Space Engineers is a sandbox game about engineering, construction, exploration and survival in space and on planets. Players build space ships, space stations, planetary outposts of various sizes and uses, pilot ships and travel through space to explore planets and gather resources to survive.
User reviews:
Mostly Positive (572 reviews) - 72% of the 572 user reviews in the last 30 days are positive.
Very Positive (53,215 reviews) - 89% of the 53,215 user reviews for this game are positive.
Release Date: Oct 23, 2013

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Early Access Game

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Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

“Space Engineers is an Early Access game, which means that it is still under development but already in a very playable state and contains a vast amount of new features that have been added since its first release (e.g. Multiplayer, Survival mode). The game is being improved on a regular basis through updates that add and polish features and content, optimizations and bug fixes.

We invite you to give us your feedback and suggestions to help us create the best game possible.

Buy now, play on Steam and receive all future updates for free.

Please be sure to read the list of current features before you buy the game. It will give you an insight on what is or isn't actually working:

Everything in the game is subject to change”
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Recent updates View all (169)

September 22

Update 01.154 DEV - Configurable Block Limits & Performance Warnings

Hello Engineers! Today's update brings more important bug fixes and improvements - configurable block limits & performance warnings were added to the game, primarily to help server admins maintain their servers more easily. These limits can be set up in the server configurator for dedicated servers, or in world settings for singleplayer and multiplayer. Another addition is improved NPC pathfinding for wolves and sabiroids.
We’ve also got another Dev diary - this time we are revealing the upcoming visual scripting tool. One of our level designers, Jochem, will try to show you how designers are utilizing this new tool. We have no doubts that our community will be able to create some amazing scenarios when the visual scripting releases. In the meantime, our designers will continue to help improve the tool by requesting new features and reporting issues.
Full list of new features and fixes:

58 comments Read more

September 15

Update 01.149 STABLE; Update 01.153 DEV - Improvements and Bugfixes

Hello Engineers! This week’s update is mainly about bug fixes and improvements, some ModAPI changes, and there is also an update for stable branch. The update to the stable branch contains features like chat history, backup saves, improved meteors and the block rotation animation, taking it to version 1.149. You can also enjoy a sneak peak at our process of redesigning block models - we can’t wait to see how the game will look once all blocks have been redone!
This patch also brings more ModAPI changes - many thanks to Rexxar, Phoenix84 and Malware for all of their hard work! You can get all the details here:
Full list of new features and fixes:

126 comments Read more
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“Space Engineers makes welding, joining and glazing seem like the best jobs in the world. It looks superb.”
Rock Paper Shotgun

“Buy, unless you are bereft of even the slightest shred of creativity”

“Space Engineers generates its own unique brand of fun, whether you're more interested in constructing things or blasting them to bits”

About This Game

Space Engineers is a sandbox game about engineering, construction, exploration and survival in space and on planets. Players build space ships, space stations, planetary outposts of various sizes and uses (civil and military), pilot ships and travel through space to explore planets and gather resources to survive. Featuring both creative and survival modes, there is no limit to what can be built, utilized and explored.

Space Engineers features a realistic, volumetric-based physics engine: everything in the game can be assembled, disassembled, damaged and destroyed. The game can be played either in single or multiplayer modes.

Volumetric objects are structures composed from block-like modules interlocked in a grid. Volumetric objects behave like real physical objects with mass, inertia and velocity. Individual modules have real volume and storage capacity.

Space Engineers is inspired by reality and by how things work. Think about modern-day NASA technology extrapolated 60 years into the future. Space Engineers strives to follow the laws of physics and doesn't use technologies that wouldn't be feasible in the near future.

Space Engineers concentrates on construction and exploration aspects, but can be played as a survival shooter as well. We expect players will avoid engaging in direct man-to-man combat and instead use their creativity and engineering skills to build war machines and fortifications to survive in space and on planets. Space Engineers shouldn’t be about troops; it should be about the machinery you build.

Early Access

  • Planets and moons – inspired by real celestial objects (Earth, Mars, Alien, Moon, Europa, Titan), fully destructible & persistent, volumetric, atmosphere, gravity, climate zones
  • Game modes
    - Creative – unlimited resources, instant building, no death
    - Survival – realistic management of resources and inventory capacity; manual building; death and respawn
  • Single-player – you are the sole space engineer
  • Multiplayer - alpha version (not a final version)
    - Creative and survival mode with your friends
    - Cooperative and competitive
    - Privacy customization: offline, private, friends only, public
    - Max 16 players (this may increase in the future)
    - Weapons on/off
    - Copy-paste on/off
  • Starting Worlds
    - Earth Easy Start - start on a habitable planet with a set of basic vehicles. Your survival is threatened by attacking pirates who set up shop within range of their drones.
    - Mars Easy Start - become a colonist on a barren, inhospitable planet. Make sure you secure a source of water soon. Also beware of local pirates.
    - Alien Easy Start – the alien planet is a place with very sparse oxygen, not enough to breath freely. There is hostile fauna and pirates who want to claim the riches of this mysterious world and are not willing to share.
    - Moon Easy Start – You start on a moon orbiting a habitable planet. Your base is under attack by pirates.
    - Empty Star System - It is a star system with 3 distinctive planets and their 3 moons. Except for local fauna, planets are uninhabited.
    - Easy Start 1 – start on an asteroid platform with one large ship and two small ships
    - Easy Start 2 – start in a green asteroid station with several large and small ships (this is a large scene!)
    - Lone Survivor – start on an abandoned asteroid platform with no ships
    - Crashed Red Ship – your mother ship just crashed...
    - Two Platforms – competitive two-team multi-player world
    - Asteroids – start in a rescue ship with very limited resources
    - Empty World – no asteroids, no ships; suitable for creative mode
  • Enemy NPCs
    - sabiroids (spiders): can be found on alien planets and on Titan moons. They can destroy metal blocks and attack players. Their favorite hunting strategy is hiding in the ground and un-burrow to surprise their prey. When players kill a spider, new spiders won’t appear in the area for some time. They also store some components inside their bodies from objects and blocks that they consumed.
    - pirate bases: can be found either in space or occupying planetary surface. They have bounty hidden inside their containers that players can loot if they get over the drone attacks.
    - enemy drones: they spawn automatically from pirate bases and attack the players when they venture into pirate territory
  • Ships (small and large ships – build them, pilot them and crush them
  • Space stations
  • First-person & Third-person
  • Planetary bases, outposts, cities!
  • Dedicated servers - allow players to connect to a third party host, rather than using a player-host, in a peer-to-peer set-up. The result is a faster connection and a more fluent multiplayer performance with less lag
  • Super-large worlds – the size of the world to 1,000,000,000 km in diameter (almost infinite)
  • Procedural asteroids - adds an infinite number of asteroids to the game world
  • Exploration - adds an infinite number of ships and stations to the game world; discover, explore, acquire and conquer!
  • Drilling / harvesting
  • Manual building in survival mode – use welder to assemble blocks from components; use grinder to disassemble and reuse components
  • Deformable and destructible objects – real proportions, mass, storage capacity, integrity
  • Scenario editor - players can create missions and game modes which can be played by other players. Capture the flag, deathmatch, racing or campaign driven missions - all can be done by using the scenario editor, with your own rules and designs
  • Building blocks - light armor (cube, slope, corner), heavy armor, interior wall, interior light, small cockpit, large cockpit, cargo container(s), drill (character, large/small ship), ore detector, gravity generator, nuclear reactor, thruster, gyroscope, assembler, medical room, magnetic landing gears, spotlight, catwalk, cover wall, stairs, ramp, window(s), pillar, decoy, wheels, automated turrets, weapons, artificial mass, conveyor, collector, connector, merge block, camera, sensor, timer, text panel
  • Magnetic landing gears – attach your ship to a surface (another ship or asteroid)
  • Electricity - all blocks in a grid are wired in an electrical and computer network; electricity is generated by nuclear reactors
  • Gravity – produced by planets and gravity generators. Spherical gravity generator also available.
  • Rotors – create rotating objects
  • Advanced rotors – able to function as a conveyor system
  • Refinery - process harvested ore to ingots
  • Assembler - manufacture components from ingots
  • Oxygen - take off character's helmet, generate oxygen out of ice by using the oxygen generator
  • Symmetry/Mirroring Mode - useful in creative mode when building structures that require symmetry
  • Weapons - automatic rifle, small and large explosive warheads, small ship gatling gun, small ship missile launcher
  • Large weapons - missile launcher (for large ships)
  • Jump drive – a traveling mechanism that allows players to travel big distances in a short period of time
  • Solar panels - produce energy depending on the amount of light that they catch from the sun
  • World management – generate new worlds, “save as” to multiple copies, auto-save every 5 minutes (can be turned on/off), edit world settings
  • 32-bit & 64-bit - 64-bit version expands the amount of objects, ships and asteroids (almost unlimited)
  • Steam Workshop - Share your creations with the Community (upload and download worlds)
  • Modding - world files, shaders, textures, 3D models
  • Source code access – modders can get complete access to the game’s source code that can be found on Github ( This offers the opportunity for more and better modified content.
  • Localized interface (WIP) - Czech, Danish, Dutch, German, Icelandic, Polish, Spanish-Spain, Spanish-Latin America, Finnish, French, Hungarian, Italian, Portuguese-Brazil, Estonian, Norwegian, Swedish, Slovak, Ukrainian, Russian
  • Custom colors for blocks – Customize your creations by using any color you like
  • Cargo ships - auto-piloted vessels (miners, freighters and military) that carry ore, ingots, constructions components and other materials from sector to sector. They can be looted but beware, they often contain booby traps!
  • Environmental hazards – protect your character and your creations from meteor storms (Safe, Normal, Cataclysm, Armageddon)
  • Conveyor, Collector, Connector (IMPORTANT: this is a first work-in-progress version and a realistic version will be added later) - Conveyors move items from inventory to inventory. Collectors can collect small objects (ore, ingots, components, tools) into inventory. Connectors can throw items from inventory to space (in future update could be used to connect two ships/stations and transfer items)
  • Artificial mass – can be used to add gravity-affected mass to ships, useful in machine ships or cars
  • Wheels - use them with rotors and artificial mass to build vehicles
  • Automated turrets – gatling, missile and interior. Turrets are used mostly as defense mechanism rather than shooting other players. They aim on decoys (automatically by default), meteorites, missiles or all moving objects (eg. small/large ships) - targeting can be changed in the control panel
  • Large weapons - missile launcher (for large ships)
  • Large and small ship grinder and welder – assemble and disassemble blocks faster and in larger amount
  • Batteries - enables players to store the energy generated by solar panels or reactors at an efficiency rate of 80%
  • Pistons - offers the option to build more advanced machinery
  • Ion thrusters – suitable for environments without atmosphere (space or moons) / not recommended to be used on planets with atmosphere
  • Hydrogen - hydrogen thrusters, hydrogen tanks and hydrogen bottles
  • Atmospheric thrusters - powered by electricity, working only on planets with atmosphere
  • Factions - create and join factions, determine ownership of blocks and manage the relations between them (hostile/ally). NOTE: Factions are currently Work-in-Progress. There are still many things to be added (eg. chat and communication) and some bugs/issues are yet to be fixed.
  • Remote ship control – control ships without being inside the ship’s cockpit (drones)
  • Remote turret control - control turrets directly
  • 3D printing - export (CTRL+ALT+E) and 3D print the creations that you design in the game (
  • Modding API - brings a lot of new possibilities to modders and allows them to alter the game by writing C# scripts which have access to in-game objects (WIP - more features will be added in the future)
  • Blueprints - save your ship or station on a blueprint and paste it into your game
  • Projector block – project blueprints and weld the projection
  • Sensor – detects ships, palyers, asteroids, stations, floating objects and their state (friendly, neutral or enemy) and ownership
  • Sound block - reproduce predefined sounds such as alarm or siren for announcements
  • Programmable block – players can write small programs executed by the block
  • Communication – chat between players and factions
  • GPS - create, send, receive and manage GPS coordinates in the game
  • Voxel hands - shape and form the asteroids and change their material (creative mode only)
  • Xbox controller support
Please be sure to read the list of current features before you buy the game. It will give you an insight on what is or isn't actually working:

How to Play

Start by watching this video tutorial:

Performance Notes

Space Engineers is in development and undergoing frequent optimizations. The performance will get better.

The performance depends on the complexity of your world and the configuration of your computer. Simple worlds run smoothly even on low-end computers, but a more complex world with rich object interactions could overload even high-end computers.

Please read our performance advices:

Minimum requirements represent the bare minimum to run simple scenes and don’t guarantee a perfect experience.

System Requirements

    • OS: Microsoft Windows 7 (latest SP) 64-bit
    • Processor: Intel Core2 Duo 2.0 GHz (or AMD equivalent)
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce 8800GT / ATI Radeon HD 3870 / Intel HD Graphics 4000
    • DirectX: Version 11
    • Storage: 10 GB available space
    • Sound Card: DirectX® compatible on-board
    • Additional Notes: NOTE: The minimum requirements are sufficient to run the game but without planetary features.
    • OS: Microsoft Windows 7 (latest SP) 64-bit
    • Processor: Intel Quad Core i5 @ 2.5 GHz (or AMD equivalent)
    • Memory: 16 GB RAM
    • Graphics: NVIDIA GTX 660 Ti 2GB / AMD HD7870 2GB
    • DirectX: Version 11
    • Storage: 10 GB available space
    • Sound Card: DirectX® compatible on-board
    • Additional Notes: No internet connection required to play the game
Customer reviews
Customer Review system updated Sept. 2016! Learn more
Mostly Positive (572 reviews)
Very Positive (53,215 reviews)
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35,606 reviews match the filters above ( Very Positive)
Most Helpful Reviews  In the past 30 days
324 of 378 people (86%) found this review helpful
25 people found this review funny
Not Recommended
2,555.4 hrs on record
Early Access Review
Posted: September 11
It's Dead Jim

While some will disagree the game is simply dying, if not dead already. Have a look for yourself in the forums, many questions are asked, very few responses.


This game as suffered from a bad stroke of development since it went multiplayer even ignoring all the optimization issues that still exist with the game. For most, playing singleplayer just gets boring after a while as you basically just build a ship in creative. Building a ship in survival was just pointless because there was utterly nothing to do.

So, many players took to multiplayer, which by concept had the potential to be a megaton of fun. Imagine it for a moment, you are building your ship and a player comes by to try and steal it, you turn around and open fire with your assault rifle, and your ship comes to life and helps to defend itself. VICTORY! Now, imagine a large ship with 4 - 8 people on that ship helping to man everything from guns, to inventory, to even drones or small ships in a mining operation. The sheer coordination required by that would be intresting in of itself to make this game GOTY worthy.

Alas, that is not at all what it delivered. If your ship moves, any passengers have about a 424242% chance to die for no reason other than neglegent programming. In fact, almost 42424% of your deaths were from bugs. And if that isn't bad enough, 4242424242% of the time your ship was destroyed from bugs. Now, I'm actually refrencing a Dedicated Server with a 32 core Xeon, 1TB system that my guild "tried" playing on. Hardware was not the issue as it never was, it is the software -- that neglegent programming.

/geek stuff

The game currently uses the steam netlayer which is capable of 33 updates per second. That means that in one second, the server and client can send 66 updates back and forth to/from each other. When a ship moves at 5 meters per second, the netlayer is already saturated with physics calculations and simply can't take any more because there is just so much "junk" being sent through the netlayer that it was never intended to handle. There are other netlayers out there, even the moderators said they would move to Rakknet, in which we later found was a lie. The developers never intended to move the game to rakknet which has a update capability of over 100 updates per second vastly expanding the maximum speed in which a ship can fly before the netlayer becomes saturated and causes "bouncing" of the ship.

/end geek stuff


I tried to help. I am a programmer myself and being the game was open source to those who paid for it, I examined the source code and how the game interfaced with the steam netlayer -- honesly it was simply as I stated, there was simply too much stuff being sent over the netlayer, some of which shouldn't even be there and some a conversion to lockstepping could help alieviate.

So, I created a client and server side wrapper that provided an alternate method of transfering "some" of the data. It was simply a bandaid as it did have its bugs but the concept was solid, especailly in demondstrating what the problem was while there was a heated debate in the forums about what that problem really was.

I asked a complete stranger in the forums to join my server and help me test something, basically after I had finished my prototype, they joined my server with the changes installed and they were absolutely blown away. The server had no bouncing or rubber banding. When you looked straight down at your ship's floor while it was traveling 120m/s, you could only see the ship wabble 1-2 pixels on your crosshair, which was an absolute night and day diffrence between not having my fixes which the wobble could be upwards of 50 meters, which would cause instant death.

I took video of this just for posterity and posted it in the forums (Sorry Twitch has already deleted the video). The fanbois were P I S S E D! But why, I wondered. It took me a while but I figured it out, it took one of the fanbois only one comment to completely explain to me why they were all so upset -- I proved their precious KSH wrong, and showed them up by fixing the game for them! Did you know I was called a fraud? The guy I had just met was called a fraud, the video was called a fake, and you don't even want me to get into all the names I was called in that thread while the moderators utterly ignored every word. No seriously, every word until of course, the guy I met spoke out and defended himself in much kinder tones in which he recieved a ban.

I know one of the moderators and I'm not pointing fingers, I don't know which was responsible or if it was someone from Keen that did it. But there was a new precedent set that day in the forums, that much was quite obvious: Fanbois, ala the majority, rules.


This problem of fandom was first revaled to me after the "Cyberhound" patch. Immediately after, before anyone had access to it there were comments from the fancamp praising Keen for a job well done, calling the update awewsome, perfect, exceptional, epic, and one even called it couragous! It was sheer spam.

After I got the patch, I logged into the game to find that these cyberhounds randomly spawn inside your ship and immediately and without warning blow it up from the inside out. Try and digest what I just said if you haven't purchased or played this game yet. Immediately and very angryly I go back to the forums to the patch notes and to my surprise I see it going completely nuts with people complaining about the "Jihad Dogs". The moderator I am in contact with even said it was the hardest he's had to work so far to keep the comments within reason and in line with the rules.

It was so bad, there was an emergency patch that was pushed to toggle these dogs off. This one incident illuminates so much about the woes of this game, community, and developers that it may take a few reads to actually grasp the gravity of it, but being limited in text, I will make an attempt here.

Firstly it was made clear that Keen could urinate in the fancamp's mouth and the fancamp would thank them for the rain while at the same time attacking anyone who questioned the pungent smell, warm tempeture, and golden color. A critic's feedback never reaches Keen, and the developers have become so disconnected with the community it is almost laughable and pathetic to see them attempt to re-connect (that is a whole other story there).

The last attempt was the most miserable. A Q&A where Keen scripted the entire thing and selected on their most rabid fans to participate. No critics were allowed a signle question, and there were no questions that caught Keen offguard. It was more of a political forum than a Q&A.

But what it boils right down to is with the critics now gone, the fanbois have lost intrest in the game, no one plays, no one talks on the forums, and there is no more healthy debate and discourse with the developers, the game: It is dead. May it rest in peace while fandom burns in hell.

What you see now is the skeletal remains of an awesome idea where like a cancer, fanbois invaded the inner circles of the developers and tricked them into thinking that everything was ok while slowly killing them. By the time the developers realized there was an issue, which was a few months back when Merik came back to the game, it was simply too late, the damage was done. Fanbois seem rather hellbent to having this game die a slow and painful death; they seem to somehow think or believe "they are the game" by identifying as the game and therefor feel it necessary to attack all criticism.

There are many ways for a game to "go", but never, until this game, would I have guessed for a second that raving group of fanbois could actually achieve the death of a game. This game is a casestudy for the books and a prime example of who not to listen to when developing a EA game.
Was this review helpful? Yes No Funny
38 of 55 people (69%) found this review helpful
1 person found this review funny
Not Recommended
245.4 hrs on record
Early Access Review
Posted: September 9
I *really* want to give this game a reccomendation, but I'd need to be able to play it to do that!
This game is great, but as more features were added, it became more hardware intensive, buggier, and prone to crashes. What this game needs is for the developers to take the rest of the year off from adding features, and focus solely on optimization and bug fixes. Once they do that, I fully reccomend this game!

Seriously, it's an amazing game, full of depth and complexity. It feels like you really are engineering items in space, but simplified enough for it to be fun instead of stressful. Although I also think it's best to get this with a friend, as singleplayer can start growing monotonous after a while. Or at least, it did for me.
Was this review helpful? Yes No Funny
24 of 35 people (69%) found this review helpful
Not Recommended
279.7 hrs on record
Early Access Review
Posted: September 11
Space Engineers is an ambitious game. However, it has two huge problems. To counter that, it has some of the best ship building and flying for anything that you build.
A) It's a sandbox
B) It's a buggy mess.

Now, before the introduction of planets, the sandbox aspect was more or less not a big problem - all resources were accessible if you could just find the right asteroid. Survival was a thing you could do.

Come planets though, mining planetside and progressing to get into space became nonexistant. Multiple "features" are ignored, despite being buggy across months of patches. Currently the game is stuck in bug patching hell, and every bug "fix" seems to introduce three more that were worse than the last.

It's great if you just want to play around in sandbox and make things, but forget about enabling meteor storms. If you're on a planet, they cause damage to all the voxels, slowing things down, and they have no parameters that you can set to make them seem challenging but not overwhelming.

They mostly need to work on world generation and progressing from planets to space, neither of which seem to be on their roadmap. To make it all worse they released Medieval Engineers before it even really hit an Alpha state!
Was this review helpful? Yes No Funny
16 of 27 people (59%) found this review helpful
Not Recommended
708.9 hrs on record
Early Access Review
Posted: September 15
What is going on here, we are getting always some graphical,sound updates or some bugfixes. Nobody mentions the huge multiplayer problems, i came to the conclusion that KEEN is not willing to fix that.
A multiplayer experience is for this game essential and i have no hope.
So my conclusion and my suggestion to new players: don't buy this till is finished or the multiplayer problems solved.
I will come back after a main change of the status and redo my Review
Was this review helpful? Yes No Funny
16 of 27 people (59%) found this review helpful
2 people found this review funny
Not Recommended
140.6 hrs on record
Early Access Review
Posted: September 19
Returned after six months, and they haven't really added anything new to the game, other than gamebreaking bugs in multiplayer. Nicely done
Was this review helpful? Yes No Funny
4 of 4 people (100%) found this review helpful
Not Recommended
348.7 hrs on record
Early Access Review
Posted: September 22
The new update has made things harder to find as far as building blocks go. I cannot find easily angled building blocks. Also I have to get closer to build things now, Without the command to build a ship or station it seems everthing in building has to be done much closer which takes alot more time and effort. Instead of bringing new things to the game, the layout continually changes which I feel doesnt have to change. I really think updates should bring more content to the base game rather than changing things that dont need to change. Right now the game is unplayable.
Was this review helpful? Yes No Funny
8 of 12 people (67%) found this review helpful
Not Recommended
278.8 hrs on record
Early Access Review
Posted: September 16
The game is very fun. But at this stage it`s unplayable because of the serius bugs and multyplayer issues. And I dont see too much progress fixing this issues in the last YEAR... Wheel and piston still explodes for example with no reson...
Was this review helpful? Yes No Funny
9 of 14 people (64%) found this review helpful
1 person found this review funny
Not Recommended
238.9 hrs on record
Early Access Review
Posted: September 18
About six months ago I wrote a Space Engineers negative review which was popular among the reviews. I now want to update the review.

If you want to know the description of the game and what it is, read it on the Store Page, I'm not going to sit here and tell you what you can and can't do in it.

I bought Space Engineers (SE) three years ago and played this game all the time. It was fantastic, just an addicting, fun, and innovative sandbox game that helped get me through my tough college semesters.

In November of 2015, the developers (Keen Software House - or simply Keen) released a massive update. This update introduced planets.

Previously the game allowed us to play in only space. Long story short, all we had was asteroids. When I say that, I mean that more than acceptable by the community. Without planets, there was already so much to do, so limitless that no one complained about lack of content and only a few bugs here and there.

To summarize that; the multiplayer net code was reliable, the optimizations were great (DX9), graphics pretty good, there weren't too many bugs, and there was an abundant amount of content. During that time, the game was phenomenal, I couldn't say anything bad about it.

So going back to the planets update. Keen had kept the idea, of planets, in the back of their head until the annoying small part of the community kept begging Keen to introduce planets into the game.

I get it, cool idea, sounds like fun, ok whatever let's see what happens. Well come November, planets released. (after Keen hyped it up so much) My god that was a nightmare, horrible execution of a good idea. It was the epitome of a disaster. The FPS, graphics, extremely long loading times, bugs, and optimizations, (forced DX11 on an already CPU dependent game) were horrendous. A week later they released another update that, very slightly, improved the optimizations. See my PC specs on my profile, I could barely hold 60FPS.

It's been almost a year and the game hasn't much improved. Optimizations are still terrible, there are so many bugs, the multiplayer net code is FUBAR so basically no multiplayer, and there is really not much to do. Keen seems to rely on modders for adding content. For me, that is a punch to the face.

Moreover, SE seems to be tumbling downhill and I don't know if it will ever get back on its feet. Keen has dissapointed me the community so much, you can tell by how many negative reviews there are. (I remember when reviews were "Overwhelming Positive")

Now, I play here and there on only asteroid scenarios since it seems to be the only stable part of the game, especially since there I can actually play with friends without having to worry about the poor netcode.

Just stay away from now, check the reviews every month or two to see if things change. I pray that this game improves but as for right now, I unfortunatelly have to give it a thumbs down.

Sorry Keen but if you won't focus on just optimizing the game, maybe you wouldn't get so many negative reviews like mine.

For the time, I'll play some KSP in lieu of SE.

Edit: Grammar updates
Was this review helpful? Yes No Funny
8 of 13 people (62%) found this review helpful
Not Recommended
502.9 hrs on record
Early Access Review
Posted: September 4
Don't be fooled by my play time, most of it is from a while ago. Since the introduction of planets the game has gone downhill. It is poorly optmised, and seems to be getting worse. The game itself is fine if you have a beefy computer, but multiplayer makes even the best computers cry; but not if you don't play with planets enabled.
Was this review helpful? Yes No Funny
9 of 15 people (60%) found this review helpful
Not Recommended
2.6 hrs on record
Early Access Review
Posted: September 17
**Update** I love the game and always enjoy it. and am more than happy to recomend this game, its just not ready for everyone because it cant be enjoyed fully yet.

The game needs to be optimized for not only middle class players, but for the slightly lower. I'm in the mid range to almost high end pc gaming, and still have a hard time playing the game due to lag, unoptimized performance bugs, and many other things. Every time i try and play, the game eventually crashed.
I love the concept of the game, but i simply cant play more until they optimize the game for at least mid range pcs. But when they do, i think the game could have more potential then before.
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Recently Posted
Peepster McGraw
0.6 hrs
Early Access Review
Posted: September 28
Get Kerbal Space Program instead
Helpful? Yes No Funny
345.7 hrs
Early Access Review
Posted: September 28
Pretty sweet.
Helpful? Yes No Funny
467.0 hrs
Early Access Review
Posted: September 28
Very fun, have more hours in this game goofing off and building to my heart's content. I absolutly love how the developer keeps the community up to date on their progress and updates the game every week. GG would reccomend.
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470.2 hrs
Early Access Review
Posted: September 28
Let's clear the air. I've been playing this game in 1-2 month fits since about 2014. In that time, I've made everything from hover bikes (using player mods) to full length battle-cruisers. From small orbital mining platforms, to acre-spanning planetary bases. I've made cargo ships, mining vehicles, a replica of the SHIELD heli-carrier, and essentially anything else I felt like.

The Good:
-Great selection of mods from the community keep this already massive game perpetually new
-Great graphics for a voxel game
-Continually adding new features and mechanisms. Life support was a game changer.
-You can build in creative mode, save the game, and turn that game save into a server.
-Despite other reviews - multiplayer *does* work - it's just glitchy. I typically keep persisten objects down to double digits and limit players to about 8. Not super fun, admittedly - but you gotta' work within the constrains of whats possible in the game. I see a lot of reviews here harping on things the game just isn't designed to do (yet, if ever), and it's silly to me because its analagous to complaining that Red Dead Redemption doesn't have lasers and cyborg ninjas.

The Bad:
-AI is stupid. Last I played, you had roughly 3 options for "enemies"/NPCs. A) drone ships that are a bit OP if I'm honest. B) These weird spider things that literally jump so high they kill themselves upon landing. C) These odd cyber-tiger looking things that destroy your base while you're off not paying attention. None of them are fun, none of them really add anything to the game, and only seem to be there as a token gesture, like "ok. here. something to shoot at other than your buddies."
-Game slows down to unplayable depths if you overestimate your computer's ability to handle this game.
-Lots of features need tweaking if not outright revamping, but devs seem to have their own agenda/priorities on what gets fixed first.
-The planets are MASSIVE! Which would be awesome if there were any sort of reason to visit them. Other than a change of scenery (which in itself is a bit bland and repetitive), mining on planets is a mostly-hands on job as building a reliable vehicle to do this can only be done in creative mode. There isn't as much as liquid water on any planet. And so far - I've been unable to find more than stone iron and ice on a planet.

With all this said - I still highly recommend this game to anyone who's ever enjoyed building their own spaceships, stations, or just wants an excuse to float around in space. Just stay off the planets.
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24.7 hrs
Early Access Review
Posted: September 28
Probiably the best gae iv ever played. Up there with garrys mod and micro volts surge
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Sentinel Nova
104.5 hrs
Early Access Review
Posted: September 28
Space Engineers, A Space Minecraft is what i call it, with the ability to build anything you want makes the game so much fun. The Combonations of designs are endless and they are truly authentic. Good Game to have it takes time to understand the game but in about 1 hour you will be able to do anything!!!
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6.4 hrs
Early Access Review
Posted: September 28
This game is bad A.
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506.8 hrs
Early Access Review
Posted: September 27
Amazing game ,but Keen. Fix the multiplayer. That is the game's only saving grace as singleplayer is really dull after some time, but in multiplayer if it actually worked properly there would be contested areas of space and huge battles, which would be cool. Just imagine that.
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44.0 hrs
Early Access Review
Posted: September 27
a very good game,I'm addicted to it lol
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7.6 hrs
Early Access Review
Posted: September 27
i like it
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