The Xbox and Windows Store release is in progress – we appreciate your patience while we make sure it’s ready! We’ll announce the Xbox release date as soon as possible.
Before the update goes live, enjoy exclusive previews from our amazing community. Check out videos below and get ready for the Contact Update!
Planetary Encounters bring new life to the planets of Space Engineers! These range from small research outposts to formidable pirate strongholds, each offering a wide variety of loot.
Enjoy Splitsie and Capac exploring new Planetary Encounters from the Contact Update!
Our favorite pastime is browsing through the workshop - we are in love with all the creations our players are constantly sharing. 💫
We can't wait every month to spotlight mods and blueprints that catch our eye and have the potential to make your time in Space Engineers more interesting and unique.
Here is our spotlight for the month of September! 🤩
- Greebling-related SE Interior and Truss Block shapes in 3x3x3 size! - Build stages for every block! - Block variant group matching interior and truss block shapes! - Fully texture-able and colorable!
I made this mod because I love the combination of placing a barred window with a 90 degree offset onto another barred window. My only problem with it is that it takes up 2 block spaces, so I made this.
The blocks are integrated into the progression and block variation groups.
This is a submod for Harbringer Ace's excellent Assault Weapons Pack. This is made with his blessing and endorsement; all assets used from Base AWP are used with permission.
The Frostnova Star System from the mini series "Darkspot" adapted into a full system.
The Frostnova Star System is designed to be adaptive for whatever you want to it. Might it be a simple alternative starting system or a world ready for PvP, the choice is up to you.
A compilation of classical well-used manufactured vessels being resold under the umbrella of Builder faction Economy trade stations. They are added alongside the usual Keen ships for sale.
The advantage of this trading mod is to eliminate the strain of building complicated or large vessels, subgrids or scripts. Also to expand on challenging survival gameplay.
The biggest city within the Isidis Basin. This map is made up of many new and old structures I have created put together to create a large and well detailed city.
Also, this map is intended for exploration as I added tons of small details that are easy to miss, and since there are many builds that would be useless in survival.
RED SHIP MECH Modular Encounter, Advanced WSAD Mech Survival Edition and more!
Daily Spotlights
Do you want to see more amazing Space Engineers ships, fighters, tanks, mechs, planets, rovers, bases, scripts, mods, encounters, scenarios, minigames, videos, and other creations?
We’re excited to announce the upcoming Contact Update for Space Engineers, arriving this October!
Building on the solid foundation laid by previous updates like Automatons and Signal, Contact brings new gameplay features, blocks and enhancements to expand the PvE experience even further. Whether you’re a seasoned player or new to Space Engineers, there’s plenty to look forward to in this update.
Stay tuned for more details as we get closer to the release!
Prototech Explained
In 1.205 we’re adding Prototech blocks. These are powerful, “end-game” blocks, found in new “Global Encounters”. Prototech is a powerful technology created by the secretive Factorum faction. They have gone to great lengths to ensure components cannot be reverse engineered!
This means you cannot simply grind these blocks down and take their components, like you can with ordinary blocks. Instead, you’ll have to extract them intact, and then add them onto existing grids using merge blocks.
Alternatively, if you’ve acquired a Prototech Assembler, you can manufacture new components from Prototech scrap. But take note: The Prototech Frame component, which is at the foundation of every Prototech block, cannot be manufactured!
Finally, lucky explorers can find Prototech components (including Prototech Frames) in the cargo storages in the various new NPC encounters. Collect enough of these, and you may be able to construct a new Prototech block without an Assembler.
Prototech Jump Drive
Prototech marks a major technological leap, giving The Factorum a clear advantage over the rest of humanity.
One such breakthrough is the miniaturization of jump technology. The Prototech Jump Drive is available for both large and small grids, allowing small grids to instantly travel vast distances without needing a carrier vessel.
Once freed from The Factorum, this block can upgrade your scout craft, extend the range of your shuttle, or transform your ship into the perfect ambush fighter. The choice is yours!
Space Engineers: Official Server Wipes
From Tuesday October 8, all official servers will undergo a full wipe and upgrades to ensure smooth performance and apply the latest changes. This means all progress on these servers will be reset.
Be sure to save your blueprints and get ready!
For more details about the downtime and when the servers will be back online, follow our official Discord for updates.
Our favorite pastime is browsing through the workshop - we are in love with all the creations our players are constantly sharing. 💫
We can't wait every month to spotlight mods and blueprints that catch our eye and have the potential to make your time in Space Engineers more interesting and unique.
The buildings don't have interior except for the palace.
Daily Spotlights
Do you want to see more amazing Space Engineers ships, fighters, tanks, mechs, planets, rovers, bases, scripts, mods, encounters, scenarios, minigames, videos, and other creations?
Our favorite pastime is browsing through the workshop - we are in love with all the creations our players are constantly sharing. 💫
We can't wait every month to spotlight mods and blueprints that catch our eye and have the potential to make your time in Space Engineers more interesting and unique.
Introducing the "Elite-Turbo-Ultra Gigga-Chad, totally not a dangerous harpoon, Grapple Hook 6000".
With this slick piece of engineering, there will be nothing but smiles and sunshine for all the good boys and girls! Get you very own taste of vertigo on our patented rope swing!
Two types of hermetically sealed glass ramps are added to the game in different sizes: 2,3,4,5,6,7,8,9 block long glass ramps in flat and cylindrical shapes.
In the upcoming 1.205 update we are adding a set of new Prototech blocks to Space Engineers. These blocks are unique and powerful “end-game” blocks that will be part of the free content in the 1.205 update.
In the video below you can see a little sneak-peek of one of these blocks. Stay tuned for more information regarding Prototech and PvE content!
Factorum
As the world shifted from the Military Industrial Complex to the Aerospace Industrial Complex, those who made their money in defense were at a crossroads.
Some adapted to the times. They turned their intercontinental missiles into space ships, their swords into plowshares.
Some retired. They decided there were fates worse than watching your billions become millions.
But some fought against change, against Modularity. They fought unimpeded by morality, consequences be damned. They created a unique Prototech.
And they call themselves The Factorum.
Newsletters & Early Sneak Peeks
Do not miss our early sneak peeks and teasers for the upcoming update! Sign up for our monthly newsletter here: https://www.keenswh.com/newsletter
Our favorite pastime is browsing through the workshop - we are in love with all the creations our players are constantly sharing. 💫
We can't wait every month to spotlight mods and blueprints that catch our eye and have the potential to make your time in Space Engineers more interesting and unique.
As long as the grid is powered, it can obtain a basic defense shield (but it does not consume power), so pirates will also get a shield.
This shield is determined by the number of blocks in the grid, that is, the larger your grid, the higher your shield value. However, it can be configured through the configuration file.
NiteOwl & MonsterKing’s Echo Base Decorative Pack brings several additional items to your rebel base.
This pack adds several items like lights, arch ways, decorative consoles with terminal access, hanger decorations, and more to finish off the look of your rebel base interior along with the main base pack.
This is a version of the popular Connect 4 board game made fully functional in SE with block coding!
Either player can start, pieces animate falling into place, the screen detects and highlights four-in-a-rows, and the board is cleared with a cool wipe animation. The game can be played manually using buttons or remotely using the player ships.
Our favorite pastime is browsing through the workshop - we are in love with all the creations our players are constantly sharing. 💫
We can't wait every month to spotlight mods and blueprints that catch our eye and have the potential to make your time in Space Engineers more interesting and unique.
This is a holographic, in world hud for your ship, Tribute to one of the best space trucker HUDs of all time, made to fill the holo hole in our hearts.
Time to explore the other half of the solar system!
With this mod, you can create gas giant planets of unlimited size that are more than just a skin on a normal rocky planet. Explore rings full of asteroids and space dust, dive into the dense clouds of the planetary atmosphere, and harvest resources with external collectors!
A PvP Arena Map inspired by the old X-Wing vs. TIE Fighter games.
Players are assigned to either Rebels or Imperials and, once the match is started by an admin, can spawn X-Wings and TIE Fighters from their spawn station's spawn bays to fight their opponents in a team deatchmatch.
Originally intended to be a 'straightforward' mission to Proxima Centauri b, The Foundation finds itself adrift for over three centuries due to a cryosleep malfunction, landing in an unknown and uncharted star system.
Now, it stands as a testament to resilience, survival, and the indomitable spirit of exploration.
This is combat scenario set in the universe of the Battlezone Combat Commander game.
This world provides battle-oriented progression to the game. To advance further, you need to make missions that expands ISDF territory and push back the enemy.
A lore-driven exploration-scrapping-combat scenario for single- and multiplayer.
You will join House Trastikh, a small and unimportant honourable House in the Akhinnae Empire and explore cities, settlements and stations to gather more information on the world. Interacting with NPCs and text panels you will find further information on how to advance your tasks.
The new Signal update is here! “Signal” lays the foundation for a new era of Space Engineers. 2024 will be a year of exploration, battle, and survival. This update focuses on our framework for a new standard in player versus environment.
Signal adds new choices to your creative arsenal with new blocks, specifically created for this occasion. With this new set of blocks, your remote automation can act with an entirely new level of autonomy. Where the wildly popular “Automatons” update added remote mining operations, automated drones, welding assistants and so much more, “Signal” empowers these systems to communicate! Reactive updates, straight-to-chat, as well as complex systems communicating over multiple ships, stations, or any combination are now possible!
Get live chat updates from your remote satellite array, mining drone fleet, or automated defense sentinels in Signal!
Please join us in 2024 as we explore Space Engineers like never before. We can’t wait to see what you create!
Changed ModAPI behavior for mechanical blocks to accept Attach/Detach only once per tick
Fixed an issue where pixelated flickering would appear near large amount of light sources
Fixed a crash when grinding down a parachute hatch at the moment of it being deployed
Fixed an issue where clicking View (Camera block, etc...) when remotely connected to a grid beyond sync distance would kick you to spectator
Fixed an issue where NPCs would fall through the planet upon death
Changed Admin teleport behavior using Ctrl+Space when seated in a station. Character will be unseated and then teleported. Dynamic grid and character behavior unchanged
Fixed an issue where "Target is out of range" would appear even to other players not currently trying to lock a target on DS
Fixed an issue where trees would fly away after cutting them down
Changed hand drill behavior so that at most 15 floating ore objects spawn from single voxel change, floating ores over this number are combined into bigger chunks
Fixed an issue where the first world in the list would get published instead of the one selected by controller
Fixed an issue where the deployed parachute would still slow the grid down even after the block was ground down into construction stage
Fixed an issue where the AI Offensive block would get stuck in an unresponsive state while shooting
Fixed an issue where a drone would forget "Flee to" GPS on DS
Fixed an issue where a conveyor line to Hydrogen Tank would not get interrupted even when part of it was ground to construction stage
Fixed an issue where a Hydrogen Tank would not fill up when the conveyor connection was built in Survival
Fixed an issue where an alarm in Space Standoff would remain active with a dead enemy character in the area
Fixed an issue where the removal of an item from Build Planner queue was prevented by the selection of an N/A blockvariant
Fixed an issue where a Sensor block would fail to detect manually placed asteroids
Fixed an issue where a Connector status would get desynchronized and appear unlocked for some and locked for others on DS
Fixed an issue where copypasting Body location GPS would try converting the date and time into coordinates
Fixed an issue where player would get kicked from DS after trying to weld projection too fast
Fixed an issue where spherical safe zones would fail to identify what is and what isnt contained in the field
Fixed an issue where ModAPI IMyTurretControlBlock.Target returned itself
Fixed an issue where graphical artifacts appeared when weather was present due to precision loss
Fixed an issue where safe zone would reject and continue rejecting a grid, accelerating it to max speed
Fixed an issue where Idle movement would not work for Searchlight in MP
Fixed a crash when attempting to crush a grid with another grid
Fixed an issue where a turned off Sensor would still visualize the Show sensor field range
Fixed an issue where a character would jump low and near in low artificial gravity
Fixed an issue where the Day duration slider and description in Advanced world settings would break visually
Fixed an issue where the info about Help keybinding would not change on the HUD when key was rebound
Fixed an issue where NPCs would not be able to follow player onto a ramp of sufficient height and elevation
Fixed an issue where NPCs would get stuck on steep surfaces or could not follow player near trees
Changed NPC behavior when they cannot reach a target to wander around instead of stopping and waiting
Fixed an issue where turning off Saberoids/Spiders on DS would not make them despawn
Fixed an issue with Z-fighting on the small grid oxygen tank
Fixed an issue where a copied Rocket turret in combat would continue actively shooting after pasting without having a target
Fixed an issue where block's destroy particles would not scale with its dimensions
Fixed Enable drones and Enable voxel hand toggles in Advanced World Settings not having a tooltip
Fixed an issue where lootable NPCs would not be displaying their names when highlighted
Fixed an issue where the muzzle flash particle would look as a 1 pixel wide line above the iron sights when in that mode by adding support for ironsight particle
Fixed an issue where NPCs would stop their AI after reloading a save
Fixed an issue where a ship would have trouble orientating itself along recorded path in gravity
Fixed an issue where a server could start with a 3rd party generated or incorrect password salt causing connecting Clients to crash on join
Fixed an issue where one of the Mission Briefing datapads in the Space Standoff would contain old version of the text
Fixed an issue where the Space Credits icon would not be displayed in economy screens on PlayStation
Fixed an issue where the direction of shooting would follow the decoupled crosshair in 3rd person and not the direction the character and weapon was facing on DS
Fixed an issue with Z-fighting on the Inset Bed block
Fixed an issue where all Barrel blocks would be under Block Weapons tab. Explosive Barrel moved under Warheads, others moved to Cargo section
Fixed an issue where Assault turrets would continue to spin after being turned off during idle movement
Fixed an issue where LCDs would be too bright, causing the text to be harder to read
Fixed an issue where UI opacity could be set too low, preventing the player from seeing completely
Fixed an issue where Willis Duct Light would have incorrect research dependency
Fixed an issue where Small grid Railgun collision models would be too large
Fixed an issue where ModAPI for IMyExhaust, IMyPowerProducer and IMyReactor interfaces would extend the in-game variants
Fixed an issue where h2/o2 Generator would mirror incorrectly
Fixed an issue where a newly added item to a Jukebox playlist would advance the Jukebox UI to the last song but still remain playing the current one
Fixed an issue where Event Controller would forget assigned blocks on paste on DS
Fixed an issue where ModSDK tools ModelViewer and BehaviorTree would produce an exception on startup
Support Site Fixes
Fixed a crash when deleting a cargo filled with non-stackable items
Fixed a crash when splitting a grid with an LCD in a construction stage
Fixed a crash when Event Controller was set up to attach/detach a mechanical block top part at the same time
Fixed a crash when a Connector would try to repeatedly attach or detach while already attaching/detaching
Fixed an issue where the upper parts of an o2/h2 Generator would not have mountpoints
Fixed an issue where the collisions of small grid Autocannon and Assault cannon turrets would be too large
Fixed an issue where the Custom Turret Controller would forget assigned weapons and settings after grid split/merge
Fixed an issue where the Pirate Base on the Moon would spawn drones with Atmospheric thrusters
Fixed an issue where an LCD with too long of a text would freeze or crash the game. Now text max 65k characters long. Title max 512 characters.
Fixed an issue where a CTC powered rocket launchers would not lead a target
Fixed an issue where small grid Small Connector was able to connect from the sides
Fixed an issue where an assigned toolbar action would work even through a physical connection like Landing gear instead of logical like Connector
Fixed an issue where it was possible to receive an invite dialog from a multiplayer game other than SE, resulting in an error
Fixed an issue where CTC selected weapons would not persist through save/restart on DS
Fixed an issue where an AI offensive block with intercept would be prevented from retargetting by collision avoidance
Fixed an issue where an AI recorder would not trigger setup actions at the waypoints
Fixed an issue where the time to target lock was too long. When the target is a grid, the locking time is 5 seconds down from 10 seconds.
Fixed an issue where purple texture would get used on voxels after changing graphics settings
Fixed an issue where Alt+mouse camera control would not work when controlling CTC
Fixed an issue where Preserve aspect ratio would not work on curved LCDs
Fixed a crash when entering a cockpit with specific toolbar setup
Fixed an issue where it was impossible to access interactive elements of other blocks obscured by the Holo LCD
Fixed an issue where it would spawn players under the ground if the spawn point was embedded in voxel
Fixed an issue where AI offensive block would lose assigned weapons on grid split
Fixed a crash when a missile type projectile hit a door subpart while mid open/close
Fixed an issue where the Flare launcher had an incorrect dummy
Fixed an issue where the the Safezone would incorrectly determine if something was in or not
Fixed an issue where a character in jetpack on a DS would start copying rotation of a nearby spinning grid
Fixed an issue where the small grid Rocket turret would have a hole in its model
Fixed an issue where the displayed mass of a grid would not update on change due to the calculation not taking multipliers into account
Fixed an issue where the UV textures on the ladder block decals would not be correct
Fixed an issue where small grid Landing gear collision models would be too large
Fixed an issue in the Industrial cockpit model
Fixed an issue where large grid Connector collision models would be too large
Fixed an issue where small grid Ship drill collision models would be too large
Fixed an issue where Oxygen farm collision models would be too large
Fixed an issue where small grid Rotor collision models would be too large
Fixed an issue where small grid Advanced Rotor collision models would be too large
Fixed an issue where Ship Welder model would have a see-thru seam around the conveyor port
Fixed an issue where {player_count} in server Motd would count NPCs as players
Fixed an issue where the Medical room block had incorrect mounpoints
Fixed an issue where the grid would explode after attaching it to a fallen tree with a Landing gear
Fixed an issue where the large grid Ship welder was not able to touch the conveyor with its conveyor port
Fixed an issue where the Oxygen farm model was not able to touch the conveyor with its conveyor port
Fixed an issue where hydrogen would not flow through sorters in the oposite way
Fixed an issue where the AI blocks would not calculate with the mass of subgrids as well
Fixed an issue where NPCs would attack through closed doors
Fixed an issue where a Beacon would interfere with Remote control and remote connection to a grid
Fixed an issue where the base of a large grid Antenna was not centered
Fixed an issue where Large oxygen tank conveyor port models would intersect with conveyor lines a bit
Fixed an issue where large grid Large cargo container conveyor ports would not touch with other connected blocks
Fixed an issue where the small grid Gyroscope would appear to levitate above the surface
Fixed an issue where Jump drive had holes in its model
Fixed an issue where smal grid Small cargo models would not visually connect
Fixed an issue where Ion thruster models did not visually connect
Fixed an issue where Atmospheric thruster model would have a gap in it
Fixed an issue where Programmable block API for Laser antenna was not working
Fixed an issue where the Offset door collision models would be too large
Fixed an issue where filled gas Tanks would show damage effects after being ground below functional
Fixed an issue where the Chat spam protection would time out even Admins
Fixed an issue where the scrollable server Player list would not fit all players
Fixed an issue where Aquarium bubbles would show and animate in projections
Fixed an issue where Inset couch would mirror incorrectly
Fixed an issue where the Sensor block would not be able to detect players laying in beds
Fixed an issue where the small grid Beacon did not require radio components to be functional
Fixed an issue where the Pillar model construction stages were rotated by 90 degrees
Fixed an issue where the player would not be informed that they are unable to spawn outside of the world size limit
Fixed an issue where Alt+MMB would allow for items to pass through sorters the wrong way
Fixed an issue where Solar panels either worked when they shouldn't or did not work when they should
Fixed an issue where left CTRL would get ignored for crouching in localised languages, right CTRL would always be ignored when key was bound to it
Fixed an issue where small grid Blast door edge collision models would be too large
Fixed an issue where AI blocks would be ignored in the power priority rankings and lose power
Fixed an issue where a multiplayer lobby would fail to download specific mods
Fixed an issue where control of a remote grid would not persist through save/restart of a server
Fixed an issue where a Piston would not allow other Pistons being placed around it
Fixed an issue where a Drone collision avoidance would try to avoid its own subgrids and refuse to fly to Waypoints
Fixed an issue where there would be less planetary boulder spawning
Fixed an issue where AI Offensive block would continue shooting even after target was destroyed
Fixed an issue where it would not be possible to place a block onto the top part of a piston placed horizontally on a surface
Fixed an issue where sounds would be almost inaudible in the right channel of a Stereo setup
Fixed an issue where a leftover Debug Draw would appear when target pattern was set to hit and run on AI Offensive block
Fixed an issue where AI recorder would name waypoints differently in the Detailinfo than in the Waypoints list
Fixed an issue where Offensive word filter would try to protect player even in non-shareable areas of the UI
What’s Next
We have so much more to explore! In our next update, 1.205, we are going to go BIG!
New resources
New end-game blocks
We take a deep dive into PVE encounters
And we begin exploring exploration
Stay up to date with the latest developments by signing up to our Newsletter. Get a sneak peek, every month, at what the future holds!
17/05/2024 Hotfix 1.204.017
Fixed an issue where protection against underground spawn would prevent spawning inside Safe Zones
Fixed an issue where negative small rotor displacement would cause Clang
Fixed a crash when a Defensive block would try to flee from an entity which has been trash removed on DS
Fixed a crash when removing items from a temporary container spawned from a dual inventory block
Fixed an issue where GPS sent from Broadcast Controller would not show up in singleplayer
Fixed an issue where hostile turrets on Red Ship v2 would be set to target enemy characters
Fixed an issue where it was impossible to deposit components further into the conveyor system
Fixed an issue where it was possible to set restricted Advanced World settings on Xbox and WS
Fixed an issue where the Community Content tab of New Game screen would refuse to load
Fixed an issue with progression through the 3rd First Jump mission on consoles in Safe Mode
Fixed an issue with missing localisation for tooltips for locked Signal DLC blocks
Fixed an issue where Bridge Window group would appear twice in the Radial menu
Fixed an issue where the Large cargo container access port highlights would not appear on Low and Medium
Fixed more edge-case crashes
23/05/2024 Hotfix 1.204.018
Fixed an issue where block placement would be prevented by the blockspace of a nearby block instead of physical shape
Fixed a crash when looping actions across multiple Action relays
Fixed an issue where the game got stuck in remote control after save/reload|restart
Fixed an issue where small grid Broadcast controller wouldnt need power to function
Fixed an issue where ModSDK ModelViewer would have black skybox
Fixed a crash in ModSDK tools on startup
Fixed a typo in LargeMissileLauncher flight sound definition