Marek Rosa - Goodai Blog 04月15日 01:43
Space Engineers 2 Alpha: Vertical Slice 1.2 released!
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《空间工程师2》发布了Alpha版本以来的首个垂直切片更新,带来了许多新功能和改进,并基于玩家反馈进行了优化。更新包括游戏内UGC创意工坊支持、鼠标灵敏度控制、新的网格粘贴模式等。此外,还改进了部分复制/粘贴的视觉效果、喷漆枪的撤销/重做功能以及更完善的喷气背包2.0。开发团队持续优化性能,并积极听取玩家反馈,不断改进游戏体验。

🕹️新视角与控制:引入了非中心化的第三人称视角,优化了飞船驾驶和人物移动的视野与控制。玩家可以通过快捷键切换视角,同时降低了最小相机距离。

🎯目标导向网格控制:新增目标导向网格控制,使飞船操控更灵敏直观。通过屏幕上的UI指示器,玩家可以更容易地进行精准驾驶和操作。

🎨喷漆枪功能增强:喷漆枪现在支持撤销和重做功能,方便玩家快速修改颜色。此外,还改进了部分复制/粘贴的视觉效果,更清晰地显示复制和放置的方块。

🚀喷气背包2.0:喷气背包2.0带来了更精细、更灵敏的移动体验,包括充电指示器、相机震动和增强的音效,使移动更具沉浸感。

    SUMMARY:




Hello, Engineers!

This is our first Vertical Slice update since the Space Engineers 2 Alpha release, and we’re excited to bring you a whole set of new features - and improvements based on your feedback. This update adds in-game UGC Workshop support with Steam Workshop integration, making it easier to share and discover Blueprints and Worlds. We’ve also introduced mouse sensitivity controls, an inverted mouse axis option, and a new grid pasting mode with improved pivot controls.

On top of that, we’ve added advanced world settings for all saves and improved performance when pasting and placing grids. We’re just getting started, and there’s plenty more to come!


Vertical Slice 1.1 Features


Off-center 3rd Person Camera

The new off-center third-person camera gives you better visibility and more control when piloting ships or moving on foot. 

By default, the camera is set to the right side, but you can cycle between right, center, and left using ALT+V. 

We’ve also lowered the minimum camera distance, making it easier to see in tight spaces without switching to first-person.

Target-based Grid Control

We've added target-based grid control to make flying ships feel more responsive and intuitive. When you rotate your ship toward a point in space using the mouse, new on-screen UI indicators are showing your current rotation and orientation. 

This makes precision piloting and maneuvering easier than ever. Unlike the previous version, which directly translated mouse movement to ship torque (making heavy ships require excessive mouse movement and feeling unresponsive), this new system ensures your ship responds consistently regardless of its mass.

Paint Gun Undo-Redo

The paint gun now supports undo and redo, letting you quickly revert or reapply recent color changes. Whether you're experimenting with new designs or fixing mistakes, this feature makes painting more user friendly.

Improved Visuals for Partial Copy/Paste

Partial copy/paste now has improved visuals, making it easier to see exactly which blocks you're copying and how they'll be placed. This helps with precision building and reduces guesswork when working with complex structures.

Jetpack 2.0

Jetpack 2.0 brings a more refined and responsive feel to movement. Boosting now has a short charge-up time, with a new charging indicator on the hydrogen bar and an orange highlight when ready. We've also added improved visual effects like camera shake and enhanced sound effects to make jetpack movement feel more powerful and immersive.

Additional Improvements

There are many additional improvements and fixes in Vertical Slice 1.2 - you can explore everything included in the detailed Changelog.


Work in Progress / Ongoing Improvements


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:

    Color picker will be included in undo-redo for paint gun in a future updateCharacter is not holding a Gun correctly while using the jetpackAfter 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.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
      In-game Blueprint interface - Additional features and improvements will be introduced based on player feedback.Displaying Steam Workshop Collections in-game is planned.Blueprint screen refresh can be slow in some cases - it should be fixed in the next update.Your owned Private items are not currently visible in the in-game Workshop browser.We are addressing edge cases where re-publishing, renaming, tag display in the Steam interface, and sorting may not work as intended.Offline mode improvements - 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 updateFracture 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, including jetpack audioThe Alpha releases in English language, more localizations will followTutorials 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.


What’s Next


Additional Vertical Slices will follow in the months after, each expanding the game's features and content. This development process will continue over the next few years until we achieve our full vision for Space Engineers 2.

We are now working on Vertical Slice 1.2, which will include improved mechanics (for example Jetpack “2.0”), interface refinements, and many small features based on your feedback. After that comes Vertical Slice 1.5, with modding support as the main feature. We’ll be releasing our VRAGE3 tools, and we can’t wait to see what you create with them!


How to share your feedback?

The best way to provide your feedback is through our Support Portal. You can always find a direct link to the support portal from within the game - just press F1 to access the help screen!

This platform is your direct line to the developers and the Space Engineers community. Here, you can:

    Create a BugreportCreate a ticket with your Feedback/IdeaVote on other ideas or bug reportsComment and Interact with fellow playersSuggest solutions and provide valuable feedback to help shape the future of Space Engineers 2

Suggestions

If you have ideas or suggestions for the game, we want to hear them! Your feedback has been instrumental in shaping the Space Engineers experience, and your contributions will be just as crucial for Space Engineers 2.

Take a moment to share your ideas and help us improve - we value your time and input!

Bug Reports

Encountered a technical issue? Let us know by submitting a bug report.

When reporting bugs, please:

    Provide a thorough description of the issue.Include reliable reproduction steps if possible.Attach any relevant log files, screenshots, or videos.Share a save file of your world, if applicable, to help us investigate further.

These details are essential to help us resolve issues effectively. Even if you can’t provide reproduction steps, the more information you include, the better!

Don’t Forget to Vote!

Before submitting new feedback or bug reports, use the search feature to see if a similar topic already exists. If you find one, don’t hesitate to vote for the topic to show it’s important to you!

If you don’t find what you’re looking for, feel free to start a new topic. Every vote, suggestion, and report counts and helps us prioritize updates and improvements.

The support portal is the best and most direct way to help shape Space Engineers 2. We’re looking forward to hearing from you

Post-release Support

We will continuously monitor Space Engineers 2 stability after the release and fix any problematic cases that lead to game issues.


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.

These diaries dive into the latest challenges, solutions, and ideas shaping the game. They are Marek's unfiltered thoughts, meaning details may change as development evolves. If you enjoy insights into game creation (and don’t mind potential spoilers), be sure to check them out!


Space Engineers 2 Links


Thank you for reading this blog!

 

Best,
Marek Rosa
CEO, Game 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.


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空间工程师2 游戏更新 新功能 改进
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