Detailed Gameplay Feedback and Improvement Suggestions Space Engineers 2

Lopes shared this feedback 23 days ago
Not Enough Votes

Hello,

I have already reported several bugs through the dedicated section, but I would also like to provide general feedback after several hours of gameplay on Space Engineers 2.

I must admit that I am not very satisfied with this new installment, despite the interest and enthusiasm I have for your franchise. I have difficulty understanding the vision behind the release of the game, as it feels extremely premature. You are releasing a survival game without any real survival content. I do not see the point of launching a game so empty, with so few playable features. This quickly creates frustration and fatigue for players, who may not return to the game. Even in early access, a minimum amount of content should accompany the release. It is your policy, of course, but it seems risky.

I would like to highlight several points that are problematic in the current state of the game.

First, the optimization issues are very severe, as mentioned in my bug report. Slowdowns occur after a few hours of gameplay and significantly impact the experience. On top of that, the French language has disappeared from the game, which directly affects the French-speaking community.

Regarding the overall structure of the game, Space Engineers 2 appears promising, but the content additions are too far apart from each other. This prevents real immersion and gives the impression of an incomplete game. Moreover, many essential quality-of-life features are missing.

One of the most problematic omissions is the inability to copy blueprints or parts during construction to automatically send the required components to the fabricators. I do not understand how such a simple feature, already present in Space Engineers 1, is still not included. At the moment, we must retrieve each component manually and then use the assembler to create them one by one. A simple keyboard command would greatly improve gameplay fluidity.

I would also like to raise an issue regarding the programmable systems. I understand that programmable blocks are not available yet and are planned for later, but there should at least be a minimal foundation for automation. You already include sorting, transfer, and reorganization blocks, yet we cannot adjust even the simplest configuration parameters. Sorting blocks, for example, offer no options at all. Releasing programmable blocks later is one thing, but providing at least some configurable parameters in the existing blocks would make sense. Right now, we are completely limited in creating any form of automation. You are releasing a game that is supposed to rely on automation, but without automation. It is like releasing a survival game without survival elements. I do not understand this approach.

There is, however, one aspect of the game that I am truly satisfied with: the introduction and the missions designed to help players progress. This is currently the strongest and most polished part of the game. I sincerely hope you continue in this direction, with more missions, objectives, and possibly deeper interactions with NPCs.

I hope you will take my observations into consideration and prioritize implementing the essential features that define the identity of the game: survival, construction, and automation.


Regards,

Nicolas

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