lcd panel space engineers glowing text site forum.keenswh.com quotation

Whats going on is it seams that the LCD"s put almost like a halo/glare/shadow behind the text. This glare gets much worse if you have like your suits light on. Also if you have anti-aliasing on, it obviously effects the text on screen in a negative way.

The issues I see are that the text, at least on my computer, looks much worse and is harder to read with anti-aliasing one. Also the glare can become a big problem when using small light colored font, like that script.

Enable control of the halo/glare/shadow on text. I don"t think we need the glare at all, but I"m sure some people like it so maybe make it a slider that controls how bright/big it is. Really an overall glare control option would be super awesome. I generally run with mods that remove the glare, but never seen one that did it on the LCD.

Add a slider the controls LCD brightness. I feel like this could help a lot. On a personal side, I run my monitors on the lowest brightness and the LCD"s in game can be really bright, especially when the Engineers light is reflecting off them. Maybe make them a matte display? lol

lcd panel space engineers glowing text site forum.keenswh.com quotation

While all Major updates are free, many include a premium (DLC) component. This “Community” update is completely freeand contains no DLC. On top of this it includes new content for existing DLCs (this means an additional free update for everyone who owns these DLC’s). Our focus in the Community update is on blocks the community may consider missing, and on important fixes across Space Engineers.

lcd panel space engineers glowing text site forum.keenswh.com quotation

Can we get a LCD texture guide please. For the last month or more, the LCD textures don"t glow anymore in many many mods. The guide you linked does not help for LCD screen texture mods. Or perhaps it needs better explanation. Alot of mods are having this problem right now, and for a while... we need info please.

lcd panel space engineers glowing text site forum.keenswh.com quotation

Sparks of the Future update explores our fascination with science and science fiction and delivers on that with a vision of hi-tech visuals in the Space Engineers universe. We are really excited about exploring all of the possibilities this genre opens to us. Whether it"s a vibrant high-tech space station located among an asteroid cluster, a classic sci-fi themed space cafe, or just a cool looking spaceship bristling with Ion thrusters and neon armor - we hope all of this will add to your story in a world of high technology.

Similar to our previous major releases, we decided to give you an opportunity to support the further development of Space Engineers. We have created a pack which consists of cosmetic items to enrich your game visually. You can experience them in the free Sparks of the Future scenario. The price of the Sparks of the Future Pack is $3.99 USD, or your regional Steam equivalent, so if you wish to support us, check out the Sparks of the Future Pack.

We are always impressed by the innovation of our modding community! We would like to thank these members of the Space Engineers community for continuing to inspire us through their ideas, suggestions, and hard work.

Similar to our previous major releases, we decided to give you an opportunity to support the further development of Space Engineers. We have created a pack which consists of cosmetic items and the Frostbite scenario designed to enrich your game visually. None of the things in the package brings any advantage to players who purchase this DLC. The price of the Frostbite Pack is $3.99 USD, or your regional Steam equivalent, so if you wish to support us, check out the Frostbite Pack.

We’d also like to thank several members of the Space Engineers community, who contributed voice-over recordings for the new Frostbite scenario: Naburine and DirectedEnergy of Ball&ChainGaming & Misfit Studios (creators of Protocol 51), Nathan "Silverbane" Steen, Skyler "Gorhamian" Gorham, Jacob "wearsglasses" Ruttenberg.

Thank you for being such an awesome community! We hope you’ll enjoy this update and that you’ll have a great time playing Space Engineers during the holiday season.

It’s hard to believe, but Space Engineers was released six years ago. It seems like yesterday, but I think the time always runs very fast with the things you love. It would take the entire blog post to mention all names and people who contributed to the success of Space Engineers. But it were not only my colleagues who I’d like to thank, it’s also you, our players and modders, who helped us to shape the game, gave us great ideas and who constantly provided us with feedback.

Similar to our previous major releases, we decided to give you an opportunity to support the further development of Space Engineers. We have created a pack which consists of cosmetic items designed to enrich your game visually. The package is the second edition of the Decorative Pack, which was released back in April this year. None of the things in the package brings any advantage to players who purchase this DLC. The price of the Decorative Pack II is $3.99 USD, or your regional Steam equivalent, so if you wish to support us, check out the Decorative Pack II on Steam.

All new game features related to the economy are free of charge. The free update includes the economy code updates, the safe zones, all the contract features and long term fixes. For players who wish to support the further development of Space Engineers, we have created a Pack which consists of cosmetic items designed to enrich your game. The price of the Economy Deluxe pack is $3.99USD, or your regional Steam equivalent. So if you wish to support us, check out the Economy Deluxe Pack on Steam.

It’s time for another major update. We have been very busy since the release of Space Engineers from Early Access. We continued working on the game improvements and in this update we focused on a new feature: Build Planner, and one new block: Small Cryo Pod and on customizable game elements, such as skins, emotes and armor skins.

For players who wish to support the further development of Space Engineers, we have created a Style Pack for $5.99USD which consists of two character skins, four character emotes and two armor skins. With this release, we are also bringing two new character skins to the game: NextGen and Fiber. Both character skins are only decorative and you can buy them in the Steam Item Store. The price will be set to $3.99USD per skin set. We decided to keep the same approach as with our last update, being that if you decide to not buy the Style Pack/character skins, you are still getting a major free update containing all the gameplay features! This gives you the opportunity to enjoy new things, but also the chance to support the further development of Space Engineers, if you are willing to do so.

A: The complexity and technical requirements are different for these two packs. We spent much more time working on the Style Pack than on the Decorative Pack. The Decorative Pack was also the first DLC we released after Space Engineers moved out of Early Access and it showed us that many members of our community are willing to support us. Therefore, we invested more time and effort to bring some game changing things to Space Engineers now and we plan to continue this for upcoming releases. Another reason is that we wanted to give the Decorative Pack to as many players as possible, and a reduced price definitely helps :)

It’s time for another exciting update for Space Engineers. The most obvious change is the fact that with this release we are bringing both free and premium content to the game. This gives you the opportunity to enjoy new things, but also the chance to support the further development of Space Engineers, if you are willing to do so.

All players will get new functional cockpit LCDs with customizable screens, replay tool, which can be used for setting up various animated scenes, brand new random Encounters, Steam trading cards, badges and backgrounds, and all bug fixes, optimizations, and smaller improvements for free.

For players who wish to support further development of Space Engineers, we have created a bulk of Decorative Blocks, which you can use for various decorations on your spaceships, vehicles and space stations. The price is $3.99 USD, or your regional Steam equivalent. You can purchase the Decorative Pack here.

A: Actually, even this update isn’t paid. The major part of this update (LCD screens, Replay Tool, new music tracks, smaller improvements) is free for everyone. Only the smaller and not mandatory part is paid - Decorative Pack.

A: To support future development of Space Engineers and other leading-edge projects we plan to work on at Keen Software House. Players kept asking us for something they could buy to support the development of Space Engineers, and the Decorative Pack is a great option for them.

A: Right after Space Engineers left early access and all hot issues were resolved. Most of the work was done by the Art team, the rest of the developers is working on other long-term updates.

A: We want more people to play Space Engineers, which means we must lower the barrier of entry. When the Space Engineers community grows, everyone benefits from this - more content on Workshop, more mods, more new ideas, more people to play with. This means that all non-mandatory features should be optional, so only those who really want them can pay for them. That’s why we decreased the price of Space Engineers, and made the Decorative Pack an optional purchase.

February 28, 2019 is the day for all Space Engineers. Today, we are moving Space Engineers out of Early Access. Getting Space Engineers out of Early Access has been planned for a long time. We have worked on it basically since 2016/2017, when the game entered beta. It was our goal to release the game in the state we consider to fulfill our original vision, including all planned features and core game components. Moreover, the game includes a lot of things that were not planned at the beginning of development (solar panels, planets, rotors, pistons, wheels, and many more features).

Space Engineers was one of the first Early Access games on Steam and one of the few titles to be successfully released after several years of passionate development. We keep our promises!

Space Engineers has been in Early Access for 5+ years, and during this period we developed the game from a proof-of-concept to a feature complete space engineering sandbox. We sold more than 3 million copies and we have more than 200,000 monthly active players.

Because Space Engineers development was open, you were able to see what’s happening under the hood. Contrary to other products, where you see the final product, but don’t see how the project has been developed and changed over time, and what challenges the development team had to overcome.

With this update, we are also setting a new price for Space Engineers to $19.99. According to our analysis and tests, this price better suits the majority of Space Engineers fans. This change also brings all regional prices on Steam to match countries specifications and regional differences.

Hello, Engineers! Today"s minor update brings you more improvements in Airtightness, UI and Scripts. There are also bunch of fixes for issues found by our community. Thanks for reporting them - it really helps us locate and fix everything!

Coincidentally, it’s also the fifth anniversary of Space Engineers being released in Early Access! A MASSIVE thank you to everyone who has supported us since we launched the game and welcome to all of the new Engineers.

We are so happy that you are enjoying Space Engineers multiplayer, every stream, youtube video or game session we see is an absolute blast of fun. And that is the best outcome we could have hoped for.

After six months, we are releasing the next major update, which is focusing on the complete overhaul of multiplayer in Space Engineers, and a number of new features and optimizations. This was a massive overhaul and that’s why it wasn’t possible to make this update in weekly increment - so thanks a lot for your patience!

We had to redo major parts of the engine and there was a lot of experimentation - for example changing the prediction protocol on client-server and observing if it’s better for user experience or worse, and many more. Space Engineers has many systems and special care had to be taken for each of them: player character, jetpack, ship, wheeled vehicles, voxels and planets, fast moving objects, deformable entities, antennas, player standing on a moving grid, colliding grids, rotors, pistons, wheels, and many many more.

Hello, Engineers! We continue with the steady stream of regular minor patches, while most of the team is working on more optimizations and polish for the future major update. Thanks a lot for your patience, support and all the bug reports!

And if you are experiencing any issues with the game, please leave us a report on our forums in Bug Reports section. It really helps us to make Space Engineers better and better every week! https://forums.keenswh.com/forums/bug-reports.326950/

Hello, Engineers! We bring you huge load of improvements and fixes as usual after every major update. And thanks again for all your feedback - it really helps us to make Space Engineers better!

If you have any questions or requests, please do not hesitate to contact us, we will do our best to solve your problems. We would be also very happy if you can submit your feedback at our Space Engineers Steam store page and encourage us to do better. We welcome both positive or negative comments, it helps us to create better game for you. https://store.steampowered.com/app/244850/Space_Engineers/

Hello, Engineers! With today’s major update, 1.186.0, we are releasing a massive overhaul of visuals, audio and wheels, together with a huge number of additional improvements to the core of Space Engineers.

Hello, Engineers! We have another minor update for you this week, but do not despair! We have big major build cooking in our basement, where we keep the programmers shackled and working. It should be ready for the release into the wild soon! (the update and the programmers).

Hello, Engineers! This week"s update contains more fixes and improvements as the main team continues with working on the next major update. The notable improvements this week are for example eliminating issues with transferring items through Advanced Rotor Head, or projection still being projected after cutting power.

Also, if you want to participate in the Space Engineers Physics & Engineering Contest - there is still time. For more details continue to: https://blog.marekrosa.org/2017/11/space-engineers-physics-engineering.html

Hello, Engineers! Back from holidays and waiting for your weekly dose of Space Engineers improvements? Well, wait no longer! Inventories on grinds built by Projectors are accessible, destroyed cargo containers are dropping items again and more.

Hello, Engineers! Today"s update is another minor one bringing you more improvements before next major update. The battery exploit was removed, so welding your batteries back up no longer resets its powerstate without trashing the powercells. You are welcome. :)

And if the wait for another major update seems long to you, why not join our Physics & Engineering Contest meanwhile? Check the details at Marek"s blog post: https://blog.marekrosa.org/2017/11/space-engineers-physics-engineering.html

Hello, Engineers! Today"s update brings you more improvements for our last major update. We have also improved jetpack behavior while flying on a moving ship for dedicated servers.

And if you are thinking about joining our Physics & Engineering Contest, now is your chance! Check the details at Marek"s blog post: https://blog.marekrosa.org/2017/11/space-engineers-physics-engineering.html

Hello, Engineers! In today"s update we are bringing you another bunch of improvements and fixes. We have added input method for Chinese text, fixed gravity HUD and laser antenna issues and more!

We would be also very happy if you can submit your feedback at our Space Engineers Steam store page and encourage us to do better. We welcome both positive or negative comments, it helps us to create better game for you: https://store.steampowered.com/app/244850/Space_Engineers/?snr=1_5_1100__1100

Hello, Engineers! Today"s update continues with improvements for our last major update. Plus we are re-introducing a rotor lock option back into the game - it allows you to completely stop a rotor spinning even when external forces are applied. The internal working of this feature is different from its previous implementation and fits the new physics system.

If you have any questions or requests, please do not hesitate to contact us, we will do our best to solve your problems. We would be also very happy if you can submit your feedback at our Space Engineers Steam store page and encourage us to do better. We welcome both positive or negative comments, it helps us to create better game for you!

With today’s major update we are releasing a large overhaul to the physics in Space Engineers. The update is primarily focusing on pistons, rotors, landing gears, and grid deformations. These mechanics have been a top priority for the SE team during the last year - to have these things be as robust, stable, and intuitive as possible. The game’s physics are now more stable and creations shouldn"t break, explode or do uncontrollable things under normal conditions with default settings. You can read about the changes to physics in great technical detail on Marek Rosa’s blog: physics.html

Hello, Engineers! We are getting extremely close to the next major release with the team reviewing the last few remaining details before we can let it loose on the community. We truly appreciate your patience with us as we prepare this update as we really want it to blow your minds!

Hello, Engineers! The team continues to mainly focus on the next major release but in today"s update we still have some nice improvements for you. Character backpacks, which could decrease the performance on highly populated servers, can now be removed from the world via the "Remove Floating Objects" function in the Space Master screen.

Hello, Engineers! Today’s update comes with an exciting new addition - the Skin Recycler! With this, you can recycle your unwanted or duplicate skins and upgrade them to a new Badger skin! The recycler will give you recycle tokens for your old skin pieces, which you can trade in for new items of your choice. All of this is done in the character customization screen.

Space Engineer"s fourth anniversary was this Sunday, and there"s been a lot of speculation and excitement about it. However, today"s update is not the anniversary update. We have been working very hard on the next major update which was originally scheduled to release today, but we decided to delay it for a few more weeks to give our team more time to perfect all the changes. This next update is seriously exciting, with some pretty huge changes. We want to make sure it"s as good as it can possibly be before we release it, so please stay patient and start up the major update hype train :)

Hello, Engineers! We’ve heard your feedback for the last few minor updates, and since so many of you are missing the weekly update videos, we’ve decided to post some new, different content! This week we have the first video in a series we’re calling Catchin’ Clang. In this series, everyone’s favorite developer, Rexxar ( ͡° ͜ʖ ͡°), will give you a behind the scenes look at the process of finding and fixing bugs in Space Engineers!

Hello, Engineers! Today"s minor release comes with a sizeable batch of general improvements. The team has been working hard on both fixes and features of upcoming updates and are looking forward to seeing in the hands of our players. Issues fixed in this week"s update include the dampeners HUD icon showing the incorrect state, controls being inverted when two players pilot a single grid and inventory scrolling not working properly. Additionally there"s more sound improvements. For example, you will notice a new sound when walking with activated magnetic boots and footstep sounds should now be in sync with animation.

Hello, Engineers! This week"s minor release comes with some important general improvements. Issues fixed include a number of audio issues like wheel sounds playing even when a vehicle is not moving and choking sounds being heard by all players. Also, the Doppler Effect should now be heard correctly through your sound device of choice. Additionally, there’s some modding improvements; mods can now use WAV format audio instead of WXM.

Behind the scenes, the team is busy working towards some exciting major updates for the game as we approach the fourth year anniversary of Space Engineers. Stay tuned...

Hello, Engineers! This week"s minor release brings you a significant round of fixes and improvements. Numerous fixes for the UI are included in the update and downloading mods should no longer fail when loading into a new world. Direct connect now allows DNS as well as IP address to join multiplayer games. Also, headphone users will be happy to hear that we fixed the volume of hangar door sound effects!

Hello, Engineers! This weeks update brings you more fixes and improvements. There should be fewer multiplayer crashes, issues with block groups in control panel should be fixed and Remote Control functions: Take Control and Sharing now work correctly.

Hello, Engineers! While we are fully focused on next major update, in this week"s minor we are bringing bunch of fixes likes not spawning containers, small advance rotor head clipping through rotor body. This update is bringing a lot of crash fixes with various UI cases, resource distribution, copy and pasting of drones in MP and others. Perhaps the most noteworthy fix this update is concerning the visual bug for moving grids that was encountered by RYZEN and I7 users.

„Well, the thing about a black hole - it"s main distinguishing feature - is it"s black. And the thing about space, the color of space, your basic space color - is it"s black. So how are you supposed to see them?“ - Holly

Hello, Engineers! This week"s minor release is primarily focusing on the Chinese translation of the game, but also on other minor fixes such as parachute fixes, container spawning, block fixes and many others.

During 5 month period, We have been working on Chinese translation for Space Engineers with the great help from Chinese community! Now we are happy to announce, that we have finished the translation and releasing it today.

Hello, Engineers! With today"s major release we are bringing you some amazing additions to the game! From now on, you will be able to personalize your engineer with a broad range of new items! We are introducing 33 customizable skin sets for your engineer, your tools and your weapons. It’s time to show off! On top of that, another brand-new block makes its debut in Space Engineers: A reloadable parachute block for both small and large grid!

To help modders make their code perform better, we"ve improved multithreading support and prepared a guide which explains some multithreading basics: https://forum.keenswh.com/threads/parallel-modding-guide.7396636/

Hello, Engineers! We are extremely excited to announce that today we are releasing the next major update for the game which contains a huge batch of optimisations and improvements!

The biggest area of improvements is to render performance with textures and models now being loaded asynchronously. As a more specific example of an improvement area, CPU performance has been optimized to run Easy Start Earth and 16-ships flying scenario in 60fps on 3GHz Hyperthreaded Quad Core Processor. Meanwhile, GPU performance has been optimized to run the Easy Start Earth scenario at 60fps on 1080p High settings on nVidia 980 GTX. Please keep in mind that increased performance is not limited to only these scenarios but will positively impact most, if not all worlds and hardware configurations. We’ve also added new shader quality options in graphical settings which affects the quality of Atmosphere, Trees and Voxel rendering. Detection of GPU performance now occurs upon first startup of the game and shadows are now higher quality in general although tree shadows will now be disabled on low settings. Multi-threading as well as indirect lighting has been fixed on Intel GPUs and some compatibility issues with the Windows 10 creators update were resolved.

New shader quality settings introduced in Options, affecting quality of atmosphere, trees and voxel rendering (voxel texture emissives are now working, but only for High shade quality)

This week’s minor is continuing the current run of general improvements as we near the release of the next major update. We know a lot of you really can’t wait for this but it’s crucial that we fix as many bugs as possible before going live with changes to code as significant as the ones in the upcoming major. The main issues fixed in today’s update include terminals taking you to the incorrect block in the control panel and automatic turrets shooting subgrids of their own grid. Additionally, corner and interior lights should no longer appear emissive when turned off or not supplied with power.

Hello, Engineers! It’s a new minor update this week containing more general improvements as we grow ever closer to the next major release, the changelog of which is growing bigger and bigger day! If you missed it, watch last week’s video to hear about some of the optimisations that will be going into that release. The main issues fixed in today’s update include safety locked rotor heads detaching after using a jump drive and grids being able to pass through closed hangar doors. Additionally, we resolved issues with block placement being offset when standing on moving grids.

Hello, Engineers! This week’s minor update is focused on addressing multiplayer desyncs. We fixed issues related to landing gears, autolock etc. Amount of crashes was also dramatically reduced.

Hello, Engineers! This week’s minor update is focused on addressing various crashes, the majority of which are related to multithreaded physics. This is also why you may have noticed multiple hotfixes being released during the last week as we are determined to fix them as soon as possible. Other issues fixed include the collect all option not working properly with large connectors and being unable to remove catwalks in certain situations.

Hello, Engineers! We’ve got a minor update for you this week after last week’s major update, and the team have been busy processing various issues reported by the community on our forums. For example we’ve fixed problems with connectors and block placement on dedicated servers. Small grid rotor displacement settings should now be saved in blueprints too. Additionally, a number of crashes were also resolved. It’s been great to read everyone’s feedback and to hear that many players have seen big performance gains in their worlds. Please do continue to let us know your thoughts and experiences with these weekly updates. In today’s work in progress section We would like to talk about the render optimizations showcased earlier this week. We demonstrated how a world with 16 red ships would run at around 45FPS on a system running the current version of game. In comparison, the exact same scenario was then loaded on a prototype version with the render optimizations included and ran at around 60FPS! One of the improvements which helped to achieve this was making the GPU be no longer limited by the CPU.

Hello, Engineers! Today’s release is a major one bringing you some of the biggest optimizations in the game’s history. For example, the 16 players and 16 red ships multiplayer scenario ran at a sim speed of 0.25 before optimizations and now it runs at 1.0! We achieved this by reducing blocks per frame updates, reducing world matrix calculations per frame, and by enabling multithreaded physics. The team still plans to continue with further optimizations in areas like ship collisions, explosions, loading times, planets, memory usage and more! Additionally, We are also pleased to announce that the multiplayer synchronization code has been optimized further.

Hello, Engineers! Once again, we’ve got a minor update for you today with more crash fixes and a couple of improvements as the team battles with the last few remaining issues in the next major update.

Next Tuesday we will be streaming at 8PM CEST on the Keen Community Network over on Twitch. This stream with Marek will be focusing on the vision for Space Engineers as well as giving a more detailed update on the progress of performance improvements.

Hello Engineers! There’s a batch of art and animation fixes in today’s minor update as the team moves ever closer to the next major update which will contain significant improvements to performance and multiplayer. Issues with model fixed this week include incorrect LODs on a number of blocks like the small grid merge block and small grid camera but also missing textures on blocks such as wheel suspension and the large ship welder. Moving on now to a couple of the notable animation issues that were fixed, using hand tools will no longer stretch the engineer’s arms and rifles should now aim where the crosshair is pointing.

In other news, next Monday we will be streaming at 8PM CEST on the Keen Community Network over on Twitch. During the stream, together with Marek and Deepflame, we’ll be talking more about things being worked on and also taking a look at Medieval Engineers and it’s future plans. Marek will even be suiting up for the occasion in his personalized Roman armor!

lcd panel space engineers glowing text site forum.keenswh.com quotation

The next Major (1.199) release for Space Engineers is upon us. Heavy Industry Introduces a whole new vision of industry in Space Engineers! A reimagining of industrial might, from lunar mining site to factory floor; smelting, refining, and mass production never looked so good.

This massive update is one of our biggest! Including DLC, Heavy Industry adds nearly 100 new blocks and block variants to Space Engineers! We hope you enjoy exploring Heavy Industry as much as we did creating it.

Space Engineers “Heavy Industry” pack includes Large Magnetic plate, Beam Blocks, Industrial conveyor pipes, Cylindrical Column, Vertical button panel, Large Hydrogen Tank Reskin, Large Cargo Container Reskin, Industrial Refinery, Industrial Assembler, Industrial Hydrogen Thrusters and Hazard pattern armor skin.

The next major release for Space Engineers is upon us. Warfare 1: Field Engineer provides you with new choices in how you create and destroy. Field Engineers is the first installment in our all-new Warfare content! Warfare 1 doesn"t just focus on the Engineer, it also includes new blocks to outfit your base, space station, or fortress. Prepare your defense or lay siege like never before.

Space Engineers “Warfare 1: Field Engineer” pack includes Fire Cover Block, Half window Block, Weapon Rack Block, Five new passage blocks, Embrasure Block, Two new Emotes and the Assault Suit skin.

Ever since our initial release of Space Engineers on the Xbox platform, we have worked hard to provide the best Space Engineers experience for everyone, regardless of platform. Today’s release takes us one step closer to bridging the gap between PC and Xbox communities by ensuring that every Space Engineer can build, create, and imagine with friends on their platform of choice.

Sparks of the Future update explores our fascination with science and science fiction and delivers on that with a vision of hi-tech visuals in the Space Engineers universe. We are really excited about exploring all of the possibilities this genre opens to us. Whether it"s a vibrant high-tech space station located among an asteroid cluster, a classic sci-fi themed space cafe, or just a cool looking spaceship bristling with Ion thrusters and neon armor - we hope all of this will add to your story in a world of high technology.

Similar to our previous major releases, we decided to give you an opportunity to support the further development of Space Engineers. We have created a pack which consists of cosmetic items to enrich your game visually. You can experience them in the free Sparks of the Future scenario. The price of the Sparks of the Future Pack is $3.99 USD, or your regional Steam equivalent, so if you wish to support us, check out the

We are always impressed by the innovation of our modding community! We would like to thank these members of the Space Engineers community for continuing to inspire us through their ideas, suggestions, and hard work.

Similar to our previous major releases, we decided to give you an opportunity to support the further development of Space Engineers. We have created a pack which consists of cosmetic items and the Frostbite scenario designed to enrich your game visually. None of the things in the package brings any advantage to players who purchase this DLC. The price of the Frostbite Pack is $3.99 USD, or your regional Steam equivalent, so if you wish to support us, check out the Frostbite Pack.

We’d also like to thank several members of the Space Engineers community, who contributed voice-over recordings for the new Frostbite scenario: Naburine and DirectedEnergy of Ball&ChainGaming & Misfit Studios (creators of Protocol 51), Nathan "Silverbane" Steen, Skyler "Gorhamian" Gorham, Jacob "wearsglasses" Ruttenberg

It’s time for another exciting update for Space Engineers. The most obvious change is the fact that with this release we are bringing both free and premium content to the game. This gives you the opportunity to enjoy new things, but also the chance to support the further development of Space Engineers, if you are willing to do so.

All players will get new functional cockpit LCDs with customizable screens, replay tool, which can be used for setting up various animated scenes, brand new random Encounters, Steam trading cards, badges and backgrounds, and all bug fixes, optimizations, and smaller improvements for free.

For players who wish to support further development of Space Engineers, we have created a bulk of Decorative Blocks, which you can use for various decorations on your spaceships, vehicles and space stations. The price is $3.99 USD, or your regional Steam equivalent. You can purchase the Decorative Pack here.

A: Actually, even this update isn’t paid. The major part of this update (LCD screens, Replay Tool, new music tracks, smaller improvements) is free for everyone. Only the smaller and not mandatory part is paid - Decorative Pack.

A: To support future development of Space Engineers and other leading-edge projects we plan to work on at Keen Software House. Players kept asking us for something they could buy to support the development of Space Engineers, and the Decorative Pack is a great option for them.

A: Right after Space Engineers left early access and all hot issues were resolved. Most of the work was done by the Art team, the rest of the developers is working on other long-term updates.

A: We want more people to play Space Engineers, which means we must lower the barrier of entry. When the Space Engineers community grows, everyone benefits from this - more content on Workshop, more mods, more new ideas, more people to play with. This means that all non-mandatory features should be optional, so only those who really want them can pay for them. That’s why we decreased the price of Space Engineers, and made the Decorative Pack an optional purchase.

February 28, 2019 is the day for all Space Engineers. Today, we are moving Space Engineers out of Early Access. Getting Space Engineers out of Early Access has been planned for a long time. We have worked on it basically since 2016/2017, when the game entered beta. It was our goal to release the game in the state we consider to fulfill our original vision, including all planned features and core game components. Moreover, the game includes a lot of things that were not planned at the beginning of development (solar panels, planets, rotors, pistons, wheels, and many more features).

Space Engineers was one of the first Early Access games on Steam and one of the few titles to be successfully released after several years of passionate development. We keep our promises!

Space Engineers has been in Early Access for 5+ years, and during this period we developed the game from a proof-of-concept to a feature complete space engineering sandbox. We sold more than 3 million copies and we have more than 200,000 monthly active players.

Because Space Engineers development was open, you were able to see what’s happening under the hood. Contrary to other products, where you see the final product, but don’t see how the project has been developed and changed over time, and what challenges the development team had to overcome.

With this update, we are also setting a new price for Space Engineers to $19.99. According to our analysis and tests, this price better suits the majority of Space Engineers fans. This change also brings all regional prices on Steam to match countries specifications and regional differences.

Hello, Engineers! Today"s minor update brings you more improvements in Airtightness, UI and Scripts. There are also bunch of fixes for issues found by our community. Thanks for reporting them - it really helps us locate and fix everything!

Coincidentally, it’s also the fifth anniversary of Space Engineers being released in Early Access! A MASSIVE thank you to everyone who has supported us since we launched the game and welcome to all of the new Engineers.

We are so happy that you are enjoying Space Engineers multiplayer, every stream, youtube video or game session we see is an absolute blast of fun. And that is the best outcome we could have hoped for.

Hello, Engineers! With today’s major update, 1.186.0, we are releasing a massive overhaul of visuals, audio and wheels, together with a huge number of additional improvements to the core of Space Engineers.

Hello, Engineers! We continue with the steady stream of regular minor patches, while most of the team is working on more optimizations and polish for the future major update. Thanks a lot for your patience, support and all the bug reports!

And if you are experiencing any issues with the game, please leave us a report on our forums in Bug Reports section. It really helps us to make Space Engineers better and better every week!

Hello, Engineers! We bring you huge load of improvements and fixes as usual after every major update. And thanks again for all your feedback - it really helps us to make Space Engineers better!

If you have any questions or requests, please do not hesitate to contact us, we will do our best to solve your problems. We would be also very happy if you can submit your feedback at our Space Engineers Steam store page and encourage us to do better. We welcome both positive or negative comments, it helps us to create better game for you.

Hello, Engineers! With today’s major update, 1.186.0, we are releasing a massive overhaul of visuals, audio and wheels, together with a huge number of additional improvements to the core of Space Engineers.

Hello, Engineers! We have another minor update for you this week, but do not despair! We have big major build cooking in our basement, where we keep the programmers shackled and working. It should be ready for the release into the wild soon! (the update and the programmers)

Hello, Engineers! This week"s update contains more fixes and improvements as the main team continues with working on the next major update. The notable improvements this week are for example eliminating issues with transferring items through Advanced Rotor Head, or projection still being projected after cutting power.

Also, if you want to participate in the Space Engineers Physics & Engineering Contest - there is still time. For more details continue to: http://blog.marekrosa.org/2017/11/space-engineers-physics-engineering.html

Hello, Engineers! Back from holidays and waiting for your weekly dose of Space Engineers improvements? Well, wait no longer! Inventories on grinds build by Projectors are accessible, destroyed cargo containers are dropping items again and more.

Hello, Engineers! Today"s update is another minor one bringing you more improvements before next major update. The battery exploit was removed, so welding your batteries back up no longer resets its powerstate without trashing the powercells. You are welcome.

And if the wait for another major update seems long to you, why not join our Physics & Engineering Contest meanwhile? Check the details at Marek"s blog post: http://blog.marekrosa.org/2017/11/space-engineers-physics-engineering.html

Hello, Engineers! Today"s update brings you more improvements for our last major update. We have also improved jetpack behavior while flying on a moving ship for dedicated servers.

And if you are thinking about joining our Physics & Engineering Contest, now is your chance! Check the details at Marek"s blog post: http://blog.marekrosa.org/2017/11/space-engineers-physics-engineering.html

Hello, Engineers! In today"s update we are bringing you another bunch of improvements and fixes. We have added input method for Chinese text, fixed gravity HUD and laser antenna issues and more!

We would be also very happy if you can submit your feedback at our Space Engineers Steam store page and encourage us to do better. We welcome both positive or negative comments, it helps us to create better game for you:

Hello, Engineers! Today"s update continues with improvements for our last major update. Plus we are re-introducing a rotor lock option back into the game - it allows you to completely stop a rotor spinning even when external forces are applied. The internal working of this feature is different from its previous implementation and fits the new physics system.

If you have any questions or requests, please do not hesitate to contact us, we will do our best to solve your problems. We would be also very happy if you can submit your feedback at our Space Engineers Steam store page and encourage us to do better. We welcome both positive or negative comments, it helps us to create better game for you!

With today’s major update we are releasing a large overhaul to the physics in Space Engineers. The update is primarily focusing on pistons, rotors, landing gears, and grid deformations. These mechanics have been a top priority for the SE team during the last year - to have these things be as robust, stable, and intuitive as possible. The game’s physics are now more stable and creations shouldn"t break, explode or do uncontrollable things under normal conditions with default settings.

Hello, Engineers! We are getting extremely close to the next major release with the team reviewing the last few remaining details before we can let it loose on the community. We truly appreciate your patience with us as we prepare this update as we really want it to blow your minds!

The API overhaul is nearly done, and we think you"ll be excited by all the changes! Some modders were given a preview and preliminary feedback was very encouraging. However, some changes will break existing scripts! Rexxar has posted a comprehensive list of all API changes coming in the next major update, including breaking changes, and some tips on how to get your mods and scripts ready for the new API. Check out the forum post here: https://forum.keenswh.com/threads/7398158

Hello, Engineers! The team continues to mainly focus on the next major release but in today"s update we still have some nice improvements for you. Character backpacks, which could decrease the performance on highly populated servers, can now be removed from the world via the "Remove Floating Objects" function in the Space Master screen.

Hello, Engineers! Today’s update comes with an exciting new addition - the Skin Recycler! With this, you can recycle your unwanted or duplicate skins and upgrade them to a new Badger skin! The recycler will give you recycle tokens for your old skin pieces, which you can trade in for new items of your choice. All of this is done in the character customization screen.

Space Engineer"s fourth anniversary was this Sunday, and there"s been a lot of speculation and excitement about it. However, today"s update is not the anniversary update. We have been working very hard on the next major update which was originally scheduled to release today, but we decided to delay it for a few more weeks to give our team more time to perfect all the changes. This next update is seriously exciting, with some pretty huge changes. We want to make sure it"s as good as it can possibly be before we release it, so please stay patient and start up the major update hype train :)

Hello engineers! We’ve heard your feedback for the last few minor updates, and since so many of you are missing the weekly update videos, we’ve decided to post some new, different content! This week we have the first video in a series we’re calling Catchin’ Clang. In this series, everyone’s favorite developer, Rexxar, will give you a behind the scenes look at the process of finding and fixing bugs in Space Engineers!

Hello, Engineers! Today"s minor release comes with a sizeable batch of general improvements. The team has been working hard on both fixes and features of upcoming updates and are looking forward to seeing in the hands of our players. Issues fixed in this week"s update include the dampeners HUD icon showing the incorrect state, controls being inverted when two players pilot a single grid and inventory scrolling not working properly. Additionally there"s more sound improvements. For example, you will notice a new sound when walking with activated magnetic boots and footstep sounds should now be in sync with animation.

Hello, Engineers! This week"s minor release comes with some important general improvements. Issues fixed include a number of audio issues like wheel sounds playing even when a vehicle is not moving and choking sounds being heard by all players. Also, the Doppler Effect should now be heard correctly through your sound device of choice. Additionally, there’s some modding improvements; mods can now use WAV format audio instead of WXM.

Behind the scenes, the team is busy working towards some exciting major updates for the game as we approach the fourth year anniversary of Space Engineers. Stay tuned...

Hello, Engineers! This week"s minor release brings you a significant round of fixes and improvements. Numerous fixes for the UI are included in the update and downloading mods should no longer fail when loading into a new world. Direct connect now allows DNS as well as IP address to join multiplayer games. Also, headphone users will be happy to hear that we fixed the volume of hangar door sound effects!

Hello, Engineers! This weeks update brings you more fixes and improvements. There should be fewer multiplayer crashes, issues with block groups in control panel should be fixed and Remote Control functions: Take Control and Sharing now work correctly.

Hello, Engineers! This week’s major update brings a huge amount of improvements to the game as well as a couple of new armor blocks. The first thing you will notice when starting up the game is the changes to the main menu user interface. A lot of improvements were made as we focused on enhancing readability and usability of our interface, while removing several inconsistencies and making the screens more visually appealing. We have also added additional tooltips, reorganized the contents of several screens and added a screenshot preview to the “Load Game” menu, to help you find the right save more easily.

Hello, Engineers! While we are fully focused on next major update, in this week"s minor we are bringing bunch of fixes likes not spawning containers, small advance rotor head clipping through rotor body. This update is bringing a lot of crash fixes with various UI cases, resource distribution, copy and pasting of drones in MP and others. Perhaps the most noteworthy fix this update is concerning the visual bug for moving grids that was encountered by RYZEN and I7 users.

"Well, the thing about a black hole - it"s main distinguishing feature - is it"s black. And the thing about space, the color of space, your basic space color - is it"s black. So how are you supposed to see them?" - Holly

Hello, Engineers! This week"s minor release is primarily focusing on the Chinese translation of the game, but also on other minor fixes such as parachute fixes, container spawning, block fixes and many others.

During 5 month period, We have been working on Chinese translation for Space Engineers with the great help from Chinese community! Now we are happy to announce, that we have finished the translation and releasing it today.

Hello, Engineers! With today"s major release we are bringing you some amazing additions to the game! From now on, you will be able to personalize your engineer with a broad range of new items! We are introducing 33 customizable skin sets for your engineer, your tools and your weapons. It’s time to show off! On top of that, another brand-new block makes its debut in Space Engineers: A reloadable parachute block for both small and large grid!

To help modders make their code perform better, we"ve improved multithreading support and prepared a guide which explains some multithreading basics: https://forum.keenswh.com/threads/parallel-modding-guide.7396636/

Hello, Engineers! This week’s minor release is primarily focused on memory optimizations and fixing memory leaks although it does contain some more general improvements for the game as well. We are getting extremely close to our next major update with the team finalizing and testing the features that will be present in that release so stay tuned. Going back to today’s update, our programmers were able to track down various memory leaks, some of which we know have been very problematic for players recently but we appreciate your patience while these were being resolved. On top of this, they were also able to optimize memory usage in certain areas of the game during their search for leaks. But be sure to let us know if you experience any more memory leaks on your worlds and servers. Some of the other issues fixed include rotor displacement settings not working on static grids, air vents consuming power even when disabled and the rocket launcher block’s shoot toggle not functioning. Additionally, we resolved an explosive situation where it was possible to add a rotor head even if it’s spawn position was obstructed.

Just as a reminder, we have a Discord server set-up for the discussion of anything related to Keen Software House. This is a great place for you to share creations and ideas, but also to just hang out with fellow engineers.

Hello, Engineers! This week’s update is minor release which of course means there’s a fresh batch of general improvements for you while the team works towards completing bigger objectives. As it wasn’t mentioned in the video a couple of weeks ago, it’s just worth highlighting the fact that we added a new cryopod interior in the major update which makes being inside one feel much more immersive now. The main issues fixed in today’s update include hangar doors injuring characters, trees sometimes being invisible for clients on dedicated servers and the model of interior turrets becoming twisted when welded. Additionally, disconnecting huge grids with merge blocks should no longer cause significant freezes to occur.

It’s been great reading everyone’s feedback from the last couple of weeks and to hear that many engineers have been experiencing greater performance on their worlds and servers. We’ve still got a lot of improvements and optimisations to come as well some surprises along the way. Please consider leaving us a review on Steam as a way to share your feedback with the team and the worldwide gaming community.

Just as a reminder, we have a Discord Server set-up for the discussion of anything related to Keen Software House. This is a great place for you to share creations and ideas, but also to just hang out with fellow engineers.

Hello, Engineers! We are extremely excited to announce that today we are releasing the next major update for the game which contains a huge batch of optimisations and improvements!

The biggest area of improvements is to render performance with textures and models now being loaded asynchronously. As a more specific example of an improvement area, CPU performance has been optimized to run Easy Start Earth and 16-ships flying scenario in 60fps on 3GHz Hyperthreaded Quad Core Processor. Meanwhile, GPU performance has been optimized to run the Easy Start Earth scenario at 60fps on 1080p High settings on nVidia 980 GTX. Please keep in mind that increased performance is not limited to only these scenarios but will positively impact most, if not all worlds and hardware configurations. We’ve also added new shader quality options in graphical settings which affects the quality of Atmosphere, Trees and Voxel rendering. Detection of GPU performance now occurs upon first startup of the game and shadows are now higher quality in general although tree shadows will now be disabled on low settings. Multi-threading as well as indirect lighting has been fixed on Intel GPUs and some compatibility issues with the Windows 10 creators update were resolved.

New shader quality settings introduced in Options, affecting quality of atmosphere, trees and voxel rendering (voxel texture emissives are now working, but only for High shader quality)

Hello, Engineers! We’ve got a minor update for you this week after last week’s major update, and the team have been busy processing various issues reported by the community on our forums. For example we’ve fixed problems with connectors and block placement on dedicated servers. Small grid rotor displacement settings should now be saved in blueprints too. Additionally, a number of crashes were also resolved. It’s been great to read everyone’s feedback and to hear that many players have seen big performance gains in their worlds. Please do continue to let us know your thoughts and experiences with these weekly updates. In today’s work in progress section We would like to talk about the render optimizations showcased earlier this week. We demonstrated how a world with 16 red ships would run at around 45FPS on a system running the current version of game. In comparison, the exact same scenario was then loaded on a prototype version with the render optimizations included and ran at around 60FPS! One of the improvements which helped to achieve this was making the GPU be no longer limited by the CPU. You can expect these

Hello, Engineers! Today’s release is a major one bringing you some of the biggest optimizations in the game’s history. For example, the 16 players and 16 red ships multiplayer scenario ran at a sim speed of 0.25 before optimizations and now it runs at 1.0! We achieved this by reducing blocks per frame updates, reducing world matrix calculations per frame, and by enabling multithreaded physics.

Hello, Engineers! Once again, we’ve got a minor update for you today with more crash fixes and a couple of improvements as the team battles with the last few remaining issues in the next major update.

Hello Engineers! There’s a batch of art and animation fixes in today’s minor update as the team moves ever closer to the next major update which will contain significant improvements to performance and multiplayer. Issues with model fixed this week include incorrect LODs on a number of blocks like the small grid merge block and small grid camera but also missing textures on blocks such as wheel suspension and the large ship welder. Moving on now to a couple of the notable animation issues that were fixed, using hand tools will no longer stretch the engineer’s arms and rifles should now aim where the crosshair is pointing.

Hello, Engineers! We’ve got a new round of crash fixes and general improvements in this week’s update as the team progresses behind the scenes on bigger tasks like optimisation, physics and of course multiplayer.

Hello, Engineers! This week’s minor update release contains more crash fixes and general improvements as the team continues work towards the next major release.

We are also happy to announce that we are releasing an updated 3D model obj exporter today that will work with the latest version of the game (CTRL+ALT+E). This will allow you to create 3D prints of your creations and upload them to sites like Sketchfab, opening up many new ways to share what you build in Space Engineers. You can even add a Sketchfab model to the Steam Workshop page of a creation, providing an interactive preview to other players before they use it in-game.

Hello, Engineers! This week’s update is another minor release that contains crash fixes and smaller improvements as the team continues work towards the next major release. Good news - we managed to improve AMD compatibility and fix flickering shadows issues.

Hello, Engineers! This week’s update is a minor release that contains some smaller improvements as the team starts work towards the next major release once again. You should notice that because the last update was major, we created the ability to rollback to the most updated version of the previous major update 1.179 via the BETAS tab in Steam.

Lastly, next Monday we will be streaming at 7PM CEST on the Keen Community Network over on Twitch. The first segment will be with Deepflame looking at Medieval Engineers and the game’s upcoming major release and then there will be a Q&A session with Marek and other members of the team here at KeenSWH.

Hello, Engineers! Today we have the game’s next major update for you. This means that we have more significant features in the update on top of a bunch of fixes and improvements.

Hello, Engineers! Today’s patch is another minor release, bringing some more smaller improvements as the team continues work towards the next major release. This includes a significant fix for ship dampeners so now, ships with multiple types of thrusters will no longer slowly fall in planetary gravity. Additionally, we resolved an issue players were experiencing with ships not being affected by gravity at all which meant they would fly on planets as if they were in space.

Hello, Engineers! Today’s minor release comes with some improvements as the team works towards the next major release. This includes particle fixes for jump drives, character drills and character welders. Additionally, we resolved a number of crashes related to multiplayer.

Owners of the Deluxe version of the game will notice a new badge has appeared in the main menu screen. If you are interested in playing a retro version of Space Engineers from 2013, listening to the entire soundtrack and browsing concept art from the game, check out the Deluxe Edition on the Steam Store.

We are also adding some new features to the ModSDK. This includes a new script that allows modders to quickly fix icons and other UI textures for their mods that haven’t been pre-multiplied by their alpha value. This will bring them up to date with our new sprite rendering changes. The tool was created by our crafty artist Anton Bauer. Simply "Drag&Drop" your mod’s corrupted Icon / UI - Textures on the supplied batch file and it will compile, overwrite and save your files. All you have left to do after that is re-upload your mod.

Just as a reminder, we have a Discord server set-up for the discussion of anything related to Keen Software House. This is a great place for you to share creations and ideas, but also to just hang out with fellow engineers: https://discord.gg/KeenSWH

Lastly, next Monday we will be streaming at 7PM CET on the Keen Community Network over on Twitch. The first segment will be with Deepflame looking at Medieval Engineers and the game’s plans for the future and then there will be a Q&A session with Marek and lead artist Natiq, where among other topics, we will be discussing the art in Space Engineers.

Hello, Engineers! We are happy to announce that today we are releasing the first iteration of the new heads-up display. Firstly you will notice that the screen is much less cluttered now as lots of the informational text has been replaced with bars and icons. A notable feature is that the oxygen and hydrogen bars indicate how many bottles you have in your inventory that are capable of replenishing your personal supply. The HUD contains a new speedometer and inventory capacity bar which updates as you fill your character"s backpack, while the main toolbar has had numerous visual changes made to it while still retaining elements of the classic style.

Nearly every element of the user interface has been updated including the main menu, block screen, control panel and much more. You will notice new icons on all of these pages and screens too! Overall, the UI and HUD now looks much cleaner, higher quality and more immersive! Lastly, as mentioned in previous videos, the HUD is fully moddable so modders… go crazy!

Hello, Engineers! Today we are making changes to the release system to be simpler and involve the community more. The main change is that we are removing Develop branch from the game. There will be only one branch and updates will be tagged as Minor or Major. We will still patch the game every week with Minor updates, but Major updates will not be scheduled with strict dates in advance but rather will be released only when everything is completely tested, fixed and approved by a closed testing group to ensure the build is OK. Also we will leave the previous update as a separate rollback branch on steam - so you can always switch one update back.

Hello, Engineers! Today’s update contains numerous multiplayer improvements and LOD optimizations. Firstly, there should no longer be cases of missing planets, asteroids and grids when connected to multiplayer servers. We also added a loading wheel to indicate when anything from the server is being streamed to the client. This will definitely help players by letting them know that the surrounding environment is still loading when selecting a medbay in the respawn screen. Additionally, there were some other minor desync fixes made this week. For example, you should not see any HUD warnings from other connected players from now on.

Lastly, we have created a much more detailed guide for the cutscene editor which you can find on the forums. This is part of our ongoing efforts to produce more guides for the modding and scripting of Space Engineers.

Hello, Engineers! This week’s update comes with some improvements to the overall game while the team continues work behind the scenes on the new HUD, performance, physics and multiplayer among other things. So to start with, a significant number of blocks, all of which are larger than 1x1x1 in size, now have improved placement behaviour. This includes medical rooms, large hydrogen thrusters, refineries, and many more. A good example of these changes is that you will now be able to place a medical room on a single armour block, this was not possible before. There will also be additional blocks with