
Space Engineers 2 is a playable Early Access Alpha sandbox focused on engineering, exploration, and colonization in a fully destructible universe. Design and build ships, stations, and planetary bases while uncovering the story of Miro and Ivan Sokol. Help shape the future of the Almagest system.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Space Engineers 2 is currently a Playable Alpha In Active Development and already lets you begin building, surviving, and colonizing the Almagest System.
You arrive in the distant Almagest System on humanity’s first large-scale colonization mission. Your ship is damaged on entry, your tools are basic, and the planets below are beautiful but unforgiving. From here, everything you build is up to you.
Explore planets, moons, asteroid rings, and dense clusters. Mine resources, construct bases and starships, complete contracts, discover Datapads, trade, expand into new sectors, and push the frontier forward alone now, and later together with friends as co-op and large-scale multiplayer arrive over the course of Early Access.
Space Engineers 2 takes everything we have learned over the past 10 years and reimagines the space engineering experience with more depth, precision, and creative freedom than ever before. Powered by our new VRAGE3 engine, creation and destruction feel better than ever.
Build ships, stations, bases, and machines. Mine asteroids, reshape terrain, carve tunnels, damage structures, and experiment in a fully destructible sandbox where engineering decisions matter.
Whether you are a veteran Space Engineer or new to the series, Space Engineers 2 gives you a growing sandbox where your creativity can shine while the game continues expanding through Early Access.
Explore the next generation of construction with the 25 cm Unified Grid System. No more large-grid vs small-grid separation: blocks fit together seamlessly, making it easier to create detailed and functional builds.
Mounting point visualization, grid lines, improved controls, and more intuitive building tools help you design, adjust, and refine your creations with greater precision.
Space Engineers 2 introduces major building improvements such as Grid Undo, copy/paste, symmetry, blueprints, Projection Building, Backpack Building, Area Welding, refined CTRL controls, and improved rotation and zoom.
These tools are designed to make engineering smoother for both newcomers and experienced players, while preserving the depth and creativity that define Space Engineers.

Take your creations to new speeds with upgraded max velocity: characters up to 310 m/s and grids up to 300 m/s. Magboots and automatic jetpack activation help you stay in control while building, exploring, and moving around large constructions, platforms, ships, and asteroids.
Mechanical systems are also expanding. Rotors and Pistons are already available in the current Alpha, with wheels, hinges, warheads, and additional engineering systems planned for future updates.

We redesigned UI/UX to make building smoother and more intuitive for both newcomers and pros, giving more freedom to bring your intricate ideas to life. VRAGE3 is being optimized throughout Early Access; performance can vary by hardware, world size, and build complexity. As Early Access progresses, you’ll be able to build bigger ships, fly more of them, and enjoy epic destruction in a truly immersive ride.

The current Alpha already includes a real sandbox survival experience. Manage power, oxygen, hydrogen, and health. Mine resources, process materials, manufacture components, build production chains, complete contracts, earn credits, discover Datapads, and begin expanding colonization across the Almagest System.
These systems are playable today, but still growing. Long-term survival progression, deeper colonization, richer economy and contracts, NPCs, campaign content, co-op, multiplayer, and many additional systems will continue arriving during Early Access.
Enjoy the beauty of space, industrial designs, planetary landscapes, and destructive engineering with next-level realism. Space Engineers 2 introduces ray-traced global illumination, realistic shadows, a new skybox, tessellated voxel materials, parallax effects for armor, volumetric clouds, and many other visual improvements that bring depth and realism to every scene.
Bring your ideas to life and share your Blueprints and Worlds with the community through Steam Workshop integration. Explore a growing collection of creations from other players, find inspiration, and discover new engineering challenges.
Space Engineers 2 also supports advanced modding through the VRAGE3 Mod HUB and Mod Editor tools, giving creators more ways to shape the future of the game.

Space Engineers 2 is available now in Playable Alpha. By joining during Early Access, you can play the current version, share feedback, report issues, and help shape the game as it grows toward full release.
If the current Alpha sounds exciting, buy now and start building. If you prefer to follow development until more features arrive, add Space Engineers 2 to your wishlist and follow our updates.
Buy or add to your wishlist: Space Engineers 2 on Steam.
Space Engineers 2 is now available in more languages, making it easier for players around the world to build, explore, and engineer in space. The game is currently available in Brazilian Portuguese, Czech, French, German, Italian, Polish, Slovak, Spanish, and Turkish.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1075 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
TLDR: SE2 is a good start to what will probably be a really good game. It probably deserves a thumbs up as this is mostly a tech demo and it's pretty good for that, though they call it EA and charge us for the experience to debug their game. Just can't thumbs it up at this point for that. This is where my gripe starts. They don't listen to anything on Steam, and expect everyone who pays for the game to go to their site, make an account and submit proper forms and supporting data for anything. Bah, no use for it. If they gave the game to me for free as part of an alpha or beta testing program, sure, I'd be happy to. But this doesn't even qualify as alpha and they're charging for it and expect to treat us like we're their employees. No thanks... though I've already bought it and as I said, I think this will be a good game eventually and then maybe I'll redo my review to be more supportive. Steam is where they sell it, Steam is where I bought it, and Steam is where I would expect to report issues. Just about every EA I've been involved in has developers who participate on the Steam forums, though a few don't. But they get a negative review instead. It also tells me they'd rather hide behind broken processes than actually try to fix things. I'll skip bugs and such as this is an early release, and there are a lot of those, but lets add some good points. First, the game looks great, a big improvement over SE1, and for an early release, ran pretty good on my fairly low end system. The models are more interesting and they've added some basic automation to the tools and devices to make building easier and a bit less demanding. They dumped the confusing two grid system of SE1 and now everything is unified in one complete system. That is a very welcome upgrade. Flying is challenging to avoid crashing when landing on a planet and that feels right. Especially with the hobbled together spaceships we usually end up with. Get going a little too fast and you'll find out you really are flying a bomb. I'm looking forward to having land vehicles, but some of the terrain looks pretty demanding, so flying may always be the better choice. They have done a pretty good job at making things realistic and over time, as they expand the solar system, it should be really fun to explore. They've also been working on a better questing system as well, and SE2 has a good start on that and it's being imported back into SE1 to make that a better game. The tutorial is a bit jumpy though, going very quickly from one small place to another where I'd prefer a more larger base to expand and build upon, but it works and gives you a few flying vehicles to crash and learn on. One negative on it is that it would be nice if we could build and expand on the tutorial mission grids, but I wasn't able to other than what was identified as the starter grid. Can build your own though next to them. But some more negatives, and I'll state up front some of this is my own personal preference and since they supposedly do read reviews, I'll just dump some stuff here. There are design choices that just don't really make sense to me, like toolbars. Toolbars are used for both using items and building items. When and how you add stuff to it is a bit confusing. Building is pretty straight forward, but when you start mixing it in with persistent items like drills and other tools, it gets confusing what you're putting on the toolbar. Nothing is really explained either and the tutorial goes into more about the world just telling you to do stuff, rather than telling you how to do it in the game. For most of the introductory missions, you're just fixing stuff with resources you collect, but it gets more telling when they just dump you into a combat situation without any explanation of how to use the weapons you can now build. Experienced SE people can handle it, newbs not so much, or even those of us who haven't played in a while. The tutorial missions are also very simple and hand holding. Every place you go has all the ores you need within a short distance, usually a cave right next to the outpost. Even when I was exploring the planet looking for ore I noticed how dense things were. Ore was everywhere (though not every kind), and that seemed a big difference from SE1 where ore was much more spread out. EDIT: Figured out that this is probably because we can no longer process stone for some basic resources like we could in SE1, so they needed to add a ton more. Not sure which way is better, but I get tired of these huge ore icons all over the screen when you're in range of stuff. Hope they allow GUI scaling or the ability to turn icons on and off by type. EDIT: Another design decision that annoys the heck out of me is the autosave feature. It overwrites the currently loaded game save and I've often ended up in situations where things go bad and I am stuck with a terrible save because autosave messed it up. It should use it's own save game names and leave the saves we create alone. Even the quicksave just overwrites your existing file. It's not rocket science to use different names, and this goes back to SE1, so just a case where they don't care or ever learn. This is the only game I've ever seen do this and it's just lazy, bad design. And as I said above, the terrain generator for the planets is pretty unforgiving and driving is going to be a challenge. And if you get seasick, don't try to walk on an asteroid. It keeps you straight up to the ground all the time, which means your view is going all over the place as you hit every bump and crack in the surface. They did make flying very hydrogen efficient this time, though, and you can just fly everywhere, but that may just be for EA as in SE1 hydrogen got used up pretty quickly. The map is also pretty much useless at this point, but I'll give that over to EA and hope it gets better and more usable. I'll leave it with a prayer and wish for the dev team's success. I'll keep updating this review as the game progresses and I'm pretty confident it will eventually get a thumbs up, but for now, probably best to avoid.
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Czech, Polish, Portuguese - Brazil, Turkish
Hours played at review time, across 1.1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
DO NOT LISTEN TO THE REVIEWS ABOUT PEFORMANCE. they are people who do NOT know how to change there graphics settings, the game runs great on my mediocre setup after changing only a few settings and keeping the rest on max. the game looks amazing and runs at 60-70fps no problem. yes the performance at the start of the game is very poor but that is because you are loading in the map. after maybe 30 seconds CPU usage went down and i was at 40 fps on max settings + max raytracing. other than that the game is very fun and I defiantly recommend if you liked SE1
Забавно смотреть, как недавние обзоры скатывают общий рейтинг игры в минус. Народ, очнитесь) первая часть была в альфе 3 года. Потом еще 2 года в бете. Те же шарниры нам дали спустя 6,5 лет. Что-то типа глобального сюжета и эндгейма завезли буквально позавчера с появлением прототехов. Молчу про стабильность первых инженеров в альфе. И что имеем сейчасво второй части:: полноценная звездная система, квесты с зачатками сюжета, обновленный движок игры, мультигрид в конце концов. И это спустя полтора года альфы. В части тех, кто пишет, что надо эти блоки закидывать в первую часть - господа и дамы, ну вы серьезно? Vrage 1 уже пора отпускать на пенсию) да, его отполировали до невозможности, последние несколько лет он играется существенно интереснее, чем ранее. Но все равно у него есть предел и потолок в части физики, работы с современными процессорами, сетевым кодом и так далее. Мне есть о чем рассуждать, в первую часть я наиграл более 2к часов, в том числе хостил свой выделенный сервер. Кины, спасибо, что вы создаете ваши шедевры! Очень отрадно видеть, с какой щепетильностью вы подходите к разработке. Сегодня в тренде затянуть модельки с прошлых версий игры в новые 4к текстурки и на богомерзком анриле запустить все это в массы под гордым шильдиком новой версии. Вы идете своим путем самураев) со своими движком и своим видением игры. Спасибо, что прислушиваетесь к комьюнити и делаете игру мечты огромного сообщества! С нетерпением ждем мультиплеер, чтобы ворваться в выживание в новом мире)
[b]TLDR:[/b] Creative mode: ✅ Survival mode: ❌ --- Well aware that the game is in an alpha stage, I will limit this review to certain gameplay foundations that we already have in the game. (Missing content, technical issues, etc., are not being covered.) [b]The creative mode[/b] The creative mode is good and has some welcome improvements compared to SE1. I am not worried about that part of the game and will jump straight to the bad things about SE2. [b]The survival mode[/b] Keen Software House wanted to make the game more accessible and lower the barrier to entry for new players. But what they actually did is make the game boring and unrealistic. The reason: [b]Oversimplification[/b] They oversimplified the game so much that Minecraft looks like a real-life simulator by compairson. Why? Example of gathering and processing resources: Minecraft: Find ores -> furnace turns them into ingots -> ingots can be processed with a crafting table into items (it's logical and understandable; Nice!). SE2: Dig some dirt -> put it into your backpack or smelter -> get components to directly build advanced technical things (dafuq?! Why can I build a base from dirt? Why can my backpack produce items? Why does a smelter produce motors, turbines, etc.?). That's just a small example, but you see where the game is heading. There are so many more things wrong with SE2, but before mentioning them here, I want to wait for further game updates.
Game has SEVERE performance issues, memory leaks and CPU hogging, the entire computer starts to lag if you play for too long. There were times it was consuming over 40GB of memory. I like it, but it needs SERIOUS improvements in order for me to recommend to anyone to buy it.
I have to be honest. If you're not sure about buying this game right now, I would recommend waiting until the full release or future updates that may fix many of the bugs I've been plagued with. I think i will revisit once water or full game releases
Цены в РФ - выше чем в любом другом регионе. Причины этого, думаю всем понятны. В связи с тем что компания ударилась в политику вместо того чтобы просто делать хорошие игры - категорически не рекомендую эту поделку к покупке на данный момент.
I thought the basics would have been sorted by now but falling through the earth mining ice and less realistic/enjoyable mining than original. Long way to go
I bought this after watching some YT videos praising the game, saying it's already got most of the stuff from the original game. And don't get me all wrong here, I'm positive that this game will eventually be even better than the original one, but right now, boy am I disappointed. In terms of amount of different blocks, etc. it's really getting on-par with the original game, but the devil is in the details; You can build a nice looking ship, station, rover or whatever, but you can't fine-tune things in the control panel as you used to. Most of the options for different types of blocks/components are simply missing. For example you can't reverse wheel drive direction or adjust their height. Also, if you're into building contraptions that use hinges, rotors or pistons, I have bad news for you. Everything that's on the other end of that hinge/piston/rotor will be a separate grid, which you can not control simultaneously with the "main grid". You can't even group components that are in "separate grids". TLDR; Looks nice, but lacks huge amounts of detail and actual function that the original game had. Don't buy in the current state if you expect to recreate anything you had in SE1.
I can totally see the potential here. It's a little bare bones as of now but they certainly aren't hiding that fact. They have frequent dev blogs and an update schedule. There is still content here that's fun to play though and I think in it's current state it is worth getting.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
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