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VRAGE™ is an in-house game engine developed by Keen Software House.

VRAGE stands for “volumetric rage” and/or “voxel rage”.

VRAGE 1.0 was built and tailored specifically for Miner Wars 2081 and its core feature is the destructible voxel terrain and open-world environment. Full source code available:


VRAGE 2.0 is in development and its core feature is volumetricity of the environment. Volumetric objects are structures composed from block-like modules interlocked in a grid. Volumetric objects behave like real physical objects with mass, inertia and velocity. Individual modules have real volume and storage capacity and can be assembled, disassembled, deformed and destroyed. Due to Medieval Engineers development, VRAGE received a fresh upgrade: structural integrity and DirectX 11 rendering. With the addition of planets to Space Engineers, the engine went through a major upgrade to support large scale volumetric entities.

The VRAGE 2.0 engine is designed to support extremely large and fully dynamic and destructible environments, including planets with up to 120 km in diameter and a surface area of 45 238,93421 km2, large space ships and any other creations built by the players. VRAGE empowers our community to build everything they want in space and on planets!

Full source code access for more and better modified content:

Space Engineers is the first title fully utilizing VRAGE 2.0 and Medieval Engineers is the second.

Key features

Real Physics

Volumetric Objects

  • Modular block-like structures interlocked in a grid
  • Block sizes: 0.25m,0.5m and 2.5m
  • Example usage: space ships, space stations, asteroid stations, castles, fortifications, wooden catapults and more

Voxel Terrain

Rendering Engine

  • Deferred shading
  • Dynamic and deformable geometry
  • Real-time dynamic global illumination
  • Procedurally generated grass
  • Physically based rendering
  • HDR lighting with soft-shadows
  • Directional, point and spot light sources
  • GPU Particle effects with particle editor
  • Post-processing effects – ToneMapping, Eye adaptation, Bloom, HBAO, FXAA (anti-aliasing), Vignetting, Chromatic aberration


  • Support for both dedicated servers and in-game server
  • Streaming technology to replicate parts of the world on client
  • Position synchronisation with physics prediction

Character animation system with inverse kinematics and ragdoll

64-bit version – increases the memory limits to tens of gigabytes

Performance Profiler – real-time statistics: rendering, physics, game-play, networking

3D Sound Engine – XAudio2

Music Engine – emotional themes controlled by situation context

Camera – first-person and third-person

GUI – graphical user interface

Input – keyboard and XBOX controller (not supported at this moment: joystick)

Multi-core CPU support

SteamWorks integration

DirectX 9, DirectX 11, C# / .NET

Windows XP, Vista, 7, 8, 10

Libraries used: Havok, SharpDX, Steam

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