Space Engineers News & Announcements

Please join us Monday, November 16, for the Space Engineers: Warfare 3 Update & Pack release!

Warfare 3 is bringing one of the biggest combat overhauls Space Engineers has ever seen. From Combat NPCs, guided missiles and torpedoes to countermeasure flares, EMP weapons, Jump Detection, new automation options, and much more, this update changes how battles are fought, defended, and engineered.

📅 Monday, November 16th, 5:30PM UTC

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





Our amazing community creators are releasing preview videos every day as part of our upcoming update celebration.

➡️ Space Engineers Previews Playlist

We’ll be updating this post regularly so you can jump straight to the latest drops.

Stand by for transmission - the countdown continues!




Missiles and Torpedoes
Lunar Kolony


ModAPI: Circuit Intrusion
Patrick


New Warheads
A Greedy Crow





Colored Icons
Beeblebum


Assault Cannons
Qutatron


Conveyors & Thrusters
Commander Exorcist





Brig Doors
Pandemic Playground


Ammunition Switching
CosmicDonut


Countermeasures
Kanajashi





Captain’s Chair
LadyLime


Flares
ImFoolz


ModAPI Preview
Patrick Heney





QoL Changes
Roliba


Autocannons
KiltedBastard


Gravity Drive
CosmicDonut





Jump Seat
RevPlaysGames


Incoming Transmission
November 11


Incoming Transmission
November 12





Incoming Transmission
November 13


Incoming Transmission
November 14


Incoming Transmission
November 15





Release Livestream
November 16





German, Spanish, Brazilian Portuguese Previews




NPCs y NUEVAS ARMAS
Iker IR4 (SPA)


Separation Charge
Space News (BRA)


Incoming Transmission







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📫 Newsletter: https://www.keenswh.com/newsletter
🚀 Community Hub: https://www.spaceengineersgame.com/community-hub/
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Image Credit: Militech Centaur Exo Suit by Deathlok

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! 🤩







Planet Pelagia by Exodus
Welcome to Pelagia. This world is a volcanic one, a matriarch to dozens of islands born anew from the hearth within. Its oceans cover nearly the entire surface, broken up only by a handful of island chains and archipelagic landmasses - hence the name, Pelagia.



Escape Super Earth by Splitsie
A gigantic Earth-like planet with a 500 km diameter and 10 Gs of gravity. Do you have the skills and patience needed to escape its clutches? Oh, the aerodynamics mod and Cryo respawn mod are there to add some extra challenge too!



Star System (Real Orbits optional and Terraforming ready) by Toast
Vanilla Star System world for use with the "Real Orbits" mod, with planets adjusted to prevent overlapping gravity wells. You do NOT need Real Orbits to use this. Other planets are in default locations (to my knowledge, correct me if I am wrong) and have been replaced with the terraforming-compatible variant.



Salvage Guild Planet Osara by Megatronus
Welcome to the Salvage Guild planet Osara (pronounced O-sara). It has a city called Darksun, an underground city created by the Salvage Guild as the ultimate defence against orbital assault. The only way inside is via an underground tram station.








Xel'thar Incursion by Jasper
An encounter mod for Modular Encounters Systems (MES). An insectoid hive race, the Xel'thar (faction tag XELT), hunts players in space and in planetary atmosphere. Every ship is a vanilla-block prefab with organic armor.



Shattered Paradise by WedgedMouse05
Welcome to Shattered Paradise! Long in the making! This mod uses MES (Modular Encounter Systems) to bring you a wide variety of planet-based encounters. THIS MOD IS VERY HARD!



Flander's Fields - WW1 Trenches by Gifted Lion
WW1 Trench Battle Map for the Mech Engineers, SETB and AWS Combined Arms Event. Three opposing trenches with an abandoned fortress in No-Man's Land. Go over the top and dislodge the enemy from this land!



Competitive Colonization - Vanilla Boardgame by Riebeck
In short, Competitive Colonization is three-dimensional four-in-a-row Tic-Tac-Toe (lotta hyphens!). Instead of X's and O's, there are two competing factions: Green and Yellow. Each faction takes a turn "conquering" a planet (really just pressing a button on a given planet).



Glock Surveillance by WedgedMouse05
This mod REQUIRES MES (Modular Encounter Systems). Not much else to say: it spawns "glock cameras" around frequently, and you can take them down or leave them be.








Grader - Road Building Blade by Vilius
Dig your tunnel or open pit with drills, then send in the Grader. Mount it on a rover, switch it On and drive: it cuts the bumps, fills the dips and leaves a road your wheeled vehicles can actually use.
Each pass levels the road from side to side and keeps its uphill or downhill grade, so hills stay hills and the ruts go away. Drive the same line again and it gets smoother.



MechBuilder by red777
Mech Builder is designed to help players build mechs without having to worry about logistics. The mod handles everything for you, allowing you to focus on customization and creativity.



Arcane Power (0.3.0) by OB
Build an industrial arcane power plant: mine rare fuel, maintain its containment, recover heat through a modular Brayton cycle and bank the electricity. Keep an escape route for the core when containment fails.



GridLink by TryHarder!
Links two static grids so they share power, conveyors and terminal access, like two locked connectors. The grids can sit at any angle and height, up to 25 m apart, where rotors, merge blocks and connectors don't fit.



fd32: Coupling Device - Ball joint by gz32video
A flexible link between two grids: two Coupling Devices facing each other lock together at a common point and hold it like a ball joint. The grids turn freely around that point, but the distance from each block to it stays the same - for trailers, wagons, towed cargo and anything else that has to follow without a rigid connection.



Warfare Force Field Hangar Door by KevMeUp
Force Field Hangar Doors inspired by the Warfare 3 Teaser Trailer. Always airtight. Always shows field. Has an additional retractable "door" texture so it can be opened and closed.



TD Nano Drilling System by UnSayableStorm
The Nano Drilling System mines and collects anywhere inside an adjustable work box around the block, using a swarm of nanobots instead of a drill head. Nothing touches the rock. Two new blocks, one small grid and one large, built on the long-running nanobot drill script.



Star Blazers Yamato Shields by ribera1945e
Adds a shield inspired by the shields that appear in the animated series Star Blazers (Space Battleship Yamato). It is compatible with Vanilla+ and WeaponCore. Content: UNCF Wave-Motion Shield Generators and Garmillas Migo-Vezar Shield Generators.



Tiered Engineering Evolution by Mustafa v 2.0
T2-T5 industry and combat progression for Space Engineers. Higher tiers demand more materials and suitable power or fuel.



Mech Hands by red777
A collection of magnetic plate-like blocks designed to resemble hands for your constructs. The hands close when gripping a surface or when turned off.



Build and Repair (Nerfed) - SE 1.210 by TrulyAsleep
This is the NERFED version: expensive to build. A block full of nanobots that works on everything inside its area, automatically.



TD Dual Fuel Power Core by UnSayableStorm
A walk-in reactor core for Space Engineers, built from scratch: a glowing glass column rising out of a deck you stand on, consoles round the pedestal, and a stack you grow from 1 GW to 15 GW. The core burns deuterium capsules from Nukeguard's Fusion Power at full output, or uranium ingots at 60%.



Sloped Telescopic Hangar Doors by Rustic
Large-grid hangar doors for 2:1 sloped hulls. Choose a 2-, 4- or 6-block opening height, with standard floor-mounted and inverted ceiling-mounted versions. Each complete column retracts into one armored base cell.



Imperial Cuisine - Immersive Cooking by Sarekh
Food, farming and medical manufacturing in the Akhinnae Empire. What started as eleven meal packs has grown into an Imperial food production system for my scenarios, with crops, intermediate ingredients, drinks, medical supplies and functional kitchen equipment.



TD Shipboard Phasers by UnSayableStorm
Are your enemies cyborgs? Pointy-eared, green-blooded machiavellians? Wrinkly-foreheaded warriors? This is the weapons pack for you! Star Trek-style beam weapons, built from scratch for Space Engineers.



fd32: Maglev by gz32video
Magnetic levitation trains for Space Engineers: lay smooth rails between nodes, put hover engines under a grid and drive it from the cockpit like a wheeled vehicle - or let the autopilot run it between stations. Network play has not been tested!



Cargo Array Manager (CAM) by xMETiSx
One inventory. Expandable physical storage. No wall of cargo-container terminals. Cargo Array Manager (CAM) is a modular cargo-storage system for Space Engineers. Instead of every storage block having its own inventory, CAM uses one real inventory in the CAM Array Controller.



Adjustable Fill Tanks (O2 & H2) by Patrick
Adds a slider to all H2 and O2 tanks, which allows you to change their fill level. The slider is only visible when creative tools are enabled.



Tristari Engine by ItsSoBread
Introducing my latest in fashion, the Tristari Engine. This engine is a top notch power house. Be careful with power usage though.



CHKN CO Road Signs by CHKNFRYRMN
This is the CHKN CO Road Signs Mod! This mod adds US and European road signs for your roads, towns, bases and highways. There are 88 sign designs, including speed limits, stop signs, give way, one way, wrong way, no entry, parking, crossings, roadworks, warning signs and more.



Interior Armor by ODST1109Adrian
A series of blocks made from Interior Plates! These blocks are lighter and far more fragile than regular light armor, weighing only 3 kg and having 15 points of integrity (HP), compared to the 20 kg and 100 points of integrity of regular light armor.



Arthur's Dynamic Sign Mod
Allows you to write any letter (A-Z) with a maximum of 24 characters on any sign.








Dynamic Skin Systems by Raven
See your builds gather dust and snow from the weather, see damage reflected in the skin itself, and watch as abandoned wrecks rust and decay. Dynamic Skin Systems provides a system in which the game will alter the skin of blocks dynamically depending on various criteria and contexts, aimed at an immersive semi-realistic experience.



Mod by RayVII
Jump drives no longer teleport you. Instead you get a supercruise, like the frame shift drive in Elite: Dangerous: you fly the distance yourself at up to 100 km/s, steer, and drop out where you want.



Synthetic Vision Systems by ERR0R
A 360° first-person synthetic vision and combat HUD for Space Engineers. Instead of limiting information to a conventional flat HUD, SVS places navigation, targeting, threat, ship status, and contact information around the pilot in 3D space.



EarthWorks - Terrain Engineering (Alpha) by fl4shb4ck
EarthWorks brings hands-on terrain work to Space Engineers. Excavate actual voxel material, carry it, deposit it somewhere useful, and smooth rough ground into more workable slopes using a shovel or pickaxe. This is an early public ALPHA: the hand tools are usable, but the mod is still evolving.



SkyLink OS - Touch Screen PC & Navigation by Stringy Beef
SkyLink OS. A touch screen computer for your ships and bases. Multiplayer and dedicated servers supported.



Excessive G-Force Player Damage and Grid Damage by Admiral Cheeseburger
This mod will cause the player to lose consciousness with too many Gs, or the plane to get damaged. Calculates the Gs affecting any part of the grid at all times and computes G limits for each block on a grid using a heavily simplified finite element analysis to calculate your grid's structural integrity under various sources of Gs.



Elytra by KevMeUp
Glider Wings for Space Engineers. Includes custom fireworks for boosting. Great for early game mobility to check out encounters, scout or get unknown signals.



OZ-Ore Probe by Robulus
Transform your ship's Railgun into a high-velocity geological reconnaissance launcher! OZ Ore Probe equips your Large and Small Grid Railguns with long-range seismic reconnaissance capabilities. Fire penetrator probes into distant asteroids, monitor live telemetry, and automatically receive color-coded GPS waypoints detailing all discovered ore deposits.



Build to Claim - Respawn Pods and Unknown Signals by KevMeUp
Auto claims respawn rovers/pods and unknown signals when you place any block on them. No more merge blocks or weirdness.



Block and Armor Replacer by NorthyPark
Looking to update an old ship with new DLC blocks, but hate the thought of manually replacing every block? This mod will make replacing blocks a breeze! It instantly swaps one block type for another, while keeping the rotation and color.



Handheld Hacking Devices (5MB version) by Serža
This is a smaller version (665 MB => 4.5 MB) of the original mod, for servers and people with small disk space. Contains iHacker, iHacker PRO, iHacker PRO MAX, iHacker PRO MAX ULTRA+ and an iHacker battery.



Vanilla Combat Defense Shields Bridge by LUDU2205
This mod acts as a bridge between the vanilla combat system and the Defense Shields mod. It allows the Defense Shields mod to intercept all types of projectiles fired by vanilla weapons without requiring the WeaponCore mod, which would otherwise replace the vanilla combat system.



Programmable Block Data Cartridges by Volg
Physical media for your Space Engineers scripts. Save, carry, copy and load Programmable Block scripts using ordinary Data Pads. PBDC adds cartridge inventories and controls to vanilla Programmable Blocks, including their reskinned variants.



JejeServeur - JSInductionCharging by JejeServeur
Adds a wireless charging option to the landing gears.



Terranovum SysteMap by Elettroshock
Displays the system map and current body. Planetary ore scan: 800 m radius, 32 m sampling. Shows detected materials, distance and estimated depth.



Terranovum Dynamic Jump Drive by Elettroshock
A dynamic Jump Drive monitoring system. Automatic monitoring of the ship's Jump Drives. Real-time display of operational status, charge level, and available energy.



AutoArm - A Modern Robot Arm OS by Malkiot
AutoArm is my approach to robotic arms in Space Engineers, combining minimal manual setup with configurable arm behaviour. Set up an arm quickly using named base and head blocks. Manage multiple arms on the same construct from one Programmable Block (PB).



Gravity Tolerance - Lift and Landing by Tel_Arin
This script checks your ship's weight and upward thrusters to show you how much gravity you can handle, how much extra cargo you can carry, and how high you can fly before your atmospheric thrusters lose power.



L.U.N.A (Leyan Unified Naval Assistant) by lieps
During combat: a professional, disciplined military copilot. During downtime: somewhat absent-minded, easily bored, with playful interactions with the crew, and embarrassed by her hot mic moments.



Power Control 2.0 by Budahsmoka
Watches and manages the power on your ship or base: batteries, solar panels, wind turbines, H2 engines and reactors. When your batteries get low, it turns on backup power (H2 engines or reactors). When they're full enough, it turns the backups off.



WeaponCore Combat Script (HunterOs) by 123
A Programmable Block combat script for PvP. Armed and shooting from the moment it compiles, with smart threat-based targeting, random 360 orbits with unpredictable dodging, smarter retreat, a Defense Shields modulation manager, and a clean GFXX HUD with a real 3D-projected target-lock box.



HELM: High-Efficiency Lightweight Monitor by Warchief
A configurable LCD and cockpit dashboard script for Space Engineers Programmable Blocks. HELM turns LCDs and cockpit surfaces into telemetry dashboards. Define screens, panels, gauges, colours and block bindings in the Programmable Block's Custom Data.



Inventory Plus by Pogonip
Inventory Plus is a lightweight, performance-optimized inventory management script that automatically sorts your items, learns custom item categorizations, and outputs real-time status data to LCD screens.



SAC v.0.6.0 Systems Automation Coordinator by xMETiSx
SAC - Systems Automation Coordinator. Version 0.6.0 | Space Engineers Programmable Block Script. High-performance inventory, production, and logistics automation.





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





🛠️ Feedback & Support: https://support.keenswh.com/
🛰️ Discord: https://discord.gg/keenswh
📫 Newsletter: https://www.keenswh.com/newsletter
🚀 Community Hub: https://www.spaceengineersgame.com/community-hub/
➡️ Connect and find us on your platform of choice: https://www.keenswh.com/connect/

Hello, Engineers!

Since our Warfare 3 reveal, we’ve received a lot of questions, many along the same lines: How will all of this actually work?

We sat down with Space Engineers Lead Designer Ryan Keel to pick his brain - this time about Combat NPCs.


Let’s talk about NPCs in Warfare 3. Will they be joining in on the fun?
Our Economy 2 update laid the foundation for interactable NPCs in Space Engineers, and we've been hard at work expanding and improving them ever since. In Warfare 3, we're taking another big step toward making the world feel more alive!

NPCs are now being introduced across all existing encounters, bringing new activity and personality to the places you discover. From passing Cargo Ships to dangerous Factorum encounters, you'll find new signs of life throughout the universe. Hostile NPCs will patrol and defend their territory, making some encounters even more challenging, while friendly NPCs will go about their business, adding a new layer of life and atmosphere to the world around you.

Not every encounter is the same, these NPCs offer additional context, personality, and can even reveal the story behind the locations they spawn at. These additions will make encounters feel more like active scenes with a purpose, rather than simple structures waiting to be discovered.

We're particularly excited to see how NPCs change the experience of exploring and taking on Factorum Encounters, adding another layer of challenge to these dangerous locations.

This is another exciting step toward making the Space Engineers more dynamic, and we can't wait to see how the universe’s new inhabitants change the way the game plays out for you!

All of this and more is coming in the free game update, and you can wishlist the Warfare 3 Pack on Steam right now!




Assault Turret Type II (1x L, 1x S)
Hold the line with an assault turret that gives combat-ready grids a tougher, more commanding look.





Can’t wait? Wishlist the Warfare 3 Pack on Steam now!

https://store.steampowered.com/app/5070970/Space_Engineers__Warfare_3_Pack/



🛠️ Feedback & Support: https://support.keenswh.com/
🛰️ Discord: https://discord.gg/keenswh
📫 Newsletter: https://www.keenswh.com/newsletter
🚀 Community Hub: https://www.spaceengineersgame.com/community-hub/
➡️ Connect and find us on your platform of choice: https://www.keenswh.com/connect/

Hello, Engineers!

On October 23, 2013, Space Engineers launched into Steam Early Access. Thirteen years later, we are still building, still experimenting, and still discovering what happens when we put engineering tools into your hands.

This anniversary belongs to everyone who has been part of that journey. The veteran who remembers their first flight with the Red Ship. The builder sharing their first blueprint. The modder solved a problem nobody had thought to tackle. The friend who says, “You have to try this game,” and then spends the evening helping a new Engineer get off the ground. To all Keen Software House team members, fellow former and current colleagues.

Thank you for thirteen years of creativity, support, patience, and wonderfully ambitious ideas. We could not have done this without you.

It Started with a Sandbox
Before it was called Space Engineers, the project’s working title was simply “Sandbox.” Development began in April 2013, and our first release focused on the essentials: physics, creative building, and the freedom to experiment. We wanted to get those tools into players’ hands and develop the game with real feedback rather than assumptions about how people would use it.



Then the possibilities kept growing. Multiplayer, survival mode, programmable blocks, and increasingly complex machinery gave Engineers more problems to solve. Planets arrived in 2015, taking us from asteroid construction sites to planetary bases, atmospheric flight, and the challenge of escaping gravity. Space Engineers left Early Access in 2019, but development continued. Xbox Engineers joined us in 2020, followed by PlayStation Engineers in 2023. Every new platform brought more people, perspectives, and creations into the community.

Some milestones were about the game. Others were about the people around it. Our tenth-anniversary gathering brought fans and developers together in person, accompanied by a live orchestral performance of Space Engineers music. It was a chance to meet the people behind familiar usernames and celebrate something we had spent a decade building together.


The game has changed enormously since those first builds. What has stayed with us is the same question: what could you create with the right tools and enough freedom?

You keep giving us new answers.

An Anniversary Gift
To celebrate thirteen years of Space Engineers, we are bringing a familiar face into a new chapter.

Everyone who owns Space Engineers will receive the “Ancient Engineer” character skin in Space Engineers 2 as our anniversary gift.


Inspired by the familiar appearance of the Space Engineers 1 Engineer, the Ancient Engineer suit lets you carry a little of that history into Space Engineers 2. It is our way of thanking the players who helped us reach this anniversary, whether you have been engineering with us since 2013 or joined the community more recently.

A new frontier. A familiar suit. The same need to create.

For Engineers ready to explore both games, the Space Engineers 1 and Space Engineers 2 Steam bundle brings the original sandbox and its evolving sequel together. Enjoy the depth and possibilities of Space Engineers, and help shape the next chapter through Space Engineers 2’s Early Access journey!


https://store.steampowered.com/bundle/55752/Space_Engineers_1_and_Space_Engineers_2/
You Are Part of the Team
Space Engineers has never been something we build alone and simply hand over to players.
You build the ships, write the scripts, run the servers, organize the events, make the tutorials, report the bugs, and welcome the next generation of Engineers. Your feedback helps us see where the game needs to improve. Your creations show us possibilities we might never have discovered ourselves.

You are part of our team, and a huge part of our secret sauce.

That is especially true of our modding and community scene. Over the years, players have transformed Space Engineers in wildly different directions - from large-scale communities like Sigma Draconis, to Formula Space Engineers racing, advanced mech builders, RTS experiences, railway systems, custom scenarios, automation, and much more. Some of these ideas go far beyond anything we originally imagined for the game, and that is exactly why supporting modders, creators, and community projects remains so important to us.

The scale of what you have built is extraordinary. Space Engineers has one of the largest Workshop communities on Steam, with hundreds of thousands of creations spanning ships, stations, worlds, mods, and more. Behind that enormous collection are individual people sharing their time, knowledge, and imagination with everyone else.

Our Community Hub celebrates those people through Creator Spotlights, community features, and regular collections of inspiring creations. It is a place to discover your next favorite build, meet the person behind a mod, or find an entirely different way to play.


Find Your Fellow Engineers
Every one of these communities begins with people sharing an interest, an idea, or a problem they want to solve.

Our official Discord is a place to meet fellow Engineers and become part of that wider community. Bring your latest creation, find people to build with, join the conversation, or share the engineering problem that has been keeping you busy.

You do not need a thousand hours of playtime or a Workshop full of blueprints to belong here. Your first small ship is part of this story too.


...And We Keep Going
Thirteen years is a milestone, not a finish line.

For Space Engineers, Warfare 3 is bringing new reasons to rethink how you design, defend, and fight with your creations. Guided missiles and heavy torpedoes, countermeasure flares, EMP weaponry, and Jump Detection will expand the decisions that shape a battle. These gameplay additions are coming in the free update, alongside the optional Warfare 3 Pack.


Our reveals are already underway, with weekly previews showing more of what is coming. Follow the transmissions, examine the new possibilities, and start thinking about what your next combat ship will need.

Explore the Warfare 3 reveals

https://store.steampowered.com/app/5070970/Space_Engineers__Warfare_3_Pack/
Meanwhile, just a few days ago we released Space Engineers 2: Hostile Encounters, bringing combat NPCs to the game for the first time, including the Renegades and the heavier Boatmen. These enemies bring new challenges to a world where players can engineer battlefield solutions, damage its structures, and destroy the cover around them. NPCs can navigate player-built spaces, take cover, respond to threats, and fight both Engineers and their creations.

Alongside character-combat improvements and new blocks such as the Interior Turret, Hostile Encounters is another major step forward for Space Engineers 2’s engineering sandbox. It remains an evolving Early Access Alpha, and your feedback continues to help shape what comes next.

https://store.steampowered.com/app/1133870/Space_Engineers_2/

We are continuing to develop Space Engineers while building the future of Space Engineers 2. The next chapter does not erase the first. It grows from everything we have learned, built, and experienced together.

Thank you to everyone who has worked on these games, everyone who has supported them, and everyone who has made this community their home.

Happy 13th anniversary, Engineers!

What was the first thing you built in Space Engineers, and what are you building today?

Holiday Cheer Event
The holidays are coming, and this year we want to bring some of your creations directly into Space Engineers and Space Engineers 2.

Send us your best winter and Christmas-themed screenshots from either game at [email protected] - snowy bases, festive ships, decorated stations, or anything else that captures the holiday spirit.

We’ll select our favorites and feature them in a special video on our YouTube channel during the holiday season, helping spread a little Christmas cheer across both games.

So get building, decorating, and screenshotting - we can’t wait to see what you create.





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Hello, Engineers!

Since our Warfare 3 reveal, we’ve received a lot of questions, many along the same lines: How will all of this actually work?

We sat down with Space Engineers Lead Designer Ryan Keel to pick his brain. Warfare 3 includes plenty of small changes that are sure to have a big impact. From shaking up PvP strategies to giving players more control over their experience. Let's take a look at a few!


New Setting: Relative Dampeners on Hostile Grids
First, we're introducing a new world setting that prevents players from using Relative Dampeners on hostile grids. This aims to reduce the effectiveness of jetpack-and-grinder tactics and encourage the use of ships in combat. Boarding enemy grids is still possible, but it'll require a bit more skill and planning if you’re only using a jetpack.

New Setting: Artificial Mass and Space Balls
We're also introducing a new world setting for Artificial Mass blocks and Space Balls. These blocks are commonly used to build "Gravity Drives," which are incredibly fun but can be performance intensive and difficult to balance in PvP.

We know many players enjoy these creations, so rather than imposing restrictions on everyone, we're giving communities the option to disable these blocks if they choose.

These blocks are also gaining a new function! They now act as gravity anchors on planets and moons, adding mass when enabled on planetary surfaces. This opens up new possibilities, from improving vehicle handling in low gravity to creating mechanisms that shift their mass on demand...Did someone say trebuchet?

More Consistent Item Explosions
We're also addressing a longstanding issue with item explosions, commonly called "Nukes" by the community. Changes introduced alongside Temporary Containers several years ago affected how certain explosive items behaved when damaged.

In Warfare 3, Cargo Containers, Floating Objects, and Temporary Containers will share a unified explosion formula, making explosions much more consistent and predictable.

Importantly, large explosions are still possible! What's changing is how individual items contribute to their explosive power. Rather than Flare Gun rounds dominating the meta, different items now contribute different amounts, with Explosives Components becoming the most effective.

Our goal isn't to eliminate "Nukes" but to make them more predictable and better balanced around the resources required to create them.

PCU Reductions on Weapons
Thanks to optimizations and adjustments, many weapons are receiving PCU reductions in Warfare 3! We know every little bit helps, and we want to give you more freedom to build the warship of your dreams.

Target Locking from Hand Weapons
You can now lock onto grids using handheld weapons, allowing the PRO-1 Rocket Launcher to fire homing missiles at locked targets!

Camera Panning and View Rotation
Warfare 3 also brings improvements to Cameras and Turrets, including camera panning and view rotation. You'll have greater control over your view, and no longer have to put up with upside-down turret cameras!

Expanded Automation Actions
We're expanding automation options across a wide range of blocks! Many On/Off toggles are being split into separate On and Off actions, alongside new Set Value actions requested by the community. These open up many new possibilities for automation!

All of this and more is coming in the free game update, and you can wishlist the Warfare 3 Pack on Steam right now!




Brig Doors (2x L)
Keep pirates, troublemakers, and unruly crew members where they belong.




Inset Flare Launcher (1x S, 1x L)
Built to blend into your grid, this inset flare launcher lets you fire countermeasures without disrupting your ship’s silhouette.




Can’t wait? Wishlist the Warfare 3 Pack on Steam now!

https://store.steampowered.com/app/5070970/Space_Engineers__Warfare_3_Pack/



🛠️ Feedback & Support: https://support.keenswh.com/
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📫 Newsletter: https://www.keenswh.com/newsletter
🚀 Community Hub: https://www.spaceengineersgame.com/community-hub/
➡️ Connect and find us on your platform of choice: https://www.keenswh.com/connect/

Hello, Engineers!

Please join us Friday, October 23, for the Space Engineers 13 Year Anniversary Celebrations!

You do not want to miss it – we have prepared a surprise gift for you. 😉

📅 Friday, October 23, 5 PM UTC
🛰️ Twitch: https://twitch.tv/keencommunitynetwork
🛰️ YouTube: https://youtube.com/user/SpaceEngineersGame




Hostile Encounters is here, bringing Combat NPCs to Space Engineers 2 for the first time. Face the Renegades, watch out for the heavier Boatmen, and take on enemies that can patrol, take cover, react to damage, communicate threats, and fight both you and your creations.


The update expands the Almagest System with improved Locations and Contracts, overhauled ores, new Verdure flora, updated lighting, new combat effects, and a fresh set of building blocks including Cables, Pipes, Armor Slabs, Interior Turrets, and decorative props.


https://store.steampowered.com/app/1133870/Space_Engineers_2/



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📫 Newsletter: https://www.keenswh.com/newsletter
🚀 Community Hub: https://www.spaceengineersgame.com/community-hub/
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Hello, Engineers!

Since our Warfare 3 reveal, we’ve received a lot of questions, many along the same lines: How will all of this actually work?

We sat down with Space Engineers Lead Designer Ryan Keel to pick his brain - this week, we’re talking about a completely new functional block - Separation Charge.


Let’s talk about some of the surprises we haven’t revealed to the community yet. For example – the Separation Charge.
I can’t wait to see what players make with the Separation Charge. This block has huge potential for both combat and non-combat applications.

This block can destroy itself on command, with a controlled explosion that doesn’t damage anything it’s touching, but before it destroys itself it fires a series of actions. So whatever you set up will be triggered, then it will destroy itself. It’s great for breakaway torpedoes, and lets you build these types of setups without the need of a subgrid like a hinge or a rotor – and it uses a fraction of the PCU, while still allowing fuel and items to pass through its conveyor.



The really powerful part is the action sequence, which will make this such a cool block for so many applications. It could be a missile, a mine, splitting a grid off of a projector, multi-stage rocket systems – I think our players will really surprise us with what they create – and I can’t wait to see it.

All of this and more is coming in the free game update, and you can wishlist the Warfare 3 Pack on Steam right now!




Autocannon Turret Type II (1x S)
Compact, rugged, and full of attitude. This small turret gives light combat builds a tougher, more intimidating look.



Can’t wait? Wishlist the Warfare 3 Pack on Steam now!

https://store.steampowered.com/app/5070970/Space_Engineers__Warfare_3_Pack/



🛠️ Feedback & Support: https://support.keenswh.com/
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Hello, Engineers!

Since our Warfare 3 reveal, we’ve received a lot of questions, many along the same lines: How will all of this actually work?

We sat down with Space Engineers Lead Designer Ryan Keel to pick his brain - this week, we’re talking about new EMP weapons!


You mentioned EMP weaponry in our Warfare 3 announcement – can you tell us more about how it will work?
The Prototech Microwave Emitter will be available for both large and small grids. It works almost like a specialized warhead – once activated, it charges for roughly 2-3 minutes before releasing a burst of radiation and EMP from the center of the explosion.

The emitter burns itself out when it fires, although it can be repaired and used again. Grids caught in the EMP will lose power for around 4-12 seconds. Once power returns, they receive 10 seconds of EMP immunity to prevent stun locking, with that immunity clearly displayed on the HUD.


There is also a counterplay. If you power down your grid before the discharge hits, you can avoid the EMP effect completely. That creates some really interesting decisions when you know an emitter is about to go off.

It is also the first Prototech block designed without requiring a frame. We want it to be expensive, but not so expensive that players are discouraged from using it in their own weapons. Torpedoes, mines, and other custom delivery systems are exactly the kind of things we hope Engineers will experiment with.

Some of my favorite moments from our playtests have come from using it at exactly the right time – stopping someone from jumping away, disabling guided weapons and watching them spin off on completely unpredictable trajectories, or deliberately powering down to survive an EMP before dropping mines and creating an opening for a devastating counterattack.


It is a very strategic weapon, but not necessarily an easy one to use well. That is exactly what I like about it. It rewards timing, creativity, and clever engineering, and I think players are going to find possibilities for it that we have not even considered yet.

All of this and more is coming in the free game update, and you can wishlist the Warfare 3 Pack on Steam right now!




Laser Antenna Type II (1x L, 1x S)
Stay connected across the stars with this advanced communications array.




Can’t wait? Wishlist the Warfare 3 Pack on Steam now!

https://store.steampowered.com/app/5070970/Space_Engineers__Warfare_3_Pack/



🛠️ Feedback & Support: https://support.keenswh.com/
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Image Credit: FM0

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! 🤩








Stellar System Composer by Yavamien
One coherent, deterministic system. Before anything is spawned, it calculates and validates positions, gravity wells, moon spacing, rings and safe distances.



Planet Vergis by Doctor Octoganapus
Vergis is a freeze world sporting vast deserts of snow, and tall mountains. While most of the planet is buried in snow there are a number of hot spots where geothermal activity has melted the snow and ice creating small lakes and rivers that life clings to.



Better ore progression Industrial Overhaul by RwM_79
A lightweight progression mod patch for Industrial Overhaul that binds your technology milestones directly to vanilla planets moons and asteroids. Built to enforce a strict interplanetary logistics chain and resource scarcity.



War in the Mediterranean by Villanor
The Mediterranean, sometime in the early-to-mid 1940s. Two navies contest the sea lanes. Two air forces trade blows over convoys and coastlines. Two armies dig in on the ground between them.









Echelon Technologies by JoozBrorg
Echelon Technologies is a T1-T7 progression mod focused on advanced engineering, custom resources, corruption, dangerous environments and late-game risk/reward systems.



Deep Wild Space Content by Marsianin
A dedicated pre-made world, "Deep Wild Space," has been created to ensure maximum immersion and a hardcore experience.



Asteroid Arcade Script by nukeguard
This is a PB script, you just add to a programming block and then put down 4 sound blocks and one LCD(any)block. It's preferable to play on a larger LCD than a small half block screen on small grid, the 3x3 works well.



War in the Mediterranean MES by Villanor
This is an Modular Encounters System mod containing Italian and French WW2 planes and ships. It is intended for use with the WitM planet where static ports spawn and NPC traffic occurs.



Planetside Salvage by GyverX
More wrecks to crack, wherever you land. A standalone data mod that seeds real, worthwhile salvage across every planet you visit — no scripts, no plugin, no dependencies. Drop it in and go.



Threshold Dynamics Spawn Roulette by UnSayableStorm
The stock respawn pods are fine. They are also the same three pods you have spawned in a hundred times, and none of them has an opinion about anything.
Threshold Dynamics Spawn Ship Collection replaces all of them with eight vehicles that do. Every one is survivable. Every one has a problem you will find out about later.








Realistic Tank Tracks by MAMPF(GER)
Not a texture. Not a band stretched over a wheel. A running gear.
Every other track mod paints a strip over a rolling wheel and hopes you don't look too closely. This one throws the wheel away. The track is what touches the ground — it carries the hull, it puts the power down, it drags you around on the spot, and when a shell takes out a road wheel, it sags.



Industrial Motion - Linear Motor by pitufocabeza
A rail-mounted linear drive for large grids. You build a rail out of rail blocks, put a motor anywhere on it, and a carriage travels the length of the track you actually built.



Window Frame Be Gone! by CHKNFRYRMN
This mod replaces the normal vanilla windows with frameless versions while keeping their original functionality.
Existing builds that use vanilla windows will automatically use the frameless models when this mod is enabled.



Terranovum Fabricator by Elettroshock
The Fabricator automatically detects and processes Damaged blocks, Incomplete physical blocks, Buildable projected blocks.



Tesla Power Network by Zorvik (TK)
Transmit real electrical power wirelessly between bases, ships, outposts and stations in Space Engineers.



Double Hinge by GlatiatorRX
Currently this mod contains a vanilla-like, double-sided hinge / advanced rotor. It only has a base currently, but auto-spawns with a hinge part. It has conveyor connections and allows small grid hinge parts as well. There is also a future plan to make a large 3x3 walk-through, air-tight version.




MK-70A Radar by BlueBirrb
A standalone airborne radar module meant to be an example for modders. The Mk-70A is a basic radar, meant for space operations, it lacks Look Down capability, so it will detect ground clutter.



Eezo Upgrade Module by nukeguard
This is a dual port 1x1x1 production upgrade module for Production and Cythons Energy Shield Generators.
These also work on refineries and assemblers, there is now a small grid Eezo upgrade that is 1x1x1 and has two ports.



Levitation Controler by red777
This mod gives you the ability to add levitating parts to your constructs and animate them.



Highfleet Advanced Thrusters by humanoid.mp4
This mod adds subgrid-free gimbal thrusters from highfleet.



Solar Ore Generator by KevMeUp
Solar Ore Generator mod modified to work with the Industrial Overhaul mod. Comps updated. Added new resources. Adjusted power cost and output.



Long Slopes Kit by UnSayableStorm
Issued by the Office of Extended Geometry.



QSZ-92 Pistol by Doctor Octoganapus
The QSZ-92 Pistol uses a specialized 5.8x21mm ammo which does slightly less damage than 5.7x28mm.



QCQ-05 / QCW-05 Bullpup SMG by Doctor Octoganapus
The QCQ-05 and QCW-05 are bullpup submachine guns that use a specialized 5.8x21mm ammo which does slightly less damage than 5.7x28mm.








Advanced Grid System by FurIthayi
Advanced Grid System lets you build ships, vehicles, stations and interiors on a unified grid, combining small and large block options that are normally separated between Small Grid and Large Grid.



ArmorFlow – Smart Armor Building by RadKreuzWerfer
Stop searching for the right armor block - Start building the shape you actually want.
ArmorFlow analyzes existing armor geometry and helps you find, preview and build matching armor shapes.



HoloView 3D by fl4shb4ck
Turn vanilla cameras into live holographic and screen-based displays.



StarWatch by MurrayMucker
The console room for your LODESTAR mining fleet. Run it on a base or carrier Programmable Block: it listens to your drones, draws them across a wall of screens, sends them orders, reacts to trouble on its own, and drives your hangar doors, alarms and lighting while it does.



Inspector Clang: finds what's wrong with your ship by yrst
Your ship drifts with nobody at the controls. Half the turrets never got any ammo. The refinery stopped an hour ago and you only noticed now. Inspector Clang looks your ship over and tells you what's wrong, where exactly, and what to do about it.



Switchboard by MurrayMucker
One LCD becomes a menu that runs commands on every other Programmable Block on your ship.



Drill Efficiency by Xandrak
Adds drill efficiency to all drills. This mod exist to rebalance the Prototech drill, to make it still superiour to modded drills. 70% means 30% ore lose.



CineCam - Auto Camera Director by lirika
Space Engineers has amazing ships, planets, and enormous open spaces—but no automatic cinematic camera for simply enjoying the flight.
CineCam adds a GTA-style cinematic camera director for the ship or rover you are currently controlling.



Yoink! by Absynth
Yoink! adds first person leaning to Space Engineers.
Ever sat in a cockpit and wanted to get a better look at one of the LCDs? Or had a screen just far enough away that you wanted to lean in instead of moving your whole character? That's what Yoink! is for.



Heavy Control | Machinery Simplified by fl4shb4ck
Heavy Control gives player-built mechanical machinery real operator-style controls instead of forcing you to run every rotor, hinge, and piston from individual terminal sliders.



Inventory Events by Ant
Adds an "Inventory item amount" event to the Event Controller: react to how much of a specific item is in your containers.



Environmental Events by Ant
Adds an "Environment" event to the Event Controller: sunlight, weather, radiation, temperature, oxygen, atmosphere and wind.



Programmable Farming by Mazzu
Programmable Farming adds Programmable Block automation support
for vanilla Farm Plots in Space Engineers such as Planting and Harvesting.



Terranovum Dynamic Reactor by Elettroshock
A functional dynamic LCD system for Space Engineers reactors.
This is not just a static LCD image pack. The displays read real reactor data directly from Space Engineers and update automatically.



Terranovum Dynamic Gas Systems by Elettroshock
A real-time hydrogen, oxygen and O2/H2 generator monitoring system for Space Engineers.



Terranovum Dynamic Energy by Elettroshock
A real-time power-management LCD system for Space Engineers.



Terranovum Automatic Door Control by Elettroshock
A lightweight automatic door-closing utility for Space Engineers.



Thrust Budget - LCD lift & cargo calculator by yrst
An LCD app that tells you whether your ship lifts off with the cargo it carries, how much more you can load, how high it can climb and how long it can hover. It uses the game's own numbers. No new blocks, no programmable block: pick it in the Script list of any screen.



Acceleration-Control by Caldev
Smooth, predictable flying - and a ship that can find its way around, dock itself and remember where the ore is.



Align to Horizon for Cockpits by Dark_raven
The mod expands the capabilities of cockpits and adds the ability to control the automatic alignment of the ship relative to the planet’s natural gravity from its terminal or action panel, smoothly adjusting with gyroscopes.



DUTC Inventory Manager by Dutchess77
One script runs your whole base. Sorting, autocrafting, refinery feeding, bottle refilling, ice + uranium balancing and modern sprite-drawn LCDs - in a third of the code of the classics, and fully backward compatible with Isy's Inventory Manager setups.



Dutc PowerDeck by Dutchess77
All-in-one power management + monitoring for your ship or base.
Automatically manages your backup power AND gives you clean, graphic status displays on any LCD or cockpit screen. One programmable block, zero timers needed.



Lift Capacity Display by Yavamien
Ever loaded a cargo ship and wondered: "How much more can I actually carry before this thing stops flying?"
This simple Ingame Script calculates how much additional mass your ship can safely carry based on its current upward thrust and natural gravity.



HG Helmet HUD by HollettGaming
A lightweight HUD overlay that shows live info about the block you're looking at - and lets you rename it on the spot, without digging through the terminal's block list.



Pookie's Storage Info
How full is the base? This totals every cargo container on the same grid and draws fill percent, used, free, and max on the programmable block and any LCD tagged .
This will auto adjust to any LCD size.



Enhanced Weapon Sounds by Krat3n
Thunderclap is an enhancement of most of the Vanilla weapon sounds, making them more realistic and more loud, completely enhancing your battlefields.



Rotary Encoded Walk Cycle Demo by GreenNarwals




Event Controller Logic Gates by AeQuArTz
This is a demonstration on how to achieve all the possible Logic Gate conditionals using Event Controllers, including AND, OR, XOR, NAND, NOR, XNOR, IMPLY, NIMPLY, NOT, and BUFFER gates. As a useful example, the arrows use some of these gates to light up and show which row is active.





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




Creator Spotlight: Hanels alias “Space Train Works”
Anteros Mining Colony , Clang Railway, Cyber Train, and more!!





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





🛠️ Feedback & Support: https://support.keenswh.com/
🛰️ Discord: https://discord.gg/keenswh
📫 Newsletter: https://www.keenswh.com/newsletter
🚀 Community Hub: https://www.spaceengineersgame.com/community-hub/
➡️ Connect and find us on your platform of choice: https://www.keenswh.com/connect/

Hello, Engineers!

Since our Warfare 3 reveal, we’ve received a lot of questions, many along the same lines: How will all of this actually work?

We sat down with Space Engineers Lead Designer Ryan Keel to pick his brain - this week, we’re talking new automation events and a conveyor surprise!

Are there any new automation events related to combat?
Yes! We've added a new Event Controller event that can detect missile lock-on and allow you to set up automated responses to incoming fire. This should allow players to easily create systems that react to incoming seeking missiles and torpedoes.


That could mean quickly deploying countermeasure flares, switching target priorities to aim at incoming missiles, or even sounding an alarm. We're sure you'll put this to good use and create some awesome defensive systems with it.



I spotted some unusually long blocks while browsing the update - any reveals or spoilers you’d like to share?
Oh yeah, we always strive to add items to every update that have broader applications. While Warfare 3 is focused on delivering new combat mechanics, we're not neglecting players who aren't interested in combat, or who just want more tools to create with.

One of those items, amongst several very exciting new additions, is longer Conveyor Tubes! The standard Conveyor Tube, Reinforced Conveyor Tube, and Heavy Industry DLC Conveyor Pipes are all receiving additional variants that are 3 times longer. This allows builds to have significantly longer stretches of pipes at a fraction of the PCU cost.

This follows the same goals we had when adding Structural Platforms to the game. We know you all enjoy that set, and the response to those blocks helped push us towards adding more options like this in Warfare 3. Our whole team is excited to see what you create and how you incorporate these into your designs!


Colorful Icons
This is an exciting one for a lot of people. Colorful Icons have been at the top of the feedback tickets on our support site for a long time. It’s a big task - and one we couldn’t do without dedicating a fair amount of resources to it. Our game has over 1,700 items that use icons - from blocks and components to tools and consumables... It’s a lot to adjust, and we wanted to do it right.


Alongside what we wanted for the base game, one of our biggest goals was to give our modding community a tool they could use to match the lighting, composition, and overall style of our new icons. We wanted to give them the ability to update their mods quickly and with as little hassle as possible, helping their creations stay visually consistent with the vanilla game. This tool will be available inside our ModSDK when Warfare 3 launches. I’m very happy with what’s come out of this endeavor, and I can’t wait to see some of our favorite community additions updated in full color.


Overall, this change adds some much needed clarity to all our menus. Thank you all for being patient, commenting, and voting on the Support Site - your voice made this possible!

All of this and more is coming in the free game update, and you can wishlist the Warfare 3 Pack on Steam right now!




Warhead Type II (1x L, 1x S)
Clean, squared-off, and ready to detonate, this powerful explosive fits neatly into missiles, torpedoes, and compact weapon systems.




Decorative Intake Blocks (7x L, 7x S)
Add vents, grilles, and industrial detail to any surface with decorative intake blocks - ready for your greebling!




Can’t wait? Wishlist the Warfare 3 Pack on Steam now!

https://store.steampowered.com/app/5070970/Space_Engineers__Warfare_3_Pack/



🛠️ Feedback & Support: https://support.keenswh.com/
🛰️ Discord: https://discord.gg/keenswh
📫 Newsletter: https://www.keenswh.com/newsletter
🚀 Community Hub: https://www.spaceengineersgame.com/community-hub/
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Hello, Engineers!

Since our Warfare 3 reveal, we’ve received a lot of questions, many along the same lines: How will all of this actually work?

You already know about guided missiles & torpedoes, and flare counter-meassures.


We sat down with Space Engineers Lead Designer Ryan Keel to pick his brain - this week, we’re talking Jump Detection!

How will Jump Detection work?
Jump Detection is an optional world setting that can reveal where large, heavy grids emerge after using a Jump Drive. The heavier the grid and the farther it travels, the stronger its jump signature becomes - allowing nearby players to pick up a temporary GPS marker at its destination.

This opens up new opportunities to hunt down and intercept other players. The feature can be disabled in the world settings, and its thresholds and values are easily accessible and customizable through modding.

We're excited about the gameplay opportunities and interactions this new feature can bring to multiplayer and PvP servers.



All of this and more is coming in the free game update, and you can wishlist the Warfare 3 Pack on Steam right now!




Fighter Cockpit Type II (1x S)

Take control of a next-generation fighter from this thick, sci-fi-inspired cockpit.





Can’t wait? Wishlist the Warfare 3 Pack on Steam now!

https://store.steampowered.com/app/5070970/Space_Engineers__Warfare_3_Pack/



🛠️ Feedback & Support: https://support.keenswh.com/
🛰️ Discord: https://discord.gg/keenswh
📫 Newsletter: https://www.keenswh.com/newsletter
🚀 Community Hub: https://www.spaceengineersgame.com/community-hub/
➡️ Connect and find us on your platform of choice: https://www.keenswh.com/connect/

Hello, Engineers!

Since our Warfare 3 reveal, we’ve received a lot of questions, many along the same lines: How will all of this actually work?

We sat down with Space Engineers Lead Designer Ryan Keel to pick his brain - this week, we’re talking Missiles vs. Torpedoes, Ammo Switching, and Targeting Subsystems.


What is the difference between Missiles and Torpedoes?






Do Torpedoes require their own launcher block?
Yes, Torpedo Launchers.

Torpedo Launchers are available for both large and small grids. They’re bulky weapons that take up a fair amount of space, so fitting them into a ship usually takes some planning around the rest of the grid’s layout and infrastructure.

Small-grid launchers do not have conveyor access and must be loaded manually, while large-grid variants can be connected to the conveyor system.

Because torpedoes can seek out locked targets after launch, the launcher itself does not always need to be pointed directly at the enemy. This makes placement a little more flexible than other weapon types, and gives you more options when working them into larger ship designs.


How will ammo switching work, and what types of ammunition can we expect?
Weapons that support multiple ammunition types now let you choose exactly what you want loaded. You can select an ammo type from the weapon’s control panel, cycle through available options from the toolbar, or leave it set to Any and let the weapon pull from whatever compatible ammunition is available.

Changing the selected ammo type does not immediately replace ammunition that is already loaded. The weapon will continue using its current ammunition until it is fired or reloaded, but these new actions let you forcibly unload it and begin loading your newly selected type.
This makes it much easier to switch between specialized ammunition on the fly, especially for weapons like torpedo launchers where different ammo types may be better suited to different targets.

How will self-guided missiles & torpedoes work? Will it be possible to target specific ship subsystems?
These ammunition types require a target lock before they can be fired, and your current target is passed directly to the projectile’s guidance system.

Each launcher can also be set to target a specific subsystem. By default, guided weapons will seek any applicable subsystem, but you can narrow their focus to things like weapons, propulsion, or power.

All of this and more is coming in the free game update, and you can wishlist the Warfare 3 Pack on Steam right now!




Artillery Turret Type II (1x L)

Give your warship some serious presence with an artillery turret built for heavy engagements and distant targets.





Jump Seat (3xL, 1xS)

Fold it down and strap in. This compact passenger seat is perfect for dropships, tight interiors, and utility craft.





Can’t wait? Wishlist the Warfare 3 Pack on Steam now!

https://store.steampowered.com/app/5070970/Space_Engineers__Warfare_3_Pack/




🛠️ Feedback & Support: https://support.keenswh.com/
🛰️ Discord: https://discord.gg/keenswh
📫 Newsletter: https://www.keenswh.com/newsletter
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➡️ Connect and find us on your platform of choice: https://www.keenswh.com/connect/

Hello, Engineers!

Warfare 3 is one of the most significant combat updates we have ever made for Space Engineers.
Guided missiles and heavy torpedoes. Countermeasure flares. EMP weaponry capable of knocking entire grids offline. Jump Detection that can turn an escape into a pursuit. Warfare 3 is not just adding more firepower - it is changing how battles are fought, defended, and engineered!

All of this and more is coming in the free game update, and you can wishlist the Warfare 3 Pack on Steam right now!


https://store.steampowered.com/app/5070970/Space_Engineers__Warfare_3_Pack/
Guided Missiles & Torpedoes
Guided missiles and heavy seeking torpedoes are joining the arsenal, bringing exciting new options for long-range combat. Fast moving missiles can pursue targets with precision, while larger torpedo systems sacrifice speed for raw destructive power. A variety of ammunition types, coupled with new weapon reloading mechanics, will allow you to swap tactics and munitions mid-fight.

These new weapons use predictive guidance and can be used to strike specific subsystems... but beware of enemy point-defense and countermeasure systems. Powerful as they are, guided weapons aren’t the only combat systems getting an upgrade in Warfare 3.

Countermeasure Flares
Countermeasure Flares will serve as an important strategic defense against seeking weaponry. Deploy them at the right moment to distract incoming missiles and torpedoes, disrupt their guidance, and give your ship a critical opportunity to evade an attack.


EMP Weaponry
The Factorum has a devastating new weapon at its disposal. The new Prototech Microwave Emitter can unleash a powerful burst of radiation, temporarily disabling grids within range. Catch an enemy off guard, create a critical opening in their defenses, shut down a fleeing ship moments before it can jump to safety, or expose hostile boarding crews to a deadly dose of radiation. Used at the right time, this devastating new weapon can completely change the course of an engagement.

Jump Detection
We’re adding a major new PvP system: Jump Detection. This system gives players a new way to find large or heavy ships when they perform long-distance jumps, revealing their exit destination to nearby players, and making them susceptible to interception or pursuit.

Warfare 3 Pack
Can’t wait? Wishlist the Warfare 3 Pack on Steam now!

https://store.steampowered.com/app/5070970/Space_Engineers__Warfare_3_Pack/






Artillery Turret
Jump Seat & more!


Jump Detection
Fighter Cockpit


Longer Conveyor Tubes
Warhead, Intake Blocks





EMP Weapons
Laser Antenna Type II


Separation Charge
Autocannon Turret Type II


Hydroman, G-drive
Brig Door & Launcher





Combat NPCs!
Assault Turret







https://steamcommunity.com/sharedfiles/filedetails/?id=2795394214 https://steamcommunity.com/sharedfiles/filedetails/?id=3583683221 https://steamcommunity.com/sharedfiles/filedetails/?id=2934417091 https://steamcommunity.com/sharedfiles/filedetails/?id=3605609753 https://steamcommunity.com/sharedfiles/filedetails/?id=3530769974 https://steamcommunity.com/sharedfiles/filedetails/?id=3674685755 https://steamcommunity.com/sharedfiles/filedetails/?id=3735918882 https://steamcommunity.com/sharedfiles/filedetails/?id=3755096262 https://steamcommunity.com/sharedfiles/filedetails/?id=3759154438 https://steamcommunity.com/sharedfiles/filedetails/?id=3645794148 https://steamcommunity.com/sharedfiles/filedetails/?id=3767825081 https://steamcommunity.com/sharedfiles/filedetails/?id=3262029956



🛠️ Feedback & Support: https://support.keenswh.com/
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Image Credit: Deep Thought by Tridonian

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! 🤩






Wrenchie by Inflex
Meet Wrenchie - a platform that helps non-programmers create SE1 in-game scripts! Built as a personal project by one of our Space Engineers programmers, Wrenchie also gives seasoned scripters a place to share their best practices with the community.








Terraforming Mod by Admiral Cheeseburger
This mod has an atmosphere, heat, weather, water mod and voxel system. Using several terraforming blocks, you can alter the atmosphere, sea level, and biomass of a planet!



Arthur's Procedural Cubemap Api
Planet modification API used by Terraforming Mod.

Thanks to Admiral Cheeseburger for *challenge* me into making this API.



Procedural Systems by hopelessassassin1993
Procedural Systems generates a complete solar system from your world seed, once, on first load. Planets, moons, belts and rings, laid out before you leave spawn.



Planet Shino by DestroyerSTAR
Shino is a fractured, geologically active alien world, covered by volcanoes, fumaroles, basalt pillars, and islands.



Sigma Draconis Expanse 2 by Sigma Draconis Games
The official creative building world for the Draconis Expanse 2 server.



Expanded Systems by Blacktrooper093
Expanded Systems adds three additional planetary systems and three new planets to the starting system; these are gradually revealed via SOS signals after every 10 hours of playtime.








Hopeless Encounters by hopelessassassin1993
75 encounter rules. Convoys, patrols, derelicts, colonies, pirate camps and warden fleet actions, placed against where you are and what you have found. Thirty-six of them are linked by story flags: clear a pirate relay and the reprisal turns up later.



Deep Wild Space Content by Marsianin
A dedicated pre-made world, "Deep Wild Space," has been created to ensure maximum immersion and a hardcore experience. New ore maps for all planets and moons, and much more!



Exploration Fortification by MAMPF(GER)
Honestly, Vanilla never really made me want to visit every planet, but now it’s a must — and it actually feels like real progression. Every planet has new ores, and you need all of them. They all come with their own dangers, which naturally creates different tech tiers and progression paths.



Plushie Heist - Escape Room by AeQuArTz
Welcome to the Plushie Heist Escape Room!
Your objective is simple: retrieve the Engineer Plushie and escape.
Getting it done? Not so simple.



The 'Computer' by Tridonian
This is the combination of several Timer Block projects. The result is a machine that can take number input from its Keypad, show the input in base 10 on the screen using projectors while simultaneously converting it to binary to be processed.



Water World Salvage by Druknar
Salvage playstyle with mostly aquatic wrecks.








Laser Weapons Pack by Harbinger Ace
As technology advances, so does combat. Laser Weapons Pack introduces directed-energy warfare to every battlefield!
Laser Weapons Pack currently featuring five turrets and one static weapon, more weapons will join the roster soon.



Mech Legs by MAMPF(GER)
Plug and Play, not Multiblocks, no Scripts, Only Legs with energy!



NeonSpark - Autonomous Fabrication Network by Faceless
Build, repair, supply, and complete projected ships through a configurable three-tier fabrication network.



Railroad Engineers: Train Builder by Marland T. "Ren" Höek
This is the ultimate tool for creating a huge and functional trains.



Railroad Engineers: Railroad Builder by Marland T. "Ren" Höek
This is the ultimate tool for creating a huge and functional railroad.



Ground Truth - Environmental Instrumentation by UnSayableStorm
Sensor blocks that tell you what is actually happening around you. Radiation, weather,
atmosphere, life.
No tech tree, no research, no unlocks. Build them, read them, wire them to whatever you
want to happen next.



TTC Tactical Holographic Projector by Hatt
The THP-01 projects a live tactical hologram of your own ship or station directly onto the bridge.
Track hostile contacts around the vessel. Watch their distance and relative movement. Monitor compartment integrity, identify damaged weapons and thrusters, display your current velocity vector and receive directional proximity warnings - all through a single holographic interface.



Missile Guidance Block by Burnt Eggs
This is a fixed and updated version of Alysius's Missile Guidance Block. The Automation Update broke it, so I used Dorimanx's fix and added some new stuff while I was at it.








Survival Symmetry by Oxnard
Mirror block placement, painting, welding, and grinding while still paying normal Survival costs. Drag-build lines and planes, save symmetry planes to grids, and use the same features in Single Player or multiplayer.



Mech Control Script by Command_Storm
Our Mech Control Script (MCS) makes mech building in Space Engineers easy and fun, no matter what your level of experience is!



SEpedia by kiskufiskur
SEpedia is an in-game encyclopedia for Space Engineers. It automatically catalogs content from the current world – including enabled mods – and makes it easy to search, browse, and explore.



Celestial Cartographer by Raguel
Celestial Cartographer turns planetary travel into an exploration and surveying loop instead of revealing every useful fact the moment a world exists in the save.
An unfamiliar planet begins as a destination. Approach it and learn the extent of its gravity well. Enter its atmosphere and begin recording density, oxygen, weather, and environmental conditions. Search the surface, identify wildlife and vegetation, survey geology and mineral deposits, and leave expedition notes for whoever comes next.



System Manager by fl4shb4ck
Build, explore, organize, and maintain a planetary system from inside Space Engineers.
System Manager works in existing worlds. It recognizes loaded vanilla, scenario, modded, and supported Real Solar Systems bodies. Every player receives an interactive system map, while authorized administrators gain protected construction and maintenance tools.



Grid Info - App Suite by Loitrem
A suite of apps that display information about your grid.



iQueue - Smart Production & Inventory by fl4shb4ck
iQueue is a lightweight production and inventory automation mod built around vanilla Space Engineers blocks and terminal controls. No Programmable Blocks. No external client. No plugin dependency. Set stock targets. Sort cargo automatically. Control exactly what your refineries are allowed to process.



Logic Breadboard by Bot 1
Inspired by the breadboard system in From the Depths, it brings a visual, block-based logic layer to your grids: combine the boolean and floating-point values your blocks expose, then drive the variables of other blocks on the same construct - no C# required.



Splitstream Framework by MAMPF(GER)
Jump as a fleet. One ship carries the jump drive, the others come along: in formation, on the same vector, without a drive of their own.
The name says what happens: the fleet splits the carrier's jump and rides its stream.



Projector+ API by Master-Control-Program
A lightweight script extender that gives Programmable Blocks direct access to Projector and Console Block functions.



Quick Booster mod by ERR0R
Adds a small-grid thrusters that inspired by the QB of Armored Core series.
These thrusters deliver a powerful short burst when you give direct movement input, followed by a brief cooldown.



QuickBoost Double-Tap Controller by yuking2315
This script provides directional Double-Tap Quick-Boost control for custom MOD thrusters containing "Pulse Quick Thruster" in their block name in Space Engineers. It detects directional double-taps (W, A, S, D, Space, C) from the active cockpit.



ZERO's Ownership Console
ZERO's Ownership Console adds an Ownership Console block for capturing large ships and bases.



Bio Security Pad by Melmakflitzer
This specialized datapad acts as a biometric data vault for your DNA. When you die, the pad saves your current biological stats with split-second precision. As soon as you loot your death backpack and retrieve the pad, your DNA is fully restored!



LODESTAR - The All-In-One Mining, Cargo & Flight Autopilot by MurrayMucker
A lode is an ore vein. A lodestar is the star you navigate by. This script is both.



Haka's Automated Rovers by hakanaikioku
This lets you automate your rovers, setting up paths similar to the recorder AI block.



JSBotSpawner by JejeServeur
Spawn configurable NPC bots from a single block : 7 factions, from simple room-walking NPCs to a full autonomous Weld/Grind Assistant.



Work From Home - Remote Bodies by fl4shb4ck
Work From Home - Remote Bodies turns vanilla cryo chambers into a network of remote bodies.
Secure your real inventory inside a Control Pod, select any registered Avatar Pod, and project yourself across your world as an empty-handed Avatar. Explore distant bases, answer emergencies, or walk into dangerous territory without carrying your host loadout with you.



AQD - LCD Color Profiles by enenra
This mod adds an interface to all blocks with LCD panels, allowing you to save and load color profiles for your LCD's Text and Background Colors (in Image & Text mode), and Foreground and Background Colors (in App mode). You can also select multiple such blocks and apply color profiles to all of them.



1-Tick Binary Adder by Victor Creator
8-Bit Binary Adder built using only Timer Blocks that finishes calculations in only 1 Tick.





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




Creator Spotlight: Kev
Skyblock Scenario, VTS Voxel Teleport System, Power Cell Discharger, and more!!



Creator Spotlight: CHKNFRYRMN
CCWC 2.0 - Ultimate rover performance script, Monza Race Track, Cyberpunk City, and more!!





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





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🚀 Community Hub: https://www.spaceengineersgame.com/community-hub/
➡️ Connect and find us on your platform of choice: https://www.keenswh.com/connect/

Please join us Friday, September 4th, for the “Masters of Motion” – Mechanical Engineering Video Competition Livestream!

Celebrate the creativity of the Space Engineers 1 & 2 communities with us and watch the best mechanical engineering videos from both games!

📅 Friday, September 4th, 5 PM UTC

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




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Greetings, Engineers!

This month, we’re taking a look at some of the work happening behind the scenes to make the world of Space Engineers feel more alive.

NPCs are an important part of that goal, and our team has been hard at work improving their ability to navigate complex environments while maintaining stability. In this month’s preview video, you’ll see NPCs pathfinding across grids that are actively moving and rotating in space, showcasing their ability to operate smoothly and correctly as conditions change around them. This is an exciting step toward bringing more dynamic encounters to your worlds.

Each day, as progress across various systems moves forward, we’re growing more and more excited about what our upcoming Warfare 3 update will bring to Space Engineers. We can’t wait to show you more as development continues!



Want to get our teasers early and enjoy exclusive content? Subscribe to our newsletter at https://www.keenswh.com/newsletter and be the first to get the latest updates, sneak peeks, and more!






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Hotfix 1.210.014 has been released!

Wheel Propulsion Override
Following player feedback, we found that the recent Wheel Propulsion Override change affected some existing mech builds.

We have reverted the change for now while we work on a more robust solution that improves the behavior without disrupting existing constructs.

Thank you for your feedback!




Functional
  • Fixed the "Fuel low!" Jetpack voice message triggering before bottles could refuel by allowing bottles to refuel sooner.
  • Fixed stations with subgrids becoming offset when attached or after world reload.
    • They no longer move further, but affected bases need to be restored from a 209 backup or repositioned using Scenario Edit tools in singleplayer (2xF11 and move the bases through translation).
    • Turn off damage in Alt+F10>Global permissions before attempting to move the base using the Scenario edit tools
  • Fixed Flat Collector side-conveyors not working due to incorrect dummy names.
  • Reverted the Wheel Propulsion Override change to restore consistent behavior for existing constructs with or without a control block.


Thank you for helping us make the game better!

Image Credits: Ogun-01 Mobile Refinery by Hans




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Hotfix 1.210.013 has been released!




Functional
  • Fixed subgrids clanging after Jump drive Jump
  • Fixed Sorter preventing pull actions from happening throughout the grid
  • Fixed Merge blocks detaching when welded from Projection even when both were On and functional
  • Fixed Flat Collector not picking up resources on the sides because of rotated detector dummy
  • Fixed mount points on Battery Bank blocks

UI

  • Fixed Production screen not showing blueprints for current build planner setup

Art
  • Fixed minor surface shading on Short Stairs
  • Fixed decals on Prototech O2/H2 Generator


Thank you for helping us make the game better!

Image Credits: Avali Frigate by Khoren




🛠️ Feedback & Support: https://support.keenswh.com/
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🚀 Community Hub: https://www.spaceengineersgame.com/community-hub/
➡️ Connect and find us on your platform of choice: https://www.keenswh.com/connect/
Image Credit: ”Juggernaut“ Stronghold Defender by Danny C 301

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! 🤩







Scriptilyx by ChaosVROne
Scriptilyx is built for beginners who want to create Space Engineers programmable block scripts without having to write code from scratch.

You build scripts visually using nodes, connect them together, generate the script, and paste it into Space Engineers Programmable block.








Voltea System by Sorry_an_Error_has_Occurred
A system designed for a friend.








Orbital NPC Spawns by cptnoname
Orbital NPC Spawns (ONS) solves a classic Space Engineers problem: when you are moving at hundreds or thousands of m/s, vanilla and modded NPC grids often spawn completely motionless, immediately disappearing behind you or lithobraking into planetary surfaces.



Taming the Giant - Orbiting Khora by Sarekh
This is a lore driven survival scenario placed in an earlier, more limited and primitive time of the Akhinnae Empire. You do not build, you scrap and repurpose, you finish missions to gain access to more material to establish a first outpost on the moon in orbit of the system’s gas giant.



Toya's Economy Additions
This is a very simple mod that just adds all my builds (even unreleased ones!) to the economy stations ingame.








Humanoid's Retro Command Module
A simple mod that adds Apollo-styled Command Pod cockpit for small grids.



Humanoid's Retractable Solar Panels
This mod adds a retractable 1x1x5 solar panel for small grids.



Hermes Program (Thruster-Drive Mod Pack) by TheRebornAce
Welcome to my next biggest modpack in the series introducing thrusters and drive systems! This mod includes large and powerful thruster blocks to help propel your largest ships with ease.



Gas Storage Expansion 2 by Lynx
Hydrogen tanks for leaner fuel builds.
Compact cylinders, tall stacks, big spheres, plus armored and structural braced variants.



JC SCAVENGER - Autonomous Salvage Drone Platform by JCataclisma
Think of it as a much smarter evolution of the vanilla Programmable Block, acting like a fully autonomous, mobile version of the famous NanoBot... except YOU design and build the robot.



Rad-Purge Medical Station by Eugen
This mod turns the vanilla decorative Medical Station into a functional radiation cleansing unit.



Breaching Charge by JejeServeur
An obstacle, a nuisance, a pirate? Have fun turning it into Swiss cheese!



TractorBeam by JejeServeur
Catch grids like the Empire or simply move grids - the choice is yours.



Personal Helper Drone by JejeServeur
Need help with building, recycling, and mining? Use your new personal assistance drone.



TTC Mining Barrel Charge by Hatt
TTC Mining Barrel Charge is a large-grid mining explosive designed to harvest ore from voxel explosions.
Place the charge against an ore deposit, arm it, and detonate it. The block scans the surrounding voxel material before detonation and spawns floating ore based on the destroyed ore content.



Tiered Modular Power Extension by Kylo
Expand Modular Powercore Batteries with denser Powercore modules and a full T0–T4 fast-charging frame progression. Build higher-tier charging matrices to increase frame input from the standard rate up to 6x.









ARPANET Email Terminal by Tridonian
This is a Terminal that can write and send Emails to other versions of this blueprint connected to it's network. No scripts or mods are used.
Made using over 6000 Timer Blocks to make dozens of interconnected programs.



Ship Insurance by OB
Ship Insurance adds server-authoritative grid insurance, paid repairs, and ship recovery to the Economy 2 Services Terminal.
Insure a ship through the terminal and the mod records a clean snapshot of its complete mechanically connected grid group.



Handheld Hacker Grid Takeover by Loitrem
Equip your chosen hacker tool from your inventory and use the Primary Action key while aiming at an enemy block (functional blocks only) to deploy a portable hacker. Once deployed, the device will begin decrypting the grid’s security. Once the process is complete, the ownership of your target is overridden to you.



Airstrikes by Critz
Call in real fire support from the terminal. Air Strike Command adds 10 deployable strike types to Space Engineers — craft a token at the assembler, hold it in your hand, and drop ordinance on any GPS coordinate with a single chat command.



HMS.U235 - Realistic Reactors by The Screw-Up Team
Vanilla reactors in Space Engineers are… a box that makes power. Flip the switch, collect the watts.
HMS.U235 fixes that. Now you'll learn why so many people are afraid of nuclear reactors. ☢️



Recolor Suite - Gradient Ship Painter by mcluvin51
Repaint an entire ship with a live, adjustable gradient, re-texture it with real DLC/vanilla skins, or both - without touching a single block by hand.



Vanilla Paint by Tridonian
No scripts or mods used. (6000 Event Controllers, 2000 Timer Blocks, 1500 Light Panels as Pixels, 144,000 PCU)
It has 8 color options, 2 brush sizes, and can completely be controlled with mouse and keyboard inputs with only hotkey 1 being needed to start controlling the curser.



Sorted Cargo Container by Tony
Self-sorting cargo for your whole base. Switch on Sorted Cargo on any cargo container, tell it what to hold, and it pulls those items to itself off the conveyor network. Opt-in per container; anything you never touch stays exactly like vanilla.



Service Terminal Framework by OB
Service Terminal Framework turns the Economy 2 Services Terminal into a shared access point for vanilla services and services added by other mods.



Vanilla To WC Converter by Nerd e1
Adding this mod to a save game will attempt to convert any vanilla-based block weapons within all mods to a WeaponCore-compatible format, allowing you to combine them with WeaponCore weapon mods. It currently is not compatible with Vanilla+ weapons.



EconomyCore by Yūrei.dll
EconomyCore is a server-authoritative bridge from the Space Engineers ModAPI to Programmable Blocks. It exposes discovered NPC station metadata, proximity-gated market observations, the NPC market reachable through the PB's docked connector, and guarded buy/sell request paths; trading decisions remain in PB scripts.



Projector+ API by Master-Control-Program
Projector+ API is a lightweight script extender that gives Programmable Blocks direct access to projector functions.



Working Knowledge by Nurphed
A salvage-first progression overhaul for Space Engineers survival.
Working Knowledge gives veteran Space Engineers players a new survival progression experience.



Resource Radar by Loitrem
Allows you to transform standard ship monitors and LCD panels into active, radar consoles. Scan your surroundings for valuable ore deposits, harvestable crops, temporary containers, and nearby grids and track them in real-time right from your dashboard! Scans 120 degrees in front of cockpit.



S.E.A.N Project by Wellington6012
Designed to bring a little more life and personality to your Space Engineers experience, S.E.A.N is a personal suit assistant providing useful, situationally aware audible warnings as you explore, build and survive.
Rather than simply telling you that something is low, S.E.A.N considers what that warning means for the environment you're operating in.



Unified Flight OS by Tel_Arin
Unified Flight OS is a complete autopilot, navigation, HUD, and flight control script for Space Engineers. Built for zero lag and maximum reliability, it handles everything from heavy carriers and combat warships to small fighters and planetary landers.



Bees Space Net by Queen Bee
Basically the Internet (non encrypted) for Space Engineers
Design your own websites!



Simple Autopilot by Loitrem
Add your cockpit to your hotbar and add whatever actions you want. Then just turn them on and off as needed.



Broad - Auto Refinery Base Manager by reyツ
Broad watches your refinery base so you don't have to.



Smart Cargo Filters by ogrimdooh
Take control of your logistics by adding configurable filters directly to Cargo Containers.
Instead of relying on multiple Conveyor Sorters, each cargo container can now decide exactly which items it accepts using customizable filtering rules.



LOS LCD Script by mentalis
This script allows real-time monitoring from any LCD on your grid.
It utilizes a custom touch interface to let you customize everything right from the cockpit or a local panel.



Rotor Displacement Legs Script by Cheezy Proot :3
Changes displacement in a sinewave pattern when forward or backwards is triggered on a specified seat, effectively makes a vertical + forward/backward facing rotor combination work as a mech leg.
You can stack rotors to make them go quite fast!



(Script) "LCC-1" Light Combat Crawler by Toya
...is a Scripted and thus smoother version of the normal LCC-1, which only runs on Timer Blocks. This version is also a lot smarter.



Fleet Control - Escort by Tel_Arin
Put the fleet leader in fleet:stand mode move your escorts around the drones they need to follow and go back to the leader and use the fleet:reg_all argument to register the position of all follower escorts.



Acquisitions Todo LCD App by The Klang Is Good
This mod adds a LCD app which shows a summary of items needed to complete all accepted acquisition contracts.



Scriptless Thrust-Vectoring by John Long
Completely vanilla thrust-vectoring!
No Mods, no scripts, no gimmicks.
All thanks to a WASD+Spacebar+C input converter I purpose-built.





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





🛠️ Feedback & Support: https://support.keenswh.com/
🛰️ Discord: https://discord.gg/keenswh
📫 Newsletter: https://www.keenswh.com/newsletter
🚀 Community Hub: https://www.spaceengineersgame.com/community-hub/
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Hello, Engineers!

Apparently, the Factorum have not shown us everything they have been hiding.

New rumors are spreading through the void: strange signals and valuable Prototech waiting for any engineer bold enough to go after it. Of course, that means some of you are already plotting the fastest way in - and the most explosive way out.

A new Factorum Global Encounter has been added into your worlds. Track it down, break through their defenses, and see what secrets you can bring back in one piece. As always, getting your hands on it will not be as simple as grinding down a few blocks and flying home.

📜 Full Blog Post: https://www.spaceengineersgame.com/prosperity/
⚠️ Changelog: https://kswh.link/prosperity

https://store.steampowered.com/app/4835530/Space_Engineers__Prosperity_Pack/


Join “Masters of Motion” – Mechanical Engineering Video Competition!

Deadline for Submissions: Monday, August 31, 2026 – 23:59 UTC
  • Create and submit your Space Engineers 1 & 2 YouTube videos showcasing mechanical creations for a chance to have your work featured on our official channels and win a €20 Steam gift card.
  • The Top 10 entries will be chosen by the Keen Software House team.
  • Five Winners will be featured as highlighted videos, with the remaining winners receiving Honorable Mentions.

Full details: https://2.spaceengineersgame.com/announcing-the-masters-of-motion-mechanical-engineering-video-competition/

Lights, camera, motion show us your engineering in action!





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