SUMMARY:
- VRAGE3 Mod HUB & Editor released!
- Data Modding Support & Steam Workshop Publishing
- Blender VRAGE Tools
- No Restrictions by entity type!
- Automatic generation of Mount Points & Asset Structures
- Custom Armor Blocks with full deformation
- Pre-generated Block Templates
- …and much more!
Hello, Engineers!
With VS 1.5 update, we’re introducing the first phase of modding support for Space Engineers 2. This includes the release of the VRAGE3 Mod HUB (a tool for mod creation, management and publishing) and VRAGE3 Mod Editor (a tool for creating mod content). These are the same tools our designers and artists use to build Space Engineers 2. You are now able to create, modify, and preview content with ease directly in the VRAGE3 engine using a visual, game-integrated workflow.
Modding Support
We made a deliberate decision to bring modding in early. Space Engineers has always been shaped by our community – especially by modders – and we want to support that creativity from the very beginning. Our goal is to make modding easy and approachable for everyone, even those with no prior experience or who were previously intimidated by the process. No more relying on Notepad++ or manual file edits! With the new Editor, modding is more accessible than ever, with a purpose-built toolset designed specifically for ease of modding the game.
This first release focuses on data modding support: skyboxes, blocks, character models, tools, voxels, animations, particle effects, sounds and music are all moddable starting now.
The Mod HUB includes full mod management and Steam Workshop publishing support, so you can build, test, and share your creations without ever leaving the tool!
The Editor includes pre-generated block templates to speed up your workflow. Even better, you’re no longer restricted by entity types – want to build a thruster that also works as a light and a gyroscope? You can!
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Dummies are now added directly in the editor instead of the 3D model, streamlining asset creation and reducing setup errors.
We’re especially excited to introduce support for custom Armor blocks with full deformation support – something that’s never been possible at this level before in Space Engineers.
You can find the Space Engineers 2 Mod SDK in your Steam Library in the Tools section.

Note: Scripting and code APIs are not included yet, but they’ll be released later as development progresses.

Modding Guides & Example Mods
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Tools:
Guides:
Example Mods:
Porting Guidelines Between SE1 and SE2
With the release of modding support for Space Engineers 2, we want to clarify our stance on straight porting blocks between Space Engineers 1 and Space Engineers 2. Porting vanilla blocks from SE1 to SE2 is allowed. However, porting DLC content from SE1 to SE2 is not, and porting any SE2 content back to SE1 is also not allowed.
That said, this applies strictly to direct block ports. If you’re creating your own blocks from scratch, inspired by designs from Space Engineers (including DLCs), that’s totally fine – a pipe is a pipe is a pipe.
Additional Improvements
Modding Community: First Impressions




“The new modding tools are a big step up compared to what we had in SE1. The new GUI approach would be much easier and comfortable to use for both newer and experienced modders especially due to the fact that the SE2 block system is far more complex than what SE1 has.



“Modding SE2 is way easier than the original game thanks to the new editor. It was quick and easy to import my models, assign the definitions and get it in-game. I found the SDK to be extremely powerful and easy to use. The automatic mount point calculator feature is also amazing! I can’t wait to see what cool things the community will be able to create with this tool.” – Cosmonaut

What’s Next
We’ve decided to skip Vertical Slice 1.6 to focus fully on delivering Vertical Slice 2 – Planets and Survival as soon as possible, and as polished as possible. This aligns with our Vertical Slice strategy, where each release is a complete and refined piece of the final game.

Help Shape the Future of Space Engineers 2
We’d love to hear from you! We’re running a short poll to get your thoughts on the direction of Space Engineers 2, and your feedback will help us prioritize.
Thank you for being part of the journey!
Celebratory Sale
This update marks a major milestone for our incredible modding community, a true cornerstone of Space Engineers. Their creativity, innovation, and dedication have helped shape the game in extraordinary ways, and we believe that’s something worth celebrating.
We’re deeply grateful for the passion and support of our players whether you’ve been with us since the beginning or just joined the journey.
Release Notes
While your feedback is invaluable, some features are not yet ready for your input. These systems and mechanics are temporary solutions or placeholders, and we’re already hard at work redesigning and refining them. We ask for your patience while we bring these elements to their full potential.
Features and improvements we are actively working on:
- Modding: Scripting and code APIs are not included yet, but they’ll be released later as development progresses.
- Color picker will be included in undo-redo for paint gun in a future update
- After entering a cockpit for the first time after starting the game, the character may peek through the cockpit – this will be fixed in an upcoming update.
- Keyboard and mouse controls are not customizable yet, but they will be!
- Toolbar block groups and sizes (block selection via R key) are a temporary mechanism and will be redesigned in a near update.
- We’re aware of incompatibility at launch of Space Engineers 2 on Intel Arc A-Series and Core Ultra Series 1 built-in Arc GPUs. We are working with Intel to enable the game experience and will provide relevant updates as development progresses.
- We are solving ship movement edge cases (jittering in slow speeds or too many gyros present)
- Performance
- Performance optimization is ongoing. For Alpha release, we’re targeting 16x Red Ship grids at 60 FPS on recommended hardware.
- Autosave may cause brief lags during gameplay.
- Performance optimizations of ship collisions and destruction are ongoing, so it won’t be lag-free at this moment. We will be continuously improving it in the following updates.
- PCU values per block may appear higher compared to Space Engineers 1, reflecting SE2’s increased detail and more precise performance measurements. While the current total PCU limit is set at 400,000 in VS1, we plan to raise this threshold in future updates as we implement scheduled optimization improvements.
- Space Engineers 2 Workshop: Displaying Steam Workshop Collections in-game is planned. We are working on better handling when Steam is offline.
- The current GUI (Graphical User Interface) and HUD (Heads-Up Display) are works in progress. Our team is prioritizing core functionality first. Once we’ve confirmed all features are working as intended, we’ll enhance the visual design and overall aesthetics.
- Some blocks are decorative-only for now (for example, the Assembler is present but cannot produce components)
- The inventory system will be implemented in a future update
- Fracture models will receive additional visual updates in future versions.
- The paint tool’s limited palette is temporary; future updates will include RGB/HSV color settings and custom palettes.
- Work on enhanced sound effects is ongoing
- The Alpha releases in English language, more localizations will follow
- Tutorials will be added closer to the end of development.
This is just the start of an incredible journey, and we want to thank everyone who’s joining us on it. Your creativity and passion are what make this community so special.

Support Portal
This platform is your direct line to the developers and the Space Engineers community. Here, you can:
- Create a Bugreport
- Create a ticket with your Feedback/Idea
- Vote on other ideas or bug reports
- Comment and Interact with fellow players
- Suggest solutions and provide valuable feedback to help shape the future of Space Engineers 2

Marek’s Dev Diaries
Marek Rosa – Keen Software House founder, CEO, and Game Director shares a weekly Dev Diary every Thursday, offering a behind-the-scenes look at Space Engineers 2 development.

Get Started Today

We are currently in the Research and development phase, exploring new features of the VRAGE3 engine. Our goal is to support extremely large and fully dynamic and destructible environments, including planets, large spaceships, and any other creations built by the players.
Remote collaboration is possible!

Our team is global.
Finding the best candidates to join Keen Software House means exploring every possible solution, including remote work. While we strive to provide team members with the best possible work-life balance here in Prague at our incredible Oranzerie offices, we understand that it is not always possible to transition, therefore we are very remote-friendly. Here’s a map of where our teammates live.

If you want to let me know your feedback, please get in touch via my personal email address marek.rosa@keenswh.com, or use our Keen Software House support site. I welcome all of the feedback we receive and we will use it to learn and provide better services to our players.
Follow our social media to get the latest news!

Thank you for reading this blog!
Best,
Marek Rosa
CEO, Creative Director, Founder at Keen Software House
CEO, CTO, Founder at GoodAI
Personal bio:
Marek Rosa is the founder and CEO of Keen Software House, an independent game development studio, and GoodAI, a research company focused on general artificial intelligence development.
Keen Software House, established in 2010, developed Space Engineers, which has sold over 5 million copies and maintains the 4th largest Workshop community on Steam with over 500K user creations. The studio is now developing Space Engineers 2, built on their new generation in-house VRAGE3 engine.
Following the success of Keen Software House, Marek founded GoodAI in 2014 with a $10 million personal investment. The company develops autonomous agents and AI technologies, including the AI People game featuring LLM-driven NPCs with long-term memory and evolving personalities. Current projects include Groundstation, a multi-drone system.
Both companies, employing over 100 professionals, work toward advancing technology through gaming and artificial intelligence, with GoodAI’s specific focus on developing AGI to help humanity understand and explore the universe.