Meaningful ore deposits in SE2 - Extended

Inval shared this feedback 21 days ago
Not Enough Votes

This is an extension of my previous feedback post, which I highly recommend reading first before continuing. This piece builds directly on top of it with greater detail and broader context. You can read it here

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Part 1: The Ore Detector Problem

Before diving deeper into the ore system itself, there is a critical issue in SE2's current implementation that needs to be addressed: the player character should not have any ore-detecting capability.

Right now, when you pull out your drill in SE2, it essentially functions as a built-in ore detector, with GPS markers for nearby ores appearing directly on your HUD. This creates a jarring disconnect between the player and the game world. Instead of scanning the landscape, reading terrain features, or investing in detection infrastructure, the player simply follows a floating marker. For a game called Space Engineers, this is a deeply uninspiring interaction. It flattens what should be a moment of discovery into a mundane errand, and worse, it pulls your attention away from the genuinely stunning scenery SE2 has to offer.

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"These deposits are completely invisible without detection blocks"

When I said deposits should be invisible without detection blocks, what I meant is that they should be extremely difficult to locate without the right gear. Not literally invisible, but practically so without proper tools.

Rethinking the Ore Detector Block

The current ore detector block functions in a rudimentary way: it marks ores with GPS icons within a spherical radius around itself and nothing more. For a game with as much potential as SE2, this is a missed opportunity.

A far more engaging alternative would be a forward-facing scanner, a tractor-beam style detection block that actively sweeps terrain ahead of it:


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Source1: here

When ore is detected, rather than producing a static GPS ping, it would illuminate and highlight the deposit within the world itself:

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Source2: here

This distinction matters more than it might seem. Every small interaction in a game either adds to or subtracts from the overall feeling of engagement. A directional scanner that rewards the player for physically pointing it at the right terrain is inherently more satisfying and engaging than a passive GPS radius. It demands thought, it creates moments, and it makes the act of finding ore feel like an achievement rather than a chore. Features like this accumulate, and collectively they are what make a game genuinely fun to play.

Part 2: The Rush to Space and the Cost of Over-Simplification

It has been stated, by Keen Software House or by Marek Rosa himself, that the goal is to get players off the planet and into space/air quickly, to hook them with the spectacle of space content/flying a ship early. The intent is understandable, but the execution risks gutting the very thing that makes Space Engineers worth playing. You can find the source here and in the image:

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note: in this case, the ftue redesign comment at the bottom of the image is suggesting introducing players to water too. following the current trend, then perhaps it is by giving them a free water-faring ship as well. Not a great idea... players need to discover this stuff on their own rather than have to be spoon fed and forced. as well as having their joy of construction taken away,

The core gameplay loop of Space Engineers has always been survival, building, and mining. That loop does not live in space, air, or in a scenario where you get a ship for free and thoughtlessly. It lives on the ground, in the tension of having just barely enough materials to construct the next thing, in the decision of whether to dig deeper or venture further. Space is the destination, but the journey is the game, and right now SE2 is doing everything it can to skip the journey entirely.

In se1, the start of your gameplay is your drop pod landing down, then you grinding it down for resources or retrofitting it into something of your own creation. This is good. You get nothing else.

Meanwhile in se2, the player is handed a ship early on and funnelled toward a nearby space station to complete contracts. Those contracts, in their current form, are among the least compelling gameplay the series has ever produced. Making them individually interesting, dynamically generated, and meaningfully varied would require enormous development investment, and that effort would be fighting against the grain of what Space Engineers actually is. Marek Rosa himself has spoken about wanting low effort, big wins: small, easy-to-implement features that deliver outsized improvements to the experience. A rich, layered survival progression on the planet surface is precisely that kind of win. It does not require new systems from scratch. It requires taking what already exists, specifically mining, building, and survival, and making those systems deeper, more rewarding, and more purposeful than they were in SE1. The contracts system, by contrast, is a high-effort feature chasing a form of engagement that simply is not what this game's audience came for.

This tendency to rush players toward space is symptomatic of a broader issue in SE2's current design: the game is being simplified in ways that actively harm engagement. Nowhere is this clearer than in the production pipeline.

SE1 had a clear and satisfying production pathway involving specific blocks where ores were refined into ingots, and ingots were then crafted into components. SE2 removes the ingot stage entirely, going straight from ores to components and also adds backpack crafting for simple components. On its own, this is actually a reasonable call. It reduces friction and cognitive load for both newer and so-called "veteran" players, and the ingot stage in SE1 was not always meaningful. That change is defensible. Having backpack crafting is a great feature.

What is harder to defend is what Keen Software House has added on top of that simplification. There is currently an auto-conversion system that automatically turns ores in your inventory into components the moment you weld a block, with no input from the player required. Removing the ingot step reduced burden on the player, which was the right instinct, but auto-conversion goes further and removes the player's agency and thought entirely. The player is no longer making a decision; the game is making it for them. A new player would have no way of understanding what the heck is happening in that moment. This is the same fundamental problem as the drill acting as an ore detector. In both cases, the game is doing the thinking so the player does not have to, and the result is a session that feels less like playing a game and more like watching things happen.

The better solution is straightforward: remove auto-conversion, and instead let players copy a block's recipe, add it to their build planner, and queue the required components for crafting in their backpack. This keeps the streamlined one-stage production pipeline that SE2 has introduced while restoring the player's role as the one making deliberate choices. The reduction in steps is preserved and the sense of engagement is restored. Each individual simplification in SE2 might seem minor in isolation, but together they add up to a game that holds the player's hand at every turn, and that is the opposite of what Space Engineers should feel like.

Note 2: the current inventory crafting speed is way too fast and needs to be slowed down similar to the speeds in arc if this is implemented. which is a good thing btw.



Part 3: A Planned Progression

What follows is a proposed progression arc that uses the ore system as its backbone and gives the player a genuine sense of earning each stage of development.



Stage 1 - Grounded on Verdure

The player arrives on the surface of Verdure with nothing: no vehicle, no jetpack, or at most a jetpack with heavily limited fuel that is not suited for combat or extended use. They are ground-locked.


This is where the surface deposit system from my original post comes in. Small, visible ore traces in geologically logical locations like cliff faces, rocky outcroppings, and crater rims give the player just enough to start building: a small shelter, a basic refinery, the first real structure. The world around them is alive, with roaming creatures providing ambient danger and incentive to build defences, and cave systems offering both risk and resource.

This stage is unhurried. It is meant to feel like genuine survival and it is meant to be enjoyed, running around through nature and finding a location you like the look of.



Stage 2 - Settlement and Infrastructure

With surface resources beginning to thin, the player invests in their first mining vehicle. Ground rovers become the primary means of exploring and extracting mid-depth deposits between 100 and 500 metres down, which as outlined in my original proposal contain 10 to 50 times more ore than surface nodes and are undetectable without proper equipment.


This is also where a research and progression tree becomes essential. Currently, new blocks are unlocked through contracts, a system that as noted above delivers very little in terms of genuine engagement. A far better model exists in games like Ark: Survival Evolved, which uses a skill tree where players spend earned research points to unlock new crafting recipes and block types.

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Source3: here


Research points could be earned through a range of natural gameplay activities: constructing blocks, mining ores, discovering new ores, crafting components, defeating creatures, finding new creatures, completing optional missions, exploration, finding landmarks or simply surviving over time. This ties progression organically to the act of playing, rather than routing it through a separate contract system that feels external to the rest of the game. Unlockable milestones might include suspension systems, ore detector blocks of the forward-facing scanner type described earlier, better drills, conveyor types, basic weaponry for surface and underground threats, and atmospheric thrusters unlocked toward the later portion of this stage.

Stage 2 is the heart of the game. It should be long, layered, and deeply satisfying.



Stage 3 - Breaking Atmosphere

The goal of Stage 3 is to achieve flight and eventually reach space. There are two meaningful routes to get there.


The unconventional route involves players who have unlocked low-tech weaponry using surface-available materials shooting down passing aircraft and salvaging thruster components from the wreckage. This would be an irrational approach for most players but a valid and interesting path for those who know exactly what they are doing, and perhaps particularly appealing for speedrunners.

The intended route sees the player, deep enough into Stage 2, having mined the mid-depth deposits and gained access to materials required for atmospheric or hydrogen thrusters. They build their first proper aircraft, break atmosphere, and make the transition from ground-locked engineer to aerial explorer. That transition is earned and felt in a way that simply is not possible when the game hands you a ship in the first ten minutes.



Stage 4 - The Space Saga Begins

With atmospheric flight achieved, the full scope of SE2's universe opens up. The colonisation system etc; everything else become accessible, and all of it carries weight because the player arrived here through genuine progression rather than a shortcut.


One thing worth reconsidering is the space station positioned directly outside Verdure's orbit. Its presence feels jarring and undermines the sense of discovery that should accompany reaching space for the first time. It raises questions the game does not answer and makes the universe feel smaller than it should. I do not have a definitive alternative to propose at this time, but it is worth the developers thinking carefully about. I believe it should not exist and rather you should get transported to kemik through a wormhole that pops up in a 'final verdure mission' of sorts but i digress.



Part 4: Additional Ideas

Underground creatures would add a great deal to the cave experience. Whether hostile fauna or something stranger, inhabitants in cave systems create inherent danger for deep mining operations and reward players who invest in combat-capable infrastructure or vehicles.


Explosive underground materials are another idea worth exploring. Scattered through cave systems and deep deposits, unstable materials could function as environmental hazards: weakly explosive on contact and capable of damaging unshielded vehicles or collapsing tunnels. If they visually resemble ore nodes, they introduce a small but meaningful element of risk into every mining operation and keep players attentive rather than complacent.




The goal of all of the above is the same as it was in my original post: to make resource management, and by extension the entire early-to-mid game, meaningful, layered, and engaging from start to finish. SE1 left a great deal on the table and SE2 has the opportunity to build something genuinely special. I hope this feedback contributes to that.

Best Answer
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Oh yeah, I like this feedback. In particular, thank you for not mindlessly fixating on ingots. I agree; while backpack crafting is very convenient, auto-crafting is a problem that removes agency from players and insulates them from the process of production. It would be better to remove it and instead add a Production tab to the backpack, similar to the one in ships. Ironically, this change would make the whole system simpler and easier to understand.

Your proposed progression format is good and that's how I imagined it would work before Keen announced contracts. That being said, while I think existing contracts absolutely need to go (they're awful!), the contract system in general can be salvaged. A relatively small fix to the FTUE would be to make the tutorial give the player a rover, rather than a full spaceship and place a smaller contract station (without fast travel) on the surface of Verdure, instead of rushing players to space. Reaching Vallation Station would be a middle-term goal that the players would need to work towards.

Research in games is usually just a point-buy system. The important thing is to give points for activities the game is good at. Factorio is an automation game, so research points are mass-produced in a factory. Kerbal Space Program wants you follow real life space agencies, so you perform experiments in difficult-to-reach biomes in space. I feel what Space Engineers should promote is building structures and taking control over game environment. Combat is also good, as it naturally encourages to build the economy to support warships.

Replies (8)

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Bump. To make the topic more visible

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Nice post, you summarize some of the challenges currently faced.

You wrote a long post, so I thought I would, too.


Intro: I will try to limit the philosophy introduced, to a few key concepts. The ideas must Cohere together within the world, Correspond to the systems set up in the world, and have a logical Reason and meaning for the player to choose from when deciding how to proceed in the world. For Example, using a Spectrometry system to find ore. Why? A computer interpreta the squiggly lines anyways, and tells you what they are. The meaning behind it is, it is really a -long- range scanner, and being able to read the squiggly lines gives meaning, in how scientist in real life run analysis on readings, so it ties you to their 'real life' meaning into your gameplay. Does it cohere to the Gameworld? No, it does not. No other system is like it, when using different systems or equipment.


Part One

A directional short range scanner is a good idea, but probably it should instead be used for as a basis for -long- range scanning. Why? A short range directional scanner on a ...how many kilometer world...? Or worlds...? How about saying a directional scanner has a longer range, since it is focused? That the diameter of the scanning aperture is dynamically controllable by the player, from a short-range 'sphere', to a mid-range 'cone', to a long-range 'laser', that will scale exponentially in range...?

It would fit with existing systems, the range could even scale to how soon asteroids render into the game world, and the player can adjust range and diameter as the situation is required. Simple to code, easy to use, and in line with how the existing detection system logic operates. In practice, a scenario would look like: you see an asteroid off in the distance (or while flying a mountain, or looking down in orbit around a planet), and decide to scan. You dial up the range, and your detection sphere dynamically morphs into a forward facing cone, and as you continually increase the range (or narrow the scanner radius) it morphs into a laser that can just reach the asteroid. Now...you 'paint' the target, seeing if you get any hits, using a camera if it can help. As you work the laser around the surface, you get 'hits' of iron, silicon, as the laser passes over them, on your hud as we are now. You see a quick blurb if uranium. You move the laser around some more, but can't hit it again. So, you decide to move closer, and investigate. It is probably a small deposit, but you don't know if it is facing you, on the inside, or the far-side. As you get closer, you slowly widen the aperture untill you are in range, and can make a large enough of a scan circle that covers the whole asteroid, and you can actually see all the deposits. As you move in to start mining, you widen it back out to a sphere, so you get see everything while inside the asteroid.


Part 2

Suit only start. I would suggest that gameplay be based off that start, logically. Different starting scenarios are already there, and even more will be setup, but at a first principles, it should be based on that. It would mean a couple changes. If the build rate is slowed down for non-ore-based manufacturing, it would balance a lot of things out. As for loading schematics, a 'Build Planner' already fulfills that function, when it will be added to the game, so kinda redundant. I posted elsewhere on this, so there is a little deeper suit-only-start discussion there, as well, if you want it.


Part 3

Separate the faction contract progression from block progression. The idea of research points is a way, were you accumulate points. I would caution from the idea of arbitrary numbers, and look for something that is already 'in' the game that we collect...like ore. Have every single ore type stacked on the left side of the screen, as discovered, on top of one another. Then, have every single block, that runs out to the right, in a giant research tree. You unlock different blocks as you gather the available ore in your unique biome, put the required amount into the storage for the research block(building out the 'research' infrastructure, as times and amounts increase the further you progress), and let it research the required time (with upgrade slots) to progress along the tree. In hypothetical example, the Iron tree starts with light armor block. As you gather the amount of iron needed, put into the Research 'input' inventory, click research. Takes a minute. That unlocks the next light armor variant. (amounts and times are adjustable in the menu for a quicker or more difficult playthrough). As you quickly progress along the 'iron' tree, you hit a block that requires iron...and nickel. So...now you have to go explore. And you are getting low on iron.

That is the concept. You nailed the point on where progress is tied to transportation. There are natural 'gates', that appear when specific ores are tied to specific biomes, which means...a progression system already exist! It just should be formally incorporated into gameplay. This idea means that different starts in different biomes will naturally encourage unique block progressions on your playthrough. An example, a water world would mean access to the silicon, iron trees I.e., which would be primarily access to water based blocks, water transportation technology, and base building. A space start would mean the 'space' tree, untill you can get to other ores and unlock other blocks. I also posted on this in other places.


Part 4

Yes! A reason now that players don't really fully 'explore' deep underground, is that they go in blind. The ore laser would scan deep, giving the reason to explore down, and for a reason that Keen can develop more of the 'deep earth' stuff and ideas.(-I later added this in Edit- Also, the 'Heros Journey', where you return home after a long journey. After traveling to the far reaches of the system to find the rare ores, and have unlocked end-game blocks, you return to Verdure, and surprisingly, deep underground there are some really good end-game resources, that you can now acces. Just saying:)

Finally...Factions. There is a history here, will be interesting to see the remains of past factions, their outpost and bases. Of wars. Trying to investigate an learn as you explore the past history of Algamest System. Logically, one piece of technology that would provide the reason for the people to fight, for a developed world already ahead of us, something worth trying to control at any price...a warp gate. Earth...or to other systems.

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Yes. This is all great stuff, very interesting and thoughtful reccomendations. I do hope this topic gets traction with Keen. The current trajectory of the game is a real concern.

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Here is a quote from my Steam post that talks more on your Part 2, and specially your Part 3. I think that Part 3 -is- the progression that every player will intuitively already use. A system that builds upon that, for block and tech availability, is imperative. The idea of points, can be rpg-ish, with drawbacks of intelligibility down the road. (Why I used a ore gathering system, simple, and how the ore deposits are seeded throughout the Algamest system, can direct progression routes and speed by devs). Anyways, here it is, it ties in pretty nicely with your Part 3:


"your progression is tied to resources, blocks, and how you use them for transportation:


1. Suit - suit has different thruster types(water, air, hydrogen, ion) and has a built-in Survival Kit. They showed off water thrusters, so it seems a real thing. Maybe suit has an RTG(radioisotope thermal-electric generator) to make a trickle charge? And starting food(?) Kelp krisps work anywhere. So, maybe a terrestrial start has air suit thrusters, space has ion, non atmo has hydrogen, and ocean worlds have water thrusters? Then...


2. Rover (or, the initial transportation)- and with resource scarcity being a thing, different biomes will probably have standard initial transportation builds types. Terrestrial probably will have a ground rover/electric flyer, space will need ion/hydrogen shuttles, non-atmo world some sort of a rover/flyer as well, and ocean worlds with boats/subs. Once new resources are accessed and the infrastructure built up and access to new blocks are available (i.e. hydrogen thrusters), then the move to off-world....


3. Spaceships - asteroids, space highways(lanes of transportation for your logistics and bases), and then eventually travel the other sectors or planets. Now you can work towards getting access to the locations of the rarest and the hardest to reach resources/locations to make...


4. Advanced Builds - jump-drives, suits or grids with extreme resistance to pressure, heat, radiation (and bullets). End game stuff, logistics development and protection, faction development, security system-wide, or whatever. Then...


5. Other Solar Systems? Can modders create other solar systems? Will Keen add a 'Stargate' type technology block unlock to tie in the rest of the Algamest system? Or travel to other entire new solar systems, as well? Would work pretty good as an end goal for the initial game, in that it lays the groundwork for future development for Keen and other modders."

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The ore-as-research-currency idea is creative but I think it conflates two things that work better kept separate: resource acquisition as a natural gate, and research as a deliberate player choice. Mixing them risks making the research feel like a tax rather than a reward. And that is why they are better left separate. I could see myself being quite sad at having to give away my resources; on the other hand, xp is stress-free.

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Yeah, I agree — converting resources directly into XP probably won’t work here. In games like Factorio, at least you have fully automated mining. Even there I never liked the idea that megatons of resources are consumed just to produce some arbitrary “science” resource. But that’s how that game works, and it’s probably the only way it can function.

In the current SE2 alpha there is also no real way to automate resource gathering in large quantities. You could still have small patches of pure ore, but I’d really like to see layers of lower-concentration ore around the rich core. That way you could build a long-lasting mining outpost, and it would actually make sense to set up some kind of automated mining rig.

Yes, you could still limit it by the number of drills or similar constraints, but the key point is that you could set it up and let it run while you focus on something else. That kind of emergent benefit from applying engineering solutions is something I really want back in SE2.

I’m pretty convinced that manually mining with ships should be, at best, a mid-game option. Eventually you should be able to find a rich megadeposit and set up automation around it.

You don’t necessarily need that for every resource, especially in multiplayer where PCU limits will apply. Instead, players could specialize — mine one thing in bulk and trade it for everything else.

Right now, though, it feels like you need to just fly around, dig thousands of holes, and bring everything back to your main base. Personally, I find that pretty boring, and I really hope it changes later in development.

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The key takeaway from all this can be reduced to this:

The game progression has to be slow and meaningful.


Currently, there is barely any survival in the game. You start with a lot of staff around you and a full-fledged factory on your back with resources scattered all around you. You take many things for granted and don't value anything as a consequence. Adding more survival features like food and hazards can help a bit, but the deep survival gameplay must emerge from simple features and thoroughly tied into meaningful progression.


Now I'd like to add a couple of comments about specific things that have been mentioned in this topic.


First and foremost, I'd like to talk about "researching" or "tech trees" or whatever you call it. I believe a progression system similar to what we had in SE1 was a mistake. It feels arbitrary and often adds just 1 unnecessary step in your way instead of being anything engaging or really meaningful. Building a landing gear and then instantly grinding it down only because you need to build some other block is just bad IMO.


I think you should be able to build anything once you have the necessary resources or items to do so. Basic resources should be relatively easy to find anywhere, in small quantities, allowing you to progress in the early game. After that, you need to get your hands on additional resources and more abundant deposits in order to progress further. Fortunately, we now have even more resources in the game, allowing for much more gradual (or branched/alternative) progression. In addition to resources, there might be certain uncraftable items or entire blocks you need to somehow obtain in order to progress into specific end game capabilities. How do you obtain those might differ. For some, you might need to befriend a specific NPC faction and then buy or earn it by doing missions; others can be found in different random encounters. The difficulty of obtaining those end-game resources and items should scale proportionally to the "power" of things you are allowed to do with them. For example, in order to build a jump drive, you might need to buy a specific blueprint from an NPC faction you have really good terms with, or find it as a loot after clearing a difficult encounter. In addition to "standard" end game content, there also can be specific items/blueprints/consumables allowing you to make specific things. Think about weapons. Say there are 3 main types of weapons: energy, missiles and close-range point defense. There might be 3 factions in the game each having a slightly better version of one type. You will still be able to build all 3 types, but if you have a hi rep with a specific faction, you have access to that better version giving you a small edge. You can also strategize in combat against certain factions and players knowing about their advantages. And you might try to get a somewhat good rep with two factions, but it would be almost impossible to have good terms with all 3 (raising a rep with one could lower it with another). Besides weapons, there might be some unique production modules allowing you to excel in a particular production chain (having the best energy/PCU to output ratio). This would naturally promote specialization and trade. Some unique production modules or blueprints can also be found if you explore a lot, giving you an alternative way to obtain those end-game capabilities.


To summarize, no need for arbitrary progression "locks", access to specific resources and items allows you to progress naturally. Start with basics. Prospect for additional resources. Finding those should not be easy. Build a resilient exploration vehicle/ship, go to different biomes with harsh weather or other hazards. Leave the planet in search for additional resources. Explore or befriend NPC factions to obtain specific technologies, come back to the planet now able to find huge deposits deep underground, specialize and trade.


And yeah, you might be lucky to find some small amount of valuable resources or rare items too early, and that's fine. That's a viable strategy. If you pair this with some knowledge-based gameplay strategy, it can open up a whole world for speed runners and alternative playstyles.

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The resource variety in SE2 is not sufficient to sustain a meaningful, lengthy tiered progression on its own. With what is currently in the game, you are realistically looking at around three tiers of natural resource-gating, which simply is not enough to carry the kind of deep, layered progression that would make the mid-game genuinely satisfying.

There is actually a game that demonstrates your approach working well, and examining why it works there helps illustrate why it would fall short here. The game called Avorion has no research system and lets you build freely once you have the required material, but the key to why that works is that each of its fantasy resources corresponds to an entire suite of blocks on its own.

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One material unlocks roughly a dozen block types, and when you advance to the next tier, you replace your entire ship with more efficient versions while also gaining access to larger builds. The progression feels real because each material represents a genuinely distinct era of capability. SE2 cannot replicate this structure because its blocks each draw from several different ores simultaneously, and the number of meaningfully distinct ore tiers you can extract from a periodic-table-grounded material system is, again, around three. The ceiling is low by design.

This is precisely why research matters. Having access to a material has never, in history, automatically conferred the ability to use it meaningfully. A caveman could hold an iron ore in his hand and be no closer to building a combustion engine. The knowledge of what to do with a resource is a distinct and separate achievement from the resource itself, and encoding that distinction into gameplay is what gives a tech tree its soul. It also gives the player something to look at and feel. Seeing a research tree, understanding how far you have come and how much still lies ahead, is a quietly powerful moment in any good game. It makes your progress legible, and legible progress is satisfying progress. Removing research in favour of pure resource access compresses that experience down to almost nothing, and the game is poorer for it.


There is a subtler problem with the pure resource-gating approach that is worth naming directly. Making resources scarcer and harder to find does increase challenge, but challenge and depth are not the same thing, and conflating them is where I think this line of reasoning goes wrong. A player who is struggling to find platinum is not having a richer experience than one who found it easily. They are just having a slower one. Depth comes from decision-making, from the player looking at a branching tree of possibilities and choosing a direction, committing to it, and feeling the consequences of that choice downstream. Scarcity alone does not create that. It creates friction, and friction without direction is just frustration. What a research tree provides, beyond its mechanical function, is a visible map of where you are and where you could go. That map is what keeps a player engaged across dozens of hours rather than a handful. Without it, even a well-designed resource system eventually starts to feel like wandering, because in a meaningful sense, that is exactly what it is.

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@Inval

Thx for the deep analysis, I gave it a heart 🙂 I appreciate the thoughtful reply.

Let me share my perspective and explain how you can still achieve slow, meaningful progression without needing a traditional research system.


Looking back at SE1 progression

In SE1 I usually played with progression turned off and started on a planet. Space starts were always much easier and faster, which is something I think the new game should address as well.

At the beginning you could easily find small quantities of iron, silicon and nickel in surface boulders. That was enough to build your first rovers and small flyers.

The first real obstacle was cobalt. It was harder to find — not necessarily in an interesting way, but it did slow progression. Once you had cobalt though, suddenly a lot unlocked at once: storage, hydrogen thrusters, and many other blocks. It opened too much too quickly. I always felt that stage needed more gradual steps.

Then later you had:

  • Magnesium → weapons
  • Silver → more spawn points and reactors (even though you still couldn’t fuel them yet, so why?)
  • Platinum → ion thrusters, worse than hydrogen that you already have, and elite tools, which were often less useful by that point because you already had large infrastructure
  • Gold → jump drives, which felt surprisingly easy to reach
  • Uranium → reactors and end-game weapons

Uranium especially ended up doing too many jobs.

And finally there were Factorum blocks, which were a nice idea for late-game progression because you needed combat to obtain them — but they still weren’t truly game-changing.

So yes, SE1 progression existed, but many parts weren’t very well tuned. Still, if you started on a planet it could take quite a while to advance, especially for new players.

And experienced players could extend that progression simply by adjusting starting conditions and mods.


How SE2 could do it better and more

SE2 already seems to have more resources than SE1, which gives room for a more gradual progression.

Instead of the old gameplay loop of scanning random black patches until you finally find cobalt, resources could be tied to specific environments and conditions.

For example:

  • harsh weather
  • radiation zones
  • extreme heat
  • deep underwater pressure
  • explosive or toxic environments
  • hostile fauna
  • pirate and defenses
  • alien lifeforms

And of course combinations of those.

So progression isn’t just finding the ore, but preparing properly to obtain it.

You might need to:

  • build a strong base before attempting expeditions
  • prepare spare materials because you may lose drones or vehicles
  • stockpile food
  • design specialized ships or machines for specific environments

Each new resource could unlock new tools, suit modules, blocks or consumables that make your life easier and allow you to tackle the next challenge.

Sometimes progression would be sequential.

For example you might need lead shielding before attempting to mine uranium in radioactive zones.

Other resources could be obtained in different orders depending on what the player wants to focus on first.

So progression relies now on preparation, engineering and skills.


Better ore detection systems could also help here — specialized scanners, detection setups, maybe different methods for different materials. But that’s its own topic.

The important idea is this:

Knowing where something is should not mean you can easily obtain it.


Blueprints as “research you actually play”

I also mentioned another progression layer earlier: unique, uncraftable items.

Some of these could be blueprints required to produce certain advanced components. The blueprint itself isn’t consumed, but without it you simply can’t manufacture the component.

So you might have plenty of gold but still be unable to build superconductors needed for a jump drive until you obtain the blueprint.

In that sense, finding the blueprint is your research, but instead of waiting for a progress bar you obtain it through gameplay.

Possible sources:

  • exploration and random encounters
  • faction rewards or buying from NPC factions with high reputation
  • piracy or salvage of cargo ships

Unlike prototech frames, once you have the blueprint you can produce the block reliably and repeatedly, making it extremely valuable.


Faction specific components

Faction-specific components could add another layer.

For example certain weapon variants might require unique components only sold by a faction. Maintaining good reputation would allow you to keep buying them.

Stock availability could scale with reputation, so large-scale production requires either strong faction ties or travel between multiple stations.

Those components would also become valuable loot for you or your enemies. If you somehow get access to all unique weapons you can build warships and entire fleets with no weaknesses.


Unique production modules

Another idea is unique production modules that specialize refineries.

For example a module that allows extremely efficient gold refining:

  • lower energy cost
  • higher yield
  • lower PCU cost per output

Players could specialize in certain resources and trade the surplus.

If everyone can refine everything equally, there’s very little incentive to trade.

One particularly interesting idea I saw on the forum was making refinery modules permanent once installed. That forces players to commit to production choices and creates real economic diversity.


Trade as progression

Trade itself becomes progression:

  • finding rare modules
  • setting up production chains
  • building cargo ships
  • negotiating with other players
  • establishing long-term trade routes

If you produce something efficiently, you can afford selling in bulk for low price and buy other things you need.


Bringing it all together

Combining these systems could create progression that is:

  • slow
  • meaningful
  • driven by gameplay

Instead of research timers, progression comes from:

  • preparation to obtain new resources
  • discovering blueprints
  • interacting with factions
  • finding unique production modules
  • exploration, combat, or trade

Players who prefer traditional mining can still progress that way, but they’ll naturally slow down because each step requires preparation and technology suited for the next environment.


That’s the kind of survival gameplay I’d love to see SE2 explore. 🚀

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I think there's a core tension in your proposal that hasn't been resolved.

Your blueprint system is, functionally, a tech tree. It still gates certain capabilities behind an unlock. The difference is that instead of being visible and player-directed, the unlock is hidden in the world somewhere, gated behind RNG or faction standing. You've kept the lock but thrown away the map. That seems like a strictly worse design. The thing that makes a research tree valuable isn't just that it gates things. It's that the player can look at it, understand where they are, see where they want to go, and make a choice about which direction to pursue. A blueprint system buried in random encounters or faction stores removes that entirely.

On the environmental hazard gating: I agree that knowing where something is shouldn't mean you can easily obtain it. That's a good instinct. But preparation and engineering requirements are still primarily friction. They add challenge, they slow you down, and that's worthwhile, but they don't replace the function of a research tree any more than a harder enemy replaces a skill tree in an RPG. You can increase difficulty without increasing depth.

Your SE1 retrospective also struck me, because your critique of it, cobalt unlocking too much at once, uranium doing too many jobs, the pacing being uneven, is an argument that SE1 needed a better-designed research tree, not that it needed no tree at all. The answer to a poorly tuned progression system is to tune it properly, not to dissolve it into a collection of haphazard environmental hazards and hope the emergent result is satisfying and amazing.

And on the point about research timers specifically: those are not a necessary part of the system at all. Research could be instant. You accumulate XP through natural gameplay, mining ores, constructing blocks, exploring, defeating creatures, discovering new areas, all things said in the main body of my post, and when you have enough, you press a button and unlock what you want. No waiting. The timer concern is a non-issue since you progress naturally through gametime/gameplay.

I want to be clear that I don't think your ideas are bad. Faction-specific components, unique production modules, environment-specific preparation: these are all good additions to the game, and several of them would pair well alongside a research tree. But none of them replace what a research tree actually does, which is give the player a legible map of their own progress and a meaningful role in directing it.

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The “visible” tech tree is not necessarily an engaging game mechanic. And we both agree that the traditional mining/production loop has to be slowed down.

Personally, I find it much more interesting if you actually need to know something in order to progress.

For example: Where do I find cobalt?

Maybe I check some YouTube tutorials, or ask around in a Discord community. That kind of knowledge sharing is part of the fun in sandbox games.

Now imagine cobalt being found more often in a specific biome.

So what do you do?

You build a flyer capable of long journeys, equip it with a scanner, and start flying around the planet exploring different biomes. When you enter a new one you might get a message like:

"You have discovered X biome."

Or even better, there could be a map block that gradually fills out information about the planet and its biomes.

So now exploration becomes intersting and a progression mechanic in itself.

Once you are in that biome you know there is a higher chance to find cobalt. Then you start looking for specific types of terrain that might be associated with cobalt deposits underground (instead of the old boring black patches). You scan the area and eventually locate it.

Now you know exactly where the resource is.

At that point you go back and plan how to extract it.

Your mining ship probably shouldn’t be capable of flying that far efficiently, especially when it’s full on the way back. Flying and batteries should be balanced for that reason.

So now you have options:

  • Build a transport rover if the route is accessible
  • Build a cargo ship, mine ore by hand and bring it back
  • Bring cargo ship and miner with you, plus some components necessary to build small recharging station on site. This way you can operate and recharge your miner many times and leave it there for later use.

As you can see, with the right balance even something simple like distance can make survival and engineering gameplay meaningful. It slows things down naturally and rewards players for their skills and knowledge.

At the same time, mechanics like exploration, scavenging and trade suddenly become much more valuable and provide real alternatives.


And just to clarify — I’m not saying everything needs blueprints.

They could apply mainly to high-end tech, like jump drives or powerful fusion reactors. There would still be multiple ways to obtain them, so players can choose the approach they prefer.

The same idea applies to unique production modules. If you don’t enjoy exploration or NPCs you can perfectly live without them — or simply buy them from other players.

These kinds of special items are actually perfect for trade, and we need more things like that if we want multiplayer to feel like actual multiplayer.


Otherwise it just becomes a collection of “single players” quietly mining a few asteroids 10,000 km away from each other 🙂

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The thing that makes a research tree valuable isn't just that it gates things. It's that the player can look at it, understand where they are, see where they want to go, and make a choice about which direction to pursue.
The production chain itself is what makes you see and plan. In VS2.2 we will have the first implementation for "Production Lines". You simply try to make something, and it will show you the required components/ores. Try different things and decide what you need first.

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The biome exploration scenario you described is actually great and I want that in the game too. But notice what you did there: you assumed the player already knows cobalt leads to hydrogen thrusters and that hydrogen thrusters are what they want next. That knowledge has to come from somewhere. A research tree is exactly what provides it cleanly, inside the game, without the player having to tab out to YouTube or ask a Discord server. Outsourcing your progression map to the community is not a feature, it's a gap. An annoying gap for normal players.

The production lines point doesn't hold up either. That system tells you what materials a specific block needs. It doesn't help you decide which block to pursue, or give you any sense of where you are in the broader arc of the game. It's reactive. A research tree is strategic. Those are different things.

Your blueprint idea is also just a tech tree with the map torn off. The lock is still there, you've just made it harder to see and given the player less control over which direction they go. I genuinely don't see how that's better.

Essentially you are trying to avoid a research tree at all costs and the alternatives you're reaching for keep creating more problems than they solve. All that stuff would actually be really annoying ingame/ gameplay-wise.

I think there's an underlying instinct here that explicit progression systems feel like the game holding your hand, but that logic is backwards. Removing it doesn't make the game more freeform, it just makes it more opaque.

All of your ideas would pair really well alongside a research tree. They aren't in competition with it.

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Starting out, I think your visual references are great and I will be doing the same for my upcoming post on Faction Identity and Lore.


I agree with much of what you've said - the takeaway being that SE2 has the potential and should push beyond what SE1 has delivered. It is important for the team to balance the new with the familiar: an issue they have had with iteration 1 of completely reworking the production pipeline..


I think that a game with mining as a CORE of it's identity must invest more into these gameplay loops to create a fun immersive experiences with more depth

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We really need VALUABLE loot in the game. Ore as loot is kinda meh — you can mine it way easier yourself. It’s just not worth clearing encounters for random chunks of ore.

Components, even advanced ones, are a bit better, but since there are so many types, it’s rarely what you actually need at that moment. I think most people can already guess what kind of loot would actually feel good here… and yeah, it’s currently missing.

Then there are unique or uncraftable items. Those are cool, but more for mid/late game and not basic or universal. If you want a real alternative to the traditional mining loop in early–mid game, then encounters, trade ships, unknown signals etc. need to give you something that actually helps you progress — maybe even faster than mining if you know what you’re doing. For that, you need valuable, flexible loot that lets you skip steps.

Right now, if you get a lot of ore as loot — sure, it’s universal, but you still need the full infrastructure: refineries, smelters, power, cargo ships… basically the same setup as mining. At that point, it’s just more efficient to go mining instead of doing missions, piracy, or encounters.

Same with components — it feels bad to clear a hard encounter (spending time and resources) and get another batch of stuff you already have tons of (another batch of motherboards). Yeah, you can sell it, but still an extra step that make alternative gameplay loops less appealing.

Scavenging is also kinda underwhelming. Using grinders for large grids is just not practical unless you spam hundreds of them. It really doesn’t feel like a great system. And we still don’t even have proper recycling.

Honestly, the easiest solution might be:


  • make it easier to sell captured grids,
  • and simplify ownership / hacking mechanics.

For example, if you bring a captured ship into your safe zone, you could just hack it fully in one go.

So yeah, there are several core systems that need to be done right to make “natural progression” actually work and to support alternative playstyles beyond just mining.

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There are two significant problems I see with tech trees in any game.

1. You don't know what you don't know. In real life, there was no "roadmap" for the technologies we would develop. People working hundreds of years ago on the innovation of optical lenses that focus light weren't thinking to themselves, "The better we make these lenses, the closer we get to having lasers." The point is, new technologies were developed out of research, experimentation, trial-and-error, prototyping, refining and improving existing technologies, and new advances in knowledge from delving into the unknown - not from unlocking steps in some cosmic tech tree.

2. If you already know it exists but don't know how to make it, that's not a tech tree. I don't need to know how to make a door to know how to make a window - so the progression tree in SE1 feels contrived and arbitrary. Why does crafting a landing gear teach me how to make a cockpit?

I find the whole progression system in SE1 completely ridiculous, and absolutely do not want anything like that in SE2. I prefer Stationeers' style of crafting progression, where the player already has the knowledge or blueprints of how to make everything, but requires specialist manufacturing equipment, different tiers of that equipment, and specific resources to generate those items. This allows you to plan more fully what you're going to invest your resources in.

The nice thing about that is the player is able to progress smoothly and logically through tiers of capability development and equipment production, and each progression feels like a step towards whatever the ultimate goal is. It also forms a logical and more compelling production chain. Is it more difficult and time consuming? Yes, but that's the point. More advanced things should be more difficult to produce - not just unlock a blueprint, manufacture the same components that everything else is made from, and whack it together.

The downside to Stationeers is that all the different ores are just around the place, so there's no real challenge in obtaining them (even the rarer ones); however, that is offset by a couple of factors:

a. Initially not having any kind of subsurface ore scanning at all, and initially having to explore and 'stumble on' surface ore deposits,

b. Ore detectors (glasses, tablet) having limited range and still requiring you to move around and explore to locate ore.

Aside from the progression model, the other thing I think Stationeers does better in this area is alloys and superalloys. Part of the progression isn't just about finding ores to refine, but being able to alloy metals, with higher "tiers" of alloys requiring more specialised equipment and more finicky conditions to achieve. It's still not overly difficult in most cases, but it gives a challenge to the player that you are always working towards the materials you need for that thing you're trying to build. It also forms a natural progress bottleneck, not an arbitrary or contrived gatekeeping method of regulating progression. Simple things that need simple materials can be achieved quickly, but the challenge curve doesn't ease off once those things are achieved.

That's the kind of progression model I would prefer, and it fits into the OP's ideas of having to work to get off planet. Consider the exotic alloys and materials required in real life to build rocket engines and other precision aerospace components - inconel and titanium alloys, rare earth elements and other things. Compare that to the materials needed to produce a rover for a planet - basically a glorified truck - or an atmospheric aircraft. Compare that to the exotic materials you would need for a jump drive.

What about non-metallic resources - yes, silicon is non metallic (well, a metalloid at least), but plastics? Rubber? Carbon fibre and Kevlar? Ceramics? What about refining of fuels? Biofuels? The ice-->O2/H2 mechanic in SE1 is so boringly simple, as is the uranium mechanic: find ore, chuck it in a refinery, and you have nuclear fuel...

There is so much scope for such a rich and satisfyingly progressive system here that would leave the old "dump your ore in a refinery, dump the ingots in an assembler, and build yourself a spacehip" mechanic of SE1 in the dust, but if nobody takes advantage of it, then that potential is wasted.

The problem with the Stationeers style progression model is that it works well if you're looking for a progression-based survival sandbox / role playing game (which Stationeers is more of), but not so much for a ship building simulator or virtual lego playground. The question that needs to be answered is this: what kind of game is SE2 trying to be? Because that is what is going to determine how progression and resource management is going to be handled.

Just my thoughts.

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Here are two scenarios for the default progression, see which is more appealing to players:


Scenario one:

"I just unlocked lvl 3, so now I am farming points to get to railguns."


Scenerio two:

"I just added storage, and got it all piped up, for my research block(s), along with the modules I want. The iron, nickel, platinum trees gave me large hydrogen thrusters. Now, for railguns I need tritium, which I found scouting, at Byblos. It is underwater, so right now I am preparing for an expedition to go there and start on the silicon-sulfer research trees for the underwater specific blocks."


One works more in a specific faction's ranks/blocks/progression way, the other as the general 'overall' game tech progression, for player.


Just include both. Points for faction advancement, research unlocks for block and infrastructure.


You could also design things that 'dip' into either one, i.e. faction blocks, as people mentioned about.

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Good post. I am disappointed about the design of SE2 as well. "Engineering? No thanks, here's a checklist".

IMO progression should be about expansion (actual colonization), networking, research and engineering (not repairing).

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The necessity to point the sensor in the right direction is such a non-challenge that it's virtually indistinguishable from the current ore detector. A better idea would be to have a long-range sensor that alerts you about the presence of ore (even deep underground), but doesn't tell you where it is. It would just be a start to a serious effort towards finding it.

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Oh yeah, I like this feedback. In particular, thank you for not mindlessly fixating on ingots. I agree; while backpack crafting is very convenient, auto-crafting is a problem that removes agency from players and insulates them from the process of production. It would be better to remove it and instead add a Production tab to the backpack, similar to the one in ships. Ironically, this change would make the whole system simpler and easier to understand.

Your proposed progression format is good and that's how I imagined it would work before Keen announced contracts. That being said, while I think existing contracts absolutely need to go (they're awful!), the contract system in general can be salvaged. A relatively small fix to the FTUE would be to make the tutorial give the player a rover, rather than a full spaceship and place a smaller contract station (without fast travel) on the surface of Verdure, instead of rushing players to space. Reaching Vallation Station would be a middle-term goal that the players would need to work towards.

Research in games is usually just a point-buy system. The important thing is to give points for activities the game is good at. Factorio is an automation game, so research points are mass-produced in a factory. Kerbal Space Program wants you follow real life space agencies, so you perform experiments in difficult-to-reach biomes in space. I feel what Space Engineers should promote is building structures and taking control over game environment. Combat is also good, as it naturally encourages to build the economy to support warships.

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Once NPC factions are introduced, additional options for progressing tech wise could be

1) making friends and gaining tech from them by trade or joint projects

2) looting tech from hostile factions and reverse engineering it in a lab

But I'm getting a little off topic. Regarding the OP's suggestions, I think the proposed deposits are too small by a factor of maybe ten. One deposit should be enough to build a minimal base and one vehicle for scouting/mining. For a friendly environment like Verdure, I'm thinking of a few grated catwalks, a med kit, some modest renewable energy source and a battery. For the vehicle, something similar to the Grasshopper (I have my reservations about the design, but the size is about right.) Or a similarly sized rover.

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