Space Engineers 2: Dev Diary, Hotfix 2.0.2.29

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    • Space Engineers 2: Dev Diary, Hotfix 2.0.2.29

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      Space Engineers 2 News-Hub schrieb:


      Hotfix 2.0.2.29 has been released!


      Stability
      • Fixed an issue that caused the game to freeze indefinitely during loading.
      • Fixed an issue where the game could crash during physics world migration, causing unexpected crashes while playing.
      • Fixed an issue with a startup check that should detect PCs below minimum requirements or using unsupported drives and show a clear error instead of crashing when loading Game Audio.
      Audio
      • Fixed an issue with Intro Cutscene Audio playing at a wrong speed.
      UI
      • Fixed an issue where VS2 would include non-English localizations that were not intended for this version.



      Please keep in mind that VS2 is still an Early Access and Alpha version of Space Engineers 2. We are planning daily hotfixes after the initial release.
      • Starting with this release, we will always keep previous versions of the game available after major updates. This means you can return to an earlier version at any time and, for example, save your blueprints or creations. You will find these builds in the Steam Beta tab.
      • We also want to be upfront about one important thing. We already know that water will be such a monumental change for the game that you will need to start a new save when VS3 arrives. We try to minimize situations like this, but during the alpha stage of development they are sometimes unavoidable.
      • Planet modding is not fully supported at this stage of development - we will bring you modding support for planets at later stages!
      • Customizable Controls are coming in VS2.2!
      • In rare cases, Procedural Voxel Generation may cause a Contract grid to spawn inside a voxel area. If this happens, you will need to start a new map. This is a top priority issue for our next hotfix.
      • We have disabled the Survival Intro video for some hardware setups; this should remedy multiple issues when starting a Survival play for now. We are working on a permanent fix for the intro video.
      • Tutorial Contracts can be broken by not following the task sequence; this will be reworked and mitigated in the future updates.
      Thank you for helping us make the game better!

      Image Credits: DSI - Arinox by Pitohui




      It is 3 days after we released the most important update since SE2 launched and we are still overwhelmed. Thank you for the warm welcome for Vertical Slice 2. Planets, Colonization and Survival Foundations is where Space Engineers 2 finally turned into a real survival game - planets, progression, story foundations, and the first version of core systems all working together.

      And I have to thank both our SE1 and SE2 teams for their hard work. These past months were intense for everyone. VS2 touched almost every part of the game, so artists, programmers, designers, testers, audio, production, and support all had to push together. Watching both teams help each other, share ideas, solve blockers, and keep the whole project moving was inspiring. None of this would exist without their dedication.

      Seeing SE2 through player videos, I am realizing how beautiful it actually is. I spend so much time deep in development that I mostly see the issues, the bugs, and all the unfinished parts. Watching players explore the planets, fly through the clouds, and build their first bases gives me a completely different perspective. It reminds me why we are making this game in the first place.


      Players already discovered how to turn on water in Space Engineers 2 - unofficially, since water is planned for VS3 in 2026.

      What you can expect now are daily hotfixes over the next few weeks. The whole team is watching your reports closely, and your feedback is already helping us fix issues at a very fast pace. Thank you for every ticket, screenshot, and video you send us. Please continue using our Support Portal - it really makes a difference and helps us track everything properly.

      After the new year, we will move to the next steps on our roadmap. This means new sectors, expanded contracts, and more varied and fun objectives as additional gameplay systems come alive. VS2 is only the beginning. If you take a look at the roadmap, you will see how the survival and colonization experience will grow piece by piece.


      I think that now most of you have a much clearer understanding of why we released VS1 earlier this year. It gave us the chance to test and polish our new building systems with the unified 25 cm grid, blueprints, modding, and the Steam Workshop - all essential for survival projection building you can now enjoy.

      We have a plan, and it is clear that many of you are excited about it. We feel very honored by your trust, and now it is on us to deliver. What you are testing in VS2 are just the cornerstones of the full features that will come later.

      Let’s take one example - Area Welding - coming in VS2.2. The 25 cm unified grid system gives you much more freedom and detail for your creations, but it also means it would be far too tedious to weld every single block one by one. Area Welding is the natural next step. The new grid gives us the precision, and Area Welding will give you the tools to actually build with that precision in a practical way.




      Full Dev Diary: https://blog.marekrosa.org/2025/12/mareks-dev-diary-december-4-2025/




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      https://steamcommunity.com/games/1133870/announcements/detail/526486840058839841 https://steamcommunity.com/games/1133870/announcements/detail/626690914537963593 https://steamcommunity.com/games/1133870/announcements/detail/582781208710088786
      Quelle: store.steampowered.com/news/ap…0/view/526487474953781990