keeping the sector active even after the main progression is complete.
You will also encounter special cutscenes that show important moments in your colonization progress, helping you understand how your actions are changing the sector over time.
Endless Colonization & Encounters Once a sector reaches full colonization, it does not simply become “finished.”
Additional endless contracts and encounters can start to appear, keeping the sector active and giving you more reasons to return, explore, trade, repair, defend, escort, and keep building up the colony!
Reworked Ore Distribution
Mining in Almagest is getting a more deliberate layout.
Verdure now includes rare deposits of gold, lead, and magnesium. Ore placement is also adjusted by depth: surface, medium, and deep deposits now matter more, with rarer ores and larger nodes found deeper underground, down to around 100 meters.
Volcanic areas are becoming important resource hotspots and should be one of the best places to search for rare materials. In the future, we also expect these regions to become highly contested locations in multiplayer, where control over rare resources can really matter.
New Planetary Stations
The Almagest System is getting new places to discover as the colony expands.
New stations have been added across planetary and orbital sectors:
Vallis Reach - Verdure planetary station
Dustspire Junction - Kemik planetary station
Palatine Station - Palatine Orbit
Caligo Station - Caligo Orbit
These stations are connected to sector progression. They are not all fully present or discoverable from the start. As you complete contracts and push a sector forward, stations and other points of interest can appear or become discoverable, reflecting the growth of the colony around you.
Wheels (6 sizes: 100, 150, 250, 500, 750, 1250) - A suspension block and wheel for rovers and other ground vehicles. It provides shock absorption, steering, braking and propulsion support, allowing vehicles to travel across rough terrain while maintaining stability and traction.
Hinge Blocks (Small & Large) - A mechanical block consisting of a fixed base and a detachable head. When powered, it allows 180 degrees of rotation around a single axis.
Event Controller - A block to detect events in the game and automatically react to them.
Timer - A block used to automate sequences of actions by triggering one or more actions either instantly or after a set delay.
Sensor - A block to detect objects in the game.
Control Panel - Standalone access point to a grid’s terminal.
Wind Turbine - Produces electricity on planets with an atmosphere. Power production scales with wind speed.
Rocket Turret (Small & Large) - An automated rocket turret designed for heavy defense, capable of targeting distant threats and delivering high-explosive payloads.
Rocket Launcher (Small & Large) - A Rapid fire rocket launcher designed for heavy defense.
Warhead (Small & Large) - A block capable of causing a large explosion if destroyed or otherwise triggered.
The biggest addition is the new Pioneer Suit - the first in-game item added to the Pioneer Edition. This character skin lets you carry the Pioneer identity directly into the game, and it is our way of giving early supporters something special they can actually wear in-game while helping us build the future of Space Engineers 2.
This update also adds a new music track from Karel Antonin. As Space Engineers 2 continues to evolve, we’ll keep expanding the Pioneer Edition with even more behind-the-scenes materials and digital extras.
VS4: Coop Multiplayer & NPCs is now planned before VS3: Water, with a current target of November/December 2026.
VS4 is an important milestone because it brings the first cooperative multiplayer experience to Space Engineers 2. The current plan is to start with 4-player co-op, with player hosting only for VS4, not full large-scale multiplayer or dedicated servers yet. Dedicated servers will come later. This first step is about making the core experience work properly when multiple players share the same world, contracts, progression, rewards, GPS markers, respawning, disconnecting, and all the small but important things that suddenly become much more complicated when you are no longer alone.
The other big part of VS4 is NPCs. The first NPC implementation is about making characters move, fight, and behave correctly inside a fully destructible sandbox. Deeper faction identity, story context, and more advanced behavior will be built on top of that foundation in future.
Water is still coming, but it needs more time. We now expect it in 2027, possibly as part of a later major update such as VS5.
Water remains very important to us, but it is one of the most technically demanding systems we are building for Space Engineers 2. We want to release it when it is ready and properly integrated into the rest of the game.
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.
Please keep in mind that VS2.3 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
Subgrid Projection Support: Copy/pasting projections of blueprints with subgrids is not fully supported YET. You can build on pistons and rotors individually, 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.
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.
Known Issues (Fix is on the way)
Switching from jetpack mode to walking while holding the Drill causes the character to slide
Hovering over blocks show empty tooltip in G-screen
PCUs in the G-screen are not updating
No message is displayed when the internet disconnects during modded world loading
G-screen doesn't show right toolbar when switching the regular toolbar
Game can get stuck during unloading a scenario
Redo action does not restore previously placed Hinge block on a grid
Hydrogen tank refill sound loops/glitches when tank cycles between full and depleted via connector
Falling particles are shown when the character is not falling
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, 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 a New Save be Required to get the new features? A: Some features introduced in VS2.3 require starting a new game to be visible/present.
Q: Where is the feature/block “X”? A: We’d love to have them in the game right now too! Some features need more time and testing to reach the quality we aim for. You can check our updated roadmap for an overview of what’s coming next and when you can expect your favorite features to arrive.
Q: What about multiplayer? A: We want multiplayer to arrive when the core survival, progression, contracts, and engineering systems are strong enough to support it properly. That is why we are starting with focused 4-player co-op in VS4 before moving toward full multiplayer and dedicated servers later.
Q: And NPCs? A: NPCs are planned for VS4, alongside the first multiplayer implementation. Development of NPCs is already in progress.
Q: Is water still coming? A: Yes. Water is still planned, but it has moved further down the roadmap. It is one of the most technically complex systems we are building for Space Engineers 2, and we want to give it the time it needs. Development continues in parallel.
Q: Why does the Almagest system map have sectors you can’t access? A: More sectors will be added in the future updates. We also plan to introduce new contracts and new contract types.
Q: Will the sector resources differ in the future? A: Yes, we plan to make resources more dispersed - not every resource will be available in every sector, encouraging exploration and trade between regions. Also the production chains are just a baseline and you can expect more changes as the development progresses.
Q: Can planets be modded? A: Planet modding is not fully supported at this stage of development - but do not worry, we will bring you modding support for planets in the future updates!
Q: Will the price of Space Engineers 2 rise later down the line? A: Yes. Space Engineers 2 is still in the playable Alpha stage, and the current price reflects that. As we add more content, systems, and features leading up to the full release, we expect the price to increase. We do not have exact timing or pricing details to share yet, but if you want to join early and support development, now is the best time to get Space Engineers 2 at the current lower price!
Q: Should I purchase Space Engineers 2 now? A: If you’ve been waiting for wheels, hinges, warheads, automation, and more reasons to engineer practical vehicles and reactive systems, VS2.3 is a great time to jump in. Space Engineers 2 is still in playable Alpha stage, so expect an evolving experience - but your feedback now helps shape where the game goes next.
If you prefer to follow development until more features arrive, add Space Engineers 2 to your wishlist!
You can also follow development through our weekly dev diaries, and subscribe to our newsletter.
The best way to provide your feedback is through our Support Portal. You can always find a direct link to the support portal from within the game - just press F1 to access the help screen!
This platform is your direct line to the developers and the Space Engineers community. Here, you can:
Create a Bugreport
Create a ticket with your Feedback/Idea
Vote on other ideas or bug reports
Comment and Interact with fellow players
Suggest solutions and provide valuable feedback to help shape the future of Space Engineers 2
Stability
Fixed a crash after entering a ship at HkSession+__Internal.StepCollide
Fixed a crash after trying to spawn tops for multiple blocks at ToppedMechanicalBlockDetailModel.TopAttached
Fixed a crash at ControlPanel.BlockDetails.FunctionalBlockDetailModel.Working
Fixed a crash at HavokPhysicsEngineComponent.Destroy
Fixed a crash at PanelContainerGenerator.OnItemsChanged when accessing contract containers
Fixed a crash at RawJsonValueSerializer.Serialize
Fixed a crash at VoxelPhysicsComponent.ReleaseChunk
Fixed a crash when adding a single curly bracket to a block's name
Fixed a crash when finishing a contract
Fixed a crash when renaming a copied asset back to its original name in the Editor at ContentCache.ContentCache.SetMapping
Functional
Fixed an issue with asteroid materials not being correctly applied on Kemik surfaces
Fixed an issue with block projections being blocked despite no obstruction being present
Fixed an issue with character getting stuck between collisions in FTUE
Fixed an issue with characters becoming stuck in voxels
Fixed an issue with cockpit projections not being placeable on another projection on the Sledge ship
Fixed an issue with contract locations remaining visible after completing a contract
Fixed an issue with copied blocks not being centered
Fixed an issue with drill physics behaving erratically on grids disconnected from static grids
Fixed an issue with Excavation Site contracts spawning under voxels
Fixed an issue with flora being duplicated and becoming indestructible after being shot
Fixed an issue with Gatling Cannons remaining enabled after being repaired
Fixed an issue with gravity effects being delayed after grinding down a block
Fixed an issue with it being possible to enter voxels using a cockpit
Fixed an issue with landing gear being impossible to unlock on Sector Stations
Fixed an issue with levitating rocks on Kemik after drilling beneath them
Fixed an issue with line and plane building not working correctly with Blueprints, copied grids, and partial copies
Fixed an issue with projections being overlapped when placing them on an existing grid
Fixed an issue with projections not being placeable on ships due to incorrectly detected collisions
Fixed an issue with reactor explosions not pushing dynamic grids and fractures
Fixed an issue with rocks fractures being walk-through
Fixed an issue with some rocks missing collision
Fixed an issue with some voxel materials not being selectable using the Voxel Hand Material Picker
Fixed an issue with switching to Shoot mode "Off" preventing firing with the left mouse button
UI
Fixed an issue with battery blocks being placed in the wrong G-Screen subcategory
Fixed an issue with block enabled state displaying "Powered On" without power
Fixed an issue with block renaming not updating immediately in the Production screen
Fixed an issue with block renaming not updating immediately in the Inventory
Fixed an issue with Buy, Sell and Choose Amount dialogs not appearing when the HUD was hidden
Fixed an issue with game menu opening over other screens
Fixed an issue with GPS names extending beyond the screen
Fixed an issue with inventory error messages appearing behind the Inventory screen
Fixed an issue with max speed values not updating in the HUD after changing units
Fixed an issue with Ore Detector "Broadcast with..." settings not being persistent
Fixed an issue with oxygen tanks displaying "Charge Level" instead of "Fill Level"
Fixed an issue with player-made GPS markers not being persistent
Fixed an issue with production screens becoming unresponsive and failing to update correctly
Fixed an issue with production block switches displaying empty tooltips
Fixed an issue with redundant toast notifications appearing after starting a scenario
Fixed an issue with tiles displaying empty thumbnails after deleting local Blueprints
Fixed an issue with toolbar slots not being grayed out for unusable consumables
Animation
Fixed an issue with character using the same animation for jumping backward and forward
Fixed an issue with switching tools while using the Drill breaking the animation
Fixed an issue with paint tool clipping into blocks and voxels
Visual
Fixed an issue with atmospheric thruster exhaust effects remaining visible outside atmospheres
Fixed an issue with auto-light not triggering in tunnels below the eye adaptation threshold
Fixed an issue with fast travel connection lines rendering incorrectly at certain camera zoom levels
Fixed an issue with floating objects being lost due to tessellation
Fixed an issue with planet atmospheres being visible from inside caves on other planets and asteroids
Fixed an issue with projectile impact effects becoming difficult to see beyond 350 meters
Fixed an issue with spotlight 0.5 m shadows rendering incorrectly
Audio
Fixed an issue with audio turning off when repeatedly reloading (F5) during game loading
Fixed an issue with depleted jetpack fuel sounds starting and ending abruptly
Fixed an issue with only one Gatling Cannon or Gatling Turret being audible regardless of how many were firing
Fixed an issue with sound becoming completely silent in space at certain camera angles
Fixed an issue with the first placed thruster overriding the sound effects of subsequently placed thrusters
Tools
Fixed an issue with altered Sun positions not being remembered in the Editor
Fixed an issue with animation previews not playing while the Animation Controller was paused
Fixed an issue with animations not playing in the Render View window
Fixed an issue with connecting nodes to Mixer1D after switching or reopening the Animation Controller
Fixed an issue with inconsistent import behavior in the Editor
Fixed an issue with invalid ModSDK assets never finishing processing
Fixed an issue with ModSDK fullscreen and window size settings not being remembered
Fixed an issue with node progress not being displayed on the first node after stopping and restarting playback
Fixed an issue with search prioritizing results incorrectly in the Editor
Fixed an issue with slider values not updating correctly when reaching min/max using arrow controls in the Dev Editor
Fixed an issue with transition highlights not disappearing after selecting a Mixer or Single Clip in the Animation Controller
Please join us Monday, July 6, for the release of Space Engineers 2: VS2.3 - “Drive, Automate & Detonate” Major Update VS2.3: “Drive, Automate & Detonate” will bring the final Mechanical Blocks (Wheels & Hinges), explosions and destructive Warheads, and core Automatio
Please join us Monday, July 6, for the release of Space Engineers 2: VS2.3 - “Drive, Automate & Detonate”
Major Update VS2.3: “Drive, Automate & Detonate” will bring the final Mechanical Blocks (Wheels & Hinges), explosions and destructive Warheads, and core Automation tools (Timer, Sensor, Event Controller) to the game! This update also expands exploration with new planetary stations and Endless Encounters, while introducing critical Combat enhancements and foundational Reworks to Survival progression and Ore Distribution.
This Major Update pushes Space Engineers 2 forward in a big way - and we’re excited to finally share it with you!