Space Engineers 2 Dev Diary: February 26, 2026

    Diese Seite verwendet Cookies. Durch die Nutzung unserer Seite erklären Sie sich damit einverstanden, dass wir Cookies setzen. Weitere Informationen

    • Space Engineers 2 Dev Diary: February 26, 2026

      Neu

      Space Engineers 2 News-Hub schrieb:


      It’s time to give you a clear overview of what you can expect in upcoming VS2.2. This update is a big step forward for Space Engineers 2 - not just in terms of content, but in terms of systems coming online. We’re expanding the Almagest system, introducing new gameplay foundations, and deepening several core mechanics that VS2 laid the groundwork for.

      New in Almagest System / Almagest System Exploration
      VS2.2 expands the Almagest System with new locations to discover and explore. From new moons to asteroid rings and dangerous sectors, the system is starting to feel larger, more varied, and more alive. Here’s what’s waiting for you out there.
      • Moon Palatine (Verdure)
      • Moon Caligo (Kemik)
      • Asteroid Rings & Clusters
        • The Viridian Halo (Verdure)
        • The Cryon Ring (Kemik)
        • 3 types of Asteroid Fields: Feroid, Ice, Radiant Drift
      • Delfos Killing Field
      • Nadirae Sector with 4 New Contracts

      Features - New System Foundations
      VS2.2 is where we begin laying the cornerstones for several major gameplay systems. These are foundational implementations - weapons and combat basics, economy, survival mechanics, planetary events, mechanical blocks - built to establish the core logic and structure they will grow from. The goal here is not to deliver their final form, but to create a solid baseline we can expand, refine, and build upon in future updates.
      • Weapons & Combat Basics
      • Mechanical Foundations
      • Planetary Events
        • Weather - Rainstorm
        • Weather - Sandstorm
        • Meteor Showers
      • New Survival Mechanics: Suit Oxygen
      • Economy Foundations: Trading & Credits
      • Cargo Ships
      • Ship Action Toolbar Basics
        • Automatic Block Recovery
      • Customizable Controls Basics
      • Datapads

      Features - System Expansions
      We’re not just creating new pillars in VS2.2 - we’re also deepening existing mechanics. These expansions make the core gameplay loop smoother, clearer, and more flexible, while building on the foundations we established in VS2.
      • Area welding, grinding & ship tools
      • Production Lines
      • GPS Screen Enhancements
      • Volume Slider just for tools (because you asked for it!)
      • Contract Rewards & Loot System
      • GUI & Hud Improvements
        • Production screen
        • Contracts UI
        • Warfare HUD
        • Player HUD enhancements
      • Character Animations additions and improvements
      • Added tons of new sounds and audio improvements

      New Weapons & Tools
      • Character Tool: Area Welder
      • Character Weapon: Assault Rifle
      • Character Weapon: Rocket Launcher
      • Grid Weapon: Gatling Cannon
      • Grid Weapon: Gatling Turret
      New Blocks
      • Welder Blocks
      • Grinder Blocks
      • Large & Small Rotor
      • Large & Small Piston
      • Trading Block
      • Deck Panel

      Game Localizations
      We’re continuing to improve localization quality and coverage so more engineers can experience the game comfortably in their native language.
      • Brazilian Portuguese
      • Czech
      • French
      • German
      • Italian
      • Polish
      • Slovak
      • Spanish
      • Turkish

      Q: No Wheels in VS2.2?
      A: We were prototyping wheels for VS2.2, but they need more time to cook. They’re coming – just not in this update.

      Q: What is the Economy/Trading Scope?
      A: Trading in VS2.2 focuses on base resources and economy systems, not grid-to-grid trading yet. That layer will come later as we expand the system.

      Q: What is Suit Oxygen feature?
      A: VS2.2 introduces Suit O2 as another survival element. Pressurization and environmental oxygen systems are not included yet.

      Q: Will we get support for Blueprint Projections with Subgrids?
      A: Copy/pasting projections of blueprints with subgrids is not fully supported YET. You can build on pistons and rotors individually in VS2.2, but when you paste a grid that includes connectors, rotors, or pistons, only the main grid will be projected for now. We are definitely planning proper support for subgrid projections in a future update.

      Q: Will we get Production Load Sharing?
      A: Production lines are coming in VS2.2 – however, load sharing between multiple production blocks is not implemented yet. If you queue 500 components in one assembler, that single block will process the entire order. Splitting production across multiple blocks is a planned future feature.

      Q: Will a New Save be Required to get the new features?
      A: Some features introduced in VS2.2 require starting a new game to be visible/present: Credits & Trading, Cargo Ships, New Loot System, Asteroid Rings and Clusters, Moons.

      Q: When can we expect the release?
      A: One thing I don’t talk about enough is how an update is actually created. Every release goes through the same structured stages:
      • Design – This is where we define the scope. What systems are we building? What problems are we solving? What is realistic for this slice? We write specifications and break features into tasks.
      • Programming and Art Asset Creation – This is the heavy production phase. Engineers implement systems, mechanics, and backend tools. Artists create models, materials, animations, UI, effects, and audio.
      • Feature Freeze – At this point, we stop adding new features to the internal build for the closing update. Even if someone has a great idea, it waits. The focus shifts from expansion to stabilization. Finishing, integrating, and making sure systems work together.
      • Code Freeze – No more risky changes. Only bug fixes, performance improvements, and crash fixes. This phase is about removing instability before release.
      • Release – When the build is stable enough, we ship. And then the hotfix cycle begins.
      It’s also important to understand that not everyone is working on VS2.2 or standing around waiting for release day because their part was done.

      Game development is parallel by nature. While part of the programming team is finishing and stabilizing features for VS2.2, designers are already working on VS3 and VS4. The art team is creating assets for upcoming systems. Some engineers have shifted to future features, while others remain focused on polishing and fixing the current slice. QA is waist-deep in testing VS2.2 builds, reproducing bugs, verifying fixes, and stress-testing systems.

      Software development is a complex discipline. Entertainment software development – where you are not just implementing known solutions, but trying to invent new systems like planetary-scale volumetric water – is even more demanding. There are unknowns, iteration loops, technical surprises, and constant refinement. Internally, it’s a structured, disciplined process moving forward on multiple fronts at the same time.


      Here you can see our release dashboard for VS2.2. Currently, we are at code-freeze stage. We started the final push last week. We’re completing roughly 30 to 40 tickets per day. The number dropped from around 1400 to about 300 - but that first big drop was not magic productivity. That was us cleaning up Jira, closing outdated tickets, merging duplicates. The real grind starts around 500 tickets, and from there you can see the steady daily progress.

      As of this moment (Tuesday), 341 tickets remain. We’re getting close


      Updated Roadmap – VS2.3
      The next major milestone after this update will be VS2.3 – you can expect Wheels, Hinges, Warheads, the Timer Block, Sensor Block, LCDs, Wind Turbines, the Event Controller, further combat improvements, and additional features expanding on the foundations established in our previous updates.


      After that comes VS3: Water. Planetary-scale volumetric water, along with all the water gameplay systems and blocks. This update will also add a new water planet, Byblos, to the Almagest system.

      Following closely will be VS4: NPCs + Cooperative Multiplayer, adding 4-player gameplay and the first iteration of interactive non-player characters. VS5: Full Multiplayer will complete the foundation for large-scale multiplayer sessions.

      Two development teams are working in parallel on VS3 and VS4, so the final release order may depend on which reaches completion first. Either way, we’re pushing forward on all fronts to bring you new features and deeper gameplay as quickly as possible!

      Many of the features and improvements planned for the future have been requested and shaped by the suggestions and ideas shared through our Support Portal. Your feedback is incredibly valuable, and we appreciate every suggestion you submit.

      Check out our full Roadmap.

      Full Blog Post: https://blog.marekrosa.org/2026/02/mareks-dev-diary-february-26-2026/




      ️ Feedback & Support - https://support.keenswh.com/
      ️ Roadmap: https://2.spaceengineersgame.com/roadmap-2/#current
      ️ Discord: https://discord.gg/keenswh
      Newsletter: https://www.keenswh.com/newsletter
      ➡️ Connect and find us on your platform of choice: https://www.keenswh.com/connect/




      https://steamcommunity.com/games/1133870/announcements/detail/490465653219657357 https://steamcommunity.com/games/1133870/announcements/detail/526490645242578677 https://steamcommunity.com/games/1133870/announcements/detail/526490645242578675
      Quelle: store.steampowered.com/news/ap…0/view/490466287394226273