Won 3rd place in CJ's cruiser build comp this year, got a big job promotion. wife is about to give birth to my daughter in a few days. and now SE2! this has been a great year!!!
What is that signal in the distance? It’s approaching extremely fast! Could it be? Is it... A gigantic HYPE ship! And it’s docked to SPACE ENGINEERS 2!
Almagest is a famous work by the ancient Greek astronomer, mathematician, and geographer Claudius Ptolemy. Written in the 2nd century CE, its original Greek title was Μαθηματικὴ Σύνταξις (Mathematike Syntaxis), meaning "The Mathematical Treatise." Later, Arabic scholars translated it into Arabic as Al-Majisti, which means "The Greatest," and from there, the title evolved into Almagest in Latin and other European languages. The Almagest was highly influential in the fields of astronomy and mathematics. It details the geocentric model of the universe, where Earth is at the center, and describes Ptolemy's system of epicycles and deferents to explain the apparent motions of the planets. This work remained a cornerstone of astronomical thought in Europe and the Islamic world for over a thousand years until the heliocentric model was developed during the Renaissance. (CGPT) "Majisti" also comes from the greek word megistos which means the greatest so, gpt is probably wrong in this and the final names just comes directly from Greek. update: yep as it seems "Arabic word Majisti (المجسطي) is derived from the Greek word Megiste (Μεγίστη), which means "the greatest." The full Greek title of Ptolemy's work, Η Μεγάλη Σύνταξις (Hē Megálē Sýntaxis), translates to "The Great Treatise.""
Guys great work! I don't know if you are going to read this but please just make this game like an updated Space Engineers, don't remove features we already have in this game like AAA companies do. We are fine with the same game but faster engine and better graphics!
(making some assumptions). As for name, while SE2 keeps the brand recognition, something more like "Space Engineers: Exodus" both keeps the branding, but adds something more than just a number.
@@Honkious5824 not really....it has different zones to one star system. The way I'm thinking is like how Empyrion Galactic survival does it...would mind a loading screen when traveling between different star systems. I would love how Elite, Star Citizen or Starship Evo does it but I can understand if they don't or can't
Probably could be done easily. Just a matter of loading a mapped area. Like in a multi system only one system is mapped at a time. While in current system a distant star is the only thing loaded marking a spot or direction. Only when you jump to different system is the local system loaded.
@@freespirit9981 sounds easy enough and the way I see it is if the one developer for starship evo can do it then a team should be able to do it. But I guess we'll just have to wait to find out
@@alfredosauce3727 After Earth was my first thought too. Perhaps the Red vs Blue war caused the destruction of earth and that's why they're eternally enemies!
Multiplayer? What are you basing this on? If the mp is like the one we have now its going to be shit, it also looks identical to SE1 and no real new stuff
@@Racerx7081 yea I ahve seen that stuff, id say it would not make up a failure in Multiplayer in this next game. If the multiplayer is not better then SE is probably a lost game for me. The ME failure already was a big hit in my trust for Keen
I'm not sure about flawlessly. They did say we could get the basic shape of ships to port over but I'm sure they Said it may not work for a lot of blocks. I took that to mean the basic armor blocks will transfer over but not necessarily all the detailing blocks we like to use, which in SE2 may be changing dimensions and attach points.
A.E. normally in fiction means After Earth marking the destruction or Earth becoming inhospitable in the future First coined to my knowledge by Titan A.E.
My Project list for this includes: Serenity (Firefly), Voyager + Defiant (Star Trek), Nostromo + Sulaco (Alien), BaseStar and Raiders (BSG), Gundams... lots and lots of Gundams. I hope thrusters work on subgrids without mods or merging this time though
@SA80TAGE If I remember correctly could be wrong g but I think subgrids gonna work much different compared to the current game but I could be just thinking about the Small Grid stuff
o man the green station is indeed a blast from the past. I think it might still be found somewhere but I can't remeber. Reminds me of the time when the only form of planet we had was an astroid block with a gravity generator and just rotors instead of the current suspension blocks for wheels.
The fact that the trailer is set in 11,983 CE and a system 10,000 light years from Earth has possibly interesting implications for lore... because it either implies that a mission to there departed Earth at a velocity very close to the speed of light in about 1983, or that jump drives work over interstellar distances. The first is especially interesting because iirc Space Engineers is set in the 2070s or 2080s.
green astroid base is still in the game just go to new game and i believe its under one of the community tabs edit: its under new game then under original contents then slide to the left a few tabs and boom green base
Hoping we also see a more customizable build systems such as with engines and weapons. We can customize refineries and assemblers why not engines and weapons?
I love how beautiful it will look with current-gen graphics and the such but what I really want to know is how the engine will handle scale. Are we finally past the block/shape limits for grids? Can we finally build multiple Capital ships without crashing our computers? How does using the new multi-size grid compute the count now? Were the devs able to workaround the issue that Epic's UE4/5 engines suffer from and defeat the "object limit" reached issue. Because that's the one thing that the SE community have always griped about, and now they've added these amazing greebling capabilities, I fear we'll smash our faces on the limit far, far sooner. I love building ships and I've always found the current system so limited but this will set my imagination free.
@@WelshProgrammer I have a suspicion that you can expect more limited size capabilities than peak Space Engineers 1. Keep in mind they had years to optimize and perfect that engine, while we’re closer to what Space Engineers would have been optimized to around 2014 or so, if I had to guess. With that said, I think the ceiling as SE2 gets updated will be quite a bit larger, and I have a few reasons for suspecting that. Notably, hardware is very different to what it used to be in 2011 when they would have conceptualized the final requirements for the Vrage engine that went into Space Engineers initially. In particular, we have things like AVX instruction support on CPUs, better game engines, better abstractions for graphics (Vulkan) better physics simulations, etc. This is just an educated guess, though.
SE2 should be able to handle more. The issue with SE1 is that it's based on the old Havok engine code library. SE2, as mentioned by Xocliw on his recent streams with the leads including Merrik, said that new VR3 engine is far more powerful due to new code and pipelines to properly use multithreading and X86 frameworks. Ergo, where more object IDs are now available and way better utilization of advanced hardware features such as Hyperthreading and Multithreading to better handle multiple pipelines at once for a far better performance gain. Hence why they're adding actually flowing water as well as better vowel destruction physics, and can handle compound grids now. You'll probably have no real issues with a grid holding near a million blocks on it. Rasterization methods will probably not even load the 25cm blocks until you're close enough to in essence mimic an LOD system, just with block rasterizing instead of multiple LOD models.
So many disappointed and wildly speculative comments here...come on guys, this is an early alpha teaser, probably almost nothing seen here will actually stay the same in the final game. I don't know what exactly Keen will deliver but it looks like it's going to be epic regardless and the mod community will figure out ways to circumvent whatever flaws and limitations the new game has, so don't let anything you see now quash your hopes.
The only reason you would typically name a Star System is to reference one for location/destination purposes..sounds like there will be multiple Star Systems.. I love the graphics and suit look. NPC presence has been getting 'better', but I still feel the development team hasnt worked to make vanilla survival really that immersive yet. There are a lot of mods that Id imagine developers could take and make into a stable, immersive upgrade like when the Economy update happened. Give players a reason to trade, have territories over rarer ores, or maybe even fight over sectors of solar systems that have rarer/tougher end game NPCs that fight in waves that provide awesome 'loot'. One of my biggest concerns with SE over the years is we always add content (DLC, mostly looks, new blocks, etc) but the performance has never really been greatly updated. I know the current game is nothing what was imagined and has definitely improved over the years, its an amazing game. Ive played since 2013. But Keen servers are limited in player count and limit settings/features (imagine having a game you develop, host your own servers, and still turn off features to keep it 'performing better'). Its still one of my top games and even taking multiple hiatus's over the years, i have over 5k hours. And I have all the DLC. so they've gotten their money out of me and Ive gotten many hours of fun/play time. I just always seem to be bored after a while and no server really has a constant big population where you can just always feel like you're playing in an active system. You can play for weeks or months and never actually run into players..and its only a small star system lol
I feel like there are three avenues for sandbox games nowadays, you can either update the original game over time like Minecraft or you can make sequels to that game like Subnautica. Then you have the in between avenue where you make a set amount of updates or DLC to the original game and then make a sequel after said updates. The two sandbox games that I can think fit this off the top of my head are (obviously) this and Kerbal Space Program. Here is my opinion on all of the avenues (mods are not included in this analysis): Updating a game over time is by far my preferred avenue, as it doesn't change any of the core functions, principles, or goals of the game. Everything can stay more or less the same, but it gives you more OPPORTUNITIES to explore and develop your creativity. You can't really take away anything from the game in this way, you can only add. (there are exceptions) Then there is the technical and more importantly economical point of view. I don't have to re-purchase Minecraft after every update, it does have a small storage requirement, but it is far preferrable to having to download an entire other game. HOWEVER, here is the main issue from the developer's point of view: If your game is not popular enough, or does not have enough staying power, most updates will go unnoticed and won't succeed in bringing new players in. To use this avenue your game NEEDS clout. Bringing in Minecraft again, they get away with this because the game is already so popular and news about new updates travels far and wide bringing in hundreds, sometimes thousands of new players every time they update. For example, I have played space engineers for a decent chunk of time, around 300-400 hours, and at one point I stopped playing for a period of almost 2 years because I temporarily lost interest. Had I kept playing for just another week I would have seen news for a large DLC/Update to the game that would have kept my interest. So this avenue is not always the right fit for certain sandbox games. Making full on sequels to popular games without updating them, is mainly for the games that don't have staying power. Take Subnautica for example, once you beat the story and mess around for a few hundred hours you are left with almost nothing to do. There are mod packs that increase the longevity of the game, but for what the developers intended that is the last stop for the game. People discover the game >>> People buy the game >>> People beat the game >>> People slowly leave the game. That is why they make entire sequels, to play on the "nostalgia factor". They wait for the game to loose momentum and then release an entirely new game with the intention of luring those players who left the initial game alongside new players who also got swept along by the HYPE train. This is easily my least favorite avenue, as it gives the developers TOTAL control on what add or remove between games. Remember how Subnautica was really fun and then Subnautica Below Zero wasn't the same level of fun. That's because the developers basically tweaked with the core functions, principles, and goals of the original game in a vain attempt to make the gameplay more interesting. And it really sucks because this is one of the more profitable options for developers to choose when deciding how to bring new players to the game, because with this strategy they sell twice as many copies. When a new game comes out and it is so obviously a sequel, the new players who hop on the HYPE train to buy this sequel game most of the time turn around to purchase the original game as well to do a rough comparison or to just make it look like they have "been here since day one". The third avenue is kind of between the two extremes, but it is rather vague on which side it follows more. This is the perfect in-between because it improves the original game much like the first option, but it can also massively improve sales via HYPE. The longevity of the game is massively improved by just giving it a few DLC's spread out over a few years, and while it won't produce many new players unless it is advertised or spread out rather far it will still enable this game to keep its existing player base for much longer. Creating a sequel in this case doesn't really need to wait for the popularity of this game to die out. Yet it still fuels the HYPE train just as much if not more. Like I already stated, this is a rather vague avenue as MANY games have gone down this path. To name a few examples: Space Engineers, KSP, Terra Tech, Crossout (kinda), GTA (kinda), Stranded Deep, The Forest. Overall it depends on the game, the developer, and the community centered around them, but I feel these are the main avenues of most sandbox (and other) games these days.
Just a theory here, it says 11000 CE and 0 AE now we know it’s been almost 12 years since SE released, and ofc this is the first proper alpha footage of this game sooo it could be argued this is the time in SE 1 to the new SE. Just a theory! Edit: yes it hasn’t been almost 12 years so this doesn’t hold water as I originally had thought but the idea is still there!
My take on the 2 space Engineers as the new logo is probably to symbolize SE 2. As for naming a Star system that could mean a bigger map and more star systems. Also if you look at the top left corner of the vid it shows Alpha which means the game will be launched soon. Ether as a complete game or as a Early access I have no clue. Colonization of new systems might be part of the game.
Just curious, when se1 launched. What was the time frame from alpha to being giving out to the public to play? I'm on xbox so I hope if the do a beta. I dont have to wait a year or 2 after
Really excited to play around with multiple blocks sizes seamlessly without mucking about with subgrids. Wonder if Klang will be satiated from SE1 or if it makes an appearance in this new title as well
There should be a similar mechanic to Elite Dangerous, where one drive allows you to move quickly through a system and another that allows you to jump to a new one altogether!
@@ronniek6114 honestly, that would improve SE gameplay by a ton with just that alone. Though of course that also means threats of raiders if it is a public server all can appear on
I am very excited about this. I would LOVE to be able to get my hands on a second SE game with the 25cm grid system. You can add so much detail and make so many quality additions to your ships and stations for access spaces and details. You wont be forced to build large chunky ships with large grid and smaller ships with small grid but instead now we can meld the two and make any size ship. Imagine having large transport/conveyor tubes down the main area of the ship to transport all major cargo with smaller networks throughout the ship leading to weapons and other smaller machines. Access panels properly flush with the walls to open and repair pieces that you don't want exposed in hallways. You could compact so much more into a ship or use it to create an even larger ship with a really good large interior and still have good armor on the outside.
Even smaller blocks! Nice! I have been looking forward to this type of thing. I wonder if all the blocks will be that tiny? If so, imagine how many people are going to make star wars droids and other robots. You may even be able to make a walking drone thats engineer size. Just some thoughts ontop of my head. I am excited! 😊
That Green Asteroid Base is actually still available via the Workshop. I have a copy of it vibing in my subbed items and I use it for Asteroid and Planetary long term bases.
Maybe there are multiple Starsystems and some Kind of time System (like you can sit in a cryo pod and skip a year to finish Production or to get different planet constelations)
Two comments. One you give one new mechanic or feature you will have over a hundred different ways to tempt the wrath of clang. And two when this comes out or available its going to be "Shutup and Take My Money"
Personally, I would love 3 things from the next SE game, * Being able to use thrusters on a subgrid (so you can natively build rotating engines on ships) * Jumping between star systems (I hope that is why we're shown one with a name?) * And a much higher native top speed (I normally play at 5km/s and it's soooo much fun)
i remember that green base, man that brings me way back to 2014. Had an all in one hp pc, so my performance in game was absolutely terrible, got like 14 fps constantly lol. Still loved the game to death back then, was so novel to my then 8 year old self.
lol just hope the combat isn't Gonna eat the sim speed in this new game! 😩 EDIT: let's just be honest here it's Space Engineers 2! You can't have Big red the green station and the Blue ship with those astronauts in a game with different name IMHO!
I would love to see the Yellow Respawn ship get some love..still one of the coolest ships, Ive built it many times over the years just out of memory 😅 Like in one of the teaser/trailers, maybe have an old school engineer warp in to this new system..lost..and its the original Yellow Respawn ship, bent armor and all 😀
time for EVERYONE to get a NEW, STRONGER pc... i'm noticing the speed those astronauts are moving is kinda slow and jumpy... i'm guessing 4k graphics will be MINIMUM for starters..... just means in my case i'll be stuck with old school SE for a while in my case....
I kinda doubt that, Keen would be crazy not to have an option to lower graphics for the people still running potatoes. They're trying to sell a game to as many people as possible.
Not necessary, current engine is pretty old and can't make use of the full potential of modern hardware, i expect a performance boost. New engine is still alpha and unrefined, unfinished barely functional and they used it for cinematic rendering, not sure if the waking animations are even done yet. The finished game needs to run on console hardware mind you, and consoles are always a bit behind in technology to keep the price affordable.
4k graphics minimum would be stupid as 1080P is still the most common by far. As others said I'm actually expecting better performance overall as Vrage 2 is pretty limited to how many cores it can use in your CPU for example due to 2-4 core CPUs being the most common during its development.
And while the game looks awesome already I'm sure it won't be much more demanding than the current game and the stuttery movement we see is because they haven't got to optimizing the game properly as they are still in alpha. Think KSP-2 but if the developers actually cared. Id hazard a guess that this game is already farther along than KSP-2 was at release lol
Most likely it's stuttering because Alpha and it's a debug build. As a dev myself, premature optimisation is the root of all evil. Getting it working first, then make it smarter and faster later. As for hardware, as already stated, 1080p is still by far the most common resolution according to most surveys so they will most likely target that but also allow 720p for lesser machines at the risk of being somewhat annoying. As for demand, high end lighting, shadows and such will be limited to only those GPUs that can offload it i.e. Ray Tracing units. Particles will be limited based on the number of GPU cores, draw distance and fidelity will be limited by VRAM. They will try to offload as much of the physics and water I would imagine as they can also to the GPU and leave the CPU to deal with inputs, sound, network, other non physics grid stuff, signals, conveyors etc. I think that the more RAM you have and the higher the FSB/Memory bandwidth you have, the better it'll be. More cores is good and all but there's only so many things you can do in parallel, since it's a simulation, lots of calculations depend on the results of other calculations, so there's a pipeline that has to be processed, not everything is just "use more cores/threads", especially when there's a lot of info to share/access (mutex etc.)
Given the info we've seen from KSH on the new water systems and planetary surface changes, I'd love to see a new mode for a tech progression system that starts you on planet (ala ME style) where you have to advance from early tech (wood/stone/etc... and manual harvesting) to more advanced tech and resources, to eventually reach space-level tech. So similar to the current progression system (in theory), but that actually allows a player's character to evolve from basic ground to flight and, eventually, space gameplay. Would probably require the progression tree to be reworked for grouping into "tiers" for easiest application, but could also see it taking on a similar design to SE where some resources just aren't available until you get off the starter world(s). But honestly, any revamp of the progression tree would probably be a good idea...
Would be awesome if we travelled from the system to earth and found out that it was actually there.. lol Things i really want/need to get me properly hyped(On top of what's already been teased): 1: Much greater server performance and physics calc speeds (threading?) 2: Much more sophisticated AI/NPC systems 3: Much more *busy* feeling world that makes use of the NPC systems (actual trade routes n such not the faked ones we get) 4: Much greater Character customisation and blueprints to collect in the world for customisation (Helm, Visor, Suit, Gloves, Boots, Backpack, Tools, Weapons)
Oooh, I actually love the new suit designs! The way the backpack bounces as they walk, and I certainly hope we'll get more customization options than just skins! Like new helmet or backpack designs, or things like different tools visually attached to your belt.
Let's not hype myself too much, I don't want to get disappointed. But... If the star system is named, it can mean that there may be other star systems in the game. If so, it would be REALLY cool to open up some exploration gameplay loop! Just imagine, MP servers with multiple procedurally generated star systems, some POIs and entities generated in it. Explorers would be tasked to find a "jump point", travel through it, map the new system, and sell the data to other players for some credit. Or keep the newly found resources for themselves, with the risk of someone else discovering the system and selling the info instead of you. Systems could also be a way to link servers between themselves, like some clusters already do these days. The Sigma Draconis Expanse server does it with the Ring Gate thing from the Expanse lore. Travel to a gate, you get a small loading screen then boom, you're in another system/server.
Love the new grid system. What they really need to fix though imo is make it so all the features, including pistons/rotors/whatever work reliably in multiplayer so servers don't ban them.
My guess is that it's in a distant galaxy or area than the first game and that other game I can't think of the name off the top of my head but it's more distance in an area that did not evolve into war and was just peaceful also for survival I really hope that the smaller blocks do not have to be welded up yeah some would but I really hope some of the smaller ones don't because that would be a hassle
I do wonder assuming this game is a space engineers successor what it means for Space engineers 1 development. If its release is the end for spece engineers onces development, it would make sense so keen can focus resources on the new game. And its development. Id assume that Vrage 3 was made to help get rid of the numerous endemic bugs that fill the current game due to its age that keen cant fix and i wouldn't blame them for doing it. 2. Space engineers 1s development keeps going as well. Either full on updates or maintenance into the future. Maybe they will keep updating space engineers 1 with new content or at least continue with bug fixes and other things. Or 3. Space engineers one keeps going up until the next games release and slowly it starts winding down to a full stop or just maintainence and bug fixes. Maybe they will release one final big update that ads a bunch of stuff and bug fixes to the first game before they fully move on to the next. I wouldn't blame or be angry with keen for any one of these choices. They are a smaller studio after all so moving all resources to new projects would make sense. But also keeping some on the old game also makes sense
And I'm about to fire up SE1 again soon to build a massive carrier ship with my brother. Man this game is evolving so freaking fast. I'll get my hands on the sequel as well, just because it's gonna be a crazy new building experience.
I'm pretty sure there were weapons on the red ship, the two large artillery looking guns on either side of the flight deck/helm and the one on the right engine(and presumably the other side as well). The odd looking one near the window of the flight deck may be a sensor of some sort, perhaps replacing the current ore sensor. We can see the same artillery looking barrels on the blue ship, however they seem to be much shorter and appear to be placed on a mount. It may be a different weapon, or perhaps we are getting a modular weapon system. That would work well with the new building system.
I'm very curious to see how they're going to transfer different sized identical blocks to the new grid system. Ion thrusters are a simple example - would it be split with the two 1x1 scaled ones and the two 2x3 scaled ones just being separate blocks now? Or all variants of one block? Being able to seamlessly bring in SE ships would imply all are to remain in this coming game, after all. I'm also wondering if we're going to get varying thickness armor plates. Would help a lot for building - a 25cm block wall is a hundred 25cm cubes for each old large grid block, as well as probably being irritating to place (though the blueprint block thing will help with that aspect), so surely we'll get something lest it become unimaginably laggy. Also, that new engineer suit model is beautiful. It also has very interesting thruster effects that make me wonder how they'll update the ones we know.
I’m still sitting here analyzing the lore implications of this teaser’s contents. Going off of what we know from In-Game SE Lore (That being the info given in official scenarios) The Blue Engineers are part of the “Sol Cooperative” faction. The Green Station displayed in turn likely belongs to the Green Engineer Team, known as “Argonaut Industries” (AGI). These two factions seem to be allied somewhat in this teaser, which makes sense since in SE both AGI and The Sol Cooperative somewhat share a mutual enemy: The Red Team known as “Results Oriented Sciences” (R.O.S.). The exploitative research company that is the active antagonist in the story scenarios “The First Jump” and “Frostbite,” and that was the precursor antagonist in the story scenario “Lost Colony.” As observed, the shown SE2 version of “Big Red” (labeled as R-01 here) doesn’t have any visible weapons, and we see an engineer running down what looks to be its central corridor. Specifically, if you zoom in on the doorframe, you can see that through it, in the room beyond, there is what looks to be a 1x2 Stair or Ramp Block, as denoted by the lights running up the side edges of it. Furthermore, the corridor is poorly lit, and the engineer there seems to be running. As there are no weapons visible, I don’t think this is a crew member scrambling for battle stations. This ship also appears undamaged, so it hasn’t crashed suddenly. If we are to take the entire teaser as one chunk of information, the R-01 has-either via a jump drive or some other Anomaly-appeared near an AGI asteroid outpost, and the allied Sol Cooperative’s engineers are investigating, since they haven’t blown it to bits nor salvaged it yet. If this is true, then the engineer running likely isn’t running back down the corridor to reach the CIC control seat positioned in the rear there, but to the Path/Hall Junction in order to access and exit the airlocks located in the ship’s nacelles. The engineer is escaping. The ship isn’t being cleared for safety by a fireteam with guns in hand right now, or being salvaged for parts by a scrapper crew.; Something is off. What did the engineer see, or hear? Aliens? A deadly disease? Dead bodies of the R-01’s own R.O.S. Crew? Or maybe even a strange absence of all R.O.S. Personnel at all? I’m hyped. (Also where is the ITW (Independant Terran Workers, Yellow Team, former allies with R.O.S., now enemies with the R.O.S. due to being exploited in the unearthing of the lunar Monolith)? Nowhere to be seen here. Or perhaps in SE2 they don’t exist yet? Were the Sol Cooperative and Independant Terran Workers founded by defectors of Argonaut Industries’ colony crew sent to this star system perhaps?
december 5th cant come soon enough!! ^_^ freaking hyped to high heavens and praying we get early access, i never got to play SE in those days. Ill take it with open arms to hopefully help devs work out the kinks
Ive been following this game since i was ten (2013ish) and im almost 21 and its amazing to see how far its come, and whats coming next in the upcoming Vrage 3 sequel game AAAAAAAAAA
I personally want to see a new space engineers where the game is opened up way more than its current state to more in depth scripting and official modding tools! I want this game, like ksp, to live forever with endless possibilities other than just what the story line dictates! Open this sucker up man and let the creative juices flow! Case in point “scrapyard”
Really hope they do announce Space Engineers 2 and open it up to a public Alpha as they did 13 years ago, I just looked at my purchase history, I bought Space Engineers on 22 Dec 2013 for £11.99 and now have over 2000 hours in the game, and will happily buy into the next Alpha.
I cannot wait to see what this game brings, with things like the factorum tech and npcs and weapons of the first game to build off of (Idea wise, as its a new engine ik things cant be transferred one to one excluding MAYBE basic grid shapes from SE 1)
I finally purchased the game after all those years, I watched this game when I was a kid, just now I was able to get a PC and buy it... Its so strange to see that a sequel is on the next corner, its like going back to when I was a kid watching the SE trailer for the first time but this time I will get the game on the first day
The reason why making a new game instead of updating the old one makes more sense is because of how the changes if they didn't make a new game would almost certainly cause all the amazing mods people publish to break. And there are SO many amazing mods!
Won 3rd place in CJ's cruiser build comp this year, got a big job promotion. wife is about to give birth to my daughter in a few days. and now SE2! this has been a great year!!!
Congratulations!! Wishing you and your wife good luck with the birth of your daughter!! 🤎
Grats! I should enter some build competitions. If I win maybe I can score a promotion as well 🫡
Congratulations!! 🎉🎉
happy for you dude!
Name her Jack
Me: Yes, I'm finally actually finishing a large grid build in survival!
Keen: Time for the next game!
I've stopped finishing up my ships after they confirmed the new grid system.
I'm just preparing it to get blueprinted and converted to the new game.
I just stocked up on a bunch of DLC :/
@@typryor2227 Ouch. Fortunately, they're not all that expensive.
@@matteo_z I would be very suprised if you can export blueprints to the new game. The build mechanics are extremely different as seen in this video
@@typryor2227 Think about it like we (yes, I have all dlcs too lol) helped making SE2 possible :)
What is that signal in the distance?
It’s approaching extremely fast!
Could it be? Is it...
A gigantic HYPE ship!
And it’s docked to SPACE ENGINEERS 2!
And here I was thinking it was the waffle iron
Just a wild guess, the new logo is 2 space engineers for Space Engineers 2
not so wild to me
thatd be pretty based
"Almagest" is the name of the book by Ptolemy (2nd century) where he explains the motions of stars and planets. Sounds quite fitting.
@@pembrokeisland9954 and with this info I believe the new game might have some form of celestial rotation physics or multiple star systems
Almagest is a famous work by the ancient Greek astronomer, mathematician, and geographer Claudius Ptolemy. Written in the 2nd century CE, its original Greek title was Μαθηματικὴ Σύνταξις (Mathematike Syntaxis), meaning "The Mathematical Treatise." Later, Arabic scholars translated it into Arabic as Al-Majisti, which means "The Greatest," and from there, the title evolved into Almagest in Latin and other European languages.
The Almagest was highly influential in the fields of astronomy and mathematics. It details the geocentric model of the universe, where Earth is at the center, and describes Ptolemy's system of epicycles and deferents to explain the apparent motions of the planets. This work remained a cornerstone of astronomical thought in Europe and the Islamic world for over a thousand years until the heliocentric model was developed during the Renaissance. (CGPT) "Majisti" also comes from the greek word megistos which means the greatest so, gpt is probably wrong in this and the final names just comes directly from Greek.
update: yep as it seems "Arabic word Majisti (المجسطي) is derived from the Greek word Megiste (Μεγίστη), which means "the greatest." The full Greek title of Ptolemy's work, Η Μεγάλη Σύνταξις (Hē Megálē Sýntaxis), translates to "The Great Treatise.""
Finalizing this short teaser was such a pleasure and satisfaction
Holy... Your new game looks so far like the exact update SE needed for years. Keep up with that great work.
It is a pretty teaser 😁👍
Guys great work! I don't know if you are going to read this but please just make this game like an updated Space Engineers, don't remove features we already have in this game like AAA companies do. We are fine with the same game but faster engine and better graphics!
(making some assumptions). As for name, while SE2 keeps the brand recognition, something more like "Space Engineers: Exodus" both keeps the branding, but adds something more than just a number.
You guys are spearheading a new era for creativity. I can’t wait for the future of space engineers
Maybe the next game will have multiple star systems in one save?
or a way to travel between "worlds" (star systems)
@@vaqxai4281 Doesn't that one modded Expanse-themed server already do that?
@@Honkious5824 not really....it has different zones to one star system. The way I'm thinking is like how Empyrion Galactic survival does it...would mind a loading screen when traveling between different star systems. I would love how Elite, Star Citizen or Starship Evo does it but I can understand if they don't or can't
Probably could be done easily. Just a matter of loading a mapped area. Like in a multi system only one system is mapped at a time. While in current system a distant star is the only thing loaded marking a spot or direction. Only when you jump to different system is the local system loaded.
@@freespirit9981 sounds easy enough and the way I see it is if the one developer for starship evo can do it then a team should be able to do it. But I guess we'll just have to wait to find out
At a guess, 0AE for 0 years After Exodus. Something probbably happened to Earth and now survivors are looking for new worlds to call home. At a guess.
C.E is Common Era. A.E is most likely Almagest Era
Yeah, I initially thought After Earth. A destruction of Earth story is always fun. Really excited to see what Keen does.
Also 10k light-years from earth and a names star system could elude to multi system map.
@@alfredosauce3727 eh they did that with miner wars
@@alfredosauce3727 After Earth was my first thought too. Perhaps the Red vs Blue war caused the destruction of earth and that's why they're eternally enemies!
MINER WARS 2 BABY!!! WHOO!
WOOOOO
Better lighting
Multi-player
Multiple building grids working together
Named system could mean warp travel between multiple star systems
Multiplayer? What are you basing this on? If the mp is like the one we have now its going to be shit, it also looks identical to SE1 and no real new stuff
@@Erik3E 2 eng at the same time in teaser i guess
@@ashmunduth yea but that just indicated Space engineers 2 not multiplayer
Dont forget tessellation, fluid simulation (water) , crash physics, etc
@@Racerx7081 yea I ahve seen that stuff, id say it would not make up a failure in Multiplayer in this next game. If the multiplayer is not better then SE is probably a lost game for me. The ME failure already was a big hit in my trust for Keen
Not worried about the lack of weapons because they said we would be able to flawlessly import old se ships which would include the weapons
Yeah I am operating under the assumption it isn't implemented yet due to it being in alpha. I hope more weapon types are added, though.
I'm not sure about flawlessly. They did say we could get the basic shape of ships to port over but I'm sure they Said it may not work for a lot of blocks.
I took that to mean the basic armor blocks will transfer over but not necessarily all the detailing blocks we like to use, which in SE2 may be changing dimensions and attach points.
As a rather new SE player, I'm very excited. Especially that the big and small grids are combined with the 25cm grid system.
Not to be confused with the 2cm beam system
As someone who played the Alpha also excited.
@@ZarHakkar What is that?
I'm just glad that DLC money went somewhere.
A.E. normally in fiction means After Earth marking the destruction or Earth becoming inhospitable in the future First coined to my knowledge by Titan A.E.
Well guess if that is true, we gonna be cosmic castaways
I got a good feeling making Sci Fi ships like the Normandy or a Star Destroyer is gonna be a lot more easier to make more accurate to what you see
My Project list for this includes: Serenity (Firefly), Voyager + Defiant (Star Trek), Nostromo + Sulaco (Alien), BaseStar and Raiders (BSG), Gundams... lots and lots of Gundams.
I hope thrusters work on subgrids without mods or merging this time though
@SA80TAGE If I remember correctly could be wrong g but I think subgrids gonna work much different compared to the current game but I could be just thinking about the Small Grid stuff
o man the green station is indeed a blast from the past.
I think it might still be found somewhere but I can't remeber.
Reminds me of the time when the only form of planet we had was an astroid block with a gravity generator and just rotors instead of the current suspension blocks for wheels.
I've kept a world of it for old times' sake, haha
It's a starting world that you can still get into whenever you want. It's the first world I explored when the game came to Xbox
I can remember when rotors debuted. :)
The fact that the trailer is set in 11,983 CE and a system 10,000 light years from Earth has possibly interesting implications for lore... because it either implies that a mission to there departed Earth at a velocity very close to the speed of light in about 1983, or that jump drives work over interstellar distances. The first is especially interesting because iirc Space Engineers is set in the 2070s or 2080s.
But what does “CE” mean ?
@nobodyherepal3292 Common Era usually. the same as After Christ but without the religion aspect
That is an interesting thought about the setting. I forgot it takes place in the 2070-2080's
@@mz00956 "After Christ" is A.D. for Anno Domini
@@nobodyherepal3292 Combat Evolved
Next teaser on December 5th? Thats my birthday! Best birthday gift I could get, thanks Keen.
The logo looks identical to the anniversary statue you got for the anniversary of Space Engineers
Jep
green astroid base is still in the game just go to new game and i believe its under one of the community tabs
edit: its under new game then under original contents then slide to the left a few tabs and boom green base
almost 8200 hours in game, and the hype level just took me back to 2013.
HOLY, IT LOOKS SO GOOD ALREADY WTF?
Hoping we also see a more customizable build systems such as with engines and weapons. We can customize refineries and assemblers why not engines and weapons?
agreed
The running/character animations and camera movement are significantly less stiff too. Looks good.
Mixing diffrent sizes of blocks is ridiculously good feature.
The little bit we see including the suit and movement looks vastly better then space engineers 1, let’s goooo
I love how beautiful it will look with current-gen graphics and the such but what I really want to know is how the engine will handle scale. Are we finally past the block/shape limits for grids? Can we finally build multiple Capital ships without crashing our computers? How does using the new multi-size grid compute the count now? Were the devs able to workaround the issue that Epic's UE4/5 engines suffer from and defeat the "object limit" reached issue. Because that's the one thing that the SE community have always griped about, and now they've added these amazing greebling capabilities, I fear we'll smash our faces on the limit far, far sooner. I love building ships and I've always found the current system so limited but this will set my imagination free.
@@WelshProgrammer I have a suspicion that you can expect more limited size capabilities than peak Space Engineers 1. Keep in mind they had years to optimize and perfect that engine, while we’re closer to what Space Engineers would have been optimized to around 2014 or so, if I had to guess.
With that said, I think the ceiling as SE2 gets updated will be quite a bit larger, and I have a few reasons for suspecting that. Notably, hardware is very different to what it used to be in 2011 when they would have conceptualized the final requirements for the Vrage engine that went into Space Engineers initially. In particular, we have things like AVX instruction support on CPUs, better game engines, better abstractions for graphics (Vulkan) better physics simulations, etc.
This is just an educated guess, though.
SE2 should be able to handle more. The issue with SE1 is that it's based on the old Havok engine code library. SE2, as mentioned by Xocliw on his recent streams with the leads including Merrik, said that new VR3 engine is far more powerful due to new code and pipelines to properly use multithreading and X86 frameworks. Ergo, where more object IDs are now available and way better utilization of advanced hardware features such as Hyperthreading and Multithreading to better handle multiple pipelines at once for a far better performance gain. Hence why they're adding actually flowing water as well as better vowel destruction physics, and can handle compound grids now. You'll probably have no real issues with a grid holding near a million blocks on it. Rasterization methods will probably not even load the 25cm blocks until you're close enough to in essence mimic an LOD system, just with block rasterizing instead of multiple LOD models.
So many disappointed and wildly speculative comments here...come on guys, this is an early alpha teaser, probably almost nothing seen here will actually stay the same in the final game. I don't know what exactly Keen will deliver but it looks like it's going to be epic regardless and the mod community will figure out ways to circumvent whatever flaws and limitations the new game has, so don't let anything you see now quash your hopes.
Honestly the 25cm grid system is enough for me
Situation: Shut up and take my money!
Engie Wars 2: Eclectic Howdy-doo
Give us some better realistic engine plumes! Wanna see some pretty lookin plasma like ksp2
Good times ahead.
Yes!
I have over 2000k hours in SE. I look forward to this.
Glad I got into SE this year, gonna need the practice when it comes out
It looks like when they’re walking on the asteroids the magnet boots are more smooth.
The only reason you would typically name a Star System is to reference one for location/destination purposes..sounds like there will be multiple Star Systems.. I love the graphics and suit look. NPC presence has been getting 'better', but I still feel the development team hasnt worked to make vanilla survival really that immersive yet. There are a lot of mods that Id imagine developers could take and make into a stable, immersive upgrade like when the Economy update happened. Give players a reason to trade, have territories over rarer ores, or maybe even fight over sectors of solar systems that have rarer/tougher end game NPCs that fight in waves that provide awesome 'loot'.
One of my biggest concerns with SE over the years is we always add content (DLC, mostly looks, new blocks, etc) but the performance has never really been greatly updated. I know the current game is nothing what was imagined and has definitely improved over the years, its an amazing game. Ive played since 2013. But Keen servers are limited in player count and limit settings/features (imagine having a game you develop, host your own servers, and still turn off features to keep it 'performing better'). Its still one of my top games and even taking multiple hiatus's over the years, i have over 5k hours. And I have all the DLC. so they've gotten their money out of me and Ive gotten many hours of fun/play time. I just always seem to be bored after a while and no server really has a constant big population where you can just always feel like you're playing in an active system. You can play for weeks or months and never actually run into players..and its only a small star system lol
I feel like there are three avenues for sandbox games nowadays, you can either update the original game over time like Minecraft or you can make sequels to that game like Subnautica. Then you have the in between avenue where you make a set amount of updates or DLC to the original game and then make a sequel after said updates. The two sandbox games that I can think fit this off the top of my head are (obviously) this and Kerbal Space Program.
Here is my opinion on all of the avenues (mods are not included in this analysis):
Updating a game over time is by far my preferred avenue, as it doesn't change any of the core functions, principles, or goals of the game. Everything can stay more or less the same, but it gives you more OPPORTUNITIES to explore and develop your creativity. You can't really take away anything from the game in this way, you can only add. (there are exceptions) Then there is the technical and more importantly economical point of view. I don't have to re-purchase Minecraft after every update, it does have a small storage requirement, but it is far preferrable to having to download an entire other game.
HOWEVER, here is the main issue from the developer's point of view: If your game is not popular enough, or does not have enough staying power, most updates will go unnoticed and won't succeed in bringing new players in. To use this avenue your game NEEDS clout. Bringing in Minecraft again, they get away with this because the game is already so popular and news about new updates travels far and wide bringing in hundreds, sometimes thousands of new players every time they update.
For example, I have played space engineers for a decent chunk of time, around 300-400 hours, and at one point I stopped playing for a period of almost 2 years because I temporarily lost interest. Had I kept playing for just another week I would have seen news for a large DLC/Update to the game that would have kept my interest. So this avenue is not always the right fit for certain sandbox games.
Making full on sequels to popular games without updating them, is mainly for the games that don't have staying power. Take Subnautica for example, once you beat the story and mess around for a few hundred hours you are left with almost nothing to do. There are mod packs that increase the longevity of the game, but for what the developers intended that is the last stop for the game. People discover the game >>> People buy the game >>> People beat the game >>> People slowly leave the game. That is why they make entire sequels, to play on the "nostalgia factor". They wait for the game to loose momentum and then release an entirely new game with the intention of luring those players who left the initial game alongside new players who also got swept along by the HYPE train. This is easily my least favorite avenue, as it gives the developers TOTAL control on what add or remove between games. Remember how Subnautica was really fun and then Subnautica Below Zero wasn't the same level of fun. That's because the developers basically tweaked with the core functions, principles, and goals of the original game in a vain attempt to make the gameplay more interesting. And it really sucks because this is one of the more profitable options for developers to choose when deciding how to bring new players to the game, because with this strategy they sell twice as many copies.
When a new game comes out and it is so obviously a sequel, the new players who hop on the HYPE train to buy this sequel game most of the time turn around to purchase the original game as well to do a rough comparison or to just make it look like they have "been here since day one".
The third avenue is kind of between the two extremes, but it is rather vague on which side it follows more. This is the perfect in-between because it improves the original game much like the first option, but it can also massively improve sales via HYPE. The longevity of the game is massively improved by just giving it a few DLC's spread out over a few years, and while it won't produce many new players unless it is advertised or spread out rather far it will still enable this game to keep its existing player base for much longer. Creating a sequel in this case doesn't really need to wait for the popularity of this game to die out. Yet it still fuels the HYPE train just as much if not more. Like I already stated, this is a rather vague avenue as MANY games have gone down this path. To name a few examples: Space Engineers, KSP, Terra Tech, Crossout (kinda), GTA (kinda), Stranded Deep, The Forest.
Overall it depends on the game, the developer, and the community centered around them, but I feel these are the main avenues of most sandbox (and other) games these days.
They need to incorporate any SE1 DLC updates into this.
Just a theory here, it says 11000 CE and 0 AE now we know it’s been almost 12 years since SE released, and ofc this is the first proper alpha footage of this game sooo it could be argued this is the time in SE 1 to the new SE. Just a theory!
Edit: yes it hasn’t been almost 12 years so this doesn’t hold water as I originally had thought but the idea is still there!
it might be by the time this game is released.
True!! Could be hinting at maybe September ish release for alpha?
2:50 Is that ship not absolutely COVERED in forward facing cannons?
This space engineers with the NEW VRAGE 3 ENGINE
Honestly, the new building system they've been showing off is enough to get me interested.
My take on the 2 space Engineers as the new logo is probably to symbolize SE 2. As for naming a Star system that could mean a bigger map and more star systems. Also if you look at the top left corner of the vid it shows Alpha which means the game will be launched soon. Ether as a complete game or as a Early access I have no clue. Colonization of new systems might be part of the game.
They could Call it Space Engineers a new beginning or something like that.
@@dstydSomeone else pitched the idea of a name like "Space Engineers: Exodus" in another comment.
Just curious, when se1 launched. What was the time frame from alpha to being giving out to the public to play? I'm on xbox so I hope if the do a beta. I dont have to wait a year or 2 after
@@hiimzucky7089 That I don't know. I did not get the game at that time.
What about the Engineers walking on the Astroid? Artificial Gravitation or Magnet Boots working on Astroids too ?
Mag boots work on asteroids in se one already
@pr0hobo well thanks, never noticed
New mag boots with camera stabilization 👍
@@MrMarekRosa that is nice, they were a little jarring when used on asteroids with rough terrain
Really excited to play around with multiple blocks sizes seamlessly without mucking about with subgrids. Wonder if Klang will be satiated from SE1 or if it makes an appearance in this new title as well
@@fancifulconcept I did hear one thing they wanted to do in Vrage3 was reduce the threat of Klang.
@@wanderingaceminecraftandmo8034This is dangerous, it may anger Klang in ways never before seen
@timetounwind9205 agreed. To deny Lord Klang his due will incur his wrath.
What if in the new version, the jump drive just jumps you to another server/"system". That would be interesting.
There should be a similar mechanic to Elite Dangerous, where one drive allows you to move quickly through a system and another that allows you to jump to a new one altogether!
@@Grottogoob it be cool if they add jump gates that you can build literally all I want in this game lol
@@ronniek6114 honestly, that would improve SE gameplay by a ton with just that alone. Though of course that also means threats of raiders if it is a public server all can appear on
The small vehicle building in this new game is probably going to be completely off the hook. I am monitoring this very closely.
I am very excited about this.
I would LOVE to be able to get my hands on a second SE game with the 25cm grid system.
You can add so much detail and make so many quality additions to your ships and stations for access spaces and details.
You wont be forced to build large chunky ships with large grid and smaller ships with small grid but instead now we can meld the two and make any size ship.
Imagine having large transport/conveyor tubes down the main area of the ship to transport all major cargo with smaller networks throughout the ship leading to weapons and other smaller machines. Access panels properly flush with the walls to open and repair pieces that you don't want exposed in hallways.
You could compact so much more into a ship or use it to create an even larger ship with a really good large interior and still have good armor on the outside.
still an even smaller grid would exponentially improve the building by a lot
I hope... This implies that there will be AI controlled engineers. That is key to make the world feel alive, instead of just bot ships.
Even smaller blocks! Nice! I have been looking forward to this type of thing. I wonder if all the blocks will be that tiny? If so, imagine how many people are going to make star wars droids and other robots.
You may even be able to make a walking drone thats engineer size.
Just some thoughts ontop of my head.
I am excited! 😊
That Green Asteroid Base is actually still available via the Workshop. I have a copy of it vibing in my subbed items and I use it for Asteroid and Planetary long term bases.
I noticed the new character model in the first frame and the backpacks have physics
Maybe there are multiple Starsystems and some Kind of time System (like you can sit in a cryo pod and skip a year to finish Production or to get different planet constelations)
Two comments. One you give one new mechanic or feature you will have over a hundred different ways to tempt the wrath of clang. And two when this comes out or available its going to be "Shutup and Take My Money"
Those thinner walls be great when it comes to interior walls and keeping the weight down so you can put more focused on exterior armor.
I loved the green base. I treated it like a ship junk yard and take ships apart to make a big ship to take out pirates. Was a fun start for me.
Personally, I would love 3 things from the next SE game,
* Being able to use thrusters on a subgrid (so you can natively build rotating engines on ships)
* Jumping between star systems (I hope that is why we're shown one with a name?)
* And a much higher native top speed (I normally play at 5km/s and it's soooo much fun)
Sadly a dev in social media mentioned 300m/s for top speed in VRAGE3
@albertobueno7805 oh well that's disappointing. But I'm sure mods will still exist. Still better tho
i remember that green base, man that brings me way back to 2014. Had an all in one hp pc, so my performance in game was absolutely terrible, got like 14 fps constantly lol. Still loved the game to death back then, was so novel to my then 8 year old self.
0 AE? Maybe "after Earth?" Maybe something catastrophic happened...?
lol just hope the combat isn't Gonna eat the sim speed in this new game! 😩
EDIT: let's just be honest here it's Space Engineers 2! You can't have Big red the green station and the Blue ship with those astronauts in a game with different name IMHO!
Could also be SE Next, SE Live, SE Reloaded or something like that.
Really hoping the optimization for voxels and grids make the next game a much better experience and are able to support beefy servers!
I would love to see the Yellow Respawn ship get some love..still one of the coolest ships, Ive built it many times over the years just out of memory 😅
Like in one of the teaser/trailers, maybe have an old school engineer warp in to this new system..lost..and its the original Yellow Respawn ship, bent armor and all 😀
time for EVERYONE to get a NEW, STRONGER pc... i'm noticing the speed those astronauts are moving is kinda slow and jumpy... i'm guessing 4k graphics will be MINIMUM for starters..... just means in my case i'll be stuck with old school SE for a while in my case....
I kinda doubt that, Keen would be crazy not to have an option to lower graphics for the people still running potatoes. They're trying to sell a game to as many people as possible.
Not necessary, current engine is pretty old and can't make use of the full potential of modern hardware, i expect a performance boost.
New engine is still alpha and unrefined, unfinished barely functional and they used it for cinematic rendering, not sure if the waking animations are even done yet.
The finished game needs to run on console hardware mind you, and consoles are always a bit behind in technology to keep the price affordable.
4k graphics minimum would be stupid as 1080P is still the most common by far. As others said I'm actually expecting better performance overall as Vrage 2 is pretty limited to how many cores it can use in your CPU for example due to 2-4 core CPUs being the most common during its development.
And while the game looks awesome already I'm sure it won't be much more demanding than the current game and the stuttery movement we see is because they haven't got to optimizing the game properly as they are still in alpha. Think KSP-2 but if the developers actually cared. Id hazard a guess that this game is already farther along than KSP-2 was at release lol
Most likely it's stuttering because Alpha and it's a debug build. As a dev myself, premature optimisation is the root of all evil. Getting it working first, then make it smarter and faster later.
As for hardware, as already stated, 1080p is still by far the most common resolution according to most surveys so they will most likely target that but also allow 720p for lesser machines at the risk of being somewhat annoying. As for demand, high end lighting, shadows and such will be limited to only those GPUs that can offload it i.e. Ray Tracing units.
Particles will be limited based on the number of GPU cores, draw distance and fidelity will be limited by VRAM. They will try to offload as much of the physics and water I would imagine as they can also to the GPU and leave the CPU to deal with inputs, sound, network, other non physics grid stuff, signals, conveyors etc. I think that the more RAM you have and the higher the FSB/Memory bandwidth you have, the better it'll be. More cores is good and all but there's only so many things you can do in parallel, since it's a simulation, lots of calculations depend on the results of other calculations, so there's a pipeline that has to be processed, not everything is just "use more cores/threads", especially when there's a lot of info to share/access (mutex etc.)
Given the info we've seen from KSH on the new water systems and planetary surface changes, I'd love to see a new mode for a tech progression system that starts you on planet (ala ME style) where you have to advance from early tech (wood/stone/etc... and manual harvesting) to more advanced tech and resources, to eventually reach space-level tech. So similar to the current progression system (in theory), but that actually allows a player's character to evolve from basic ground to flight and, eventually, space gameplay.
Would probably require the progression tree to be reworked for grouping into "tiers" for easiest application, but could also see it taking on a similar design to SE where some resources just aren't available until you get off the starter world(s). But honestly, any revamp of the progression tree would probably be a good idea...
WOAH how long the red and blue cruiser have come and the green station this gives me dejavu vibes and I love it 😅
the final logo of two engineers is absolutely cinema 🚬🗿
OH LETS GOOOOO, we are so up right now!!!
Would be awesome if we travelled from the system to earth and found out that it was actually there.. lol
Things i really want/need to get me properly hyped(On top of what's already been teased):
1: Much greater server performance and physics calc speeds (threading?)
2: Much more sophisticated AI/NPC systems
3: Much more *busy* feeling world that makes use of the NPC systems (actual trade routes n such not the faked ones we get)
4: Much greater Character customisation and blueprints to collect in the world for customisation (Helm, Visor, Suit, Gloves, Boots, Backpack, Tools, Weapons)
Oooh, I actually love the new suit designs! The way the backpack bounces as they walk, and I certainly hope we'll get more customization options than just skins! Like new helmet or backpack designs, or things like different tools visually attached to your belt.
The "Green Station" is one of the options available in the "Original Content" tab of the New Game selection screen.
Let's not hype myself too much, I don't want to get disappointed.
But...
If the star system is named, it can mean that there may be other star systems in the game. If so, it would be REALLY cool to open up some exploration gameplay loop!
Just imagine, MP servers with multiple procedurally generated star systems, some POIs and entities generated in it. Explorers would be tasked to find a "jump point", travel through it, map the new system, and sell the data to other players for some credit. Or keep the newly found resources for themselves, with the risk of someone else discovering the system and selling the info instead of you.
Systems could also be a way to link servers between themselves, like some clusters already do these days. The Sigma Draconis Expanse server does it with the Ring Gate thing from the Expanse lore. Travel to a gate, you get a small loading screen then boom, you're in another system/server.
I hope we can get Alpha access to the game, maybe on invitation basis at first as well.
Sweet, we reached Algamest just in time to catch the original airing of Blackadder
space engineers / keen software is the only game/company where i will literally buy all the DLC for...
It's a good thing I'm rebuilding my PC this weekend. I'm going to need it to play this :)
Love the new grid system. What they really need to fix though imo is make it so all the features, including pistons/rotors/whatever work reliably in multiplayer so servers don't ban them.
My guess is that it's in a distant galaxy or area than the first game and that other game I can't think of the name off the top of my head but it's more distance in an area that did not evolve into war and was just peaceful also for survival I really hope that the smaller blocks do not have to be welded up yeah some would but I really hope some of the smaller ones don't because that would be a hassle
I do wonder assuming this game is a space engineers successor what it means for Space engineers 1 development. If its release is the end for spece engineers onces development, it would make sense so keen can focus resources on the new game. And its development. Id assume that Vrage 3 was made to help get rid of the numerous endemic bugs that fill the current game due to its age that keen cant fix and i wouldn't blame them for doing it. 2. Space engineers 1s development keeps going as well. Either full on updates or maintenance into the future. Maybe they will keep updating space engineers 1 with new content or at least continue with bug fixes and other things. Or 3. Space engineers one keeps going up until the next games release and slowly it starts winding down to a full stop or just maintainence and bug fixes. Maybe they will release one final big update that ads a bunch of stuff and bug fixes to the first game before they fully move on to the next.
I wouldn't blame or be angry with keen for any one of these choices.
They are a smaller studio after all so moving all resources to new projects would make sense. But also keeping some on the old game also makes sense
Space Technicians(TM)
Keen can thank me later. I'm just gonna wait for the royalties to start rolling in!
And I'm about to fire up SE1 again soon to build a massive carrier ship with my brother. Man this game is evolving so freaking fast. I'll get my hands on the sequel as well, just because it's gonna be a crazy new building experience.
Immediately noticed that dudes walking on an asteroid suggests gravity on asteroids.
Look at shoes , mag locks. + W spherical grav gen you can get same effect
I'm glad they kept the same look we don't need HD 8K graphics just give us mechanics like water and NPCs that's enough 🙏
I'm pretty sure there were weapons on the red ship, the two large artillery looking guns on either side of the flight deck/helm and the one on the right engine(and presumably the other side as well). The odd looking one near the window of the flight deck may be a sensor of some sort, perhaps replacing the current ore sensor. We can see the same artillery looking barrels on the blue ship, however they seem to be much shorter and appear to be placed on a mount. It may be a different weapon, or perhaps we are getting a modular weapon system. That would work well with the new building system.
AWESOME!!!! Can not wait to see it launch!
The grid system looks more complicated but more useful for realistic way the build
I'm very curious to see how they're going to transfer different sized identical blocks to the new grid system. Ion thrusters are a simple example - would it be split with the two 1x1 scaled ones and the two 2x3 scaled ones just being separate blocks now? Or all variants of one block? Being able to seamlessly bring in SE ships would imply all are to remain in this coming game, after all.
I'm also wondering if we're going to get varying thickness armor plates. Would help a lot for building - a 25cm block wall is a hundred 25cm cubes for each old large grid block, as well as probably being irritating to place (though the blueprint block thing will help with that aspect), so surely we'll get something lest it become unimaginably laggy.
Also, that new engineer suit model is beautiful. It also has very interesting thruster effects that make me wonder how they'll update the ones we know.
its SE but with all the build options we have been wanting cant wait to play it I cant even emagin the builds that will be flooding ❤
I’m still sitting here analyzing the lore implications of this teaser’s contents.
Going off of what we know from In-Game SE Lore (That being the info given in official scenarios)
The Blue Engineers are part of the “Sol Cooperative” faction. The Green Station displayed in turn likely belongs to the Green Engineer Team, known as “Argonaut Industries” (AGI).
These two factions seem to be allied somewhat in this teaser, which makes sense since in SE both AGI and The Sol Cooperative somewhat share a mutual enemy:
The Red Team known as “Results Oriented Sciences” (R.O.S.). The exploitative research company that is the active antagonist in the story scenarios “The First Jump” and “Frostbite,” and that was the precursor antagonist in the story scenario “Lost Colony.”
As observed, the shown SE2 version of “Big Red” (labeled as R-01 here) doesn’t have any visible weapons, and we see an engineer running down what looks to be its central corridor. Specifically, if you zoom in on the doorframe, you can see that through it, in the room beyond, there is what looks to be a 1x2 Stair or Ramp Block, as denoted by the lights running up the side edges of it.
Furthermore, the corridor is poorly lit, and the engineer there seems to be running. As there are no weapons visible, I don’t think this is a crew member scrambling for battle stations. This ship also appears undamaged, so it hasn’t crashed suddenly.
If we are to take the entire teaser as one chunk of information, the R-01 has-either via a jump drive or some other Anomaly-appeared near an AGI asteroid outpost, and the allied Sol Cooperative’s engineers are investigating, since they haven’t blown it to bits nor salvaged it yet.
If this is true, then the engineer running likely isn’t running back down the corridor to reach the CIC control seat positioned in the rear there, but to the Path/Hall Junction in order to access and exit the airlocks located in the ship’s nacelles.
The engineer is escaping. The ship isn’t being cleared for safety by a fireteam with guns in hand right now, or being salvaged for parts by a scrapper crew.;
Something is off. What did the engineer see, or hear? Aliens? A deadly disease? Dead bodies of the R-01’s own R.O.S. Crew? Or maybe even a strange absence of all R.O.S. Personnel at all?
I’m hyped.
(Also where is the ITW (Independant Terran Workers, Yellow Team, former allies with R.O.S., now enemies with the R.O.S. due to being exploited in the unearthing of the lunar Monolith)? Nowhere to be seen here. Or perhaps in SE2 they don’t exist yet? Were the Sol Cooperative and Independant Terran Workers founded by defectors of Argonaut Industries’ colony crew sent to this star system perhaps?
Where is this trailer? I literally cannot find it online.
december 5th cant come soon enough!! ^_^ freaking hyped to high heavens and praying we get early access, i never got to play SE in those days. Ill take it with open arms to hopefully help devs work out the kinks
Ive been following this game since i was ten (2013ish) and im almost 21 and its amazing to see how far its come, and whats coming next in the upcoming Vrage 3 sequel game AAAAAAAAAA
Space Engineers III
Just to mess with people
I personally want to see a new space engineers where the game is opened up way more than its current state to more in depth scripting and official modding tools! I want this game, like ksp, to live forever with endless possibilities other than just what the story line dictates! Open this sucker up man and let the creative juices flow! Case in point “scrapyard”
Really hope they do announce Space Engineers 2 and open it up to a public Alpha as they did 13 years ago, I just looked at my purchase history, I bought Space Engineers on 22 Dec 2013 for £11.99 and now have over 2000 hours in the game, and will happily buy into the next Alpha.
I cannot wait to see what this game brings, with things like the factorum tech and npcs and weapons of the first game to build off of (Idea wise, as its a new engine ik things cant be transferred one to one excluding MAYBE basic grid shapes from SE 1)
'There are no weapons'
Uh dude, the ship has some big gun right on top.
They better make the planets planet-sized this time. No fucking pebbles floating in space. Actual huge planets.
Oooooo this sounds interesting
I just hope all the blocks they added in DLC for the original make it into the base game of SE2
I finally purchased the game after all those years, I watched this game when I was a kid, just now I was able to get a PC and buy it... Its so strange to see that a sequel is on the next corner, its like going back to when I was a kid watching the SE trailer for the first time but this time I will get the game on the first day
Theory: SE Prototech update is just a pre teaser to the teaser showing the possible tech thats in the new game
The reason why making a new game instead of updating the old one makes more sense is because of how the changes if they didn't make a new game would almost certainly cause all the amazing mods people publish to break. And there are SO many amazing mods!
Dude, it's a new engine altogether
@@targard.quantumfrack6854 It doesn't matter lol, games have updated between engines before.