
Why SE2?
We’re building SE2 because we believe in the dream of the ultimate space-sim—one that goes beyond anything seen before. We want a game where engineering, survival, and combat truly matter, where every action has weight, and where players can shape their own destiny in a vast, living universe.
SE1 was just the beginning. SE2 is our chance to push the boundaries—to create the space game we’ve always wanted to play. A game where players build, explore, and fight for survival and the colonization of Almagest, a raw and untamed frontier filled with danger and opportunity.
This isn’t just a sequel. It’s our vision for the future of space simulation—a world where creativity, skill, and ambition define your fate.
SE1 Alpha Footage in SE2
FighterPilot O5 has recreated the classic SE1 Alpha Footage in SE2. Thanks very much for the effort and for reading my mind because I was honestly considering asking Janusz to do it.
What I worked on this week:
- Music Design: We designed an adaptive music system to fit different locations and situations—sandbox mode, campaign mode, and dynamic moments based on player actions.
- Character Art Expansion: We recently hired an amazing new character artist, growing our team. This means SE2 will feature a greater variety of characters, suits, and skins.
- Character Animations & First-Person Camera: We are improving how the first-person camera moves, making sure it feels natural and immersive. One example: the first-person camera isn’t just a single point but behaves more like a position on a stick, which means its rotation also introduces unintended movement. This results in unnatural optics, and we’re working on refining the offset system to make the camera feel more stable and immersive.
- 3D UI Prototyping for Partial Copy-Paste: We have been working on a new 3D UI system for copy-paste mechanics in the game.
- Jump Animation Improvements: We are working on more natural jump animations—detecting whether the jump starts from the left or right foot, then adjusting fall/landing animations accordingly.
- We are having a discussion whether projections (blocks or blueprints) should cast shadows or not. My opinion is that they should because it will help with depth perception of the scene, player will be better aware of where exactly is the block/blueprint being projected. For illustration, here’s a screenshot with one bug where only part of the projected block is casting a shadow (the alpha masked grid inside of it).
What is your opinion? Leave your comments.
- Future Plans: Unifying spectator mode and character controls to ensure smooth transitions between gameplay perspectives.
Full blog post: https://blog.marekrosa.org/
Please join us for Space Engineers 2 Developer Livestream!
- 🚀 Friday, February 21st, 6 PM UTC
- 🛰️ Twitch: https://twitch.tv/keencommunitynetwork
- 🛰️ YouTube: https://www.youtube.com/@SpaceEngineers