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Space Engineers

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Space Engineers is a sandbox engineering game where you design and build ships, stations, and planetary bases in a fully…

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Changelog

Space Engineers: Prosperity Update & Pack Live Now!

Added
  • Add new Factorum Global Encounter with Prototech O2/H2 Generator block
  • Add Ping Grid button to track grid locations from the Info screen
  • Add small grid Flat Collector block
  • Add option for player stores to opt out of Item Search
Changed
  • Improve Services Terminal feedback to explain why grids cannot be stored or deployed
  • Improve grid retrieval to allow server owners to control distance restrictions and timing
  • Allow Precision Mode marker to be set to current character position
  • Tighten grid repair, salvage, and storage rules to prevent bypassing hacking or ownership restrictions with hostile blocks
  • Modernize Space Respawn Ship with improved visibility of systems and better survival readiness
  • Improve projector movement and rotation consistency and unlock previously locked settings for manipulation at any time
  • Improve wording around Store Blocks and Market Search for easier understanding of listings and search behavior
  • Add new modding options for enabling repair and salvage services on player-made grids

Hello, Engineers!

The Prosperity Update makes Space Engineers feel more alive, useful, and rewarding: better economy services, safer grid recovery, and more ways to build the kind of base, station, or ship that feels great.

Explore a new Factorum encounter and hunt down the new Prototech O2/H2 Generator, track missing ships with the new Ping Grid button, and enjoy improvements to Projector, Contracts, the Services Terminal and economy systems. We’ve also added a small grid Flat Collector - a handy new block for all the farmers among you.

https://store.steampowered.com/app/4835530/Space_Engineers__Prosperity_Pack/

If you own Space Engineers, everything below is yours - no extra purchase needed.

New Factorum Encounter

Apparently, the Factorum have not shown us everything they have been hiding. New rumors are spreading through the void: strange signals and valuable Prototech waiting for any engineer bold enough to go after it. Of course, that means some of you are already plotting the fastest way in - and the most explosive way out.

A new Factorum Global Encounter has been added into your worlds. Track it down, break through their defenses, and see what secrets you can bring back in one piece. As always, getting your hands on it will not be as simple as grinding down a few blocks and flying home.

Services Terminal & Economy Improvements

Economy 2 added new ways to store, repair, recover, and salvage grids. With this update, we focused on making those systems clearer, safer, and more predictable in normal gameplay.

Services Terminals now give you better feedback about what is happening with your stored grids. If a grid cannot be stored or deployed yet, the terminal should do a better job explaining why - for example, if the grid is moving, recently damaged, or otherwise not ready. This should make grid storage feel less like a black box and more like a proper station service.

We’ve also improved how grid retrieval works. Server owners can now control whether stored grids can be pulled from very distant locations, and retrieval timing can take distance into account. For players, this means Economy 2 servers can be tuned for different playstyles - from convenient ship storage to more grounded logistics where location matters.

Precision deployment is getting a useful improvement too. You can now set the Precision Mode marker to your current character position, making it much easier to bring a stored grid back exactly where you need it. Less guessing, less nudging, fewer “almost perfect” deployments.

Repair, salvage, and storage rules have also been tightened up. Grids with hostile blocks attached are now handled more carefully, helping prevent cases where players could bypass hacking or ownership rules through station services. Modders and scenario creators also get more flexibility, including new options for enabling repair and salvage services on player-made grids.

Player stores also have a new option to opt out of Item Search. This gives shop owners more control over how their listings appear, especially if they want to run a more private store, keep certain offers local, or avoid cluttering global search results. Your store can still exist and function normally - it just does not have to advertise every listing to everyone through Item Search.

We’ve also improved some of the wording around Store Blocks and Market Search, making listings and search behavior easier to understand.

Overall, these changes should make Economy 2 feel more reliable in day-to-day play - whether you are storing a hauler, recovering a damaged ship, running a server, or building a custom scenario.

Projector Functionality Improvements

We’ve cleaned up several projector controls and UI behaviors. Movement and rotation directions should feel more consistent, sliders should behave more predictably, and projector settings that were previously locked at various stages can now be manipulated at any time.. The goal is simple: less fighting the interface, more building the grid you actually wanted to build - especially when working with complex blueprints or finishing repairs after a rough encounter.

Ping Button for Lost Grids

Lost your ship again? It happens. Space is big, GPS management is a lifestyle, and sometimes your favorite grid ends up somewhere you definitely meant to remember.

The new Ping Grid button helps with that. From the Info screen, you can now generate a GPS point for one of your grids, making it much easier to track down ships, rovers, stations, and other creations you may have misplaced during your adventures.

The GPS point marks the grid’s current location and stays available until you remove it, so you can find your way back later. It’s a simple improvement, but for anyone who has ever lost a mining ship, scout rover, or “temporary” construction platform - this one should save some headaches.

Modernized Space Respawn Ship

The Space Respawn Ship has been modernized and rebuilt with survival in mind. Important systems are easier to see at a glance, so new and returning engineers can better understand what the ship has, what it needs, and how to keep it flying. It should serve as a better starting point - giving you exactly what you need to start your adventure out in the void.

New Blocks

[table noborder=1 equalcells=1]

**Prototech O2/H2 Generator** (1 block, L grid) - The latest Factorum innovation is here! Refill fuel and oxygen up to 10x faster, using less power than a standard generator.

**Flat Collector** (1 block, S grid) - Slim, sleek, and easy to fit into compact builds. Harvest crops like a pro with this space-saving collector!

**Structural Platform Conveyor** (1 block, L grid) - You asked, and we heard you! Hide conveyor lines inside your Structural Platform foundations for cleaner, smarter ship and station layouts.

**Short Stairs** (1 block, L grid) - Small space? No problem. These airtight stairs keep compact builds walkable, connected, and pressurized.

**Passage 2 Frame** (1 block, L grid) - A sleek, space-saving extension of the Passage 2 block. Use it to polish your interiors, create compact access points, or frame machinery and thrusters with style.
Additional Improvements
  • Added skins/suit variations to NPC characters on Trade Stations.

  • You can now find Story Datapads on Economy Stations

  • Laser Antenna UX Improvements

  • Wheel Indicators for better build orientation

  • DLC Badges for Purchased DLCs can now be used as Faction Icons

  • Improved lighting effects for Welder and Grinder particles (Softer light with lower flash intensity)

  • Rebalanced audio effects for many of the game’s louder sounds. There are many additional improvements and fixes in the Prosperity Update - you can explore everything included in the detailed Changelog.

What’s Next

Our next Space Engineers update, Warfare 3, is shaping up to be a big one! We aim to deliver it to you in November/December 2026.

Expect new weapon types, new combat systems, and changes designed to make battles, PvP, and ship-to-ship engagements more dynamic. This time, your weapons may not be aimed only at other players... There are new threats on the horizon.

Check out our new Roadmap!

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 Decorative Pack #2.

Those who already own Decorative Pack 2 will get this content for free, as part of the update.

[table noborder=1 equalcells=1]

**Triangular Grated Catwalks** (2 blocks, L grid)

https://store.steampowered.com/app/1167910/Space_Engineers__Decorative_Pack_2/

The Prosperity Pack adds over 50 new blocks - Sloped Cockpits, Bulky Hydrogen Tanks, Steep and Solid Stairs, Battery Banks, Square Railings, Decorative Server Racks, Cable Runs, Round and Square Lights. These are cosmetic and decorative blocks that don't affect gameplay balance.

If you enjoy Space Engineers and want to support its continued development, this is a great way to do it - and you'll get a lot of new building options in return.

[table noborder=1 equalcells=1]

**Sloped Cockpit** (2 blocks, S grid + 2 blocks, L grid) - A sleek, modern cockpit for both grid sizes, with open and closed variants to match your build, your role, and your style.

**Bulky Hydrogen Tank** (1 block, S grid + 1 block, L grid) - The bulky frame of this hydrogen tank houses four large fuel storage cylinders, giving industrial builds a fuller, heftier look.

**Steep Stairs** (6 blocks, L grid) - Steep, narrow stairs built for tight spaces, giving compact builds a clean way to move vertically when every block counts.

**Solid Stairs** (8 blocks, L grid) - Sleek solid stairs for clean, vertical transitions. Available in multiple variants with railed and railless options to fit more builds and interior styles.

**Battery Bank** (1 blocks, S grid + 2 block, L grid) - A compact battery bank made from smaller power modules, saving space while providing reliable power for smaller builds.

**Square Railings** (13 blocks, L grid) - A sturdy safety railing with a solid frame, perfect for adding structure, protection, and visual variety to walkways and platforms.

**Decorative Server Racks** (3 blocks, L grid) - Decorative server racks packed with hardware and details, perfect for building command rooms, data centers, and high-tech interiors.

**Cable Run** (7 blocks, L grid) - Thick industrial frames packed with large cables, perfect for exposed parts or technical detail to corridors, machinery rooms, and workspaces.

**Round & Square Lights** (2 blocks, L grid + 2 block, S grid) - Round and Square light fixtures with large, visible emitters. Perfect for illuminating interiors, adding strong visible light sources to runways or landing pads, and keeping your builds bright.

https://store.steampowered.com/app/4835530/Space_Engineers__Prosperity_Pack/

  • Added a New Factorum Encounter

  • Modernized the Space Respawn Ship

  • Automatically Fill Bottles while Recharging

  • Added a Ping Button for Lost Grids

  • Automatic Subgrid Naming

  • Improved NPC spawning, navigation, and collision avoidance

  • Added an Option to Opt Out of Item Search

  • Improved lighting effects for Welder and Grinder particles (Softer light with lower flash intensity)

  • Reduced and adjusted sound volume levels on several loud sounds

  • Contracts Adjustments and Improvements (including better mod support)

  • Laser Antenna UX Improvements

  • Added Wheel Indicators for better build orientation

  • Improved language on store blocks and market search for clarity

  • Services Terminal Improvements

  • Precision Mode Marker’s location is now set to the player’s position

  • Adjustments to Retrieval Timers

  • Improved sorting of stored and active grids in the Services Terminal

  • Changes to Ownership Requirements for Grid Storage, Repair, and Salvage

  • Added Combat Delay, Grid Flag, and Status Report

  • Improvements to the Repair Service Blacklist

  • UI Improvements

  • Dedicated Server Option: Prevent Sending Grids to Distant Locations

  • Movement Restriction for deploying and storing grids

  • Added Salvage/Repair Entity Components for Non-Trade Grids (modders can enable salvage and repair services for player stations)

  • Projector Functionality Improvements

  • Improvements to Control Panel Slider Controls

  • “Keep Projections” can now be toggled at any time

  • Added O2/H2 Generator Pull Settings

  • Added more toolbar actions for Parachute Blocks

  • Removed "Help Others" terminal setting from ship welders

  • Admin Setting Improvements: Admins with Untargetable enabled are now ignored by sensors

  • Changed Default Settings/Values

  • Changed “Enable Toolshake” to false by default

  • Changed “Enable Scrap Drops” to false by default

  • DLC Badges for Purchased DLCs can now be used as Faction Icons

  • Added skins/suit variations to NPC characters on Trade Stations

  • You can now find Story Datapads at Economy Stations

  • Reduced glare on Narrow Viewports

  • Rebalanced Pirate Salvage Carrier drones

  • Improved memory usage and performance, including airtightness and model memory

  • Improved the Event Controller's Distance to Locked Target calculation for more consistent results.

  • Improved conveyor naming consistency

  • Improved G-menu categories and block names, including a dedicated Windows category

  • Improved Reputation tooltips

  • Improved the HUD indication when food consumption is paused

New Blocks

  • Prototech O2/H2 Generator (1xL)

  • Flat Collector (1 x S)

  • Structural Platform Conveyor (1xL)

  • Short Stairs (1 x L)

  • Passage 2 Frame (1 x L)

**Added Content to existing DLCs: **

  • Additions to Decorative Pack 2: Triangular Grated Catwalks (2 x L)

Prosperity Pack

  • Sloped Cockpit (2xS + 2L)

  • Bulky Hydrogen Tank (1xS + 1xL)

  • Steep Stairs (6xL)

  • Solid Stairs (8xL)

  • Battery Bank (1xS + 2xL)

  • Square Railings (13xL)

  • Decorative Server Racks (3xL)

  • Cable Run (7xL)

  • Round Light (1xS + 1xL)

  • Square Light (1xS + 1xL)

Wheel Propulsion Overrides have been adjusted for consistency: forward now means forward and backward now means backward across all wheels. Existing builds using Propulsion Override may need adjustment, but new builds should be easier to configure for desired results.

  • New flags in Services Terminal entity components allowing for player made variants. (EntityComponents.sbc)

  • Improved RepairService blacklist controls, moving irreparable blocks from the Repair entity component to the targeted block’s definition. This change should make it easier to avoid conflicts between mods. (See Cubeblocks_Prototech.sbc for example).

  • New flags and definition controls for item based Recovery Contracts, allowing for specific items to spawn inside specific spawn groups. For example: Smuggled Goods only appears inside Pirate Ships. This includes support for custom contract items. (ContractTypes.sbc / SessionComponents_Economy.sbc)

  • New entity component for pump style animations on blocks. (EntityComponents.sbc).

  • Added more controls for datapads and stories, allowing for economy elements (Station Name, GPS, etc) to be added to custom stories. (Stories.sbc)

  • New controls allowing for NPC characters to wear custom suit skins. (Factions.sbc and FactionTypes.sbc)

  • Null subtypes are now supported in EntityContainers.sbc, and no longer overwrite all blocks of that type if the subtype is null. This should fix issues where legacy blocks with null subtypes added their attributes to any modded block of the same block type. (EntityContainers.sbc).

Stability

  • Fixed a crash when ramming another grid, causing race condition during block removal

  • Fixed a crash when a block was deformed enough to be removed and then removed again through other damage

  • Fixed a crash related to 3D audio processing during combat

  • Fixed a crash when most contract strategy types are empty and defined earlier than a non-empty strategy type

  • Fixed a crash caused by incompatible contract and strategy types

  • Fixed a crash when all contract strategy types were empty

  • Fixed a crash when removing a control seat together with the character in it

  • Fixed a crash in the Monolith achievement after the block was removed

  • Fixed a crash when the ore detector calculated the world

Space Engineers: Hotfix 1.209.024

Fixed
  • Fixed a crash in Player created Courier contracts as it was searching for old definition "Deliver" instead of the new "Deliver_LowRisk"
  • Fixed a crash in NPC pathfinding where NPCs will now stop navigating instead of crashing the game
  • Fixed a crash in Device initialisation stemming from specific driver issues
  • Fixed a crash in blueprint processing when it contained modded components from a missing mod
  • Fixed a crash where Voice chat over the Antenna system was not thread-safe
  • Fixed an issue where a collaboratively built grid which wasn't over the limit for each individual contributor was allowed to be stored and later prevented from being restored for a singular owner due to hitting the limits
  • Fixed an issue where QuickStart options were using the pre-209 versions of Economy stations
  • Fixed an issue where the Toolbar Config Screen was using the wrong Core Systems Pack mini icons for the Economy 2 Pack DLC blocks
  • Fixed an issue where banners were not downloading in the Main and Pause Menu
  • Fixed an issue where the LG Half Bed Open block was not interactable due to a missing highlight dummy
  • Fixed an issue where the SG Angled Door A block had the old style of highlight due to misnamed dummy
Removed
  • Removed player-made and Eco station dispensers as possible targets from Economy Overview Item Search
Hotfix 1.209.024 has been released!

Stability

  • Fixed a crash in Player created Courier contracts as it was searching for old definition "Deliver" instead of the new "Deliver_LowRisk"

  • Fixed a crash in NPC pathfinding, NPCs will now rather stop navigating instead of crashing the game

  • Fixed a crash in Device initialisation seemingly stemming from specific driver issues

  • Fixed a crash in blueprint processing when it contained modded components from a missing mod

  • Fixed a crash where the Voice chat over the Antenna system was not thread-safe

Functional

  • Fixed an issue where a collaboratively built grid which wasn't over the limit for each individual contributor was allowed to be stored and later prevented from being restored for a singular owner/author due to hitting the limits. Such grids cannot be stored now until their combined blocks fit.

  • Fixed an issue where the QuickStart options were using the pre-209 versions of Economy stations

UI

  • Fixed an issue where the Toolbar Config Screen (G-screen) was using the wrong (Core Systems Pack) mini icons for the Economy 2 Pack DLC blocks

  • Fixed an issue where the banners were not downloading in the Main and Pause Menu

Art

  • Fixed an issue where the LG Half Bed Open block was not interactable due to a missing highlight dummy

  • Fixed an issue where the SG Angled Door A block had the old style of highlight due to misnamed dummy

Removed

  • Removed player-made and Eco station dispensers as possible targets from Economy Overview > Item Search

Thank you for helping us make the game better!

Image Credits: LIM Bengal-Class | Capital Supercarrier by LadyLime

🛠️ Feedback & Support - https://support.keenswh.com/ 🛰️ Discord: https://discord.gg/keenswh 📫 Newsletter: https://www.keenswh.com/newsletter 🚀 Community Hub: https://www.spaceengineersgame.com/community-hub/ ➡️ Connect and find us on your platform of choice: https://www.keenswh.com/connect/

https://steamcommunity.com/games/244850/announcements/detail/499442589740565322 https://steamcommunity.com/games/244850/announcements/detail/672867776636913247 https://steamcommunity.com/games/244850/announcements/detail/531004183506059332

Space Engineers: Hotfix 1.209.022

Fixed
  • Fixed a crash when failing to download the DLC banners on Steam platform
  • Fixed a crash when trying to display DLC badges after skipping the main menu through launch option arguments
  • Fixed a crash when a modded contract referenced an icon which did not exist
  • Fixed a crash when the selected UI item for a grid deposit action did not exist
  • Fixed a crash when an admin deleted a target grid of an active PvE Bounty contract
  • Fixed an issue where a Grid Hauling contract triggering from Character proximity to an encounter did not make the encounter persistent
  • Fixed an issue where the Centered Half, Glass, and Half Glass Doors were not set up properly for pressurisation, causing leaks
  • Fixed an issue where some of the Economy station prefabs had their beacon broadcast radius set to more than 10km
  • Fixed an issue where a previously deleted contract Drop-off point GPS belonging to Client A was recreated for Client B when reaching the same station
  • Fixed an issue where a Grid Hauling contract triggered from an encounter was not scaling its duration with distance to the delivery site
  • Fixed an issue where the Economy station 14 prefab and its pirate variant did not have their Refill station connected to the conveyor system
  • Fixed an issue where the Economy station 11 prefab did not have its Refill station LCD set to the proper image
  • Fixed an issue where the Grid Hauling contract targets of Wrecked Corvette and Damaged Assembly Barge spawned as stations
  • Fixed an issue where the new NPCs appeared as a choice in the character Customize screen
Hotfix 1.209.022 has been released!

Stability

  • Fixed a crash when failing to download the DLC banners (Steam platform only fix)

  • Fixed a crash when trying to display DLC badges after skipping the main menu through launch option arguments

  • Fixed a crash when a (modded) contract referenced an icon which did not exist

  • Fixed a crash when the selected UI item for a grid deposit action did not exist

  • Fixed a crash when an admin deleted a target grid of an active PvE Bounty contract

Functional

  • Fixed an issue where a Grid Hauling contract triggering from Character proximity to an encounter did not make the encounter persistent

  • Fixed an issue where the Centered (Half|Glass|Half Glass) Doors were not set up properly for pressurisation, causing leaks

  • Fixed an issue where some of the Economy station prefabs had their beacon broadcast radius set to more than 10km

  • Fixed an issue where a previously deleted contract Drop-off point GPS belonging to Client A was recreated for Client B when reaching the same station

  • Fixed an issue where a Grid Hauling contract triggered from an encounter was not scaling its duration with distance to the delivery site

  • Fixed an issue where the Economy station 14 prefab and its pirate variant did not have their Refill station connected to the conveyor system

  • Fixed an issue where the Economy station 11 prefab did not have its Refill station LCD set to the proper image

  • Fixed an issue where the Grid Hauling contract targets of Wrecked Corvette and Damaged Assembly Barge spawned as stations

UI

  • Fixed an issue where the new NPCs appeared as a choice in the character Customize screen

Thank you for helping us make the game better!

Image Credits: HME Utility Ship by AnOx Oldhide

🛠️ Feedback & Support - https://support.keenswh.com/ 🛰️ Discord: https://discord.gg/keenswh 📫 Newsletter: https://www.keenswh.com/newsletter 🚀 Community Hub: https://www.spaceengineersgame.com/community-hub/ ➡️ Connect and find us on your platform of choice: https://www.keenswh.com/connect/

https://steamcommunity.com/games/244850/announcements/detail/531004183506059332 https://steamcommunity.com/games/244850/announcements/detail/499477287644697776 https://steamcommunity.com/games/244850/announcements/detail/685251502317502873

Space Engineers: Economy 2 Update & Pack Live Now!

Added
  • Services Terminal block allows players to store entire grids and redeploy them on demand
  • Grid Repair service at trade stations enables quick repair of damaged ships and vehicles for Space Credits without replacing individual components
  • Grid Salvage service allows players to sell damaged or unwanted grids as scrap for Space Credits
  • Precision Mode controls for more precise placement when deploying stored grids
  • Grid Storage supports per-grid Share with Faction option to share stored grids with faction members
  • NPCs now walk around inside trade stations
  • Economy Overview screen replaces the Contracts screen to display store and contract information in one unified view
  • Item Search functionality for Store Blocks and Economy Overview allows remote searching and price comparison across NPC and player-built stores
  • Time remaining indicator until next economy update shown when interacting with NPC Store Blocks and Contract Blocks
Changed
  • Default time between Store Block restocks and Contract Block refreshes has been reduced to make the economy feel more active
  • Services Terminal supports configurable world settings including retrieval timers and whether items can remain in stored grids
  • Services Terminal includes Anyone Can Use option allowing other players to access storage at trade stations or allied bases

Hello, Engineers!

The Economy 2 Update is here - and it changes how you play. Store entire grids and redeploy them when you need them. Repair your ship at a trade station without replacing a single component. Hunt bounties, haul cargo through pirate space, and sell scrap for credits. Trade stations now have NPCs walking around inside them. And further ModAPI improvements open new possibilities for modders, server gamemasters, and scenario makers.

https://store.steampowered.com/app/4502100/Space_Engineers__Economy_2_Pack/

We’re bringing you all the important gameplay changes for free in our Core Systems Update.

Services Terminal: Grid Storage, Repair & Salvage

The Services Terminal block is one of the core new infrastructure features of the Economy 2 Update. Its purpose is to give players new ways to quickly store, repair, and sell grids. Repair and Salvage services are exclusive to the economy system, making trade stations useful hubs of activity, and not just of an optional side system.

[table noborder=1 equalcells=1]

**Services Terminal** (1 block, L grid)

Grid Storage The Services Terminal lets you store entire grids and bring them back when you need them. Free up your PCU and unleash your creativity, store a specialized grid until an activity calls for its use, or clean up the crowded area around your busy base.

When retrieving a stored grid, you can deploy it into the general area or place it more precisely by using Precision Mode controls. These controls give you better control over where your ship appears and makes it easier to handle tighter parking spaces or more organized hangars.

Grid Storage can also be used in more flexible ways depending on how the terminal is set up. An "Anyone Can Use" option allows other players to interact with the storage system at trade stations or allied bases, and a per-grid "Share with Faction" option lets you share specific stored grids with your faction members.

By default, retrieving a grid can take some time, but new world settings can let you dial in these times to make it behave exactly how you want.When retrieval timers are enabled, you can expedite the redeployment process by paying Space Credits. This block is loaded with optional settings, allowing admins the ability to configure to their liking - including whether or not items are allowed to remain inside stored grids, giving server owners and scenario creators fine control over how the system can be used.

Grid Repair The Grid Repair Service lets you bring a damaged grid to an NPC Trade Station and pay Space Credits to quickly restore damaged systems. It is a fast and convenient way to get ships and vehicles back into working shape without handling every missing component and damaged block manually - making it a practical recovery option after combat, accidents, or long expeditions. To use this service, you must be the majority owner of the grid.

Grid Salvage Grid Salvage lets you bring a grid to an NPC Trade Station and sell it as scrap for Space Credits through the Services Terminal. It is a quick and convenient way to turn damaged, outdated, or unwanted ships and vehicles into useful credits instead of taking them apart by hand. To use this service, you must be the majority owner of the grid. If the grid still contains items, you will get a warning before completing the sale, as those items will not be recoverable after the transaction is complete.

Revamped Economy Systems

The Economy 2 Update brings a major overhaul to the economy systems in Space Engineers, making trading, station visits, and market information much easier to understand and use. With the new Economy Overview, Item Search, Store Block improvements, and expanded modding support, economy gameplay now feels more connected, more readable, and more responsive to player activity.

Economy Overview The old Contracts screen has been repurposed into the new Economy Overview, giving you a better view of important store and contract information in one place. It is designed to make price changes, item availability, and the overall state of the economy much easier to interact with while playing.

When interacting with NPC-owned Store Blocks and Contract Blocks, you can now also see the time remaining until the next economy update, making it easier to understand when stores will restock and when new contracts will become available. The default time between Store Block restocks and Contract Block refreshes has also been reduced, helping the economy feel more active and responsive. This timing can also be configured on Dedicated Servers.

Item Search A new Item Search tab has been added to Store Blocks and the Economy Overview, making it much easier to find the items you need. You can remotely search listings from NPC and player-built stores, compare prices, and browse the market without having to travel from station to station.

Searching shows all matching listings, not just the best one, and lets you compare price, amount, distance, faction, and time until restock in one place. It can also include player-built stores in search results, giving you a much better view of the wider economy and making trading with other players far more practical.

Store Block Improvements Store Blocks have also received several important improvements. Players can now trade Hydrogen, Oxygen, and modded gases between each other through player-built Store Blocks, opening up new opportunities for player-to-player logistics, refueling services, and trade networks.

The maximum number of listings per Store Block has also been increased from 30 to 50. In addition, NPC station prices have been rebalanced so player-built stores can more easily compete in multiplayer worlds.

Economy ModAPI Economy 2 Update also greatly expands modding support for the economy system, opening new possibilities for modders, server gamemasters, and scenario makers.

With more features exposed through the ModAPI and more SBC files open for editing, creators can build player-made contracts and contract variants, rebalance and reshape trade, and create more dynamic economies around factions, stations, and player-driven markets. It also opens up more advanced control for custom worlds and scenarios, including planet subtype blacklists for trade station and contract spawns, along with a Regenerate Station Locations admin option for scenario makers and server operators.

Contracts

Contracts in Economy 2 Update have been significantly expanded and rebalanced to make them feel more rewarding, more varied, and more enjoyable to play. This update adds several new contract types, improves payouts and contract flow, and gives players more reasons to engage with stations as part of their regular gameplay loop instead of treating contracts as a simple credit grind.

Escort Contracts have also been removed, with their role now replaced by more interesting and engaging alternatives.

Courier Contracts Courier Contracts focus on delivering packages between stations, but they are no longer just simple point-to-point jobs. They now come with different risk levels, with more dangerous deliveries offering better rewards and the possibility of pirate interference along the way.

Search Contracts Search Contracts send you out to locate missing grids and return them to their owners. Once you find the target, the contract updates to guide you back to the delivery location, and your reward depends on the condition of the grid you bring home - giving you a good reason to recover it intact.

PvE Bounty Contracts PvE Bounty Contracts add a new combat-focused mission type built around hunting down enemy NPC grids. These contracts give players a more direct way to take on hostile targets for rewards, and help fill the role of more action-oriented station jobs.

Hauling Contracts Hauling Contracts task you with transporting heavy cargo containers between stations. These jobs place more emphasis on the kind of ship you bring, with container size, value, and risk affecting the reward. Damage, destruction, or tampering with the cargo can reduce your payout or fail the contract entirely, making hauling feel more like a true logistics job.

Salvage Contracts Salvage Contracts send you to damaged or abandoned grids in search of valuable mission items. You are free to tear into the wreck, recover what you can, and keep the salvage - but the contract itself is completed by finding the target item and returning it to the station. This creates a nice mix of exploration, scavenging, and profit.

Item Recovery Contracts Item Recovery Contracts come from exploring existing encounters in the world. Special items hidden in cargo ships, random encounters, and other points of interest can be delivered to an interested station for payment and increased reputation.

Grid Recovery Contracts Grid Recovery Contracts give you the chance to recover damaged or derelict grids you discover while exploring and return them to their home station for a reward. These contracts help connect exploration, encounters, and the economy system more naturally, giving players another reason to venture out into the void.

Factions Improvements

This release is also a major update to faction gameplay, making NPC factions easier to discover and more interesting to interact with. Trade stations now feel more alive.

Finding new stations and factions is now much more intuitive. Trade stations can display dynamic billboard advertisements that grant GPS locations when interacted with, datapads with station locations can now appear as loot, and some encounters can trigger contracts that guide you to new stations. Any reputation change now also makes that NPC faction visible to the player, helping the world feel more connected and easier to navigate.

Reputation has also been reworked to be more flexible and easier to recover from. A hostile reputation with an NPC faction no longer blocks access to their stores or contracts - instead, those factions will offer fewer contract types and worse prices until you improve your standing. Negative reputation no longer spreads to allied factions, and reputation is no longer lost or gained from interactions between player factions.

A new world option, Reputation Decay Over Time, slowly moves reputation back toward its default values during active play, giving players a reason for continued interaction with the contract system.. This helps keep faction relationships dynamic over time instead of locking them in permanently.

New Stations & Ship Prefabs

This release also gives Trade Stations a major refresh with 17 new prefabs for planetary, orbital, and deep space locations. These new stations are designed to feel more varied, intuitive to navigate, and more connected to the wider world, with a broader range of station types spread across different environments.

Trade Stations now also have unique names, helping each location and playthrough feel more distinct and memorable. This includes Meridius Station, added in honor of the creator of Modular Encounters Systems. Stations can now also be discovered in more natural ways through billboard advertisements that grant GPS locations, datapads found in loot, and encounter contracts that can guide you to new locations.

Space Pirate stations have also been expanded to better reflect their faction. Different faction types can now use their own station prefabs, helping Trade Stations feel more varied depending on whether you are visiting traders, miners, builders, military factions, or pirates.

All Trade Stations now sell Hydrogen, making them more useful as reliable refueling stops during longer journeys. Together with the new station layouts, improved ship sales, and better ways to discover new locations, this update makes stations feel much more like a connected part of everyday gameplay.

Ship Prefabs / Station Sales The ship market has also been greatly expanded with 43 new and updated purchasable grids, including ships, rovers, drones, and missiles. This gives players a much wider range of ready-made options at Trade Stations, whether you want to jump straight into combat, pick up a useful utility vehicle, or buy a solid starting point for your next custom build.

These purchasable grids are meant to be practical foundations that players can easily adapt and make their own. Many are designed to support customization and expansion, giving you a better launching point for cargo hauling, combat, exploration, or logistics without needing to start completely from scratch. Drones, rovers and even missiles are now also part of station sales, giving players even more ready-to-use options straight from the market.

Animated Characters on Trade Stations

Trade Stations now feel more alive thanks to the addition of animated NPC characters that move through Trade Stations, emote and react to player presence.

This feature is the result of a lot of research and experimentation on character pathfinding on custom grids, and AI reactions to player presence. We were quite successful, and this is the first stage of that work that we are ready to release and share with you.

Structural Blocks

We are adding a new free set of Structural Blocks for large grids which includes several platforms, beams, and frames. These are perfect building foundations for stations, large hangars, and support structures. These blocks expand your building palette with heavier structural pieces that feel practical, versatile, and easy to build with.

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**Structural Blocks** (7 block, L grid) - Structural Platform, Structural Platform Connector, Structural Platform Corner, Structural Frame, Diagonal Beam 3x3, Diagonal Beam 4x4, Diagonal Beam 5x5
Safe Zone Improvements

Safe Zones have also received a set of practical quality-of-life improvements. They now automatically pull inventory like other blocks, have reduced power requirements, and no longer use a separate filter for floating objects. Floating objects can now pass through Safe Zones and come to rest much faster inside them.

Additional Improvements
  • Additional Joystick & Controller Customization and expanded controller settings

  • Support for more flexible rebinding of Joystick Controls

  • Inventory improvements, including better sorter cooperation.

  • Added a variety of Mission Items

There are many additional improvements and fixes in the Economy 2 Update - you can explore everything included in the detailed Changelog.

A special package has arrived - apparently from a place called the “Almagest System”. Inside, you will find the Almagest Engineer Plushie, a small decorative gift for all Space Engineers 2 owners on Steam. It is a fun little crossover between our two universes, and a small thank you to everyone already supporting the future of Space Engineers.

If you own Space Engineers 2, you will receive the Almagest Engineer Plushie in Space Engineers on Steam as a free bonus small-grid block. Whether you place it in a crew quarters, station interior, or hidden somewhere aboard your favorite ship - it is a small reminder that even across distant systems, Engineers are never too far apart.

[table noborder=1 equalcells=1]

**Almagest Engineer Plushie** (1 block, S grid)

https://store.steampowered.com/app/1133870/Space_Engineers_2/

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 Decorative Pack #2.

Those who already own Apex Survival Pack will get this content for free, as part of the update.

[table noborder=1 equalcells=1]

**Small Grid Freight** (2 blocks, S grid)

https://store.steampowered.com/app/1167910/Space_Engineers__Decorative_Pack_2/

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 Apex Survival Pack.

Those who already own Apex Survival Pack will get this content for free, as part of the update.

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Space Engineers: Core Systems Live Now!

Hello, Engineers!

The Core Systems Update brings a wide range of quality of life improvements, gameplay refinements, and important bug fixes. This update focuses on polishing the foundation of Space Engineers - from new set value actions for multiple blocks, to joystick support, and streamlined interactions for planting and harvesting from your Farm Plots.

Alongside the free update, we’re also releasing the Core Systems Pack, adding new decorative blocks and block variants to expand your creative options.

https://store.steampowered.com/app/4116960/Space_Engineers__Core_Systems_Pack/

We’re bringing you all the important gameplay changes for free in our Core Systems Update.

Streamlined Planting & Harvesting

Our team has been thrilled to see so many of you dive into the Apex Survival update! Watching you explore, adapt, and enjoy the updated Survival experience has been an absolute pleasure. With the Core Systems update, we’re making farming smoother than ever. You can now plant faster by adding seed types directly to your toolbar – just select and go! Harvesting fully grown plants has also been simplified to a single click.

We’ve seen some incredible farms built by the community, and we hope these improvements make tending to your crops easier and more enjoyable than ever.

Joystick Support

We’ve added initial joystick Steam support to Space Engineers! This first implementation introduces generic hardware support, allowing you to connect and start flying right away.

At this stage, button configuration and customization are not yet included – those features will arrive in a future update. The new Generic Joystick scheme uses X, Y, Rz, Slider 1, and Slider 2 for movement, with Buttons 7 and 8 serving as modifiers.

We recommend using a joystick with at least 12 buttons for the best experience.

More Set Value Actions

We’ve expanded Set Value actions across more blocks so you can dial in exact values from your toolbar - no more slider fiddling or extra timers. This makes cockpit setups cleaner and automation with Event Controller much easier.

These additions build on long-standing community feedback to “set values directly” from the toolbar, cutting down on action list clutter and streamlining grid management.

  • Antennas

  • Set Name

  • Set Broadcast Radius

  • Beacons

  • Set Name

  • Set Broadcast Radius

  • Jump Drive

  • Set Jump Distance

  • Sensors

  • Set Back Range

  • Set Bottom Range

  • Set Front Range

  • Set Left Range

  • Set Right Range

  • Set Top Range

  • Gravity Generator

  • Set Acceleration

  • Custom Turret Controller

  • Set Angle Deviation

  • Gyroscopes

  • Power

  • Override Yaw

  • Override Pitch

  • Override Roll

  • Wheel Suspensions

  • Set Speed Limit

Projector Improvements

We’ve made the Projector easier to read while you build and repair.

  • Mark Missing Blocks can now be toggled at any time and will no longer reset while you are building the projection.

  • Mark Unfinished Blocks now also highlights damaged blocks, so you can spot repair targets at a glance.

Hinges, Rotors & Pistons

We’ve increased the structural integrity of hinges, rotors, and pistons - generally buffing their component requirements, thus they can now take a few more hits before being destroyed.

Build Planner

We’ve improved the Build Planner’s mass deposit system to make it more flexible and reliable. You can now use it smoothly even when carrying a mix of different item types - including food and consumables.

Proximity Respawn System

We’ve improved the Proximity Respawn system to make it more consistent and reliable. Players who die while offline will now respawn at the correct location once they return to the game. We’ve also added cause-of-death entries to server logs, making it easier for admins to review incidents and troubleshoot gameplay issues.

Inventory, Production & Conveyor System

We’ve made several improvements to inventory and production management.

  • Conveyor Sorter blocks now include new item categories, making it easier to organize and route food items and consumables.

  • Inventory tooltips and icons have been refreshed and expanded, offering clearer visuals for specialized and filtered storage spaces.

  • O2/H2 Generators and Irrigation Systems now display production output directly on their control panels, giving you instant feedback on resource flow.

Over the past updates, we’ve reworked nearly every aspect of PvE: Prototech, Factorum global encounters and planetary encounters in Contact, Cargo Ships and Unknown Signals in Fieldwork, and most recently, Hazards and Space Encounters in Apex Survival.

The last major piece of that PvE puzzle is coming in the 209 update - Economy stations and missions. This next step will expand the universe with new opportunities for exploration, trade, and progression.

We’re more motivated than ever to keep pushing the boundaries of what Space Engineers can offer. The future of the game is bright, and we can’t wait to share it with you.

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**Simple Bed** (1 block, L grid) - In Apex Survival, we added the ability for Bed and Cryo Chamber blocks to pause a character’s hunger, allowing players to safely logoff or go AFK without suffering adverse effects.

After watching how our players interacted with this system, and listening to community feedback, we decided to add a new free bed block, giving everyone access to this functionality earlier in their playthrough. So build yourself a cozy new room - and rest easy knowing you’ll return to your survival buffs intact!

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 Apex Survival Pack.

Those who already own Apex Survival Pack will get this content for free, as part of the update.

[table noborder=1 equalcells=1]

**Additional Conduit Blocks** (3 blocks, L grid) - More conduit variants for your greebling!

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.

The price of the Core Systems Pack **link is $4.99 USD or your regional equivalent. Show your continued support for Space Engineers and check out the Core Systems Pack.

[table noborder=1 equalcells=1]

**Sci-Fi Hydrogen Thruster** (2 blocks, L grid + 2 blocks, S grid) - This next generation Hydrogen Thruster is the perfect fit for an advanced exploration craft headed to distant worlds!

**Jump Drive Type II** (1 block, L grid) - An open frame Jump Drive with accessible service and maintenance walkways. The central core spins at high speeds during charging cycles.

**Suspended Control Seat** (2 blocks, L grid + 2 blocks, S grid) - Lightweight ceiling-mounted flight seats which offer a clear field of view for pilots. Choose between the standard Control Seat or the Control Station variant with an overhead transparent display screen.

**Landing Gear Type II** (1 block, L grid + 1 block, S grid) - Compact landing gear suited for use in diverse landscapes.

**Sci-Fi Hydrogen Engine** (1 block, L grid + 1 block, S grid) - Emergency power systems can be critical to surviving out in the frontier. This next generation Hydrogen Engine will keep your batteries charged and your lights on. Sliding panels allow for easy maintenance of internal components.

**Round Edges** (14 blocks, L grid + 12 blocks, S grid) - Lightweight structural blocks ideal for adding shape and visual detail to any build.

**Troffer Light** (3 blocks, L grid) - Whether you’re lining a corridor or lighting a command deck, Troffer Lights provide bright, uniform illumination to any interior space.

https://store.steampowered.com/app/4116960/Space_Engineers__Core_Systems_Pack/

  • Streamlined interactions for planting and harvesting from Farm Plots.

  • Added a variety of new set value actions for multiple blocks:

  • Antennas

  • Set Name

  • Set Broadcast Radius

  • Beacons

  • Set Name

  • Set Broadcast Radius

  • Jump Drive

  • Set Jump Distance

  • Sensors

  • Set Back Range

  • Set Bottom Range

  • Set Front Range

  • Set Left Range

  • Set Right Range

  • Set Top Range

  • Gravity Generator

  • Set Acceleration

  • Custom Turret Controller

  • Set Angle Deviation

  • Gyroscopes

  • Power

  • Override Yaw

  • Override Pitch

  • Override Roll

  • Wheel Suspensions

  • Set Speed Limit

  • Added Joystick Support.

  • This is only generic hardware support for the moment. Button configuration and customization will be added in a future update.

  • The new Generic Joystick scheme is using X, Y, Rz, Slider 1 and Slider 2 for the movement. Button 7 and 8 are modifiers. You can map them in any 3rd party application for more customization.

  • We recommend having a joystick with at least 12 buttons.

  • Charge indicators for Jump Drive are now displayed on cockpit toolbars, similar to charging and reloading weapons.

  • Improvements to Mark Missing Blocks feature in Projector blocks, allowing this option to be toggled on at any time and preventing it from resetting while Building the projection.

  • Improvements to Mark Unfinished Blocks feature in Projector blocks, allowing it to also show blocks which have been damaged.

  • Increased integrity for hinges, rotors, and pistons.

  • Improved Build Planner mass deposit, allowing for a smoother experience when holding a variety of items - including food items and consumables.

  • Added new item categories to Conveyor Sorter blocks, allowing for easier management of food items and consumables.

  • New and improved inventory tooltips and icons for specialized and filtered inventory spaces.

  • Added seed shuffling to empty survival worlds, changing the locations of asteroids and procedural spawns on new playthroughs.

  • Added production output readings to the control panel of O2/H2 Generators and Irrigation Systems.

  • Improvements to Proximity Respawn system, spawning characters who died while offline to the correct location. Causes of death have also been added to server logs so admins can troubleshoot easier.

  • Updated icons for various blocks and items.

  • New loading screens and background videos featuring content from the Fieldwork and Apex Survival updates.

Stability

  • Fixed a crash when blocks with animator components tried to update/stop updating during split/merge logic of the grid

  • Fixed a crash when a mod tried to draw a transparent sphere while a game does as well

  • Fixed a crash when a mod tried to increment the current buff levels beyond existing definitions

  • Fixed a crash when a projector tried to project a light emitting block which somehow failed loading its component

  • Fixed a crash when accessing the terminal of a specific grid which used AI Basic Increase/Decrease Follow distance as a toolbar action

  • Fixed a crash when attempting to place a blueprint containing modded plants from modded seeds in a farm plot into a vanilla world

  • Fixed a crash when interacting with a modded Custom Turret Controller

  • Fixed a crash when interacting with a Sound block which had invalid settings

  • Fixed possibly a set of crashes when blocks with use objects (interactive visual hatches/hinged doors) were added/removed to/from the resulting grid through split/merge logic

Functional

  • Fixed an issue with armor blocks not automerging to the same grid when using local alignment mode

  • Fixed an issue with blocks with Control feature not being controllable after server save/restart

  • Fixed an issue with Box collision shapes being slightly tighter fit than necessary

  • Fixed an issue with Bridge Helm and other open seated cockpits not protecting the player characters from Solar radiation properly

  • Fixed an issue with Broadcast Controller's bound toolbar actions tracking their linked blocks through localised names, losing functionality on language switch

  • Fixed an issue with camera being obstructed by smaller docked ships; Connected ships which could fit into the bounding box of the controlled ship in their current orientation, will not obstruct 3rd person camera

  • Fixed an issue with character stats maximizing on Character model change from wolf/sabiroid back to astronaut

  • Fixed an issue with Continue Button appearing in Main menu even if the last world session wasn't saved and moved out of the Content folder, allowing for overwriting game data through such continuation

  • Fixed an issue with CTC turret targeting after it was split off of a larger grid

  • Fixed an issue with Damage effects lingering on blocks which were ground to const. stages

  • Fixed an issue with Farm plot missing settable toolbar actions for the Light component

  • Fixed an issue with a Floating object attached/detached to/from a landing gear falling/not falling down on interaction. (Detached now falls down, attached stays up)

  • Fixed an issue with Food/consumable tooltip and Survival buff tooltip localisations containing hard-coded values

  • Fixed an issue with GPS creation through /gps command which allowed for longer than allowed GPS names

  • Fixed an issue with invalid Light settings not being sanitised and causing visual artifacts

  • Fixed an issue with IsShapePenetrating() when used with an ignore argument where it would ignore only the first entity of that type and incorrectly report the rest as collisions in case there were multiple

  • Fixed an issue with Jetpack movement being limited when placing blocks in Line and Plane mode

  • Fixed an issue with Left/Right versions of modifiers not being recognized as separate for keybind purposes; To bind a side agnostic keybind, hold both left and right versions at the same time

  • Fixed an issue with Meteor Showers happening more frequently than intended; Pre 208 world saves will be cleaned once from existing Meteor events upon resave onto 208 version

  • Fixed an issue with modified Asteroids being generated/synchronised and remaining visible to players at ~100 Km or more depending on its voxel map dimensions; Now generation and visibility of modified asteroids is at ~10km with slight variance depending on angle of approach.

  • Fixed an issue with Players being put to spectator on respawn if their character died while remotely controlling a block or grid

  • Fixed an issue with publishing of newly created Blueprints when the resulting included thumbnail was over the limit of 1MB in size due to higher display resolution or scene complexity; Old thumbnails oversized thumbnails need to be resaved to pass the check

  • Fixed an issue with Ship Drill not affecting voxel when controlled through a CTC

  • Fixed an issue with Ship Welders and Grinders not having Computers set as critical components

  • Fixed an issue with Stone_01 voxel material appearing blurry on Medium and Low Graphics settings

  • Fixed an issue with Turret idle movement on DS where they refused to move in survival away from 0,0,0 and without ammo

  • Fixed an issue with

Space Engineers: Hotfix 1.207.022

Hotfix 1.207.022 has been released!

Functional

  • Removed reputation loss/gain from damaging characters (NPCs such as Wolves and Spiders count as characters)

  • Fixed an issue with Factions where existing improperly removed dead NPC IDs were colliding with existing player character IDs

  • Fixed an issue with Factions where new player characters matched IDs with improperly removed dead NPC IDs and ended up in the SPID faction by coincidence

  • Fixed an issue with Jump Drives where jumps were prevented/truncated by planet influence when jumping away even if outside gravity range

  • Fixed an issue with Jump Drives where jumps were prevented/truncated by whole grids being in the way - now jumps are prevented at the block level (jump path intersects with a block space)

  • Fixed an issue with MP where the game would not unpause itself after joining a Friend's game through Steam Overlay UI and trying to spawn

UI

  • Fixed an issue with Chat whisper function where it allowed tabbing through spawned NPCs in addition to Players as potential whisper targets

  • Fixed an issue with VRage remote/DSGUI where NPCs were listed as Players

Modding

  • Fixed an issue with Factions where the IMyFactionCollection.KickPlayerFromFaction did not actually kick the player correctly and just cleared the mapping

  • Fixed an issue with Jump Drives where jumps were prevented/truncated by modded entities (i.e. Shields) - modded entities without collisions should no longer be visible for Jump checks

Thank you for helping us make the game better!

Please join us for Space Engineers Developer Livestream!

Image Credits:

🛠️ Feedback & Support - https://support.keenswh.com/ 🛰️ Discord: https://discord.gg/keenswh 📫 Newsletter: https://www.keenswh.com/newsletter 🚀 Community Hub: https://www.spaceengineersgame.com/community-hub/ ➡️ Connect and find us on your platform of choice: https://www.keenswh.com/connect/

https://steamcommunity.com/games/244850/announcements/detail/515220861093937392 https://steamcommunity.com/games/244850/announcements/detail/598537636801413194 https://steamcommunity.com/games/244850/announcements/detail/499453279763169526

Space Engineers: Hotfix 1.207.021

Hotfix 1.207.021 has been released!

Official Servers

  • Added EU and North America Hardcore Survival Servers for masochists (max survival difficulty setting, realistic sounds)

  • Hardcore Survival - EUC #1 (185.206.148.104:27016)

  • Hardcore Survival - NA #1 (74.50.65.214:27016)

  • Added UK and North America PvE Survival Servers

  • Advanced Survival - NA #2 (PvE) (74.50.65.214:27017)

  • Advanced Survival - UK #4 (PvE) (185.206.148.104:27018)

Fixes & Improvements

  • Added a new way for Gamepads to reach the Active Buffs screen via the Systems Radial Menu>View>Active Buffs

  • Re-enabled several new Random Encounters after fixing a set of issues which made them persistent without the need for interaction with a player

  • Removed the direct Gamepad binding "View current buffs" due to collision with the "Put to Production"

  • Removed the direct Gamepad bindings "Quick (Save/Load)" for now due to collision with other controls

  • Removed the unused model files for Algae Seed from the game and from the ModSDK

UI

  • Updated ES localization for Advanced World setting Bounty contracts tooltip

  • Fixed an issue where the new survival rover was missing radial toolbar actions when using a controller

  • Fixed an issue with Survival Kit inventory UI where a food constraint icon was generated based on available production blueprints even though the inventory is not actually limited only to food items

Stability

  • Fixed a crash when a projector tried to update unfinished block marks

  • Fixed a crash when updating the banner data

Functional

  • Fixed an issue with Grinders where they would not push the gathered components further into the conveyor system and get full

  • Fixed an issue with Wolves where they spawned further from the player than their aggro range, further contributing to the perception of infrequent or broken spawn rate

Art

  • Fixed an issue with Welder Type II where the collision was slightly longer than normal ship Welder, preventing 1 to 1 replacement in existing printer setups with equivalent functionality

  • Fixed an issue with Conduit Boxes block where a connection between a box and a tube was missing

Thank you for helping us make the game better!

🛠️ Feedback & Support - https://support.keenswh.com/ 🛰️ Discord: https://discord.gg/keenswh 📫 Newsletter: https://www.keenswh.com/newsletter 🚀 Community Hub: https://www.spaceengineersgame.com/community-hub/ ➡️ Connect and find us on your platform of choice: https://www.keenswh.com/connect/

https://steamcommunity.com/games/244850/announcements/detail/499453279763169526 https://steamcommunity.com/games/244850/announcements/detail/499453279763169534 https://steamcommunity.com/games/244850/announcements/detail/499454457318214382

Space Engineers: Apex Survival Live Now!

Hello, Engineers!

We’re excited to introduce Apex Survival, the next major evolution of Space Engineers. This free update brings new survival mechanics to the game, adding food, farming, environmental hazards, meaningful death and a brand-new buff system.

Everything is optional and fully configurable – you can fine-tune the experience to suit your playstyle. Whether you want a hardcore survival challenge where venturing outside a grid is a constant threat, or a relaxed farming loop while building your perfect base, Apex Survival lets you decide how to play.

The Apex Survival Pack includes new decorative blocks accompanying this update – perfect for bringing your bases to life. Add lush greenery, detailed grow spaces, and new design variants to create habitats that feel vibrant and lived-in.

https://store.steampowered.com/app/3858380/Space_Engineers__Apex_Survival_Pack/

We’re bringing you all the important gameplay changes for free in our Apex Survival Update.

You don’t need to start a brand-new world to experience the new features (including the new Space encounters) – they can all be enabled on your old saves.

Food is now a core survival mechanic in Apex Survival, enabled by default in all new survival worlds (and off by default in creative mode). A new food bar has been added to the HUD when enabled, giving you another vital resource to manage.

Food consumption is customizable with a new world setting:

  • Disabled – Food system is off

  • Slow – 3 hours from full to empty

  • Moderate (Default) – 1.5 hours

  • Fast – 45 minutes Let your food bar run dry, and you’ll take damage until death. Drop below 20% food and you’ll face debuffs – losing 1% movement speed per missing percent, and eventually losing the ability to sprint entirely.

🥕 Food Items & Ingredients

Apex Survival introduces 9 new food items that act as ingredients for crafting Meal Packs. While many of these can be eaten raw in a pinch, their nutritional value is limited – combining them into prepared meals is the key to efficient survival. Planning your food supply and crafting recipes will give you a big advantage when living off the land.

🌿 Foraging, Hunting, and Obtaining Food Items

Food in Apex Survival comes from a variety of sources. Algae is your most basic and accessible food source, harvested using the Algae Farm block. It's not glamorous, but it gets the job done, making it ideal for early survival in any environment.

Other ingredients can be found through foraging, hunting, and exploration:

  • New forageable bushes spawn across Pertam, Earthlike and Alien planets. Earthlike is the richest in vegetation, while Pertam is sparse and Alien is rich in edible mushrooms.

  • These can be harvested by hand or via Collector blocks, and they will respawn over time if cleanup conditions are met.

  • Wolves now drop Mammal Meat, and Sabiroids drop Insect Meat.

  • NPCs and Encounters may contain lootable food items, especially in kitchen areas.

  • Unknown Signals often hold seeds, and NPC Trade Stations sell both seeds and food supplies.

🌱 Harvesting Seeds

To start farming, you’ll need seeds - and that’s where the Food Processor comes in. Inside its production menu, you’ll find a "Harvesting" category that allows you to convert Fruit, Grain, Mushroom, and Vegetable items into Seed or Spore Packs. These can then be placed in Farm Plots to begin growing your own renewable food sources.

🌾 Farming

Farming in Apex Survival is split between two key blocks: the Algae Farm and the Farm Plot.

Algae Farms are low-maintenance, sunlight-driven blocks that generate Algae over time. They don’t require special components or upkeep, but their output depends entirely on sun exposure. They’re a great early-game food source and work well in most situations.

Farm Plots are more complex but also far more rewarding. These blocks require active maintenance and care to function efficiently. They come with an internal water tank that must be filled via an attached Irrigation System - a block that processes ice into water for your crops. No water means dead crops.

Farm Plots grow Fruit, Grain, Mushrooms, and Vegetables, each with unique growth speeds, water consumption, and yields. Crops have health values and are sensitive to environmental factors:

  • Running out of water causes gradual health loss.

  • Exposure to vacuum or extreme temperatures kills crops in seconds.

  • Damaging the plot kills the crop.

  • Grinding the plot removes the crop.

  • Crops below 100% health can still be harvested, but with reduced yield. Each crop passes through multiple growth stages, and once fully grown, water consumption drops by 90%, allowing you to leave crops as decorative elements with minimal upkeep.

Farming interactions:

  • Manual Harvest: Use the management screen to collect crops directly into your inventory.

  • Automated Harvest: Use a Collector on a subgrid placed near the plot to harvest automatically into your grid’s inventory. (Same-grid collection is not supported.)

Farming Tips

  • Water Is Life: The Farm Plot has an internal water tank. It must be filled via an Irrigation System, which processes ice into usable water. Without water, crops quickly lose health and may die.

  • Power Matters: The Farm Plot consumes 20 watts of power. Turning it off disables the light and water intake – but crops will still grow and consume water. Only damage or disabling the block will kill the crop instantly.

  • The built-in light on the Farm Plot is for ambiance only and has no gameplay impact. Turning off the block disables the light and stops water from refilling, but crops will still grow as normal.

  • Growth & Harvest: Each crop type has a full lifecycle with health, growth stages, and a recovery rate. Once mature, they can be harvested manually or automatically using collectors (on subgrids only). If a crop’s health drops to zero, it will perish.

  • Mod-Friendly Design: The Farm Plot supports a wide array of customization for mods, including multiple seed types, growth models, recovery rates, and water needs. Modders can define custom behavior and visuals per crop type – even requiring more seeds for larger plot types.

🥩 Meal Pack Crafting

Survival in Apex isn't just about finding food - it's about making it count. The Survival Kit can craft the most basic ration: Kelp Crisp, made solely from algae. It’s low-effort, low-impact, and great in a pinch.

For more advanced meals, you’ll need the Food Processor. This block serves as a more advanced crafting hub for all food items. In addition to cooking raw Mammal and Insect Meat, making them safe to eat, it offers a wide variety of Meal Pack recipes that use multiple ingredients. The more complex the recipe, the better the food’s nutritional value and the longer it will sustain you.

And good news, everyone: Food never spoils - so you can stock up and prepare in advance for longer journeys or hostile environments.

🎁 Looted/Easter Egg Food Items

We’ve also added rare, loot-only consumables that can’t be crafted in the Food Processor and are only found through exploration, encounters, or looting NPCs. But beware - not everything you scavenge is safe. Some of these "delicacies" might come with unexpected (or unpleasant) side effects.

Are you hungry enough to take the risk? You never know - it might just be worth it…

Apex Survival introduces new mechanics that can make staying alive more rewarding – and dying more costly.

New World Option: Reduced Stats on Respawn

To raise the stakes, the new Reduced Stats on Respawn world option starts you at just 20% across all vitals (health, food, energy, oxygen, and hydrogen) when you respawn outside of a starter craft. It’s no longer just a quick reset – death has become something to avoid.

New World Option: Survival Buffs

With the new Survival Buff system, your character gains powerful bonuses for surviving the dangers of the frontier. Every 45 minutes spent alive grants a level, which gives you significant advantages at maximum level. But beware: dying resets all progress. Survival ensures your hard-earned buffs.

You can check your active buffs at any time with Shift+B, or rebind this in your game options.

Space is no longer just cold and empty – now it’s dangerous, too. Apex Survival adds environmental hazards like weather, radiation, and updated meteor storms that directly affect your survival and your builds.

Radiation

Radiation introduces a persistent environmental threat that challenges players to build smart, stay shielded, and monitor their surroundings.

How Radiation Works:

  • Radiation accumulates when near a source and decreases when no longer exposed.

  • Safe spaces include sealed/pressurized environments, airtight cockpits, and cryopods.

  • At values above 75 radiation, characters begin to take damage.

  • At 100 radiation, damage increases significantly.

  • The character’s radiation level is shown on the HUD.

  • Note: Playing with Radiation requires Airtightness to also be enabled in the world’s settings. Solar Radiation

  • The sun becomes a radiation emitter.

  • This type of radiation is disabled by default. We view this radiation source as a “Hardcore” player’s setting. There is a dropdown in world settings which modifies the intensity of solar radiation, allowing it to be configured to the player’s desired level of difficulty.

  • Exposure depends on whether the character is in direct sunlight.

  • The atmosphere on Earth-Like, Alien, Titan, and Triton provide full protection.

  • Mars and Pertam provide reduced protection, not enough to prevent exposure over time.

  • The Moon and Europa offer no protection at all.

Planetary Radiation

  • Europa is now a source of radiation, exposing the character to higher amounts the closer they get to the surface. Weather-Based Radiation

  • Certain weather conditions are now radioactive:

  • Electric Storms on Pertam

  • Toxic Haze on the Alien planet

  • Rain has a cleansing effect, gradually reducing radiation buildup. Block-Based Radiation

  • Damaged reactors now leak radiation. The closer the character is to the damaged reactor, the higher their exposure level.

  • Unlike other sources, this radiation is powerful and can leak through grids and structures - there is no cover, and it can be very dangerous if left unattended.

  • Reactor size directly impacts the amount of radiation gained per second, and also dictates the size of the contaminated area.

  • Only Nuclear Reactor blocks are impacted, the Prototech Fusion Reactor does not emit radiation when damaged. Radiation Countermeasures

  • A new consumable has been added: Anti-Radiation MedKit

  • Grants 10 minutes of immunity from all radiation sources.

  • Gradually clears accumulated radiation over 30 seconds.

  • This item can not be crafted, and can only be looted from encounters and NPC storage.

Weather Hazards

All weather effects have been updated with new values and improved visuals. Some extreme weather types are now directly hazardous to characters, dealing damage over time when exposed. Grids are not affected, and shelter will fully protect characters from these effects.

  • Sandstorms can be encountered on Mars, Titan, Pertam, Earthlike and Alien planets.

  • Hailstorms can be encountered on Mars, Titan, Triton, Earthlike and Alien planets.

  • Caustic Rain and Toxic Haze can be encountered on the Alien Planet.

  • Electric Storms can be encountered on Pertam.

Meteors

Meteors have been reworked to feel more natural and immersive. Meteors can still damage players and grids, they’re no longer a primary threat – instead, they bring excitement to otherwise quiet corners of the universe.

  • Meteors no longer target grids directly. Instead, they spawn near the player and pass through the area, adding atmospheric flair rather than devastation.

  • A new event system ensures that meteor showers don’t stack in multiplayer – no more getting hit repeatedly just because you’re near other players.

  • Meteors no longer deform voxels or leave craters on impact.

  • Planets like Earthlike and Alien have thick atmospheres that block meteors entirely, making them safe zones.

Apex Survival brings a fresh batch of content to space with 30 brand-new Space Encounters. These new encounters offer a wide range of gameplay – from curious exploration opportunities and light storytelling to unexpected dangers that will challenge your survival instincts. All legacy encounters have been removed, ensuring every encounter you discover feels new and purpose-built for the current game experience.

These random Encounters remain a space-exclusive feature and spawn only at predefined locations determined by your world seed. The system itself hasn't changed, but to improve clarity, the world setting formerly known as “Encounter Density” has been renamed to “Random Encounter Density.” This setting still controls how frequently these encounters appear in your world.

Reorganized World Settings

The world settings menu has been streamlined and reorganized into clear, intuitive categories. Settings are now grouped based on their function, making it easier to find and adjust the options that matter most for your gameplay style.

Additionally, tooltips for all world settings have been revised for clarity - giving you better insight into how each setting affects your survival experience.

We’ve substantially increased the drop rates for all skins on Steam from Unknown Signals until September 22. Strong Unknown Signals, which have a chance to drop the rarest skins, are especially rewarding during this period. We’ve also reduced the cooldown between possible skin drops, so you’ll have more chances to earn cosmetic rewards as you play.

Happy hunting, Engineers!

The next 208 update will bring a welcome focus on bug fixes and quality-of-life improvements. We’re also researching the much-requested joystick support, and we still have a few surprises up our sleeve.

Over the past updates, we've reworked nearly every aspect of PvE: Prototech, Factorum global encounters and planetary encounters in Contact, Cargo Ships and Unknown Signals in Fieldwork, and now Hazards and Space Encounters in Apex Survival. The last major piece of that PvE puzzle? Economy stations and missions in the 209 update.

We can’t wait to show you what’s next.

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**Algae Farm** (1 block, L grid) - The Algae Farm passively produces a very small amount of the algae item for use in crafting rations. When in sunlight this block produces items, which are deposited directly into its own inventory. Efficiency is dependent upon how direct the sun exposure is on the block.

**Farm Plot ** (1 block, L grid) - An open planter bed with soil at the center. Perfect for cultivating a wide range of crops.

**Irrigation System** (1 block, L grid) - This block consumes ice and distributes water to all connected planter beds.

**Food Processor** (1 block, L grid) - An advanced food preparation and packaging system capable of crafting a wide range of meal packs and harvesting seeds and spores for gardening.

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 Fieldwork Pack[/u