Space Engineers: Update 1.206 – Fieldwork Full Breakdown

Keen Software House just rolled out Space Engineers Update 1.206 – Fieldwork, and it’s packed with brand-new PvE action, quality-of-life improvements, powerful new blocks, and a whole lot of opportunities for mad science. 🚀🔧
Whether you’re a base builder, ship designer, pirate hunter, or loot hoarder, Fieldwork has something that’ll make you say, “Yep, I needed that.”
Let’s dive into everything this massive update offers!
🚀 Major Gameplay Updates
💥 PvE Just Got a Huge Overhaul
- Cargo Ships: Completely revamped with upgraded weapons, smarter AI, and faction-specific designs. (Pirate ships now look like they barely survived a garage sale — and we love it.) 
- Unknown Signals: Now there are Strong Unknown Signals — big, flashy, large-grid signals full of high-tier loot, visible to everyone nearby. Share, steal, or sabotage? The choice is yours. 
- Planetary Encounters: More frequent and way more interesting. Expect danger around every corner! 
🔥 New Functional Blocks
- Prototech Fusion Reactor: Massive hydrogen-fueled reactor with enough power to light up a small country (or just your giant space station). 
- Small Oxygen Tank: For when your tiny ships need O₂ without strapping a fridge to the hull. 
- Large Grid Small Connector: Dock small-grid ships to large-grid ships easily — finally, no more awkward landing gear contraptions. 
- Refill Station: Recharge your suit’s oxygen, hydrogen, and energy at a universal refueling point. No politics, just gas. 
🎛️ Quality of Life Updates
- Toolbar Enhancements: Better control over thrusters, wheels, lights, and AI flight speeds — less button smashing, more flying. 
- Projector Upgrades: Directional arrows and missing block indicators! Blueprint building just got a lot less frustrating. 
- Experimental Mode Changes: Mods are now treated like real features — no "Experimental Mode" needed anymore to enjoy your favourite modded mayhem. 
🎨 Fieldwork DLC Pack – Lab Life for $4.99
If you’ve ever wanted to build your own evil laboratory, the Fieldwork DLC has your name on it:
- Modular lab desks 
- Science experiments setups 
- Freezers, vats, stylish slim glass doors 
- New round hallways and detailed pipe blocks 
- High-tech cargo access terminals 
All cosmetic, all perfect for creating secret bases, underground bunkers, or sci-fi horror movie sets. 🧪
🧪 Limited-Time Event: The Great Skin Hunt
From April 28 to May 30, skins are raining down like candy:
- Increased skin drop rates from all Unknown Signals 
- Cooldown times reduced between skin drops 
- Rare skins are easier to snag, especially from Strong Unknown Signals 
Suit up and flex that fresh loot.
🧠 TL;DR
| What’s New | Why It’s Cool | 
|---|---|
| PvE Overhaul | Better ships, smarter enemies, more action | 
| New Blocks | More power, more docking, more survival | 
| Toolbar + Projector Fixes | Less rage, more building | 
| Optional DLC | Build your dream (or nightmare) lab | 
| Skin Hunt Event | Fresh loot, less grind | 
🚀 Final Thoughts
Space Engineers Update 1.206 brings exactly what Space Engineers players wanted — a mix of smoother gameplay, better building tools, crazier PvE, and more reasons to stay up until 3 AM finishing that one last ship design. (We all know how that goes.)
Grab your tools, slap together a lab, go hunt some loot, and maybe — just maybe — survive your next planetary landing.
Space Engineers: Update 1.206 Patch Notes
Improvements & Changes to Space Engineers: Update 1.206
- Added a tenth toolbar tab to the Event Controller to be consistent with other Action blocks
- Added an example of how a new modded Cargo ship definition should look like to the SpawnGroups_CargoShips.sbc
- Added some World information to the PB API
- Added tooltips to currently slotted actions in Setup Action toolbars (Sensor, Air Vent, Cockpit, RC,CTC,AI Defensive,EC)
- Adjusted Armor block PCU to consistently be 2 on Console compatibility
- Adjusted loot tables for Ammunition to provide more variety
- Adjusted Multiselect features to Load Game screen to be more consistent
- Adjusted the cooldown of a Factorum Warship spawn from an antenna from 1 hour to 1 week
- Adjusted the language used in Economy Contracts to be more consistent
- Adjusted the max jump mass from 50k to 120k for Small grid Prototech Jump Drive
- Adjusted the Projector description to include information about projected blocks costing 1 PCU each
- Adjusted the quantity of Oxygen and Hydrogen sold at Economy Trade stations
- Adjusted the visual of Small Hinge Head attached to Large Hinge to be connected
- Adjusted Ultrawide and Superultrawide scaling for Background videos and Loading screen images
- Changed "Use Conveyor System" to "Automatic Push/Pull" and added a tooltip
- Changed Armory and Armory Locker blocks to not display Weapons and Tools to avoid confusion when the items are not actually contained inside
- Changed Bed block's inner emissive materials from Green to White
- Changed Connector's conveyor highlight from square to round
- Changed Event Controller to only trigger when an event happens while it is On and functional
- Changed Jump drive effect to use particles associated with the drive which was activated from the toolbar
- Changed the name of Extreme quality option to Photo mode to better convey it is not meant for use during Gameplay
- Changed the name of Pirate PCU to NPC PCU in DSGUI
- Improved spatial audio for 5.1 and 7.1 setups
- Improved world loading times
- Removed partial or malformed elements from the definitions
Performance
- Fixed an issue where the AI Recorder was able to retain more than 500 waypoints
Stability
- Fixed an issue where an invalid FactionType definition prevented a world from loading
- Fixed a Crash when a mod would try to add more than 256 voxel materials in total. Such worlds will not load now.
- Fixed a Crash when a Thruster tried to damage a deleted block
- Fixed a Crash when a waypoint was deleted in the Cutscene editor
- Fixed a Crash when renaming a BP to a whitespace character
- Fixed a Crash when teleporting away from Saberoids
- Fixed an issue where the game high Grass density and draw distance consumed too much VRAM
- Fixed a Crash when a plugin was able to make too many debug draw messages, while the game was minimized. Limit is 1000 now.
- Fixed a Crash when loading a world with Saberoids spawned and burrowed in it
Functional Changes for Space Engineers: Update 1.206
- Fixed an issue where the Action Relay would not broadcast over Laser antenna connections
- Fixed an issue where the Handbrake/parking status would get desynchronised on DS, leading to stuck suspensions
- Fixed an issue where the Magnetic plate or Landing gear connection would separate randomly
- Fixed an issue where the Projector was subtracting incorrect amounts of PCU from the grid when stopping the projection
- Fixed an issue where the Target lock feature could be used on subgrids of itself (rotor, piston, hinge, connector)
- Fixed an issue where the Wheels would lock up when another grid left the same physics cluster
- Fixed an issue where a claim attempt would not apply to mechanically attached subgrids (piston/hinge/rotor)
- Fixed an issue where a Client tried reconnecting to an overwhelmed EOS Server faster than it could process the disconnect
- Fixed an issue where a Grid attached to another through the yellow Connector attractive force would Desync
- Fixed an issue where a Hinge head moved through its Base to reach the destination
- Fixed an issue where a spawned NPC grid would run out of ammo
- Fixed an issue where a target lock to a ship was lost upon a character leaving cockpit
- Fixed an issue where an Exhaust Pipe would not react to power-dependency after copy&paste/reload
- Fixed an issue where it wasnt possible to retro-actively change existing set value action in a toolbar
- Fixed an issue where predefined asteroids were not reverted through voxel trash removal
- Fixed an issue where some of the Faction icons were duplicated
- Fixed an issue where the "I've Got a Present For You" achievement was hard to unlock
- Fixed an issue where the act of unmerging a grid with a projector would produce infinite "Error: Cannot find the blueprint file"
- Fixed an issue where the Advanced Rotor 3x3 base had the mountpoints sized to 4x4, preventing proper placement in 3x3 spaces
- Fixed an issue where the AI Offensive retained a target beyond its range
- Fixed an issue where the AI Offensive retained a target through off/on cycle
- Fixed an issue where the Battery status rapidly updated at a different rate leading to incorrect depletion amount
- Fixed an issue where the collision of Small grid H2 thrusters were larger than needed
- Fixed an issue where the collision of the Large grid Compact Antenna was larger than needed
- Fixed an issue where the collision of the Small grid Rotor was larger than needed
- Fixed an issue where the connection to a distant Remote Control would unload everything else around you
- Fixed an issue where the contents of a Temporary container could not be taken out fully, leaving a very small amount behind
- Fixed an issue where the death or destruction of a pilot caused the last command to persist in a loop (runaway grid)
- Fixed an issue where the explosion of a Warhead was prevented near a Safe Zone. Explosion intersecting the zone will not cut voxel now.
- Fixed an issue where the Factorum Warship anti-personel measures would be enable right away
- Fixed an issue where the Global Encounters settings would be set to more than 0 by default for Scenarios
- Fixed an issue where the Hinge would accept a rotor head as an attachment
- Fixed an issue where the Hinge/Rotor head would rotate instantly when outside of its limits on DS
- Fixed an issue where the Laser Antenna list of current or known recievers would not populate
- Fixed an issue where the optional Frostbite quest "Activate medical station" was not finishable
- Fixed an issue where the Planetary encounters spawned into dynamic grids
- Fixed an issue where the Prototech Gyroscope spinning/rotation was desynced to other Clients when one changed it
- Fixed an issue where the rotatable block subparts with Open/Close status were rotating 360 degrees
- Fixed an issue where the Rotor would accept a hinge head as an attachment
- Fixed an issue where the Sensor would detect relations differently than Turret targetting
- Fixed an issue where the Sensor would incorrectly evaluate the relation to sub-grid held through a landing gear
- Fixed an issue where the Ship Drills would compete for the same voxel cutout and stop drilling
- Fixed an issue where the subsequent change of the target reference beacon in an AI Recorder would break autopilot
- Fixed an issue where the Timer block was able to trigger an inter-grid group action after unmerging
- Fixed an issue where the treshold for the Event Controller condition could be hit twice per one change
- Fixed an issue where the Voxel Hand settings were not persistent through save/reload
- Fixed an issue where Unknown signal grids would delete even when claimed
- Fixed an issue where a depowered Gyroscope's emissive indicator color would change to Green by moving the power slider
- Fixed an issue where a projected Timer block would still try to tick and update
- Fixed an issue where a tank fill indicator would always show all 4 blue squares when stockpiling
- Fixed an issue where an extra Body location GPS appeared in the Sparks of the Future scenario
- Fixed an issue where the "go back to hand grinder" gamepad feature was usable while inside Cockpit
- Fixed an issue where the "Number 5 is Alive" was working only with Medical room and not Cockpit or Survival Kit
- Fixed an issue where the /gps command allowed for invalid GPS names
- Fixed an issue where the 3rd person camera zoom would reset after using Jump Drive
- Fixed an issue where the Access panels were inconsistent in their usability by characters with various access rights
- Fixed an issue where the Admin with Ignore PCU was unable to buy ships from Economy Stations
- Fixed an issue where the AI path stopped being drawn after docking
- Fixed an issue where the AI Recorder Show on HUD functionality for AI pathing was reliant on an active Antenna
- Fixed an issue where the Artificial Horizon App was not fully inverted on a rotated LCD
- Fixed an issue where the Artificial Horizon App was not in sync with the HUD and appeared at different heights above a planet
- Fixed an issue where the Cargo Ship lifetime was affected by Time of day offset (Sun slider)
- Fixed an issue where the Cargo ship system only used 1st to n-1th character location for spawn calculation, ignoring the nth
- Fixed an issue where the collision of Small grid Control Seat were larger than needed
- Fixed an issue where the collision thickness of Armor Lockers and Lockers and others were not unified
- Fixed an issue where the collisions of Large grid Gatling turrets were larger than needed
- Fixed an issue where the collisions of Prototech Drill were larger than needed
- Fixed an issue where the collisions of Small grid turrets were larger than needed
- Fixed an issue where the copied NPC grid retained a Claim timer
- Fixed an issue where the Corner LCD texts were too small in the Lost Colony scenario
- Fixed an issue where the Dropper (default Shift+P) color picker functionality copied the color/skin of the mirrored side instead
- Fixed an issue where the Ignore Safe Zones setting was not working for block placement inside Safe Zones
- Fixed an issue where the Inset Couch was considered completely airtight, suffocating sitting characters
- Fixed an issue where the max torque and force values for small rotors and hinges were inconsistent
- Fixed an issue where the Permanent Death caused the newly spawned character to not have a banking account
- Fixed an issue where the Planetary encounters or surface level Economy stations spawned into trees
- Fixed an issue where the Programmable block script was able to consume more than 1GB of memory or run for longer than 3 seconds
- Fixed an issue where the Prototech Gyroscope subpart did not move when the block was built in survival
- Fixed an issue where the Remote access screen Control button would be available, but did nothing
- Fixed an issue where the Remote access screen would not be populated by grids when accessed through an interactive part
- Fixed an issue where the Remote Control autopilot waypoints were removed when in the One Way mode
- Fixed an issue where the Saberoids and Wolves were seen as players for the Cargo ship spawn logic
- Fixed an issue where the Safe Zone pushed away a grid even when not contained in the field
- Fixed an issue where the Scaffold Block Ladder was missing mount points on top
- Fixed an issue where the Searchlight would not follow the target on a DS
- Fixed an issue where the Shipping Platform planetary encounter had a Yield module instead of Power efficiency one
- Fixed an issue where the Small grid Large Flat Atmospheric Thruster D Shape was inconsistent in flame damage with non-D shape
- Fixed an issue where the Small grid LCDs had inconsistent power draw whenc ompared to their Large grid counterparts
- Fixed an issue where the Space Master rank was unable to transfer ownership for others
- Fixed an issue where the target lock feature was not possible right after starting a world
- Fixed an issue where the weather did not happen organically on Europa and had to be forced through Admin menu
Render
- Fixed an issue where the Weather with wind caused render artifacts over time on consoles (Over-bloomed lights, Black octagons)
- Fixed an issue where a Safe zone visual would be offset from actual location at very far coordinates
- Fixed an issue where the kitchen blocks doors and inner highlights would desynchronise when ground and welded
- Fixed an issue where the game tried to add and remove an invisible barrel part of a projected turret
- Fixed an issue where the chosen material of a spawned Predefined asteroid did not sync to others in MP
- Fixed an issue where the Interior Wall was considered not visible in the construction stage and was culled by the render
- Fixed an issue where the intro cinematic was stretched on UW screens
- Fixed an issue where the light produced by a hand tool was displayed at 0,0,0 of the world
- Fixed an issue where the texture projected by the Searchlight block would rotate
- Fixed an issue where the thickness of the bounding box lines would scale too high
Art Changes for Space Engineers: Update 1.206
- Fixed an issue where the Light, Camera, Sound, Sensor, Control panels bodies would penetrate too deep into thin blocks
- Fixed an issue where the Small grid Warfare Reactor had a missing highlight on the bottom control panel
- Fixed an issue where the Willis Duct inner decals would not align
- Fixed an issue where the Autocannon Turret was missing the emissive color on its indicator on closest LoD
- Fixed an issue where the decal on the Kitchen block bin was protruding
- Fixed an issue where the default screens of Large grid Medical Room, Programmable Block, Survival Kit were upside down
- Fixed an issue where the Emissive color of a Heat Vent was changing to white at further LoDs
- Fixed an issue where the Flush Cockpit's interior model did not have a wall behind the seat
- Fixed an issue where the grated parts of catwalks were not colorable
- Fixed an issue where the grating on the Large grid Warfare Reactor was stretched
- Fixed an issue where the character's legs were clipping into the model of a Control Seat
- Fixed an issue where the Industrial Cockpit had a warped LCD, causing distortions of the contents
- Fixed an issue where the lightbulb icon was missing for several blocks with that function
- Fixed an issue where the Prototech Gyroscope had a disappearing decal on the bottom
- Fixed an issue where the Sci-Fi Sliding door control panel was not interactive when the door was disabled (Panel moved to the frame)
- Fixed an issue where the Sensor blocks were overlapped by the sides of older sloped blocks
- Fixed an issue where the Small Curved Conveyor Tube had a hole in its model
- Fixed an issue where the Small grid Cockpit had some Z-fighting on the bottom (flickering between materials)
- Fixed an issue where the Small grid Missile turret had a transparent end of the barrel
- Fixed an issue where the Small grid Transparent LCD screen area was covered by the frame corners
- Fixed an issue where the volume stated on the Clang Cola and Cosmic coffee floating objects was inconsistent with the inventory volume
- Fixed an issue where the Willis Duct had partially incorrect materials and distorted UVs
- Fixed an issue where the Window 1x2 Slope had inconsistencies in shading in the corners
- Fixed an issue with tiling for the Camo skin when used on Armor panels
Particles
- Fixed an issue where the Snow dust particles were too big and obscured 3rd person camera when driving
- Removed unused Jump drive particles WelderFlame_Prototech and Warp_2 from the definitions
- Fixed an issue where the bullet impact particle effects were not showing on characters
- Fixed an issue where the footstep particles would not appear in non-zero Artificial gravity
- Fixed an issue where the Prototech Thruster flame particle was clipping with the model
Audio
- Fixed an issue where adding a block to a toolbar would not make a sound
- Fixed an issue where the heavy breathing sound would get stuck in a loop after respawning in Realistic sound mode
- Fixed an issue where the Jetpack idle sound loop was only playing in one channel
- Fixed an issue where the Music in the game was played in single channel
- Fixed an issue where the thruster sounds could be heard to happen even for directions with no actual thrusters present
UI
- Fixed an issue where the Xbox mouse cursor was partially covering tooltips
- Fixed an issue where the "Enable tools shake" set to Off caused "Enable space suit respawn" to Off instead in New game screen
- Fixed an issue where the Acquisition Contract inventory check message was talking about a ship when choosing a character
- Fixed an issue where the Economy screens scaled incorrectly on Ultrawide, Super Ultrawide and High resolutions
- Fixed an issue where the Enable Copy/Paste / Enable Unknown Signals were not dependent on Creative / Survival in New Game screen
- Fixed an issue where the Entity list Depower and Remove actions were affecting grids connected through a landing gear
- Fixed an issue where the intro text for The First Jump during loading would not display when loaded as a local mod
- Fixed an issue where the Landing gear Safe zone toggle was impossible to click due to it being pushed off by the text
- Fixed an issue where the Radial Menu would not allow grid size change of a highlighted Block
- Fixed an issue where the Saberoid Plushie was not listed in the Radial Menu, it is now under Decoration #2 next to its friend
- Fixed an issue where the Set Action label would not display for groups of blocks
- Fixed an issue where the Set Action UI lacked Gamepad control hints
- Fixed an issue where the target lock lead indicator did not appear when using gamepad
- Fixed an issue where the Trash removal Temporary container time and amount settings got reset to 0 on submitting changes
- Adjusted the color of "Someone else is using this ship!" to Red to make it more clear why a grid is not controllable
- Fixed an issue where a broken dialog would appear after recycling a Steam inventory item into tokens and leaving Med Bay
- Fixed an issue where a completely destroyed or removed weapon would not appear as grayed out in the toolbar
- Fixed an issue where a contract GPS description text was now word wrapped
- Fixed an issue where a popup appeared about time limit and potential penalty when accepting a Contract without those
- Fixed an issue where an enemy Button panel would still show control hints prompting to interact to set up actions
- Fixed an issue where some Radial menu control hints were misaligned
- Fixed an issue where the "Deposit all ores, ingots and components" control hint was not displayed when using Gamepad
- Fixed an issue where the 21:9 and 32:9 aspect ratios were not available. Caution FoV setting is vertical in SE, lower values look better on UW
- Fixed an issue where the a localisation was overlapping in Info tab, Block component list and Build planner part of G-screen
- Fixed an issue where the Assembler required material icons were linked to UI Background Opacity instead of UI Opacity
- Fixed an issue where the autocomplete function of the whisper chat command would fail to cycle through player names with spaces
- Fixed an issue where the background "ingot" icons of the Assembler's top inventory were overwritten to blank background
- Fixed an issue where the Battery description was not concise
- Fixed an issue where the Blink Interval slider value numbers were rapidly changing when moving it due to rounding errors
- Fixed an issue where the BP in the BP screen was not focused when returning from the in-game workshop
- Fixed an issue where the Color picker settings were not saved
- Fixed an issue where the Comms chat tab could not be scrolled by a Gamepad
- Fixed an issue where the Contract block Administration UI had some typos and inconsistent texts
- Fixed an issue where the Customisation UI for hand tools/weapons was enabled when the items were not present in the character's inventory
- Fixed an issue where the Detachment of a rotor head caused the Rotor to be deselected in the Terminal
- Fixed an issue where the Economy Deluxe DLC blocks were not listed in the overall DLC category of Toolbar Config (G-screen)
- Fixed an issue where the enable Experimental Mode dialog had inconsistent formatting
- Fixed an issue where the Exhaust Pipe Power dependency direct input required values 0-1 values instead of 0-100
- Fixed an issue where the Experimental settings in the New Game>Customize screen were changeable in Safe mode
- Fixed an issue where the Experimental worlds were available in Safe Mode
- Fixed an issue where the faction list would briefly populate with Undiscovered ones upon creating a new faction
- Fixed an issue where the friends/enemies tooltip of an economy faction were not shown when using gamepad
- Fixed an issue where the Frostbite scenario name appeared as "name" in the world details
- Fixed an issue where the G-screen selected category would not switch to Home upon using Search field
- Fixed an issue where the gamepad control hint for one-way switch from block placement back to grinder indicated two-way functionality
- Fixed an issue where the gamepad control hint for opening cockpit inventory had redundant text
- Fixed an issue where the Global Encounters Storage Facility variant A and Storage Facility variant B had a typo in their broadcast
- Fixed an issue where the Hand weapon Ammo count displayed on the toolbar did not fit the space of the icon
- Fixed an issue where the Character skins provided by a DLC allowed for a recyclation for tokens even when to actually recyclable
- Fixed an issue where the character's D-pad radial menu retained status text of a previously occupied grid's D-pad radial menu
- Fixed an issue where the KSH logo in F1>Welcome screen was not affected by UI opacity setting
- Fixed an issue where the Load game screen search would not display a save file when it was in a folder
- Fixed an issue where the Load Game screen would not highlight the default selected save
- Fixed an issue where the loading screen tips had a typos
- Fixed an issue where the localisation of the remaining cloud space on Xbox did not fit the UI
- Fixed an issue where the localisations of specific Terminal settings did not fit the confines of the UI
- Fixed an issue where the localisations of the individual controls in the Help screen were overlapping
- Fixed an issue where the Max Objects setting did not reflect the cap on Consoles and MS store version in the UI
- Fixed an issue where the Max players setting of a newly started workshop world was not taken into account
- Fixed an issue where the Microphone sensitivity setting change is ignored when also toggling HUD warnings
- Fixed an issue where the Mod screen category filters were not clearly indicating their toggle status
- Fixed an issue where the name of the Players screen mute column was also implying a mute of written chat on Xbox/MS
- Fixed an issue where the Option>Controls Default button would not reset several settings
- Fixed an issue where the Pause keybind did not work while in Terminal
- Fixed an issue where the Players screen displayed different Controller hints based on the method of input used to open it
- Fixed an issue where the Quickload keybind and Relative dampeners were listed as the same control on gamepad. Quickload is not available on gamepads and was removed from Help
- Fixed an issue where the regular crosshair appeared inside the Turret control overlay
- Fixed an issue where the remote removal PCU UI would not count const. stages of blocks as 1 PCU
- Fixed an issue where the Safe Zone Terminal settings were offset by variable localisation lengths
- Fixed an issue where the scenario world category would not be included in the in-game workshop
- Fixed an issue where the search filter in the GPS screen was cleared after deleting a GPS
- Fixed an issue where the Send Log screen text field behaviors were inconsistent
- Fixed an issue where the Server Browser "Mods" column did not sort by the size, but only alphanumerically
- Fixed an issue where the Set Action toolbar labels were not displayed for non-cockpit blocks
- Fixed an issue where the Set Action tooltip would not show over for groups on mouse hover
- Fixed an issue where the Spectator camera did not move to the selected item in the Entity list when using gamepad or arrows
- Fixed an issue where the Spotlight had Increase/Decrease rotation speed toolbar actions as available
- Fixed an issue where the Statistics overlay did not scale correctly with the UI scale setting
- Fixed an issue where the Toolbar config block size UI toggle was available even for blocks with no alternate grid size
- Fixed an issue where the toolbar icons of not yet researched blocks were not grayed out
- Fixed an issue where the tooltips were not present on-hover for uneditable GPSs
- Fixed an issue where the Trash removal admin sub-screen selection waw not persistent through close/re-open
- Fixed an issue where the value on a slider would not be able to reach the maximum as the value wouldnt round up to it
- Fixed an issue where the Version Mismatch dialog could accumulate over each other when Client was left connecting to the DS
- Fixed an issue where the Viewport 1 and 2 descriptions used a mix of UK and US English
- Fixed an issue where the virtual keyboard would not activate when renaming a BP with a gamepad on consoles
- Fixed an issue where the Voxel Hand brushes did not have any descriptions
- Fixed an issue where the Voxel Hand settings help/hints were not reacting to change of input type kb/gamepad
- Fixed an issue where the Voxel Hand settings help/hints were not scrollable when using gamepad
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