Space-Engineers.com Blog Feed en https://space-engineers.com/ Mon, 12 Jan 2026 10:05 CET Space-Engineers.com is a Space Engineers servers list. Its goal is to provide an efficient way for players to find a server that suits their needs and also for servers owners to get more players on their servers. 60 “Forged Among the Stars” – Space Engineers 1 & 2 Screenshot Competition! https://space-engineers.com/blog/406/aforged-among-the-starsa-a-space-engineers-1/ https://space-engineers.com/blog/406/aforged-among-the-starsa-a-space-engineers-1/ Mon, 12 Jan 2026 10:05 CET
Hello Engineers!

We are excited to announce a brand-new community event: “Forged Among the Stars”, a cinematic screenshot competition for both Space Engineers 1 & 2.

Have an eye for scale, atmosphere, and engineering beauty? This competition gives you the chance to capture the frontier of Space Engineers 1 & 2 and have your screenshot featured as an official loading screen, as well as showcased across Keen Software House’s social media platforms. On top of this, winners will also receive a Steam gift card.

Your screenshot could showcase a massive industrial build, a quiet moment in deep space, or a dramatic planetary scene. Whether captured in Survival or Creative, we want to see Space Engineers 1 & 2 through your perspective.

Our community events continue to deliver incredible creations, and we can’t wait to see what you capture this time.

Good luck, Engineers!



Please submit your entries to [email protected] with the subject line: “Forged Among the Stars – Screenshot Competition
  • Entries must be submitted in JPG or PNG format
  • Minimum resolution: 1920 × 1080
  • Screenshots must be submitted attached to the email.
  • Each contestant may submit unlimited entries, but can only win once
  • Each submission must include:
    • Screenshot title
    • Your in-game name
Important restrictions:
  • No AI-generated images
  • No edited or manipulated images
  • No mods
  • Screenshots must be captured directly in-game
  • Submissions that match the visual style of our existing loading screens are encouraged.
  • No creations from established sci-fi universes or intellectual properties.
Make sure that you read the rules carefully, so you know all of the contest guidelines before submitting your screenshots.



The period for submissions begins on Friday, January 9, 2026 (UTC) and concludes on Friday, February 13, 2026 at 23:59 UTC.

During the following period, we will review all submissions to ensure quality and that the rules have been adhered to. From the eligible entries, the Keen Software House team will select 10 winners at their sole discretion.

Winners will be contacted via email and announced on Keen Software House official social media channels.



5 Winners
  • Screenshot featured as an official Space Engineers 1 or 2 loading screen
  • €20 Steam gift card
5 Honorable Mentions
  • Featured across Keen Software House social media
  • €20 Steam gift card each
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Community Spotlight 🧐 December 2025 https://space-engineers.com/blog/405/community-spotlight-december-2025/ https://space-engineers.com/blog/405/community-spotlight-december-2025/ Fri, 09 Jan 2026 09:16 CET Image Credit: 2025 Workshop Advent Calendar

Our favorite pastime is browsing through the workshop - we are in love with all the creations our players are constantly sharing. 💫

We can't wait every month to spotlight mods and blueprints that catch our eye and have the potential to make your time in Space Engineers more interesting and unique.

Here is our spotlight for the month of December! 🤩




The Mirathi System is a stellar system centered around an orange dwarf star, containing five planets and eight moons.
A preset-world for the Mirathi System, based on Real Solar Systems.
Glacies is a hard-frozen world locked in perpetual frigidity. Its surface is a jagged expanse of cryogenic plateaus, fractured ice fields, and deep-cut glacial canyons carved over millennia by slow planetary shifting beneath a crust that never truly thaws.
Miasma is a murky swamp world shrouded in a perpetual, pale-green haze. Its horizon is low and soft, its light filtered through thick layers of vapor, algae colored mist, and airborne spores.
Tibur is a dry, wind-scoured desert world defined by vast plateaus, sun-bleached plains, and wide basins filled with dense, brittle grass.



Watch out, the Factorum are out seeking rare ores! This adds two variants of a new global encounter to the game. I recommend increasing your global encounter pcu but it is not necessary.
A scaled down version of Wake Island.
Hi everyone! I present to you playable SE chess! Currently it's a design that uses a 10x20 small grid space, but for your convenience I also attached a large grid to it.



Why wait for a battery to recharge when you could just swap a power core? Introducing the Modular Powercore Battery!
The modular powercore battery system has been designed to allow quick exchange of power between grids by simply swapping out an empty powercore from it's frame with a charged one.
Weapon pack featuring energy and kinetic weapons with different ammo choices.
Survival and Creative ready.
This weapon pack adds 7 weapon blocks and 3 ammo types, all to provide a viable source of explosive damage. The only true vanilla explosive weapons are the missile, an extremely overpriced weapon type with poor DPS, and the warheads, whose classification as a weapon block is questionable at best.
Vanilla Looks, Weapon Core Functionality!
Adds upgraded Speed, Power and Yield modules ranging from 2x-6x. Speed and Yield are balanced by requiring various prototech components, requiring players to obtain the prototech assembler and make calculated decisions on whether they should sacrifice prototech blocks they encounter for the sake of obtaining better speed or yield modules.
I got this as a personal request to make. So have fun with small ship food production blocks for small ships now too!
This is a Small ship grid drill using the large ship model.
I might do this with all the prototech blocks for fun.
The legend returns to modding!



RoadPilot transforms your vehicles into intelligent autonomous agents capable of navigating complex road networks, managing traffic at intersections, and executing precise parking maneuvers. By using a decentralized, node-based map system and real-time IGC communication, RoadPilot delivers reliable, self-driving transport, freeing you up to focus on exploration and construction.
Whether you need an automatic cargo route, a shuttle between bases or a defense drone, RoadPilot will handle the driving.
RVW 2.0 mod overhauls the characteristics of basic game hand-held and block weapons, making them closer to their real-life counterparts.
Getting caught outside your ship/rover in a fight is almost always a death sentence: your health is low, while weapon and collision damage can be huge. There are plenty of personal shield mods, but I wanted my own version - simple, with rank progression, and without “immortality for 1 kg of platinum”.
I'm a big fan of "Better Stone" which replaces the default ores with real minerals.
This mod is my own take on this topic.
Visual effects for thrusters, smoke trails, huge flame, similar to highfleet or homeworld.

Configurable ingame - Size, density, time it stays on air, exact thruster that will emit the effect.
A full combat-flight HUD for fighters and interceptors, or really any flight capable craft.
This script is designed to control the tank turret using the mouse. It includes advanced sensor and communication systems, as well as providing situational awareness by visualizing information in HUD style on displays.
This mod enhances block renaming in Space Engineers by adding advanced controls to thrusters and other blocks, allowing you to rename multiple blocks at once with ease.
Displays: Total mass, Required thrust (dF), Included item mass (items are fully included in mass & thrust calculation)
Features: Dynamic gravity detection, Manual gravity override, Accurate inventory mass handling (supports inventory multipliers), Per-grid calculation via camera raycast
Useful Suit Warnings improves Space Engineers’ suit audio alerts by making them clearer, smarter, and less annoying - without changing core gameplay balance.
This script controls the power of your station or vehicle. First of all you can use displays to see the power produced by the different types of power producing blocks.
Then you can use a control seat or a cockpit to control these blocks. It's possible to switch different blocks on or off, to change the charging status of batteries etc.
Would you like to change the colour of your Jet Pack flames?
Well now you can with the Jet Pack Colours Mod!



Do you want to see more amazing Space Engineers ships, fighters, tanks, mechs, planets, rovers, bases, scripts, mods, encounters, scenarios, minigames, videos, and other creations?

We spotlight them every day!

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Space Engineers Update 209 Sneak Peek - New Economy Ships https://space-engineers.com/blog/404/space-engineers-update-209-sneak-peek-new-economy-ships/ https://space-engineers.com/blog/404/space-engineers-update-209-sneak-peek-new-economy-ships/ Mon, 05 Jan 2026 16:13 CET
Our recent updates have focused on NPCs and PvE content, bringing new encounters and challenges for players to explore and engage with. From Global Encounters and Cargo Ships, to Random Encounters and Unknown Signals - nearly every grid and system has been refreshed, modernized, and expanded Now, we turn our focus to the Economy System.

One element of the economy we’re excited to modernize is ship sales. Currently, many of the craft available to purchase at NPC stations are visually and functionally outdated. We’re hard at work revamping the entire lineup - from brand new ships to reworked classics, all with modern weapon systems, automation, and visual upgrades.


Whether you’re wanting to buy a ship ready for launch, or one to customize and make your own - update 1.209 will feature a ship market that has just what you’re looking for!

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!





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2025 Space Engineers 2 Music Competition Winners Announced! https://space-engineers.com/blog/403/2025-space-engineers-2-music-competition-winners-announced/ https://space-engineers.com/blog/403/2025-space-engineers-2-music-competition-winners-announced/ Fri, 12 Dec 2025 21:17 CET
We are excited to announce the winners of our 2025 Space Engineers 2 Music Competition!

With 252 songs submitted, choosing just 10 was impossible - so this time, we’re bringing you 20 winners!

A huge thanks to all the composers who submitted their tracks - your creativity and talent are truly amazing!





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Community Spotlight 🧐 November 2025 https://space-engineers.com/blog/402/community-spotlight-november-2025/ https://space-engineers.com/blog/402/community-spotlight-november-2025/ Fri, 05 Dec 2025 11:50 CET Image Credit: Resurgence by Cmdr Swizzle

Our favorite pastime is browsing through the workshop - we are in love with all the creations our players are constantly sharing. 💫

We can't wait every month to spotlight mods and blueprints that catch our eye and have the potential to make your time in Space Engineers more interesting and unique.

Here is our spotlight for the month of November! 🤩




Allows for full Handsfree (and frankly boring) automation of Farm Plots, by automatically pulling seeds from selected inventory, crafting seeds on demand and harvesting automatically.
Allows for automation of planting Farm Plots, by automatically Planting any seeds that are loosely dropped on top of an inactive Farm Plot, such as by a Connector set to 'Throw Out', or this mod's new "Drop [single] Item" action. Combined with vanilla Collectors, this allows for fully automated farming.
Adds functionality to the various DLC food prep blocks turning them into functional food processors. Retroactively applies to existing food prep blocks in world and BPs so you don't have to rip half your build apart.
A mod which adds new ways to farm synthetic meats, as well as new food and utility items. Apex Survival Additions will eventually expand to become a large modpack, aimed at enhancing the vanilla survival experience without becoming too overpowered. All blocks have full LODs and are stock-alike in design.
Here are two types of blocks, one creates radiation, the other removes it.
For those who would like to take a closer look or to follow along with my tutorial series, this is the world save from the end of the 'How to Build a Farm' video.



Welcome to the Sköll Sector, a dangerous trinary system that was once the site of a calamitous interstellar battle between unknown factions.

From the artificial black hole at the core of the system to the ship debris and damaged worlds still in unstable orbit, the entire region bears scars from the ancient conflict.
These are planets from the game Knights of the Old Republic II.

Texture for the sky was taken from the game and made planets as much like the game as possible with SE.



Battleship! Why? No clue! But yes, fully functional, automatic battleship in vanilla Space Engineers.

Paste in two boards (within 50km of each other), build your boards, and play!
This WW1 themed Space Engineers Scenario expands on the Iron Harvest + RTS Scenario.

Spawn in all your favorite factions as NPC factions that play on their own!
This is an open-ended building scenario that aims to bring lore-driven tasks to your Space Engineers experience.

The goal of this scenario is to layout the foundations of a colony on a newly claimed planet.
This is a collection of starting conditions that allow you to experience the fun of a 'Suit only start' without having to wait around for an encounter to spawn.

Or to look at it another way, this is what the Crashed Red Ship start could be if it were given a little bit of challenge.
This version of the build contains a whole escape room with multiple buildings and secrets to discover.
This wasteland world has no ores (except Uranium & Magnesium), thus you will have to grind down the plentiful wrecks and ruins for scrap. You can use the survival module or refineries to turn that scrap into ingots!
The rules are simple: Stay afloat, build a fully functional ship with a jump drive, leave the planets gravity field and complete a maximum range jump.



A pair of hard-hitting autocannons, one fixed and one turret, for those who know "enough dakka" is heresy. With rates of fire of 15 and 60 per second, respectively, these guns will put any stubborn foe right in their place; the grave.
This mod is a fork of Randa's Train Parts. It contains separated crossties and rails for building a huge and awesome railroad. But you still need the wheels from that.
This pack adds a single new ammo type, Sabots, and ten different turrets. These all fill slightly different niches, but are designed to counter high-speed threats that are too tough for gatlings to defend against. These are balanced with respect to vanilla weapons.
Ō-yoroi, Japanese for “Great Armor,” is a shield mod that greatly increases the survivability and protection of your grids. Mod includes multiple shield generator block size options with the addition of optional upgrade modules to tweak the shield’s capabilities to your desired needs.
More Corridor Blocks with Refill, Air Vent, Conveyor, LCD, Dual LCD, Medical Station,
Sound Block, Jukebox, Sci-Fi like Button Panel, Single Button Small Grid Style, Sensor and Windows
Binoculars with IR filter, SMG-35, SMG-70-R, SMG-20-E.
Anti-Tank Mine.



Traverse space like never before!

SpaceHook transforms your Space Engineers experience with lightning-fast grappling hook traversal across asteroids, ships, and planetary surfaces.
Bi-directional Octree A* pathfinding solver API. Use with programmable block to find optimal paths through 3D space, avoiding obstacles and terrain while respecting altitude constraints. Supports advanced collision avoidance with sphere-based path scanning and sub-OBB collision detection for real-time obstacle avoidance.
This mod aims to add partial copy/paste actions similar to those available in Space Engineers 2.
Players can select a region of their ship or station and save the selected region as a blueprint.
That blueprint can be later pasted into the world as normal.
A Modern Inventory Manager, for a Modern Space Engineer!
Drive Signatures System: Speed Based Gravity Generators.
Contact detection and threat assessment system with WeaponCore integration.
A Space Engineers mod that enables hydrogen engines and thrusters to consume oxygen from oxygen tanks, vents, farms, or other connected sources — creating a more realistic and interconnected gas system.
A collection of LCD display scripts for monitoring your vehicles and ships in Space Engineers. Display real-time information about performance, cargo capacity, power efficiency, and navigation directly on cockpit screens or LCD panels.
Transform your grid into a fully automated hydrogen fueling station with a beautiful modern UI!
This mod simulates the effect of air and fluids (if you're using Water Mod by Jakaria) on projectile and missile damage.

It creates a multiplier based on air and (if applicable) fluid resistance that will affect the final damage of your projectiles or missiles.
Add a crew to your grid! This mod brings some life in your space engineers world!

It is based on AI enabled, so please load this mod before! It is also compatible with some character mods.
Central Logistics Core (Item Sorter).

I have implemented an Intelligent Assembly Complex (IAC) for fully automated, Just-In-Time (JIT) management of construction resources.
Take full control of what items players receive when they spawn!

This mod replaces the vanilla starting items (welder, grinder, drill) with a fully customizable item list that you configure.
Safespeed mod so when below a set speed it will not cause damage when you crash into a object like Space Engineers 2 Safe Speed
This mod simply makes Hydrogen and Oxygen bottles smaller in your inventory. So instead of taking up 120L of volume, they now take up only 40L each, allowing you to carry 3 times as many which makes the bottle indicator on your HUD kinda useful.
Just as the title advertised, its a customizable mech frame.

DO you like making cool mech quickly while you find makin the inner frame tedious? Then this is the ideal frame for you. Come with a Clang-Drive and ai AMBS.
SEENG is a full rewrite of SE sound system.
Introduces new immersive, fully customizable 3D sounds to a ships.
Sound addons can be set for individual ships at any moment via UI
Spore Drive From Discovery. Credit goes to Specter for letting me use the sound effects, thanks!



We also have a Creator Spotlight[www.spaceengineersgame.com] series of articles on our Community Hub! [www.spaceengineersgame.com]

[www.spaceengineersgame.com]
Creator Spotlight: Viper[www.spaceengineersgame.com]
CRN Hypathia Class Super Carrier, SDC Bunker Hill Class Assault Ship, CRN Hellheim Class Cruiser, and more!!



Do you want to see more amazing Space Engineers ships, fighters, tanks, mechs, planets, rovers, bases, scripts, mods, encounters, scenarios, minigames, videos, and other creations?

We spotlight them every day!

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by Amai Dolce




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Space Engineers: Hotfix 1.208.015 https://space-engineers.com/blog/401/space-engineers-hotfix-1208015/ https://space-engineers.com/blog/401/space-engineers-hotfix-1208015/ Tue, 02 Dec 2025 16:02 CET
Hotfix 1.208.015 has been released!


Stability
  • Fixed a crash in Join Game screen when a server query came back without Settings
  • Fixed a crash when a modded consumable affected fewer stats than the localisation string formatting expected
Functional
  • Fixed an issue where it was possible to copy&paste a small grid into voxel, making it static
  • Fixed an issue where Deposit All button affected the legacy 5.56x45 NATO magazine item
  • Reverted previous fix for welding projected merge blocks in an off state, as it caused valid cases in Survival (merge block ON) to split unexpectedly.
Modding
  • Fixed an issue where inventory filters for LargeMissileTurret and LargeGatlingTurret (TypeIDs with null SubtypeID) incorrectly applied to all derived vanilla and modded subtypes, causing modded weapon inventories to reject compatible modded ammo.
Thank you for helping us make the game better!

Image Credits: LIM Bayonne-Class by LadyLime




Please join us for Space Engineers 2 Music Competition Livestream!




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Space Engineers 2: Planets & Survival Foundations live! https://space-engineers.com/blog/400/space-engineers-2-planets/ https://space-engineers.com/blog/400/space-engineers-2-planets/ Mon, 01 Dec 2025 19:31 CET
Hello, Engineers!

You’ve left the training grounds of Concordia Research Facility behind you - now it’s time to take your first real steps into the Almagest system. A new frontier stretches before you, vast and unexplored, waiting for the first Engineers to shape it.

You are the pioneers of this era, carrying the spark of humanity to untouched worlds. Your mission is simple, yet monumental: to build, expand, and bring life to the silent worlds of Almagest. Every structure you place, every sector you claim, will shape the foundation of humanity’s future among the stars. The age of exploration begins again - and it begins with you!


This is the most important update since SE2 launched. With planets, survival foundations, building tools, and the start of the storyline, SE2 is now a full playable slice. If you join now, you’re supporting development directly and helping us deliver future updates faster.

VS2 is where SE2 turns into a real survival game - planets, progression, story foundations, and the first version of core systems all working together.

Full news: https://2.spaceengineersgame.com/space-engineers-2-vs2-planets-survival-foundations-live-now/

https://store.steampowered.com/app/1133870/Space_Engineers_2/









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Space Engineers: Core Systems Live Now! https://space-engineers.com/blog/399/space-engineers-core-systems-live-now/ https://space-engineers.com/blog/399/space-engineers-core-systems-live-now/ Mon, 24 Nov 2025 19:34 CET
Hello, Engineers!

The Core Systems Update brings a wide range of quality of life improvements, gameplay refinements, and important bug fixes. This update focuses on polishing the foundation of Space Engineers - from new set value actions for multiple blocks, to joystick support, and streamlined interactions for planting and harvesting from your Farm Plots.

Alongside the free update, we’re also releasing the Core Systems Pack, adding new decorative blocks and block variants to expand your creative options.

https://store.steampowered.com/app/4116960/Space_Engineers__Core_Systems_Pack/


We’re bringing you all the important gameplay changes for free in our Core Systems Update.

Streamlined Planting & Harvesting
Our team has been thrilled to see so many of you dive into the Apex Survival update! Watching you explore, adapt, and enjoy the updated Survival experience has been an absolute pleasure. With the Core Systems update, we’re making farming smoother than ever. You can now plant faster by adding seed types directly to your toolbar – just select and go! Harvesting fully grown plants has also been simplified to a single click.

We’ve seen some incredible farms built by the community, and we hope these improvements make tending to your crops easier and more enjoyable than ever.


Joystick Support
We’ve added initial joystick Steam support to Space Engineers! This first implementation introduces generic hardware support, allowing you to connect and start flying right away.

At this stage, button configuration and customization are not yet included – those features will arrive in a future update. The new Generic Joystick scheme uses X, Y, Rz, Slider 1, and Slider 2 for movement, with Buttons 7 and 8 serving as modifiers.

We recommend using a joystick with at least 12 buttons for the best experience.

More Set Value Actions
We’ve expanded Set Value actions across more blocks so you can dial in exact values from your toolbar - no more slider fiddling or extra timers. This makes cockpit setups cleaner and automation with Event Controller much easier.

These additions build on long-standing community feedback to “set values directly” from the toolbar, cutting down on action list clutter and streamlining grid management.
  • Antennas
    • Set Name
    • Set Broadcast Radius
  • Beacons
    • Set Name
    • Set Broadcast Radius
  • Jump Drive
    • Set Jump Distance
  • Sensors
    • Set Back Range
    • Set Bottom Range
    • Set Front Range
    • Set Left Range
    • Set Right Range
    • Set Top Range
  • Gravity Generator
    • Set Acceleration
  • Custom Turret Controller
    • Set Angle Deviation
  • Gyroscopes
    • Power
    • Override Yaw
    • Override Pitch
    • Override Roll
  • Wheel Suspensions
    • Set Speed Limit
Projector Improvements
We’ve made the Projector easier to read while you build and repair.
  • Mark Missing Blocks can now be toggled at any time and will no longer reset while you are building the projection.
  • Mark Unfinished Blocks now also highlights damaged blocks, so you can spot repair targets at a glance.

Hinges, Rotors & Pistons
We’ve increased the structural integrity of hinges, rotors, and pistons - generally buffing their component requirements, thus they can now take a few more hits before being destroyed.

Build Planner
We’ve improved the Build Planner’s mass deposit system to make it more flexible and reliable. You can now use it smoothly even when carrying a mix of different item types - including food and consumables.

Proximity Respawn System
We’ve improved the Proximity Respawn system to make it more consistent and reliable. Players who die while offline will now respawn at the correct location once they return to the game.
We’ve also added cause-of-death entries to server logs, making it easier for admins to review incidents and troubleshoot gameplay issues.


Inventory, Production & Conveyor System
We’ve made several improvements to inventory and production management.
  • Conveyor Sorter blocks now include new item categories, making it easier to organize and route food items and consumables.
  • Inventory tooltips and icons have been refreshed and expanded, offering clearer visuals for specialized and filtered storage spaces.
  • O2/H2 Generators and Irrigation Systems now display production output directly on their control panels, giving you instant feedback on resource flow.


Over the past updates, we’ve reworked nearly every aspect of PvE: Prototech, Factorum global encounters and planetary encounters in Contact, Cargo Ships and Unknown Signals in Fieldwork, and most recently, Hazards and Space Encounters in Apex Survival.

The last major piece of that PvE puzzle is coming in the 209 update - Economy stations and missions. This next step will expand the universe with new opportunities for exploration, trade, and progression.

We’re more motivated than ever to keep pushing the boundaries of what Space Engineers can offer. The future of the game is bright, and we can’t wait to share it with you.







Simple Bed (1 block, L grid) - In Apex Survival, we added the ability for Bed and Cryo Chamber blocks to pause a character’s hunger, allowing players to safely logoff or go AFK without suffering adverse effects.
After watching how our players interacted with this system, and listening to community feedback, we decided to add a new free bed block, giving everyone access to this functionality earlier in their playthrough. So build yourself a cozy new room - and rest easy knowing you’ll return to your survival buffs intact!






We are always looking for ways to improve, and that includes adding value to prior releases. During this update, we are adding new content to Apex Survival Pack.

Those who already own Apex Survival Pack will get this content for free, as part of the update.

Additional Conduit Blocks (3 blocks, L grid) - More conduit variants for your greebling!





Similar to our previous major releases, we hope you will take this opportunity to support the continued development of Space Engineers. This DLC pack consists of cosmetic items that enrich your game visually. None of the features in this package provide any advantage to players who purchase this DLC.

The price of the Core Systems Pack **link is $4.99 USD or your regional equivalent. Show your continued support for Space Engineers and check out the Core Systems Pack.

Sci-Fi Hydrogen Thruster (2 blocks, L grid + 2 blocks, S grid) - This next generation Hydrogen Thruster is the perfect fit for an advanced exploration craft headed to distant worlds!

Jump Drive Type II (1 block, L grid) - An open frame Jump Drive with accessible service and maintenance walkways. The central core spins at high speeds during charging cycles.

Suspended Control Seat (2 blocks, L grid + 2 blocks, S grid) - Lightweight ceiling-mounted flight seats which offer a clear field of view for pilots. Choose between the standard Coinstrol Seat or the Control Station variant with an overhead transparent display screen.

Landing Gear Type II (1 block, L grid + 1 block, S grid) - Compact landing gear suited for use in diverse landscapes.

Sci-Fi Hydrogen Engine (1 block, L grid + 1 block, S grid) - Emergency power systems can be critical to surviving out in the frontier. This next generation Hydrogen Engine will keep your batteries charged and your lights on. Sliding panels allow for easy maintenance of internal components.

Round Edges (14 blocks, L grid + 12 blocks, S grid) - Lightweight structural blocks ideal for adding shape and visual detail to any build.

Troffer Light (3 blocks, L grid) - Whether you’re lining a corridor or lighting a command deck, Troffer Lights provide bright, uniform illumination to any interior space.

https://store.steampowered.com/app/4116960/Space_Engineers__Core_Systems_Pack/


  • Streamlined interactions for planting and harvesting from Farm Plots.
  • Added a variety of new set value actions for multiple blocks:
    • Antennas
      • Set Name
      • Set Broadcast Radius
    • Beacons
      • Set Name
      • Set Broadcast Radius
    • Jump Drive
      • Set Jump Distance
    • Sensors
      • Set Back Range
      • Set Bottom Range
      • Set Front Range
      • Set Left Range
      • Set Right Range
      • Set Top Range
    • Gravity Generator
      • Set Acceleration
    • Custom Turret Controller
      • Set Angle Deviation
    • Gyroscopes
      • Power
      • Override Yaw
      • Override Pitch
      • Override Roll
    • Wheel Suspensions
      • Set Speed Limit
  • Added Joystick Support.
    • This is only generic hardware support for the moment. Button configuration and customization will be added in a future update.
    • The new Generic Joystick scheme is using X, Y, Rz, Slider 1 and Slider 2 for the movement. Button 7 and 8 are modifiers. You can map them in any 3rd party application for more customization.
    • We recommend having a joystick with at least 12 buttons.
  • Charge indicators for Jump Drive are now displayed on cockpit toolbars, similar to charging and reloading weapons.
  • Improvements to Mark Missing Blocks feature in Projector blocks, allowing this option to be toggled on at any time and preventing it from resetting while Building the projection.
  • Improvements to Mark Unfinished Blocks feature in Projector blocks, allowing it to also show blocks which have been damaged.
  • Increased integrity for hinges, rotors, and pistons.
  • Improved Build Planner mass deposit, allowing for a smoother experience when holding a variety of items - including food items and consumables.
  • Added new item categories to Conveyor Sorter blocks, allowing for easier management of food items and consumables.
  • New and improved inventory tooltips and icons for specialized and filtered inventory spaces.
  • Added seed shuffling to empty survival worlds, changing the locations of asteroids and procedural spawns on new playthroughs.
  • Added production output readings to the control panel of O2/H2 Generators and Irrigation Systems.
  • Improvements to Proximity Respawn system, spawning characters who died while offline to the correct location. Causes of death have also been added to server logs so admins can troubleshoot easier.
  • Updated icons for various blocks and items.
  • New loading screens and background videos featuring content from the Fieldwork and Apex Survival updates.

Stability
  • Fixed a crash when blocks with animator components tried to update/stop updating during split/merge logic of the grid
  • Fixed a crash when a mod tried to draw a transparent sphere while a game does as well
  • Fixed a crash when a mod tried to increment the current buff levels beyond existing definitions
  • Fixed a crash when a projector tried to project a light emitting block which somehow failed loading its component
  • Fixed a crash when accessing the terminal of a specific grid which used AI Basic Increase/Decrease Follow distance as a toolbar action
  • Fixed a crash when attempting to place a blueprint containing modded plants from modded seeds in a farm plot into a vanilla world
  • Fixed a crash when interacting with a modded Custom Turret Controller
  • Fixed a crash when interacting with a Sound block which had invalid settings
  • Fixed possibly a set of crashes when blocks with use objects (interactive visual hatches/hinged doors) were added/removed to/from the resulting grid through split/merge logic
Functional
  • Fixed an issue with armor blocks not automerging to the same grid when using local alignment mode
  • Fixed an issue with blocks with Control feature not being controllable after server save/restart
  • Fixed an issue with Box collision shapes being slightly tighter fit than necessary
  • Fixed an issue with Bridge Helm and other open seated cockpits not protecting the player characters from Solar radiation properly
  • Fixed an issue with Broadcast Controller's bound toolbar actions tracking their linked blocks through localised names, losing functionality on language switch
  • Fixed an issue with camera being obstructed by smaller docked ships; Connected ships which could fit into the bounding box of the controlled ship in their current orientation, will not obstruct 3rd person camera
  • Fixed an issue with character stats maximizing on Character model change from wolf/sabiroid back to astronaut
  • Fixed an issue with Continue Button appearing in Main menu even if the last world session wasn't saved and moved out of the Content folder, allowing for overwriting game data through such continuation
  • Fixed an issue with CTC turret targeting after it was split off of a larger grid
  • Fixed an issue with Damage effects lingering on blocks which were ground to const. stages
  • Fixed an issue with Farm plot missing settable toolbar actions for the Light component
  • Fixed an issue with a Floating object attached/detached to/from a landing gear falling/not falling down on interaction. (Detached now falls down, attached stays up)
  • Fixed an issue with Food/consumable tooltip and Survival buff tooltip localisations containing hard-coded values
  • Fixed an issue with GPS creation through /gps command which allowed for longer than allowed GPS names
  • Fixed an issue with invalid Light settings not being sanitised and causing visual artifacts
  • Fixed an issue with IsShapePenetrating() when used with an ignore argument where it would ignore only the first entity of that type and incorrectly report the rest as collisions in case there were multiple
  • Fixed an issue with Jetpack movement being limited when placing blocks in Line and Plane mode
  • Fixed an issue with Left/Right versions of modifiers not being recognized as separate for keybind purposes; To bind a side agnostic keybind, hold both left and right versions at the same time
  • Fixed an issue with Meteor Showers happening more frequently than intended; Pre 208 world saves will be cleaned once from existing Meteor events upon resave onto 208 version
  • Fixed an issue with modified Asteroids being generated/synchronised and remaining visible to players at ~100 Km or more depending on its voxel map dimensions; Now generation and visibility of modified asteroids is at ~10km with slight variance depending on angle of approach.
  • Fixed an issue with Players being put to spectator on respawn if their character died while remotely controlling a block or grid
  • Fixed an issue with publishing of newly created Blueprints when the resulting included thumbnail was over the limit of 1MB in size due to higher display resolution or scene complexity; Old thumbnails oversized thumbnails need to be resaved to pass the check
  • Fixed an issue with Ship Drill not affecting voxel when controlled through a CTC
  • Fixed an issue with Ship Welders and Grinders not having Computers set as critical components
  • Fixed an issue with Stone_01 voxel material appearing blurry on Medium and Low Graphics settings
  • Fixed an issue with Turret idle movement on DS where they refused to move in survival away from 0,0,0 and without ammo
  • Fixed an issue with a typo in RespawnShips.sbc introductory commented example
  • Fixed an issue with Air Vent continuing to depressurise in Off status after save/reload due to continued Update
  • Fixed an issue with BackgroundCubeIndirect.dds not being used due to incorrect path resolution
  • Fixed an issue with BlockTags.sbc not containing LargeFreezer, SmallBlockFlushCockpit, LargeInsetPlanter, SmallBlockModularContainer
  • Fixed an issue with Build planner Deposit not being possible through blocks which lack internal inventory even though they are part of a valid conveyor system
  • Fixed an issue with Can Use All Terminals setting where an Admin was still disallowed to transfer items between inventories without being an owner
  • Fixed an issue with Character receiving low pressure or suffocation damage when approaching unpressurised grids in an otherwise pressurised room
  • Fixed an issue with clients being able to linger in the password input screen until Password protected sessions
  • Fixed an issue with CTC LCDs reverting back to "No content" for a reconnecting Client (other blocks with many Sync<,> possibly also fixed)
  • Fixed an issue with CTC where the controlling Character model was offset forward when seated while in control of the CTC as well
  • Fixed an issue with CTC where the controlling Character was not able to access set and modify the grid toolbar when seated while in control of the CTC as well
  • Fixed an issue with depressurisation particle effect not being positioned correctly for Doors; Added, adjusted or removed the DepressurizationEffectOffset in definitions where appropriate
  • Fixed an issue with Economy Store prices overflowing into negative numbers
  • Fixed an issue with establishing a Magboots connection when descending towards a surface without a jetpack or too slowly
  • Fixed an issue with Forageables seemingly despawning upon the latest nearby grid becoming static/station
  • Fixed an issue with formatting in ResearchBlocks.sbc causing Centered Doors possible to build without progressing
  • Fixed an issue with IMyTextPanel.GetPublicTitle() returning an empty string on world reload
  • Fixed an issue with inconsistent max LCD render distances for several blocks; Lab Equipment, Medical Station (180 to 40), SG Corner LCDs (60 to 25); SG Inset LCD Panel (10 to 60);
  • Fixed an issue with Keep Original Ownership admin setting removing Built by/Authorship from a grid in the process of copying it to the clipboard
  • Fixed an issue with LCD images getting desynced for other players (color, rotation, interval, etc.)
  • Fixed an issue with MagBoots connection not persisting through save/reload because the Character's feet offset was not being saved and loaded
  • Fixed an issue with Mod.io query in Community Content producing errors in game log
  • Fixed an issue with Never Surrender; Renamed "Magnesium Generator" to "Hydrogen Engine" and removed the inventory component
  • Fixed an issue with NPC corpses not colliding properly and being pushed away
  • Fixed an issue with NPCs eventually breaking due to incorrect despawn and spawn logic on nearby player character disconnect and connect
  • Fixed an issue with other blocks being unable to pull from Ship Welders due to missing <CanSend>true</CanSend>; Existing welders will need to be ground down and replaced for the fix to take!
  • Fixed an issue with partially opened or closed doors in an OFF state would be considered as fully airtight
  • Fixed an issue with pasting a grid into voxel where it would not convert to static unless the grid was fully envelopped by voxel space
  • Fixed an issue with Pressurisation after docking and undocking to and from a large ship
  • Fixed an issue with pressurisation breaking around the interaction of room recalculation and docking
  • Fixed an issue with projections where the emissive colors of functional blocks were not consistent through save/reload
  • Fixed an issue with Projector settings not persisting through save and reload after finishing welding the projection
  • Fixed an issue with Radiation damage sound not being played for Clients in Lobby
  • Fixed an issue with Radiation still affecting characters and radiation warning sounds still happening in worlds where the feature has been previously disabled
  • Fixed an issue with Relative dampeners where attempting to engage them at larger than 200m distance resulted in a brief success
  • Fixed an issue with Searchlights not doing idle movement on Survival DS as they were checking the distance from 0,0,0 on DS where the DS camera is located; Distance check is skipped on DS now
  • Fixed an issue with several heavy armor blocks where their build progress inconsistently switched to functional before the welding of secondary plating was started
  • Fixed an issue with several inventories where their allowed contents were not aligned to their purpose so the slot background restriction icons were mismatched. Beds, Armory (Lockers), Weapon Racks, Algae Farms adjusted
  • Fixed an issue with Ship tools never disabling their particle effects when they finished being used on anything, which became visible when leaving and entering the sync distance
  • Fixed an issue with some small grid cockpits not being considered shelters from environmental hazards
  • Fixed an issue with Story scenarios having inconsistent autosave values (TFJ remains using the checkpoint save system, PvP scenarios allow saving, but disable autosave, rest have 5 min interval set)
  • Fixed an issue with Targeting Info LCD App showing target distance in relation to observing character instead of the position of the LCD running the App
  • Fixed an issue with the inability to rename an in-game script after disabling Cloud
  • Fixed an issue with the LargeContainer_Mk-10 Strong Unknown Signal prefab where some of the blocks were not matching the colors needed for auto-recolor to happen on spawn
  • Fixed an issue with the merge status of a freshly welded merge block which was saved and projected in an off state; Welding such a block will make it check if it should unmerge on completion
  • Fixed an issue with the orientation of a specific AI Defensive (Combat) block for P6_OreProcessingFacility making it lose airtightness
  • Fixed an issue with the stat recovery rate for Survival kit scaling with number of used input methods (LMB+F, etc...)
  • Fixed an issue with missing assembler blueprints for many Light/Heavy armor blocks, Corner lights and LCDs and other blocks from various categories
Performance
  • Fixed an issue with SpaceEngineers.cfg being resaved with every change of index in the New Game screen, causing slowdowns on consoles
Render
  • Fixed an issue with Drill heads being offset from their Ship drill blocks after unmerging and merging at a different angle
  • Fixed an issue with the visibility of boulders in the scene after save/reload where they appeared only on camera position change
  • Fixed an issue with color settings used by blocks with Lighting logic for their emissive materials not producing the same color as the same settings for block colors
  • Fixed an issue with sprite rendering where the sprite's rotation wasn't taken into consideration when deciding whether it is at least partially visible or not
UI
  • Fixed an issue with Admin menu fields not accepting negative values when supposed to
  • Fixed an issue with several instances where transition between input methods was not happening when it should
  • Fixed an issue with Vegetable Seeds and Mushroom Spores not being selectable for planting in the radial menu
  • Fixed an issue with "Did you know?" loading screen tip; Removed:Meteor impact craters can leave valuable resources. Added:Some planetary surfaces contain harvestable plants that can be used as a food source.
  • Fixed an issue with AI Basic not sorting its list of available GPS locations alphabetically
  • Fixed an issue with Air Vent Set up action toolbar not displaying custom labels for Set actions
  • Fixed an issue with an incorrect highlight of Safe Zone filter buttons
  • Fixed an issue with Artificial Horizon App insufficiently informing players about switching between Above Ground Level (AGL) and Mean Sea Level (MSL) reporting when above or below 500m altitude; To avoid confusion the MSL has been removed.
  • Fixed an issue with Assembler displaying required materials for the last completed order when clicking into empty slots of the queue
  • Fixed an issue with Blueprint screen's "Send to" feature offering "Good.bot" as an option on console compatible DS.
  • Fixed an issue with Broadcast controller's anti-spam cooldown Detail info desync between Host and Client
  • Fixed an issue with Collectors not being precise in their description
  • Fixed an issue with Cutscene Editor (F11x3) where the gameplay control inputs were not ignored while trying to edit a textbox
  • Fixed an issue with DSGUI Food Consumption Rate tooltip providing outdated (cut during development of Apex) information
  • Fixed an issue with gamepad's Toggle Signal Mode binding control hint still showing up in radial menu while in Creative where the same combination is used for Voxel hand instead
  • Fixed an issue with inconsistent button navigation when using arrows or D-pad in the Mod.io consent screen
  • Fixed an issue with incorrect compression on Button Panel toolbar icons which was preventing transparency
  • Fixed an issue with incorrect icon on 1x1 Short Wheel Suspension blocks; Removed inconsistent icon behavior on Offroad Wheel Suspension blocks.
  • Fixed an issue with inventory tooltip for empty slots not being displayed until an item was added to the same inventory
  • Fixed an issue with Keyboard 2 binding for the Help screen not being displayed in the Help screen itself
  • Fixed an issue with multiple action selection context menus being able to appear at once in grid Toolbar config (G-screen)
  • Fixed an issue with the Open/Close Visor control hint in the Character Customization screen overlapping other more important hints. Removed the control hint for Open/Close Visor
  • Fixed an issue with P2P trading failure windows not being localised
  • Fixed an issue with Progression graph screen where the current block was not deselected upon clicking into empty space and instead was dragged around
  • Fixed an issue with radial toolbar having incorrect font color for the numbers in case a weapon was available
  • Fixed an issue with Radiation and Solar radiation settings being accessible for Scenarios or Community Scenarios
  • Fixed an issue with Safe Zone filter being populated by NPCs
  • Fixed an issue with Server browser's Advanced search section allowing and providing filtering by Meteor Activity only after also setting Enable Advanced in the next tab
  • Fixed an issue with some consumables claiming to be able to heal more than max stat (Anti-Radiation Medkit, Meal pack Steak Dinner, Meal Pack Seared Sabioroid)
  • Fixed an issue with Survival Buff notification mentioning keybinds instead of radial menu info when a controller is the input method
  • Fixed an issue with the current focus position not moving onto the next line along with the moved item when rearranging inventory items using a controller
  • Fixed an issue with the layering of UI panes in the G-screen (toolbar config) where toolbar actions list was beneath the info pane on the right
  • Fixed an issue with the order of checks and lack of error message when planting a seed which isnt whitelisted but matches the quantity of SeedsRequired
  • Fixed an issue with the readability of a displayed value for the Blink Interval slider due to recalculation while actively holding the UI element with a mouse
  • Fixed an issue with tooltip positions being offset by the hidden items in the list
  • Fixed an issue with Turret toolbar being shown to a Client in control of the Turret on DS
  • Fixed an issue with two Grid to model Export dialogs being active at once
  • Fixed an issue with where both terminal and Voxel hand setting menu were opened after pressing K while using Voxel hand
  • Fixed an issue with World Size limited worlds where the distance from the edge of the world was not updated properly so Survival characters had imprecise info where the death zone is
  • Fixed an issue with World Size settings allowing to choose values which would prevent the player from spawning on world start; World Sizes incompatible with the world's MinimumWorldSize are removed from combobox; Custom world size is no longer treated as if unlimited was chosen
Art
  • Fixed an issue with Corridor Round Door (Inv.) where decals with text were flipped and UVs were slightly incorrect
  • Fixed an issue with Food Processor's conveyor access opening Terminal on primary action instead of the Inventory
  • Fixed an issue with Irrigation System collisions being too big for the block space
  • Fixed an issue with LCD aspect ratio of the Survival Kits
  • Fixed an issue with mismatched collision shapes between functional and construction stage models for Ore Detector Type 2
  • Fixed an issue with missing highlight for Large Industrial Cargo Container in LoD1
  • Fixed an issue with Ore Detector Type II LoDs missing and having incorrect materials
  • Fixed an issue with some Food Processor decals being colorable
  • Fixed a set of graphical issues on Conduit blocks (UVs, light dummy orientation, LoDs, stages)
  • Fixed a set of graphical issues with Drill Type II (UVs, textures, geometry, decals, LoDs, stages, Z-fighting)
  • Fixed a set of graphical issues with Grinder Type II Const. Stages (UVs, geometry, stages)
  • Fixed a set of graphical issues with Survival Kit Type II (UVs, textures, geometry, decals, LoDs, shading, stages)
  • Fixed an issue with Corridor Round X Const. Stage missing the railing supports on 3 sides
  • Fixed an issue with decals for Large Industrial Cargo Container
  • Fixed an issue with inconsistent LoD distances for the Bridge set models
  • Fixed an issue with inconsistent Piston Const. stage LoDs (geometry)
  • Fixed an issue with Industrial Refinery (hidden geometry, incorrect colorable materials, decals); Some geometry is now exposed and covered with glass instead of opaque panels
  • Fixed an issue with Industrial Refinery not lining up with catwalks and corridors
  • Fixed an issue with Inset Terrarium Forest Const. 3 stage decal
  • Fixed an issue with Lab Equipment 3 Const. Stage UVs and normals
  • Fixed an issue with Lab Experiment C (missing geometry)
  • Fixed an issue with Lab Vat Const. Stage 3 shading on all LoDs
  • Fixed an issue with Lab Vat Functional model
  • Fixed an issue with Round Corridor blocks not allowing comfortable transition to/from Grated stairs
  • Fixed an issue with Seed pack textures (typo in Atlas text)
  • Fixed an issue with smaller than necessary collision shapes for the top of the Algae Farm
  • Fixed an issue with Survival Kit LoD switching distances being too abrupt, losing colorable materials too soon
  • Fixed an issue with UVs on Inset Planter
  • Fixed an issue with UVs on Welder Type II Const 1 stage
  • Fixed an issue with Warning Sign Const. stages clipping with armor edge (WarningSign(1|2|4|5|7)Construction_1.mwm affected and fixed)
Audio
  • Fixed an issue with radiation immunity warning repeating every 5 minutes while below threshold instead of only once per crossing it
  • Fixed an issue with the quality of voice comm transmissions being lower than necessary in certain situations
  • Fixed an issue with Weather Damage sounds not playing on DS
  • Fixed an issue with Choking sound persisting through death
  • Fixed an issue with missing Realistic versions (as opposed to Arcade) of multiple sounds (block, HUD, impact, player movement, grinding, landing gear lock, welding, weapon handling)
  • Fixed an issue with Rad Immunity, Radiation, Hunger sounds missing on Realistic sound setting
  • Fixed an issue with the song "The City Lies" by Exelan from the music competition having the incorrect length and playback speed
Modding
  • Fixed an issue with IMyFaction.AcceptHumans not being settable
  • Fixed an issue with IsConveyorConnected() failing to recognize ECS based conveyor blocks as valid end points
  • Fixed an issue with LCD apps not updating when more than 32 meters away from reference point (grid center), now the reference is client camera position
  • Fixed an issue with CalculateStoredExplosiveDamage throwing an exception for a missing ID of a modded ammo definition
  • Fixed an issue with localisation in modded content reverting to the localisation strings through save/reload
  • Fixed an issue with loss of pressurisation on a smaller pressurised grid after merging it to a larger one
  • Fixed an issue with missing cloud layer texture errors when using modded planet generators
  • Fixed an issue with modded farm plot crop models showing up as black boxes on DS
  • Fixed an issue with MyComponentFactory.CreateInstanceByType where the type had to be exactly MyComponentBase instead of just inheriting from it
  • Fixed an issue with O2/H2 generators being able to generate maximum amount of gas out of minimum amount of ice if the timing was right
  • Fixed an issue with OnRemovedFromScene() not being called properly when a block uses 2 or more MyGameLogicComponents
  • Fixed an issue with pressurisation of a script operated airlock where the airlock would get stuck in endless active pressurisation



Special thanks to @ApologiesSE - https://www.youtube.com/@ApologiesSE
https://steamcommunity.com/sharedfiles/filedetails/?id=3608435872
https://steamcommunity.com/sharedfiles/filedetails/?id=3358385714 https://steamcommunity.com/sharedfiles/filedetails/?id=3527407332 https://steamcommunity.com/sharedfiles/filedetails/?id=3037226221 https://steamcommunity.com/sharedfiles/filedetails/?id=3561019156 https://steamcommunity.com/sharedfiles/filedetails/?id=2754622449 https://steamcommunity.com/sharedfiles/filedetails/?id=2754609826 https://steamcommunity.com/sharedfiles/filedetails/?id=2754609486 https://steamcommunity.com/sharedfiles/filedetails/?id=2754592007 https://steamcommunity.com/sharedfiles/filedetails/?id=2754576392 https://steamcommunity.com/sharedfiles/filedetails/?id=2754603266

Community Hub & Spotlights
Check out our Community Hub[www.spaceengineersgame.com]!
  • Official Keen Workshop
  • Monthly Spotlights
  • Creator Spotlights
  • Official Guides
  • and much more!



🛠️ Feedback & Support - https://support.keenswh.com/
🛰️ Discord: https://discord.gg/keenswh
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https://steamcommunity.com/games/244850/announcements/detail/590661232047948083 https://steamcommunity.com/games/244850/announcements/detail/590661232047948079 https://steamcommunity.com/games/244850/announcements/detail/506214931042927243
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The Steam Awards are back! https://space-engineers.com/blog/398/the-steam-awards-are-back/ https://space-engineers.com/blog/398/the-steam-awards-are-back/ Mon, 24 Nov 2025 19:00 CET

The Steam Awards are back! 🧐

We hope you will nominate us for the “Labor of Love” award! 🥰😍

https://store.steampowered.com/app/244850/Space_Engineers/]]>
Space Engineers: Core Systems Launching November 24 https://space-engineers.com/blog/397/space-engineers-core-systems-launching-november-24/ https://space-engineers.com/blog/397/space-engineers-core-systems-launching-november-24/ Mon, 17 Nov 2025 13:13 CET
Join us Monday, November 24th for the Space Engineers: Core Systems Update release!

📅 Monday, November 24th, 6 PM UTC

Release Livestream:
🛰️ Twitch: https://twitch.tv/keencommunitynetwork
🛰️ YouTube: https://youtube.com/user/SpaceEngineersGame





We’re kicking off something special.

Starting today, our amazing community creators will be releasing Space Engineers: Core Systems preview videos every day as part of our upcoming update celebration. Think of it like a video advent calendar – each box reveals a new exclusive community showcase!

https://www.spaceengineersgame.com/space-engineers-core-systems-update-community-previews/

We’ll be updating this post regularly so you can jump straight to the latest drops.

Stand by for transmission – the countdown continues!

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Space Engineers 2: VS2 - Planets & Survival Foundations
And while you’re waiting for the next Space Engineers 1 transmission, don’t miss the Space Engineers 2: Planets & Survival Foundations previews – releasing daily until launch!

➡️ https://2.spaceengineersgame.com/space-engineers-2-planets-survival-foundations-community-previews/


Stand by for Transmission
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Stand by for Transmission
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ETA November 30




🛠️ Feedback & Support - https://support.keenswh.com/
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https://steamcommunity.com/games/244850/announcements/detail/590661232047948079 https://steamcommunity.com/games/244850/announcements/detail/506214931042927243 https://steamcommunity.com/games/244850/announcements/detail/549001115675396047]]>
Space Engineers: Core Systems - Arriving This November! https://space-engineers.com/blog/396/space-engineers-core-systems-arriving-this-november/ https://space-engineers.com/blog/396/space-engineers-core-systems-arriving-this-november/ Thu, 13 Nov 2025 09:45 CET
Hello, Engineers!

We’re excited to announce the upcoming Core Systems Update for Space Engineers, arriving this November!

This update brings basic joystick support, faster planting and harvesting, and a host of quality of life improvements. Stay tuned for more details as we get closer to release!




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Community Spotlight 🧐 October 2025 https://space-engineers.com/blog/395/community-spotlight-october-2025/ https://space-engineers.com/blog/395/community-spotlight-october-2025/ Fri, 31 Oct 2025 07:43 CET Image Credit: Time to venture in by Blacky Watchy

Our favorite pastime is browsing through the workshop - we are in love with all the creations our players are constantly sharing. 💫

We can't wait every month to spotlight mods and blueprints that catch our eye and have the potential to make your time in Space Engineers more interesting and unique.

Here is our spotlight for the month of October! 🤩

Mother is a general purpose operating system for Space Engineers grids, available as an in-game script. It exposes an intuitive command line interface (CLI), flexible flight control & planning, and an intergrid communication system to massively expand what you can do with your grid(s).



Stand ready for my arrival, Engineer.

This mod reworks the survival buff system into a true test of endurance. Based on how Viltrumites age in Invincible, your character’s strength grows slowly at first, but survival itself becomes the key to power. The longer you live, the stronger you become.
This pack adds a multitude of mods to make the game longer and more in-depth, re-balancing nearly every block & system in the game. I've used my 5,000+ hours of SE experience to curate a balanced hardcore realism beatable modpack for single or multiplayer survival.
This mod adds a flat and a large block of farmland, once placed it becomes a continuous farmland.
Good for creating large wheat fields and regular beds on the surface of planets
Listen up, space-farers. You're out there building the future, fighting the good fight, and what are you eating? Bland nutrient goo. No longer!
Volsung Industries is proud to introduce the Potato VI-X line of consumables - a five-item food and drink overhaul that brings the humble spud into the 23rd century.
Add apples to Space Engineers along with related foods and farming resources. Includes apples, apple juice, apple pie, worms (raw and cooked), and farm compost for immersion and survival balance.
Tired of waiting for your radiation to go down normally? Hop in the shower and get clean quickly! DLC is required to place the shower block, but not to use it.



A Gas giant with three very different moons offering a complete survival experience.
Acribus is a desert planet featuring canyons, salt lakes, salt covered mountains, global scale dunes and a shield volcano on the north pole. The atmosphere is thin enough to let sun radiation through.
Relicta is a harsh but resource rich planet. Surface features spiky terrain, lava pits, craters and canyons.
Sulfate is a sulphuric moon featuring treacherous terrain, low hanging gas clouds and thick atmosphere.



A fast-paced social deception gamemode for Space Engineers. Mutineers sabotage. Crew survive. Captains investigate.
Can you trust your crewmates… or are they planning your “accident”?
You were only in transit through the Velotrin system when disaster hit: A cosmic gamma ray burst fried the system, destroying or damaging most of the ships and stations. You were in the sickbay when your ship was hit, and it seems only you survived.

You need to get off the ship. And you need to find a way to hide from the radiation still sweeping through the system…



This mod provides a balanced version of comprehensive production systems including assemblers, refineries, oxygen generators, and upgrade modules for industrial optimization.
This mod adds a total of 14 categories of thrusters in an attempt to spice up how you build your ships. Atmospheric Propellers, Low-orbit Atmospheric, Grav-boosted Hydrogen, Hydro-Oxygen, Discount Ion, Ion Panels, small and large grid x4 thrusters, and two decorative multi-type thrusters are here to add some spice to your builds.
Reactor alternatives that doesn't need constant supply of uranium pellets to work.
Due to a constant influx of comments like "Why dont you make a large grid version of the reciever" , "I dont want to use subgrids" and "Why does your Easy armory mod provide so much utility but remains almost completely undiscovered by the greater community" I finally caved and made this mod.
Infantry weapons for the Space Engineers Tank Battles Server. Includes some of AWG's Handweapons, uploaded with permission from her.
Integrity field generators based from the video game Avorion's own integrity field generators work, using Nerd's shield framework.



Helper tool that lists the defined voxels for each mod to help keep track of how many new voxels are being defined.
MrX's ADV Miner OS is a full-featured automation script for Space Engineers designed to maximize the efficiency, safety, and convenience of your mining ships.
You like Prototech but don't want to hunt Factorum first? Or do you want to build with the blocks, completely without PvE? Also, is there always way too much gravel? Now here comes the solution!
Adjust your thruster power from 0x to 4x with in-game controls! Now with toolbar actions for automation and improved mod compatibility.
Make detachable ore pods and freight containers meaningful. Logistics Locks enforces a timed interlock whenever two container grids connect, preventing instant undocking and encouraging realistic cargo handoffs without changing how items move inside a grid.
Tired of tediously painting blocks one by one? Turn your standard Welder into a high-speed, adjustable *Spray Painter*!
Welcome to Assembler+! This mod makes ordering components as easy as the push of a button.
With Assembler+, you can connect Event Controllers, Timer Blocks, or even your cockpit hotbar to automatically order components whenever you trigger an action.
The mod replace LCDInventory to see all sprites in MP game.
In the Custom Data of Block you can change the limit and color item or the settings search
To reset default settings of Block delete all content.
A secretive group has released a new piece of tech, the Refined block. For a small fee, they offer the service of ore refining while you are not there. Ideally, they want power, a percentage of the power used by the refineries. They will also accept Space Credits. All you have to do is connect this block to your Refineries, Containers and Reactors; they will do the rest.
This mod replaces the vanilla Unknown Signals with 34 and counting, new variants, containing a wider range of components and resources. Instead of general components, Useful Unknown Signals contain either Ores, Ingots, Components or other resources and items.
Hello, fellow Engineers! After the Fields Update, our beloved Vanilla Tech Tree Mod went up in flames faster than a hydrogen tank in a thunderstorm. But fear not! After many long hours (and several arguments over missing screws), our brave lab scientists gathered in a dimly lit hangar and decided to rebuild the entire tech tree from scratch.



We also have a Creator Spotlight[www.spaceengineersgame.com] series of articles on our Community Hub! [www.spaceengineersgame.com]

[www.spaceengineersgame.com]
Creator Spotlight: Mitthrawn[www.spaceengineersgame.com]
HK-CP-1414 Corvo TAT-FA Commercial Freighter, ANS Concordia Type A- Class Destroyer, K.A.A.N Sazakan Heavy Lifter ILV, and more!!
[www.spaceengineersgame.com]
Creator Spotlight: Lord Vassious[www.spaceengineersgame.com]
Teaching a Mech in Space Engineers, Mechnology, AI Robots, and more!!



Do you want to see more amazing Space Engineers ships, fighters, tanks, mechs, planets, rovers, bases, scripts, mods, encounters, scenarios, minigames, videos, and other creations?

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Space Engineers Update 208 Sneak Peek - Faster Planting & Harvesting https://space-engineers.com/blog/394/space-engineers-update-208-sneak-peek-faster-planting/ https://space-engineers.com/blog/394/space-engineers-update-208-sneak-peek-faster-planting/ Tue, 28 Oct 2025 17:27 CET
Our team has been thrilled to see so many of you dive into the Apex Survival update! Watching all of you navigate and enjoy the updated Survival experience has been an absolute pleasure.

We’re more motivated than ever to keep pushing the boundaries of what Space Engineers can offer. The future of the game is very bright, and we can’t wait to share it with you.

Our next update focuses on delivering a huge number of bugfixes, several exciting new features, and a slew of Quality of Life improvements. One improvement we’re especially excited about is faster planting and harvesting for Farm Plots. Simply add the desired seed type to your toolbar and off you go! Harvesting a fully grown plant has also been reduced to a single click.


We know many of you are building and maintaining some incredible farms, we hope this change will make your farming experience smoother and less time-consuming.

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!





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Space Engineers 12th Anniversary! https://space-engineers.com/blog/393/space-engineers-12th-anniversary/ https://space-engineers.com/blog/393/space-engineers-12th-anniversary/ Mon, 20 Oct 2025 13:50 CEST
Please join us this Friday for Space Engineers 12th Anniversary Livestream 🥳

🚀 Friday, October 24, 5 PM UTC

🛰️ Twitch: https://twitch.tv/keencommunitynetwork
🛰️ YouTube: https://youtube.com/user/SpaceEnginee...

Feel Old Yet, Engineers? 😅




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Community Spotlight 🧐 September 2025 https://space-engineers.com/blog/392/community-spotlight-september-2025/ https://space-engineers.com/blog/392/community-spotlight-september-2025/ Fri, 03 Oct 2025 08:41 CEST
Image Credit: Hydroman by Black5heep

Our favorite pastime is browsing through the workshop - we are in love with all the creations our players are constantly sharing. 💫

We can't wait every month to spotlight mods and blueprints that catch our eye and have the potential to make your time in Space Engineers more interesting and unique.

Here is our spotlight for the month of September! 🤩




Allows for automation of planting Farm Plots, by automatically Planting any seeds that are loosely dropped on top of an inactive Farm Plot, such as by a Connector set to 'Throw Out', or this mod's new "Drop [single] Item" action.
A new generation of survival mechanics. APEX.Advanced! is the official successor to "Eat.Drink.Sleep.Repeat.Advanced!", with the goal of creating a deep survival experience.
Ntech products gives you the Vertical Farm Plot allowing you to compact those greenhouses/farms a little. Works the same as a normal farm plot.
Hungry? Hear a rustle in the bushes?

Go ahead, chase it—hopefully the animal gives up before you do. It might be a tasty pork treat, but be careful, it bites!
This mod introduces algae farm style blocks for every crop type. Each farm is carefully balanced around the growth time of its crop, so progression stays fair and consistent.
Add a functional shower to your base that allows players to reduce radiation using water and soap! The mod is still a work in progress but already offers realistic mechanics and interactions.
A script to help ensure high yields and automate harvesting.
Ever struggle to find where all those juicy apples are? Well no longer!
With our improvements to the Ore Detector, you can now detect plants as well.
Hey, we heard you liked Engineered Coffee, so we had Engineered Coffee engineer you some Engineered Coffee.
”…Imperial food is versatile and nourishing. Sharing meals and recipes with friends and family during long winter nights has been a favourite pastime for as long as the Empire has existed."
This mod slips smoothly into vanilla game play, adding more food/crop items and improving the end game with a vast variety and a better survival balance.
I Can't Believe It's Not Meat, MiniCo's World Famous Jerky by minivan_racer
*Minico foods is not responsible for any errant gravel found in our products. End user is responsible for cleaning their survival kit after use.



Hydrogen in vanilla Space Engineers is… let’s just say a bit too magical.
H2Real fixes that with a grounded, science-based rework of how hydrogen tanks, generators, engines, and thrusters actually behave.
Seamlessly connect grids and transfer items instantly no conveyors required!
Perfect for space stations, mobile resupply ships, or mining rigs that need remote logistics without conveyor spaghetti.
A fork of SurvivalMirror by Math: Survival Mirror brings the symmetry tool from Creative into Survival gameplay.
The Foxhunt grid detection system allows you to turn that boring old antenna into a powerful tool for locating wayward grids.
This is a personal radar for searching for ships, debris and asteroids.
Features: 15km Scan Range, Visor HUD, Intelligent detection.
Calculate your ship’s power and lift capacity on any planet!
Space Engineer Redux (SER) is a script designed to display some ship stats in two directions: Up (for hover capabilities) and Backwards (for mining or stopping power).
This mod adds new scripts ('apps') to LCD panels and cockpits, offering a more lightweight and efficient alternative to programmable blocks in Space Engineers.



A scaled-down recreation of our Solar System, featuring every planet and major moon with accurate orbits.
Adds nine new skins for use with the Real Gas Giants mod. These skins are static and can't be tinted, but are more vibrant than the defaults.
A gorgeous ice moon with rolling hills, jagged rocks and huge flat lakes. The largest moon of Limitar; Azurea is an ice planet with a thin atmosphere.
A Prehistoric Ice-Age Pertam.



This Space Engineers Scenario is a story based PVE space fighter shooter where you get to pilot experimental spaceships taking on missions and fighting epic boss battles!
Start in space, with no asteroids or planets. Use a Solar Ore Generator or scrap to survive!



Adaptation of the original HoverRail mod, to make it compatible with the JSRail mod
AtE is back and brings something BIG! Allow me to introduce M.A.R.S. - our Modular Armor Ramp System. 1296 new blocks!
The first in a planned series of mods, the Alkaline series seeks to introduce a variety of well crafted additions with interesting features to vanilla blocks without outright replacing them, and minimizing new components and ammo types.
Add a fully functional marine anchor system to your ships! Deploy and retract anchors on water planets, with intuitive in-game controls and visual feedback.
This mod includes a Tesla wireless charger. This animated block can remotely charge the engineer's suit. Receivers on a small grid allow for remote grid charging. The mod also includes three more types of batteries for a large grid.
I was playing around with ship builds, and realized that all the catwalks I had available kinda sucked, except for the ones by Shaostoul. And those weren't Graphene! So here's the result - a conversion of Shaostoul's Catwalks to Graphene.



We also have a Creator Spotlight[www.spaceengineersgame.com] series of articles on our Community Hub! [www.spaceengineersgame.com]

[www.spaceengineersgame.com]
Draconis Expanse originally started as a side project, and eventually grew to eclipse all other servers that Sigma Draconis offered. It is inspired by The Expanse books and shows and pulls lore, events, and even weapons directly from what is seen in the show.
[www.spaceengineersgame.com]
Creator Spotlight: Noisy[www.spaceengineersgame.com]
BAD IDEAS, Birds of War, Everybody Wants To Rule The World, and more!!



Do you want to see more amazing Space Engineers ships, fighters, tanks, mechs, planets, rovers, bases, scripts, mods, encounters, scenarios, minigames, videos, and other creations?

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Space Engineers: Hotfix 1.207.022 https://space-engineers.com/blog/391/space-engineers-hotfix-1207022/ https://space-engineers.com/blog/391/space-engineers-hotfix-1207022/ Thu, 25 Sep 2025 14:02 CEST
Hotfix 1.207.022 has been released!



Stability
  • Removed reputation loss/gain from damaging characters (NPCs such as Wolves and Spiders count as characters)
  • Fixed an issue with Factions where existing improperly removed dead NPC IDs were colliding with existing player character IDs
  • Fixed an issue with Factions where new player characters matched IDs with improperly removed dead NPC IDs and ended up in the SPID faction by coincidence
  • Fixed an issue with Jump Drives where jumps were prevented/truncated by planet influence when jumping away even if outside gravity range
  • Fixed an issue with Jump Drives where jumps were prevented/truncated by whole grids being in the way - now jumps are prevented at the block level (jump path intersects with a block space)
  • Fixed an issue with MP where the game would not unpause itself after joining a Friend's game through Steam Overlay UI and trying to spawn
UI
  • Fixed an issue with Chat whisper function where it allowed tabbing through spawned NPCs in addition to Players as potential whisper targets
  • Fixed an issue with VRage remote/DSGUI where NPCs were listed as Players
Modding
  • Fixed an issue with Factions where the IMyFactionCollection.KickPlayerFromFaction did not actually kick the player correctly and just cleared the mapping
  • Fixed an issue with Jump Drives where jumps were prevented/truncated by modded entities (i.e. Shields) - modded entities without collisions should no longer be visible for Jump checks
Thank you for helping us make the game better!




Please join us for Space Engineers Developer Livestream!

Image Credits:


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Announcing the “Sounds of Next Frontier” - Space Engineers 2 Music Competition! https://space-engineers.com/blog/390/announcing-the-asounds-of-next-frontiera-space-engineers-2-music-competition/ https://space-engineers.com/blog/390/announcing-the-asounds-of-next-frontiera-space-engineers-2-music-competition/ Mon, 15 Sep 2025 09:46 CEST
SUMMARY
  • Submission Start: Monday, September 15, 2025
  • Deadline for Submissions: Monday, November 24, 2025
  • Create and submit Space Engineers 2 inspired music tracks for your chance to have them implemented into our games and published on our official youtube channel! Winners will also receive additional prizes in the form of Steam gift cards.
  • The top 10 entries will be chosen by the KeenSWH team.
  • The winners will be announced on the “Sounds of Next Frontier” livestream with Karel Antonin (music composer of Space Engineers 1 and 2) on Friday, December 12, 2025
Hello Engineers!

We are excited to announce another music competition, this time as “Sounds of Next Frontier” for Space Engineers 2!

Have you got some musical skill and a passion for the stars? This competition gives you the chance to have a music track inspired by Space Engineers 2 that you create featured in our games and on our official youtube channel. On top of this, winners will also receive steam gift cards.

Your entry could evoke classic vibes of the game, or be a truly original take on it! It could be slower or faster, dramatic or relaxed - any music genre you want.

Our past two Music Competitions were some of the most memorable experiences for us, and we can’t wait to hear the musical masterpieces you create this time. Good luck!

HOW TO SUBMIT
  • Please submit your entries to [email protected] with the subject line: “Sounds of Next Frontier”
  • Entries must be submitted in MP3 or WAV format. You can submit your music via Google drive links.
  • Each contestant can submit as many entries as they like, but each contestant can only win once.
  • Minimum score length is 60 seconds and the maximum length is 5 minutes.
  • Submissions that contain “sampled ” or derivative work must include references to the original work.
  • Do not use any copyrighted material in your music. If you do use copyrighted material in your music track, make sure you have permission to use it or you’re the owner of the copyrighted material.
Make sure that you read the rules carefully, so you know all of the contest guidelines before creating your musical score!

EVALUATION & RESULTS
  • The period for submissions is beginning Monday, September 15th, 2025 and concluding Monday, November 24, 2025.
  • During the following period, we will review all submissions to ensure quality and that the rules have been adhered to. From the eligible entries, we will choose 10 winners.
  • The winners will be announced on Friday, December 12th, 2025.
PRIZES
  • The winning tracks will be permanently uploaded to our YouTube Channel as individual videos and/or as a compilation.
  • Winners will receive a EUR 50 Steam gift card.
  • The winning music tracks will be available in Space Engineers 1 via the sound block and jukebox. (Please note: this is subject to the artistic vision of Keen Software House. Additionally, the authors of the tracks consent to having their submission added to the game when entering this competition.)
RULES & LEGAL



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Space Engineers: Hotfix 1.207.021 https://space-engineers.com/blog/389/space-engineers-hotfix-1207021/ https://space-engineers.com/blog/389/space-engineers-hotfix-1207021/ Fri, 12 Sep 2025 15:26 CEST
Hotfix 1.207.021 has been released!



Official Servers
  • Added EU and North America Hardcore Survival Servers for masochists (max survival difficulty setting, realistic sounds)
    • Hardcore Survival - EUC #1 (185.206.148.104:27016)
    • Hardcore Survival - NA #1 (74.50.65.214:27016)
  • Added UK and North America PvE Survival Servers
    • Advanced Survival - NA #2 (PvE) (74.50.65.214:27017)
    • Advanced Survival - UK #4 (PvE) (185.206.148.104:27018)



Fixes & Improvements
  • Added a new way for Gamepads to reach the Active Buffs screen via the Systems Radial Menu>View>Active Buffs
  • Re-enabled several new Random Encounters after fixing a set of issues which made them persistent without the need for interaction with a player
  • Removed the direct Gamepad binding "View current buffs" due to collision with the "Put to Production"
  • Removed the direct Gamepad bindings "Quick (Save/Load)" for now due to collision with other controls
  • Removed the unused model files for Algae Seed from the game and from the ModSDK
UI
  • Updated ES localization for Advanced World setting Bounty contracts tooltip
  • Fixed an issue where the new survival rover was missing radial toolbar actions when using a controller
  • Fixed an issue with Survival Kit inventory UI where a food constraint icon was generated based on available production blueprints even though the inventory is not actually limited only to food items
Stability
  • Fixed a crash when a projector tried to update unfinished block marks
  • Fixed a crash when updating the banner data
Functional
  • Fixed an issue with Grinders where they would not push the gathered components further into the conveyor system and get full
  • Fixed an issue with Wolves where they spawned further from the player than their aggro range, further contributing to the perception of infrequent or broken spawn rate
Art
  • Fixed an issue with Welder Type II where the collision was slightly longer than normal ship Welder, preventing 1 to 1 replacement in existing printer setups with equivalent functionality
  • Fixed an issue with Conduit Boxes block where a connection between a box and a tube was missing
Thank you for helping us make the game better!




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Space Engineers: Apex Survival Live Now! https://space-engineers.com/blog/388/space-engineers-apex-survival-live-now/ https://space-engineers.com/blog/388/space-engineers-apex-survival-live-now/ Mon, 08 Sep 2025 19:44 CEST
Hello, Engineers!

We’re excited to introduce Apex Survival, the next major evolution of Space Engineers. This free update brings new survival mechanics to the game, adding food, farming, environmental hazards, meaningful death and a brand-new buff system.

Everything is optional and fully configurable – you can fine-tune the experience to suit your playstyle. Whether you want a hardcore survival challenge where venturing outside a grid is a constant threat, or a relaxed farming loop while building your perfect base, Apex Survival lets you decide how to play.

The Apex Survival Pack includes new decorative blocks accompanying this update – perfect for bringing your bases to life. Add lush greenery, detailed grow spaces, and new design variants to create habitats that feel vibrant and lived-in.

https://store.steampowered.com/app/3858380/Space_Engineers__Apex_Survival_Pack/

Some time ago, we were approached by our friend (and long-time fan of Space Engineers) Dean Hall[x.com] from RocketWerkz. We had several conversations about what survival means in Space Engineers, and how enhancing and expanding our survival gameplay could deliver a deeper and more immersive experience for our players.

We're grateful for his insights and encouragement, helping us to make survival in Space Engineers better than ever!



We’re bringing you all the important gameplay changes for free in our Apex Survival Update.

You don’t need to start a brand-new world to experience the new features (including the new Space encounters) – they can all be enabled on your old saves.




Food is now a core survival mechanic in Apex Survival, enabled by default in all new survival worlds (and off by default in creative mode). A new food bar has been added to the HUD when enabled, giving you another vital resource to manage.

Food consumption is customizable with a new world setting:
  • Disabled – Food system is off
  • Slow – 3 hours from full to empty
  • Moderate (Default) – 1.5 hours
  • Fast – 45 minutes
Let your food bar run dry, and you’ll take damage until death. Drop below 20% food and you’ll face debuffs – losing 1% movement speed per missing percent, and eventually losing the ability to sprint entirely.


🥕 Food Items & Ingredients
Apex Survival introduces 9 new food items that act as ingredients for crafting Meal Packs. While many of these can be eaten raw in a pinch, their nutritional value is limited – combining them into prepared meals is the key to efficient survival. Planning your food supply and crafting recipes will give you a big advantage when living off the land.


🌿 Foraging, Hunting, and Obtaining Food Items
Food in Apex Survival comes from a variety of sources. Algae is your most basic and accessible food source, harvested using the Algae Farm block. It's not glamorous, but it gets the job done, making it ideal for early survival in any environment.

Other ingredients can be found through foraging, hunting, and exploration:
  • New forageable bushes spawn across Pertam, Earthlike and Alien planets. Earthlike is the richest in vegetation, while Pertam is sparse and Alien is rich in edible mushrooms.
  • These can be harvested by hand or via Collector blocks, and they will respawn over time if cleanup conditions are met.
  • Wolves now drop Mammal Meat, and Sabiroids drop Insect Meat.
  • NPCs and Encounters may contain lootable food items, especially in kitchen areas.
  • Unknown Signals often hold seeds, and NPC Trade Stations sell both seeds and food supplies.

🌱 Harvesting Seeds
To start farming, you’ll need seeds - and that’s where the Food Processor comes in. Inside its production menu, you’ll find a "Harvesting" category that allows you to convert Fruit, Grain, Mushroom, and Vegetable items into Seed or Spore Packs. These can then be placed in Farm Plots to begin growing your own renewable food sources.


🌾 Farming
Farming in Apex Survival is split between two key blocks: the Algae Farm and the Farm Plot.

Algae Farms are low-maintenance, sunlight-driven blocks that generate Algae over time. They don’t require special components or upkeep, but their output depends entirely on sun exposure. They’re a great early-game food source and work well in most situations.

Farm Plots are more complex but also far more rewarding. These blocks require active maintenance and care to function efficiently. They come with an internal water tank that must be filled via an attached Irrigation System - a block that processes ice into water for your crops. No water means dead crops.


Farm Plots grow Fruit, Grain, Mushrooms, and Vegetables, each with unique growth speeds, water consumption, and yields. Crops have health values and are sensitive to environmental factors:
  • Running out of water causes gradual health loss.
  • Exposure to vacuum or extreme temperatures kills crops in seconds.
  • Damaging the plot kills the crop.
  • Grinding the plot removes the crop.
  • Crops below 100% health can still be harvested, but with reduced yield.
Each crop passes through multiple growth stages, and once fully grown, water consumption drops by 90%, allowing you to leave crops as decorative elements with minimal upkeep.

Farming interactions:
  • Manual Harvest: Use the management screen to collect crops directly into your inventory.
  • Automated Harvest: Use a Collector on a subgrid placed near the plot to harvest automatically into your grid’s inventory. (Same-grid collection is not supported.)

Farming Tips
  • Water Is Life: The Farm Plot has an internal water tank. It must be filled via an Irrigation System, which processes ice into usable water. Without water, crops quickly lose health and may die.
  • Power Matters: The Farm Plot consumes 20 watts of power. Turning it off disables the light and water intake – but crops will still grow and consume water. Only damage or disabling the block will kill the crop instantly.
  • The built-in light on the Farm Plot is for ambiance only and has no gameplay impact. Turning off the block disables the light and stops water from refilling, but crops will still grow as normal.
  • Growth & Harvest: Each crop type has a full lifecycle with health, growth stages, and a recovery rate. Once mature, they can be harvested manually or automatically using collectors (on subgrids only). If a crop’s health drops to zero, it will perish.
  • Mod-Friendly Design: The Farm Plot supports a wide array of customization for mods, including multiple seed types, growth models, recovery rates, and water needs. Modders can define custom behavior and visuals per crop type – even requiring more seeds for larger plot types.

🥩 Meal Pack Crafting
Survival in Apex isn't just about finding food - it's about making it count. The Survival Kit can craft the most basic ration: Kelp Crisp, made solely from algae. It’s low-effort, low-impact, and great in a pinch.

For more advanced meals, you’ll need the Food Processor. This block serves as a more advanced crafting hub for all food items. In addition to cooking raw Mammal and Insect Meat, making them safe to eat, it offers a wide variety of Meal Pack recipes that use multiple ingredients. The more complex the recipe, the better the food’s nutritional value and the longer it will sustain you.

And good news, everyone: Food never spoils - so you can stock up and prepare in advance for longer journeys or hostile environments.


🎁 Looted/Easter Egg Food Items
We’ve also added rare, loot-only consumables that can’t be crafted in the Food Processor and are only found through exploration, encounters, or looting NPCs. But beware - not everything you scavenge is safe. Some of these "delicacies" might come with unexpected (or unpleasant) side effects.

Are you hungry enough to take the risk? You never know - it might just be worth it…





Apex Survival introduces new mechanics that can make staying alive more rewarding – and dying more costly.

New World Option: Reduced Stats on Respawn
To raise the stakes, the new Reduced Stats on Respawn world option starts you at just 20% across all vitals (health, food, energy, oxygen, and hydrogen) when you respawn outside of a starter craft. It’s no longer just a quick reset – death has become something to avoid.

New World Option: Survival Buffs
With the new Survival Buff system, your character gains powerful bonuses for surviving the dangers of the frontier. Every 45 minutes spent alive grants a level, which gives you significant advantages at maximum level. But beware: dying resets all progress. Survival ensures your hard-earned buffs.

You can check your active buffs at any time with Shift+B, or rebind this in your game options.






Space is no longer just cold and empty – now it’s dangerous, too. Apex Survival adds environmental hazards like weather, radiation, and updated meteor storms that directly affect your survival and your builds.

Radiation
Radiation introduces a persistent environmental threat that challenges players to build smart, stay shielded, and monitor their surroundings.

How Radiation Works:
  • Radiation accumulates when near a source and decreases when no longer exposed.
  • Safe spaces include sealed/pressurized environments, airtight cockpits, and cryopods.
  • At values above 75 radiation, characters begin to take damage.
  • At 100 radiation, damage increases significantly.
  • The character’s radiation level is shown on the HUD.
  • Note: Playing with Radiation requires Airtightness to also be enabled in the world’s settings.
Solar Radiation
  • The sun becomes a radiation emitter.
  • This type of radiation is disabled by default. We view this radiation source as a “Hardcore” player’s setting. There is a dropdown in world settings which modifies the intensity of solar radiation, allowing it to be configured to the player’s desired level of difficulty.
  • Exposure depends on whether the character is in direct sunlight.
  • The atmosphere on Earth-Like, Alien, Titan, and Triton provide full protection.
  • Mars and Pertam provide reduced protection, not enough to prevent exposure over time.
  • The Moon and Europa offer no protection at all.

Planetary Radiation
  • Europa is now a source of radiation, exposing the character to higher amounts the closer they get to the surface.
Weather-Based Radiation
  • Certain weather conditions are now radioactive:
  • Electric Storms on Pertam
  • Toxic Haze on the Alien planet
  • Rain has a cleansing effect, gradually reducing radiation buildup.
Block-Based Radiation
  • Damaged reactors now leak radiation. The closer the character is to the damaged reactor, the higher their exposure level.
  • Unlike other sources, this radiation is powerful and can leak through grids and structures - there is no cover, and it can be very dangerous if left unattended.
  • Reactor size directly impacts the amount of radiation gained per second, and also dictates the size of the contaminated area.
  • Only Nuclear Reactor blocks are impacted, the Prototech Fusion Reactor does not emit radiation when damaged.
Radiation Countermeasures
  • A new consumable has been added: Anti-Radiation MedKit
  • Grants 10 minutes of immunity from all radiation sources.
  • Gradually clears accumulated radiation over 30 seconds.
  • This item can not be crafted, and can only be looted from encounters and NPC storage.

Weather Hazards
All weather effects have been updated with new values and improved visuals. Some extreme weather types are now directly hazardous to characters, dealing damage over time when exposed. Grids are not affected, and shelter will fully protect characters from these effects.
  • Sandstorms can be encountered on Mars, Titan, Pertam, Earthlike and Alien planets.
  • Hailstorms can be encountered on Mars, Titan, Triton, Earthlike and Alien planets.
  • Caustic Rain and Toxic Haze can be encountered on the Alien Planet.
  • Electric Storms can be encountered on Pertam.

Meteors
Meteors have been reworked to feel more natural and immersive. Meteors can still damage players and grids, they’re no longer a primary threat – instead, they bring excitement to otherwise quiet corners of the universe.
  • Meteors no longer target grids directly. Instead, they spawn near the player and pass through the area, adding atmospheric flair rather than devastation.
  • A new event system ensures that meteor showers don’t stack in multiplayer – no more getting hit repeatedly just because you’re near other players.
  • Meteors no longer deform voxels or leave craters on impact.
  • Planets like Earthlike and Alien have thick atmospheres that block meteors entirely, making them safe zones.




Apex Survival brings a fresh batch of content to space with 30 brand-new Space Encounters. These new encounters offer a wide range of gameplay – from curious exploration opportunities and light storytelling to unexpected dangers that will challenge your survival instincts. All legacy encounters have been removed, ensuring every encounter you discover feels new and purpose-built for the current game experience.

These random Encounters remain a space-exclusive feature and spawn only at predefined locations determined by your world seed. The system itself hasn't changed, but to improve clarity, the world setting formerly known as “Encounter Density” has been renamed to “Random Encounter Density.” This setting still controls how frequently these encounters appear in your world.


Reorganized World Settings
The world settings menu has been streamlined and reorganized into clear, intuitive categories. Settings are now grouped based on their function, making it easier to find and adjust the options that matter most for your gameplay style.

Additionally, tooltips for all world settings have been revised for clarity - giving you better insight into how each setting affects your survival experience.





We’ve substantially increased the drop rates for all skins on Steam from Unknown Signals until September 22. Strong Unknown Signals, which have a chance to drop the rarest skins, are especially rewarding during this period. We’ve also reduced the cooldown between possible skin drops, so you’ll have more chances to earn cosmetic rewards as you play.

Happy hunting, Engineers!






The next 208 update will bring a welcome focus on bug fixes and quality-of-life improvements. We’re also researching the much-requested joystick support, and we still have a few surprises up our sleeve.

Over the past updates, we've reworked nearly every aspect of PvE: Prototech, Factorum global encounters and planetary encounters in Contact, Cargo Ships and Unknown Signals in Fieldwork, and now Hazards and Space Encounters in Apex Survival. The last major piece of that PvE puzzle? Economy stations and missions in the 209 update.

We can’t wait to show you what’s next.







Algae Farm (1 block, L grid) - The Algae Farm passively produces a very small amount of the algae item for use in crafting rations. When in sunlight this block produces items, which are deposited directly into its own inventory. Efficiency is dependent upon how direct the sun exposure is on the block.

Farm Plot (1 block, L grid) - An open planter bed with soil at the center. Perfect for cultivating a wide range of crops.

Irrigation System (1 block, L grid) - This block consumes ice and distributes water to all connected planter beds.

Food Processor (1 block, L grid) - An advanced food preparation and packaging system capable of crafting a wide range of meal packs and harvesting seeds and spores for gardening.





We are always looking for ways to improve, and that includes adding value to prior releases. During this update, we are adding new content to Fieldwork Pack.

Those who already own Fieldwork Pack will get this content for free, as part of the update.

Corridor Round Door Inv. (1 block, L grid) - Mirrored version of Round Passage Door.





Similar to our previous major releases, we hope you will take this opportunity to support the continued development of Space Engineers. This DLC pack consists of cosmetic items that enrich your game visually. None of the features in this package provide any advantage to players who purchase this DLC.

The price of the Apex Survival Pack is $4.99 USD or your regional equivalent. Show your continued support for Space Engineers and check out the Apex Survival Pack.

Welder Type II (1 block, L grid + 1 block, S grid) - A production-line inspired welder that adds a bold, mechanical aesthetic to your engineering projects.

Grinder Type II (1 block, L grid + 1 block, S grid) - Let your salvage rig tear down grids in style with this heavy industrial grinder!

Drill Type II (1 block, L grid + 1 block, S grid) - A bucket-scoop style drill built for heavy duty excavation operations.

Half Oxygen Farm (1 block, L grid) - Designed for both functionality and style, this Oxygen Farm can provide breathable air while also serving as a decorative wallpiece.

Half Algae Farm (1 block, L grid) - Dual glass water reservoirs which house large masses of alien kelp that can be harvested and processed into foodstuffs.

Inset Terrarium Desert (1 block, L grid) - A small slice of Pertam, carried with you on your adventures. Houses multiple insect species which are well suited for harsh environments.

Inset Terrarium Forest (1 block, L grid) - A self-contained habitat reminiscent of lush forest regions on an Earthlike planet, filled with diverse and vibrant forms of life.

Inset Planter (1 block, L grid) - A decorative planter bed fastened to a slow spinning circular frame, perfect for compact spaces and low gravity environments.

Survival Kit Type II (1 block, L grid + 1 block, S grid) - The key part of surviving harsh alien worlds is having the right equipment at your disposal. This vertically oriented Survival Kit is all you need to establish a foothold in a new, dangerous region.

Ore Detector Type II (1 block, L grid + 1 block, S grid) - Scan the surface of alien worlds in style!

Storage Bin Set (3 blocks, L grid) - Flexible fabric containers for bulk goods, arranged in loose stacks or firmly strapped to pallets for transport.

Conduit Set (11 blocks, L grid) - Twisting runs of electrical conduits, perfect for adding visual complexity and an industrial aesthetic to your builds.

Warning Signs (3 blocks, L grid + 3 blocks, S grid) - Don’t be caught off guard, just beyond that door there’s radiation, extreme temperatures, and…Mmmm, Seared Sabiroid!

https://store.steampowered.com/app/3858380/Space_Engineers__Apex_Survival_Pack/


  • Added New Survival Features
    • Optional Food System
    • Farming & Harvesting/Hunting
    • Meaningful Death & New Buff System
    • Added Wild Plant Nodes to Planets
    • Reorganized World Settings (Added many new survival options)
  • Added New Craftable Consumables
    • Added 18 craftable food items
    • Med Kits and Power Kits are now Craftable
  • Added New Non-craftable Consumables
    • Anti-Radiation Med Kit - A new consumable medical item that assists in reducing radiation exposure, as well as granting temporary immunity from radiation sources. These items are not craftable, and can only be looted from NPCs, found in Unknown Signals, or bought from economy stations in very limited quantities.
    • Plus more unique consumables - keep an eye out during your explorations!
  • Added New Environmental Hazard Options
    • Radiation
      • Block Based Radiation (Damaged Reactors)
      • Solar Radiation (Some planetary atmospheres can provide protection.)
      • Weather Influenced Radiation (Unique storms on Alien Planet and Pertam.)
      • Planetary Radiation (Europa’s surface is now very dangerous.)
    • Overhauled Weather Effects and Danger
      • Rain (Washes away Radiation)
      • Caustic Rain (Causes damage over time to players)
      • Hailstorm (Causes damage over time to players)
      • Sandstorm (Causes damage over time to players)
      • High/Low Winds (Impacts wind power generation)
      • Extreme Cold/Heat (Suit Energy Drain / Impacts wind and solar)
      • Electric Storm (Radiation, Damage Over Time, Lightning)
      • Alien Fog / Toxic Haze (Radiation)
    • Overhauled Meteor Options
  • Added 30 New Random Encounters
  • New Collector Block Feature - Harvesting; Automatic Collecting from Farm Plots and wild plant nodes
  • Added Offensive AI Trigger Actions
  • Rebalanced Character Oxygen Storage Capacity
  • Rebalanced/Reworked crafting costs of Hand Tools and Hand Weapons
  • Environment Lighting Changes
  • Added New Skybox
  • New Starter Rover for Planetary Starts
  • Added New Sounds

  • Character Components are no longer based on MyCharacterComponent and have their own type if you want to use them in mod code. Those are:
    • MyInventorySpawnComponent
    • MyCharacterWeaponPositionComponent
    • MyCharacterRagdollComponent
    • MyCharacterPickupComponent
    • MyCharacterOxygenComponent
    • MyCharacterJetpackComponent
  • You have to use the MyCharacterStatComponent type to get that component from the component collection.

Stability
  • Fixed a crash when placing a (modded) block which did not have any dummies defined
  • Fixed a crash when the game was downloading banners
Functional
  • Fixed an issue with Airtightness where an airlock featuring a Half-door block would depressurise even when still sealed after opening the door
  • Fixed an issue with Airtightness where an airlock featuring an Offset Door would depressurise even when still sealed after opening the door
  • Fixed an issue with Airtightness where pressurising a room too fast and using a gas generator without a tank failed to consume any ice in the process
  • Fixed an issue with Airtightness where the character inside of a pressurised grid could still suffocate when near Offset or Half doors
  • Fixed an issue with Airtightness where the merging of two pressurised rooms caused it all to depressurise despite being sealed
  • Fixed an issue with Airtightness where the pressurisation status around a grid was not being properly updated, when Show Horizon was off
  • Fixed an issue with Antennas where broadcast messages and actions were received even when the sending antenna was off
  • Fixed an issue with “Can Use all Terminals” where the Space Master in MP or the player (Admin) in SP could not opt-out of the setting voluntarily to be treated as regular players
  • Fixed an issue with Cargo Ships where Medical Shuttle was spamming with a broadcast controller; Also Pirate Vulture had incorrect color of some armor panels
  • Fixed an issue with Cargo Ships where they would not spawn at all in worlds with limited size if the position 0,0,0 was currently obstructed by a grid or a planet
  • Fixed an issue with Economy where Prototech scrap could not be sold by players to Trader factions
  • Fixed an issue with Environmental items where their generation was dependent on current and previous level of detail, leading to fewer trees or ghost trees
  • Fixed an issue with Gatling Gun Turrets (Small grid) where their inventory volume was not a multiple of the volume of the ammo boxes
  • Fixed an issue with Global Permission Allow Damage where Explosion damage was not prevented properly
  • Fixed an issue with Inset Refill Station where it was not visually and functionally airtight; Model is now sealed and block is airtight
  • Fixed an issue with Jump Drive where the exit point of a jump could end up in natural gravity when the distance was truncated due to insufficient jump power to mass ratio
  • Fixed an issue with Laser Antenna where a connection would be obscured by a Safe Zone bubble
  • Fixed an issue with Learning to Survive where the Last Boss did not have ammo
  • Fixed an issue with Lost Colony where the Vaughn Brothers and Comm Tower was damaged by friendly turret fire due to outdated targeting flags
  • Fixed an issue with Meteor showers where the perceived frequency of the events from player PoV could be lower than set up Hostility due to the event spawning around any grid in the world; New meteors spawn around player characters
  • Fixed an issue with Random Encounters where clientside or SP re-generation of encounters around a player position would be skipped for that cell if they were not marked as persistent
  • Fixed an issue with Random Encounters where the associated encounter voxel still spawned even after the grids failed to spawn due to running out of NPC PCU
  • Fixed an issue with Random Encounters where they were being populated with random loot
  • Fixed an issue with Third Person camera where it could be moved by an obstruction into a position in-between two connected connectors
  • Fixed an issue with Thruster Dampening where a subgrid without dampeners was not counted as dead weight to compensate against
  • Fixed an issue with Turrets where a grid was discarded as invalid for targeting just because another grid was closer, but out of sight
  • Fixed an issue with Turrets where they did not choose closer valid targets with higher priority over further ones with equal or lower priority
  • Fixed an issue with Turrets where they would ignore a target hidden behind a wall attached by a subgrid
  • Fixed an issue with Turrets where they would not mark a target as visible due to searching for it at the position of the last target
  • Fixed an issue with Weather where it ends and starts too abruptly without any falloff when it is global
  • Fixed an issue with Weather would end or start without a transition if weather event times overlapped
  • Fixed an issue with Weather where the tag GlobalWeather was not working for planets
  • Fixed an issue with Wheel Suspension where it was not possible to add a wheel even if the result would not collide with surrounding blocks
  • Fixed an issue with Wolves where their walk speed was faster than the animation. Walk speed now lowered to match the animation
  • Fixed an issue with Wolves where they were unable to howl while wandering around; Known issue: Howl sounds currently cannot be heard by Clients on DS
Modding
  • Fixed an issue with ModAPI (Ingame) raycasts not able to detect trees
  • Fixed an issue with ModAPI DeleteFileInWorldStorage where the check for file presence was done in Local storage
  • Fixed an issue with ModAPI IMyTerminalBlock.SetValue crashing a script
  • Fixed an issue with ModAPI where GetValue generic type was replaced with MemorySafe version; StringBuilder can be handled by MemorySafeStringbuilder
  • Fixed an issue with ModAPI where the "as" and "is" keywords and collections with generic type were not rewritten to MemorySafe
  • Fixed an issue with ModAPI where the conversion to MemorySafe type failed; API methods which returned new collections have been marked obsolete; New versions with parameters are available
  • Fixed an issue with ModSDK Animation Controller where it failed to load any data
  • Fixed an issue with ModSDK Animation Controller where it failed to save the changes
  • Fixed an issue with ModSDK Model Viewer where the Sun Intensity default value was not matching the in-game setting
Render
  • Fixed an issue with Environmental item render where a collision free tree replaced a destroyed one
UI
  • Fixed an issue with "Piston head already exists" where it appeared even when the attachment wasn't a piston
  • Fixed an issue with Advanced World Settings Planetary Encounters and Global Encounter Cap tooltips
  • Fixed an issue with Autosave checkbox status not being saved when leaving the screen
  • Fixed an issue with Economy screen backgrounds being too opaque even when UI opacity is set to low
  • Fixed an issue with Enable Unknown Signals setting where it was possible to change it for Scenarios
  • Fixed an issue with Entity List where Ctrl+A would select even filtered out items
  • Fixed an issue with Help screen where the Wiki link was outdated
  • Fixed a typo in HUD text when attempting to use more than one consumable item at a time
Art
  • Fixed a set of visual issues with Bridge (Raised/Half) Sloped Corner (Floorless) blocks
  • Fixed a set of visual issues with Bridge Sloped Corner Base (and Floorless)
  • Fixed a set of visual issues with Lab Hydrogen Tank
  • Fixed a set of visual issues with Microscope Lab Desk
  • Fixed a set of visual issues with Passage 2 Side
  • Fixed an issue with (Advanced) Rotor (Small grid) bases where their collision was too tall
  • Fixed an issue with Corridor Round Light where the light offset position dummy was rotated
  • Fixed an issue with Industrial Assembler LodD1 where the 2nd floor interactive part was missing a highlight
  • Fixed an issue with Lab Door (Inv.) where the collisions were too narrow for the character to get through
  • Fixed an issue with Lab Experiment B where const. stage had partially missing collisions
  • Fixed an issue with Lab Experiment C where const. stage had a see-through part
  • Fixed an issue with Lab O2/H2 Generator was not visually airtight
  • Fixed an issue with Lab Small Hydrogen Tank where const. stage beams did not connect visually
  • Fixed an issue with Lab Small Oxygen Tank LoD0 and LoD1 inconsistency
  • Fixed an issue with Lab Vat where the bubbles were escaping from the top
  • Fixed an issue with Medical Room where both LCDs displayed the same content due to missing material
  • Fixed an issue with Oxygen Tank (Small grid) where the ringed ridge detail was above the emissives
  • Fixed an issue with shading with Cab Cockpit
  • Fixed an issue with Small Inset Connector (Large grid) where part of the structure was missing
Audio
  • Fixed a set of issues in Audio definitions where VolumeVariation tag was misspelled, causing the effect to be missing
  • Fixed an issue with Sound Volume where it is reset to 100% after disabling Contextual music and reloading


New Official Blueprints & Assets
https://steamcommunity.com/sharedfiles/filedetails/?id=3561017901 https://steamcommunity.com/sharedfiles/filedetails/?id=3561019156 https://steamcommunity.com/sharedfiles/filedetails/?id=3561019596 https://steamcommunity.com/sharedfiles/filedetails/?id=3561021685 https://steamcommunity.com/sharedfiles/filedetails/?id=3561022637 https://steamcommunity.com/sharedfiles/filedetails/?id=3561023191 https://steamcommunity.com/sharedfiles/filedetails/?id=3561053403
Trailer Credits:
https://steamcommunity.com/sharedfiles/filedetails/?id=2573734531 https://steamcommunity.com/sharedfiles/filedetails/?id=2989334191 https://steamcommunity.com/sharedfiles/filedetails/?id=3530176377 https://steamcommunity.com/sharedfiles/filedetails/?id=3527407332 https://steamcommunity.com/sharedfiles/filedetails/?id=3026981199 https://steamcommunity.com/sharedfiles/filedetails/?id=3026980661 https://steamcommunity.com/sharedfiles/filedetails/?id=2754592007 https://steamcommunity.com/sharedfiles/filedetails/?id=1460388964
Extended Trailer Credits:
Community Hub & Spotlights
Check out our Community Hub[www.spaceengineersgame.com]!
  • Official Keen Workshop
  • Monthly Spotlights
  • Creator Spotlights
  • Official Guides
  • and much more!




🛠️ Feedback & Support - https://support.keenswh.com/
🛰️ Discord: https://discord.gg/keenswh
📫 Newsletter: https://www.keenswh.com/newsletter
🚀 Community Hub: https://www.spaceengineersgame.com/community-hub/
➡️ Connect and find us on your platform of choice: https://www.keenswh.com/connect/




https://steamcommunity.com/games/244850/announcements/detail/499453279763169534 https://steamcommunity.com/games/244850/announcements/detail/499454457318214382 https://steamcommunity.com/games/244850/announcements/detail/654821763669034190
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Space Engineers: Apex Survival Launching September 8 https://space-engineers.com/blog/387/space-engineers-apex-survival-launching-september-8/ https://space-engineers.com/blog/387/space-engineers-apex-survival-launching-september-8/ Thu, 04 Sep 2025 14:12 CEST
Join us this Monday for the Space Engineers: Apex Survival Update release!

📅 Monday, September 8th, 5 PM UTC

Release Livestream:
🛰️ Twitch: https://twitch.tv/keencommunitynetwork
🛰️ YouTube: https://youtube.com/user/SpaceEngineersGame




Before the update goes live, enjoy exclusive previews from our amazing community. Check out videos below and get ready for the Apex Survival Update!



New Survival Playthrough by Splitsie, Capac & Largely Unemployed


Multiplayer Madness by Beeblebum, SurvivalBob, Kanajashi, AndrewmanGaming, PandemicPlayground & Quantum Chief


New Space Encounters


[GER] Food Overview



🛠️ Feedback & Support - https://support.keenswh.com/
🛰️ Discord: https://discord.gg/keenswh
📫 Newsletter: https://www.keenswh.com/newsletter
🚀 Community Hub: https://www.spaceengineersgame.com/community-hub/
➡️ Connect and find us on your platform of choice: https://www.keenswh.com/connect/




https://steamcommunity.com/games/244850/announcements/detail/499454457318214382 https://steamcommunity.com/games/244850/announcements/detail/654821763669034190 https://steamcommunity.com/games/244850/announcements/detail/499454457318214380
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Space Engineers Apex Survival: Space Encounters Overhaul https://space-engineers.com/blog/386/space-engineers-apex-survival-space-encounters-overhaul/ https://space-engineers.com/blog/386/space-engineers-apex-survival-space-encounters-overhaul/ Mon, 01 Sep 2025 09:15 CEST
Hello, Engineers!

Do you think you’ve already seen everything the void has to offer?

In Apex Survival update, space encounters are getting a complete overhaul. We’ve rebuilt them from the ground up using all the new blocks and features available today – plus a few debuting in this update, like actions triggered by an offensive AI controller.

Pirates lurking in the darkness, remnants of unlucky entrepreneurs, wreckage and salvage ripe for the taking, and engineers in need of a hand – you’ll find it all out there. Be prepared and stay sharp, because you won’t know exactly what you’re dealing with until you’re right in the middle of it.

You know what they say about gazing into the void...


Stay in Touch!
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!

[www.keenswh.com]




🛠️ Feedback & Support - https://support.keenswh.com/
🛰️ Discord: https://discord.gg/keenswh
📫 Newsletter: https://www.keenswh.com/newsletter
🚀 Community Hub: https://www.spaceengineersgame.com/community-hub/
➡️ Connect and find us on your platform of choice: https://www.keenswh.com/connect/




https://steamcommunity.com/games/244850/announcements/detail/654821763669034190 https://steamcommunity.com/games/244850/announcements/detail/499454457318214380 https://steamcommunity.com/games/244850/announcements/detail/499453279763169532]]>
Community Spotlight 🧐 August 2025 https://space-engineers.com/blog/385/community-spotlight-august-2025/ https://space-engineers.com/blog/385/community-spotlight-august-2025/ Fri, 29 Aug 2025 08:41 CEST

Our favorite pastime is browsing through the workshop - we are in love with all the creations our players are constantly sharing. 💫

We can't wait every month to spotlight mods and blueprints that catch our eye and have the potential to make your time in Space Engineers more interesting and unique.

Here is our spotlight for the month of August! 🤩

Image Credit: Clang City

This is an open source updated branch of Polygon Cherub's original Eli Dang's Holo Hud =D

I've made quite a few changes (Including Active vs Passive radar), and many optimizations.
LK - Combat: Revitalised is a mod designed to address numerous issues with Space Engineers' Combat mechanics and balancing, giving it a complete overhaul in the process whilst remaining true to Vanilla where possible.
Stargate: Lantean and Goa'uld Interiors mod. Corridor elements, doors, consoles, hieroglyphs and much more!

Goa'uld and Lantean consoles require Tech Crystal, which can be crafted in the Assembler.
This world is a demonstration of the Space Engineers Bitmap Animation Builder, which allows players to create custom bitmap graphics as well as bitmap animations of arbitrary length, and show them on any display on any block.

Animations can also be broadcast to friendly grids using a transmitter and receiver system.
Back with another small mod after years on hiatus. The Feildwork dlc inspired so much mischief in me that I had to dust off the old skills and try my hand at modding again.

All those bubbly liquids had me screaming "science!" like Bill Nye.
Add a Concrete Mixer to make your concrete bags.

Inspired by the series "Ares at War Co-op with ‪CaptainShack‬" by Splitsie.
This is an enhanced version of the popular Hacking Computer mod that adds significant improvements for NPC block handling.
Helper tool that lists the defined voxels for each mod to help keep track of how many new voxels are being defined.
This is a mod that adds a new type of armor to the game.

It is a little more durable than heavy armor, lighter by about 50% and quite expensive.
Remaster of the legendary mod by CMDbob!

Now updated and fixed to work in modern Space Engineers!
A functional Space Invaders Arcade Cabinet.

Controls: use A and D to move. Space to shoot.
Your objective is to escape using the Railgun Turret. However, the Railgun is in a state of disrepair, misaligned, uncharged, and unloaded. You will acquire what you need from the surrounding rooms to prepare the Railgun, but much of it is stuck behind puzzles and codes.
Bi-rail wailway system is one of my most advanced systems.

There are no active mods. Only one script for cruise control.
Silly little project of mine, main gimmick is a grid planet that's all ready to edit and work on, and includes a working atmosphere and rings.

Also includes a Mini Earthlike for reference of what's possible.



We also have a Creator Spotlight[www.spaceengineersgame.com] series of articles on our Community Hub! [www.spaceengineersgame.com]

[www.spaceengineersgame.com]
Creator Spotlight: Colonial Republic Navy[www.spaceengineersgame.com]
[ICR] ‘Hydra’ Class Corvette, [ICR] ‘Kelpie’ Class Destroyer, and more!
[www.spaceengineersgame.com]
Creator Spotlight: Lemon[www.spaceengineersgame.com]
APC-277 Keranos, LC-276 Barbatos, AC – 264 Monarch, and more!!



Do you want to see more amazing Space Engineers ships, fighters, tanks, mechs, planets, rovers, bases, scripts, mods, encounters, scenarios, minigames, videos, and other creations?

We spotlight them every day!

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Welcome to Space Engineers Free Weekend! https://space-engineers.com/blog/384/welcome-to-space-engineers-free-weekend/ https://space-engineers.com/blog/384/welcome-to-space-engineers-free-weekend/ Thu, 28 Aug 2025 19:06 CEST
There’s no better time to jump into Space Engineers – the ultimate sandbox for building, exploring, and surviving in space. This Free Weekend is your ticket to a universe of creative possibilities!

Build ships, design bases, explore alien planets, or test the limits of your engineering imagination – solo or with friends. Space Engineers has been shaped by an amazing community for over a decade, and now’s your chance to be a part of it.

🛠️ Check out the Workshop:
➡️ https://steamcommunity.com/app/244850/workshop/

Discover jaw-dropping space stations, ships, mechs, and other creations – plus thousands of mods, skins, and scripts for the Programmable Block. You can tweak your Space Engineers experience into your ultimate sandbox, powered by one of the most passionate modding communities in gaming.

💬 Join our Discord:
➡️ https://discord.gg/keenswh

Connect with fellow players, modders, and helpful veterans ready to answer your questions and get you started.

⁉️ Space Engineers Tutorials
While your game is installing, check out some handy tutorials from our amazing community – they’ll help you get started quickly and smoothly!



📖 Check out our official Wiki:
➡️ https://spaceengineers.wiki.gg/
Need help with mechanics? Our wiki has you covered – from beginner basics to advanced engineering systems.

Enjoy the weekend – and welcome aboard!


The Great Skin Hunt Returns!
Starting today, we’re once again substantially increasing the drop rates for all skins on Steam from Unknown Signals. Strong Unknown Signals, which have a chance to drop the rarest skins, are especially rewarding during this event.

We’ve also reduced the cooldown between possible skin drops, giving you more chances to collect cosmetic rewards while you play.

The Great Skin Hunt will run until Monday, September 22.





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Space Engineers: Apex Survival - Arriving This September! https://space-engineers.com/blog/383/space-engineers-apex-survival-arriving-this-september/ https://space-engineers.com/blog/383/space-engineers-apex-survival-arriving-this-september/ Fri, 22 Aug 2025 12:58 CEST
Hello, Engineers!

We’re excited to announce the upcoming Apex Survival Update for Space Engineers, arriving this September!

Building on the solid PVE foundation laid by previous updates like Contact and Fieldwork, Apex Survival update introduces food, farming, environmental hazards, new Space Encounters, and much more - giving survival mode a whole new edge.

Stay tuned for more details as we get closer to the release!




Space Engineers Steam Free Weekend
From Thursday, August 28, 5 PM UTC to Monday, September 1, 5 PM UTC, you can play Space Engineers on Steam for free!

If you’ve ever been curious about building, exploring, and surviving in the ultimate sandbox, there’s no better time to jump into Space Engineers. Try out the full game, experiment with engineering and design, and see why the community has been building in space for over a decade.


The Great Skin Hunt Returns!
Starting August 28, we’re once again substantially increasing the drop rates for all skins on Steam from Unknown Signals. Strong Unknown Signals, which have a chance to drop the rarest skins, are especially rewarding during this event.

We’ve also reduced the cooldown between possible skin drops, giving you more chances to collect cosmetic rewards while you play.

The Great Skin Hunt will run until Monday, September 22.





Please join us for Space Engineers Developer Livestream!

Image Credits: [C-67] - Cumulus - Dropship by Sheddyshiba




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Space Engineers Free Weekend & Great Skin Hunt Returns! https://space-engineers.com/blog/382/space-engineers-free-weekend/ https://space-engineers.com/blog/382/space-engineers-free-weekend/ Fri, 15 Aug 2025 07:37 CEST
Hello, Engineers!

From Thursday, August 28, 5 PM UTC to Monday, September 1, 5 PM UTC, you can play Space Engineers on Steam for free!

If you’ve ever been curious about building, exploring, and surviving in the ultimate sandbox, there’s no better time to jump into Space Engineers. Try out the full game, experiment with engineering and design, and see why the community has been building in space for over a decade.

The Great Skin Hunt Returns!
Starting August 28, we’re once again substantially increasing the drop rates for all skins on Steam from Unknown Signals. Strong Unknown Signals, which have a chance to drop the rarest skins, are especially rewarding during this event.

We’ve also reduced the cooldown between possible skin drops, giving you more chances to collect cosmetic rewards while you play.

The Great Skin Hunt will run until Monday, September 22.






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Space Engineers Developer Diary & Livestream https://space-engineers.com/blog/381/space-engineers-developer-diary/ https://space-engineers.com/blog/381/space-engineers-developer-diary/ Tue, 05 Aug 2025 15:43 CEST
Hello, Engineers!

Please join us for Space Engineers Developer Livestream!
Image Credits: LIM Gallant-Class by LadyLime




Works on Space Engineers Update 1.207 are in full swing. Here’s a sneak peek of what happens to your crops in space when you forget to close the doors. Pro tip: vacuum is not great for vegetables!


And where do you get seeds for your farm plots? A wild bush appears!

Forage the surfaces of planets like Earthlike, Pertam, or Alien to find harvestable plants and mushrooms.


Full Dev Diary: https://blog.marekrosa.org/




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Community Spotlight 🧐 July 2025 https://space-engineers.com/blog/380/community-spotlight-july-2025/ https://space-engineers.com/blog/380/community-spotlight-july-2025/ Fri, 01 Aug 2025 07:56 CEST

Our favorite pastime is browsing through the workshop - we are in love with all the creations our players are constantly sharing. 💫

We can't wait every month to spotlight mods and blueprints that catch our eye and have the potential to make your time in Space Engineers more interesting and unique.

Here is our spotlight for the month of July! 🤩

This mod works as a regular warhead however upon detonation, the warhead deletes nearby grids and spawns them as fragments from their position which they are then scattered.

Fragments thresholds and their sizes are configurable allowing you to edit, add or remove thresholds along with processing settings.
Batteries too chill? Thrusters running a fever? Vents just blowing hot air?

This mod brings a whole new layer of engineering challenge to your grids: HEAT!
We here at Midnight Corporation are pleased to announce our latest in defense technologies - shields! Don't question how they work, we don't know either.

Trusted by both navies and civilians, our shielding will weather enough fire for you to run away or shoot back. Your choice!
My largest weapon mod pack! Arm your ships with a variety of naval weaponry with multiple ammo type options for selected weapons.

Full build stages included and survival ready.
This is a grid upgrade system mod designed for Space Engineers.

By installing the Growth Core block, your ships and stations can dynamically level up and grow stronger over time or through combat, adding RPG elements to your gameplay.
This redesigned version offers slow but steady resource acquisition through spatial distortion technology.
While we wait to see what Keen cooks up for 1.207, this cosmic radiation system for Space Engineers integrates seamlessly with Eat.Sleep.Drink.Repeat! (EDSR) and Eat.Sleep.Drink.Repeat.Advanced! (EDSRA).

With the exception of player production of Anti-Radiation injections, it also works in Vanilla.
The Mining Guild is an organization operating in large parts of the galaxy, and a major collaborator of the Galactic Empire.

In exchange for providing raw materials at heavily discounted prices, the Guild was able to avoid direct integration into the imperial apparatus - for now.
A brand-new elevator block allows your ship/rover to move up and down WITHOUT using a piston/rotor/hinge + sub-grid system.

Available in several variants from 1 to 9 blocks.
ScFi 30mm CIWS Turret, 5"/38 Mark12, Nameless Tech No.8 RailGun Turret, and more!
This Mod adds a Display App to the Game. This Display then will look for Connectors on the Grid and from this Connectors outgoing it will looks for other Connectors not on the Grid.

The closest pair will be used to show two markers and the relative Position to each other.
Corridor Round Cryo and Medical - Medical 2x1x1 5 conveyor ports, Cryo in 6 conveyor ports.
I looked and looked and looked and maybe I'm blind but I could not for the life of me find these types of blocks in vanilla SE or any armour mods.

So I went and made my own.
Script for Setting up Custom Turret Controller and check them if everything looks right.

What do you need? Beside a Programmable Block with this script, you need a Custom Turret Controller and an Advanced Rotor.
Get ready to defy gravity and push your piloting skills to the limit in the Canyon Race Time Trial!

This is the very world the AEC (Aegir Builds & Beats and Engineered Coffee) used for our official race event, meticulously crafted with 42 challenging rings and a unique, breathtaking angelic finish ring, all brilliantly designed by Ammorok.
"For every TIE Fighter you shoot down, a thousand more will take it's place."



We also have a Creator Spotlight[www.spaceengineersgame.com] series of articles on our Community Hub! [www.spaceengineersgame.com]

[www.spaceengineersgame.com]
Creator Spotlight: Khjin[www.spaceengineersgame.com]
Khjin’s Warfare Pack, TickTimers, Gyro Ship Rudders, and more!
[www.spaceengineersgame.com]
Creator Spotlight: Deathlok-L17[www.spaceengineersgame.com]
Corsac Mk1 – Infantry Mech Frame, Stoat HD – IMF Hauler, Pertam Peacekeeper, and more!!



Do you want to see more amazing Space Engineers ships, fighters, tanks, mechs, planets, rovers, bases, scripts, mods, encounters, scenarios, minigames, videos, and other creations?

We spotlight them every day!

➡️ Find us on your platform of choice: https://www.keenswh.com/connect





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Update 207 Sneak Peek: Environmental Hazards https://space-engineers.com/blog/379/update-207-sneak-peek-environmental-hazards/ https://space-engineers.com/blog/379/update-207-sneak-peek-environmental-hazards/ Wed, 30 Jul 2025 11:43 CEST
Hello, Engineers!

The upcoming 1.207 update for Space Engineers brings many new gameplay elements to survival mode. One of our core goals is to change how players view their character. We want players to feel invested in their character’s well-being and continued survival.

Alongside other new systems which support this goal, we’re introducing environmental hazards that directly threaten that renewed sense of care - putting your engineer in serious danger.

One of the first hazards you’re likely to encounter on your journey comes in the form of overhauled weather events. These have been adjusted both visually and functionally. Sandstorms are no longer a temporary visual backdrop – they’re a dynamic and dangerous situation that must be planned for, endured, and overcome. Grids may become safe havens as these storms batter and choke the region.

Surviving the storm is just the beginning, more dangers lurk just over the horizon.


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!

[www.keenswh.com]



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🔬 Fieldwork Bunker Competition Winners & Livestream https://space-engineers.com/blog/378/-fieldwork-bunker-competition-winners/ https://space-engineers.com/blog/378/-fieldwork-bunker-competition-winners/ Wed, 23 Jul 2025 18:15 CEST
🎉 Congratulations to the winners of the Bunker Competition!

A huge thank you to everyone who submitted their creations – your ingenuity, creativity, and engineering spirit never cease to amaze us. We loved seeing every secret entrance, fortified hallway, and hidden lair.

Stay tuned for the next challenge, Engineers!


🏆 Fieldwork Scientific Bunker Competition Winners:



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🔬 Fieldwork Bunker Competition Livestream https://space-engineers.com/blog/377/-fieldwork-bunker-competition-livestream/ https://space-engineers.com/blog/377/-fieldwork-bunker-competition-livestream/ Tue, 15 Jul 2025 15:10 CEST
Please join us for Space Engineers Field Work Bunker Competition Livestream!

🚀 Friday, July 18th, 5 PM UTC
🛰️ Twitch: https://twitch.tv/keencommunitynetwork
🛰️ YouTube: https://www.youtube.com/@SpaceEngineers




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