space-engineers game sourced
Space Engineers
A voxel sandbox where players mine asteroids and planets and build ships and stations block by block, with every block carrying mass, inertia, power needs, and damage under Newtonian physics.
core loop
mine ore from voxel asteroids and planets -> refine and assemble components -> weld blocks into ship or station grids -> power and pilot under inertia -> collide, fight, or deform -> repair and redesign
design notes
Space Engineers treats a ship as a grid of blocks where each block has mass, inertia, and hit points, and functional blocks (thrusters per direction, gyroscopes, reactors, cockpits) decide whether it can move at all; there is no ship stat sheet apart from the blocks. Collisions and weapons deform or destroy individual blocks, and terrain is editable voxels, so construction, mining, and damage share one physical model. Survival mode adds a refine-assemble production chain and suit oxygen and energy, and an in-game programmable block lets players automate ships with scripts.
relations
14 stored edgesModular assembly
Ships and stations are small or large grids of armor and functional blocks; thrusters only push along their facing, so thrust coverage on each axis, gyroscope count, and power supply decide handling.
Rigid-body physics
Volumetric physics gives every block mass and inertia; ships drift under Newtonian motion with optional inertia dampeners, and gravity generators and planets pull loose objects.
Voxel destruction
Asteroid and planet voxels can be drilled and carved, and armor blocks deform or break block by block under collisions and weapon fire.
Blueprints
Grids save as blueprints that a projector block displays for welding and that are shared on Steam Workshop.
Conveyor transport
Conveyor blocks connect inventories so refineries, assemblers, and cargo containers move items automatically, with sorters filtering flow.
Fluid and gas simulation
Air vents pressurize sealed rooms with oxygen; breaches depressurize them.
Player programming
The programmable block runs player-written C# scripts that read and command blocks on the grid.
Power grid
Reactors, solar panels, batteries, and hydrogen engines feed every functional block on a grid; unpowered blocks stop.
Production chains
Refineries turn ore into ingots and assemblers turn ingots into components for welding.
Signal circuits
Sensors, timer blocks, and event controllers trigger block actions without code.
Subsystem damage
Each block has hit points, and damaged functional blocks such as thrusters, reactors, and gyroscopes stop working until welded back.