Definitely the unified grid size tiny ships and drones and huge ships with a highway detailed Interiors Advanced weapon systems and much more will all be possible because of that one change
Thank you guys for your lovely comments and thank you Zer0's Legion for making this well-thought video! I am really enjoying working on VRAGE3, we really want to push it to the next level. Now with the experience that we have (SE is on the market for 9 years, VRAGE even longer - since Miner Wars), I think we can revisit our decisions and really make the VRAGE engine better.
Hoping there will be an early beta. I'd hate to have to wait 5years to play this. Only started playing about a year or 2 ago. But I'm hooked on the creativity. As you can see from my pfp, I remade the RSI apollo from star citizen haha
I have always loved space engineers, I pray that we get to see more updates to the game we have and More in our loving community! Thank you Marek! And all others at Keen
thank you for everything you devs have done, also, please make spaceships with the voxel planetary tech so that we can make all sorts of spherical and round shapes and ships, or at least even smaller blocks for full detailed interiors. Happy new year
With regards to the large scale multiplayer, I think it would be a ton of fun to have something like SE worlds as instanced realities in a network of instances like EVE runs, with warp gates between instances. This would allow for mass-scale stuff while not cramming a thousand people into one unreasonably resource-intensive instance.
Space 2 is an immediate buy for me. They showed what they are made off. Space 1 has so much problems, but damn, the next one is going to be amazing iam sure.
@@AndrewTFenn its dying as is. What needs to happen is a good over haul and optimize to make the game run smoothly with more players. And then they need to advertise
I hope that SE1 veterans who bought the game at the start of the early access and all the DLCs will have a discount of some sort, pretty sure that most of us want the same game but better. But then their business model was never abusive IMO.
I am INCREDIBLY hyped for the new vowel destruction, I hate that my crashed ships just bounce, they always feel so weightless. Yeah there's some good occasional crashes, but like, let me see my giant ship carve a canyon through the world as it slows to a halt while digging into the earth and crumbling from the back into the front.
I've been playing a lot of Hardspace Shipbreaker lately and I love how the character moves and how the ships are dissasembled. Is so satisfying! But that game is small and limited, I would love to see its features in Space Engineers.
@@rkikta I loved star base and genuinely had fun with it just the lack of communication with devs killed it too early I hope they can turn it around and bring the player base back but I fear it is too late
One thing I really look forward to is the possibility of mixing grid sizes and potentially having multiple bits within the same gridspace. No longer will a single light occupy 2.5x2.5x2.5 meters (I hope) ✊😤
With a hope of better physics I will reiterate my want for a rail system. I want to be able to make my own massive doors and lifts that won't bug out and aren't limited by pistons.
Rails could work simularly to StarMade. Actually Space Engineers already uses StarMade's rail system for a lot of things except rails: pistons, rotors, etc. You have a top part that you attach your hangar door to and a bottom part that is located next to identical blocks that the top part can slide across.
Combined grid sizes!? I'll finally be able to make that stack of papers on a desk without having to play around with magnetic plates! Also I've been making littler computer cores for my ships in small grid, so gonna appreciate not having to infill my ships with timing blocks.
Just one grid size please. The separate grid sizes are a source of infinite frustration and disappointment in SE. Having to describe things as "small grid small, small grid large, large grid small" etc. is just exhausting and the subgridding thing does NOT need to be such an exercise in fidgetry and bug use.
One thing I'd love to see in a second iteration of SE is the Medieval engeneers' structure physiscs i realy think it could enrich the gameplay, specially if there are diferent kinds of block materials each with their own weights and resistances.
this is very ambitious and im all for it, hopefully they have the funding to see it through because the completion of this would be the greatest survival game ive ever played
Had SE since day 1 played it for the majority since then to be honest the biggest thing im looking forward to would be the SIM speed optimisation for multiplayers servers and they are more than well aware that players like making there own weapons so im very much interested to see what they come up with in regards to the PMW lovers. none the less i'd buy SE2 regardless. Even if it is a copy and paste with better SIM speeds.
My friend and I have put hundreds of hours into Space Engineers, so the prospect of a Space Engineers 2 is so incredibly exciting to me. I hope it happens, and I hope it's every bit as awesome as I can imagine. Good luck Keen! **Edit** I just checked, and I apparently added Space Engineers to my Steam library on February 18, 2014. Crazy...
There will be a new Clang with a new Space Engineers, but I will buy it as soon as it is announced. After all of the physics improvements, new blocks and water, what I really want them to do is improve the solar system and planet generation. It is crazy that we are still stuck with the same planets and fixed solar system, unless you want to try out new planets that often end up with there own new set of issues.
I know there's gonna be people bitching about paying "again" for Space Engineers. But personaly i do not mind, cause One, the game is 10 years old... And 2 i have 2500 hours on it..., i'd say that the 20$ i paid back in 2014 as been EXTREMELY well paid back... And if its unavoidable, well it is what it is...
I mean, it's a sequel and from the new features they've shown so far, I'd happily pay for it. I don't understand why people expect to receive a sequel for free...
I am definitely excited for the no grid size differences and really looking forward to seeing how this engine and make voxel(s) that much better. Also finding ways we can create mods for the new game with a much easier tool than we currently have. I don't even try because of the number of tools you need just to make a skin.
My concern is sim speed stability during combat. That's going to be a lot of floating object. Curious of the threshold, and if it'll effect the immersion if you have to set the floating object count so low that they have to self delete almost immediately. Secondly, with a re work of planets and atmospheres, I would love re-entry effects.
Support for higher fps than 120, better performance, better lighting. Orbit mechanics would be fun too. I mean, I started playing when the game first came out back in 2013. The engine is 10 years old almost, any fundamental improvements are very welcome.
@@peterpan408 I can understand that, but at some point, the game needs to move forward. The improvements to the game on a new engine would make the experience better for the majority of players.
i am curently playing on a 42 player server. The performance is prety decent and blocks count are decent also. I would say that 100 player is a golden zone for an SE 2
Lets hope SE2 will progress from medieval ages all the way to space age :), im guessing the functional blocks breaking apart is some modified code of what they have in ME for destruction.
Like with the building analogy, they had the ability to do it in VRAGE but it would have been difficult for them to add it to Space Engineers without making lots of changes. A fresh slate with VRAGE 3 and Space Engineers 2 gives them the opportunity to add it at the bottom level.
lots of exciting stuff going on, this is going to be a really awesome journey we are going to take with Keen and hope the best, i just hope it wont to stressful for em
I can’t make my mind up about combining grid sizes, on one hand it could work out amazing, on the other I’m worried about how it’s going to affect the players ability to make small, simple, single task ships. The large vs small grid makes it easy as there is large/small grid tools and blocks that with that idea of small grids being simpler, single use and large grids work as a carrier or base of operation.
The biggest thing that would affect that would be how they handle the size of functional blocks in the new system. Obviously right now they simply have many that are simply smaller in small grid, taking up a single block respective to their grid. With no grid sizes however, how are they going to do that? Will they still be able to be down-sized, and if so, would that affect their functionality? Only time will tell how they handle this.
@@awesome_by_default It's possible that there would be different size variations for functional blocks that all can be stuck onto the unified grid, with each size having different armor values and efficiencies and the like. Not too different from the large/small hydrogen tanks we have for small grids currently.
decal layers for things like rust, mud, caked dirt, etc. stuff that can stick and stay, or get washed off, things that are temporary, decay, growth, acid, etc. decal layers can be used for ANYTHING, which includes paint, but "paint" in terms of modelling is applying a texture, ANY texture, to a surface, whether its friendly name is paint, dirt, acid, or a literal decal for something like a label
I am happy to see they are embracing a unified grid. I am glad to see they are going smaller. I want drones that are closer to drone size. I want to RP an AI.
Man, I just hope VRAGE 3 (and possibly SE2) is able to overcome what I call the Czech Curse. Basically, the Czech Curse is a curse that applies to games made in the Czech Republic. It curses these games with a relatively mid vanilla experience, amazing mod potential but with really awful mod tools, a challenging engine to work with, occasional wacky physics, poor multiplayer performance and occupying a niche genre in videogames that no other game on the market can really seem to get right. This curse so far applies to Space Engineers and Arma 3, and I hope that the next engines and subsequent game entries for both can push past this curse.
Idea for the Vrage 3 test game "Pirate Engineers" or something along those lines. Tests grid size fusions with large hull blocks and small detail/funtion blocks. water (duh). Voxels for mining/hiding treasure. Block breaking from cannons. etc
For very flexible resizable blocks, have a look at Avorion … (IIRC 5cm steps in every cardinal direction, so if you want the wedge steeper or flatter … easy as apple pie. There are some drawbacks to that amount of flexibility, though …
There definitely will be a space engineers 2 atleast there planing on it. Think about it don't all these features line up really well with space engineers?
I guess the blocks will be kinda "split" into grid. So basically you could place a small block onto a large block smack in the middle. At least that would make sense to me. I would be all for it honestly. It would greatly decrease the amount of subgrids, allowing to build way better/prettier without clang. Imagine building something with small grid rotors/hinges on large grid, without having your ship blow up. Fucking hell that would be so nice xD
I think that conceptually all larger blocks will be a combination of 0.25m /smallest grid size. So a 2.5m cube will conceptually 10x10x10 0.25m blocks - except that by using one instead of up to 1000 blocks you can cut down on a lot of computation! I would not wonder if any group of blocks will be “fused together” to a few blocks of ‘primitive’ rectangular/triangle shapes and only be treated individually when damage or similar partial-block-size changes happen. Also that means that you have 100 possible positions on each face of a 2.5m cube to stick your 0.25 block onto… not just the middle. And on top of that, it might be possible to have, say, 1m x 0.5m vertical beam grow out of the slanted facing of any wedge type block. Place large block, cut 2 tiny blocks side by side from the diagonal and replace them with cubes, repeat for the next 3 rows, stack cubes on until they all end at the lowest possible, identical height, place 2 half-metre blocks onto them, repeat until you are at the height you need. And if done right, you can still skip almost all of the extra calculations…
@@advorak8529 I think starship evo goes that kinda approach. You have scalable blocks that kinda merge into one block if placed. I feel like that is another good possibility. So if you wanna place a line of 10 blocks, it becomes a single block after placing
Yes I agree, I believe the only thing that could stop them is internal problems or funding, trademark issues with more indie games like this. We know the dev team is more than capable it just falls to money.
Personally I would re-buy space engineers 2 if they decided it was to be a completely new game and not a free upgrade. Doing this at least helps keeps the guys working on the game for the future
Just started playing this, one of the best game me and my 2 buds have ever played man... incredible. I honestly am not even nearly done with the first one considering we only really just discovered it but nevertheless, cannot wait for SE2!!! An instant buy for me :)
Just a thought about the decal layer: Maybe it’s for stickers, so you can paint a complex design directly on the surface of a block. If you want a sign to say “warning electrical hazard” you need to use a LCD, so maybe this would make skins easier to work with and take up one less block. Also if they do this they may add GIF functionality to the LCD screens which would allow infinite meme potential.)
I'm sure there's lots you can and will be able to do with it, I was just saying a lot of people ask for the ability to paint each face of a block independently so I'd imagine that's why they've done it that way.
My 3 biggest wants are in this order 1. Grid cross compatibility. Give me the ability to attach small grid blocks to large ones and vice-versa. Edit: well, would have finished the video. Fuck yeah, love this. 2. Stable in game physics (praise be to clang, but let's work on that please) 3. Blueprint compatibility. Assuming the same blocks exist in se2 (which I think they should, just overhaul the grid system as I mentioned) I would like to see our creations carry forward. Obviously this is dependent on a lot but we have spent years building and designing our community inventory of diverse creations, it would be a shame for all that to be relegated to the dust bin.
I was thinking with the addition of water and aerodynamics a naval engineers would be the cool. A game akin to storm works or from the depths. It would be different enough from those to justify it and would be a the best way to test these new features.
I can't imagine them creating a separate game for that, i'd imagine the naval and aerodynamics would just be part of SE and people would make thrusterless servers for ship and plane combat.
2 things I'm looking forward to or want 1 water...I really don't want to talk about how many hours i spent playing with water mod probably have more hours in plant then space because of it and to see official support would be more then enough to make me buy it 2 just something to do once I've built these big warships it always ends up being a well now what situation. I do kind of want physics like mid evil engineers where you have to pay attention to how you build something if you don't want it crumbling down though I do have mixed feelings about that.
Well, "decals" in gaming typically means 2D overlays applied to geometry, such as bullet holes, blood spatter, scorch marks, etc. My guess is they're gonna find a way for decals to propagate over multiple blocks, or perhaps interact with other decals for more realistic looking battle damage and crash site damage. For example, an engine on fire may leave oil redidue or burned paint on blocks around it, or perhaps carbon buildup on the hull from reentry heat. Could also apply water effects to surfaces, making them appear dynamically wet, like water droplets that interact with the cockpit shape, streaking across with air speed direction. Stuff you want for detail without using geometry or taxing physics simulation. Just a thought.
Decal layers are already in the game currently for this kind of thing, the reason I highlighted it is because they said "for each of the faces of a block". That was my logic for thinking you could paint each side, otherwise, why highlight it.
I had a $100 bill in my hand, ready to hand it to Keen when I saw the name of this post. The moment Keen makes an announcement for SE-2, I will gladly pay them again for their magnificent product. They have earned my money a thousand times over in the last decade. I will gladly support them again in their endeavors.
I hope they bring a lot of new stuff (or good mods as vanilla options). And that they expand on tools and options for setting up containerized servers. I'd really like easier build-in maintenance options, discord integration, more survival options, either an easier way to prevent lightning damage in-game or an option to turn it off. Also options for linking multiple worlds (I want to create a universe, make space extremely large with jump points to focused areas, make it expandable ,...). And in-game I'd like jump gates, more options for blueprints (subgrids, swapable light and heavy armour, colour themes, block exclusion), build-vision as a default, customizable huds, more NPC interaction, extended economy (selling grids should be a possible). I want to be able to upgrade components without swapping or adding blocks. Bigger thrusters, higher maximum speeds (depending on the grid...). Bigger doors/gates with better hit-points. More Animated blocks (like the cockpits that open). More resource types (they could add resources that are otherwise useless for players, but valuable to NPCs). Guided missiles. Radar systems. A map. Advanced AI control (via that map). An overhaul of the character weapons. I have a big wish-list, so I also hope they expand the creative and dev team.
What about orbital bodies. Stars, planets, asteroids, etc... More natural hazards like, dangerous nebulas, improved asteroids, black holes, etc... Player skins, or make suits equip able. Enemy AI, maybe different species and fauna. Maybe some kind of achievable end game blue prints for teleporters alien tech, etc...
improve the new player guidance. the existed guidance is s**t. As a new player, tell me in 1 minute, which block for flying, which block for attacking, how things work, then its all good. THe official tutorial is long and terrible.
I've been trying for years to get Keen to move to a new engine and Kickstart a Space Engineers 2. I hope that comes sooner than later. I'd like to see a multiplayer with ~100 players per server and a build-able "gate" that could transport a ship to another server and back. I think this type of system will allow for engaging and emergent game play. Private server Admin could then disable this device (unbuildable) preventing incursion; if they wish. With that I'd also like to see a more elaborate planetary customization system. So that private servers could be more diverse.
Hopefully the potential Space Engineers 2 will also have proper weather to planets. 100% water covered, almost unending rain and storms... Or sand storms on a rust-sand planet.
Thanks for the heads up, cannot wait! SE was one of my favorite games, but I have not played it in forever. I mainly stopped playing because of multiplayer performance issues. (That was before they released a bunch of patches that addressed those issues but I never made it back.)
Needs a connector between large and small conveyor ass well as being able to attach small grid to large grid, As well as database/damage control option build in to each cockpit of ships , ships integrity could be saved through cockpit damage control option once you finished building set ship of your choice and then if u get hit or crash, flicking "damage control" will work as portable projector dedicated only to each cockpit showing "blocks missing" from ship, which would allow rebuild or repair ships integrity in field. Could work like blueprint of controlling ship but from is own cockpit.
I hope two objekt can occupy the same space/square/block, lika a lamp on the top and a button on the right, Stationeers does this very good. Also cant wait and take my money!!!
If we get liquid physics, does that mean new fuels? Oil? Hydroelectric dams? Perhaps gliders will work better since there'll be wind resistance? I'd like Pressure sensitive doors. A door that will refuse to be opened until both sides have equal pressure.
somethings i always hated in space engineers was the overall lighting system, and how even a single of the tinyest light block just fill the space of a whole 2.5m block
I can't imagine them turning it into an MMO, I think they just want to improve the multiplayer performance of the game to allow more people to play at once.
I at least would like damaged blocks would get some textured changes when damaged, rather than just getting warped a little. Like have burn marks and projectile dirt. Make it look like a ship had taken a serious beatings instead of a lego set your toddler child dropped on the floor.
Decal layers would be fantastic! finally damage scars and wear and tear, crash scars, burn marks etc, glowing metal from hot stuff, all sorts from these!
I think SE2 could be what Elden Ring was for From Software, a massive success! I like that Keen Software seems really focused on the important points. I didnt see any useless features in this video!
if they add joystick and hotas support for space engineers 2 i will lose my mind sinking hours into that game and look for more complicated creations in terms of maneuverability especially if airplanes are added and made useful. imagine if that gets pulled off and the dogfights that people could have
I believe they think that the new game would have to be different than se and that's why it'll take a long time. For almost all of us, just the upgrade of the engine would be enough to buy the game again. The rest can be added later with updates and dlcs
Honesty all that is cool but the two things a space engineers 2 would need to work are decent performance and a good long term progression system. All the rest a details that are cool and all but not really changing the fundamental problems the game has. And honastly after that proper controls should be a much bigger priority than adding more crap slowing the game down.
Ohhh it'll be so nice when the game can take advantage of some of the power my dedicated server has to offer. A server that is, amusingly, as old as the game.
I hope blueprints can carry over. Also, having DLCs carry over or all Space Engineers DLC blocks unlocked by default. Also, I hope the speed cap is removed or increased