God’s God Diary: May 8, 2025

What is this

Every Thursday, I will share a god diary about what we are doing in the past few weeks. I will focus on the interesting challenges and solutions I am facing. I will not be able to cover everything, but I will share what I was interested.

Why do I do

I want to bring our community on this journey, and I like to write the things I have enthusiast! This is my unfilter God Journal, so please keep in mind that what I write here is my thoughts and that you will read this will be old by the time, because many things change quickly. Any plans that I refer to are not set in stone and everything is subject to change. Also, if you do not like spoilers, don’t read this.

Space Engineers 1

The latest fieldwork update for SE1 has brought back many players, and we are now looking at the increased activity in SE1. This is wonderful to see, especially because we still have a plan for SE1, and because SE1 and SE2 canbalize each other’s player in an interesting way:

Some new players buy SE2 (just it’s new), just leading to leaving them, to find out if they don’t still have much content for them. If they had purchased SE1 instead, they would have been more likely to be engaged in the game.

SE2 currently shows lower retention rate and player numbers than SE1, as the creative mode appeals only to the small segments of the players.

However, we are committed to this as a long -term journey, so these are just temporary challenges that we will overcome.

Personal

I want to share a personal experience with you. About a year ago, after a small slip-up during the BJJ, I began to consider the stretch and inertia in my upper and lower back. Initially, I cleaned it, thinking it is part of getting older. I turned to common remedies – massage, cramps, mobility exercises, but none of them made a pit. Depressed, I consulted a sports de Doctor Cutter who referred me to a biocineticist with a new perspective.

Using movement tests, the biochinetistist found the real culprit: some of my muscles were more active-work more than the right part of their work-when others did not pull their weight. This excessive activity caused muscle fatigue, which eventually stimulated protective cramps when it decided to tighten it in my body and brain.

Their remedy was straightforward though spot-on: massage the tense muscles to simplify their load and strengthen my body to balance the weak. He worked wonders. We also find that in some cases, some muscles were defective – for example, when I turned my head to the right, my abdominal muscles would be completely separated instead of maintaining proper support.

The best part was that we definitely debuged this issue with no uncertainty, targeted and exactly three muscles that needed fixing. This precision meant that I know where to be careful and how to address the area of ​​each problem. With this approach, the pain subsided, and now I return to long coding sessions, free of discomfort.

Takeway? Whether you’re debugging the code or solving problems in your body, do not close on the surface to find the root cause.

Space Engineers 2

Vs 1.5 moding

The next big update is vs 1.5 moding
  • Here are some use cases that I recently tested:
  • Change the default lt skybox in the game – can be done in a few clicks
  • Replace the composition on the default lt Medbe block with chrome
  • Add a new Medbe block to the game – so it shows as a new block in G -Screen
During this test we find some mistakes and some fantastic UX issues .It, which are being fixed, so it was very useful. Here are a few examples of changing the action:
Space engineers adjust the 1 coach model import and content.
Dummies’s Gizmo Control.

Throster with built -in lights and gyroscope – you are no longer restricted by entity type!

And the terminal view with both light and thrust override.

The reason we decided to add moding so early was that the SE was always about our community and our moders and we wanted to support them as soon as possible, and we hope it will add an extra price to the game, and help SE2 grow faster. But it’s hard to say, maybe starting with survival will be a more growth strategy. It’s hard to say.

Gameplay: Almagust system colony

The heart of the gameplay of Space Engineers 2 is a new colonization system. We have divided the almagest solar system into separate regions, offering every unique resources, challenges and opportunities. As you complete the mission in these fields and install the infrastructure, you will increase your “colonization index” – a measure of humanity’s foot in this remote star system. The sandbox that defines this space engineers creates a clear, visible progress way while maintaining independence.
Each engineering project, research mission and combat encounter contribute to your colonization efforts. Complete the power station? Your colonization index increases. Install a mining outpost? The index increases further. Rescue against threats? Your settlement becomes more secure. This system aims your engineering projects in the widespread story of humanity expansion.

We are creating this experience as a “new space race” – where players collaborate and compete to establish the presence of humanity in Algamest. These create natural objectives that are always visible and are clearly communicated through mission markers, HUD indicators and detailed objective panels. By intuitive visual guidance – you will always know what your current mission is, where is the essential resources, and waiting for the completion.
While space engineers are best in 1 engineering, physics and sandbox elements, the SE2 will enhance this base with strong gameplay loops and progress systems. We have created a game to provide a satisfactory rhythm of challenges and awards – you will experience meaningful achievements every few minutes instead of hours, keeping engagement high when building towards great achievements.

We are applying many Access Casility Features to support this vision:
  • BP Cupk building For direct or-to-compartment transformation during construction
  • Advanced projection formation With our revised ghost block system
  • New Build Planner Interface To streamline the engineering process
  • Redesigned blueprint system Facility to distribute J Knowledge between engineers
Block Unl-Ocking King will be bound with both the progress of your colonization and your building achievements-with field-specific resources to enable specified technology, create basic components to unluke Lock.
We are also considering the role -based specialty path (Explorer, Engineer, Pilot, Businessman) that will complement the colonization system while preserving the Sandbox Freedom Sen.

During all these changes, we are improving the accession without compromising the depth. Space engineers 2 will be easier to learn but challenging for the master – maintaining engineering complexity to maintain the values ​​of our community while we are creating together will welcome newcomers to the universe.
Please tell me your thoughts – suggestions, questions. It’s time to start a gameplay discussion with you!
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