Space Engineers 2 Alpha Early Access Release

   SUMMARY:Space Engineers 2 Alpha has officially launched on Steam Early Access!First Update: Vertical Slice 1 - Creative ModeHow to share your feedback?Work in ProgressOur Vision for Space Engineers 2Why Space Engineers 2 is the Next Big LeapWelcome to the Almagest SystemSpace Engineers 2 Soundtrack, Pioneer EditionFAQHello, Engineers!The day has come - Space Engineers 2 Alpha has officially launched on Steam Early Access! After months of anticipation and hard work, we’re excited to take this first step together. The thrilling journey of Space Engineers 2 starts now, and we invite you all to be part of it. The release of the Alpha and Vertical Slice1: Creative Mode is just the beginning - there’s so much more ahead!We’re taking a unique approach to developing Space Engineers 2 with our Vertical Slice strategy. A Vertical Slice is a fully playable portion of the game that showcases specific core features and improvements implemented at production quality. It serves as a milestone in the game’s development, allowing us to focus on delivering polished gameplay in stages while more features are added in subsequent slices.Vertical Slice 1: Creative ModeYou have now access to VS1: Creative Mode, our first vertical slice, featuring:new 25cm unified grid system (no more small vs. large grids!)new blueprint building (snap to grid, partial copy/paste, assign to toolbar)grid undo/redoenhanced creative mode with powerful building tools (new voxel hand, symmetry tools, line/plane building) and paint toolgrid speeds up to ~300 m/ssafe speed system preventing damage under 20 m/snew magboots with camera stabilizationnew physics and dynamic fractures and debris for more realistic destructionvisual revolution thanks to ray tracing, global illumination, tessellated terrain, parallax mapping, sleek armor edges, and enhanced lightingNew VRAGE3 engine brings better performance and future optimization potentialAdditional Vertical Slices will follow in the months after, each expanding the game's features and content. This development process will continue over the next few years until we achieve our full vision for Space Engineers 2.You can explore everything included in the detailed Changelog.Forging the Future TogetherBut first let’s talk openly and honestly about the Space Engineers 2 Alpha - the word “Alpha” is really important. Releasing Space Engineers 2 in such an early stage of development isn’t just a milestone for us; it’s a deliberate choice. It reflects our commitment to transparency, collaboration, and building something incredible together with our players.We’re just as excited about Space Engineers 2 as you are. We couldn’t wait for you to get your hands on it and see what amazing creations you’ll dream up within this new chapter of the Space Engineers universe. Your creativity inspires us, and we know the game will truly shine as you begin to explore, experiment, and push its boundaries.We’ve seen firsthand the power of a great symbiosis with our community. Space Engineers 1 was shaped, refined, and elevated by your ideas, feedback, and passion. You push us to try harder, aim higher, and get further. Without your voices, Space Engineers would have been a much different game. That same spirit is what drives us today.An early release like this brings enormous advantages - not just for us, but for you. We get the opportunity to test ideas, uncover hidden challenges, and innovate beyond our limits. You get to experience and shape the development firsthand, influence its direction, and witness the evolution of the game from the ground up.That said, let’s be honest. If you’re not ready for an unpolished experience, this may not be the right time to jump in. If you prefer to “plug in and play,” we encourage you to wishlist, sign up for our newsletter, follow the development, and wait for future updates when the game becomes more feature-complete. As a reminder, here’s the Roadmap, so you can see where we’re headed and decide the best time to hop on this journey.However, if you’re excited about shaping the future of Space Engineers 2 with us - visit our Store, our Support Portal and get involved!How to share your feedback?The best way to provide your feedback is through our Support Portal. You can always find a direct link to the support portal from within the game - just press F1 to access the help screen!This platform is your direct line to the developers and the Space Engineers community. Here, you can:Create a BugreportCreate a ticket with your Feedback/IdeaVote on other ideas or bug reportsComment and Interact with fellow playersSuggest solutions and provide valuable feedback to help shape the future of Space Engineers 2SuggestionsIf you have ideas or suggestions for the game, we want to hear them! Your feedback has been instrumental in shaping the Space Engineers experience, and your contributions will be just as crucial for Space Engineers 2.Take a moment to share your ideas and help us improve - we value your tim

Jan 27, 2025 - 20:28
 0
Space Engineers 2 Alpha Early Access Release

   SUMMARY:

  • Space Engineers 2 Alpha has officially launched on Steam Early Access!
  • First Update: Vertical Slice 1 - Creative Mode
  • How to share your feedback?
  • Work in Progress
  • Our Vision for Space Engineers 2
  • Why Space Engineers 2 is the Next Big Leap
  • Welcome to the Almagest System
  • Space Engineers 2 Soundtrack, Pioneer Edition
  • FAQ



Hello, Engineers!

The day has come - Space Engineers 2 Alpha has officially launched on Steam Early Access! 

After months of anticipation and hard work, we’re excited to take this first step together. The thrilling journey of Space Engineers 2 starts now, and we invite you all to be part of it. The release of the Alpha and Vertical Slice1: Creative Mode is just the beginning - there’s so much more ahead!


We’re taking a unique approach to developing Space Engineers 2 with our Vertical Slice strategy. A Vertical Slice is a fully playable portion of the game that showcases specific core features and improvements implemented at production quality. It serves as a milestone in the game’s development, allowing us to focus on delivering polished gameplay in stages while more features are added in subsequent slices.


Vertical Slice 1: Creative Mode


You have now access to VS1: Creative Mode, our first vertical slice, featuring:

  • new 25cm unified grid system (no more small vs. large grids!)
  • new blueprint building (snap to grid, partial copy/paste, assign to toolbar)
  • grid undo/redo
  • enhanced creative mode with powerful building tools (new voxel hand, symmetry tools, line/plane building) and paint tool
  • grid speeds up to ~300 m/s
  • safe speed system preventing damage under 20 m/s
  • new magboots with camera stabilization
  • new physics and dynamic fractures and debris for more realistic destruction
  • visual revolution thanks to ray tracing, global illumination, tessellated terrain, parallax mapping, sleek armor edges, and enhanced lighting
  • New VRAGE3 engine brings better performance and future optimization potential
Additional Vertical Slices will follow in the months after, each expanding the game's features and content. This development process will continue over the next few years until we achieve our full vision for Space Engineers 2.

You can explore everything included in the detailed Changelog.



Forging the Future Together

But first let’s talk openly and honestly about the Space Engineers 2 Alpha - the word “Alpha” is really important. Releasing Space Engineers 2 in such an early stage of development isn’t just a milestone for us; it’s a deliberate choice. It reflects our commitment to transparency, collaboration, and building something incredible together with our players.

We’re just as excited about Space Engineers 2 as you are. We couldn’t wait for you to get your hands on it and see what amazing creations you’ll dream up within this new chapter of the Space Engineers universe. Your creativity inspires us, and we know the game will truly shine as you begin to explore, experiment, and push its boundaries.

We’ve seen firsthand the power of a great symbiosis with our community. Space Engineers 1 was shaped, refined, and elevated by your ideas, feedback, and passion. You push us to try harder, aim higher, and get further. Without your voices, Space Engineers would have been a much different game. That same spirit is what drives us today.

An early release like this brings enormous advantages - not just for us, but for you. We get the opportunity to test ideas, uncover hidden challenges, and innovate beyond our limits. You get to experience and shape the development firsthand, influence its direction, and witness the evolution of the game from the ground up.

That said, let’s be honest. If you’re not ready for an unpolished experience, this may not be the right time to jump in. If you prefer to “plug in and play,” we encourage you to wishlist, sign up for our newsletter, follow the development, and wait for future updates when the game becomes more feature-complete. As a reminder, here’s the Roadmap, so you can see where we’re headed and decide the best time to hop on this journey.

However, if you’re excited about shaping the future of Space Engineers 2 with us - visit our Store, our Support Portal and get involved!



How to share your feedback?

The best way to provide your feedback is through our Support Portal. You can always find a direct link to the support portal from within the game - just press F1 to access the help screen!

This platform is your direct line to the developers and the Space Engineers community. Here, you can:

  • Create a Bugreport
  • Create a ticket with your Feedback/Idea
  • Vote on other ideas or bug reports
  • Comment and Interact with fellow players
  • Suggest solutions and provide valuable feedback to help shape the future of Space Engineers 2

Suggestions

If you have ideas or suggestions for the game, we want to hear them! Your feedback has been instrumental in shaping the Space Engineers experience, and your contributions will be just as crucial for Space Engineers 2.

Take a moment to share your ideas and help us improve - we value your time and input!

Bug Reports

Encountered a technical issue? Let us know by submitting a bug report.

When reporting bugs, please:

  • Provide a thorough description of the issue.
  • Include reliable reproduction steps if possible.
  • Attach any relevant log files, screenshots, or videos.
  • Share a save file of your world, if applicable, to help us investigate further.

These details are essential to help us resolve issues effectively. Even if you can’t provide reproduction steps, the more information you include, the better!

Don’t Forget to Vote!

Before submitting new feedback or bug reports, use the search feature to see if a similar topic already exists. If you find one, don’t hesitate to vote for the topic to show it’s important to you!

If you don’t find what you’re looking for, feel free to start a new topic. Every vote, suggestion, and report counts and helps us prioritize updates and improvements.

The support portal is the best and most direct way to help shape Space Engineers 2. We’re looking forward to hearing from you

Post-release Support

We will continuously monitor Space Engineers 2 stability after the release and fix any problematic cases that lead to game issues.



Work in Progress / Ongoing Improvements

While your feedback is invaluable, some features are not yet ready for your input. These systems and mechanics are temporary solutions or placeholders, and we’re already hard at work redesigning and refining them. We ask for your patience while we bring these elements to their full potential.Here are some of the features and improvements we are actively working on:

  • We’re aware of incompatibility at launch of Space Engineers 2 on Intel Arc A-Series and Core Ultra Series 1 built-in Arc GPUs. We are working with Intel to enable the game experience and will provide relevant updates as development progresses.
  • Some blocks are decorative-only for now (for example, the Assembler is present but cannot produce components)
  • The Blueprint interface is currently in its initial version. Additional features and improvements will be introduced in upcoming updates.
  • Performance
    • Performance optimization is ongoing. For Alpha release, we’re targeting 16x Red Ship grids at 60 FPS on recommended hardware.
    • The game simulation continues even when the menu is open (no pause function) and Autosave may cause brief lags during gameplay. Performance may temporarily drop when pasting or attaching blueprints.
    • Performance optimizations of ship collisions and destruction are ongoing, so it won’t be lag-free at this moment. We will be continuously improving it in the following updates.
    • PCU values per block may appear higher compared to Space Engineers 1, reflecting SE2's increased detail and more precise performance measurements. While the current total PCU limit is set at 400,000 in VS1, we plan to raise this threshold in future updates as we implement scheduled optimization improvements.
  • The current GUI (Graphical User Interface) and HUD (Heads-Up Display) are works in progress. Our team is prioritizing core functionality first. Once we've confirmed all features are working as intended, we'll enhance the visual design and overall aesthetics.
  • The inventory system will be implemented in a future update
  • Fracture models will receive additional visual updates in future versions.
  • Character shadow in first-person mode is disabled temporarily and will be re-enabled in future animation updates. Animations for uphill/downhill movement, jumping, and tools will be refined in the future update.
  • Inverse kinematics (IK) is not yet implemented.
  • Toolbar block groups and sizes (block selection via R key) are a temporary mechanism and will be redesigned in a near update. 
  • Undo/redo functionality for the paint tool is not implemented yet, but internally we already have it, so it will be available in a near update. Changing block colors currently requires switching to the paint tool, but this will be streamlined. In addition, the paint tool’s limited palette is temporary; future updates will include RGB/HSV color settings and custom palettes.
  • Many small HUD and UX improvements didn’t make it into VS1 but are planned for future updates.
  • Jetpack mechanics are being polished, including adjustments to boost, acceleration, sound effects, and camera shake (note: in an internal build we are already finishing jetpack 2.0, with more pronounced boost mechanics… so please expect changes in VS 1.2)
  • The off-center third-person camera for characters and ships is not yet implemented, but we are working on it, aiming to get it to one of the next updates.
  • Ship controls are functional but will be further refined with target-based gyroscope controls.
  • Enhanced sound effects are coming, including jetpack audio, debug gun, ship sounds and destruction.
  • Tutorials will be added closer to the end of development.
  • Keyboard and mouse controls are not customizable yet, but they will be!
  • The Alpha releases in English language, more localizations will follow
  • Recoloring some blocks is limited to certain sides only - this will be fixed in the following update
  • Sometimes character peeks through cockpit - this will be fixed in the following update
  • Physics
    • Character can get through voxel during collisions (this can break character physics)
    • Destroying cockpit, while character is using it, can disable physics
    • Splitting static grid connected to a voxel results in relocation and/or explosion of split grid (we are working on a hotfix)

We understand that you’re eager to help us improve the game, but there’s no need to create tickets or reports for these features right now. They’re already on our radar, and we’re hard at work bringing them to life in the best way possible. When these features are more fully implemented, your feedback will be welcomed.

For now, we ask for your patience and trust: “Don’t worry about them, we got this!”

This is just the start of an incredible journey, and we want to thank everyone who’s joining us on it. Your creativity and passion are what make this community so special.

Let’s explore the Almagest System together and see where the future of Space Engineers 2 takes us!



Our Vision for Space Engineers 2


Space Engineers 2 is more than just a sequel – it's a reimagining of the space engineering experience that takes everything you love about Space Engineers and makes it 10x better. Building on over 10 years of experience with the original Space Engineers, which has sold more than 5 million copies across PC, Xbox, and PlayStation, we're bringing you closer than ever to our founding vision.

Imagine stepping into a universe where your creative engineering ambitions are finally unleashed with unprecedented power, depth, and possibility. With tools so intuitive they feel like sketching on paper yet powerful enough for your most ambitious designs, Space Engineers 2 transforms the creative experience with our next-generation VRAGE3 engine. For the first time, explore a rich universe with meaningful narrative and backstory, interact with NPCs in a living world, and harness new possibilities like volumetric water. Whether you're a seasoned engineer or taking your first steps into space, you'll craft your legacy in a universe that truly comes alive with your creations.

I can confidently say that Space Engineers 2 is the culmination of everything we've learned. It offers an experience that is more expansive, intricate, robust, and intuitive, primed for the next decade and beyond. We're making no compromises in our pursuit of the ultimate space engineering sandbox.


Why Space Engineers 2 is the Next Big Leap


We designed Space Engineers 2 to be 10x better than SE1 and other space and engineering games in every dimension that matters:
  • More intuitive, yet deeper in gameplay possibilities
  • More flexible in building, with fewer artificial constraints
  • More visually stunning, with next-generation graphics
  • More immersive, with rich storytelling and living universe with human NPCs
  • More performant, leveraging modern hardware
  • More engaging survival experience in a dynamic world 
All of this is powered by our new VRAGE3 engine, representing a quantum leap in space sandbox gaming.

Intuitive User Experience


The days of steep learning curves are over. We've redesigned the user experience with an intuitive interface and fast feedback systems. Veterans will find all the depth they love, while new players can jump right into building.


Building Freedom


Our revolutionary 25cm unified grid system eliminates the traditional small vs. large grid distinction. Build with unprecedented flexibility - from intricate machinery to massive space stations, all within a single, coherent system. 
Enhanced building mechanics include grid undo/redo, blueprint building (partial copy/paste, snap to grid, assign to toolbar), paint tool, and symmetry tools for effortless design work.

Visual & Physical Revolution


VRAGE3's GPU-driven pipeline delivers stunning next-generation visuals with raytracing, global illumination, tessellated terrain, and parallax mapping. Experience true volumetric environments where everything - from planets and asteroids to your own ships - is volumetric, fully destructible and physically simulated. Seamlessly travel from space to planets with no loading screens, all while maintaining smooth performance and visual fidelity.


Technical Innovation

  • Multi-core scalability will enable larger, more complex builds
  • Data-oriented architecture ensures future optimization potential
  • Enhanced physics simulation with realistic destruction and deformation
  • GPU-driven pipeline for superior visual quality and performance
  • True volumetric environment enabling seamless space-to-planet gameplay

Hardware requirements


The increased hardware requirements reflect SE2's advanced rendering, enhanced physics simulation, and more detailed grid system - all of which demand more computational power than SE1.

Since SE2 is in alpha, many optimizations are still ahead of us. However, VRAGE3's data-oriented architecture gives us the freedom to optimize and scale performance further.


Commitment to Space Engineers 1


Our dedication to Space Engineers 1 (SE1) remains as strong as ever. For over 11 years, we've consistently delivered free updates, enhancing the game experience for our community. We're continuing active development.

Space Engineers 1 (SE1) and Space Engineers 2 (SE2) will coexist, each offering unique experiences for players.


The Almagest System: Backstory


Space Engineers 2 is set in the mysterious Almagest System, humanity's ambitious leap into the unknown, 10,000 light-years from Earth.

In 2083, humanity launched the Bering Project—its most ambitious endeavor—to send pioneers across space and forge a new destiny among the stars. The Almagest system was chosen not out of necessity, but as a testament to human capability and the spirit of exploration. Beneath the surface of scientific curiosity lay a deeper motivation: the desire for a new frontier, free from the constraints of Earth's governments and societal structures.

Planets and Water are work-in-progress


The Bering Project sent multiple waves of colonists on a one-way journey, knowing they would never return to Earth or see their families again. These brave explorers were driven by the promise of freedom and self-reliance, much like the settlers of the old world who ventured into uncharted territories. Their mission was to build a new future for humanity, unbound by the limitations of their past.

The Almagest is no ordinary star system. At its heart lies not one star, but two - the radiant Almagest and its dimmer companion, the brown dwarf Delfos. Orbiting this unusual pair are three distinct worlds: verdant Verdure with its Earth-like potential, red and dusty Kemik reminiscent of Mars, and the enigmatic water world Byblos.

Planets and Water are work-in-progress

You'll encounter diverse groups, each with its own vision for this frontier. Astronauts Without Borders embody the ideals of cooperation, while the militaristic Legion of Engineers stands ready to defend humanity's progress. The isolated Ellickite communities, religious isolationists, and the Boatmen, a mysterious cult born from tragedy, add layers of intrigue and danger to your journey.

For the first time in Space Engineers, you'll interact with NPCs throughout your adventures. These characters—ranging from allies and pioneers to adversaries with their own agendas—play pivotal roles in advancing the narrative, offering missions, and enriching the history of the Almagest.

Planets and Water are work-in-progress

As you explore, you'll discover traces of something unexpected. Someone was here before. Your engineering skills and critical decisions will determine the success of humanity's boldest expedition. What secrets await in the Almagest? Your choices will shape humanity's future among the stars.

Venturing into the Almagest, you carry the hopes and dreams of all those who sought a fresh start. While Earth continues to progress in your absence, you and your fellow colonists are writing a new chapter in human history—pushing beyond known frontiers to build a future among the stars, governed by your own rules and ideals.



For more Story & Lore sneak peeks continue to our Reveal Post.

Pioneer Edition


Pioneer Edition includes the base game, soundtrack, and exclusive behind-the-scenes development materials (from 2022 to 2024). 
As development continues, we will keep adding new content and updates.


For Space Engineers 2's soundtrack and in-game music, we wanted to capture the story of people who carried their ancestral heritage across 10,000 light-years to The Amalgest System. We drew inspiration from various ethnic styles: the soul-stirring melodies of Eastern Europe, the mystical sounds of Arabia, the intricate patterns of Indian music, and the primal rhythms of Northern European tribes. 

To bring this vision to life, we turned to Karel Antonin, who has been composing and leading music production for our games for almost 15 years, from Miner Wars through Space Engineers and Medieval Engineers. Under Karel's direction, each piece of music became a bridge between Earth's ancient cultures and humanity's far future, blending traditional instruments with modern synthesizers to show how our musical heritage might evolve across millennia. 


Working with talented musicians and a full orchestra, Karel composed music that feels both ancient and futuristic, where you might hear folk melodies transformed through electronic textures while still maintaining their emotional core. This vision continues the musical journey we began together all those years ago, growing and evolving with each game we create.

Soundtrack Recording


What happens when you put together over 80 amazing players and record the score live?
It was an amazing day from start to finish, filled with "hard fun", notes & liters of coffee. Check it out: 


FAQ


Q: Will Space Engineers 2 have Steam Workshop support? 
A: Space Engineers 2 will use Steam Workshop as its primary platform for user-generated content.


Q: Will VS1 contain all blocks that are currently in Space Engineers 1?
A: SE1 has been in development for over 11 years, so it will take some time for SE2 to reach that level of content. VS1 will contain the most important blocks, but since it's launching in creative mode, most of them won't be functional (for example, the Assembler will not be able to produce components).


Q: What are we getting on January 27, 2025?
A: We will release VS1 (Creative Mode). All other innovations - including planets, survival mode, water, NPCs, campaign, and many more features - will follow in additional vertical slices. Players who join early access will receive all these updates at no extra cost.


Q: Can I transfer my grids from SE1 to SE2?
A: Yes, we have developed a transfer tool for this purpose: Grid Exporter tool. The tool and its user guide are available at: https://2.spaceengineersgame.com/experienced-players/grid-exporter/ 

However, please note that Space Engineers 1 and 2 use different grid systems, so not all blocks can be transferred directly. Any incompatible grid sections will be automatically replaced with armor blocks.


Q: Why are you making a sequel and new engine instead of simply iterating with SE1?
A: We want SE2 to be a revolutionary step from SE1, unconstrained by the past (SE1 code base became complex and convoluted over the years), backward compatibility in file systems and data structures (e.g., now we have a 25cm unified grid system, so old grids are not easily transferable, and this would break many save files, worlds, and blueprints on Workshop). We also wanted a game/engine architecture that is ready for the next decade, scalable with multiple cores, etc. Sometimes it's best to take what you've learned and start with a clean slate.


Q: Why aren’t you launching Space Engineers 2 with Water? Why not wait until water is done?
A: Water is a complex feature that requires more time to perfect. Rather than delay the entire game, we chose to have a roadmap where we can release meaningful improvements sooner rather than later, so that we can share with our community what we are working on and openly talk about it. We're starting with Creative Mode, followed by Survival and Planets, which is a deliberate order. One of our key improvements in SE2 is the 25cm unified grid system, but we especially want to enhance the accessibility and intuitiveness of the user experience. Beginning with Creative Mode allows us to focus on these core improvements and gather valuable feedback before introducing more complex gameplay elements.


Q: Why are you releasing a Space Engineers 2 (SE2) alpha while Space Engineers 1 (SE1) is actively updated? Isn’t this unusual?
A: We understand this approach isn't typical (but we were never a standard game development studio!). We value our community's involvement and want to develop Space Engineers 2 alongside you. By releasing an alpha early, we can share the development process, gather valuable feedback, and iterate more frequently through vertical slices. This collaborative approach will help us create the best possible experience for everyone. After all, would anyone prefer to wait a few years until we finish SE2 behind closed doors and then release it with a big bang?


Q: What about Space Engineers (SE1)?
A: We continue developing it, the next update will be in the following months.


Q: What About PlayStation/Xbox?
A: At this stage, we’re focusing all our efforts on the PC Alpha. Console release processes are quite different from Steam Early Access, and the current stage of development requires frequent updates that are better suited to PC versions.
However, we absolutely want to bring Space Engineers 2 to PlayStation and Xbox in the future!


Conclusion


Space Engineers 2 represents not just the next chapter in our journey, but a new beginning for space sandbox gaming. We invite you to join us in this ambitious endeavor, to push the boundaries of creativity, engineering, and exploration.

The cosmos is your canvas. Engineer your dreams!