SUMMARY:
- New PvE Encounters
- New blocks in the base game: 7 new Prototech Blocks, Inset Connector, Flush Cockpit and more!
- New Premium Content: Turret Variants, Gates, Modular Bridge Set, Small Ship Kitchen Set, Captain’s Desk, Parabolic Antenna and much more!
- What’s Next
- VRAGE3 Development
Hello, Engineers!
Prepare to engage like never before – our latest “Contact” Update has been released on Steam and PlayStation!
The Xbox and Windows Store release is in progress – we appreciate your patience while we make sure it’s ready! We’ll announce the release date as soon as possible.
With this release, we’re taking Space Engineers to new frontiers of challenge and discovery. For those of you craving thrilling PvE encounters and seeking to push the limits of your engineering prowess, this update is packed with everything you need.
“Contact” brings an array of PvE encounters designed to test your skills and strategies in high-stakes scenarios. But that’s not all! We’re introducing exclusive Prototech blocks – advanced technology you can only obtain through these intense encounters.
These blocks will add new dimensions to your endgame builds, giving you tools and capabilities that enhance your creativity and gameplay strategies. As always, we’re excited to see how you’ll use these new features to push the boundaries of what’s possible in Space Engineers.
We’re bringing you all the important gameplay changes for free in our Contact Update.
PvE Encounters
To experience all new PvE Encounters as intended, you’ll need to start a new world. They are enabled by default for any new world you create. You can also customize their density and the global encounter cap – or disable them entirely in the world settings.
Planetary Encounters
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. Players can discover everything from story elements hidden in datapads to valuable Prototech components.
Global Encounters
Global Encounters introduce a new type of space-based PvE content. When one spawns, all players in the session will receive a GPS point labeled “Unidentified Signal”.
These aren’t your typical encounters – expect challenging end-game NPCs, unique environments, and high-end loot. They are the primary source for acquiring Prototech. Stay vigilant, as hostile players might be waiting to swoop in and steal the prize!
Prototech
In this update we’re adding a new type of Block – Prototech. 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 need to extract them intact and then add them to existing grids using merge blocks.
Prototech Components
Lucky explorers can find Prototech components 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.
Alternatively, if you’ve acquired a Prototech Assembler, you can manufacture new components from Prototech scrap. But keep in mind: the Prototech Frame component, which is essential for every Prototech block, cannot be manufactured!
- Prototech Frame
- Prototech Panel
- Prototech Capacitor
- Prototech Propulsion Unit
- Prototech Machinery
- Prototech Circuitry
- Prototech Cooling Unit
- Prototech Scrap
Prototech Assembler
(1 block, L grid)
The Prototech Assembler is designed specifically for manufacturing Prototech Components, setting it apart from standard Assembler models. Its primary function is to maintain and repair Prototech blocks.
Prototech Drill
(1 block, L grid)
The Prototech Drill is a large-area drill that excels as a bore, collecting significantly more material at a faster rate than standard drills.
Prototech Refinery
(1 blocks, L + S grid)
The Prototech Refinery has the same profile as a standard refinery, but it comes with built-in boosts that make it more efficient and space-saving than a fully upgraded refinery. Rumor has it that a miniaturized version could bring the ability to refine ore on small grids!
Prototech Jump Drive
(1 block, L + S grid)
The Prototech Jump Drive is a long-range, high-efficiency jump drive. A miniaturized variant allows small grids to perform jumps – something that was previously considered impossible.
Prototech Thruster
(1 block, L + S grid)
The Prototech Thruster is a mammoth thruster capable of generating a large amount of force. Its reinforced structure makes it far more durable than standard thrusters.
Prototech Gyroscope
(1 block, L + S grid)
Prototech Gyroscopes are much more durable than their basic counterparts and include additional mount points – making them more reliable in combat situations where a standard gyroscope might become dislodged.
Prototech Battery
(1 block, L + S grid)
Prototech Batteries store significantly more power in less space and have overall higher performance. They are far more capable than standard batteries and can even compete with reactors in terms of output.
Non-Prototech Blocks, Improvements and Quality of Life Changes
Inset Connector
(1 block, L grid + 2 block, S grid)
The Inset Connector can sit flush with most surfaces, resting inside a reinforced frame.
Small Grid Temporary Container
When a small grid container is broken, a new small variant of the Temporary Container will spawn. This smaller version fits within the space of a small grid block, ensuring the contents remain secure and aren’t scattered into the distance.
Faction Changes
- The Factorum – creators of Prototech. This hostile faction has returned from the edge of known space, seeking revenge.
- Unknown – Space is vast. As humans venture deeper into the void, sometimes the void pushes back. This “faction” claims ownership over derelicts, wrecks, and other inert encounters. It remains permanently neutral to the player, allowing players to loot or interact with these encounters without affecting their reputation.
Toolbar Actions
All Action Blocks now support multiple toolbars, enabling more complex sequences to be activated using a single block. Separate On and Off actions have been added to several blocks that previously lacked these options.
New “Set Value and Execute” actions
We’ve introduced new actions for Pistons, Rotors, and Hinges, allowing for easier and more precise control.
For example, with the new “Set and Move” action for Pistons, you can now create an action that extends the piston to a customizable length at a customizable velocity. Similar toolbar actions have been added for Rotors and Hinges as well.
These new actions simplify the engineering of complex mechanical contraptions, making them more intuitive and flexible!
Grid AI Improvements
AI Task block gets new “set home at grid position” option (Grid AI Guide)
Triggering it will create a GPS coordinate in the grid’s current occupied location, allowing the task block to go back to or patrol that location.
Ownership Changes
A new Block Transfer screen has been added, showing incoming block ownership requests. When transferring a block’s ownership to another player, that player must now accept the transfer through this screen.
Additionally, only server admins can transfer blocks to “Nobody,” addressing potential issues that could arise from ownership changes.
Changed Color of Strong Unknown Signals
To help players easily distinguish Strong Unknown Signals from other types of competitive PvE/PvP content, these signals now appear with a new GPS color.
Re-arranged G-Screen Menu, added PCU info
With the growing number of available blocks, we’ve reorganized and revamped many block groups within the G-Screen Menu. This update improves visibility for a wider range of blocks and introduces more logical groupings, making it easier to find and use blocks efficiently.
More QoL Changes:
- Improved NPC Loot Tables
- Claim Timer Improvements
- Reputation System Rework
- Help Screen Improvements
- Re-balance of PCU Block values
- Graphical Improvements to Spotlight blocks.
- “New Game” screen now saves your previous selection
- Custom label for the Programmable Block “Run” Action
- Added Unified Block Limits for Block variants
- Added Railgun Charge Efficiency indicator inside the weapon’s control panel
- Greatly reduced Laser Antenna power requirements
- Revised sounds for the Sound Block
- …and more! For full Changelog continue HERE
Keen Newsletter & Flush Cockpit
Sign up for our newsletter in-game and get the Flush Cockpit for free!
Stay updated with the latest news, updates, and exclusive content from Keen Software House, and enjoy this special in-game reward as a thank you for joining us!
- VRAGE3 and Beyond
- Inside Space Engineers
- GoodAI Innovations
Sign up now to claim your free Flush Cockpit!
Q: I am already subscribed – how do I get the Flush Cockpit?
A: Simply enter your email again in the in-game subscription window to receive the free block!
Q: I am playing the Xbox / Windows Store version – I can’t subscribe through my game client. How do I get the new cockpit?
A: Xbox and Windows Store players will receive Flush Cockpit automatically with this update.
You can still subscribe to Keen Newsletter via our newsletter form.
Q: Does the Flush Cockpit disappear if I unsubscribe from the newsletter later on?
A: No.
We are always looking for ways to improve, and that includes adding value to prior releases. During this update, we are adding new content to existing DLCs, those who already own these DLCs will get this content for free, as part of the update.
(2 blocks, L grid)
Additional Truss blocks for structure, decoration, and greebling.
(4 blocks, L grid + 2 blocks, S grid)
Additional variants of windows to give your structures a roomy feeling.
Similar to our previous major releases, we hope you will take this opportunity to support the continued development of Space Engineers. This DLC pack consists of cosmetic items that enrich your game visually. None of the features in this package provide any advantage to players who purchase this DLC.
This package includes:
Gatling Turret Type II
(1 block, L + S grid)
This variant of the Gatling Turret features a new visual design, inspired by real-world military weaponry.
Rocket Turret Type II
(1 block, L + S grid)
A high-tech militaristic redesign of the Rocket Turret.
Small Gate Tall
(1 block, L grid)
A large doorway which opens vertically.
Small Gate Wide
(1 block, L grid)
A large doorway which opens horizontally.
Modular Bridge Set
(11 blocks, L grid)
A set of blocks featuring reinforced windows and control blocks, designed to be combined into the ideal bridge for a large grid ship.
Captain’s Desk
(1 block, L grid)
A workstation fit for stoic leadership!
Square Piston
(1 block, L + S grid)
A variant of the piston block featuring a sturdy, industrial aesthetic.
Flood Light Set
(4 blocks, L grid + 6 blocks, S grid)
A set of spotlights that can be placed at various angles, ideal for lighting up workspaces or securing perimeters.
Parabolic Antenna
(1 block, L + S grid)
A variant of the compact antenna, designed to resemble modern radar dishes.
Kitchen set
(5 blocks, S grid)
A set of modular kitchen blocks, ideal for creating a living space within a small grid.
First Aid Cabinet
(1 block, S grid)
A storage cabinet for housing medical kits and equipment.
Bunk
(1 block, S grid)
A compact sleeping space for small grids.
Modular Cargo Container
(1 block, S grid)
This cargo container variant can store a moderate amount of cargo within an easily stackable modular frame.
Media Player
(1 block, S grid)
A sleek flat panel screen complete with a speaker system.
What’s next
We have so much more to explore, and the journey is far from over!
With the foundation laid by Automatons, Signal, and Contact, we’ve established a strong PvE base that we’re excited to expand upon in future updates. These updates will continue to build on the groundwork we’ve set, bringing new dimensions and challenges to your gameplay.
But that’s not all – we’re excited to see how the improved Grid AI and the new Encounter system will open up new possibilities for everyone. While we’ve designed these features to enhance gameplay, we know our community’s creativity will take them even further.
Alongside these additions, we’re committed to ongoing bug hunting, optimizations, and quality of life improvements to ensure the best possible experience for our players.
Stay tuned for what’s to come – there’s a lot on the horizon!
We are thrilled to unveil a sneak peek of our latest video showcasing asteroids brought to life with our new realistic voxel materials.It highlights incredibly detailed, tessellated surfaces where prominent rocks and natural formations emerge in stunning clarity. Each asteroid features intricately textured materials, capturing the rugged and authentic appearance of celestial bodies without compromising on performance.
And what’s even more cool, while these detailed scenes might seem heavy in terms of triangle count, our in-house VRAGE engine ensures smooth and seamless performance thanks to its smart tessellation optimization techniques.
For VRAGE3, we are working on many improvements to our voxel hand tool. The tool is used in creative mode to adjust the landscape (planets or asteroids) to suit the player’s needs. Our goal is to improve the user experience and add requested features.
The main issue with the user experience is spatial orientation. It’s hard to tell where the voxel hand gizmo actually is. To fix this, we’ve improved voxel hand visibility and shading, highlighted the intersection with the ground via a depth shader when the gizmo is partially submerged, and added marks with decals denoting the closest terrain position in each axis.
We have also improved the “snap to voxel” feature, which keeps the gizmo partially submerged no matter how far it is from the player (within a certain maximum distance, of course). The feature can be turned off at any time to regain full control of the gizmo’s distance from the player.
In addition to standard features like adding and removing voxels, we’ve added material painting without changing topology, a reset to the original voxel topology, and the ability to pick materials.
I believe this will provide a much better user experience. I can’t wait to get it into your hands and see what amazing creations it helps bring to life.
Since we’re in the full swing of developing believable destructions for our blocks, having dedicated fractured material appearing on the cut sides of the fragments is very important to achieve realism.
For now we have just one fractured material for all metallic parts but in future we might cover more materials to have fractured material as well.
After months of anticipation, the game is finally available to the public, offering a first glimpse into the groundbreaking world we’ve been developing. The Alpha release marks a major milestone for us at GoodAI, and we can’t wait for you to experience it.
You still have a chance to join the AI revolution in gaming and be part of the movement towards true AI NPCs!
How to play?
Join the waiting list and when your batch is ready, you’ll receive an approval email with instructions on how to proceed.
Before diving into the details of the Alpha release, we encourage you first to check out our Alpha Release Trailer. The trailer beautifully tells the story of how NPCs persuaded a player to create this trailer, as more players means more time alive for them. Interestingly, this persuasion came after the player had initially killed one of the NPCs, prompting them to take action.
The trailer also gives a glimpse into the immersive gameplay and dynamic interactions you can experience in this Alpha version. It’s the perfect way to get a feel for what’s to come!
Space Engineers Wiki
Welcome to the Space Engineers Wiki!
If you are a member of our Discord you may have noticed the new Wiki.gg Role for some of our community members. These members are contributors to the wiki and would love to hear your feedback on how it can be improved! Please join the Wiki channel and share your thoughts. We are always seeking ways to improve.
- Thank you to the incredible AdaRynin, Enenra, and our modding community for adding helpful resources that aspiring modders can take advantage of.
- Thank you to Wiki.gg for providing an incredible platform for the Space Engineers wiki.
Community Hub & Spotlights
- Official Keen Workshop
- Monthly Spotlights
- Creator Spotlights
- Official Guides
- and much more!
We are currently in the Research and development phase, exploring new features of the VRAGE3 engine. Our goal is to support extremely large and fully dynamic and destructible environments, including planets, large spaceships, and any other creations built by the players.
Remote collaboration is possible!
Our team is global.
Finding the best candidates to join Keen Software House means exploring every possible solution, including remote work. While we strive to provide team members with the best possible work-life balance here in Prague at our incredible Oranzerie offices, we understand that it is not always possible to transition, therefore we are very remote-friendly. Here’s a map of where our teammates live.
If you want to let me know your feedback, please get in touch via my personal email address marek.rosa@keenswh.com, or use our Keen Software House support site. I welcome all of the feedback we receive and we will use it to learn and provide better services to our players.
Follow our social media to get the latest news!
Thank you for reading this blog!
Best,
Marek Rosa
CEO, Creative Director, Founder at Keen Software House
CEO, CTO, Founder at GoodAI
Personal bio:
Marek Rosa is the founder and CEO of GoodAI, a general artificial intelligence R&D company, and Keen Software House, an independent game development studio, started in 2010, and best known for its best-seller Space Engineers (over 5 million copies sold). Space Engineers has the 4th largest Workshop on Steam with over 500K mods, ships, stations, worlds, and more!
Marek has been interested in game development and artificial intelligence since childhood. He started his career as a programmer and later transitioned to a leadership role. After the success of Keen Software House titles, Marek was able to fund GoodAI in 2014 with a $10 Million personal investment.
Both companies now have over 100 engineers, researchers, artists, and game developers.
Marek’s primary focus includes Space Engineers, the VRAGE3 engine, the AI People game, long-term memory systems (LTM), an LLM-powered personal assistant with LTM named Charlie Mnemonic, and the Groundstation.
GoodAI’s mission is to develop AGI – as fast as possible – to help humanity and understand the universe. One of the commercial stepping stones is the “AI People” game, which features LLM-driven AI NPCs. These NPCs are grounded in the game world, interacting dynamically with the game environment and with other NPCs, and they possess long-term memory and developing personalities. GoodAI also works on autonomous agents that can self-improve and solve any task that a human can.