
Space Engineers
Six years post-launch and still receiving free updates, this physics-driven engineering sandbox rewards the players who treat it like a second job - and quietly destroys weekends for everyone else.
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I have watched builders spend 200 hours in Space Engineers without ever leaving a single planet, and others who chained together a hydrogen-thruster battlecruiser within their first week. That range of play styles is the game's biggest strength and, honestly, its biggest source of confusion for newcomers. This is not a combat game with a build system bolted on. It is an engineering sandbox first, where thrusters, rotors, pistons, conveyors, turrets, programmable blocks with real C# scripting, and over 200 functional block types are the actual gameplay. Mining resources, refining them, assembling components, and then constructing something that physically simulates mass, inertia, and velocity - that loop is the core. If that sentence excites you, read on. If it sounds like inventory management homework, this one is not for you. The two primary modes, Creative and Survival, serve different masters. Creative hands you infinite blocks and zero friction, perfect for stress-testing a ship design or recreating something from the Workshop. Survival demands resource chains: drill ore, feed refineries, keep assemblers stocked, manage power via solar panels or hydrogen fuel, weld everything by hand or with automated welders you build yourself. The late game is essentially a factory optimisation problem with a jetpack attached. Faction PvP servers add another layer, where your engineering competence becomes a direct combat advantage because a well-armoured, well-thruster-balanced warship genuinely outperforms a sloppy one. That physics fidelity is what keeps the meta interesting across hundreds of hours. The tutorial situation deserves an honest warning. The in-game guidance is thin, leaning heavily on external YouTube resources rather than structured in-game lessons. New players routinely bounce off the game in the first two hours because the interface is dense and the game offers no clear short-term goals unless you set them yourself. The fix is straightforward but requires intent: spend an evening watching two or three community tutorials before your first Survival world, and start with a pre-made scenario rather than a blank sandbox. That small upfront investment converts a confusing experience into an immediately rewarding one. The mod ecosystem is a genuine differentiator. With close to half a million Workshop items available, the community has built whole new progression systems, aerodynamic physics overhauls, improved HUDs, planet packs, scripted automation tools, and faction warfare scenarios that the base game only hints at. Mods are loaded per save world rather than globally, which means you can run a clean vanilla game alongside a heavily modded one without conflict. Keen Software House also keeps a consistent update cadence - the 1.209 Economy II update introduced new contracts and services, and 1.210 is already in development targeting bug fixes and quality-of-life improvements. For a game past its official release date, that continued investment is notable. DLC is cosmetic-only in terms of block functionality, which means the player base is not fractured by pay-to-win advantages, though some players dispute whether certain DLC blocks offer subtle efficiency edges in specific builds. On multiplayer, co-op is where the game shines brightest. Solo Survival can feel sparse and directionless if you are the type who needs external momentum to keep building. Bring two or three friends with divided roles - one mining, one managing refinery chains, one designing the next ship - and suddenly the systems click into a genuinely compelling co-operative engineering sim. Server performance under larger player counts has historically been a complaint, so dedicated servers with modest player caps tend to deliver the best experience. For solo players, Creative mode backed by Workshop blueprints and the scripting layer is a deep enough rabbit hole to justify the asking price on its own terms.

Strategy & simulation
Etiquetas
Requisitos del sistema
Mínimos
- Processor
- Intel i5 @ 3.0 GHz or higher (or AMD equivalent)
- Memory
- 8 GB RAM
- Graphics
- Geforce 750/Radeon R9 270X or higher
- DirectX
- Version 11
- Storage
- 25 GB available space Sound…
Recomendados
- OS
- Microsoft Windows 10 (latest SP) 64-bit
- Processor
- Intel Quad Core i7 @ 4.5 GHz or higher (or AMD equivalent)
- Memory
- 16 GB RAM
- Graphics
- Geforce 1070 GTX / Radeon RX Vega 56 or higher
- DirectX
- Vers…
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Información del juego
- Desarrolladora
- Keen Software House
- Distribuidora
- Keen Software House
- Fecha de lanzamiento
- 28 feb 2019


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