
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 →
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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.
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
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
Hours played at review time, across 185 reviews with recorded playtime.
Reviews
Themes across 185 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Played 2.5 hours for this review so far. Small bug while drilling the surface you might clip thru the terrain and fall thru. (The work around is drilling with the jetpack and dampeners On. Small alpha issues i guess). Also once the terrain starts clipping, that area will be like that until mined again. The build some conduits mission. I did not find the launch button so i unlatched the landing gear. Surprisingly that worked. (It was night time) This game needs accessibility settings: Flashy lights when drilling in dark caves are BAD. The infinite darkness at night on the planet is accurate. Maybe a bit too accurate and scary. Timed quick separate saves would also be nice. Please !!! The Good parts: Performance was stable 90 FPS on the planet at default High settings, small stutters while loading terrain but still very nice for this type of game. The progression is also nice, makes me want to explore and try different things. (no wiki or forums so far) Do i Recommend this title? YES ... NO ... If you don't mind the issues go for it. Otherwise wait for the full release this game has potential.
okay so its rough. Really rough. Very first time in the game drilled the door to the pod open fell through the map. Second time I exploded a critical piece? and it made me restart. The piece is movement instructions you had to move your character to go get sooooo pointless check. Got a ship? it only fly's backwards? landed it tried again yep only backwards put new engines in with the nozzle pointing backwards and look at that! it exploded. Tried again still only backwards. Abandoned ship used jetpack, took dampers off and flung myself 300kmh into a tree. Ship worked this time, landed it at base went to fly to mission objective back to being backwards. missions are okay to get you acquainted but its been mostly dying and just accepting things are broken.
The game looks good, but there are a couple things that already stand out having just bought it. 1st, the UI looks horrendously arcadey and everything is a bit too large on it, maybe it's just my preferance, but I would very much enjoy if there was a setting where you could enable a SE1 type of UI. Secondly, the rotation and size mechanic, rotation is nice, but the ctrl setup that it gives you at the beginning is awful in my opinion. The size mechanic is really good but I think it's very weird that they jumbled component sizes and types under one button, size should be R as it is now, that's fine, but there should be a seperate button to switch between the block you want like there was in SE1 with the scroll wheel if I remember correctly. Overall eh introduction, I might edit the review once I get some more hours in, but right now the UI and those two mechanics are already really offputting.
This Game has so much potential and had already surpassed space engineers 1 in many ways, but there are also some concerns I have that share similar issues to the first game. For Starters the grid system is a million times better building a large ship in the first game was so limited as you could only use special room blocks and the large grid was clunky and annoying, this unified grid system allows you to make unique rooms aboard your massive ship and I like it so much more. The destruction and scorch marks are so fun, all the mechanical parts now break apart, though I wish you could toggle a setting to make scorch marks permanent. I also love how reactors and hydrogen tanks explode. The New rovers are good, though my issue is that in the first game you could skip rovers all together and I feel like this game could add a special planet or dwarf where you need to exclusively travel by rover as that would actually give rovers a special use and incentivize players to make their own rover. But im glad they removed left and right wheels. In terms of story I love what they have done with the voiced story and colony ship, I hope to see the story get more fleshed out and polished as we get further into development. In terms of building the mirroring mode is much better than the first game and building in general is much easier in creative. Im glad they added fast travelling though im curious if theyre ditching the jump drive or adding it in future to actually enable fast travelling. Some things I would love to see are random enounter side quests involving NPS's, like helping a miner get some ore when you dicover his mine, or rescuing people trapped in an underwater base using the submarine/boat transport method they are adding with the water update. As I think only the main story with bland random encouters would make game feel less alive - a problem space engineers 1 has that makes the environent less enjoyable, though I think NPC's will largely eliminate that empty feeling in every random encouter base/ship. On the DLC side it looks like we have many more free decorative blocks and they havent added any DLC blocks yet and honestly they should just ditch it because base space engineers has so many DLC blocks and I think an engineering game should come with all or most blocks unlocked otherwise the price tag is misleading. Anyway overall im exited to see where this game goes and am especially exited for water as I want to make many futuristic submersibles and docks and I know they wont add this but Rail Transport would also be fun, even though you can make a rover into a train I think rails and train wheels would add more interesting elements to bases and transport networks.
To be clear, this game is in alpha and is still far behind Space Engineers 1 in terms of content. If you are looking for a complete sandbox experience on par with SE1, this is not quite there yet. However, what is in this game is already extremely promising. If they stick the landing, this game will be superior to SE1 in most- if not all- ways. The building is substantially more detailed. Likewise, destruction is also much more detailed and you can watch chunks of specific components fall off as they're damaged. The sound design has been majorly improved, particle effects look much better (especially thrusters), and the graphics and lighting overall are significantly better. There is a ton of potential here and I really hope they give this game the focus it deserves to deliver. Space Engineers 1 is easily one of my favorite games of all time- definitely my favorite sandbox game- and Space Engineers 2 has the bones to be better.
Great! I loved the first game, the second one seems like a step in a right direction, can't wait for more updates! Even now it looks very nice and new unified grid allows now to build very detailed cool ships, love it!
The game was super unoptimized and just tereble to play, if you are planing to get the game have a godly pc becouse on low setting the game runs like its on 144p.
Currently game is unplayable Maxes out my GPU at 99% and turned down grafix to where it looks horrible. I loved the first one. and this looks amazing if they can fix it to run on todays tech
Гра ше в Альфі, а вона вже показала що віж неї можна чекати най подальшої підтримки. [b]Непогана графіка і освітлення.[/b] Навчаня яке наглядно показує як всьо має бути, всьо дуже чітко і понятно. Найбільший мінус це оновлення яке не дуже часто випускається. Можливо розробникам потрібло більше підтримки, надіюсь вона є і її достатньо для далекех оновлень. Чекаю копперативної гри, думаю там буде наглядний приклад як люди покажуть шо їм ця гра сподобалась.
Ich finde die Änderungen am Mining- und Produktionssystem in SE2 absolut nicht gut. Mir fehlen die klassischen Raffinerien aus Teil 1, in denen man Erze zu Barren geschmolzen hat – ohne Barren verliert das Spiel für mich jeglichen logistischen Reiz. Dass man manche Bauteile direkt aus Roherz herstellen kann, ist zwar ein nettes Feature, rechtfertigt aber nicht den Wegfall der kompletten Barren-Logik.Was mich des Weiteren extrem stört: Dass normales Gestein beim Bohren einfach im Nichts verschwindet und nicht abgebaut wird. Man wird dadurch sofort gezwungen, direkt Eisenerz-Adern zu finden, um überhaupt irgendetwas produzieren zu können. Das nimmt dem Survival-Start komplett die Flexibilität. In echtem Gestein stecken schließlich immer irgendwelche Mineralien. Wenn Keen die Ressourcen aus Stein im ersten Teil zu stark ("OP") fand, sollen sie die Droprate von mir aus so weit runtersetzen, wie sie wollen – aber den Stein gar nicht erst abzubauen, macht spielerisch und logisch einfach keinen Sinn. Somit habe ich kein Interesse an einem unfertigen Spiel, das auch noch so viele „Downgrades“ mit sich bringt.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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