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Quelle: store.steampowered.com/news/ap…0/view/526490645242578672Space Engineers 2 News-Hub schrieb:
This week’s playtest was quick, we looked at improvements on the turrets – now they have proper collision and placement shapes, and the projectile trails work correctly. Rocket launcher was implemented to our internal build – the aiming and reload animations are work in progress. But it’s fun to blast everything around – I always enjoy destroying stuff.
Interior turret concept art (if you really like gaming concept art, check out our Pioneer Edition):
https://store.steampowered.com/app/3365540/Space_Engineers_2_Pioneer_Edition/
Area welding got improvements too – we added visualization of blocks that are within range and will be welded when you press the mouse button. I am thinking whether to show a consistent 25cm grid or adapt it per block size in the vicinity.
We are in the last finalization weeks of VS2.2 so everyone is converging, and trying to not diverge and delay the release. After the code freeze, we have some more weeks for bugfixing, and then release of VS2.2, and start working on VS2.3, which should bring new changes to colonization meta loop, contracts, new types of contracts, and more.
We also held a biweekly all-team presentation, so I could see the almost final version of our weather system. There’s rain, smoke particles, and grass is influenced by the wind, and what’s amazing, it is volumetric, in a sense that if you are inside, the weather doesn’t get to you – no rain indoors! I don’t know if this makes you happy, but my heart was happy from seeing it.
I’ve been getting a lot of questions and pleas lately to show more progress on mechanical blocks and wheels. So here you have it. I had the chance to review our current work on wheel suspensions, and it’s really nice to see them coming together. You can see the latest progress in the footage below.
And the Rotor block, first in the VRAGE3 editor: https://www.youtube.com/shorts/m1P03L8XMiE
And first shots of rotor spinning in-game: https://www.youtube.com/shorts/GGfamYk6sIY
I also want to share a first look at our planetary ring visuals. This is still very much “Programmer Art” – that’s what our art team calls all the prototypes that haven’t received their attention yet . What I enjoy about planetary rings is how they add scale and atmosphere without needing any explanation. You can see them directly from the surface, and they give planet Verdure a much more otherworldly feel.
From here, the rings are moving to the art team for a proper visual pass. I’m really curious to see how far they can push the look once they get their hands on them.
We also reviewed the game analytics and Steam reviews, to better understand what SE1 veterans and also new players say about SE2, but also what their behavior says. The positive is that people trust us and have high confidence in SE2’s future and direction. The negative, but fixable, is that the survival is still just basic, contracts are not much fun or replayable. These were expected results, and we will improve it in the next iterations, this is just temporary and not a surprise. We are simply releasing what we have, instead of waiting for the final product, so obviously we have to give you unfinished things from time to time.
Question to you: How do you feel about planetary rings as a visual feature in Space Engineers 2?
Full Blog Post: https://blog.marekrosa.org/2026/02/mareks-dev-diary-february-5-2026/
Please join us next week for Space Engineers 2 New Sector Release Livestream!
Monday, February 9th, 6 PM UTC
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