Space Engineers News & Announcements


Our favorite pastime is browsing through the workshop - we are in love with all the creations our players are constantly sharing. 💫

We can't wait every month to spotlight mods and blueprints that catch our eye and have the potential to make your time in Space Engineers more interesting and unique.

Here is our spotlight for the month of October! 🤩




Real Solar Systems by Echthros
It's finally time.

This mod allows for the creation of real solar systems with moving planets, gas giants, and stars. There are no limits on scale, speed, hierarchy, or really much of anything else. Supports fully customizable gravity, day cycles, orbit parameters, multiple stars, and much more!



Prototech+ by 50 COW
Adds Two new Prototech Weapons with many blocks and weapons to come.

More Factorum Themed Encounters Are Definitely Coming!



Suit Up! - Suit Item by Rocco
This mod adds a Space Suit as item. It can be produced in the assembler. Whenever the Space Suit is inside your inventory, you are able to use the jetpack and helmet.

If you don't have it in your inventory, you will not be able to use the jetpack and helmet unless you have creative rights.



Protonomics by Stonelords
This mod adds prototech scrap and frames to be brought at some the trade stations.



Quest and Merchant by jTurp
Provides the ability to spawn one of several Merchant bots at any station that can be interacted with to purchase various items, depending on the type of merchant.

More information about configuring items and prices inside.



Another Energy Weapon System by HasturKerman#4005
An energy weapon system that added 10 new blocks with unique abilities and behavior.



Consty's HandWeapon Pack
A collection of various hand weapons.

5.56mm Assault Rifle, 7.62mm Marksman Rifle, Handheld 40mm Autocannon, and more!



Larger Thruster Variants by Killerbee77
This mod adds in modified and new 1x1, 3x3, 5x5, 7x7, and 9x9 hydrogen thrusters with new flame and thruster heating effects.

This mod is aimed to be in line with how keen handles its thrusters.



Planet Ignis by Infinite
Ignis is a large molten world, covered with volcanic plains and vast lakes of lava.



Operation Vanguard - a combat scenario by Sarekh
A lore-driven survival-combat scenario with missions for single- and multiplayer - PROTOTECH READY

You are part of a team of maintenance specialists that have been assigned to field test the freshly repaired heavy frigate I4 Merula in the Silas System.



Autowerkz Ramona Six by royalrollin
This is a Script based Scenario: (for the Scenario the scripts are necessary)

To start the Scenario press button 3 on the "do not press button 1 & 2 panels", Bad AI will lock you inside.



Gothic Decor | 40k Manufactorum by Darth411
Blocks to decorate your grid a little more grim dark.

Models built by me based heavily off the games Space Marine 2 and Dark Tide. With (almost) all blocks having build stages and LODs!



Emissive Letters & Symbols by Rayanth
SE has had Letters since 2020, and Neon Tubes since 2022. Now there's Neon Letters!

Finally, you can add lit-up letters and symbols to your grids to add that extra bit of flair, identify your drones with a glowing number on the side, advertise your name on the side of your ship so your enemies know who's coming - whatever your heart (if you have one) desires!



October Creator Spotlights
We also have a Creator Spotlight series of articles on our Community Hub!




Creator Spotlight: Sarekh
Acolin System – a fully colonized world, Narsut System, Making Planetfall, and more!


Daily Spotlights
Do you want to see more amazing Space Engineers ships, fighters, tanks, mechs, planets, rovers, bases, scripts, mods, encounters, scenarios, minigames, videos, and other creations?

We spotlight them every day!

➡️ Find us on your platform of choice: https://www.keenswh.com/connect



Space Engineers Official
Support Portal
Discord Community

VRAGE™ is an in-house custom game engine developed by Keen Software House. We are currently in the research and development phase, exploring new features of our next VRAGE engine - VRAGE3.

For VRAGE3, we decided to implement a completely new Unified Grid System, which can combine any size of the block on the same grid. The grid has 25 centimeter (~10 inches) granularity and block sizes spanning from 25 centimeters, through 0.5 meter, 2.5 meter and on, with no upper bound.


Block shapes are handled with the same 25-centimeter precision. For instance, a 2.5-meter slope only occupies half of the cubic space, leaving the other half available for further construction.
The system adjusts snapping automatically based on the block size you choose, but you can manually fine-tune connections with the same 25-centimeter granularity.

To make rotations easier, when you hold the Ctrl key, rotation hints will appear at the block’s position, and you can rotate using the WSADQE keys while holding Ctrl. We've also added visual cues to help align blocks and show you which cells are being occupied or preventing placement, all with 25-centimeter accuracy.

The new Render Material System supports parallax mapping, which adds texture depth and generates subtle rounded bevels on armor edges and between blocks of different colors. Popular features like line and wall building, copy & paste, and the ability to attach pasted blueprints to existing grids have all been retained.

We believe this will revolutionize the building in our upcoming games. We can not wait to see the works of art you create. And we are just scratching the surface with new features in VRAGE3 for building!

Not sure where to subscribe? No worries! We're sharing the FAQ again to help clear things up and get you sorted.

Q: I am already subscribed – how do I get the Flush Cockpit?
A: Simply enter your email again in the in-game Main Menu subscription window to receive the free block!


Q: I am playing the Xbox / Windows Store version – I can’t subscribe through my game client. How do I get the new cockpit?
A: Xbox and Windows Store players will receive Flush Cockpit automatically with this update.
You can still subscribe to Keen Newsletter via our newsletter form.

Q: Does the Flush Cockpit disappear if I unsubscribe from the newsletter later on?
A: No.

Hello, Engineers!

Prepare to engage like never before - our latest “Contact” Update is here!
With this release, we’re taking Space Engineers to new frontiers of challenge and discovery. For those of you craving thrilling PvE encounters and seeking to push the limits of your engineering prowess, this update is packed with everything you need.

"Contact" brings an array of PvE encounters designed to test your skills and strategies in high-stakes scenarios. But that’s not all! We’re introducing exclusive Prototech blocks - advanced technology you can only obtain through these intense encounters.

These blocks will add new dimensions to your endgame builds, giving you tools and capabilities that enhance your creativity and gameplay strategies. As always, we’re excited to see how you’ll use these new features to push the boundaries of what’s possible in Space Engineers.

We’re bringing you all the important gameplay changes for free. In the Contact DLC you can find additional cosmetic blocks and bring some love to your Small Grid builds.



FREE UPDATE
We’re bringing you all the important gameplay changes for free in our Contact Update.

PvE Encounters
To experience all new PvE Encounters as intended, you’ll need to start a new world. They are enabled by default for any new world you create. You can also customize their density and the global encounter cap - or disable them entirely in the world settings.
Planetary Encounters
Planetary Encounters bring new life to the planets of Space Engineers! These range from small research outposts to formidable pirate strongholds, each offering a wide variety of loot. Players can discover everything from story elements hidden in datapads to valuable Prototech components.


Global Encounters
Global Encounters introduce a new type of space-based PvE content. When one spawns, all players in the session will receive a GPS point labeled “Unidentified Signal”.

These aren’t your typical encounters - expect challenging end-game NPCs, unique environments, and high-end loot. They are the primary source for acquiring Prototech. Stay vigilant, as hostile players might be waiting to swoop in and steal the prize!


Prototech
In this update we’re adding a new type of Block - Prototech. These are powerful, “end-game” blocks, found in new “Global Encounters”. Prototech is a powerful technology created by the secretive Factorum faction. They have gone to great lengths to ensure components cannot be reverse engineered!

This means you cannot simply grind these blocks down and take their components, like you can with ordinary blocks. Instead, you’ll need to extract them intact and then add them to existing grids using merge blocks.

Prototech Components
Lucky explorers can find Prototech components in the cargo storages in the various new NPC encounters. Collect enough of these, and you may be able to construct a new Prototech block without an Assembler.

Alternatively, if you’ve acquired a Prototech Assembler, you can manufacture new components from Prototech scrap. But keep in mind: the Prototech Frame component, which is essential for every Prototech block, cannot be manufactured!


Toolbar Actions
All Action Blocks now support multiple toolbars, enabling more complex sequences to be activated using a single block. Separate On and Off actions have been added to several blocks that previously lacked these options.

Additionally, a new "Set Value" action has been introduced for Pistons, Rotors, and Hinges, allowing for precise control and manipulation.



New “Set Value and Execute” actions
We’ve introduced new actions for Pistons, Rotors, and Hinges, allowing for easier and more precise control.

For example, with the new "Set and Move" action for Pistons, you can now create an action that extends the piston to a customizable length at a customizable velocity. Similar toolbar actions have been added for Rotors and Hinges as well.

These new actions simplify the engineering of complex mechanical contraptions, making them more intuitive and flexible!

Keen Newsletter & Flush Cockpit
Sign up for our newsletter in-game and get the Flush Cockpit for free!

Stay updated with the latest news, updates, and exclusive content from Keen Software House, and enjoy this special in-game reward as a thank you for joining us!

Q: I am already subscribed - how do I get the Flush Cockpit?
A: Simply enter your email again in the in-game subscription window to receive the free block!

Q: Does the Flush Cockpit disappear if I unsubscribe from the newsletter later on?
A: No.


What’s next
We have so much more to explore, and the journey is far from over!

With the foundation laid by Automatons, Signal, and Contact, we've established a strong PvE base that we're excited to expand upon in future updates. These updates will continue to build on the groundwork we've set, bringing new dimensions and challenges to your gameplay.

But that's not all - we're excited to see how the improved Grid AI and the new Encounter system will open up new possibilities for everyone. While we've designed these features to enhance gameplay, we know our community’s creativity will take them even further.
Alongside these additions, we’re committed to ongoing bug hunting, optimizations, and quality of life improvements to ensure the best possible experience for our players.

Stay tuned for what’s to come - there’s a lot on the horizon!


Changelog

Features

  • PvE Encounters

    • Global Encounters - A new feature designed to bring players together on a server to engage large NPC encounters cooperatively or competitively. These encounters offer challenging, end-game content to enhance standard survival gameplay.
    • Planetary Encounters - Encounters now spawn on planets too! Derelict ships, outposts and more!
  • Faction Changes

    • The Factorum - A hostile Faction. The creators of Prototech. They’ve returned from the edge of known space to seek their revenge.
    • Unknown - A perpetually neutral Faction. Space is vast. As humans push into the void of space, sometimes the void pushes back. Danger, mystery, or reward may lie ahead.
    • Faction filters show only discovered factions by default
  • Toolbar Actions

    • All Action Blocks now have multiple Toolbars
    • Added separate On and Off actions to multiple Action Blocks
    • Added new "Set Value and Execute" actions for Pistons, Rotors and Hinges

Added new Components - Base Game

  • Prototech Frame
  • Prototech Panel
  • Prototech Capacitor
  • Prototech Propulsion Unit
  • Prototech Machinery
  • Prototech Circuitry
  • Prototech Cooling Unit
  • Prototech Scrap

Added new Blocks - Base Game

  • Prototech Assembler (1 block, L grid)
  • Prototech Drill (1 block, L grid)
  • Prototech Refinery (1 blocks, L + S grid)
  • Prototech Jump Drive (1 block, L + S grid)
  • Prototech Thruster (1 block, L + S grid)
  • Prototech Gyroscope (1 block, L + S grid)
  • Prototech Battery (1 block, L + S grid)
  • Inset Connector (1 block, L grid + 2 block, S grid)

Gift for subscribing to Keen Newsletter

  • Flush Cockpit (1 block, S grid)

QoL Changes and Improvements

  • Added Small Grid Temporary Container
  • Ownership Changes

    • Can now transfer ownership to any other player
    • Ownership transfer must be accepted in new transfer screen
    • Removed transfer to "nobody" by non-admins
  • Improved NPC Loot Tables
  • Added option for loot pair groups (e.g.: Gun + Ammo)
  • Re-arranged G-Screen Menu, added PCU info
  • Changed Color of Strong Unknown Signals
  • Grid AI - AI Basic - set home at grid position
  • Claim Timer Improvements
  • Reputation System Rework
  • Improved Door Highlights / Tooltips
  • Help Screen Improvements
  • Slightly reduced PCU cost of some blocks
  • Light Blocks Graphical Improvements
  • "New Game" screen now saves your previous selection
  • Custom label for the Programmable Block "Run" Action
  • Added Unified Block Limits for block variants
  • Added Railgun Charge Efficiency indicator
  • Greatly reduced Laser Antenna power requirements
  • Revised sounds for the Sound Block

Added Content to Signal Pack:



  • Additional Truss pieces (2 blocks, L grid)
  • Additional Bay Windows (4 blocks, L grid + 2 blocks, S grid)

Contact Pack



  • Gatling Turret Type II (1 block, L + S grid)
  • Rocket Turret Type II (1 block, L + S grid)
  • Small Gate Tall (1 block, L grid)
  • Small Gate Wide (1 block, L grid)
  • Modular Bridge Set (11 blocks, L grid)
  • Captain's Desk (1 block, L grid)
  • Square Piston (1 block, L + S grid)
  • Flood Light Set (4 blocks, L grid + 6 blocks, S grid)
  • Parabolic Antenna (1 block, L + S grid)
  • Kitchen set (5 blocks, S grid)
  • First Aid Cabinet (1 block, S grid)
  • Bunk (1 block, S grid)
  • Modular Cargo Container (1 block, S grid)
  • Media Player (1 block, S grid)

Official Servers

  • Official Steam servers upgraded with more RAM and more powerful CPUs
  • Canada: Added 1 more server (now 3 servers total)
  • Australia: Added 1 more server (now 3 servers total)
  • United States: Added a new location with 3 servers based in New York, providing a great meeting point for US and European players
  • North America (NA) servers renamed to United States (US) to align with EOS servers

Official Blueprints

Fixes & Improvements

  • Broadcast Controller message text is green when set to Faction target setting
  • Safezone settings are saved when copy/pasting the Safezone
  • Safezones no longer consume Safezone Chips in Creative Mode
  • Reputation with spiders & wolves can't be changed
  • Improved the particle effects when a wheel is driven over a voxel surface to be continuous and not just puffs of smoke
  • Fixed a crash when accessing a claimable grid through a remote connection
  • Fixed a crash when clicking Customize on a multi-mission Custom Community campaign in the New Game screen
  • Fixed a set of issues with the construction stages and textures of the Gate block
  • Fixed a set of issues with the construction stages of a Large Industrial Cargo Container
  • Fixed a set of issues with the models of the Antenna
  • Fixed a set of issues with Safe Zones; as a result, only contained blocks are protected, not whole grids, and the Enter/Left notification was removed
  • Fixed a set of issues with the LCDs of the Industrial cockpit not showing content when viewed from the outside
  • Fixed a set of issues with the Oxygen Tank LoDs
  • Fixed an issue where "Some components will be lost if removed" was still displayed after switching away from the Grinder
  • Fixed an issue where a lobby Host could force through an authorship transfer to Clients without consent
  • Fixed an issue where a strut was missing from the Beam Block End model, making it inconsistent with other blocks in the set
  • Fixed an issue where AI blocks would aim at the character's feet instead of the head, missing the target
  • Fixed an issue where changing the LCD App would not preserve the color settings
  • Fixed an issue where modded connectors had no way to specify which way is the connection side; added a ConnectDirection definition
  • Fixed an issue where other blocks were not able to trigger "Set Grid Position" on the AI Basic Task blocks
  • Fixed an issue where painting a block with RotatingSubpartComponent stopped the animation
  • Fixed an issue where RotatingSubpartComponent would prevent proper painting and skin application
  • Fixed an issue where shadows were cast incorrectly after changing the FoV
  • Fixed an issue where the Action Relay could be triggered with an Antenna that was turned off
  • Fixed an issue where the Air Vent played a sound whenever triggering an action
  • Fixed an issue where the alignment of Window blocks left gaps between models
  • Fixed an issue where the Aquarium block had a see-through gap
  • Fixed an issue where the Claim button would count the total grid PCU and not only the portion authored by NPCs
  • Fixed an issue where the damage particles of Colorable Solar Panels would be offset
  • Fixed an issue where the Event Controller would keep invisible references to blocks that did not exist in the world at the time; added a UI helper for the player so it can be managed in-game rather than through SBC editing
  • Fixed an issue where the flow of joining a friend's session would be interrupted when reaching the Main menu
  • Fixed an issue where the Frostbite scenario would be started as an Online lobby by default
  • Fixed an issue where the interact dummy of a Large grid Holo LCD was too large
  • Fixed an issue where the interact dummy of a Small Grid Holo LCD was too large
  • Fixed an issue where the Large grid Small Warfare reactor model would clip through other models outside its bounds
  • Fixed an issue where the LoDs of Window blocks were appearing invisible at relatively short distances
  • Fixed an issue where the Minimum world size setting did not have limit checks
  • Fixed an issue where the now-stacking O2 or H2 bottles would be displayed as a single spare on the HUD
  • Fixed an issue where the Sci-fi armor skin could be applied to Blast door blocks
  • Fixed an issue where the Small grid Antenna required a different type of final components to fully weld than its large counterpart
  • Fixed an issue where the Spotlight was using an outdated icon
  • Fixed an issue where the SPRT could not participate in the economy as they had no funds to do so
  • Fixed an issue where the Start button tooltip would obscure the Customize button in the New Game screen; tooltip removed
  • Fixed an issue where the Target lead indicator would be too big on 4K resolution
  • Fixed an issue where the texture appeared black on the underside of blocks with grated parts, stairs, and catwalks
  • Fixed an issue where the Utility resource group was not defined for Corner Lights
  • Fixed an issue where the Utility resource group was not defined for Heat Vents
  • Fixed an issue where too many particles were produced when driving on the Moon's surface
  • Fixed an issue with a missing cargo port on lower LoDs of the Large grid Small Hydrogen Tank
  • Fixed an issue with an infinite loading screen after waking from Sleep/Rest Mode
  • Fixed an issue with blinking distant shadows on PS4 Pro
  • Fixed an issue with controller button mapping for Spectator speed and rotation
  • Fixed an issue with Half Bed Open collisions not allowing players to go/shoot through the gap
  • Fixed an issue with inconsistencies across the LoDs of the Large grid Large Reactor
  • Fixed an issue with Industrial Refinery textures
  • Fixed an issue with the alignment of the DLC icons list in the blueprint screen
  • Fixed an issue with the collisions of conveyor tubes being too large
  • Fixed an issue with the collisions of the Small grid Medium Conveyor sorter being too large
  • Fixed an issue with the collisions of the Small grid Small Conveyor Sorter being too large
  • Fixed an issue with the color of the texture of a Small grid Light Round Armor Panel Face
  • Fixed an issue with the consistency of the position of the status bar across LoDs on a Large grid Small Hydrogen Tank
  • Fixed an issue with the construction stage of an Interior Wall
  • Fixed an issue with the French localization of a loading screen Wikipedia entry
  • Fixed an issue with the incorrect tooltip of the "Keep original ownership on paste" Admin toggle
  • Fixed an issue with the low-resolution left/right navigation arrows in the New Game screen
  • Fixed an issue with the mount points on the Grated Half Stairs Mirrored block
  • Fixed an issue with the scaling of the world Customization screen on 5:4 and 4:3 ratio resolutions
  • Fixed an issue with the shading on the Construction Component floating object model
  • Fixed an issue with the shading on the Industrial Cockpit
  • Fixed an issue with the shading on the Large grid Rocket Turret
  • Fixed an issue with the shading on the Solar Panel
  • Fixed an issue with the transparency and clarity of the inside view of the Small grid Cryo Chamber
  • Fixed an issue with the UV texture on the Beam block
  • Fixed an issue with the UV texture on the Conveyor Pipe T Junction
  • Fixed an issue with the UV texture on the Corridor narrow stowage
  • Fixed an issue with the UV texture on the Corridor X Intersection
  • Fixed an issue with the UV texture on the Exhaust Pipe
  • Fixed an issue with the UV textures on Warfare Reactors
  • Fixed an issue with the Willis Duct collisions forcing the character's head through the ceiling when walking in 1st person

Support Site Fixes

  • Fixed a crash when deleting a grid with an AI Offensive block actively engaged in combat
  • Fixed a crash when renaming a blueprint item containing a dot in the name
  • Fixed a set of issues with the Large grid Solar Panel, including a misaligned model and loss of colorable material on lower LoDs
  • Fixed a set of issues with turret models not being centered, having holes in the geometry, and misaligned UVs
  • Fixed an issue when selecting block sizes in the Radial Menu
  • Fixed an issue where a block/grid without ownership would be detected as an Enemy by a Sensor; now detected as Neutral
  • Fixed an issue where a character would be sliding around after jumping without a Jetpack being allowed in the world
  • Fixed an issue where a NaN value would propagate from the wheel steering logic through the grid to the physics constraints, causing Clang
  • Fixed an issue where a Sensor would not be buildable near a voxel
  • Fixed an issue where accessing the Terminal through an attached Piston Top Part would not select the associated piston
  • Fixed an issue where Action Relay Set Channel and Send Signal actions were not working in multiplayer
  • Fixed an issue where an empty tree would still be rendered, causing the leaves in the wind to be spawned as a mysterious pulsating grey ball
  • Fixed an issue where an inaccurate message was displayed in Creative when trying to paste a grid in a world where copy/paste is disabled
  • Fixed an issue where connecting to a lobby or starting the game in a scenario through an argument would result in a black screen
  • Fixed an issue where Fireworks would not explode on planets as gravity would overcome their velocity too early, not reaching the trigger height; lowered the trigger height
  • Fixed an issue where highlighting text using a mouse drag and drop input in the Terminal could result in clicking on other UI elements
  • Fixed an issue where Hydrogen Thrusters did not require a connection to tanks to function
  • Fixed an issue where it was not possible to claim NPC grids when Block limit was disabled
  • Fixed an issue where overridden propulsion on wheels would not consume any power
  • Fixed an issue where Saberoids and Wolves could not be removed through the Entity list
  • Fixed an issue where the "Reloading..." text and circular indicator were desynchronized
  • Fixed an issue where the Action Relay would use the antenna range of an antenna that was turned off for its range checks
  • Fixed an issue where the actual percentage to which Auto Heal heals the character in a pressurised environment was missing
  • Fixed an issue where the AI Defensive block Flee behavior would happen at the end of an AI Recorder path regardless of the continual presence of danger
  • Fixed an issue where the AI Flight block behavior for Follow Player would happen only once and then stop because of other incompatible AI Flight blocks being present
  • Fixed an issue where the AI Offensive block would continue shooting at characters that were already dead
  • Fixed an issue where the AI Offensive block would lose reference to set-up weapons after being printed and split
  • Fixed an issue where the alignment of Large grid Connector models left gaps between the models
  • Fixed an issue where the Assembler production queue would report an incorrect count of remaining components
  • Fixed an issue where the available weapon ammo would not be displayed on the toolbar until the weapon was equipped
  • Fixed an issue where the Broadcast controller did not send messages through the grid itself when located on a subgrid with no antenna
  • Fixed an issue where the Camera consumed power while turned off
  • Fixed an issue where the Camera overlay would partially stay visible after accessing and leaving a turret control view
  • Fixed an issue where the Cargo Crate and other blocks with animated panels would not keep the same panels open through save/reload
  • Fixed an issue where the character health stat would get shown as 0 when the value was between 0 and 1
  • Fixed an issue where the character mass was not accounted for in total grid mass; introduced dry mass (no inventories + base character mass) and total mass (grid inventories + base character mass)
  • Fixed an issue where the Cockpit LCD contents were not persistent through save/reload
  • Fixed an issue where the Comms tab message history window would not scroll down to the latest message automatically
  • Fixed an issue where the Conveyor Junction blocks had different PCU values for each size
  • Fixed an issue where the Corner Light Double mount points were inconsistent with the Corner Light
  • Fixed an issue where the Curved and Sloped LCD collisions would revert to a simple box
  • Fixed an issue where the Custom Turret Controller AI was not able to handle a case where the rotor had its base on the turret subgrid and top part on the main grid
  • Fixed an issue where the Custom Turret Controller would keep repeating the last rotation input when the player stopped controlling it
  • Fixed an issue where the Custom Turret Controller would not recognize a Camera reference being changed
  • Fixed an issue where the Custom Turret Controller would stop functioning when welded from projection
  • Fixed an issue where the decimal part of a Timer block's setting would get discarded on copy paste; the timer only accepts whole numbers now
  • Fixed an issue where the Direct Connect option in the Server browser failed to resolve a domain name
  • Fixed an issue where the displayed mass of the occupied grid was hard to read; added thousands separators
  • Fixed an issue where the Emotion Controller LCD text content would not be synchronized through DS
  • Fixed an issue where the Enable Scrap Drops world option functionality was inverted
  • Fixed an issue where the Event Controller lost reference to blocks that were split/merged to/from a subgrid but remained physically connected; the level of separation matters, tracked blocks at the ends of chains of subgrids may still exhibit the behavior before the fix
  • Fixed an issue where the Event Controller retained the last output when one of the watched blocks was damaged
  • Fixed an issue where the Event Controllers kept a reference of and acted upon changes on blocks that were no longer physically connected
  • Fixed an issue where the final Merge Block constraint would not be released on detach in advanced contraptions with multiple attachment points
  • Fixed an issue where the game would not recognize swapped mouse buttons
  • Fixed an issue where the Gatling Gun barrels were not updated after welding from projection, preventing shooting
  • Fixed an issue where the Gatling Gun orientation would not get updated with grid rotation, causing damage to unintended targets when shooting
  • Fixed an issue where the hazard sticker on the Large grid Small Hydrogen Tank was changing orientation on lower LoDs
  • Fixed an issue where the Hinge minimal angle could be overridden by a script
  • Fixed an issue where the Industrial Cockpit LCDs were shrunk
  • Fixed an issue where the Large grid Ship Welder had decreased reach
  • Fixed an issue where the Lobby Host could see the GPS locations of its Clients if the Clients turned them off and then back on
  • Fixed an issue where the Nickel Ore Russian translation had a typo
  • Fixed an issue where the Oxygen Tank port would not align with a connected conveyor tube
  • Fixed an issue where the Passage 3 lower LoD model was deformed
  • Fixed an issue where the Programmable script method GatlingTurret.SetTarget always made a turret aim at 0,0,0
  • Fixed an issue where the Railgun lost colorable material at lower LoDs
  • Fixed an issue where the reflection between Window 1x2 Face and Window 1x2 Face Inv. was inconsistent
  • Fixed an issue where the Remote Control Forward Direction setting order was changed by localisation, causing a grid in German to fly differently
  • Fixed an issue where the Remote Control was missing some of its settings as toolbar actions
  • Fixed an issue where the Remote Control would trigger actions assigned to a waypoint on the waypoint removal
  • Fixed an issue where the reputation changes would not be displayed while sitting in a cockpit
  • Fixed an issue where the Round Window blocks wouldn't be aligned when stacked
  • Fixed an issue where the Small grid Control Seat did not offer the ability to build from the cockpit with Ctrl + G
  • Fixed an issue where the Temporary container floating object would not fit into tight spaces; introduced a small version for those cases
  • Fixed an issue where the textures for armors and panels would not have the same shade of black upon painting
  • Fixed an issue where the Window Wall German translation had a typo
  • Fixed an issue where Thrusters contained in a Safe Zone were damaging the contained structures

Support Portal

18/10/2024
Hotfix 1.205.024 b2​


  • Fixed a crash in New Game screen when a player made Custom Scenario was loaded
  • Fixed a crash related to modded NPCs when accessing MyIdentity
  • Fixed an issue where players were unable to paste blueprints with mods not present on the server
  • Fixed an issue where the Factorum Outpost global encounter had typos in the Broadcasted messages
  • Fixed an issue where the Gatling Turret Type II had wider collision models than intended
  • Fixed an issue where the new Tag based block limits couldnt be used on existing world which used to use BlockPairName
  • Fixed an issue where the Prototech Drill would not produce particles while drilling certain materials
  • Fixed an issue where the Prototech Drill would start using lower LoDs way too fast
  • Fixed an issue where the Prototech Gyroscope had a small cube in the center of the model in block preview
  • Fixed an issue where the Prototech Gyroscope model had missing railing inside the inner ring
  • Fixed an issue where the Prototech Gyroscope was not defined in BlockPairName based block limits
  • Fixed an issue where the Prototech Thruster had wider collision models than intended
  • Fixed an issue where the Repeat button was missing in the Assembler's Disassembling tab
  • Fixed an issue where the Strong Unknown Signal colors were hard to read with colorblindedness


24/10/2024
Hotfix 1.205.025 b1


  • Fixed a crash during the loading of a world save
  • Fixed a crash in DSGUI
  • Fixed a crash in Safe Zones
  • Fixed a crash in target locking
  • Fixed a crash when attempting to use a ship welder on a projection on a server with Tag block limits
  • Fixed an issue where a drone name in a Global encounter had a typo
  • Fixed an issue where a Factorum drone did not have the proper color mask to receive the Factorum faction colors
  • Fixed an issue where a planetary encounter containing a drone would duplicate itself on despawn/respawn
  • Fixed an issue where the High Profile Escort Global encounter refused to fight small grids
  • Fixed an issue where the Inverted Round Window and Round Window were the same
  • Fixed an issue where the Listening Post Global encounter was targeting debris instead of enemies
  • Fixed an issue where the Prototech Jump Drive sounds were missing on consoles
  • Fixed an issue where the Prototech Thruster flame was damaging blocks outside of its visual range
  • Fixed an issue where the server was able to save after unsuccessfully loading the world
  • Fixed an issue where the small and medium Hinge heads couldn't be reattached to the Hinge base
  • Fixed an issue where the small grid Gatling Turret Type II had a bigger collision model than necessary
  • Fixed an issue where the small grid Rocket Turret Type II had a bigger collision model than necessary


25/10/2024
Hotfix 1.205.026


  • Fixed an issue where only the first Wind Turbine worked
  • Fixed an issue where the Planetary encounter spawn system would retry a failed attempt without changing variables

Join us this Monday for the Space Engineers: Contact Update release on Steam and PlayStation!!

📅 Monday, October 14th, 5 PM UTC

Release Livestream:
🛰️ Twitch: https://twitch.tv/keencommunitynetwork
🛰️ YouTube: https://youtube.com/user/SpaceEngineersGame

The Xbox and Windows Store release is in progress – we appreciate your patience while we make sure it’s ready! We’ll announce the Xbox release date as soon as possible.

Before the update goes live, enjoy exclusive previews from our amazing community. Check out videos below and get ready for the Contact Update!




Zer0's Legion Presents: Prototech Refinery, Assembler & Components

Explore Prototech Components, Prototech Assembler and the Prototech Refinery with Zer0's Legion.



Planetary Encounter Playthrough by Splitsie & Capac

Planetary Encounters bring new life to the planets of Space Engineers! These range from small research outposts to formidable pirate strongholds, each offering a wide variety of loot.

Enjoy Splitsie and Capac exploring new Planetary Encounters from the Contact Update!



Global Encounter Playthrough by Captain Jack

Join Captain Jack as he takes on a Global Encounter from the Contact Update.



AndrewmanGaming Presents: Prototech Thruster

Watch AndrewmanGaming put the new Prototech Thruster to the test.



Last Stand Gamers Presents: Prototech Gyroscope

Last Stand Gamers takes a closer look at the new Prototech Gyroscope.



Beeblebum Presents: Prototech Drill

Beeblebum showcases the Prototech Drill.
Discover how it transforms your mining operations!



Our favorite pastime is browsing through the workshop - we are in love with all the creations our players are constantly sharing. 💫

We can't wait every month to spotlight mods and blueprints that catch our eye and have the potential to make your time in Space Engineers more interesting and unique.

Here is our spotlight for the month of September! 🤩





(VALO) - Vortex Advanced Logistical Overhaul by Palpatine
New full convert mod with tons of stuff.

There are around 180 blocks in the core mod then later I'll be able to add in more unique custom blocks balanced around this system.



Khjin's Warfare Packs - Logistics
This pack is a part of my on-going mod series, KWP (Khjin's Warfare Pack).

Logistics will contain custom fuel tanks and conveyors and will be updated with more logistics items later on.



Tech Priest Player Character by Darth411
Become more than a Space Engineer;
Serve the Omnissiah as a Space EnginSeer!

Simply equip the skin at the medical room, and customize your bits with the suit mod!



Extending Ship Ramp by Chipstix213
Need an easy egress for boarding action? Find your ship landing gear makes it difficult to get back aboard?

No ship design is complete without this extending ramp, which can extend well beyond your wildest dreams.



Point Defence Turret by Stonelords
The PDT is state of the art anti missile weaponry - comes in both small and large grid and use their own point defence ammo.

Turrets is able to auto target only Missiles and meteors.



Artillery MKII Turret -Goliath- by MTGraves
This mod item was commissioned by Fade-Sevar who requested a heavy WWII style turret that looked like an upgrade to the existing artillery turret.



XL Greebling Blocks by _jo.nat_
- Greebling-related SE Interior and Truss Block shapes in 3x3x3 size!
- Build stages for every block!
- Block variant group matching interior and truss block shapes!
- Fully texture-able and colorable!



Mega Welder by AryxCami
Exactly what the title says, a massive 5x5x5 welder tool for ship construction and repair. 10 metre build radius.

Uses Animation Engine for a lovely jovely plasma beam effect. I don't advise standing anywhere near it whilst it's turned on!



Cross Barred Windows by Grebanton1234
I made this mod because I love the combination of placing a barred window with a 90 degree offset onto another barred window. My only problem with it is that it takes up 2 block spaces, so I made this.

The blocks are integrated into the progression and block variation groups.



Assault Weapons Pack - Expanded Ammos by jperk354
This is a submod for Harbringer Ace's excellent Assault Weapons Pack. This is made with his blessing and endorsement; all assets used from Base AWP are used with permission.



Frostnova Star System by Pitohui.DS
The Frostnova Star System from the mini series "Darkspot" adapted into a full system.

The Frostnova Star System is designed to be adaptive for whatever you want to it. Might it be a simple alternative starting system or a world ready for PvP, the choice is up to you.



Previously Owned Economy Ships by Stubkan
A compilation of classical well-used manufactured vessels being resold under the umbrella of Builder faction Economy trade stations. They are added alongside the usual Keen ships for sale.

The advantage of this trading mod is to eliminate the strain of building complicated or large vessels, subgrids or scripts. Also to expand on challenging survival gameplay.



Mars Colonial City by Wscwsc
The biggest city within the Isidis Basin. This map is made up of many new and old structures I have created put together to create a large and well detailed city.

Also, this map is intended for exploration as I added tons of small details that are easy to miss, and since there are many builds that would be useless in survival.



September Creator Spotlights
We also have a Creator Spotlight series of articles on our Community Hub!




Creator Spotlight: Qarannia
Star Trek Mod Packs, Battlestar Galactica Mod Pack and more!



Creator Spotlight: LadyLime
LIM Constellation Orion | Heavy Freighter, LIM Voyager-Class | Survival Ready Expedition Ship and more!



Creator Spotlight: Halipatsui
RED SHIP MECH Modular Encounter, Advanced WSAD Mech Survival Edition and more!


Daily Spotlights
Do you want to see more amazing Space Engineers ships, fighters, tanks, mechs, planets, rovers, bases, scripts, mods, encounters, scenarios, minigames, videos, and other creations?

We spotlight them every day!

➡️ Find us on your platform of choice: https://www.keenswh.com/connect



Space Engineers Official
Support Portal
Discord Community

Hello, Engineers!

We’re excited to announce the upcoming Contact Update for Space Engineers, arriving this October!

Building on the solid foundation laid by previous updates like Automatons and Signal, Contact brings new gameplay features, blocks and enhancements to expand the PvE experience even further. Whether you’re a seasoned player or new to Space Engineers, there’s plenty to look forward to in this update.

Stay tuned for more details as we get closer to the release!

Prototech Explained
In 1.205 we’re adding Prototech blocks. These are powerful, “end-game” blocks, found in new “Global Encounters”. Prototech is a powerful technology created by the secretive Factorum faction. They have gone to great lengths to ensure components cannot be reverse engineered!

This means you cannot simply grind these blocks down and take their components, like you can with ordinary blocks. Instead, you’ll have to extract them intact, and then add them onto existing grids using merge blocks.

Alternatively, if you’ve acquired a Prototech Assembler, you can manufacture new components from Prototech scrap. But take note: The Prototech Frame component, which is at the foundation of every Prototech block, cannot be manufactured!

Finally, lucky explorers can find Prototech components (including Prototech Frames) in the cargo storages in the various new NPC encounters. Collect enough of these, and you may be able to construct a new Prototech block without an Assembler.


Prototech Jump Drive
Prototech marks a major technological leap, giving The Factorum a clear advantage over the rest of humanity.

One such breakthrough is the miniaturization of jump technology. The Prototech Jump Drive is available for both large and small grids, allowing small grids to instantly travel vast distances without needing a carrier vessel.

Once freed from The Factorum, this block can upgrade your scout craft, extend the range of your shuttle, or transform your ship into the perfect ambush fighter. The choice is yours!


Space Engineers: Official Server Wipes
From Tuesday October 8, all official servers will undergo a full wipe and upgrades to ensure smooth performance and apply the latest changes. This means all progress on these servers will be reset.

Be sure to save your blueprints and get ready!

For more details about the downtime and when the servers will be back online, follow our official Discord for updates.

Thank you for your continued support!



Space Engineers is Now Part of the Space Builders Bundle, along with Dyson Sphere Program
and Cosmoteer! 🚀

Don’t miss out on this stellar deal - join the Space Engineers community!

https://store.steampowered.com/bundle/43732/Space_Builders/

New to Space Engineers?

➡️ Start here: https://www.spaceengineersgame.com/new-players/

And be sure to check out the short tutorials on our YouTube channel:



Support Portal
Discord Community


Our favorite pastime is browsing through the workshop - we are in love with all the creations our players are constantly sharing. 💫

We can't wait every month to spotlight mods and blueprints that catch our eye and have the potential to make your time in Space Engineers more interesting and unique.

Here is our spotlight for the month of August! 🤩




Planet Komorebi by Major Jon
Long ago, Komorebi was a vibrant world, much like Earth. Now, only regions nourished by underground aquifers still sustain any vegetation.

As the world continues to dry out, a toxic jungle of strange alien organisms has begun to consume the planet's soil, spreading across vast areas.



40K Manufactorum by Darth411
An arsenal of Weaponcore weapons inspired by the Imperium from Warhammer 40k Battle Fleet Gothic.

Designed for survival but balanced for the Starcore.



Consty's Expanded Cannons
A small collection of fixed cannons with naval calibers for custom turret enthusiasts.



UNSC Weapon Pack 5 by ne9d1
Part 5 of the UNSC weapon pack collection of custom turrets.



Voxel Teleport System by KevMeUp
This mod allows you to teleport ore back to base.



Graphical Resource Bars by Kiasanth
A Script that displays a grids resources as graphical bars.

The colours of the bars are customizable for those (Like me) who like to color code your grids.



iSurvival - Fish Farm by PepperJack
Works best with but doesn't require Water Mod and iSurvival - Core - Advanced to work.

Without the water mod you can use it anywhere; with the water mod the traps must be in the water.



Plane FX by Aristeas
Adds flight effects to aircraft.

Current effects: Wing condensation, Transonic vapor cone, Contrails



Hydrogen Atmo + Gasses with masses by Abrahab
This mod adds new versions of atmospheric thrusters and afterburners that require both atmospheric air and hydrogen from the ship to function.

Additionally, it implements realistic masses for the gases stored in tanks.



Monza Race Track by CHKNFRYRMN
This is Monza! This circuit has been designed to Formula Space Engineers standards to assure maximum quality.

The track includes the FSE Track script to track laptimes and progress towards the fastest lap.



Theed by Piotrix
Replica of the map from Star Wars Battlefront II.

The buildings don't have interior except for the palace.



Daily Spotlights
Do you want to see more amazing Space Engineers ships, fighters, tanks, mechs, planets, rovers, bases, scripts, mods, encounters, scenarios, minigames, videos, and other creations?

We spotlight them every day!

➡️ Find us on your platform of choice: https://www.keenswh.com/connect



Creator Spotlights
We also have a Creator Spotlight series of articles on our Community Hub!



Support Portal
Discord Community

Space Engineers Official

Our favorite pastime is browsing through the workshop - we are in love with all the creations our players are constantly sharing. 💫

We can't wait every month to spotlight mods and blueprints that catch our eye and have the potential to make your time in Space Engineers more interesting and unique.

Here is our spotlight for the month of July! 🤩




Grapple Hook by Gauge
Introducing the "Elite-Turbo-Ultra Gigga-Chad, totally not a dangerous harpoon, Grapple Hook 6000".

With this slick piece of engineering, there will be nothing but smiles and sunshine for all the good boys and girls! Get you very own taste of vertigo on our patented rope swing!



The Inhibitor by Blues Hailfire
The inhibitor is a player buildable block that disables hand tools and blocks that can be used to cheese defenses.



Life'Tech Transparent LCD Variants by Lalir
This mod adds 3 sets of transparent LCD panels hopefully fit into Space Engineers aesthetics.
2 sets are available as a window only versions.

As a Bonus I added a 4 button panel with a transparent LCD, a holoscreen rack and a custom slim console block.



Star Trek Encounters by Qarannia
This mod uses Modular Encounters Systems to bring you a set of Klingon NPC encounters.

This mod requires a number of different mods to work and generally assumes that you are already using my other Star Trek modules.



REBF PvE Wave Defence - Endless Stage by Riaz
One command base to defend, eight hostile factories pouring out enemy fighters relentlessly.

How many can you take down before being overwhelmed?



Retractable Glass Hangar Door by aczel2
Two types of hermetically sealed glass ramps are added to the game in different sizes: 2,3,4,5,6,7,8,9 block long glass ramps in flat and cylindrical shapes.

Available in small and large block sizes.



Modular Roads by Archon
A fully backwards compatible sequel to the old Modular Roads mod. Includes a suite of asphalt blocks for making roads.

Now with colorable lines & decals!



Falling Frontier Turrets by DigitalShadow
Ring, Zee and Atlas brings you the FF Turret mod: lite version.

These turrets were designed after Falling Frontier's dual and single barrel cannon turrets seen on their discord screenshots.



Buildable Trees and Bushes by wellington6012
I created this mod to enable the addition of trees and bushes to my builds for decoration purposes.

I’ve used the models from the base game data files and adapted them in such a way that they can be placed like any other block in the game.



Counter Strike de_dust2 in Space Engineers by AirTC
Weapons are found in containers near spawn points.
C4 Timer - 35 seconds
Good Luck and Have Fun!



Low PCU BORG Cube
WARNING!
RESISTANCE IS FUTILE!
It has low PCU!


Support Portal
Discord Community

Prototech

In the upcoming 1.205 update we are adding a set of new Prototech blocks to Space Engineers. These blocks are unique and powerful “end-game” blocks that will be part of the free content in the 1.205 update.

In the video below you can see a little sneak-peek of one of these blocks. Stay tuned for more information regarding Prototech and PvE content!


Factorum

As the world shifted from the Military Industrial Complex to the Aerospace Industrial Complex, those who made their money in defense were at a crossroads.

Some adapted to the times. They turned their intercontinental missiles into space ships, their swords into plowshares.

Some retired. They decided there were fates worse than watching your billions become millions.

But some fought against change, against Modularity. They fought unimpeded by morality, consequences be damned. They created a unique Prototech. 

And they call themselves The Factorum.


Newsletters & Early Sneak Peeks

Do not miss our early sneak peeks and teasers for the upcoming update!
Sign up for our monthly newsletter here: https://www.keenswh.com/newsletter



Space Engineers Official
Support Portal
Discord Community

Space Engineers Official

Our favorite pastime is browsing through the workshop - we are in love with all the creations our players are constantly sharing. 💫

We can't wait every month to spotlight mods and blueprints that catch our eye and have the potential to make your time in Space Engineers more interesting and unique.

Here is our spotlight for the month of June! 🤩




Dynamic Asteroids by Invalid
Creates fields of entity asteroids around the player in SpawnableAreas.

They can split apart when shot, eventually down to the floating object items that can then be picked up.



Colossus - Black Hole by Infinite
Colossus is a black hole featuring a large accretion disk, relativistic jets, and an enterable event horizon.



Basic Defense Shield by 寂语不言丶
As long as the grid is powered, it can obtain a basic defense shield (but it does not consume power), so pirates will also get a shield.

This shield is determined by the number of blocks in the grid, that is, the larger your grid, the higher your shield value. However, it can be configured through the configuration file.



Consty's HandWeapon Pack
This mod contains Anti-Air Missile Launcher, 9mm Handgun, 9mm Submachine Gun, 5.56mm Burst Rifle, 7.62mm Marksman Rifle, Handheld 40mm Autocannon and more!



Highfleet Thrusters Pack by humanoid.mp4
This mod adds a set of thrusters from the game Highfleet.

The thrusters are stronger and more efficient than vanilla hydrogen thrusters, but would only work in atmosphere.



Ned's UNSC Weapon Pack
UNSC weapon pack collection of custom turrets.



Combat Drone Deployment Script by Come and See
Want to deploy fleets of drones from your aircraft carrier ship? This scripts for you!

This script automates the process of deploying and recalling combat drones based on enemy detection by an AI offensive block on your grid.



Info LCDs by mahtrok
This is a MOD, NOT a script for the programmable block.

Extending the base code of dlK's no Pb Info LCD, I wrote a couple of info lcds that can be added to any LCD surface.



NiteOwl Echo Base Decorative Pack by MTGraves
NiteOwl & MonsterKing’s Echo Base Decorative Pack brings several additional items to your rebel base.

This pack adds several items like lights, arch ways, decorative consoles with terminal access, hanger decorations, and more to finish off the look of your rebel base interior along with the main base pack.



Ramp Addon by Akumu
Adds new ramps to the game for small and large grids.

PS: I may add more shapes to this mod in the future.



Connect Four by AeQuArTz
This is a version of the popular Connect 4 board game made fully functional in SE with block coding!

Either player can start, pieces animate falling into place, the screen detects and highlights four-in-a-rows, and the board is cleared with a cool wipe animation. The game can be played manually using buttons or remotely using the player ships.


Support Portal
Discord Community

Space Engineers Official

Our favorite pastime is browsing through the workshop - we are in love with all the creations our players are constantly sharing. 💫

We can't wait every month to spotlight mods and blueprints that catch our eye and have the potential to make your time in Space Engineers more interesting and unique.

Here is our spotlight for the month of May! 🤩




Eli Dang's Holo HUD by Polygon Cherub
This is a holographic, in world hud for your ship, Tribute to one of the best space trucker HUDs of all time, made to fill the holo hole in our hearts.



Real Gas Giants by Echthros
Time to explore the other half of the solar system!

With this mod, you can create gas giant planets of unlimited size that are more than just a skin on a normal rocky planet. Explore rings full of asteroids and space dust, dive into the dense clouds of the planetary atmosphere, and harvest resources with external collectors!



GFA - X-Wing vs TIE Fighter PvP Arena by enenra
A PvP Arena Map inspired by the old X-Wing vs. TIE Fighter games.

Players are assigned to either Rebels or Imperials and, once the match is started by an admin, can spawn X-Wings and TIE Fighters from their spawn station's spawn bays to fight their opponents in a team deatchmatch.



Nuclear Weapons Expanded by Official Zealiux
This is en expansion upon the original Nuclear Weapons mod by Echthros.

This Mod adds Additional Production stages to Complicate the process of acquiring nuclear weapons.



Energon by SEModder4
This mod makes resource management easier by turning all ore into "energon" and then uses energon for powering reactors, building components, etc.



Cargo Module Loader by kennet0508
Ship To Ground Cargo Module Loader 45° Angled.



Proxima Beyond - Survival Scenario by BeebleBum
Originally intended to be a 'straightforward' mission to Proxima Centauri b, The Foundation finds itself adrift for over three centuries due to a cryosleep malfunction, landing in an unknown and uncharted star system.

Now, it stands as a testament to resilience, survival, and the indomitable spirit of exploration.



Biometal Wars Scenario by Rezun
This is combat scenario set in the universe of the Battlezone Combat Commander game.

This world provides battle-oriented progression to the game. To advance further, you need to make missions that expands ISDF territory and push back the enemy.



Nebulous Radar by Nerd e1
This mod adds in a radar system similar to that of Nebulous Fleet Command.

In order to use a radar, just place one down on a grid and sit down in it. In order to radar lock as well as use the jammer, use the toolbar actions.



Narsut System - a fully colonized world by Sarekh
A lore-driven exploration-scrapping-combat scenario for single- and multiplayer.

You will join House Trastikh, a small and unimportant honourable House in the Akhinnae Empire and explore cities, settlements and stations to gather more information on the world. Interacting with NPCs and text panels you will find further information on how to advance your tasks.



Plan Bee Arena by John Bee
A tiny oval track in a stadium with two inner layouts.

Carnage is guaranteed.


Support Portal
Discord Community


Hello, Engineers!

The new Signal update is here! “Signal” lays the foundation for a new era of Space Engineers. 2024 will be a year of exploration, battle, and survival. This update focuses on our framework for a new standard in player versus environment.

Signal adds new choices to your creative arsenal with new blocks, specifically created for this occasion. With this new set of blocks, your remote automation can act with an entirely new level of autonomy. Where the wildly popular “Automatons” update added remote mining operations, automated drones, welding assistants and so much more, “Signal” empowers these systems to communicate! Reactive updates, straight-to-chat, as well as complex systems communicating over multiple ships, stations, or any combination are now possible!

Get live chat updates from your remote satellite array, mining drone fleet, or automated defense sentinels in Signal!

Please join us in 2024 as we explore Space Engineers like never before. We can’t wait to see what you create!



Features

  • Scenario selection menu overhaul for Steam Version and XBOX/Microsoft Store
  • New Red Ship Starting Scenario (Quick Start) / Quick Start button in Main Menu
  • Death and Respawn improvements (A Reason for your death, Cryopod death message)
  • Added reload bar for static weapons
  • New NPC Grid Claiming
  • Reputation System Rebalance
  • Improving performance of NPC Grids
  • Improvements to Cargo Ship flight paths
  • Added warning notifications when grinding Components to Scrap
  • Block info/stats improvements (charge efficiency, production blocks)
  • Cargo Container Destruction improvements, Temporary Containers
  • Disabled scrap item spawning from damaged blocks by default in new Worlds
  • Non-unique items can be stacked in the inventory
  • Adjustment to Tree collisions
  • Lightning damage disabled by default for worlds
  • Improvements to F1 help screen
  • Npc changes, modding (possibility to spawn paired loot in container), Drone Spawning Improvements, New Loot Container Options

Added new Blocks - Base Game

  • Broadcast Controller (1 block, L + S grid)
  • Action Relay (1 block, L + S grid)
  • Additional Round Armor Panels (4 blocks, L grid + 4 blocks, S grid)
  • Compact Antenna (1 block, L grid)

Added Content to existing DLCs:

  • Scaffolding (4 blocks, L grid) (added to Deco Pack 3)
  • 9 music note sheets, concert version of in-game soundtrack (added to Deluxe Edition)

Signal Pack

  • Truss Set (7 blocks, L grid + 2 blocks S grid)

    • Truss Light - S + L grid
    • Truss Pillar - S + L grid
    • Truss Pillar Diagonal - L grid
    • Truss Pillar Offset - L grid
    • Truss Pillar T - L grid
    • Truss Pillar X - L grid
    • Truss Decoy - L grid
  • Corridor Blocks (8 blocks, L grid)
    • Corridor - L grid
    • Corridor Corner - L grid
    • Corridor Double Windowed Sides - L grid
    • Corridor Light - L grid
    • Corridor T Intersection - L grid
    • Corridor Windowed Roof - L grid
    • Corridor Windowed Side - L grid
    • Corridor X Intersection - L grid
  • Narrow Corridor (1 block, L grid)
  • Narrow Corridor Stowage (1 block, L grid)
  • Narrow Door (2 blocks, L grid)
  • Inset Walls Set (6 blocks, L grid)
    • Inset Wall - L grid
    • Inset Wall Corner - L grid
    • Inset Wall Corner Inv. - L grid
    • Inset Wall Diagonal - L grid
    • Inset Wall Light - L grid
    • Inset Wall Pillar - L grid
  • Decorative Console Blocks (5 blocks, L grid + 5 blocks, S grid)
    • Console Module - S + L grid
    • Console Module Buttons - S + L grid
    • Console Module Corner - S + L grid
    • Console Module Corner Inv. - S + L grid
    • Console Module LCD - S + L grid
  • Bay Windows Set (5 blocks, L grid + 4 blocks, S grid)
    • Bay Window - S + L grid
    • Bay Window Corner - S + L grid
    • Bay Window Dome - S + L grid
    • Bay Window End - S + L grid
    • Bay Window Railing - L grid
  • 9 Tracks added to Jukebox
    • Approaching the Start
    • The Dust
    • A New Dawn
    • Liftoff
    • Uncharted Territory
    • Fight Like One
    • Warfare Trailer
    • Out of Early Access
    • We Are Engineers



Official Blueprints
Fixes & Improvements

  • Changed ModAPI behavior for mechanical blocks to accept Attach/Detach only once per tick
  • Fixed an issue where pixelated flickering would appear near large amount of light sources
  • Fixed a crash when grinding down a parachute hatch at the moment of it being deployed
  • Fixed an issue where clicking View (Camera block, etc...) when remotely connected to a grid beyond sync distance would kick you to spectator
  • Fixed an issue where NPCs would fall through the planet upon death
  • Changed Admin teleport behavior using Ctrl+Space when seated in a station. Character will be unseated and then teleported. Dynamic grid and character behavior unchanged
  • Fixed an issue where "Target is out of range" would appear even to other players not currently trying to lock a target on DS
  • Fixed an issue where trees would fly away after cutting them down
  • Changed hand drill behavior so that at most 15 floating ore objects spawn from single voxel change, floating ores over this number are combined into bigger chunks
  • Fixed an issue where the first world in the list would get published instead of the one selected by controller
  • Fixed an issue where the deployed parachute would still slow the grid down even after the block was ground down into construction stage
  • Fixed an issue where the AI Offensive block would get stuck in an unresponsive state while shooting
  • Fixed an issue where a drone would forget "Flee to" GPS on DS
  • Fixed an issue where a conveyor line to Hydrogen Tank would not get interrupted even when part of it was ground to construction stage
  • Fixed an issue where a Hydrogen Tank would not fill up when the conveyor connection was built in Survival
  • Fixed an issue where an alarm in Space Standoff would remain active with a dead enemy character in the area
  • Fixed an issue where the removal of an item from Build Planner queue was prevented by the selection of an N/A blockvariant
  • Fixed an issue where a Sensor block would fail to detect manually placed asteroids
  • Fixed an issue where a Connector status would get desynchronized and appear unlocked for some and locked for others on DS
  • Fixed an issue where copypasting Body location GPS would try converting the date and time into coordinates
  • Fixed an issue where player would get kicked from DS after trying to weld projection too fast
  • Fixed an issue where spherical safe zones would fail to identify what is and what isnt contained in the field
  • Fixed an issue where ModAPI IMyTurretControlBlock.Target returned itself
  • Fixed an issue where graphical artifacts appeared when weather was present due to precision loss
  • Fixed an issue where safe zone would reject and continue rejecting a grid, accelerating it to max speed
  • Fixed an issue where Idle movement would not work for Searchlight in MP
  • Fixed a crash when attempting to crush a grid with another grid
  • Fixed an issue where a turned off Sensor would still visualize the Show sensor field range
  • Fixed an issue where a character would jump low and near in low artificial gravity
  • Fixed an issue where the Day duration slider and description in Advanced world settings would break visually
  • Fixed an issue where the info about Help keybinding would not change on the HUD when key was rebound
  • Fixed an issue where NPCs would not be able to follow player onto a ramp of sufficient height and elevation
  • Fixed an issue where NPCs would get stuck on steep surfaces or could not follow player near trees
  • Changed NPC behavior when they cannot reach a target to wander around instead of stopping and waiting
  • Fixed an issue where turning off Saberoids/Spiders on DS would not make them despawn
  • Fixed an issue with Z-fighting on the small grid oxygen tank
  • Fixed an issue where a copied Rocket turret in combat would continue actively shooting after pasting without having a target
  • Fixed an issue where block's destroy particles would not scale with its dimensions
  • Fixed Enable drones and Enable voxel hand toggles in Advanced World Settings not having a tooltip
  • Fixed an issue where lootable NPCs would not be displaying their names when highlighted
  • Fixed an issue where the muzzle flash particle would look as a 1 pixel wide line above the iron sights when in that mode by adding support for ironsight particle
  • Fixed an issue where NPCs would stop their AI after reloading a save
  • Fixed an issue where a ship would have trouble orientating itself along recorded path in gravity
  • Fixed an issue where a server could start with a 3rd party generated or incorrect password salt causing connecting Clients to crash on join
  • Fixed an issue where one of the Mission Briefing datapads in the Space Standoff would contain old version of the text
  • Fixed an issue where the Space Credits icon would not be displayed in economy screens on PlayStation
  • Fixed an issue where the direction of shooting would follow the decoupled crosshair in 3rd person and not the direction the character and weapon was facing on DS
  • Fixed an issue with Z-fighting on the Inset Bed block
  • Fixed an issue where all Barrel blocks would be under Block Weapons tab. Explosive Barrel moved under Warheads, others moved to Cargo section
  • Fixed an issue where Assault turrets would continue to spin after being turned off during idle movement
  • Fixed an issue where LCDs would be too bright, causing the text to be harder to read
  • Fixed an issue where UI opacity could be set too low, preventing the player from seeing completely
  • Fixed an issue where Willis Duct Light would have incorrect research dependency
  • Fixed an issue where Small grid Railgun collision models would be too large
  • Fixed an issue where ModAPI for IMyExhaust, IMyPowerProducer and IMyReactor interfaces would extend the in-game variants
  • Fixed an issue where h2/o2 Generator would mirror incorrectly
  • Fixed an issue where a newly added item to a Jukebox playlist would advance the Jukebox UI to the last song but still remain playing the current one
  • Fixed an issue where Event Controller would forget assigned blocks on paste on DS
  • Fixed an issue where ModSDK tools ModelViewer and BehaviorTree would produce an exception on startup

Support Site Fixes

  • Fixed a crash when deleting a cargo filled with non-stackable items
  • Fixed a crash when splitting a grid with an LCD in a construction stage
  • Fixed a crash when Event Controller was set up to attach/detach a mechanical block top part at the same time
  • Fixed a crash when a Connector would try to repeatedly attach or detach while already attaching/detaching
  • Fixed an issue where the upper parts of an o2/h2 Generator would not have mountpoints
  • Fixed an issue where the collisions of small grid Autocannon and Assault cannon turrets would be too large
  • Fixed an issue where the Custom Turret Controller would forget assigned weapons and settings after grid split/merge
  • Fixed an issue where the Pirate Base on the Moon would spawn drones with Atmospheric thrusters
  • Fixed an issue where an LCD with too long of a text would freeze or crash the game. Now text max 65k characters long. Title max 512 characters.
  • Fixed an issue where a CTC powered rocket launchers would not lead a target
  • Fixed an issue where small grid Small Connector was able to connect from the sides
  • Fixed an issue where an assigned toolbar action would work even through a physical connection like Landing gear instead of logical like Connector
  • Fixed an issue where it was possible to receive an invite dialog from a multiplayer game other than SE, resulting in an error
  • Fixed an issue where CTC selected weapons would not persist through save/restart on DS
  • Fixed an issue where an AI offensive block with intercept would be prevented from retargetting by collision avoidance
  • Fixed an issue where an AI recorder would not trigger setup actions at the waypoints
  • Fixed an issue where the time to target lock was too long. When the target is a grid, the locking time is 5 seconds down from 10 seconds.
  • Fixed an issue where purple texture would get used on voxels after changing graphics settings
  • Fixed an issue where Alt+mouse camera control would not work when controlling CTC
  • Fixed an issue where Preserve aspect ratio would not work on curved LCDs
  • Fixed a crash when entering a cockpit with specific toolbar setup
  • Fixed an issue where it was impossible to access interactive elements of other blocks obscured by the Holo LCD
  • Fixed an issue where it would spawn players under the ground if the spawn point was embedded in voxel
  • Fixed an issue where AI offensive block would lose assigned weapons on grid split
  • Fixed a crash when a missile type projectile hit a door subpart while mid open/close
  • Fixed an issue where the Flare launcher had an incorrect dummy
  • Fixed an issue where the the Safezone would incorrectly determine if something was in or not
  • Fixed an issue where a character in jetpack on a DS would start copying rotation of a nearby spinning grid
  • Fixed an issue where the small grid Rocket turret would have a hole in its model
  • Fixed an issue where the displayed mass of a grid would not update on change due to the calculation not taking multipliers into account
  • Fixed an issue where the UV textures on the ladder block decals would not be correct
  • Fixed an issue where small grid Landing gear collision models would be too large
  • Fixed an issue in the Industrial cockpit model
  • Fixed an issue where large grid Connector collision models would be too large
  • Fixed an issue where small grid Ship drill collision models would be too large
  • Fixed an issue where Oxygen farm collision models would be too large
  • Fixed an issue where small grid Rotor collision models would be too large
  • Fixed an issue where small grid Advanced Rotor collision models would be too large
  • Fixed an issue where Ship Welder model would have a see-thru seam around the conveyor port
  • Fixed an issue where {player_count} in server Motd would count NPCs as players
  • Fixed an issue where the Medical room block had incorrect mounpoints
  • Fixed an issue where the grid would explode after attaching it to a fallen tree with a Landing gear
  • Fixed an issue where the large grid Ship welder was not able to touch the conveyor with its conveyor port
  • Fixed an issue where the Oxygen farm model was not able to touch the conveyor with its conveyor port
  • Fixed an issue where hydrogen would not flow through sorters in the oposite way
  • Fixed an issue where the AI blocks would not calculate with the mass of subgrids as well
  • Fixed an issue where NPCs would attack through closed doors
  • Fixed an issue where a Beacon would interfere with Remote control and remote connection to a grid
  • Fixed an issue where the base of a large grid Antenna was not centered
  • Fixed an issue where Large oxygen tank conveyor port models would intersect with conveyor lines a bit
  • Fixed an issue where large grid Large cargo container conveyor ports would not touch with other connected blocks
  • Fixed an issue where the small grid Gyroscope would appear to levitate above the surface
  • Fixed an issue where Jump drive had holes in its model
  • Fixed an issue where smal grid Small cargo models would not visually connect
  • Fixed an issue where Ion thruster models did not visually connect
  • Fixed an issue where Atmospheric thruster model would have a gap in it
  • Fixed an issue where Programmable block API for Laser antenna was not working
  • Fixed an issue where the Offset door collision models would be too large
  • Fixed an issue where filled gas Tanks would show damage effects after being ground below functional
  • Fixed an issue where the Chat spam protection would time out even Admins
  • Fixed an issue where the scrollable server Player list would not fit all players
  • Fixed an issue where Aquarium bubbles would show and animate in projections
  • Fixed an issue where Inset couch would mirror incorrectly
  • Fixed an issue where the Sensor block would not be able to detect players laying in beds
  • Fixed an issue where the small grid Beacon did not require radio components to be functional
  • Fixed an issue where the Pillar model construction stages were rotated by 90 degrees
  • Fixed an issue where the player would not be informed that they are unable to spawn outside of the world size limit
  • Fixed an issue where Alt+MMB would allow for items to pass through sorters the wrong way
  • Fixed an issue where Solar panels either worked when they shouldn't or did not work when they should
  • Fixed an issue where left CTRL would get ignored for crouching in localised languages, right CTRL would always be ignored when key was bound to it
  • Fixed an issue where small grid Blast door edge collision models would be too large
  • Fixed an issue where AI blocks would be ignored in the power priority rankings and lose power
  • Fixed an issue where a multiplayer lobby would fail to download specific mods
  • Fixed an issue where control of a remote grid would not persist through save/restart of a server
  • Fixed an issue where a Piston would not allow other Pistons being placed around it
  • Fixed an issue where a Drone collision avoidance would try to avoid its own subgrids and refuse to fly to Waypoints
  • Fixed an issue where there would be less planetary boulder spawning
  • Fixed an issue where AI Offensive block would continue shooting even after target was destroyed
  • Fixed an issue where it would not be possible to place a block onto the top part of a piston placed horizontally on a surface
  • Fixed an issue where sounds would be almost inaudible in the right channel of a Stereo setup
  • Fixed an issue where a leftover Debug Draw would appear when target pattern was set to hit and run on AI Offensive block
  • Fixed an issue where AI recorder would name waypoints differently in the Detailinfo than in the Waypoints list
  • Fixed an issue where Offensive word filter would try to protect player even in non-shareable areas of the UI

What’s Next

We have so much more to explore!
In our next update, 1.205, we are going to go BIG!

  • New resources
  • New end-game blocks
  • We take a deep dive into PVE encounters
  • And we begin exploring exploration

Stay up to date with the latest developments by signing up to our Newsletter. Get a sneak peek, every month, at what the future holds!




17/05/2024
Hotfix 1.204.017


  • Fixed an issue where protection against underground spawn would prevent spawning inside Safe Zones
  • Fixed an issue where negative small rotor displacement would cause Clang
  • Fixed a crash when a Defensive block would try to flee from an entity which has been trash removed on DS
  • Fixed a crash when removing items from a temporary container spawned from a dual inventory block
  • Fixed an issue where GPS sent from Broadcast Controller would not show up in singleplayer
  • Fixed an issue where hostile turrets on Red Ship v2 would be set to target enemy characters
  • Fixed an issue where it was impossible to deposit components further into the conveyor system
  • Fixed an issue where it was possible to set restricted Advanced World settings on Xbox and WS
  • Fixed an issue where the Community Content tab of New Game screen would refuse to load
  • Fixed an issue with progression through the 3rd First Jump mission on consoles in Safe Mode
  • Fixed an issue with missing localisation for tooltips for locked Signal DLC blocks
  • Fixed an issue where Bridge Window group would appear twice in the Radial menu
  • Fixed an issue where the Large cargo container access port highlights would not appear on Low and Medium
  • Fixed more edge-case crashes


23/05/2024
Hotfix 1.204.018


  • Fixed an issue where block placement would be prevented by the blockspace of a nearby block instead of physical shape
  • Fixed a crash when looping actions across multiple Action relays
  • Fixed an issue where the game got stuck in remote control after save/reload|restart
  • Fixed an issue where small grid Broadcast controller wouldnt need power to function
  • Fixed an issue where ModSDK ModelViewer would have black skybox
  • Fixed a crash in ModSDK tools on startup
  • Fixed a typo in LargeMissileLauncher flight sound definition
  • Fixed more minor crashes
  • More details: https://support.keenswh.com/spaceengineers/pc/announcement/update-1-204-signal


Please join us this Monday 🥳

Space Engineers Signal Update Release 🦾

🚀 Monday, May 13th, 5 PM UTC

🛰️ Twitch: https://twitch.tv/keencommunitynetwork

🛰️ YouTube: https://youtube.com/user/SpaceEngineersGame


📡 Space Engineers: Signal

🦾 Coming in May


Space Engineers Official

Our favorite pastime is browsing through the workshop - we are in love with all the creations our players are constantly sharing. 💫

We can't wait every month to spotlight mods and blueprints that catch our eye and have the potential to make your time in Space Engineers more interesting and unique.

Here is our spotlight for the month of April! 🤩




Nuclear Missile Factory by Apologies
A very large and complex missile factory I built. It took nearly 400+ hours to build and troubleshoot.

It's about 170k blocks, 500k PCU and hundreds of subgrids.



Tank Tracks over Vanilla Wheels by Digi
All vanilla wheels now support having tracks added on them.

They're animated and etc, see the Tank Tracks Framework for feature description.



Star Trek Modules by Qarannia
There are seven modules in the Star Trek Modules collection; each of which functions independently to the others, so you can use whichever ones you want or need without the overhead of the others.



Modern Star Wars Weapons Vanilla+ by jperk354
This mod is a Vanilla+ conversion of the original weaponcore mod.

All models are designed by 50 Cow and are used with permission.



OmniCorp - OmniTools by Raidfire
Prepare to revolutionize your operations with OmniTools, the pinnacle of engineering excellence.

Crafted with precision and ingenuity, each tool embodies the relentless pursuit of perfection that defines OmniCorp's ethos.



Glue Pad Welding by Yatta - Albino
The glue pad allows you to build a station extension or ship part and drop it wherever you want, without requiring merge blocks or weld pads on the target grid.



UAA-Weapons by TheCeaptain
New modern weapon pack featuring Phalanx CIWS Mk15-1B, SeaRAM CIWS RIM-166, KWP-200M Cannon Turret and VLS-Mk-41.



SEDivers - NPC Framework by Flatulent_Moth™
Ever wanted to have NPCs manage dynamic territory? Ever wanted to be able to tell your ship to remove something?

If that's the case, then this framework is for you!



ZERO's Ornithopter Blades
The best way to travel throw infinite deserts…

Inspired by DUNE blades.



Humanoid's Beam Turret Multitool
This mod adds a toolcore laser grinder/welder multitool 1x1x1 large grid block.

Turret would automatically target and grind or weld various grids in 100m radius (depends on mode that you selected).



Viper Vertical Launch System by Whiplash141
The Viper Vertical Launch System (VLS) is a reloadable, 6 shot WHAM/LAMP guided missile launch platform.

It is designed to be an easy-to-use technology demonstrator that can also be relatively easily integrated into a ship.


Support Portal
Discord Community
📡 Space Engineers: Signal Update

➡️ Coming in May ⬅️



🤩 “How the happy battery works.”

📡 Space Engineers: Signal Update

➡️ Coming in May ⬅️


Space Engineers Official

Our favorite pastime is browsing through the workshop - we are in love with all the creations our players are constantly sharing. 💫

We can't wait every month to spotlight mods and blueprints that catch our eye and have the potential to make your time in Space Engineers more interesting and unique.

Here is our spotlight for the month of March! 🤩




Leak Finder by Digi
Shows a path leading to the exterior of the ship while respecting airtight sides. This helps find air leaks preventing pressurization.

To use it, open terminal of any Air Vent block.



Prometheus Nanobot Drill and Fill System by Artika
Nanobot drill and fill system for small and large ships/stations (automatic drilling/collecting/filling system).

Updated block models for a more aesthetic appearance on your structures.



Simple Laser Multitools by Copper
Grinding, Welding, and Drilling all in a convenient long range laser multitool.



Vortex Industrial: Animated Laser Tools by Palpatine
For the exacting engineer, Animated Laser Tools, a new standard for excellence in the industry.

This mod includes four laser tools that are able to mine, grind and weld at any time simply by switching between modes.



Highfleet Weapons by humanoid.mp4
This mod adds a set of weapons from the game “Highfleet” to Space Engineers.

Requires weaponcore to work.



ZERO‘s Aerospace by ŚĒŃPĀÌ ŹĒRØ
This is my first workshop mod, so i hope you'll enjoy it!

Weapons, thrusters & things for them and more!



Small Helm 1x1 by Plineo
A 1x1 Control Helm block for Small grid



Dual Tank Turret by Harbinger Ace
Designed for tanks, landships, and other armored vehicles, this 150mm turret packs a one-two punch against anything in its sights.

Commissioned by Grimm.



Archan's Animated Gyroscopes by Archan79
Set of gyroscopes, for large and small grid.

With Animation that will give life to your ship.



Omni Corp: Expanse (Aryx Epstein) Constructs by Raidfire
I decided to make some models for the Epstein drives specificly the Aryx Epsteins - but can be used for other purposes like on bases as a scifi tower that stores hydrogen etc.



Deuterium Arc Reactor Pack by MTGraves
Deuterium Arc Reactor Pack Standard Space Engineers edition.



Panels+ by Stone
Additional Panels which are not included in Vanilla!

2x1 Slope Side Angled, 1x1 Slope Side Angled, etc. Skinnable!


Support Portal
Discord Community