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Space Engineers 2

Ironmonk

Augur
Joined
Sep 29, 2014
Messages
566
Location
Mordor


EA launching soon

About Alpha​




In the current Alpha version, players can dive into Creative Mode, one of the most loved features, with plenty of space to build, experiment, and bring their ideas to life right from the start. Enjoy a unified 25cm grid system with new blueprint tools like snap-to-grid, paint tool, partial copy/paste, and toolbar assignments and powerful building tools, including the voxel hand, symmetry tools, and line/plane building, along with grid undo/redo for flexibility. The advanced grid system reaches speeds of 300 m/s, with built-in safety features preventing damage under 20 m/s. Dynamic fractures and debris add realistic destruction, while a visual overhaul with ray tracing, global illumination, tessellated terrain, sleek armor edges, and improved lighting pushes the game’s visuals to a whole new level.



The Creative Mode is just the beginning. Over the coming months, we’ll be rolling out exciting content updates, each adding new features and expanding the game, while focusing on improving the core elements. Be sure to check out our roadmap with all the exciting things coming to Space Engineers 2!

Roadmap

  • VS 1.1: UGC Steam Workshop - Share your creations with other players
  • VS 1.2: Improved mechanics and interface refinements
  • VS 1.5: Modding - VRAGE HUB, VRAGE Editor
  • VS 2: Planets and Survival: Explore planets and our new Almagest System. Utilize new tools like backpack building and projection building, while experiencing improved progression and engaging challenges.
  • VS 3: Water: Planetary-scale volumetric water transforms gameplay. Engineer across oceans, rivers, and lakes. Construct boats and submarines for underwater exploration.
  • More to Come: We have exciting plans for additional Vertical Slices that will expand upon core mechanics, introduce new features, and ultimately build towards a complete Space Engineers 2 experience. On the horizon: Multiplayer, NPCs, Story Campaign and more.
roadmap2.png

About This Game​


Space Engineers 2 is an open world sandbox game where engineering meets exploration, construction, and survival in the vastness of space. Become a pioneer in the distant Almagest system, a new uncharted world with infinite possibilities for creativity and discovery. Build everything from starships to space stations as you craft your own path in this highly anticipated next chapter of the Space Engineers series!
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Creation and destruction never felt this good

Space Engineers 2 takes everything we've learned over the past 10 years and reimagines the space engineering experience with more depth and creative freedom than ever before. Powered by our new VRAGE3 engine, creation and destruction feel better than ever. Whether you're a veteran or new to the game, Space Engineers 2 offers a vast, engaging sandbox where your creativity can truly shine.
Concordia_Research_Facility.gif

Build with great precision

Explore the next generation of construction! Build anything you can imagine with incredible precision using the new 25 cm Unified Grid System. No more large vs small grid - blocks fit seamlessly together, making it easier to create intricate builds. Mounting point visualization and grid lines make building more intuitive than ever.
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Enhanced controls and mobility

Our new system includes Grid Undo and refined CTRL controls for precise rotation and zoom, ensuring intuitive design at every step. Take your creations to new speeds with an upgraded max velocity: characters up to 310 m/s and grids up to 300 m/s. And you don’t need to worry about falling off platforms or asteroids — magboots and automatic jetpack activation have got your back!
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Smarter UI and smoother play

We redesigned UI/UX to make building smoother and more intuitive for both newcomers and pros, giving more freedom to bring your intricate ideas to life. Thanks to VRAGE3, Space Engineers 2 is set to deliver better performance for a smoother play. As Early Access progresses, you’ll be able to build bigger ships, fly more of them, and enjoy epic destruction in a truly immersive ride.
Painting_2.gif

Next-level visuals

Enjoy the beauty of space, industrial designs and battle encounters, reimagined with next-level realism. In Space Engineers 2 we introduced new ray-traced global illumination, realistic shadows, a new skybox, tessellated voxel materials, parallax effects for armor and much more, to bring depth and realism to every scene.
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It really seems the building capabilities were improved by a lot... but I'm not excited for it yet... the first game felt too aimless+empty without a proper enemy AI... and by the time they did some improvements, I was already tired of the game and didn't tried it.

So, for now, unless they show some spectacular enemy AI interactions to give the feeling of a living world... I will not be interested in it.
 

anvi

Prophet
Village Idiot
Joined
Oct 12, 2016
Messages
8,563
Location
Kelethin
I was interested by the first game but the aimless/empty part kept me away too. I'd like to play something like this if it got gameplay tweaks.
 

Ironmonk

Augur
Joined
Sep 29, 2014
Messages
566
Location
Mordor
One thing that I dislike immensely is the excuse to adhere to physics when convenient, while ignoring it also when convenient... and in several occasions, this mentality creates gameplay mechanics that are basically clutter or not enjoyable.

They add the Jumpdrive, while your ship needs to be a brick with dozens of thrusters in all directions... why limit to Atmospheric, Hydrogen and Ion? Why did this fuckers didn't add a Nuclear Thruster or Fusion Thrusters to lessen the necessity of huge amount of Thrusters to steer a ship?

They are adding fluids now, its nice and all but one important thing I didn't see announced is a railway block... its really annoying to be forced to use complex gimmicks to create something basic as this, and still end up with something janky.

I still managed to squeeze 215 hours of gameplay for the first game, but I feel most of it was a waste of time.
 

anvi

Prophet
Village Idiot
Joined
Oct 12, 2016
Messages
8,563
Location
Kelethin
I'd like to see them make the world alive somehow. Some factions and pirates or whatever. A threat to the player, incentives to build more. Hire the Space Rangers guy.
 

Kev Inkline

(devious)
Patron
Joined
Nov 17, 2015
Messages
5,607
A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag.
I've got the first SE game since 10 years or so, but always felt I've could have used the time better learning Blender and building a spaceship of my very own design, with blackjack and hookers.

The core premise is just somewhat beyond casual voxel building ala minecraft, and thus requires some time to get hang of. Yet, despite providing a fertile ground for autistic obsession somehow fails to keep me involved but for very short spurts.

Maybe it is, as you say, the feeling of the game lacking a general purpose or story.
 

RobotSquirrel

Arcane
Developer
Joined
Aug 9, 2020
Messages
2,262
Location
Adelaide
I've got the first SE game since 10 years or so, but always felt I've could have used the time better learning Blender and building a spaceship of my very own design, with blackjack and hookers.
yeah you nailed exactly why I hate these kinds of games. It reminds me that I'm procrastinating and I need to get the fuck back to work lol.
 

Saint_Proverbius

Administrator
Staff Member
Joined
Jun 16, 2002
Messages
14,240
Location
Behind you.
I still managed to squeeze 215 hours of gameplay for the first game, but I feel most of it was a waste of time.
1400 hours in the game. I loved it. It's the only reason I've upgraded my PC in the last 7 or so years, and that was just the GPU since the sim engine relies on the GPU more than anything else.

As for nothing to do, there have been encounters mods for years now and they've only gotten crazier. There's even mods that put AI crewmen on AI ships that you can tangle with.

That said, Keen was taking about using Mod.io instead of the Workshop, which is retarded considering it's only available on Steam. It's also Windows 10/11 with no Linux version. I own all the DLC for the first game, played the shit out of it, but I'm not feeling the sequel.
 

Ironmonk

Augur
Joined
Sep 29, 2014
Messages
566
Location
Mordor
They backtracked on the Mod.io, so steam workshop is ON

Yeah, I remember to see these mods (in beta stage IIRC), but at that time I was already tired of the game... if, I had these mods (1.0+ versions) from the beginning, I probably would have played much more.

I didn't try SE1 on linux... but from the ProtonDB, its graded Silver... from a quick look, it seems to be working fine for some people on single player, but having issues in multiplayer.

If they aren't dumb, they should at least try to give some sort of minimal support to Proton to allow the game to run well in single player.
 

Saint_Proverbius

Administrator
Staff Member
Joined
Jun 16, 2002
Messages
14,240
Location
Behind you.
They backtracked on the Mod.io, so steam workshop is ON
I read that. I'm still kind of concerned they thought that was okay in the first place.

I didn't try SE1 on linux... but from the ProtonDB, its graded Silver... from a quick look, it seems to be working fine for some people on single player, but having issues in multiplayer.
I got it up and running on Nobara. I never tried the multiplayer. It also works with GeForce Now with the Steam linking, but I never tested it passed the loading screen. Not sure if it does the mods from the Workshop, but it does seem to keep your settings from Steam? One day I'll test out this streaming stuff more.

Yeah, I remember to see these mods (in beta stage IIRC), but at that time I was already tired of the game... if, I had these mods (1.0+ versions) from the beginning, I probably would have played much more.
I've had Space Engineers since the alpha, but didn't play it until the beta. I still remember the original and highly unforgiving crash physics. I learned very quickly before they changed things that putting a docking port on a hydrogen tank was a bad idea. Dock a little rough, and BOOOOOOOOOOOM, no more ship.

I actually made an asteroid station in Space Engineers that required a three stage start up sequence because it didn't have any solar on the outside. If it ran out of battery power, you had to start it up with some hidden hydrogen generators, which allowed you to open up a small reactor room with a few speed module refineries dedicated to uranium, and from there you could start the main reactors. It was generally a better idea not to run out of battery power.
 

cvv

Arcane
Patron
Joined
Mar 30, 2013
Messages
19,237
Location
Kingdom of Bohemia
Enjoy the Revolution! Another revolution around the sun that is.
I've just noticed they're releasing the sequel into an EA tomorrow. How autistic is the first game? Do you have to be an engineer or a programmer to enjoy these games?

What I'm trying to say is I love games like Subnautica or Planet Crafter - SF building/exploration/survival - and I'm always looking for a fix of this kind. Is SE remotely anything like those two?
 

Ironmonk

Augur
Joined
Sep 29, 2014
Messages
566
Location
Mordor
Well, with SE2 EA launching soon I would say: "wait till it goes 1.0 to see if the features are enough to please you"

As for SE1, you can wait for the next discount (the lowest registered is 70%) before you try... and you don't need to be either a engineer or programmer, but the scripting capabilities allows you to make crazy stuff.

The good thing is that SE1 is a old game and there is tons of mods and scripts on steam workshop, so you don't really need to know about scripting.

Compared with Subnautica, you don't have much goals (vanilla+single player)... its more about building and automation than anything else... but if it clicks with you, then you will be playing SE1 longer than Subnautica.

My playtime:
SE1 = 215h
Subnautica = 113h
 

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