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Space Engineers 2 launches this month and promises a refined and expanded starcraft experience.


This month has been a quiet month for video game releases, as January tends to be, but at least one asteroid-shaped asteroid is on the way. Space Engineers 2. Announced over the winter, it’s a reimagining of the spread. 22nd most popular space game confirmed by science – We’ve delivered 14 full-ass features since 2013, including The Imaginary Second Coming A seven part series diary Many a Vengabus works Or Giant robot spider of the wild wild west.

It’s time to give some attention to the new game. The first alpha starts inside Steam Early Access On January 27th. Here’s what’s in store.

As soon as you use your superior simian mind to understand the trick, follow along Space engineers It’s about space engineering again. It’s a first-person sandbox action and exploration game set in the mysterious Almagest star system, centuries and light years later.

Some trivia: The first Amalgeist was a 2nd century astronomical treatise on the movements of the stars and planets written by Claudius Ptolemy. I haven’t read Amalxt, but I don’t believe it mentions “25cm integrated grid build system” or indeed “magbots with camera stabilization”. You’ll experience both of these things in the first alpha build of Space Engineers 2, which includes a creative mode with refined construction tools, undo/redo functionality, and a new blueprint system with grid pickup and partial copy-paste.

The new VRAGE3 engine is promised “thanks to ray tracing, global lighting, smooth terrain, parallax mapping, smooth armor edges and improved lighting.” Here’s the trailer for the announcement so you can watch it explode and fly away.

Watch it on YouTube

as a Space Engineers 2 Early Access RoadmapThe first update after the alpha launch will add a user-generated content workshop. After that, they are planning an update that will make unspecified improvements and improvements to play mechanics and interface. Then comes an update with proper modding support, including a mod hub and editor.

And then, the good stuff: walking planets with bodies of water, multiplayer, non-player character classes, survival mode, and a story campaign. The campaign is the story of two brothers who arrive in the Amalgeist system after thousands of years. It is divided into missions. They’re planning a sandbox campaign option with no story backbone, in which you’ll simply build ships and fight against factions.

In the video below, Keen Software CEO Marek Rosa goes over the details of the roadmap while fielding questions from the space engineers community. Among other things, it emphasizes the importance of making the simulator more intuitive – for example, by adding a little creative mode simplicity to survival mode with new “backpack building” and “projection building” systems. It also speaks to the engine’s bloat, which supports great feats like quickly replicating all hand-assembled warships, but lends itself to incredibly brittle blocks when blasting them.

Watch it on YouTube

As for the first space engineers, it goes nowhere. Kin Software plans to keep abreast of the new game’s development. No Overtime-2-Style Ragpool here.

I confess, I am writing. Space Engineers 2 Partly because some of you good people mentioned it in the comments on my post SpaceCraftIt seems to focus more on galactic exploration and relatively automated resource extraction and production operations. I think I like Shadow of the Space Engineers 2 better than Spacecraft, where you can travel in crawlers, physically around asteroids in three dimensions, using the aforementioned maggots. I wish I could do that at Starfield.. Ptolemy would have been very happy, I’m sure.



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