

Space Engineers
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01About Space Engineers
Design and build ships, stations, and planetary bases in an open sandbox where structures and terrain can be destroyed. Explore space, mine resources, survive hazards, and fight alone or with others in Creative or Survival modes. Steam player reviews: 89% positive from 100,668 reviews. Release date: February 28, 2019.
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Lowest recorded in 36 months
$0.002023-10-26 · SteamBase game · same records as the chart above; USD history, not a regional Steam low.Language support
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| Simplified Chinese | Yes | — | — |
| English | Yes | — | — |
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Steam PC edition data · 2026-10-19
02Before you buy
Play modes
On Steam PC, play alone or in multiplayer in Creative or Survival; the description includes co-op and competitive play.
Language and controls
The description states broad language support and controller support. Consult the language listing for confirmed interface languages.
03Frequently asked questions
Can I play solo?
Yes. The Steam PC listing includes single-player.
Is multiplayer available?
Yes. The description specifies co-op and competitive multiplayer.
How do Creative and Survival differ?
Creative provides unlimited resources and instant building. Survival uses manual assembly and resource and power management.
“Programmable C# blocks, voxel physics, and a dual-grid build stack make this the twelve-year hardcore space-engineering sandbox”
Our Verdict
Twelve years of running: the de facto benchmark of the space sandbox
Space Engineers occupies an unusual seat in the history of sandbox-building games. It is not the universal phenomenon that Minecraft became, nor is it the hardcore-engineer niche standard that Besiege represents — instead it is a mid-sized independent sandbox that took "hardcore space engineering" and pushed it into a de facto benchmark position. Keen Software House is a Czech independent studio headquartered in Prague, with a team that has long held at 50 to 80 people, a textbook mid-scale independent outfit. CEO Marek Rosa simultaneously runs GoodAI, a company focused on general artificial intelligence research, which is why dropping a "programming inside the game" feature like the programmable block into Space Engineers carries such a strong AI-and-engineer gene.
The twelve-year timeline reads as a steady climb: Steam Early Access on 23 October 2013; the planet update in November 2015; a beta in December 2016; the 1.0 release on 28 February 2019; over ten DLCs rolled out from 2019 through 2024; the Xbox One version in April 2020; the Ultimate Edition 2024 bundling every DLC; and SE2 Alpha launching in January 2025 as the original slipped into maintenance. Set against Scrap Mechanic — ten years in Early Access and still not formally released — this game at least cleared its 1.0 milestone back in 2019, and a twelve-year run reads as comparatively solid. Cumulative sales of five million copies, an 89 percent positive Steam rating, and over a hundred thousand reviews hold up its standing as the representative long-lived independent sandbox sample.
The comparison drawn most often is to Kerbal Space Program. The difference: KSP stresses realistic orbital mechanics and rocket engineering with no block-building system, while this game stresses voxel construction and voxel physics with simplified orbital mechanics. When KSP2 was shelved in 2024 following a parent-company decision at Take-Two, it indirectly left Space Engineers as the de facto benchmark of the space-sandbox lane — an unexpected dividend of the twelve-year run.
Who it is for, who it is not, and which version to grab
The target audience is sharply drawn: programmer-minded players who want to write automated ships in C# and play a hardcore engineering sandbox. If you have wired up redstone circuits in Minecraft, taken an interest in Scrap Mechanic's physics building, or know a little C# or Java and want to do in-game automation through code, this is close to essential. If you are migrating up from KSP toward a more advanced space sandbox, this is the unavoidable next stop, with build depth far beyond KSP's.
The reverse profile is equally clear. Players with zero tolerance for voxel frame drops will get bounced off in a 5000-block large-ship scene. Traditional plot-first players who want a defined storyline and cutscenes will lose their sense of purpose within five hours of survival mode. Players unwilling to learn C# scripting only ever reach about 60 percent of the depth, since the programmable-block mechanic stays essentially closed to them. And there is one more group worth flagging: anyone who has never touched a building sandbox at all should warm up with Scrap Mechanic's challenge mode or Minecraft redstone first, rather than diving straight into this game's survival mode, or the triple barrier of voxel physics, programmable blocks, and planetary gravity will bounce them all at once.
On version and setup: in 2026 the path is to grab the Ultimate Edition 2024 at 59.99 US dollars (198 RMB at the China-region list, with seasonal promotions able to compress it toward 99 RMB), since the standalone base game at 19.99 dollars is the weaker buy once you tally that the DLCs together exceed the base price. Enable Experimental mode first to unlock programmable blocks, then learn slowly from the tutorial scenarios. The replaceability verdict circles back to the angle: programmable C# blocks plus VRAGE2 voxel physics plus eleven planets with independent gravity fields — three things nobody has truly copied in twelve years. SE2 Alpha opened a three-year EA cycle in January 2025 that runs to the end of 2027 and is still thin on content; Empyrion's survival depth runs shallower than this; KSP sits in a different lane; and for engineer-minded players this remains the only mature space-engineering sandbox, and the best answer for this point in 2026.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
I am 75 and retired and yes...a gamer :0) I had been playing a lot of Valheim and what I loved most about that game was the building component. My son bought me Space Engineers for my birthday, and now I have two incredible building and resource mining games. Space Engineers is working this old brain helping me avoid mind deterioration. I love this game and I appreciate the community that shares some incredible accomplishments.Show moreShow less
This is a complete rewrite of my review to bring it up-to-date. It's Dead Jim What you are witnessing is the death of yet another EA game. The only problem is, all the fanboys shouldn't have tried to shut out people like me raising the alarm that KSH has done this before with another game called Miner Wars. Yes, I warned everyone early on. So, you now have a game that updates only when they push paid DLC on you while glaring problems in the game still exists and are rarely fixed and if they do fix a problem it causes other issues that they won't fix again until another DLC is released. THE PROBLEMS Don't get me wrong, this game had so much potential but it started out - cheaply coded. How can you make a huge open-world space game and then develop your matrix using float knowing every architecture rounds differently knowing the client and server will have discrepancies over the matrix? Why hasn't this been fixed yet? How can you not think to develop with something that can support the vastness of space? Like, oh, I don't know, init64? The game lacks any and all content. People say sandbox to try and protect the developers but what they don't mention is the sandbox is supposed to have SAND. This game is a big, empty sandbox with no sand. You can build your ship, but... Welp, that's all. You can do a little exploring but once you've seen a few points of interest, you've seen it all. The only threats of death in this game, literally are bugs. No not arthropods, we're talking game bugs, the kind of things that just randomly happen. Here is a true story: My son and I were about to land on a planet and as he goes to lock his landing gear his gears go through the terrain, and his ship gets stuck half-way into the terrain and starts exploding. I stop the server, restart with the backup 5 mins before hand and login knowing our ships are in motion at this point. We get to the load screen and it sits there and sits there. What is it doing? It's actually waiting for your ship to crash so it can load you at the re-spawn screen. No kidding - you login and you will sit there for 5 minutes until your ship stops before you can load it. The game literally waits until you die to let you load in. As I said, you're more likely to die and lose your ship to a bug than any in-game NPC or careless collision. I TRIED TO LOVE IT A while back, feels like eons ago, I tried to fix the game (actually I kinda did). This was after being told by the developers that fixing the issues of multiplayer was "impossible". Tell me something is impossible with code and I'll purposely prove you wrong. What they meant to say was, "We're just too lazy to give a s**t about fixing it". Really, this should have been the tell tell that something was wrong. But fanbois supported them and made excuses for them. Well, I fixed it by creating a simple wrapper to filter the bs out of the network traffic. It worked too. Grabbing a perfectly random player from the forums to help me test, he agreed it was the greatest fix to SE he'd seen yet and said, "You should give this to KSH as a gift to help the community". I went to the forums with the intent of doing just that, posted the video of the performance improvements and told them a little of what I had done. The devs went silent while the fanbois ravenously flamed and trolled me. It's cool though, my feelings don't get easily hurt but when Iieval (the guy I'm talking abou that helped test) went to defend me, he got the same treatment and the video was deleted and called a fake. My mind was honestly blown. I've never seen a gesture of altruism get met with such hostility, anger, and hate. But why? Because fanbois are mentally unstable - they identify as the game so any criticism to the game is received by them as a personal attacks. If you criticism the game, even if you fix the game and show up their precious developers, you have just committed a personal attack on their honor and they must respond in kind. That's the psyche of a fanboi. COMMERCIAL SUICIDE Actually, it's not the fanboi's fault though. Keen surrounded themselves with their fanbois early on, even took one of the most ravenous fanbois, gave him a job and had him be the community relations manager. Yeah, you heard that right. Xocliw, the guy in all of the Keen videos now was and still is one of the biggest fanbois of KSH and ALL of their games. Of course you want someone who is kindly to your company, but it became more extreme when they tried to show that they were listening to their community by doing a LIVE Q&A. The only problem is, you had to be one of those fanbois that filled out an Eve-style application to be on that Q&A. No kidding, 100% of the participants were 100% fanboi and never asked a hard question - in fact, most were scripted already. The event was theater, nothing more. Keen, by surrounding themselves with their bubble of fanbois guaranteed they would develop their game in an echo chamber. If you play the game, just look around. AI's that just fly in straight lines, 2 - I REPEAT 2 animals in the game, dogs (oh I'll get to that), and spiders. I knew there was a problem when they first released the dogs, I knew something just felt scammy. They were called "Cyber Hounds" on release and if you look at the config files, you'll see that's what they are still called. The reason was because when they released, they would spawn inside your ship while on Earth and blow things up. Players literally called them "Jihad Dogs". Also, within hours a patch was made to allow people to turn them off. But what happened just before the patch is the perfect demonstration of the evils of fanbois and bringing them into your echo chambers. Understand that at this point, they had already done their damage. With Keen refusing to ban them or even discipline them in their forums, no one said anything negative to Keen fearing they would be trolled or cursed out by the fanbois. So when this update with cyberhounds dropped, before ANYONE could even download it, they were literally commenting to the patch notes with, "Wonderful!", "Courageous!", "outstanding!", "Best release yet!". It was like watching a snake consume itself. Keen could piss all over their community and these fanbois would praise them for the rain and then troll and attack anyone that questioned the temperature, color, and pungent odor of the liquid. STILL HOPE Not really hope, but there is still a reason for people who have bought the game to still play. Mods and Modders. I will say this, the game is absolute dog s**t. But after you start adding some mods, you can actually have some fun with the game. Unfortunately, mods aren't supported and Keen makes that very clear by delisting your server the moment you add a mod to it. They also give you a big warning pop-up when you enter "experimental" mod to install a mod basically saying they're not responsible for any gaming oddities. I'm not going to give this game a positive review with that kind of behavior. I love the mods and modders in fact they SHOULD be compensated (and I do donate when I see links in the workshop), but the developers and the game is trash. The developers have made it extremely clear they are simply "done" with the game. When a feature breaks, instead of fixing it, they throw it in the experimental pile with the modding. They just announced they'll be adding oxygen and pressurization to that list. My advice if you haven't purchased the game: Don't. If you have, install mods, particularly weaponcore, defense shields, Modular Encounters, Rival AI, and TORCH for the performance fixes. That's one more thing I want to say right quick before I end this review. For YEARS keen has been talking about how this is impossible and that is impossible and these modders can literally do what they call impossible in a matter of days. The devs are trash.Show moreShow less
I just had an epiphany. Yes I did. Let me explain. All games I play I start on the hardest possible settings. I dislike easy mode because bad habits and the real intent of the developers never shines through. (The devs need to make games easy for some people because they're either time-poor or effort-poor and well, their money and wishes are just as important right?) And this does that. In SE, easy mode doesn't teach you anything. It's a "Lego meet Asteroids" style and some even called it for a "Minecraft" clone as a result. Add building block. Add another block, and another ad infinitum until you have spaceship. For me, it got boring quickly. It's called "creative mode"- just... build. And then there's survivor mode - on hard. Whoa!! I struggled for the first few hours. With little in the way of documentation and no real clue as to what to do, it took me over an hour to work out how to build a single block from the remains of a craft crashed into an asteroid. First there's survival. Have I got enough uranium for power? Should I turn on the gravity generator? How can I save energy until I can salvage enough to.... live? I need to mine. I NEED fuel. I can mine using my included hand drill but it's... messy. Slow. Trite. So to mine I need a mining ship. To build a mining ship I need components. To make components I need an assembler. To use the assembler I need steel. I need glass. I need energy. And all I have is a drill. I have a grinder. I have a welder. And in my scenario, I have a ship I can salvage. Piece by piece with a grinder, all the while careful of my energy limit, my inventory. I need a refinery. The refinery is needed if salvage doesn't give me everything I need so I'll need raw material to convert to ingots, including uranium ore which I convert to processed uranium to fuel the reactor so I can do ALL these things. Do you see where this is going? To build my mining ship I need a mining drill. To build the drill I need motors, steel etc. Some of these can be salvaged. Some have to be made. Every component needs to located, transported, linked and welded. EVERY component. You need a plan. A rough sketch on what you intend to build helps alot. It gives you purpose because time is of the essence. if you're not watching and run out of fuel you're.... dead. No energy means no refining of uranium ore to refuel. It's a grind. And a weld. Yep. Grind and weld. Hour after hour floating in your pressure suit. Maybe you can leave the grav gen on and walk around, expending more of that precious reactor fuel. Who knows. The decisions you make determine what you build and how fast it's going to take. The flying is... space like. There's 3 dimensions. There's gravity. There's velocity. There's death. There's no attitude indicators, sky markers, "horizon" indicators, compasses or such. Fly too far, lose your bearings and home.... disappears. There are no fixed paths or objectives (apart from survive). It's a sandbox. And a multiplayer sandbox at that. Go public, lose it all or go "friends only" and do the hard yards with mates to build the biggest dang skyship ever made. There's missiles, guns, turrets, fire and light. Death. There's explosions, broken platforms, busted ships. Or there's serenity and wonder as you quietly go about your mining ship construction. The game caters for everybody from MP gung-ho blast'em players to SP anal-retentives with spreadsheets, CAD and a master plan. At alpha, a lot of the options are not as intuitive as I'd like. The UI is a bit invasive and some work could be done here. The universe is.... grey. I'm sure some awesome nebulae would fit in great here and add appeal to the wonder of space. There are glitches, it's alpha as I write, but I've experienced no crashes. It's going to be good thing this Space Engineers and the devs seem happy to include...whatever people damn well please. 7 hours went by in a single session. I'm only half through building my mining ship. I have no objective but to succeed. My epiphany? What is success in SE? It's when I finish this ship, I'll mine, refine, transport and assemble another. It'll be bigger. It'll do more. The welding torch will blind my eyes as I drift in and out of the superstructure boundaries, my suit energy draining away. I'm fascinated. THIS can only get better... 9.5/10 ggShow moreShow less
I'm giving Space Engineers a marginal thumbs down at this point (October 2014). There's a lot to like, but also a lot of frustration, if you happen to take the game's name at all seriously. As it stands, it's not so much about "engineering" in space as about wartime industry... As a sandbox platform, Space Engineers is enormously promising. The construction system is beautifully executed, with a great 'mechanical' feel to it. Harvesting ore, refning and building are great fun. The adjustable pace means you can spend little time grinding, lots of time building. Best of all, the problems of movement in zero-gravity are beautifully solved by an intuitive control system. Unfortunately, the emphasis in successive updates has gradually shifted almost entirely to PvP - more weapons, more targeting systems, more ways to blow up your friends' bases, and/or defend your own. Obviously, a lot of players are thrilled. But this new direction belies the name "Space Engineers." That name suggests an emphasis on building, and doesn't even hint at destruction or combat. Meanwhile, the 'adventure' backdrop remains bland and featureless, so there's no incentive to build and explore. Just as you're starting to enjoy the brilliant "space engineering" in this game, you run out of challenges. You really need just one good mining ship and one factory base. All the ore you need can be found just about anywhere. There are no NPCs or mobs. No interesting places to go. No need for shipping, no opportunity for trade, or discovery. No skill tree, or experience to earn. No requirement for food - just metal ore. Not even a need to pressurize your habitats - air isn't a concept, so air-locks just get in the way, and you quickly learn to not bother building them. True, you can go ahead and build fanciful structures in creative mode. But really, they're all going to be either a) space ships or b) space stations. And there's nothing in the environment to create any meaning in any finer distinctions. Larger ships? Why? There's nothing to transport, no place to take it. Scout ships? Why? There's nowhere to go that isn't exactly like where you are already. More elaborate space stations? Why? With no air, you don't really need a closed-in space at all - a big open platform is far more practical. I keep hoping that the developers will turn their attention back to sandbox play. Add a few new world types - perhaps with some rare ores that would need searching out. With AI mobs that might randomly challenge your building or defensive ability (without being as wantonly destructive as human players). NPCs that would give you some reason to establish shipping routes, or to build specialized bases and ships. In short, an actual game to make this sandbox come alive. So, bottom line, I'm giving Space Engineers a thumbs down at this point. PvP fans can ignore this: go ahead an enjoy blowing up each other's elaborate constructions. It's not my idea of fun, but it seems to amuse quite a few people. I'll keep hoping the developers eventually get back to adding more adventure-type elements, and give me a reason to revise this review. UPDATE: November 4, 2015 A year has gone by, and Space Engineers is still in Early Access. And I'm still not going to put my thumb up, though it's closer to horizontal than before. Space Engineers continues to be a beautifully-designed 'sandbox.' The controls are elegant, the visuals are sharp (especially in DX11 mode), and the construction system is fascinating. The new blocks, the oxygen system, all that stuff is great. But it only makes Space Engineers a great platform for a game, not a game as such. A 'game' consists of a set of rules and a set of objectives. Space Engineers still has no objectives other than those you set for yourself. Calling Space Engineers a great 'game' is like calling Photoshop a 'work of art,' because it gives you the tools to create an infinite number of works of art. It's not just Space Engineers - I have the same complaint about a lot of 'sandbox' products. SimCity could use more-defined goals. But SimCity does create a sense of urgency by forcing players to balance a budget, right from the first moment. Minecraft forces players to find food, to defend against enemies, merely in order to survive. And it offers varied and surprising terrain to explore, both above and below ground. It's that sense of urgency, of discovery, that hooked me on Minecraft, and it's what I still find painfully lacking in Space Engineers. I'm definitely not saying you can't have a lot of fun with Space Engineers (as long as you don't mind making your own fun). I simply can't recommend Space Engineers as a game, to every unknown person who reads my review. The Steam thumb only has two positions.Show moreShow less
Top 10 things not to do in Space Engineers. -Run out of uranium. -Set missile turrets to "all moving objects". -Crash. -Die. -Chase after random ships before setting a beacon. -Join a server titled "we kill you in the face" -Forget to turn on your jet pack when stepping out of your ship. -Try to build a to-scale death star on an open server. -Try to park your now completed to-scale death star to close to an asteroid. -Join a open server titled "hugs and helping hands" because its real title should be "we kill you in the face" Top 5 fun things to do in Space Engineers. -Build cool stuff. -Chase random ships *after* setting up a beacon. -Join a server titled "we kill you in the face" and kill them... in the face... -Crash the cool stuff you build into well... any thing, its actually rather funny... -Set missile turrets to "all moving objects" and then try to turn it off.Show moreShow less
I get it your DLC exists. Can you now remove the DLC items from the crafting menu, so I don't see your ads every minute? I get advertising your DLC in-game. But not in the crafting menu, where it distracts and occludes useful information like items I can actually use while I am playing the game, I already paid for.Show moreShow less
Ok, I've finally got enough hours into this game to feel like doing a review is worthwhile so here goes. Summary At it's heart, I'd best describe SE as Minecraft in space with a touch of Garry's mod for physics fun. I enjoy that sort of game, so it went on my watch list until the price point matched what I was willing to pay. I bought SE a few years ago when it was much "younger" and had some issues that made playing frustrating. There are still a few issues that need to be worked out (more on that later), but I think the dev team has done a great job of keeping it moving forward. First things first: There is no story, just you and vast space and exploration. Some have said that this lack of story and the lack of any real "end game" type content takes away from the game and I can see where they are coming from. If you're the type of person who gets bored just building things and you want to get to a point where things just work so you can go after bad guys, then this is probably not your type of game. If you are the type of person who finds yourself annoyed at the story and such getting in the way of tinkering and seeing what you can do with what you have, then this is probably right up your alley. I cannot stress enough that this game is very much multiplayer friendly. If you can, play with others. It's way more fun to work together on things. It makes the accomplishments that much more awesome when you can show them off and have a laugh with friends when they fail miserably and possibly explosively. Getting started Getting started, I'd recommend watching a few "beginner's guide" videos for this game. A youtuber called "Vechs" has a really good set of videos that should do a good job of setting your expectations for your first play. Here's the first one: Space Engineers Meteor Storm Survival Episode 01. I would recommend starting in space as well. I'll explain why later, but suffice it to say it's just easier to get the hang of things and in my humble opinion more fun. Once again, I would also recommend playing with friends if you can. The basic premise is very much like minecraft: Search for resources then build cool stuff. In the beginning, you'll be building ugly simple ships that will look much like the lego creations we all probably created as kids with the "giant box of every lego piece in the house" mishmash of mismatched parts. Forgot a forward thruster? Just stick one on somewhere. Need to go faster? Slap some more thrusters on that baby. And of that leads to the next section: Physics is fun.... most of the time Remember when you stuck all those thrusters on your ship to make it go faster? In space .... only your wife/kids/friends will hear you scream obscenities when you realize you won't be able to slow down fast enough to keep from plowing into the asteroid you were going to mine at full speed. You. Will. Break. Everything. Just accept it. And honestly this is part of the game that I hated at first and later came to enjoy more than anything else. The things you build are yours and as ugly as they may be, your iterative design process that yielded the "Mine-o-saurus" with 8 mining heads and just the right size to get inside asteroid caves was a long one. When you crash it, it sucks. But this is what I love about it. More so than any other game I've played, I find myself playing rather conservatively sometimes with my "favorite" toys and I take care of them because I'm proud of how well they work and having to rebuild is kinda sad. I like this "attachment" and I think it alters the gameplay in a way that almost fills the void where a story might go. Now that being said there are ways to create blueprints and rebuild the ships you made more quickly, but I won't go into that here because it isn't always the best option and it is sometimes more trouble than it's worth. Space.... the only frontier that you'll enjoy I say this jokingly, but if I had started playing on a planet, this would probably be a very different review. Gravity sucks and they haven't gotten the physics balance where it ought to be for good gameplay in my opinion. Friction is a thing that, in space is not really a key factor. On a planet, it's everything because any rolling vehicle needs it and it just doesn't work well. Collisions cause damage, duh, right? But what if every little bump and bounce your little dune buggy hits causes damage? It does. We gave up on rolling vehicles after having more than one explode for seemingly no reason. As of this writing, wheeled vehicles are just useless except on perfectly flat terrain and that's not really much fun. Gravity makes building flying devices, arguably the greatest portion of gameplay in SE, more difficult and keeping them in one piece almost impossible. Landing without crashing, even with a good design, is very difficult. It's weird... space is far more forgiving in this aspect. You can leave a ship parked in one place with just some thrusters and a gyro and it will stay there, but in gravity, you are constantly using fuel to keep your ship in the air and even more to keep it upright and level. These two facts make mining on planet an arduous task compared to in space. We killed more good equipment trying to make something that could mine ore without blowing up than I care to count. All that being said, once you've got the hang of the game, give it a try... it's a huge challenge, but it isn't without rewards when you do get things working well enough to start to explore the planet a little more. We even had fun starting on planet and basically working to get ourselves to space before we could start exploring the stars on one play through. Conclusion So where does this leave us? Pros: Great Physics implementation (in space) Completely open-ended building Great cooperative multiplayer building Challenging enough for plenty of replay value Fairly well maintained Cons: On-Planet Physics is not well implemented No real story Enemies are a nuisance at best and tiresome interruption at worst You should give this a shot if: If you enjoyed minecraft and want a bit more challenge and better graphics with a space theme and more physics If you enjoy building things in real life if you are a meticulous kind of person who likes to design and re-design things for fun You should probably pass on this if: If you want a space shooter If you really enjoy having a story to go with your game If you are an achievement sort of person who wants to get to "the end" and feel a sense of accomplishment (spoiler alert: there isn't one) I hope this helps make the buy/don't buy decision a little easier for someone. -JMCShow moreShow less
This game has great potential that unfortunately will never come to fruition due to the developer's complete apathy towards actually improving the game, rather than milking it with barrage of DLCs that only affect cosmetics. I will go over the two areas the game drew me in and the shortcomings associated with them that personally killed the game for me: 1) The in-game building is similar to Minecraft, that is, you can build buildings, aircrafts, spaceships and rovers and pretty much anything else big or small using a multitude of blocks, combine this with many "adjustable" blocks such as pistons, lights, landing gears, control panels and ... to create incredible-looking spaceships and such if you were to put the time into it; However, that is all there is to it, "good-looking" ships and structures are all you can build, as the dated engine of the game severely hinders the scope of things you can do and/or how realistic they will look. For example, the maximum speed any ship can reach in the game is a whopping ... 109 m/s. A speed which you also attain by just using a jetpack , I can't genuinely relay how disheartening it is to build a great looking ship with multiple hydrogen thrusters only for it to cap it's speed out after 2 seconds and move at the pace of snail afterwards. The weaponry is also very unimpressive, and considering how dull and pointless the survival is or pretty much any combat feels, there is no motivation to encourage to you make a decent looking combat ship either as it's again, purely for the looks. I mean just imagine it, if Bugatti's looked that great but then only got up to 100 km/h or you saw a amazing fighter jet but then you realize that it only has two 9mm pistols attached under it, do you get my point? After your first ship, the hype genuinely dies extremely fast. 2) This game practically does not receive any updates that affect the game in an important manner whatsoever, you can just check for yourself in the link below, even changelogs tagged "MAJOR UPDATE" are just a huge array of bug fixes and DLCs that add LITERALLY nothing except reskins of already existing blocks. This Link is the latest update the game has had, and it has been tagged as a major update, you can also check the rest of the updates on the right. That is why I say this game has potential that is never being realized with such developers; This game has a great idea and space is an amazing bed for creative cultivation, however it needs a lot of work and constant stream of meaningful updates/overhauls for a while before I can say it is worthwhile. TL;DR Game has potential but too many unaddressed problems and it does not seem to be getting fixed considering the developer's history and actions so far.Show moreShow less
One of those games where u dont play for a month but then all of a suden u sink 100hrs into it within the span of a weekShow moreShow less
I Love this game. It is honestly fantastic. I sink more hours into it then any other. But I had a friend ask me the otherday if they should get it, and I told them no. Why? Because as good as this game is, Keen have chosen the development style of a mobile game. We have a game that "works", now lets milk it for the cash we can. And y'know what, for this one game they will more than likely get my money for every DLC they release. And that is the issue, because they make all this cool DLC, nice blocks, nice weapons, but the foundation they are building on is broken. Space Engineers is a buggy mess, and when it isnt it is unstable and slow. Modders float this game, they really do. With weapons packs and scripts that make the mind boggle with their ingenuity. You want to build a star destroyer? Hey theres a weapons mod that will help you do it. Atlantis from Stargate? well yknow what mate you can have your super city with a shield AND a working gate. Thats not a criticism in itself though, KSP's modding community arguably makes the game magnitudes more than it was, but KSP itself is finished, its polished. I know nothing about coding, but space engineers feels like Keen has given up actually finishing this game. It might aswell be abandonware, it does get updates, it does get patches, but it is so riddled with bugs and performance issues that they really should take the time spent making these new decorative packs and put it into actually sorting the problems out. Get the render issues sorted. Get the lag problems eased. Just get the game running smoothly and then we wont feel cheated when our beautiful ships and cities fail to take flight because the game has a heartattack. Space engineers: The best game you'll ever play, but also the worst.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/14/2026.