It is effortless to feel pride when you fly in space for 1000 meters per second. “Look at my spacecraft”, you tell yourself: “Look how quickly it breaks with this other, smaller ship.” Building your own galactic snowpiercer from scratch in space engineers 2 will bring a smile to anyone who once enjoyed clicking the lego podrachers and having stuck on a rug in the living room with violence of eight -year -olds should not yet have mental access to. To say, this is the exact range of things you can do in the game. Build a disaster. Each function fits this first paragraph. There is a reason to trust programmers’ abilities to the rest of this craft game and survival. But now it’s all a core, without a loop.
I should say a very solid core. You are released in the icy asteroid of the Kingdom of Space, where the neat selection of examples of vessels is managed around space stations or freely floats between immense floating rock worlds. You will reject, discover stations and probably climb very quickly through the corridors of larger vessels to find the cockpit. After the joystick of a immense cruiser, it is challenging to resist the trademark of the game marketing – entering the other ship extremely quickly and observing the metal rot like an empty can of fans under the hoof of a stout donkey.
Of course, destroying someone’s sandstone is never as entertaining as your own bulldozing. Creating ships is a matter of browsing the toolbar and the lighting of airy blocks or hefty armor to create a frame. Then add the necessary propellers, cockpit and gyroscope so that the ship is functional. All these items sit in magical hands in Sace Suit, an infinite supply of aluminum rectangles and frayed triangular edges. For now, the game is only in the “creative mode”, so you can not make ore mining or refining of the material. Just building.
There is also no tutorial how to do it. You will have to regularly immerse yourself in the lend a hand menu to find many keyboard shortcuts that will allow you to build with a sense of competence. At the beginning it is a bit overwhelming. Especially if, like me, you come to this without the experience of space engineers. But ultimately clicks (literally) when you switch through the library of songs with hungry chimpanzee concentration looking for thermites in his buddy’s hair.
Soon you understand the importance of keeping Ctrl to precisely align blocks along the handy mesh. You discover a helpful “symmetry” aircraft that crosses your work in half. And the ability to create pre-fabs is a elementary (though troublesome) process of dragging boxes around everything you want to copy, and then paste it somewhere and save it as a “plan”. Within an hour or two, the construction process itself seemed surprisingly intuitive and neat.

There is some friction. The “Undo” and “Redo” function, which developers quote as a revolutionary fresh function, has, for example, their boundaries – sometimes you accidentally remove the block and try to undo it only to see an error message informing that it is impossible, it’s impossible , Not explaining why. Dropping incorrect sprays from the painting gun are also without any of them (although developers say that they already work internally, so they should be implemented soon). And it is challenging to see how some elements are to match. For example, the elements of window panels do not allow as much modular freedom as I expected.
In brief, it is a original sandbox, but the bones are robust and vigorous. It is also a place ofless wandering and entertaining experiments. You have measures for health, energy, oxygen and fuel – but you don’t have to control them yet. You can build chilly refineries, MED bays and loads for loads – but there is no way to significantly exploit any of them. You can break the ship and hurry to close the reactor! But it doesn’t really matter. Ships do not need a power source yet.




This makes it seem to be a block of 25 GBP, and not a goal -oriented game. This is a very nice toy. I made two ships. The first was the mean Drag race, with Waspa and Fikey colors (unaware impact of childhood playing Wipeout). The second ship was more sea – an interstellar catamaran with a sun’s sail. Giant freighter shoots, which I intend to tie badly to the ass, means that the machine up to 1000 m/sw terrifyingly brief heart. I even added some crows of the nest to the mast, but I installed the seat at a violent angle. This place, there is no problem with a friend from the crew sideways.
It’s just that you won’t have a crew partner for a moment. Multi -person mode has not yet been added and it will not appear only after a significant number of updates, including adding planets, volumetric water, modding tools and handling steam workshops. Judging by the reliable history of the developer and DLC update for the first space engineers (the RPS game liked enough to play cooperatively for many months), there is a reason to wait for all this.

But he is not here yet, that’s all. For those who want the direction and impulse of survival bars, inspiration to cooperate or sweet crunching of factories with increasing productive automation-minimum alpha will not give you an ounce of what you are after. But if he approached as if the only adult at home raised a box of colorful bricks to the floor and went to the pub for an hour, you can spend this time with joy inventing your own construction designs. Design a Christmas resort in the shape of Torus over the asteroid at the end of a immense needle. Cobble together a walk that looks like an irritated squid. Paint absolutely everything that is aggressive Martian red.
As a novice in a series, it is challenging to know if someone wants more space engineers will be excited about the birth of a fresh but well -known playground, or whether they will be disappointed with a relative lack of things to do. Keen Software House has a lot of catching up before the continuation can compete with its own predecessor in the very diversity. This is a common problem for original games with a long life (it took some time before I liked Crusader Kings 3, just because it seemed that CK 2 had already done everything I wanted).
Continuations that come fully created have no problem. But this is not. Early access makes empty spaces obvious for long -time fans who will rightly look back at the first space engineers and notice that it still has ten times more for about half the price. There is a good reason to hope that this continuation will become the final way to weld death traps with each other that are for your buddies. But I wouldn’t blame any astronauts for staying as long as you don’t see you.