I propose adding fauna: from silent wastelands to a living cosmic world

Zivals shared this feedback 20 days ago
Not Enough Votes

Imagine a long rover trek across Martian hills or Earth-like plains. Your destination is a distant outpost, the journey is long. Right now, this trip is a sequence of landscapes, beautiful yet silent. Now, add one simple but brilliant dimension -life.


6718b00f8404f6e11a94ac8cd2c66768

Not hostile monsters, but life itself. The very thing that fills any real world with subtle movement and sound. Imagine a flock of unseen birds bursting from behind nearby cliffs, their wings beating against the pink-tinged sky, startled by the rumble of your wheels. You slow down and spot a herd of massive, serene creatures -like cosmic bison - moving slowly across the horizon in a valley. They graze on strange local grass and occasionally call to each other with low, guttural sounds. And all around you, if you just kill the engine, you're enveloped by the world's symphony: the chirping of invisible insects in the scrub, the whistle of wind through canyons, the distant murmur of a waterfall.

d6cc4d819fbf2a7de63ed0596394924e

a186f354b5936cd6d0b8fbbcd710e89c

This is what can turn a routine drive into a miniature adventure. This is what creates not a set piece, but a world. These moments aren't just "content." They are atmosphere. They are the story the player tells themselves. "I saw this planet living." This sense of presence, immersion, and wonder cannot be overstated.


Sound here is not just background. It's a crucial tool for immersion. The localized call of a bird from the direction of a lake creates space. A rustle in the grass behind you makes you turn around. The silence, broken only by the wind and your own footsteps, contrasted with the hum of a working base, speaks volumes. This is the magic that happens when a game stops being just an engineer simulator and becomes an explorer simulator, a discoverer of a living, albeit digital, cosmos.


c4c882bf8f5acf43e4ad1f58aeba8262

Adding such unobtrusive, peaceful, and diverse fauna, paired with a detailed soundscape, isn't a question of gameplay mechanics. It's a question of the game's soul. It's what makes you want to return to the world again and again, not just to build, but simply to be in it, to observe and feel its breath. And in this lies a tremendous potential for Space Engineers 2 to be remembered not only as a technical marvel but as an incredibly atmospheric, living world.

fb3e510d89866f95543a43ce50d286e1

I would absolutely love to see planets in the game feel truly alive. Imagine driving a rover from one base to another and witnessing not just a static landscape, but a dynamic ecosystem: for example, watching a flock of birds take off from a lake's surface, or spotting a herd of wild animals grazing in the distant meadows, cautiously watching your approach.


These details are not just "cosmetic." They create an incredible sense of immersion — the feeling that you're not just on a sterile resource map, but in a real, breathing world. It adds that "wow" factor, creates memorable moments, and gives the game much more depth. I truly hope the team considers adding such diverse, non-aggressive fauna in future updates!

0791f3f36fab2c431fa309e0fc9b9c5f

9277ef9e993c94991d94c00346afebe5

Replies (3)

photo
1

I’m suggesting this because the planets in the first part of Space Engineers are currently completely lifeless. Even those that are supposed to support life show no signs of it — and this significantly reduces the game’s appeal. It would be amazing to see more life and detail added to them!

Yes, the second part has great graphics — it’s truly enjoyable to watch sunsets and fly through the clouds. But what’s the point of all that beauty if there’s no life on the planets?

photo
1

Look at it from another perspective—space engineers are the first line of space exploration. They come to lifeless worlds to breathe life into them and prepare them for humanity.


And look at it realistically: Earth has existed for some 4.5 billion years, life on Earth has existed for at least 3.5 billion years... But only the last half billion years you donot need a microscope to observe it...

photo
1

The situation is even worse and more frightening...

Alien living worlds will most likely be incompatible with life on Earth. And if we want to colonize an alien living planet, space engineers will have to destroy alien life... Thoroughly and completely destroy it.

Space engineers are literally angels of death for alien living worlds...

photo
1

You’re absolutely right - in reality, the emergence of life requires an extremely rare combination of circumstances, which may never occur. However, let’s focus on the striking resemblance between the planets in the game and Earth. Indeed, both in the first and second parts, these planets look nearly identical to our home world, and the developers explicitly hint that they are Earth’s doubles.

The presence of key elements on planet Verdure strongly suggests the potential for life. We observe:

  • liquid water (to be introduced in upcoming updates);
  • vegetation resembling trees;
  • shrubs and other forms of terrestrial flora;
  • familiar landscape features.

This design choice goes beyond mere aesthetics. It creates meaningful gameplay opportunities and opens up vast potential for narrative development, exploration, and even player‑driven scientific inquiry.

Of course, in reality, the origin of life demands a complex interplay of numerous factors - atmospheric composition, stellar radiation levels, geological activity, and more. Yet the game deliberately simplifies such scientific intricacies. (For instance, it even disregards thrust distribution - a vehicle’s engine can be placed anywhere to lift it off the ground, rather than being precisely centered to prevent tipping.) This simplification serves to make the storytelling more engaging and the gameplay more enjoyable.

Here’s the key takeaway: given all these Earth‑like features, the idea of life existing on Verdure isn’t just plausible - it feels virtually inevitable. The game’s visual and environmental design naturally leads us to imagine thriving ecosystems. The abundance of water, recognizable plants, and Earth‑like terrain instinctively prompt players to conclude: if a world looks habitable, it must support life. This intuitive inference isn’t forced upon us - it emerges organically from what we see on screen. In essence, the game’s very aesthetics make the presence of life seem like the only logical conclusion.

photo
1

Life apparently arises relatively easily if conditions are at least somewhat suitable; basically, all that is needed is sufficient liquid water on the surface of a planet. Liquid water takes care of the other conditions...


Life is probably found almost everywhere in the universe, and the universe cannot easily destroy life if once it has been born. Some scientists claim that life on Earth has been destroyed six times. And seven times it has been born...


If there is one thing that is really difficult for life, it is overcoming the phase "slime and mucus"... On our Earth, it took three billion years... more than two-thirds of the planet's existence.

photo
1

You’ve already provided the key to the answer: if life arises “relatively easily” given liquid water, then the planet Verdure must be alive. The absence of life here isn’t a feature-it’s a logical gap. Is there water? Then life should have already emerged and evolved at least to the stage of slime-after all, according to your own words, that’s the only difficult phase, and on Earth it took three billion years. In a planet with suitable conditions, emptiness doesn’t look like a possibility-it looks like a violation of the universe’s rules.

photo
1

Perhaps the planet is still too young... and life on it has not yet left the water... Perhaps eukaryotes have not yet appeared and all living organisms are still prokaryotes. We do not know how old the planet is, and no one has yet examined the mud under a microscope.

Over a hundred million years, mountains will grow, and over another hundred million years, wind and rain will level them into plains. But life in puddles of water will remain almost unchanged. Early life evolved slowly. It was only with the emergence of eukaryotes and multicellular organisms that evolution accelerated significantly.

photo
1

Based on the nature of flora on Verdure, we can confidently conclude that the planet has been evolving under stable, favourable climatic conditions for many millions of years. This isn’t mere speculation - it’s grounded in fundamental principles of evolutionary biology and ecology.

Complex vascular vegetation (analogous to trees, shrubs, and herbaceous plants) cannot emerge overnight. Its development requires prolonged natural selection and the establishment of robust biochemical mechanisms: photosynthesis, nutrient transport, and reproduction strategies. Even under ideal conditions, such evolutionary advancements take tens of millions of years to unfold.

The very diversity and structural complexity of Verdure’s flora indicate a mature ecosystem. The presence of stratified plant communities (like canopy layers, understorey, and ground cover) implies that:

  • stable biogeochemical cycles have been established;
  • soil microbial communities have formed;
  • mutual adaptations between plant species and their environment have evolved over time.

From an ecological standpoint, such vegetation creates inevitable prerequisites for fauna development. Plants serve as:

  • a food source (providing organic matter and energy);
  • a habitat (offering shelter and breeding grounds);
  • a microclimate regulator (influencing humidity, temperature, and atmospheric composition).

However, it’s important to note: advanced flora does not necessarily imply equally advanced fauna. Earth’s history provides clear examples:

  • Early Devonian forests (~400 million years ago) — vascular plants and fungi already existed, but animal life was extremely scarce;
  • Young volcanic islands - first colonised by plants and microorganisms, with animals arriving centuries later.

If Verdure were in the early stages of biotic evolution, we would expect to see primarily primitive vegetation - mosses, lichens, low‑growing shrubs, and minimal soil communities.

But what we observe is different: a complex, multi‑layered flora with tall‑growing forms, developed understorey vegetation, and stable soils. Such an ecosystem cannot exist in isolation from the animal world. Why?

Because:

  1. Pollination and seed dispersal in most complex plants rely on animals (insects, birds, mammals). Without them, these species would rapidly decline.
  2. Nutrient cycling in a mature ecosystem requires decomposers (worms, insects, microorganisms) to break down organic matter.
  3. Population regulation of plants is impossible without herbivores and predators - otherwise, certain species would outcompete others, disrupting ecological balance.

Therefore, the presence of complex, structurally diverse flora on Verdure logically implies the existence of developed fauna. This isn’t conjecture - it follows from universal ecological principles: in a mature biosphere, plants and animals co‑evolve, forming stable food webs and ecological niches.

In other words: if a planet has trees, it almost certainly has creatures that feed on them, pollinate them, and live in their canopies. Life begets life.

photo
1

You are right about NMS. There are many NMS worlds, but in reality they are uninteresting and/or unimaginative. And too often nonsensical...

-------------------------------------------------------------------------------------------------------

Devonian forests... Animals (in the sense of vertebrates) may have been rare, but other fauna (worms and "insects," including various snails, spiders and centipedes) were certainly abundant. Aquatic organisms were already richly developed in the Cambrian period, and when a food source in the form of the first plants appeared on land, the fauna quickly left the water to follow it. This is simply a consequence of ecological pressure—no food source goes unnoticed, and the organism that learns to exploit it first has an evolutionary advantage.


Pollination is more complicated. Flowering plants in their modern form appeared relatively late, almost at the end of the dinosaur era. And they are evolutionarily closely linked to flying insects.

Volcanic islands are colonized very quickly in terrestrial conditions – just one year after the huge eruption of Krakatoa, spiders were found on the islands...

There is also another example – somewhere in the Himalayas or Hindu Kush, a landslide created a high-altitude lake (more of a pond) with no inflows or outflows, existing only from melted snow. A scientific expedition explored it three years after its creation – and found fish in it. The nearest watercourse was more than twenty kilometers away, and the nearest known occurrence of fish was almost fifty kilometers away...

The explanation is known—migratory birds used the isolated body of water as a resting place and brought fish eggs to the lake... Stuck to their feathers - or perhaps in their droppings...

---------------------------------------------------------------------------------------------------


I more or less agree with your conclusions.

With one reservation—a complex terrestrial ecosystem does not necessarily need large organisms such as terrestrial vertebrates (whether reptiles, dinosaurs, or mammals), just as an aquatic/marine ecosystem does not necessarily need vertebrates (fish). In both ecosystems, they are successfully replaced by other "design solutions," although these are burdened by many limitations—in terrestrial organisms, for example, the problem of effective respiration limits the size and weight of existing terrestrial invertebrates. On the other hand, the size of an individual's body can be replaced by the number of individuals, and the size of the biomass will be the same.


Translated with DeepL.com (free version)

photo
1

The first part of Space Engineers already features lifeless planets that look like asteroids. Players can explore them, build on their surfaces, and immerse themselves in the atmosphere of desolate celestial bodies. However, after hours of gameplay, I get tired of the fact that these planets are just barren wastelands - it starts to feel like my presence there is meaningless.

The second part needs to be something truly new. It should introduce dynamic landscapes, unique planetary features, deeper simulation mechanics, and expanded creative possibilities. Most importantly, it should finally bring life to these worlds. I want to stop feeling lonely in the game - even when playing solo. It’s important for me to feel that my actions have meaning and that I’m not just wandering through an empty void.

I don’t have many friends who can play Space Engineers with me, and even those who might be interested often don’t have the time. That’s why it’s crucial for the game itself to fill that gap - to make me feel engaged and give me a sense that my efforts matter. I believe many Space Engineers players share this sentiment.

photo
1

Keep in mind that the plants you see on verdure appear to have been transplanted as earth plants that are spread across the planet. This likely means that the foliage on the planet is only what was transplanted from earth, which may or may not have included animals. I would love to see animals on the planet, but the lore may support them no tbeing there.

photo
1

Based on the developers’ statements about Verdure’s ecosystem, it’s clear that the planet’s flora isn’t simply a copy-paste of Earth’s vegetation. While there are similarities, the term “descendants” used by the Bering Project scientists specifically implies a much deeper and more complex relationship. The unique biomes and specialized plant adaptations found on Verdure strongly suggest that these life forms have been evolving independently for a very long time - long before any human engineers set foot on the planet.

The developers emphasized that the planet’s biosphere shows signs of an established ecosystem with its own evolutionary history. This means that even if there was any connection to Earth’s flora, it happened so long ago that the plants have since developed their own distinct characteristics. The presence of native plant species with adaptations not found on Earth further supports the idea that Verdure’s vegetation has been developing separately for millennia.


I see it this way

photo
photo
1

It's not a bad idea...


But the "living world" should correspond to the planet - how old it is, how far it is from its star, what kind of star it is...


And Earth animals and plants can only exist on terraformed planets. But on terraformed planets, there is no work left for space engineers; there live only "normal people."

The realization of this idea would therefore require the creation of an “extraterrestrial” form of fauna and flora.

And I am very afraid that it would end up like in the game “No Man's Sky,” where extraterrestrial organisms are rather ridiculous, awkward, and clumsy (the translator chooses very mild expressions)..


So I think most worlds will be most similar to the third image - just without birds.

photo
1

I’m confident in the developers - I believe they won’t go overboard and will create a well‑balanced fauna that will delight players. The animals will feel natural in their environments, enhancing the world without overloading it with excessive detail or placing creatures inappropriately in certain locations. I truly hope this will be the case.

photo
1

Unlike No Man’s Sky, which relies on procedural generation of millions of planets, Space Engineers 2 takes a fundamentally different approach. The game doesn’t aim to create vast numbers of worlds through algorithms - instead, it focuses on a small number of living planets (likely just a handful), each carefully designed with attention to detail.

This design choice actually benefits the depiction of animal life. In No Man’s Sky, procedural generation often leads to repetitive, formulaic creature designs - many animals feel like slight variations of the same basic templates, lacking true uniqueness.

In Space Engineers 2, the limited number of planets allows for a more thoughtful and creative approach. Developers can invest time and resources into crafting truly distinctive species - creatures that feel authentic and biologically plausible. These organisms could be tightly tied to their environments, evolving traits that help them survive in specific biomes.

Moreover, this approach opens up exciting possibilities for world‑building. Certain species might exist only on particular planets or within narrow ecological niches. Players could discover rare creatures found nowhere else in the game, making exploration feel meaningful and rewarding. Each planet would have its own unique ecosystem with interconnected food webs, behaviours, and adaptations - rather than a collection of randomly generated beings.

By prioritizing depth over breadth, Space Engineers 2 has the potential to deliver a more compelling and memorable experience of alien life, where every creature feels like an integral part of its world.

photo
photo
2

I agree, the worlds in SE have always felt barren and lifeless. Even Earthlike had nothing going on which is just so boring.

photo
1

Yes, over time it feels like the point of your presence in the game is lost - the interest gradually fades away.


You fly, drive, and live in the desert - no matter which planet you’re on, only the scenery changes. Sometimes, of course, wolves or spiders show up, but they feel like a parody of living creatures. Because of this, the world seems even more cardboard‑like and empty.

photo
Leave a Comment
 
Attach a file