Full notes
Full Space Engineers 2 update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Events
- Maps
- UI and audio
- Store
- Performance
Join us Monday, July 6th, for the release of the next major update for Space Engineers 2: VS2.3 Drive, Automate & Detonate!
📅 Monday, July 6, 5 PM UTC 🛰️ Twitch: https://twitch.tv/keencommunitynetwork 🛰️ YouTube: https://youtube.com/user/SpaceEngineersGame
What exactly will you find in this major update?
It’s time to give you a clear overview of what you can expect in upcoming VS2.3. This update is another big step forward for Space Engineers 2 – not just in terms of content, but in terms of systems coming online. We’re introducing new gameplay foundations, and deepening several core groundwork mechanics from our previous updates.
Major Update VS2.3: “Drive, Automate & Detonate” will bring the final Mechanical Blocks (Wheels & Hinges), explosions and destructive Warheads, and core Automation tools (Timer, Sensor, Event Controller) to the game! This update also expands exploration with new planetary stations and Endless Encounters, while introducing critical Combat enhancements and foundational Reworks to Survival progression and Ore Distribution.
New in Almagest System / Almagest System Exploration
Sector Stages
Foundation of world evolving, as you colonize
Added new cutscenes
new encounters and contracts
Foundations of Endless encounters & contracts
Brand new Tutorial / Almagest Introduction
Reworked ore distribution in Almagest sectors
Verdure now has gold, lead and magnesium (rare)
Ore nodes has 3 categories: surface, medium and deep (100 m)
rarer ores/larger nodes found further down you go
Volcanic areas contain rare resource spots
Added planetary stations
Verdure - Vallis Reach
Kemik - Dustspire Junction
Palatine Orbit - Palatine Station
Caligo Orbit - Caligo Station
Added additional foliage (Planet Verdure)
Features - System Foundations
Wind Physics
Added Flight HUD
Explosions
O2H2 tanks
Functional Reactors
Ammo in inventories
Warheads
New Game menu redesign
Classic Survival Start Added
Character Skin system basics through Medical Bay
Decals
Bullet hit
Drill impacting voxels
Explosions
Wheels
Features - Expansions
Action Toolbar Groups support
Subgrid support not yet, but planned
Action Toolbar improvements (mouse tooltips, drag+drop)
Added limits for Rotors/Pistons
Manual Turret Control
Added function to buttons / button panels
Render, GPU optimizations
Voxel Performance Improvements
Unified access between Terminal and Cargo
UI Tutorials
Improved Landing Particle Effect
Particle Effects randomization
Flora Render improvements
Better Grid guns crosshair alignment
Added/Improved character animations and poses
Added tons of new sounds
Rework progression to fit current state of Almagest
Fast travel sequence added
F1 screen updated
Character Weapons & Tools
Iron sight for character weapons (RMB)
New Blocks
Wheels (6 sizes: 100, 150, 250, 500, 750, 1250)
Hinge
Event Controller
Timer
Sensor
Control Panel
Wind Turbine
Rocket Turret Large
Rocket Turret Small
Large Rocket Launcher
Small Rocket Launcher
Large Warhead
Small Warhead
Sound Block
LCD (Large)
LCD (Medium)
LCD (Small)
Wide LCD (Large)
Wide LCD (Medium)
Wide LCD (Small)
Narrow LCD (Large)
Narrow LCD (Small)
Corner LCD (Large)
Corner LCD (Small)
Interior Wall Cutout 2.5 m
Wall Insert Panel 1.5 m
Wall Insert Pipes 1.5 m
Wall Insert Vent 1.5 m
Wall Insert Window 1.5 m
Wall Insert Conveyor 1.5 m
Catwalk Stairs Wide Half
Catwalk Stairs Narrow Half
Game Localizations
Russian
Ukrainian
- In worksSimplified Chinese, Korean
VS2.3 is one of those updates where many separate pieces start connecting: wheels and hinges for movement, timers, sensors, and the Event Controller for logic, warheads and explosions for consequences, and Almagest progression that makes the world react more to what players do. It is not the final shape of Space Engineers 2, but it is another important layer of the foundation we are building in public, together with you.
As always, this is Alpha, so some things will be rough, and some systems will keep changing after release. But this is exactly why your feedback matters now. Try the new blocks, break our assumptions, build things we did not expect, and tell us what works and what does not. That is how Space Engineers has always grown.
Full Dev Diary: https://blog.marekrosa.org/2026/06/mareks-dev-diary-june-25-2026/
🛠️ Feedback & Support - https://support.keenswh.com/ 🗺️ Roadmap: https://2.spaceengineersgame.com/roadmap-2/#current 🛰️ Discord: https://discord.gg/keenswh 📫 Newsletter: https://www.keenswh.com/newsletter ➡️ Connect and find us on your platform of choice: https://www.keenswh.com/connect/
https://steamcommunity.com/games/1133870/announcements/detail/671746315771709543 https://steamcommunity.com/games/1133870/announcements/detail/702143076369432623 https://steamcommunity.com/games/1133870/announcements/detail/702143076369432621
Source
Changelog.gg summarizes and formats this update. How we read updates.
