Blog Feed en Fri, 21 Sep 2018 13:04 CEST 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 Incorrect Notification About NVIDIA Drivers Fri, 21 Sep 2018 13:04 CEST
NVIDIA recently released a new major graphics driver version 411.63. This change of the major version number is causing notifications in Space Engineers and Medieval Engineers about out of date drivers. This notification is incorrect and can be safely ignored. We will patch the games soon to correct this.

Thanks for your understanding]]>
Update 1.187.2 - More Improvements Thu, 23 Aug 2018 13:06 CEST

Hello, Engineers! We are releasing another update to make our multiplayer code even more efficient and fine-tune issues that have been reported to us by the community. Thanks for reporting them - it really helps us locate and fix everything.

If you want to help, please visit our new support page and make a report:

Full list of features and improvements:]]>
Space Engineers Multiplayer Video Competition! Fri, 17 Aug 2018 16:34 CEST SUMMARY

-Starting: Friday, August 17, 2018.
-Deadline for submissions: Friday, August 31, 2018.
-Contest voting begins Friday, September 7, 2018.
-Contest voting ends: Friday, September 21, 2018.
-Create and submit Space Engineers multiplayer videos for your chance to have them uploaded to the Space Engineers YouTube channel.


Hello, Engineers!

We are excited to announce the Space Engineers Multiplayer Video Competition! There are so many beautiful, spectacular and crazy stories that unfold in Space Engineers and we want to share yours with as many people as possible!

For inspiration, we think the Space Engineers - Public Multiplayer Test (07/2018) YouTube video is a great example of the narratives created by many players in Space Engineers.


-Please submit your entries to with the subject line : Space Engineers Multiplayer Video Competition Submission.
-Entries must be submitted in MP4 format, 1080p or higher - 4K preferred - and contain a title.
-Be sure to adhere to the original visual styling and feeling of Space Engineers.
-Each contestant can submit as many entries as they like, but each contestant can only win once.
-Minimum length for videos is 30 seconds and the maximum length is 5 minutes.
-There must be a minimum of four players in each video.
-Submissions/video footage can be from Space Engineers safe or experimental modes.

Make sure that you read the rules carefully, so you know all of the contest guidelines before creating an awesome video!


-There will be a two week period for submissions, beginning Friday, August 17, 2018 and concluding Friday, August 31, 2018.
-During the following week (ending Friday, September 7, 2018), we will review all submissions to ensure quality and that the rules have been adhered to.
-We will then upload the selected entries to the Space Engineers YouTube Channel, where the community will vote for their favourite videos (using the thumbs up icon located below YouTube videos) from Friday, September 7, 2018 until Friday, September 21, 2018.
-The top three videos with the most likes win!


-Three Winners will have their videos permanently uploaded to the Space Engineers YouTube Channel.
-Skins! 1st place will receive 10 skin sets. 2nd place will receive 7 skin sets. 3rd place will receive 5 skin sets.
-1st, 2nd and 3rd place will also have the chance to have their winning videos playing in the background of the Space Engineers Main Menu *Please note: this is subject to the artistic vision of Keen Software House. Additionally, the author of the video must consent to have their submission featured in the Space Engineers Main Menu.



1. Eligibility: This Campaign is open only to those who are 13 years of age or older as of the date of entry. The Campaign is open to legal residents of any country or state, and is void where prohibited by law. The Campaign is subject to all applicable federal, state, and local laws and regulations. Void where prohibited.

2. Agreement to Rules: By participating, the Contestant (“You”) agree to be fully unconditionally bound by these Rules, and You represent and warrant that You meet the eligibility requirements. In addition, You agree to accept the decisions of Keen Software House as final and binding as it relates to the content of this Campaign.

3. Campaign Period: Entries will be accepted online starting on 17/8/2018, 15:00 GMT +2
and ending 31/08/2018, 23:59 GMT +2. All online entries must be received by 31/08/2018, 23:59 GMT+2. Voting will take place from 07/09/2018, 15:00 GMT +2 until 21/09/2018, 23:59 GMT+2. The winners will be announced on 25/09/2018, 15:00 GMT +2.

4. How to Enter: The Campaign must be entered by submitting an entry to the email address The entry must fulfill all Campaign requirements, as specified, to be eligible. Entries that are incomplete or do not adhere to the rules or specifications may be disqualified at the sole discretion of Keen Software House.

5. General guidelines: Entries must be submitted in MP4 format, 1080p quality and contain a title. Please also remember to adhere to the original visual styling and feeling of Space Engineers. Each contestant can submit as many entries as they like, but each contestant can only win once. Minimum length for videos is 30 seconds and the maximum length for videos is five minutes. There must be a minimum of four players in each video. Video footage can be from Space Engineers safe or experimental modes. For an entry to be considered valid, it must meet the technical requirements as outlined on space Entries must reflect the theme of the contest: Space Engineers. Keen Software House will automatically be granted the right to use and modify any and all entries for any and all purposes, whether or not the entrant is declared a winner.

6. Prizes: The Winner(s) of the Campaign (the “Winner”) will have their video added to the Space Engineers YouTube Channel. The specifics of the prize shall be solely determined by Keen Software House. The prize is nontransferable. Any and all prize-related expenses, including without limitation any and all federal, state, and/or local taxes, shall be the sole responsibility of the Winner. No substitution of prize or transfer/assignment of prize to others or request for the cash equivalent by Winner is permitted. Acceptance of prize constitutes permission for Keen Software House to use and or/modify Winner’s name, likeness, and entry for purposes of advertising and trade, on the Keen Software House website and social media accounts, and in Keen Software House games, without further compensation.

7. Although the Space Engineers community will vote for their favourite videos on the Space Engineers YouTube Channel, Marek Rosa CEO, Creative Director, Founder, Keen Software House CEO, CTO, Founder, GoodAI will officially carry out the duties of Winner Selection and Notification: Winner will be selected by Marek Rosa. Three winners will be notified via email at the end date of the contest. Keen Software House shall have no liability for any Entrant’s or Winner’s failure to receive notices due to spam, junk e-mail or other security settings or for Winner’s provision of incorrect or otherwise non-functioning contact information. If Winner cannot be contacted, is ineligible, fails to acknowledge the prize, or fails to timely return a completed and executed declaration and release as required, the prize may be forfeited and an alternate Winner selected, or Keen Software House will automatically be granted the right to use and modify the entry for all purposes. Receipt by Winner of the prize offered in this Campaign is conditioned upon compliance with any and all federal, state, and local laws and regulations. ANY VIOLATION OF THESE OFFICIAL RULES BY WINNER (AT KEEN SOFTWARE HOUSE’S SOLE DISCRETION) WILL RESULT IN WINNER’S DISQUALIFICATION AS WINNER OF THE CAMPAIGN, AND ALL PRIVILEGES AS WINNER WILL BE IMMEDIATELY TERMINATED.

8. Rights Granted by You: By entering this content (e.g., photo, video, text, etc.), You understand and agree that Keen Software House, acting on behalf of Keen Software House and Keen Software House’s licensees, successors, and assigns, shall have the right, where permitted by law, to print, publish, broadcast, distribute, and use in any media now known or hereafter developed, in perpetuity and throughout the World, without limitation, your entry, name, portrait, picture, voice, likeness, image, statements about the Campaign, and biographical information for news, publicity, information, trade, advertising, public relations, and promotional purposes without any further compensation, notice, review, or consent. By entering this content, You represent and warrant that your entry is an original work of authorship, and does not violate any third party’s proprietary or intellectual property rights. If your entry infringes upon the intellectual property right of another, You will be disqualified at the sole discretion of Keen Software House. If the content of your entry is claimed to constitute infringement of any proprietary or intellectual proprietary rights of any third party, You shall, at your sole expense, defend or settle against such claims. You shall indemnify, defend, and hold harmless Keen Software House from and against any suit, proceeding, claims, liability, loss, damage, costs or expense, which Keen Software House may incur, suffer, or be required to pay arising out of such infringement or suspected infringement of any third party’s right.

9. Terms & Conditions: Keen Software House reserves the right, in its sole discretion, to cancel, terminate, modify or suspend the Campaign should virus, bug, non-authorized human intervention, fraud, or other cause beyond Keen Software House’s control corrupt or affect the administration, security, fairness, or proper conduct of the Campaign. In such case, Keen Software House may select the Winner from all eligible entries received prior to and/or after (if appropriate) the action taken by Keen Software House. Keen Software House reserves the right, in its sole discretion, to disqualify any individual who tampers or attempts to tamper with the entry process or the operation of the Campaign or website or violates these Terms & Conditions. Keen Software House has the right, in its sole discretion, to maintain the integrity of the Campaign, to void votes for any reason, including, but not limited to: multiple entries from the same user from different IP addresses; multiple entries from the same computer in excess of that allowed by Campaign rules; or the use of bots, macros, scripts, or other technical means for entering. Any attempt by an entrant to deliberately damage any website or undermine the legitimate operation of the Campaign may be a violation of criminal and civil laws. Should such attempt be made Keen Software House reserves the right to seek damages to the fullest extent permitted by law.

10. Limitation of Liability: By entering, You agree to release and hold harmless Keen Software House and its subsidiaries, affiliates, advertising and promotion agencies, partners, representatives, agents, successors, assigns, employees, officers, and directors from any liability, illness, injury, death, loss, litigation, claim, or damage that may occur, directly or indirectly, whether caused by negligence or not, from: (i) such entrant’s participation in the Campaign and/or his/her acceptance, possession, use, or misuse of any prize or any portion thereof; (ii) technical failures of any kind, including but not limited to the malfunction of any computer, cable, network, hardware, or software, or other mechanical equipment; (iii) the unavailability or inaccessibility of any transmissions, telephone, or Internet service; (iv) unauthorized human intervention in any part of the entry process or the Promotion; (v) electronic or human error in the administration of the Promotion or the processing of entries.

11. Disputes: THIS Campaign IS GOVERNED BY THE LAWS OF THE CZECH REPUBLIC, WITHOUT RESPECT TO CONFLICT OF LAW DOCTRINES. As a condition of participating in this Campaign, participant agrees that any and all disputes that cannot be resolved between the parties, and causes of action arising out of or connected with this Campaign, shall be resolved individually, without resort to any form of class action, exclusively before a court located in the Czech Republic having jurisdiction. Further, in any such dispute, under no circumstances shall participant be permitted to obtain awards for, and hereby waives all rights to, punitive, incidental, or consequential damages, including reasonable attorney’s fees, other than participant’s actual out-of-pocket expenses (i.e. costs associated with entering this Campaign). Participant further waives all rights to have damages multiplied or increased.

12. Sponsor: The Sponsor of the Campaign is Keen Software House, located in Prague, Czech Republic.

13. The Campaign hosted by Keen Software House is in no way sponsored, endorsed, administered by, or associated with Facebook.

14. By submitting an entry, You, the Contestant, have affirmatively reviewed, accepted, and agreed to all of the Official Rules.

Thank you and good luck!

Space Engineers is still in development. Everything in the game is subject to change.

Update 1.187.1 – Minor Improvements Mon, 06 Aug 2018 16:10 CEST

Hello, Engineers!
Today's minor update brings you more dedicated server GUI and Remote Client improvements, more descriptive tool tips for trash removal settings and lots of quality of life improvements and fixes. To name a few, we have addressed a rare issue with cars, which should prevent these vehicles from experiencing explosions. And we fixed slow loading times or issue with Game is already saving.

We are so happy that you are enjoying Space Engineers multiplayer, every stream, youtube video or game session we see is an absolute blast of fun. And that is the best outcome we could have hoped for.
But in case you are experiencing any issues, please visit our new support page:
We will try to help you as soon as possible. Have fun!

Full list of features and improvements:]]>
SURVIVAL Major Overhaul? / The Future of Space Engineers - Space Engineers Developer Interview! Sun, 29 Jul 2018 14:42 CEST]]> Emergency Broadcast - Overview of Major Overhaul of Multiplayer Thu, 19 Jul 2018 22:13 CEST

Due to the nationwide internet outages that prevented us from streaming today, here is a brief video going over the update and our thoughts behind it. We hope you are having fun with the new multiplayer!
We would be also very happy if you can submit your feedback at our Space Engineers Steam store page and encourage us to do better. We welcome both positive and negative comments, as it helps us to create a better game for you!
Space Engineers - Update 1.187 - Major Overhaul of Multiplayer Thu, 19 Jul 2018 19:13 CEST

Hello, Engineers!
After six months, we are releasing the next major update, which is focusing on the complete overhaul of multiplayer in Space Engineers, and a number of new features and optimizations. This was a massive overhaul and that’s why it wasn’t possible to make this update in weekly increment - so thanks a lot for your patience!
We had to redo major parts of the engine and there was a lot of experimentation - for example changing the prediction protocol on client-server and observing if it’s better for user experience or worse, and many more. Space Engineers has many systems and special care had to be taken for each of them: player character, jetpack, ship, wheeled vehicles, voxels and planets, fast moving objects, deformable entities, antennas, player standing on a moving grid, colliding grids, rotors, pistons, wheels, and many many more.
But wait - that's not all! With this massive multiplayer update we are releasing optimizations and performance improvements, Safe Zones, Female Engineer and much more!
Full list of features and improvements:
Marek's blog post:]]>
Space Engineers - Major Overhaul of Multiplayer - Update Stream Tue, 17 Jul 2018 17:24 CEST
What: Space Engineers - Major Overhaul of Multiplayer - Update Stream
When: Thursday, July 19 at 5PM (UTC)
Where: or



We are currently experiencing internet issues at Keen Software House.

Please head on over to the Twitch KeenCommunityNetwork to watch the Space Engineers Update Stream!

Thanks everyone! 😀
We will be releasing the major overhaul of multiplayer in Space Engineers this Thursday!

- Watch our KCN stream to get an exclusive first row experience!
- Meet the development team behind this update
- Q&A with Marek

New Multiplayer - Public Testing with Marek Rosa, Developers and YouTubers: Mon, 16 Jul 2018 16:01 CEST
Beginning of stream/gameplay footage

Continuation of stream/Q&A with Marek Rosa:

*We had internet issues😉]]>
Marek Rosa, Keen Developers And YouTubers' Public Multiplayer Test Stream! Thu, 12 Jul 2018 23:27 CEST

Marek Rosa is going to play the Space Engineers Public Multiplayer Test alongside some Keen developers and YouTubers on the KeenCommunityNetwork & SE YouTube channel, Fri, July 13, 5 - 6 pm UTC:

Come and checkout the improvements to SE!]]>
Public Multiplayer Test: July 12 - July 13 Wed, 11 Jul 2018 17:40 CEST

Hello, Engineers!

We are running another Public Multiplayer Test showcasing new multiplayer improvements from Thursday, July 12th at 11AM to Friday, July 13th, 11PM (GMT +2). Keen Software House admins will be managing the test for the whole period and we'd like to get your feedback about the "work in progress" version of the game. The upcoming version focuses on a number of Space Engineers multiplayer improvements, so we hope you'll enjoy it and that you'll provide us valuable feedback before the actual release.

We are aware of some unfinished things and bugs in this version. We are going to fix them right away, but we didn’t want to postpone this public multiplayer test any longer.

We plan to run these multiplayer tests until we are fully satisfied with the results.

Steam branch (will be activated on July 12th): mptest
Password: nt7WuDw9kdvB
***Please note: the password for Steam branch
will be activated on July 12th.***
How to change branches:
1. Select the game from your library, right click and select properties.
A dialog box with a number of tabs will appear, you’re looking for one that says "BETAS".
2. You will see 2 things now, a drop down menu and a text box to enter a beta access code. Enter the password provided here and choose mptest branch from the drop down menu.]]>
Space Engineers - Public Multiplayer Test (07/2018) Mon, 09 Jul 2018 17:28 CEST
Quick conclusions:
* Memory is much better, but there is still some leak - probably connected to some specific action (in most cases the memory is stable, but at some points on some servers it starts to climb too much)
* There is still occasional freeze happening, even in survival servers
* We still have few crashes in Creative in multiplayer code to be fixed
* PCUs are still possible to leak, fortunately we finally know why
* Survival server with 32 players is holding up very well! :)]]>
Space Engineers - Public Multiplayer Testing Footage Thu, 28 Jun 2018 09:47 CEST
Quick recap:
- we are still hunting down all memory leaks
- on survival, crashes went down significantly, but there is still some freeze present
- on survival, performance and PCUs were nicely connected together
- on creative, we still recorded some PCU leak and heavy performance load caused by various actions
- compared to feedback from previous test, there were improvements in everything, reliability and movement
- players were also slightly more happier with controls of ships and character, but there was decrease in car handling (which we are researching)
- overall the feedback is showing steady improvement

As the movement is still the biggest complaint by far, we are right now working on improving it. Thanks a lot for all your help and patience, you guys are amazing and helping us make the game better and better! :)]]>
Public Multiplayer Test Extended From: June 28 - July 6th Mon, 25 Jun 2018 21:01 CEST

Hello Engineers!

Thank you all who participated in Space Engineers Beta Multiplayer Public Test! The session is now over and we have closed all servers. We are going to use all gathered data to improve Space Engineers multiplayer experience and we are continuing to work hard to have it ready for you in the next Major update. Soon!

=== OLD ===

Hello, Engineers!

We plan to run a public test showcasing new multiplayer improvements from Thursday, June 28th at 11AM to Friday, July 6th, 5PM (GMT +2). Keen Software House admins will be managing the test for the whole period and we'd like to get your feedback about the "work in progress" version of the game. The upcoming version focuses on a number of Space Engineers multiplayer improvements, so we hope you'll enjoy it and that you'll provide us valuable feedback before the actual release.

We are aware of some unfinished things and bugs in this version. We are going to fix them right away, but we didn’t want to postpone this public multiplayer test any longer. For providing feedback, a questionnaire will open up after closing the game.

We plan to run these multiplayer tests until we are fully satisfied with the results.


-Various setups for Survival servers: some will have double the number of players to 32, some double the PCUs (block limits) to 200000

-Scripts will be allowed in Creative worlds

-AU server for next test😎

Steam branch (will be activated on June 28th): mptest
Password: nt7WuDw9kdvB

How to change branches:
1. Select the game from your library, right click and select properties.
A dialog box with a number of tabs will appear, you're looking for one that says "BETAS".
2. You will see 2 things now, a drop down menu and a text box to enter a beta access code. Enter the password provided here and choose mptest branch from the drop down menu.]]>
UPDATED: Public Multiplayer Test: June 21 - June 25 Wed, 20 Jun 2018 18:58 CEST
Thank you all who participated in Space Engineers Beta Multiplayer Public Test! The session is now over and we closed all servers. We are going to use all gathered data to improve Space Engineers multiplayer experience and we are continuing to work hard to have it ready for you in the next Major update. Soon!

=== OLD ===

Hello, Engineers!

The public multiplayer test is near the end of allocated time span.

Because of your high demand and good performance and reliability of survival servers, we will leave them running over weekend.

Creative servers will be closed as planned as we gathered enough data.

Thank you all for participation in the Multiplayer test and for all your feedback.

Have fun!


Hello, Engineers!

We plan to run a public test showcasing new multiplayer improvements from Thursday, June 21st at 11AM to Friday, June 22nd, 5PM (GMT +2). Keen Software House admins will be managing the test for the whole period and we'd like to get your feedback about the "work in progress" version of the game. The upcoming version focuses on a number of Space Engineers multiplayer improvements, so we hope you'll enjoy it and that you'll provide us valuable feedback before the actual release.

We are aware of some unfinished things and bugs in this version. We are going to fix them right away, but we didn’t want to postpone this public multiplayer test any longer. For providing feedback, a questionnaire will open up after closing the game.

We plan to run these multiplayer tests until we are fully satisfied with the results.

Steam branch (will be activated on June 21st): mptest
Password: nt7WuDw9kdvB

How to change branches:
1. Select the game from your library, right click and select properties.
A dialog box with a number of tabs will appear, you're looking for one that says "BETAS".
2. You will see 2 things now, a drop down menu and a text box to enter a beta access code. Enter the password provided here and choose mptest branch from the drop down menu.
]]> Switch To HTTPS Tue, 03 May 2016 21:30 CEST
Here are the most notable benefits of this change:

  • Improves global security of the server list
  • No more problem to use our embedded content on external websites that use also HTTPS
Space Engineers Update 01.124 Fri, 04 Mar 2016 23:08 CET
This week’s update is introducing an important feature to rotors and pistons. Just like pistons have been doing for a while, rotors now also lock by default at around 100m/s. We've also added the ability to manually choose the speed at which pistons and rotors lock as well a safety lock override checkbox. A new audio distance (echo) system has been implemented into our engine this week which means the volume of sound effects will change depending on your distance from the sound source. Some changes regarding ownership when building in space master have been made. When building with creative mode tools enabled in space master, the ownership of any block that you place will automatically be assigned to you. New rifle sounds have been added which will help you to identify the different variants. Lastly, we are releasing a new texture modding tool which is designed to help modders create game-ready textures. A guide for the new tool can be found here:

- Manual rotor & piston safety lock
- Audio distance (echo) system
- Space master changes (ownership)
- New rifle fire sound system - every rifle has now unique sound
- Official Guide: Texture packing tool -

- fixed memory leak in audio
- fixed active mods not able to be sorted alphabetically
- fixed new small/large ship gear does not stick anymore
- fixed small ship gyro override extremely slow
- fixed timer not working when rejoining the server
- fixed items disappearing on lagged server
- fixed solar panels not recharging batteries on DS
- fixed weird deformation of armor that allowed looking through it
- fixed character farting when running on alien planet
- fixed cryo chamber not remembering camera
- fixed disappearing grids on server
- fixed mods causing problems in offline world
- fixed toolbar switching not working correctly
- fixed 3rd person and 1st person camera not switching correctly
- fixed player loses 29 ammo after re-equipping rifle on DS
- fixed refinery does not process input queue in order
- fixed timer block DS emissivity when rejoining
- fixed sound of turrets and door is cut too early
- fixed incorrect recalculation of items on servers
- fixed light turns off after enter and exit cryochamber
- fixed physics is broken when locking scrap metal on landing gear
- fixed sound of cryochamber playing when it should not
- fixed spotlights blinking
- added more oxygen sounds
- removed the ownership message when first joining the DS
- doubled the capacity of small grid hydrogen tank

Space Engineers Update 01.117 Fri, 15 Jan 2016 19:57 CET
For this week we prepared a roadmap highlighting the future plans for both of our games. It covers everything that will be implemented in the coming months for Space Engineers and Medieval Engineers. Follow the link to Marek’s blog for more details:
We also released a brand new modding guide for creating mount-points in Space Engineers. Today's update also brings a new batch of bug fixes like physics crashes, sensor lag, improved gameplay experience and performance when copying and pasting objects.

- Stations can now be pasted into voxels

Official Modding Guide - Mountpoints
This is the official guide for creating mount-points in Space Engineers. Mount-points determine areas where each block can be attached to another:

- fixed paste lag
- fixed crashes in Havok
- fixed crashes with rotors
- fixed sensor lags servers
- fixed bags not despawning
- fixed oxygen not depleting after exiting cockpit/medical room
- fixed projector remembering its components in inventories
- fixed cannot paint "Passage Way" block in DX9
- fixed volume being too loud
- fixed automatic rifle particle effect size
- fixed shooting sound not synchronized

Space Engineers Update 01.116 Fri, 08 Jan 2016 21:01 CET
Greetings Engineers and Happy New Year!
In this week's update we are introducing the ability to modify the medical room and also providing a few example mods for characters and medical rooms to show the new and old possibilities. For example you can disable / enable respawning on medical room, disable / enable healing and refueling, disable / enable suit changing or restrict which models you can change into for a specific medical room. This makes it possible to create scenarios where each faction’s medical room would spawn specific models for it, for example aliens vs robots. Or you will be able to create an upgraded medical room that spawns suits with more health points.
Below you can find some example mods that we have created for you.

- medical room modding support
- example mod for medical room
- example mod for character suits (different attributes)

Example Mods
- KEEN SWH Alternative Suits Mod:
- KEEN SWH Medical Room Mod:

- fixed crash with rotors
- fixed crash when detonating warheads
- fixed sensor range visibility is bad in Dx11
- fixed random crash when launching the game
- fixed mods not working for planets

Update 011
- fixed inventories not working

Source :]]>
Space Engineers Update 01.112 Thu, 10 Dec 2015 22:40 CET
This week's update is making the search for resources a bit easier. From now on you can find ore not just under the surface of planets and moons but also in rocks found on the surface. The rocks are spawning randomly on the surface as usual, but this time some of them could contain precious resources.

- ore in rocks (boulders)

- fixed falling though planet
- fixed crash in physics
- fixed crash when thrusters were destroyed
- fixed crash in render
- fixed aiming bug when aiming down sights
- fixed exploding connector

Source :]]>
Space Engineers Update 01.110 Fri, 27 Nov 2015 21:45 CET
This week we added a new feature that makes the connection of two stations easier when they are built in each other's vicinity. So from now on, you don’t need to use the merge blocks to connect them. Newly placed station creates an area of 1000 cubic meters around it.
When you try to place another station within the area, it will be aligned by default with the first station, therefore you can connect them by blocks.
And last but not least, we have fixed more bugs.

- Local coordinates sector

- increased jetpack duration on planets to around 1 minute of flight on earth
- increased atmospheric thruster power by 20% for both large and small ships
- cockpits and chairs have their selection boxes enlarged for much easier use

- fixed memory leak when reloading world
- fixed crash with power distribution
- fixed crash when using Space Master
- fixed crash when flying around planet

- fixed incorrect detection of graphic cards

Source :]]>
Space Engineers Update 01.108 - Planets Fri, 13 Nov 2015 16:53 CET

Check Marek's latest blog post:

Planetary Features

- planets and moons (tons of new assets, sounds and textures added)
- planet types: Earth-like (atmosphere with oxygen), Mars-like (no oxygen, thinner atmosphere), Alien (low oxygen, denser atmosphere)
- moon types: Earth-like Moon (no atmosphere), Europa (thin atmosphere, no oxygen), Titan (thin atmosphere, no oxygen)
- planets are 120km and moons are 19km in diameter by default
- Earthlike + Alien planet biomes: desert, woodlands, mountains, ice-land, poles
- gravity: roughly 1G on planets, 0.25G on moons (but gravity depends on type of the planet/moon)
- weight affects the behavior of all ships in natural gravity - the heavier a ship is the more thrusting power is required to fly/move
- planets and moons are persistent & fully destructible - anything you build or destroy will stay there forever. You can even dig through the planet if you want!
- different vegetation on alien and earth-like planets, flora destruction
- you have to start new world with planets enabled
- planets are not randomly generated in a world, they are placed there. But a planet/moon surface and materials are 50% pre-made assets (height-map) and 50% generated (ore nodes, voxel types, textures, etc.). It is possible to prepare your worlds in creative, place the planets where you want them and switch to survival if you wish. You can also publish any world premade like that on the workshop
- adding planets in creative mode: Shift+F10, you can customize the size and type of planet/moon you are adding
- visible ore sites on planets (darker areas) that can lead you to rich mineral veins. There are three different tiers of ore deposits
- platinum is found only on moons and asteroids, uranium is rare on planets
- autopilot is capable of flight above the planet's surface with evade collision enabled. With this on though, it won't fly closer than few tens of meters, so if you want them to fly inside a cave system, you will need to uncheck collision and make gps coordinates carefully

New Starting Worlds

- Earth Easy Start: you start on a habitable planet with a set of basic vehicles. Your survival is threatened by attacking pirates who set up shop within range of their drones
- Mars Easy Start: you become a colonist on a barren, inhospitable planet. Make sure you secure a source of ice soon. Also beware of local pirates
- Alien Easy Start: the alien planet is a place with very sparse oxygen, not enough to breath freely. There is hostile fauna and pirates who want to claim the riches of this mysterious world and are not willing to share
- Moon Easy Start: you start on a moon orbiting a habitable planet. Your base is under attack by pirates
- Empty Star System: it is a star system with 3 distinctive planets and their 3 moons. Except for local fauna, planets are uninhabited (no pirate threats)
- more starting worlds will be added soon (e.g. crashed ship and more)

AI Enemies, Fauna

- sabiroids (what is known by community as "space spiders"): can be found on Alien planet type and on Titan type moons. They can destroy metal blocks and attack players. Their favorite hunting strategy is hiding in the ground and un-burrow to surprise their prey. When players kill a spider, new spiders won’t appear in the area for some time. Sabiroids also store few components inside their bodies from objects and blocks that they consumed.
- pirate bases: can be found either in space or occupying planetary surface. They have bounty hidden inside their containers that players can loot if they get over the drone attacks. There is one pirate headquarters on every planet, which is well protected and filled with traps and loot.
- enemy drones: they spawn automatically from pirate bases and attack the players trespassing into pirate territory

New blocks and components

- new block: Atmospheric thrusters - powered by electricity, working only on planets with atmosphere
- current (ion) thrusters are more suitable for environment without natural gravity (space). They are weak near moons and really weak on a planet
- new block: small ship air-vent that is crucial for piloting ships without the helmet - it is important to be set to depressurized (blue indication)

Minor changes

- gravity generators are not working in natural gravity. The generated gravity becomes weaker and weaker with more natural gravity and from 0,4g of natural gravity the generators are not producing any artificial gravity fields at all
- jump drives are not working in natural gravity
- cargo ships cannot be switched ON for worlds containing planets for now (this is only temporary change)
- jetpack's power is based on the environment and the G strength (1G = 7 seconds of fuel). They can't be used the same way as they are in space
- possibility to setup max speed for wheels
- possibility to activate horizon + height indicator in all cockpits
- solar + battery is the way to power your grids from the start on planets. Reactors become viable only in the later stages of the game when you get to space and find rich uranium deposits, because uranium is a rare find on the planets
- slight area of effect nerf for hand drills]]>
Ping Feature Fri, 30 Oct 2015 16:29 CET
We are the only web server list for offer such feature and be sure that in the future we will do our best to continue to add original features.

Ping Feature

There are lot of criteria to select a good Space Engineers server. Among all of them, the latency is very important: no one wants to play on a server that is lagging like hell.

That's why will help you finding a server with the best ping in a location close to you.

Currently our "Ping" feature has 12 locations:

  • Australia
  • Brazil
  • China
  • Chicago, US
  • Dallas, US
  • Los Angeles, US
  • North America
  • Germany
  • Eastern Europe
  • Western Europe
  • Sweden
  • Russia
  • Seattle, US


Discover our Ping Feature

Space Engineers Update 01.105 - Hydrogen Thrusters Fri, 23 Oct 2015 13:17 CEST
The 2nd anniversary of Space Engineers release is upon us, so for this week we prepared a meaty update. It features new improvements, fixes and requested features such as the new slide doors that allows players to walk (fly) through the door at any angle. We also adjusted the behavior of small and large ship batteries. Batteries can be charged and provide energy at the same time, so players can always have stand-by batteries that are charged if energy is available, but also give energy automatically when needed.
Another important change to mention is switching off the thruster override 10x power for inertial dampeners, so all ships will behave differently now.
Additionally, we implemented the superconductor, a new component needed in the most valuable blocks such as the jumpdrive, artificial mass, laser antennas or large reactors. Moreover, the small ship cockpit has a conveyor in front of it.

In this week’s update we are also introducing hydrogen along with hydrogen thrusters, hydrogen tanks and hydrogen bottles as another feature preparing the game world for the upcoming release of Planets. Please bear in mind that this is the first iteration but we decided to implement it to the game now as a small gift to you for the game’s second anniversary.
We also implemented new improvements to the multiplayer and preparing the game for the roll-out of new features and updates to the multiplayer in coming weeks. And if the new improvements are not your cup of tea you can return to the previous version of multiplayer without the new additions on the Beta Tab in the Space Engineers properties in Steam client. There might be some problems here and there, so please report them back at our bug report section here

- new slide doors
- superconductor component
- updated battery behavior
- updated small ship cockpit
- hydrogen thrusters, tanks, bottles
- survival jetpack changes
- inertial dampeners changes

Battery guide
From now on all newly built batteries will start at 30% of maximum charge and the power cell components will turn to scrap metal when grinding down a battery block to balance this change. Also, batteries have four states (none, recharge only, discharge only, semi-auto):
- when battery is not set to either recharge or discharge, it will allow both input and output, meaning it will recharge if there is surplus power on the grid, and discharge if there is not enough power otherwise
- when set to recharge, it will only allow input
- when set to discharge, it will only allow output
- when set to semi-auto, it will alternate between recharge and discharge like before

Hydrogen guide
Hydrogen thrusters are stronger than the current ion ones but they require hydrogen fuel pumped by conveyor system in order to function. Oxygen generator is now generating hydrogen along oxygen from ice. Hydrogen thrusters will be the most efficient way to leave the planet’s atmosphere, or to quickly accelerate in a fight, but need a large tank, fuel, and a conveyor connection. You also need to use hydrogen to power the jetpack now by hydrogen stored in bottles in player’s inventory. The jetpack will consume more hydrogen in high-gravity environments. We have also added the ability for modders to create custom fuels and custom thrusters that require the fuel.

Inertial dampeners change explanation
Previous state of things would make flight in natural gravity and leaving the atmosphere too easy. Inertial dampeners now have the same strength as player inputs and ships will always behave depending on their thrusters -so if you build only one small thruster facing forward, you will be stopping the ship longer. Small ships have still 5x power for dampeners to make them more agile compared to large ships. We also opened a possibility to mod thrust override, so community can experiment with their own settings or put old settings back if they liked it more. Please tell us what you think about this large change in our feedback forum section :
Steam beta branch switching guide
To access the Beta branch, go into game properties, Beta tab, and select the old build named "old_multiplayer" to opt in. There is no password needed.

- multiplayer improvements
- rotor performance improvements
- fixed issue with particle effect when not using jump drive
- fixed performance issues in Havok
- fixed oxygen refill not working sometimes
- fixed issues with air vents

Source :]]>
Space Engineers Update 01.104 - Bugfixing and Tutorial Unlocking Fri, 16 Oct 2015 13:57 CEST
In this week’s update we are applying new bug fixes and improvements to prepare the game world for the upcoming biggest update yet (you know which one).
Also, we are introducing an important change to tutorial. From now on the tutorial works as follows: the next chapter is unlocked only by completing the previous one to show newcomers and returning players all the essentials needed to understand the basics in the game. Tutorials are more informative now explaining how spawning and recharging energy in medical rooms and cockpit works.
Additionally, now you can rotate any grid by 90 or 1 degree increments by holding down CTRL for 90 degree or ALT for 1 degree

- Tutorial unlocking

- revised tutorial 1
- fixed issues with O2 not refilling correctly
- fixed crash when loading/exiting the game
- fixed massive sim speed drop when locking landing gear on a ship near asteroid
- fixed cryochamber showing 'Horizon and altitude'
- fixed jump drive tunnel effect displayed even after exiting jumping ship
- fixed jumpdrive doesn't work for min value jump (5 km) when your ship is moving
- fixed OK button in scenario screen grayed out incorrectly
- fixed cryochamber screen not showing correctly
- fixed small oxygen tank having the same volume as large one
- added community creator of exploration content Dorian Flores to credits

Source :]]>
Space Engineers Update 01.103 - Performance and Bug Fixes Fri, 09 Oct 2015 13:41 CEST
This week we have another batch of improvements and bug fixes for you. We’ve applied changes that are improving the turret performance and also increase the framerate when there are many ships in great distance (there will be no memory consumption from ships that are on the edge of visibility). We’ve also fixed the armor box turret hack and speed-up the g-screen when opening for the first time.

Lastly, we would like to add that our development is focusing more and more on the new updates and features that we are planning to release in the near future. Stay tuned!

- armor box turret hack
- turret performance
- small FPS improvement (large when there are many ships in great distance)
- G screen performance (special thanks to Andrew Woodall for submitting this fix through github) 
- fixed blocks ignoring enable/disable (LCD panels, artificial masses, gravity generators)
- fixed oxygen farm red when placed in creative
- fixed jump drive white when merged with another grid
- fixed switch lock ON/OFF action for ejectors

Source :]]>
Update 01.102 - Performance and Bug Fixes Fri, 02 Oct 2015 12:39 CEST
The performance issues related to thrusters, turrets, rotors, sensors and rendering have been fixed. We’ve also applied several other bug fixes such as game crashes caused by landing gears. We’ve also updated the wheels so they behave more realistically - this is the first iteration and more improvements will follow in the next updates. Additionally, the character’s jump is now reflected more realistically according to the gravity strength. Lastly, we would like to thank all of you for helping our team by reporting issues that you find in the game. It is really very important for us! Sometimes things might not go as expected and bigger issues might appear, but you should know that we are always doing our best to fix everything on time and provide the best gameplay experience possible.

- character’s jump corresponds to gravity strength

- fixed performance issues when turrets are near big enemy ships
- fixed performance issues caused by thrusters
- fixed huge performance issues caused by rendering
- fixed performance issues caused by rotors
- fixed performance issues caused by sensors
- fixed crash when locking landing gears to asteroid
- fixed crash when attaching landing gears to hangar doors
- fixed crash when locking and unlocking landing gear twice
- fixed wheels behavior (first iteration)
- fixed crash when exiting the game
- fixed issue with character death when is out of energy
- fixed issue with jetpack consuming too much energy
- fixed zero energy after reload
- fixed indestructible blocks being destructible
- fixed thrusters not working after merging/unmerging
- fixed ship tools too brittle
- fixed batteries not charging properly
- fixed drills exploding after reload
- fixed gyroscopes not working properly for large and small ships
- fixed incorrect message when entering a ship without energy
- fixed HUD overlapping with gravity marker
- fixed typos in cubeblocks
- fixed energy being recharged to 100% when switching helmet
- fixed missing sounds of reactors when items are falling on the ground
- fixed small ship turrets missing in the assembler and small blocks tab in G screen
- fixed retracting piston shows speed -0
- fixed "Day Duration" in day duration settings being displayed wrongly
- fixed lights issue when merging ships
- fixed incorrect fuel time values in HUD

Source :]]>
Update 01.088 - UI Transparency, Rotating Sun and Voxel Support Fri, 26 Jun 2015 23:50 CEST
The option to set the transparency of your UI has been added (under “Game” tab in “Options” menu). We’ve also added the option to set sun rotation (in world settings). The minimum value is 1 minute and the maximum is 24 hours. Additionally, we’ve implemented the voxel support for grids. When the option is enabled, any static grid which isn't attached to a voxel will become dynamic. Another implemented option is to disable the jet-pack usage in the world, so the player will not have a jet-pack at all. Also players can choose not to have tools in their inventory when they spawn in the world. All options are listed under “world” settings and are applicable for both scenarios and classic worlds. Lastly, projected blueprints can now inherit ownership from the projector itself. Corresponding check-box has to be checked for this feature to work. This feature is available only for the scenario edit mode.

- UI transparency (community feature by mexmer)
- world option: sun rotation
- world option: voxel support for grid
- world option: disable jetpack
- world option: spawning without tools
- projected blueprint can now inherit ownership from projector

- fixed issue with invite via Steam
- fixed welders causing lags (still WIP) (community fix: yajiedesign)
- fixed crash in Havok
- fixed crash when changing hostility settings
- fixed welder model
- fixed issue with projector turning welded blocks off
- fixed issues with multiple mods upgrading the same value
- fixed oxygen generator auto-refill synchronization (community fix: mexmer)
- fixed welder help others synchronization (community fix: mexmer)
- fixed warhead projection explosion

EDIT 06/26/2015:
Update 01.088.012
- fixed with sensor switching on/off
- fixed solar panels and oxygen farm working in dark environment
- fixed HUD not showing properly
- fixed turrets not targeting enemy blocks
- fixed loading of some worlds

Source :]]>
Update 01.087 - Deathmatch Scenario Support Thu, 18 Jun 2015 22:57 CEST
In this update we added support for designing deathmatch scenarios. With the new editor options, you will be able to design free-for-all scenarios where you can compete with your friends on who will be the last to survive! The designer has the option to set the amount of the allowed lives in each scenario, which means that when a player reaches zero, he will lose. Also, we added the option to set the medical room ownership to the first player who spawns in the scenario. Additionally, the projector can now be set to instant building (available only in the creative/scenario mode). Once the scenario is played, the settings can’t be changed or accessed again. Moreover, we added a new scenario option that will make a grid indestructible. This option can be found in the Info tab of that specific grid and its purpose is to eliminate any performance issues and/or set physical boundaries of the map.

Lastly, we would also like to highlight the importance of the scenario editor feature. Its main purpose is to allow players to create missions and game modes which can be played by other players. There are no rules set in stone, but all are defined by the author himself. Capture the flag, deathmatch, racing or campaign driven missions - all can be done by using the scenario editor, with your own rules and designs. All can be achieved by the blocks and settings available in the game. The Steam Workshop allows the Space Engineers’ community to share and play the scenarios. The first stage of the editor has the basic GUI set-up and a few conditions. Each update that will bring new additions to the scenario editor will have an example scenario that presents new possibilities (similar to the race scenario that was added last week). We hope that you will enjoy the possibilities that this feature can offer. More additions and improvements are yet to come!

And we have a special treat for you today - a blog post by Dusan Andras, the man behind the planets:

Fighter free-for-all example map:
Guide for making performance-friendly maps:

- deathmatch scenario support
- new scenario condition: setting the amount of lives in a scenario
- new scenario condition: all others lost
- block settings: medical room ownership for the first player spawned in a scenario
- block settings: set a projector to instant building in scenario
- possibility to make a selected grid indestructible in scenario

Source :]]>
Update 01.085 - Improved Ship Navigation And Docking Fri, 05 Jun 2015 16:07 CEST
The ship navigation and autopilot options have been improved. Players can now assign up to 9 actions for one waypoint. Also the actions can be assigned in patrol and circle mode. Moreover, there is a new option to reset the waypoints. Once the ship reaches its destination it is possible to press reset and the autopilot will start again from the original waypoint.
Lastly, we have added the option to remove voxels by using the terrain auto-level voxel-hand tool.

- improved ship navigation
- added the erasing functionality to terrain auto level voxel hand
- example workshop worlds with docking procedures:

- fixed character moves uncontrollably while in jet-pack (aka death when exiting cockpit)
- fixed autopilot overriding overridden thrusters
- fixed "No Share" prevents faction members from reading text when faction read/write enabled
- fixed beacon light visible when it should not be
- fixed asteroid invisible during pasting
- fixed character has wrong light when turning lights on helmet

Community updates (github contributions)
- added 2 decimal places to Oxygen Tank capacity (by Geneticus)
- introduced a base class for programmable block programs (by LordDevious)
- added modapi laserantenna interface (by mexmer)
- fixed check for DX11 support (by mexmer)
- fixed single and multiline textboxes (by LordDevious)
- fixed helmet toggle notifications not being overwritten (by THDigi)
- laser antenna LoS requirement is checked at all LoS checks (by Phoenix84)
- terminalproperty bool value (by mexmer)
- add projector only show can build (by yajiedesign)
- fixed memory leaks (by RossM)

Source :]]>