What is this
Every Thursday, I will share a dev diary about what we've been working on over the past few weeks. I'll focus on the interesting challenges and solutions that I encountered. I won't be able to cover everything, but I'll share what caught my interest.
Why am I doing it
I want to bring our community along on this journey, and I simply love writing about things I'm passionate about! This is my unfiltered dev journal, so please keep in mind that what I write here are my thoughts and will be outdated by the time you read this, as so many things change quickly. Any plans I mention aren't set in stone and everything is subject to change. Also, if you don't like spoilers, then don't read this.
Space Engineers 1
Space Engineers 2 - Rethinking Combat
What are we aiming for?
- Longer, more tactical engagements
Fights should take time - measured in minutes, not seconds. We want to avoid sudden one-shot kills and give players time to react.Preparation should matter
Players who scout, build defenses, or prepare ambushes should be able to generate unfair local advantages.Rock-Paper-Scissors balance
No single weapon or strategy should dominate. A system where different combat types counter each other could make battles more dynamic.Player feedback and clarity
You should know when you’ve hit something, what damage you’re doing, and what’s happening around you - without guesswork.Support both attack and defense playstyles
Offensive and defensive roles should both be viable, with tools and mechanics that support each side.
Combat Duration & Survivability
Weapon Dynamics: Rock–Paper–Scissors
- Aimed/manual weapons beat automated turretsAutomated turrets beat rockets/missilesRockets/missiles beat aimed weapons
Detection, Infiltration & Defense
Safe Zones & Risk Management
- Limited in size and availabilityCostly to maintain over timeSlow to set up
Character vs Grid Combat
- Characters boarding grids and taking them overCombat-focused suit upgradesDedicated tools for sabotage or infiltration