FAQ
Q: Will Space Engineers 2 have Steam Workshop support?
A: Space Engineers 2 will use Steam Workshop as its primary platform for user-generated content.
Q: Will VS1 contain all blocks that are currently in Space Engineers 1?
A: SE1 has been in development for over 11 years, so it will take some time for SE2 to reach that level of content. VS1 will contain the most important blocks, but since it’s launching in creative mode, most of them won’t be functional (for example, the Assembler will not be able to produce components).
Q: What are we getting on January 27, 2025?
A: We will release VS1 (Creative Mode). All other innovations – including planets, survival mode, water, NPCs, campaign, and many more features – will follow in additional vertical slices. Players who join early access will receive all these updates at no extra cost.
Q: Can I transfer my grids from SE1 to SE2?
A: Yes, we have developed a transfer tool for this purpose: Grid Convertor tool. The tool and its user guide are available [insert link]. However, please note that Space Engineers 1 and 2 use different grid systems, so not all blocks can be transferred directly. Any incompatible grid sections will be automatically replaced with armor blocks.
Q: Why are you making a sequel and new engine instead of simply iterating with SE1?
A: We want SE2 to be a revolutionary step from SE1, unconstrained by the past (SE1 code base became complex and convoluted over the years), backward compatibility in file systems and data structures (e.g., now we have a 25cm unified grid system, so old grids are not easily transferable, and this would break many save files, worlds, and blueprints on Workshop). We also wanted a game/engine architecture that is ready for the next decade, scalable with multiple cores, etc. Sometimes it’s best to take what you’ve learned and start with a clean slate.
Q: Why aren’t you launching Space Engineers 2 with Water? Why not wait until water is done?
A: Water is a complex feature that requires more time to perfect. Rather than delay the entire game, we chose to have a roadmap where we can release meaningful improvements sooner rather than later, so that we can share with our community what we are working on and openly talk about it. We’re starting with Creative Mode, followed by Survival and Planets, which is a deliberate order. One of our key improvements in SE2 is the 25cm unified grid system, but we especially want to enhance the accessibility and intuitiveness of the user experience. Beginning with Creative Mode allows us to focus on these core improvements and gather valuable feedback before introducing more complex gameplay elements.
Q: Why are you releasing a Space Engineers 2 (SE2) alpha while Space Engineers 1 (SE1) is actively updated? Isn’t this unusual?
A: We understand this approach isn’t typical (but we were never a standard game development studio!). We value our community’s involvement and want to develop Space Engineers 2 alongside you. By releasing an alpha early, we can share the development process, gather valuable feedback, and iterate more frequently through vertical slices. This collaborative approach will help us create the best possible experience for everyone. After all, would anyone prefer to wait a few years until we finish SE2 behind closed doors and then release it with a big bang?
Q: What about Space Engineers (SE1)?
A: We continue developing it, the next update will be in the following months.
Q: What About PlayStation/Xbox?
A: At this stage, we’re focusing all our efforts on the PC Alpha. Console release processes are quite different from Steam Early Access, and the current stage of development requires frequent updates that are better suited to PC versions.
However, we absolutely want to bring Space Engineers 2 to PlayStation and Xbox in the future!