In 2002, Marek Rosa got an idea of making a physics-sandbox game where players construct static and dynamic structures in a grid-like environment, with realistic physics and realistic volumetricity.
This idea was inspired by his childhood days, spent with the popular construction toys of LEGO and LEGO TECHNIC.
Back then the technology wasn’t ready for a full-scale approach, so the first phase of his “master plan” focused only on dynamic voxel terrain. This resulted in our first title, “Miner Wars 2081”.
The second phase is happening right now and is materialized in “Space Engineers”.
Space Engineers is inspired by reality and by how things work. Think about modern-day NASA technology extrapolated 60 years into the future. Space Engineers strives to follow the laws of physics and doesn't use technologies that wouldn't be feasible in the near future.
To be honest, for the sake of intuitive gameplay, we had to make a few sacrifices to “realism elitism” - artificial gravity, max velocity, reactor efficacy, static grid, immovable asteroids, etc.
Space Engineers concentrates on construction aspects, but can be played as a tactical shooter as well. We expect players to avoid engaging in direct man-to-man combat and instead use their creativity and engineering skills to build war machines and fortifications. Space Engineers shouldn’t be about troops; it should be about the machinery you build.
STATE OF THE GAME
Space Engineers is in its alpha stage of development and is available on Steam Early Access.
This means that the game is still under development and will be improved on a regular basis - through updates that add and polish features and content, optimizations and bug fixes. Like us on Facebook, follow us on Twitter and you will be notified on all updates.
Space Engineers will remain in alpha stage until we gather enough feedback from the community. We need to see how people play our game and what do they want us to focus on. Community feedback is expected and will direct our future decisions.
We decided to only talk about features actually present in the game (fully finished or work-in-progress).
We won’t speak about planned features, our ideas, future dates, road map, etc.
Everything in the game is subject to change.
Space Engineers is the first title fully utilizing VRAGE 2.0, an in-house game engine developed by Keen Software House.
VRAGE stands for “volumetric rage” and/or “voxel rage”. More info: www.keenswh.com/vrage.html
"Space Engineers" uses Havok®. ©Copyright 1999-2008 Havok.com, Inc (and its Licensors). All Rights Reserved.
See www.havok.com for details.
Game Credits: www.SpaceEngineersGame.com/Credits