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* {{BFG}} : Rocket Launchers can now be mounted on Large Ships, and they're easily the biggest player-operated weapons in the game.
* TheBattlestar: Large Ships, particularly the bigger ones, are commonly fitted with hangar bays for carrying an assortment of [[SpaceFighter Small Ships]].

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* {{BFG}} : Rocket Launchers can now be mounted on Large Ships, and they're easily the biggest player-operated weapons in the game.
* TheBattlestar: Large Ships, particularly the bigger ones, are commonly fitted with hangar bays for carrying an assortment of [[SpaceFighter Small Ships]].Ships.



** It's gradually getting de-voidified with updates. Currently there's an option in Survival mode to add neutral, unmanned ships flying about just begging to be [[SpacePirates plundered]]. True enemies have not yet materialized, but they seem likely to arrive in the near future.
* BigBulkyBomb: Full-size SpaceMines are the same scale as other Large Ship pieces, easily dwarfing players. Naturally, it produces the biggest and most destructive explosion in the game.

to:

** It's gradually getting de-voidified with updates. Currently there's an option in Survival mode to add neutral, unmanned ships flying about just begging to be [[SpacePirates plundered]]. True enemies have not yet materialized, but they seem likely to arrive in the near future.
hijacked and looted.
* BigBulkyBomb: Full-size SpaceMines are the same scale as other Large Ship pieces, easily dwarfing players.pieces. Naturally, it produces the biggest and most destructive explosion in the game.



* BoringButPractical: Ships designed for function over fashion tend to be simplistic to a fault - in the most extreme cases, the hull can be little more than a skeletal frame holding the necessary pieces together.
** As of the Survival update; the Rescue Ship. Players are given one when they start a game on the 'Asteroids' map-type or when they join a new multiplayer server. It's not much to look at, but it's fully decked out with everything a player needs - A Medical Room, Refinery and Assembler are all onboard and ready to use, and keeping it running is a simple matter of finding a uranium deposit somewhere.
** The jets on the spacesuit. Because it's easy to lose braking control of a ship or have it careen away with nobody at the helm, the devs have made the maximum speed of any ship slightly slower than that of your bare spacesuit, so you're guaranteed the ability to reach any drifting vehicle. A side effect is that if you need to get somewhere in a real hurry, just jetting there is faster than piloting, say, a large-thruster-equipped fast fighter.

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* BoringButPractical: Ships designed for function over fashion tend to be simplistic to a fault ''very'' simple - in the most extreme cases, the hull can be little more than a skeletal frame holding the necessary pieces together.
** As of the Survival update; the Rescue Ship. Players are given one when they start a game on the 'Asteroids' map-type or map-type, when they join a new multiplayer server. server, or if they die without having a Medical Room to respawn at. It's not much to look at, but it's fully decked out with everything a player needs - A Medical Room, Refinery and Assembler are all onboard and ready to use, and keeping it running is a simple matter of finding a uranium deposit somewhere.
** The jets JetPack on the your spacesuit. Because it's easy to lose braking control of a ship or have it careen away with nobody at the helm, the devs have made the The maximum speed of those little thusters is higher than any ship's, so while any given ship slightly slower than that of your bare spacesuit, so you're guaranteed may have superior acceleration, players will always outpace them in the ability to reach any drifting vehicle. A side effect is that if you need to get somewhere in a real hurry, just jetting there is faster than piloting, say, a large-thruster-equipped fast fighter.long run.



* CameraPerspectiveSwitch: You can switch between first- and third-person perspective at will. If you're in a Small Ship during first-person, you'll be treated to a pilot's-eye view from inside the cockpit as you fly around.
* ConstructionIsAwesome[=/=]DesignItYourselfEquipment: The prime selling point of ''Space Engineers'' is the ability to design your own spaceships and space stations from scratch. [[WreakingHavok And then destroy them with detailed damage physics]].
** In Survival mode, blocks aren't instantly placed: You spawn a simple skeleton-frame, and then use a welding tool to add on its component parts and gradually piece it together.

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* CameraPerspectiveSwitch: You can switch between first- and third-person perspective at will. If you're in a Small Ship cockpit during first-person, you'll be treated to a pilot's-eye view from inside the cockpit as you fly around.
* ConstructionIsAwesome[=/=]DesignItYourselfEquipment: ConstructionIsAwesome / DesignItYourselfEquipment: The prime selling point of ''Space Engineers'' is the ability to design your own spaceships and space stations from scratch. [[WreakingHavok And then destroy them with detailed damage physics]].
** In Survival mode, blocks aren't instantly placed: You spawn a simple skeleton-frame, and then use a welding tool to add on its component parts and gradually piece it together. Even the simplest ship designs take some time to build.



** [[UpToEleven Apocalyptic]] = Showers happen within mere minutes of each-other... [[FromBadToWorse and the meteors are on fire]].

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** [[UpToEleven Apocalyptic]] = Showers happen within mere minutes of each-other... [[FromBadToWorse [[IncendiaryExponent and the meteors are on fire]].



* LaserSight: Present on spaceship weapons to help you aim, because - depending on where you install your weapons - the projectiles don't always line up with your crosshair. The [[SentryGun turrets]] have a much more pronounced laser sight with a visible length that turns from [[ColorCodedForYourConvenience green to red]] whenever the turret locks on to a meteor or decoy block.



* RealityEnsues: Plenty of it (see MohsScaleOfSciFiHardness above) but the first example many first-time Survival players find is that mining an asteroid is a very fiddly job when you have to chase the resource nuggets through the void on a regular basis. That first gravity generator makes things a lot easier.

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* RealityEnsues: Plenty of it (see MohsScaleOfSciFiHardness above) but the first example many first-time Survival players find is that mining an asteroid is a very fiddly job when you have to chase the those resource nuggets through the void on a regular basis. That first gravity generator makes things a lot easier.



** Invoked with the Cargo Ships - Unmanned corvettes laden with components and materials; which currently only exist for players to hijack and loot, provided they can circumvent the BoobyTrap most of them have.

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** Invoked with the Cargo Ships - Unmanned corvettes laden with components and materials; materials, which currently only exist for players to hijack and loot, loot; provided they can circumvent the BoobyTrap most of them have.



* SpaceFighter: The Small Ship class, which is the workhorse of Space Engineers. Aside from generally being faster and more nimble than their larger counterparts, Small Ships are the only class in the game that can be given dedicated tools and weapons: [[ThisIsADrill Drills]] for asteroid mining, [[GatlingGood Gatling guns]] for OldSchoolDogfighting, and missile launchers for destroying Stations and Large Ships.

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* SpaceFighter: The Small Ship class, which is the workhorse of Space Engineers. Aside from generally being faster and more nimble than their larger counterparts, Small Ships are the only class in the game that can be given dedicated tools and weapons: [[ThisIsADrill Drills]] for asteroid mining, [[GatlingGood Gatling guns]] for OldSchoolDogfighting, and missile launchers for destroying Stations and Large Ships.



* SpaceStation: Either in open space or attached to an asteroid. Unlike ships, Stations aren't affected by inertia, motion or collision, making them totally static and immovable.

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* SpaceStation: Either in open space or attached to an asteroid. Unlike ships, Stations aren't affected by inertia, motion or collision, Station blocks are rigged to a grid system, making them totally static and immovable.



** This feature is exploited in the Cargo Ships update. The ships in question are rigged with high-yield explosives that are detonated by hidden thrusters if the ship is ever forced to slow down, making hijacking attempts extremely tricky.

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** This feature is exploited in the Cargo Ships update. The ships in question are rigged with high-yield explosives that are detonated by hidden thrusters if the ship is ever forced to slow down, making hijacking attempts extremely rather tricky.



* WhatAPieceOfJunk: The starting ship in several scenarios (and the ship the player respawns into if he's lost all his medical stations) looks like crap, not to put too fine a point on it. It has the shape and the looks of an outhouse, several of its hull blocks are in an incomplete state of construction, and its armor is all dented and mashed up. But it literally has everything a player needs to survive, including a refinery and an assembler, and can work as a standalone base for much longer than you'd expect a starter ship to do.

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* WhatAPieceOfJunk: The starting ship Rescue Ship starts in inexplicably poor condition - the exterior hull is always heavily dented, and several scenarios (and the ship the player respawns into if he's lost all his medical stations) looks like crap, not to put too fine a point on it. It has the shape and the looks of an outhouse, several of its hull blocks are incomplete. However, as listed above in an incomplete state of construction, and its armor BoringButPractical, the Rescue Ship is all dented and mashed up. But it literally has everything a player needs to survive, including a refinery and an assembler, and can work as a standalone base for much longer than you'd expect a starter ship to do.surprisingly useful vessel.



** [[http://www.youtube.com/user/LastStandGamers LastStandGamers]] has a series dedicated to pushing the limits of the game engine, exploiting glitches and existing functions to create various contraptions. Notable examples include functioning torpedoes, player-operated turrets and weaponized gravity systems.

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** [[http://www.youtube.com/user/LastStandGamers LastStandGamers]] has a series dedicated to pushing the limits of the game engine, exploiting glitches and existing functions to create various contraptions. Notable examples include functioning torpedoes, player-operated turrets and weaponized gravity systems.
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* SentryGun : Available in three flavors: [[GatlingGood Gatling]] and [[StuffBlowingUp Missile]] turrets to protect the exterior hull, and a much smaller Interior turret to fend off players. Currently, their only real purpose is to provide a defense against meteor showers, though they'll also target structures and ships carrying Decoy blocks.
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** In Survival mode, blocks aren't instantly placed: You spawn a simple skeleton-frame, and then use a welding tool to add on its component parts and gradually piece it together.
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Worthless Yellow Rocks is about something that \'seems\' valuable but is declared worthless. The gold in Space Engineers is not an example.


* WorthlessYellowRocks: Gold is a not uncommon ore to find, and is present in many component recipes.

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* SpaceIsNoisy: Quite a few things are fully audible in the void, especially explosions and weapons fire.

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* SpaceIsNoisy: Quite a few things are fully audible in the void, especially explosions and weapons fire. To their credit, the developers plan on adding a sound mode that averts this.


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* WorthlessYellowRocks: Gold is a not uncommon ore to find, and is present in many component recipes.
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** Played straight in Creative mode, where you have unlimited resources anyway.
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* BFG : Rocket Launchers can now be mounted on Large Ships, and they're easily the biggest player-operated weapons in the game.

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* BFG {{BFG}} : Rocket Launchers can now be mounted on Large Ships, and they're easily the biggest player-operated weapons in the game.

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* BFG : Rocket Launchers can now be mounted on Large Ships, and they're easily the biggest player-operated weapons in the game.



** It's gradually getting de-voidified with updates. Currently there's an option to Survival world to add neutral NPC ships flying about just begging to be [[SpacePirates plundered]]. True enemies have not yet materialized, but they seem likely to arrive in the near future.

to:

** It's gradually getting de-voidified with updates. Currently there's an option to in Survival world mode to add neutral NPC neutral, unmanned ships flying about just begging to be [[SpacePirates plundered]]. True enemies have not yet materialized, but they seem likely to arrive in the near future.



* GatlingGood: The [[ExactlyWhatItSaysOnTheTin Gatling Gun]] on [[SpaceFighter Small Ships]], and the Gatling Turret on everything else. Their high rate of fire and fast projectiles make them perfect for fending off Small Ships, but low damage makes them largely ineffective against larger structures or heavy armor.

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* GatlingGood: The [[ExactlyWhatItSaysOnTheTin Gatling Gun]] on [[SpaceFighter Small Ships]], and the Gatling Turret on everything else. Their high rate of fire and fast projectiles make them perfect for fending off Small Ships, Ships and other players, but low damage makes them largely ineffective against larger structures or and heavy armor.



** Since dedicated weapons can only be mounted on Small Ships, and the automated turrets don't work yet, ramming remains the primary method of attack for Large Ships.



** [[http://www.youtube.com/user/LastStandGamers LastStandGamers]] has a series dedicated to pushing the limits of the game engine, exploiting glitches and existing functions to create various contraptions. Notable examples include functioning torpedoes, player-operated turrets and weaponized gravity systems.

to:

** [[http://www.youtube.com/user/LastStandGamers LastStandGamers]] has a series dedicated to pushing the limits of the game engine, exploiting glitches and existing functions to create various contraptions. Notable examples include functioning torpedoes, player-operated turrets and weaponized gravity systems.systems.

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** The jets on the spacesuit. Because it's easy to lose braking control of a ship or have it careen away with nobody at the helm, the devs have made the maximum speed of any ship slightly slower than that of your bare spacesuit, so you're guaranteed the ability to reach any drifting vehicle. A side effect is that if you need to get somewhere in a real hurry, just jetting there is faster than piloting, say, a large-thruster-equipped fast fighter.
Is there an issue? Send a MessageReason:
None

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* WhatAPieceOfJunk: The starting ship in several scenarios (and the ship the player respawns into if he's lost all his medical stations) looks like crap, not to put too fine a point on it. It has the shape and the looks of an outhouse, several of its hull blocks are in an incomplete state of construction, and its armor is all dented and mashed up. But it literally has everything a player needs to survive, including a refinery and an assembler, and can work as a standalone base for much longer than you'd expect a starter ship to do.
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* ArbitraryMaximumRange : Rockets and bullets will cut off after a certain distance.
* ArtificialGravity : Provided by [[ExactlyWhatItSaysOnTheTin Gravity Generators]] on Large Ships and Stations.
* AsteroidMiners : The players themselves, since the majority of resources are acquired by mining nearby asteroids and refining the raw materials.
* AwesomeButImpractical : The largest and/or flashiest of spaceships tend to be this, even without atmosphere or aerodynamics getting in the way. Either the ship is too fragile, making it easily wrecked; too heavy and bulky, effectively turning it into a MightyGlacier that requires massive engines to move properly; or simply so huge and complex that it creates a mountain of lag.
* TheBattlestar : Large Ships, particularly the bigger ones, are commonly fitted with hangar bays for carrying an assortment of [[SpaceFighter Small Ships]].
* BeautifulVoid : Quite literally. The effective game world encompasses a cluster of asteroids with absolutely nothing around them. You can see the rest of the asteroid field, but that's just an unreachable skybox. There are no enemies, you can travel infinitely, and the only additions to the world are the ones you create yourself.

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* ArbitraryMaximumRange : ArbitraryMaximumRange: Rockets and bullets will cut off after a certain distance.
* ArtificialGravity : ArtificialGravity: Provided by [[ExactlyWhatItSaysOnTheTin Gravity Generators]] on Large Ships and Stations.
* AsteroidMiners : AsteroidMiners: The players themselves, since the majority of resources are acquired by mining nearby asteroids and refining the raw materials.
* AwesomeButImpractical : AwesomeButImpractical: The largest and/or flashiest of spaceships tend to be this, even without atmosphere or aerodynamics getting in the way. Either the ship is too fragile, making it easily wrecked; too heavy and bulky, effectively turning it into a MightyGlacier that requires massive engines to move properly; or simply so huge and complex that it creates a mountain of lag.
* TheBattlestar : TheBattlestar: Large Ships, particularly the bigger ones, are commonly fitted with hangar bays for carrying an assortment of [[SpaceFighter Small Ships]].
* BeautifulVoid : BeautifulVoid: Quite literally. The effective game world encompasses a cluster of asteroids with absolutely nothing around them. You can see the rest of the asteroid field, but that's just an unreachable skybox. There are no enemies, you can travel infinitely, and the only additions to the world are the ones you create yourself.



* BigBulkyBomb : Full-size SpaceMines are the same scale as other Large Ship pieces, easily dwarfing players. Naturally, it produces the biggest and most destructive explosion in the game.
* BoobyTrap : Several of the unmanned Cargo Ships are rigged with these, built from SpaceMines and small engines hidden inside the ship's hull. If someone tries to hijack the ship and force it to stop, the reverse-thrusters will detonate the bombs simultaneously and destroy the cargo and vital systems - if not the entire ship.
* BoringButPractical : Ships designed for function over fashion tend to be simplistic to a fault - in the most extreme cases, the hull can be little more than a skeletal frame holding the necessary pieces together.

to:

* BigBulkyBomb : BigBulkyBomb: Full-size SpaceMines are the same scale as other Large Ship pieces, easily dwarfing players. Naturally, it produces the biggest and most destructive explosion in the game.
* BoobyTrap : BoobyTrap: Several of the unmanned Cargo Ships are rigged with these, built from SpaceMines and small engines hidden inside the ship's hull. If someone tries to hijack the ship and force it to stop, the reverse-thrusters will detonate the bombs simultaneously and destroy the cargo and vital systems - if not the entire ship.
* BoringButPractical : BoringButPractical: Ships designed for function over fashion tend to be simplistic to a fault - in the most extreme cases, the hull can be little more than a skeletal frame holding the necessary pieces together.



* CameraPerspectiveSwitch : You can switch between first- and third-person perspective at will. If you're in a Small Ship during first-person, you'll be treated to a pilot's-eye view from inside the cockpit as you fly around.
* ConstructionIsAwesome / DesignItYourselfEquipment : The prime selling point of ''Space Engineers'' is the ability to design your own spaceships and space stations from scratch. [[WreakingHavok And then destroy them with detailed damage physics]].
* CoolStarship : There's no real limit to how large or complex your ships can be, which allows for some pretty fantastic designs.
* DeathFromAbove : Meteor showers have been introduced as the game's first environmental hazard, with individual meteors capable of dealing significant damage to structures. The frequency and danger of showers changes based on the world's Environment settings:

to:

* CameraPerspectiveSwitch : CameraPerspectiveSwitch: You can switch between first- and third-person perspective at will. If you're in a Small Ship during first-person, you'll be treated to a pilot's-eye view from inside the cockpit as you fly around.
* ConstructionIsAwesome / DesignItYourselfEquipment : ConstructionIsAwesome[=/=]DesignItYourselfEquipment: The prime selling point of ''Space Engineers'' is the ability to design your own spaceships and space stations from scratch. [[WreakingHavok And then destroy them with detailed damage physics]].
* CoolStarship : CoolStarship: There's no real limit to how large or complex your ships can be, which allows for some pretty fantastic designs.
* DeathFromAbove : DeathFromAbove: Meteor showers have been introduced as the game's first environmental hazard, with individual meteors capable of dealing significant damage to structures. The frequency and danger of showers changes based on the world's Environment settings:



* DramaticSpaceDrifting : Aside from the totally-static asteroids and stations, anything that lacks sufficient engines and gyroscopes (or the power to keep them working) can be sent into an aimless drift with enough force. The aftermath of a spaceship's destruction tends to leave plenty of ruined hull fragments quietly spinning away into the void.
* ExplosionsInSpace : [[SubvertedTrope Subverted]]. We've got missiles and mines, all of which go off with a satisfying bang, but the fireworks rarely last more than a second, and structures (beyond the aforementioned mines) generally only shatter into debris.

to:

* DramaticSpaceDrifting : DramaticSpaceDrifting: Aside from the totally-static asteroids and stations, anything that lacks sufficient engines and gyroscopes (or the power to keep them working) can be sent into an aimless drift with enough force. The aftermath of a spaceship's destruction tends to leave plenty of ruined hull fragments quietly spinning away into the void.
* ExplosionsInSpace : ExplosionsInSpace: [[SubvertedTrope Subverted]]. We've got missiles and mines, all of which go off with a satisfying bang, but the fireworks rarely last more than a second, and structures (beyond the aforementioned mines) generally only shatter into debris.



* GatlingGood : The [[ExactlyWhatItSaysOnTheTin Gatling Gun]] on [[SpaceFighter Small Ships]], and the Gatling Turret on everything else. Their high rate of fire and fast projectiles make them perfect for fending off Small Ships, but low damage makes them largely ineffective against larger structures or heavy armor.
* InertialDampening : Present as a game mechanic, though it has little to do with G-forces: Ships of all kinds require engines on every facing (forward, back, top, bottom and sides) alongside gyroscopes in order to turn, slow down and keep the ship from drifting uncontrollably from the slightest tap on the hull. Inertial dampening can be toggled, allowing a sort of 'autopilot' function by letting you cruise along at current speed while saving on power. This is especially important on Survival mode, where supplies are naturally limited.

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* GatlingGood : GatlingGood: The [[ExactlyWhatItSaysOnTheTin Gatling Gun]] on [[SpaceFighter Small Ships]], and the Gatling Turret on everything else. Their high rate of fire and fast projectiles make them perfect for fending off Small Ships, but low damage makes them largely ineffective against larger structures or heavy armor.
* InertialDampening : InertialDampening: Present as a game mechanic, though it has little to do with G-forces: Ships of all kinds require engines on every facing (forward, back, top, bottom and sides) alongside gyroscopes in order to turn, slow down and keep the ship from drifting uncontrollably from the slightest tap on the hull. Inertial dampening can be toggled, allowing a sort of 'autopilot' function by letting you cruise along at current speed while saving on power. This is especially important on Survival mode, where supplies are naturally limited.



* JetPack : The engineers have tiny thrusters built into their suits, allowing for flight.
* MegaMawManeuver : It's entirely possible with a big enough ship, though you'll likely just damage yourself in the process if you aren't careful.
* MobileFactory : Any Large Ship equipped with Refineries and Assemblers.
* MohsScaleOfSciFiHardness : WordOfGod states that the developers want the game to be as realistic as possible, so 'soft' sci-fi technology like DeflectorShields and [[FrickinLaserBeams energy weapons]] are unlikely to make an appearance. We still get ArtificialGravity, though.
* OldSchoolDogfight : [[SpaceFighter Small Ships]] generally fight like this, since their weapons don't track targets.
* RammingAlwaysWorks : Until the weapons were implemented, the only real way to damage other spaceships was to ram into them at top speed. [[RealityEnsues Of course, this generally left both ships equally mangled unless some serious hull-reinforcement was installed]].

to:

* JetPack : JetPack: The engineers have tiny thrusters built into their suits, allowing for flight.
* MegaMawManeuver : MegaMawManeuver: It's entirely possible with a big enough ship, though you'll likely just damage yourself in the process if you aren't careful.
* MobileFactory : MobileFactory: Any Large Ship equipped with Refineries and Assemblers.
* MohsScaleOfSciFiHardness : MohsScaleOfSciFiHardness: WordOfGod states that the developers want the game to be as realistic as possible, so 'soft' sci-fi technology like DeflectorShields and [[FrickinLaserBeams energy weapons]] are unlikely to make an appearance. We still get ArtificialGravity, though.
* OldSchoolDogfight : OldSchoolDogfight: [[SpaceFighter Small Ships]] generally fight like this, since their weapons don't track targets.
* RammingAlwaysWorks : RammingAlwaysWorks: Until the weapons were implemented, the only real way to damage other spaceships was to ram into them at top speed. [[RealityEnsues Of course, this generally left both ships equally mangled unless some serious hull-reinforcement was installed]].



* SalvagePirates : Scuttling abandoned or derelict structures is a good way to get ready-made crafting materials; though some players, armed with weapons, are perfectly happy to gun down fellow engineers before proceeding to loot their ships.

to:

* SalvagePirates : SalvagePirates: Scuttling abandoned or derelict structures is a good way to get ready-made crafting materials; though some players, armed with weapons, are perfectly happy to gun down fellow engineers before proceeding to loot their ships.



* SolarSail : The Solar Panel is commonly used to invoke this. Since it generates a decent level of energy (while facing the sun, obviously), it's common to find Small Ships and some lightweight Large Ships using masses of solar panels to power their engines while conserving valuable uranium.
* SpaceFighter : The Small Ship class, which is the workhorse of Space Engineers. Aside from generally being faster and more nimble than their larger counterparts, Small Ships are the only class in the game that can be given dedicated tools and weapons: [[ThisIsADrill Drills]] for asteroid mining, [[GatlingGood Gatling guns]] for OldSchoolDogfighting, and missile launchers for destroying Stations and Large Ships.
* SpaceIsNoisy : Quite a few things are fully audible in the void, especially explosions and weapons fire.
* SpaceMarine : An assault rifle is among the hand-tools available to players, so man-to-man firefights are possible.
* SpaceMines : Of the explode-by-hard-contact variant, available in small and large sizes.
* SpaceStation : Either in open space or attached to an asteroid. Unlike ships, Stations aren't affected by inertia, motion or collision, making them totally static and immovable.
* ThisIsADrill : Available as a hand-tool for players and as a system for Small Ships.
** InNameOnly : The hand-drill, despite being referred to as such, is clearly a jackhammer.
* TooFastToStop : Inertia dampeners require propulsion on every side of your ship in order to brake properly. If you're going at full-speed, you'd better hope your opposing thrusters are strong and/or numerous enough to slow you down before you hit something.

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* SolarSail : SolarSail: The Solar Panel is commonly used to invoke this. Since it generates a decent level of energy (while facing the sun, obviously), it's common to find Small Ships and some lightweight Large Ships using masses of solar panels to power their engines while conserving valuable uranium.
* SpaceFighter : SpaceFighter: The Small Ship class, which is the workhorse of Space Engineers. Aside from generally being faster and more nimble than their larger counterparts, Small Ships are the only class in the game that can be given dedicated tools and weapons: [[ThisIsADrill Drills]] for asteroid mining, [[GatlingGood Gatling guns]] for OldSchoolDogfighting, and missile launchers for destroying Stations and Large Ships.
* SpaceIsNoisy : SpaceIsNoisy: Quite a few things are fully audible in the void, especially explosions and weapons fire.
* SpaceMarine : SpaceMarine: An assault rifle is among the hand-tools available to players, so man-to-man firefights are possible.
* SpaceMines : SpaceMines: Of the explode-by-hard-contact variant, available in small and large sizes.
* SpaceStation : SpaceStation: Either in open space or attached to an asteroid. Unlike ships, Stations aren't affected by inertia, motion or collision, making them totally static and immovable.
* ThisIsADrill : ThisIsADrill: Available as a hand-tool for players and as a system for Small Ships.
** InNameOnly : InNameOnly: The hand-drill, despite being referred to as such, is clearly a jackhammer.
* TooFastToStop : TooFastToStop: Inertia dampeners require propulsion on every side of your ship in order to brake properly. If you're going at full-speed, you'd better hope your opposing thrusters are strong and/or numerous enough to slow you down before you hit something.



* {{Unobtainium}} : Uranium, which is used as the primary fuel source in the game, has some shades of this. While it's fairly easy to find, it's the only non-renewable resource in the entire game: Once the last uranium deposit is used up, it's gone forever. The Solar Panels were specifically introduced to give players an alternative power source for this eventuality.

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* {{Unobtainium}} : {{Unobtainium}}: Uranium, which is used as the primary fuel source in the game, has some shades of this. While it's fairly easy to find, it's the only non-renewable resource in the entire game: Once the last uranium deposit is used up, it's gone forever. The Solar Panels were specifically introduced to give players an alternative power source for this eventuality.



* WeaponizedExhaust : Alongside the addition of Solar Panels, engines of all sizes and types now cause damage to anything in the path of their thrust, literally burning holes through the obstructing materials. This is the cause of some [[TheyChangedItNowItSucks complaint]] among the Steam Workshop designers, who would commonly conceal engines inside the hull of their [[CoolShip Cool Ships]] for aesthetic purposes.

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* WeaponizedExhaust : WeaponizedExhaust: Alongside the addition of Solar Panels, engines of all sizes and types now cause damage to anything in the path of their thrust, literally burning holes through the obstructing materials. This is the cause of some [[TheyChangedItNowItSucks complaint]] among the Steam Workshop designers, who would commonly conceal engines inside the hull of their [[CoolShip Cool Ships]] for aesthetic purposes.



* WreakingHavok : A good part of the fun is simply playing with the physics; demolishing your creations and watching the debris spin away into the void.

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* WreakingHavok : WreakingHavok: A good part of the fun is simply playing with the physics; demolishing your creations and watching the debris spin away into the void.

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** Getting de-voidified with updates. Currently there's an option to Survival world to add neutral NPC ships flying about just begging to be [[SpacePirates plundered]]. True enemies have not yet materialized, but they seem likely to arrive in the near future.

to:

** Getting It's gradually getting de-voidified with updates. Currently there's an option to Survival world to add neutral NPC ships flying about just begging to be [[SpacePirates plundered]]. True enemies have not yet materialized, but they seem likely to arrive in the near future.


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* DeathFromAbove : Meteor showers have been introduced as the game's first environmental hazard, with individual meteors capable of dealing significant damage to structures. The frequency and danger of showers changes based on the world's Environment settings:
** Safe = No meteor showers.
** Normal = Intermittent showers.
** Cataclysmic = Meteor showers are a constant danger.
** [[UpToEleven Apocalyptic]] = Showers happen within mere minutes of each-other... [[FromBadToWorse and the meteors are on fire]].
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* EverythingFades: If there are too many loose objects, the game starts deleting them in a first-in-first-out method. How many is "too many" can be adjusted during worldgen. This limit doesn't apply to stations or ships, though.
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** Or turn your ship around and use your main thrusters to slow down.
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* BottomlessMagazines: Averted. Players will run out of ammo, or course, but so will turrets and ship weapons, both of which need to be manually reloaded.
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* RealityEnsues: Plenty of it (see MohsScaleOfSciFiHardness above) but the first example many first-time Survival players find is that mining an asteroid is a very fiddly job when you have to chase the resource nuggets through the void on a regular basis. That first gravity generator makes things a lot easier.



** An option to turn Exhaust Damage off on a world-by-world basis was soon added, which makes internal engines on ships safe again, and disarms the booby traps in most of the cargo vessels.



** [[http://www.youtube.com/user/LastStandGamers LastStandGamers]] has a series dedicated to pushing the limits of the game engine, exploiting glitches and existing functions to create various contraptions. Notable examples include functioning torpedoes, player-operated turrets and weaponized gravity systems.

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** [[http://www.youtube.com/user/LastStandGamers LastStandGamers]] has a series dedicated to pushing the limits of the game engine, exploiting glitches and existing functions to create various contraptions. Notable examples include functioning torpedoes, player-operated turrets and weaponized gravity systems.
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** Since the last update uranium is effectively renewable, as NPC ships will always carry at least one unit in their reactor that can be stolen, often have more than one reactor, and sometimes even carry significant amounts of refined uranium ingots in their cargo bays.
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** Getting de-voidified with updates. Currently there's an option to Survival world to add neutral NPC ships flying about just begging to be [[SpacePirates plundered]]. True enemies have not yet materialized, but they seem likely to arrive in the near future.
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* Unobtainium : Uranium, which is used as the primary fuel source in the game, has some shades of this. While it's fairly easy to find, it's the only non-renewable resource in the entire game: Once the last uranium deposit is used up, it's gone forever. The Solar Panels were specifically introduced to give players an alternative power source for this eventuality.

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* Unobtainium {{Unobtainium}} : Uranium, which is used as the primary fuel source in the game, has some shades of this. While it's fairly easy to find, it's the only non-renewable resource in the entire game: Once the last uranium deposit is used up, it's gone forever. The Solar Panels were specifically introduced to give players an alternative power source for this eventuality.



** This feature is exploited in the Cargo Ships update. The ships in question are rigged with high-yield explosives that are detonated by hidden thrusters if the ship is ever forced to slow down, making pirate operations extremely tricky.

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** This feature is exploited in the Cargo Ships update. The ships in question are rigged with high-yield explosives that are detonated by hidden thrusters if the ship is ever forced to slow down, making pirate operations hijacking attempts extremely tricky.
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* SolarSails : The Solar Panel is commonly used to invoke this. Since it generates a decent level of energy (while facing the sun, obviously), it's common to find Small Ships and some lightweight Large Ships using masses of solar panels to power their engines while conserving valuable uranium.

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* SolarSails SolarSail : The Solar Panel is commonly used to invoke this. Since it generates a decent level of energy (while facing the sun, obviously), it's common to find Small Ships and some lightweight Large Ships using masses of solar panels to power their engines while conserving valuable uranium.

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* BoobyTrap : Several of the unmanned Cargo Ships are rigged with these, built from SpaceMines and small engines hidden inside the ship's hull. If someone tries to hijack the ship and force it to stop, the reverse-thrusters will detonate the bombs simultaneously and destroy the cargo and vital systems - if not the entire ship.



** As of the Survival update; the Rescue Ship. Players are given one when they start a game on the 'Asteroids' map-type or when they join a new multiplayer server. It's not much to look at, but it's fully decked out with everything a player needs - A Gravity Generator, Medbay, Refinery and Assembler are all onboard and ready to use, and keeping it running is a simple matter of finding a uranium deposit somewhere.

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** As of the Survival update; the Rescue Ship. Players are given one when they start a game on the 'Asteroids' map-type or when they join a new multiplayer server. It's not much to look at, but it's fully decked out with everything a player needs - A Gravity Generator, Medbay, Medical Room, Refinery and Assembler are all onboard and ready to use, and keeping it running is a simple matter of finding a uranium deposit somewhere.


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** Invoked with the Cargo Ships - Unmanned corvettes laden with components and materials; which currently only exist for players to hijack and loot, provided they can circumvent the BoobyTrap most of them have.
* SolarSails : The Solar Panel is commonly used to invoke this. Since it generates a decent level of energy (while facing the sun, obviously), it's common to find Small Ships and some lightweight Large Ships using masses of solar panels to power their engines while conserving valuable uranium.


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* Unobtainium : Uranium, which is used as the primary fuel source in the game, has some shades of this. While it's fairly easy to find, it's the only non-renewable resource in the entire game: Once the last uranium deposit is used up, it's gone forever. The Solar Panels were specifically introduced to give players an alternative power source for this eventuality.


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** This feature is exploited in the Cargo Ships update. The ships in question are rigged with high-yield explosives that are detonated by hidden thrusters if the ship is ever forced to slow down, making pirate operations extremely tricky.
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* WeaponizedExhaust : Alongside the addition of Solar Panels, engines of all sizes and types now cause damage to anything in the path of their thrust, literally burning holes through the obstructing materials. This is the cause of some [[TheyChangedItNowItSucks complaint]] among the Steam Workshop designers, who would commonly conceal engines inside the hull of their [[CoolShip Cool Ships]] for aesthetic purposes.

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Removed: 142

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* BeautifulVoid : Quite literally. The effective game world encompasses a small cluster of asteroids with absolutely nothing around them. You can see the rest of the asteroid field, but that's just an unreachable skybox. There are no enemies, you can travel infinitely, and the only additions to the world are the ones you create yourself.
** The 'Empty World' setting even removes the asteroid cluster, leaving your engineer utterly alone in the vacuum.

to:

* BeautifulVoid : Quite literally. The effective game world encompasses a small cluster of asteroids with absolutely nothing around them. You can see the rest of the asteroid field, but that's just an unreachable skybox. There are no enemies, you can travel infinitely, and the only additions to the world are the ones you create yourself.
** The 'Empty World' setting map even removes the asteroid cluster, leaving your engineer utterly alone in the vacuum.



** As of the Survival update; the Rescue Ship. Players are given one when they start a game on the 'Asteroids' map-type or when they join a new multiplayer server. It's not much to look at, but it's fully decked out with everything a player needs - A Gravity Generator, Medbay, Refinery and Assembler are all onboard and ready to use, and keeping it running is a simple matter of finding a uranium deposit somewhere.



** It's not so useful with Large Ships and Stations, however: First-person will simply leave you staring at a computer console, utterly blind.



* InertialDampening : Present as a game mechanic, though it has little to do with G-forces: Ships of all kinds require engines on every facing (forward, back, top, bottom and sides) alongside gyroscopes in order to turn, slow down and keep the ship from drifting uncontrollably from the slightest tap on the hull. Inertial dampening can be toggled, allowing a sort of 'autopilot' function by letting you cruise along at current speed while saving on power.

to:

* InertialDampening : Present as a game mechanic, though it has little to do with G-forces: Ships of all kinds require engines on every facing (forward, back, top, bottom and sides) alongside gyroscopes in order to turn, slow down and keep the ship from drifting uncontrollably from the slightest tap on the hull. Inertial dampening can be toggled, allowing a sort of 'autopilot' function by letting you cruise along at current speed while saving on power. This is especially important on Survival mode, where supplies are naturally limited.



* JetPack : The engineers have tiny thrusters built into their suits, allowing for flight in zero-gravity.

to:

* JetPack : The engineers have tiny thrusters built into their suits, allowing for flight in zero-gravity.flight.



* SalvagePirates : Scuttling abandoned or derelict structures is a good way to get ready-made crafting materials; though some players, armed with weapons, are perfectly happy to gun down fellow engineers before proceeding to loot their ships.



* SpaceStation : Either in open space or attached to an asteroid. Unlike ships, Stations aren't affected by inerta, motion or collision, making them totally static and immovable.

to:

* SpaceStation : Either in open space or attached to an asteroid. Unlike ships, Stations aren't affected by inerta, inertia, motion or collision, making them totally static and immovable.
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* InertialDampening : Present as a game mechanic, though it has little to do with G-forces: Ships of all kinds require engines on every facing (forward, back, top, bottom and sides) alongside gyroscopes in order to turn, slow down and keep the ship from drifting uncontrollably from the slightest tap on the hull. Inertial dampening can be toggled, allowing a sort of 'autopilot' function by letting you cruise along at current speed while saving on power.
** You can still turn and use the engines while inertia dampening is off, which - among other things - allows Small Ships to perform the [[BattlestarGalactica Viper Flip]].
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* DramaticDrifting : Aside from the totally-static asteroids and stations, anything that lacks sufficient engines and gyroscopes (or the power to keep them working) can be sent spinning listlessly with enough force.

to:

* DramaticDrifting DramaticSpaceDrifting : Aside from the totally-static asteroids and stations, anything that lacks sufficient engines and gyroscopes (or the power to keep them working) can be sent spinning listlessly into an aimless drift with enough force.force. The aftermath of a spaceship's destruction tends to leave plenty of ruined hull fragments quietly spinning away into the void.

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* DramaticDrifting : Aside from the totally-static asteroids and stations, anything that lacks sufficient engines and gyroscopes (or the power to keep them working) can be sent spinning listlessly with enough force.



* TooFastToStop : Inerta dampeners require propulsion on every side of your ship in order to brake properly. If you're going at full-speed, you'd better hope your reverse-thrusters are strong and/or numerous enough to slow you down before you hit something.

to:

* TooFastToStop : Inerta Inertia dampeners require propulsion on every side of your ship in order to brake properly. If you're going at full-speed, you'd better hope your reverse-thrusters opposing thrusters are strong and/or numerous enough to slow you down before you hit something.

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Removed: 72

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* MohsScaleOfSciFiHardness : WordOfGod states that the developers want the game to be as realistic as possible, so 'soft' sci-fi technology like DeflectorShields and [[FrickinLaserBeams energy weapons]] are unlikely to make an appearance.
** AcceptibleBreaksFromReality : We still get ArtificialGravity, though.

to:

* MohsScaleOfSciFiHardness : WordOfGod states that the developers want the game to be as realistic as possible, so 'soft' sci-fi technology like DeflectorShields and [[FrickinLaserBeams energy weapons]] are unlikely to make an appearance.
** AcceptibleBreaksFromReality :
appearance. We still get ArtificialGravity, though.

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[[http://www.spaceengineersgame.com/ Space Engineers]] is a survival-crafting sandbox InSpace developed by Keen Software House for the PC, which puts players in the role of one of the titular space engineers working in an asteroid field, building all manner of spacecraft and machinery as they mine the local resources. Unlike games such as KerbalSpaceProgram, you don't have to worry about entering and exiting planetary atmosphere, which gives players significantly more freedom to design ships and recreate their favorites from across fiction.

to:

[[http://www.''[[http://www.spaceengineersgame.com/ Space Engineers]] Engineers]]'' is a survival-crafting sandbox InSpace developed by Keen Software House for the PC, which puts players in the role of one of the titular space engineers working in an asteroid field, building all manner of spacecraft and machinery as they mine the local resources. Unlike games such as KerbalSpaceProgram, you don't have to worry about entering and exiting planetary atmosphere, which gives players significantly more freedom to design ships and recreate their favorites from across fiction.



* BeautifulVoid : Quite literally. The effective game world encompasses a small cluster of asteroids with absolutely nothing around them. You can see the rest of the asteroid field, but that's just an unreachable skybox. There are no enemies, and the only additions to the world are the ones you create yourself.

to:

* BeautifulVoid : Quite literally. The effective game world encompasses a small cluster of asteroids with absolutely nothing around them. You can see the rest of the asteroid field, but that's just an unreachable skybox. There are no enemies, you can travel infinitely, and the only additions to the world are the ones you create yourself.



* ConstructionIsAwesome / DesignItYourselfEquipment : The prime selling point of Space Engineers is the ability to design your own spaceships and space stations from scratch. [[WreakingHavok And then destroy them with detailed damage physics]].

to:

* ConstructionIsAwesome / DesignItYourselfEquipment : The prime selling point of Space Engineers ''Space Engineers'' is the ability to design your own spaceships and space stations from scratch. [[WreakingHavok And then destroy them with detailed damage physics]].



* ExplosionsInSpace : [[SubvertedTrope Subverted]]. We've got missiles and mines, all of which go off with a satisfying bang, but the fireworks rarely last more than a second, and structures (beyond the aforementioned mines) generally only fall apart.
* GatlingGood : The [[ExactlyWhatItSaysOnTheTin Gatling Gun]] on [[SpaceFighter Small Ships]], and the Gatling Turret on everything else. Their high rate of fire and fast projectiles make them perfect for fending off Small Ships, but low damage makes them ineffective against larger structures or heavy armor.

to:

* ExplosionsInSpace : [[SubvertedTrope Subverted]]. We've got missiles and mines, all of which go off with a satisfying bang, but the fireworks rarely last more than a second, and structures (beyond the aforementioned mines) generally only fall apart.
shatter into debris.
* GatlingGood : The [[ExactlyWhatItSaysOnTheTin Gatling Gun]] on [[SpaceFighter Small Ships]], and the Gatling Turret on everything else. Their high rate of fire and fast projectiles make them perfect for fending off Small Ships, but low damage makes them largely ineffective against larger structures or heavy armor.armor.
* JetPack : The engineers have tiny thrusters built into their suits, allowing for flight in zero-gravity.



* SpaceStation : Either in open space or attached to an asteroid. Unlike ships, Stations aren't affected by inerta, motion or collision, making them totally static and immobile.

to:

* SpaceStation : Either in open space or attached to an asteroid. Unlike ships, Stations aren't affected by inerta, motion or collision, making them totally static and immobile.immovable.



* WreakingHavok : A good part of the fun is simply playing with the physics; demolishing your creations and watching the debris spin away.
** [[http://www.youtube.com/user/LastStandGamers LastStandGamers]] has a series dedicated to pushing the limits of the game engine, exploiting glitches and functions to create various contraptions. Notable examples include functioning torpedoes, player-operated turrets and weaponized gravity systems.

to:

* TooFastToStop : Inerta dampeners require propulsion on every side of your ship in order to brake properly. If you're going at full-speed, you'd better hope your reverse-thrusters are strong and/or numerous enough to slow you down before you hit something.
* WreakingHavok : A good part of the fun is simply playing with the physics; demolishing your creations and watching the debris spin away.
away into the void.
** [[http://www.youtube.com/user/LastStandGamers LastStandGamers]] has a series dedicated to pushing the limits of the game engine, exploiting glitches and existing functions to create various contraptions. Notable examples include functioning torpedoes, player-operated turrets and weaponized gravity systems.

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* BeautifulVoid : Quite literally. The effective game world encompasses a small cluster of asteroids with absolutely nothing around them. You can see the rest of the asteroid field, but that's just an unreachable skybox. There are no enemies, and the only additions to the world are the ones you create yourself.
** The 'Empty World' setting even removes the asteroid cluster, leaving your engineer utterly alone in the vacuum.
* BigBulkyBomb : Full-size SpaceMines are the same scale as other Large Ship pieces, easily dwarfing players. Naturally, it produces the biggest and most destructive explosion in the game.



* MohsScaleOfSciFiHardness : WordOfGod states that the developers want the game to be as realistic as possible, so 'soft' sci-fi technology like DeflectorShields and [[FrickinLaserBeams energy weapons]] are unlikely to make an appearance. We still get ArtificialGravity, though.

to:

* MohsScaleOfSciFiHardness : WordOfGod states that the developers want the game to be as realistic as possible, so 'soft' sci-fi technology like DeflectorShields and [[FrickinLaserBeams energy weapons]] are unlikely to make an appearance. appearance.
** AcceptibleBreaksFromReality :
We still get ArtificialGravity, though.



* RammingAlwaysWorks : Until the weapons were implemented, the only real way to damage other spaceships was to ram into them at top speed. Of course, this generally left both ships equally mangled unless some serious hull-reinforcement was installed.

to:

* RammingAlwaysWorks : Until the weapons were implemented, the only real way to damage other spaceships was to ram into them at top speed. [[RealityEnsues Of course, this generally left both ships equally mangled unless some serious hull-reinforcement was installed.installed]].



* SpaceFighter : The Small Ship class, which is the workhorse of Space Engineers. Aside from generally being faster and more nimble than their larger counterparts, Small Ships are the only class in the game that can be given dedicated tools and weapons: [[ThisIsADrill Drills]] for asteroid mining, [[GatlingGood Gatling guns]] for OldSchoolDogfighting, and [[StuffBlowingUp missile launchers]] for destroying Stations and Large Ships.

to:

* SpaceFighter : The Small Ship class, which is the workhorse of Space Engineers. Aside from generally being faster and more nimble than their larger counterparts, Small Ships are the only class in the game that can be given dedicated tools and weapons: [[ThisIsADrill Drills]] for asteroid mining, [[GatlingGood Gatling guns]] for OldSchoolDogfighting, and [[StuffBlowingUp missile launchers]] launchers for destroying Stations and Large Ships.


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** InNameOnly : The hand-drill, despite being referred to as such, is clearly a jackhammer.
* WreakingHavok : A good part of the fun is simply playing with the physics; demolishing your creations and watching the debris spin away.
** [[http://www.youtube.com/user/LastStandGamers LastStandGamers]] has a series dedicated to pushing the limits of the game engine, exploiting glitches and functions to create various contraptions. Notable examples include functioning torpedoes, player-operated turrets and weaponized gravity systems.
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->''"A space engineer is a professional practitioner who uses scientific knowledge, mathematics, physics, astronomy, propulsion technology, materials science, structural analysis, manufacturing and ingenuity to solve practical problems [[InSpace in space]]."''
-->-- '''[[TheOtherWiki Wikipedia]], [[TwentyMinutesIntoTheFuture 2077]]'''

[[http://www.spaceengineersgame.com/ Space Engineers]] is a survival-crafting sandbox InSpace developed by Keen Software House for the PC, which puts players in the role of one of the titular space engineers working in an asteroid field, building all manner of spacecraft and machinery as they mine the local resources. Unlike games such as KerbalSpaceProgram, you don't have to worry about entering and exiting planetary atmosphere, which gives players significantly more freedom to design ships and recreate their favorites from across fiction.

Currently in alpha stage, [[http://store.steampowered.com/app/244850/ the game is available for Early Access]] on {{Steam}}.

!! Space Engineers provides examples of:

* ArbitraryMaximumRange : Rockets and bullets will cut off after a certain distance.
* ArtificialGravity : Provided by [[ExactlyWhatItSaysOnTheTin Gravity Generators]] on Large Ships and Stations.
* AsteroidMiners : The players themselves, since the majority of resources are acquired by mining nearby asteroids and refining the raw materials.
* AwesomeButImpractical : The largest and/or flashiest of spaceships tend to be this, even without atmosphere or aerodynamics getting in the way. Either the ship is too fragile, making it easily wrecked; too heavy and bulky, effectively turning it into a MightyGlacier that requires massive engines to move properly; or simply so huge and complex that it creates a mountain of lag.
* TheBattlestar : Large Ships, particularly the bigger ones, are commonly fitted with hangar bays for carrying an assortment of [[SpaceFighter Small Ships]].
* BoringButPractical : Ships designed for function over fashion tend to be simplistic to a fault - in the most extreme cases, the hull can be little more than a skeletal frame holding the necessary pieces together.
* CameraPerspectiveSwitch : You can switch between first- and third-person perspective at will. If you're in a Small Ship during first-person, you'll be treated to a pilot's-eye view from inside the cockpit as you fly around.
** It's not so useful with Large Ships and Stations, however: First-person will simply leave you staring at a computer console, utterly blind.
* ConstructionIsAwesome / DesignItYourselfEquipment : The prime selling point of Space Engineers is the ability to design your own spaceships and space stations from scratch. [[WreakingHavok And then destroy them with detailed damage physics]].
* CoolStarship : There's no real limit to how large or complex your ships can be, which allows for some pretty fantastic designs.
* ExplosionsInSpace : [[SubvertedTrope Subverted]]. We've got missiles and mines, all of which go off with a satisfying bang, but the fireworks rarely last more than a second, and structures (beyond the aforementioned mines) generally only fall apart.
* GatlingGood : The [[ExactlyWhatItSaysOnTheTin Gatling Gun]] on [[SpaceFighter Small Ships]], and the Gatling Turret on everything else. Their high rate of fire and fast projectiles make them perfect for fending off Small Ships, but low damage makes them ineffective against larger structures or heavy armor.
* MegaMawManeuver : It's entirely possible with a big enough ship, though you'll likely just damage yourself in the process if you aren't careful.
* MobileFactory : Any Large Ship equipped with Refineries and Assemblers.
* MohsScaleOfSciFiHardness : WordOfGod states that the developers want the game to be as realistic as possible, so 'soft' sci-fi technology like DeflectorShields and [[FrickinLaserBeams energy weapons]] are unlikely to make an appearance. We still get ArtificialGravity, though.
* OldSchoolDogfight : [[SpaceFighter Small Ships]] generally fight like this, since their weapons don't track targets.
* RammingAlwaysWorks : Until the weapons were implemented, the only real way to damage other spaceships was to ram into them at top speed. Of course, this generally left both ships equally mangled unless some serious hull-reinforcement was installed.
** Since dedicated weapons can only be mounted on Small Ships, and the automated turrets don't work yet, ramming remains the primary method of attack for Large Ships.
* SpaceFighter : The Small Ship class, which is the workhorse of Space Engineers. Aside from generally being faster and more nimble than their larger counterparts, Small Ships are the only class in the game that can be given dedicated tools and weapons: [[ThisIsADrill Drills]] for asteroid mining, [[GatlingGood Gatling guns]] for OldSchoolDogfighting, and [[StuffBlowingUp missile launchers]] for destroying Stations and Large Ships.
* SpaceIsNoisy : Quite a few things are fully audible in the void, especially explosions and weapons fire.
* SpaceMarine : An assault rifle is among the hand-tools available to players, so man-to-man firefights are possible.
* SpaceMines : Of the explode-by-hard-contact variant, available in small and large sizes.
* SpaceStation : Either in open space or attached to an asteroid. Unlike ships, Stations aren't affected by inerta, motion or collision, making them totally static and immobile.
* ThisIsADrill : Available as a hand-tool for players and as a system for Small Ships.

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