Install Steam
sign in
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem








And behold – a shrubbery!


Refinery on Caligo:
🛠️ Feedback & Support - https://support.keenswh.com/
https://steamcommunity.com/games/1133870/announcements/detail/670617245259399629 https://steamcommunity.com/games/1133870/announcements/detail/671742510072070515 https://steamcommunity.com/games/1133870/announcements/detail/671741876729021242
We will be sending our May newsletter soon – make sure you are subscribed


“The last idea was inventing a sort of visual locking mechanism between each door and the base, so that it looked even more industrial and realistic.”


Each screen can have its own aspect ratio and texture resolution, for example 512×512 for square panels or 1024×512 for wide panels. This helps prevent content distortion. SE2 Control Seat currently has eight individual screen slots, and our artists have created several LCD panel configurations.





Please join us for Space Engineers 2 Developer Livestream!
Image Credits: Cargo Ship by Dan2D3D
A few snippets from our internal build – we have working buttons and soon you will have them too!
There’s also an overlay that shows what each button does, so complex control panels are much easier to understand.
And we will be introducing inventory access from any interactive element of a block, not just at conveyor ports. Sometimes ease of use and quality of life override strict in‑game logic, and this is one of those times.
On this Tuesday’s playtest, we reviewed the wheels and suspensions. They feel good, but we agreed that some tweaks are still needed – mostly around making the wheels feel like they have good traction and are properly in contact with the terrain.
And I can also share a progress on large and small Magnetic Plates: 














Full Dev Diary: https://blog.marekrosa.org/2026/05/mareks-dev-diary-may-7-2026/
Loading
