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Marek’s Dev Diary: December 25, 2025

25/12/2025

Merry Christmas and Happy Holidays to all of you, Engineers! 

As we reach the end of the year, I want to thank every one of you for being part of this journey. Your feedback, your builds, your videos, and your enthusiasm are what keep this project alive. 

Developing Space Engineers 2 in such an open way is challenging, but your support makes it worth it. I hope the holidays bring you peace, joy, and some time to relax. 

We have a lot of exciting things ahead, and I cannot wait to share them with you.

We have been running some wild tests with our volumetric clouds. Our clouds are fully 3D formations that react to light, cast shadows, respect biome patterns, and change with the time of day. 

Flying through them or watching them roll across the horizon completely transforms how the planets feel. What you see here is just us playing with the system, pushing it, breaking it, and experimenting to understand how far we can take this new layer of atmosphere. 

These early tests are always a lot of fun, because this is the moment where technology stops being code and starts becoming part of the world.

Experiments like these take time and room to breathe. If you want to support us and give the team more space for this kind of development, you can help by purchasing the Pioneer Edition. Your support directly fuels the work that makes experimenting like this possible.

Laser antenna – from concept art to finished block. 

Let me take you on a quick journey through SE2 block creation. 

The process always starts with a simple black and white sketch to lock down the basic shapes and silhouette. Once we are happy with the form, our artists begin playing with colors, materials, and paneling to find a visual language that fits the rest of the SE2 block family. After that comes a series of iterations, refining details, proportions, and functionality until the design finally feels right.

When the final sketch is approved, the block moves into 3D modeling, where all the shapes become real geometry. And from there, it is on the way to the VRAGE3 Editor. This is the moment where concept art stops being a drawing and starts becoming something you can build, place, and engineer within the game.

The Passage set of blocks is getting its turn as well. These blocks may look simple at first glance, but they are an important part of how players shape the interiors of their ships and stations. Passages define the flow of movement, the rhythm of corridors, and the way spaces feel when you walk through them. Our goal is to make them clean, practical, and modular, so you can build interior layouts that feel functional and believable.

And thanks to our 25cm unified grid system you can add any details you want! 

 

Question to you: Cloud planets – yes or no?

Full Blog Post: https://blog.marekrosa.org/2025/12/mareks-dev-diary-december-18-2025/

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