Space Engineers
Space Engineers is an open world sandbox game defined by creativity and exploration. It is a sandbox game about engineering, construction, exploration and survival in space and on planets. Players build space ships, wheeled vehicles, space stations, planetary outposts of various sizes and uses (civil and military), pilot ships and travel through space to explore planets and gather resources to survive. Featuring both creative and survival modes, there is no limit to what can be built, utilized and explored. Space Engineers features a realistic, volumetric-based physics engine: everything in the game can be assembled, disassembled, damaged and destroyed. The game can be played either in single or multiplayer modes. 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.
Steam User 47
I recommend this game but with a hitch.
It's a decent game but the base game building menu is cluttered by items locked behind DLC. You can still see these items if you own the base game but do not own the DLCs. The devs should really add a way to filter out building items that you do not own from showing in the build menu.
Steam User 72
Space Engineers is less a game and more a digital canvas for your inner astronaut and engineer. It throws you into the unforgiving expanse of space and hands you the tools to conquer it. Build anything from humble mining shuttles to colossal battleships, sprawling space stations, and even planetary outposts. I truly love this game and, while the unbounded freedom it provides is awesome, the lack of any real opponent in the sandbox diminishes the sense of achievement.
Where it shines:
Limitless Creativity Unleashed: Forget pre-fabricated ships. Space Engineers' voxel-based building system lets you manipulate blocks with incredible precision. Hollow out asteroids to create hidden bases, assemble intricate contraptions with rotors and pistons, or design the sleek starfighter of your dreams. The only limit is your imagination (and maybe your computer's processing power).
Newtonian Physics in Action: This isn't some arcade space shooter. Space Engineers takes physics seriously. Every thrust, collision, and rotation adheres to realistic principles. Meaning? Improperly balanced ships will tumble end over end, and a poorly placed thruster can send your creation spiraling into the void. This adds a layer of depth and challenge, forcing you to truly understand the principles of engineering.
A Galaxy of Gameplay: While the game offers scenarios, they are fairly staid and trivial. True freedom lies in defining your own objectives and with those created by the community.
Which brings us onto modding mania: The Space Engineers community is a powerhouse of creativity, churning out a constant stream of mods. These add everything from new blocks and tools to entirely new gameplay mechanics, weapons, and even planets. Want to build a Star Wars X-Wing? Pilot a Battlestar Galactica? There's probably a mod for that.
Where it falls flat:
Complexity Can Be Daunting: Prepare for a steep learning curve. Space Engineers doesn't hold your hand. Grasping the intricacies of shipbuilding, resource management, and the game's various systems takes time and effort. Newcomers may feel overwhelmed by the sheer depth and lack of clear direction.
The lack of any serious challenge in the universe, the lack of any real story or hostile NPC's tarnishes the challenge and achievements you make. While mods provide NPC encounters and provide you with an opponent, there's no foundational mechanics in place which make this meaningful.
Steam User 179
Space Engineers - A 10-Year Veteran Player's Review
I'm posting this review on my personal 10-Year Anniversary of playing Space Engineers, with 5400 hours at the time of writing this. I was originally going to make a video essay, but I think I'll save that for another time, perhaps with a deep-dive into what Space Engineers was like back in the old days.
But anyhow, I think I'm long overdue on writing at least a written review for the game that means the most to me and my childhood, and also defined the Space Building Sandbox genre as a whole.
TLDR Summary:
I can wholeheartedly recommend Space Engineers to anyone that is interested in a space-themed Minecraft/Lego Sandbox with optional survival elements and a thriving community.
It's relatively easy for someone inexperienced to get into, sandbox-y enough to give you hundreds (if not thousands) of hours of playtime (both in survival and creative mode), and complex enough to still let you discover new things and make you come back for more.
With a thriving community of builders, scripters, and modders, the possibilities are limitless - as long as you have a spark of creativity. There are some bugs and weird quirks, and the recent updates are lackluster, but the overall game is still great fun and very open-ended.
For those seeking a more extensive read, feel free to scroll further down.
Quick-fire Feature Rundown & Pros/Cons:
Pros - What makes Space Engineers great!
+ Space, and a lot of it (4.42 Trillion cubic km to be precise), with planets, moons, asteroids and random encounters.
+ Creative Mode (Open-ended Sandbox mode).
+ Survival Mode (Creative mode, but with resource gathering, manual construction, and health/oxygen/power mechanics).
+ Some action-/story-focused "campaign scenarios".
+ Mostly-stable Multiplayer, with PvE and PvP possibilities (Peer-to-Peer or Dedicated Servers).
+ Crossplay with Consoles and other platforms.
+ In-depth Building, with countless block types to create literally anything - be it spaceships, stations, bases, rovers, or even mechs.
+ Ability to apply custom colors and "skins"/textures to almost any block.
+ A large and active community for building, modding, scripting and even PvE/PvP.
Cons - The problems...
- Beginner-unfriendly UI and user experience.
- Outdated or insufficient official tutorials for core game mechanics.
- Many bugs, glitches, quirks and other unintuitive edge case problems that can lead to frustrating experiences.
- Survival Mode gets monotonous and repetitive quickly once you are past the "early-game" (Mods can help with this).
- No special points of interest to encourage exploration, both in Survival and Creative mode.
- Slow update cadence, with lackluster content and too much focus on DLC.
- Every major update adds to the ongoing DLC apocalypse (BUT, at least no P2W or Microtransactions).
A veteran player's take on Space Engineers' development:
I remember seeing the 2013 Space Engineers Alpha Trailer around January 2014, and then watched some YouTubers play it - some of them still make content for this game, even today. Space Engineers felt like a dream come true - a blend of Minecraft/LEGO Technic and Space. At its core, you can build anything you can imagine out in space or on planets/moons, all within a fully-destructible voxel environment.
After following the game for a while, on June 27th 2014, I convinced my Dad to make me a Steam account and buy me Space Engineers to play over the summer holidays.
I ended up playing it for multiple hours each day, even after those holidays - at least until the DirectX 11 update in 2016 that made my daily-driver PC unable to play it, so I could only play it every other weekend on a different PC.
When I finally got a new PC, the first game I've installed and played was Space Engineers.
It's been a long journey, especially throughout the long Early Access period - with many ups and downs along the way. Over the years, I've seen countless builders, modders, content creators, and communities come and go.
And yet, every one of them was unique in their own way, united by the "need to create". I have also made many great close friends through the medium of Space Engineers, and even found a little bit of success on the Steam Workshop.
I got to see core features get added, such as oxygen, modding, Steam Workshop support, factions, scripting and so much more. The devs (Keen Software House, aka KSH) even added entire planets and moons - which were initially said to be impossible to implement.
The craziest part is that most of those things above were teased and progressively added and improved from community feedback through weekly updates during Early Access, with a drive that most game developers lack these days (Though KSH doesn't do weekly updates anymore, on account of "quality control").
Space Engineers made great use of Steam's Early Access program (being part of the first few games to actually use it), and the game has come a long way from where it started out.
However, modern Space Engineers development has been stagnating for multiple years now:
We have an ever-growing list of paid "decoration" DLCs, made to stretch out smaller and smaller content updates. Those now take upwards of 6 months to develop, and don't anything to the table that modders and scripters haven't already done years ago (and they usually do it better).
KSH has, in my eyes, lost much of the passion that drove the initial few years of development.
The updates we have been getting usually sound great on paper, but are consistently lackluster or mildly disappointing in execution.
The most evident example of this was the "Warfare" Saga:
In April 2021, we got the so-called "Warfare 1"-Update - a basic handheld combat rework that added a pistol, rocket launcher, and basic reload mechanics. This update was followed by an announcement to make 2021 into "The Year of War".
The next update (which was the only other update that came out during the "Year of War") was named "Heavy Industry" - which had nothing to do with warfare, and didn't change anything about the actual "industry" aspects of the core game either. It was just some new "panel" blocks, and another paid DLC with some industrial-themed variants of existing blocks.
The actual second "Warfare"-themed update (released almost a year after the first one) did add new ship weapons, but the implementation was rather underwhelming compared to what people were waiting almost a full year for.
Many, myself included, suspect that the reduction of development and update content is due to a sequel being in the works. KSH have been consitently showing off a new game engine, so its certainly plausible, but nothing has been confirmed yet.
Yet, despite the issues listed above... 10 years and 5400 hours in, I can't help but keep coming back to play some more, be it alone or with friends. I'm happy to have been part of this community and game for this long, and I'm certainly not planning on leaving anytime soon.
Hey, if you actually read all of this, thank you for taking time to do so. I hope you too may enjoy Space Engineers as much as I do. Its great to be able to write a review like this, and think back to the journey from Alpha to Post-Release.
Steam User 42
Great game that could have been better, still had a lot of fun with it.
Step 1: Learn the basics of the game
Step 2: Have friend mod the game (earthlike planet drop pod start + some enemy drone spawning mods), hiding the gold in large, but extremely rare veins at 10km depth and making it a necessary resource for any kind of thruster; increase amount of resources needed for everything
Step 3: Figure out an efficient way to a) get to 10km depth, b) find a gold vein and c) establish transport route to base
Step 4: Build ship and leave the planet
Took several hundred hours, good times.
Steam User 87
---{ Graphics }---
☐ You forget what reality is
☑ Beautiful
☐ Good
☐ Decent
☐ Bad
☐ Don‘t look too long at it
☐ MS-DOS
---{ Gameplay }---
☑ Very good
☐ Good
☐ It's just gameplay
☐ Mehh
☐ Watch paint dry instead
☐ Just don't
---{ Audio }---
☐ Eargasm
☑ Very good
☐ Good
☐ Not too bad
☐ Bad
☐ I'm now deaf
---{ Audience }---
☐ Kids
☑ Teens
☑ Adults
☐ Grandma
---{ PC Requirements }---
☐ Check if you can run paint
☐ Potato
☑ Decent
☐ Fast
☐ Rich boi
☐ Ask NASA if they have a spare computer
---{ Game Size }---
☐ Floppy Disk
☐ Old Fashioned
☑ Workable
☐ Big
☐ Will eat 10% of your 1TB hard drive
☐ You will want an entire hard drive to hold it
☐ You will need to invest in a black hole to hold all the data
---{ Difficulty }---
☐ Just press 'W'
☐ Easy
☐ Easy to learn / Hard to master
☑ Significant brain usage
☐ Difficult
☐ Dark Souls
---{ Grind }---
☐ Nothing to grind
☐ Only if u care about leaderboards/ranks
☐ Isn't necessary to progress
☑ Average grind level
☐ Too much grind
☐ You'll need a second life for grinding
---{ Story }---
☐ No Story
☐ Some lore
☑ Average
☐ Good
☐ Lovely
☐ It'll replace your life
---{ Game Time }---
☐ Long enough for a cup of coffee
☐ Short
☐ Average
☐ Long
☑ To infinity and beyond
---{ Price }---
☐ It's free!
☑ Worth the price
☐ If it's on sale
☐ If u have some spare money left
☐ Not recommended
☐ You could also just burn your money
---{ Bugs }---
☐ Never heard of
☑ Minor bugs
☐ Can get annoying
☐ ARK: Survival Evolved
☐ The game itself is a big terrarium for bugs
---{ ? / 10 }---
☐ 1
☐ 2
☐ 3
☐ 4
☐ 5
☐ 6
☐ 7
☐ 8
☐ 9
☑ 10
Steam User 33
It's an alright game I guess :)
But for real - I'll try to keep it short:
Do you like building with LEGO, sci-fi and doing whatever you want with your own made up goals?
- how do you not have this game yet?!
Do you like linear sci-fi stories / scenarios in game about building vehicles and buildings / stations?
- there are mostly linear scenarios for you to play with fixed goals
Do you like open-world survival building games with tech trees and interesting progression but don't find game without goals interesting enough?
- so far there is no survival with progression except for finding resources (its not similar to minecraft)
Do you like to spend days to find interesting mods so you can spend few hours playing with them?
- you can look for mods your whole life and even kids of your kids won't finish the list
Devs also release free updates and mostly cosmetic DLCs (some with additional scenarios) from time to time even after 10 years.
If you buy it - Enjoy.
If you don't buy it - Enjoy whatever you bought instead :)
Steam User 31
I originally saw this game in 2014 when LastStandGamers was doing his lets play series. I bought it in 2015 as soon as I got a gaming PC and have absolutely fallen in love with this game. It forces you to come up with solutions to complex problems and even allows you to learn coding to implement scripts into the game. The major issue is the limitations of the building systems. You need to utilize glitches in order to get some really complex builds to work. This was being resolved in their now abandoned game Medieval Engineers which was just as fun as SE but failed to capture a player base due to the lack of updates. I have all their optional DLC and will continue to support the development. I can't wait to see what they improve with SE2.