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Did you know planet Verdure has a moon? Its name is Palatine. The strange similarities between our Earth in the Solar System and Verdure in the Almagest system continue even here. Palatine looks surprisingly close to our own Moon, with its barren surface, crater patterns, and quiet, airless horizon.

🛠️ Feedback & Support - https://support.keenswh.com/
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Today in our SE2 playtest, we focused on VS 2.2 progress: planets (new Byblos biomes), the first drivable wheels prototype, and a few early encounter scenarios. Later, we did a longer sound review session for VS 2.2 with our sound designers.


These regions are placed mostly in tropical to subtropical areas, and in some places they break into arid, savanna-like islands with yellowish rock formations. I really like this contrast. It feels raw and alien, yet still grounded. There is also the possibility to find sulphur in these areas, which opens up some interesting gameplay questions for later.
The same volcanic structures take on a very different character in the Snow & Ice Biome. Here, the volcanos are covered in snow and ice, with no vegetation at all. These regions are found closer to the poles, where temperatures drop dramatically. Because Byblos has a very high water level, the shoreline can sometimes form small lakes that freeze over. I find this especially interesting visually – familiar volcanic shapes, but transformed into something cold, quiet, and almost lifeless.

Then there is the Moss Biome, which might be my personal favorite so far. It uses the same volcanic base shapes, but they are partially covered with moss. Vegetation here is minimal – just small patches of moss clinging to the surface – but it completely changes the mood.

These areas appear in temperate regions, roughly between the 45° and 65° parallels. Sulphur can also be found here, and visually we’re taking inspiration from places like Iceland and Greenland. I think this biome hits a really nice balance between harshness and subtle life, and I’m curious to see how players will feel exploring and building in these areas.




I also want to share a bit more about the Underwater Biomes on Byblos, because this is one of the areas that keeps surprising me every time I look at it. The scale alone is something we don’t usually get to explore in games like this. The underwater terrain goes down to roughly -20 km of altitude, which creates a strong sense of depth and pressure the deeper you go.


Shallow water areas are full of underwater flora, which helps the environment feel alive and readable. Deeper down, things change. Vegetation disappears, the terrain becomes more barren, and the space starts to feel empty and quiet in a very different way. There are also many underwater caves. In theory, these caves should connect to cracks leading into the abyss, but right now we are hitting few technical limitations there. This is something we’re aware of and want to improve over time.
Cargo Ship Encounters
Please join us for Space Engineers 2 Developer Livestream!
Image Credits: Patrol by nondepressedweabo
The fighter cockpit has an interesting history. It originally started as a mod on the SE1 Workshop, and it became so popular that we eventually added our own version to the base game, with the full blessing of the mod author. I always enjoy moments like this, where something born in the community becomes part of Space Engineers for everyone.
Here are the first concepts of the fighter cockpit for SE2. You can see the whole journey, from the initial black and white silhouette sketches, to the rough and more refined interior studies, and finally to the early visualizations of how the finished model might look. 
It is still work in progress, but this is exactly how a block begins its life in SE2 – one line, one shape, one idea at a time.
I realized we never showed you the small version of the piston, which is coming in VS2.2. Bit by bit, VS2.2 is taking shape and it will bring the tools that survival engineering really needs.
And finally, let me show you our new stackable Wind Turbine. This block has been designed so you can place one turbine on top of another, creating a seamless look and a continuous wind blade motion across the entire stack.
To me it already feels satisfying to build with – even in this early form. I am really looking forward to seeing what kind of towers and engineering solutions you will create with this.
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