Cloud Hosting
Managed Space Engineers cloud servers with Torch + plugins
- โTorch + standard plugins
- โWorkshop mod sync
- โWorld templates
- โPCU + block limits panel
- โDaily world backups
Keen's physics-heavy voxel sandbox lives or dies on sim speed โ drop below 1.0 and every welder, piston, and rotor on the server starts behaving badly. Ryzen 9 single-thread performance keeps physics ticking through 50-grid PvP fights and 200-PCU megabases. Torch server with Concealment + Essentials + GridBackup pre-installed, Workshop mod auto-sync, PvE / PvP / Star System / Earth-like templates, and DDoS protection.
Space Engineers' physics simulation is single-thread bound โ every grid, piston, rotor, and welder competes for one core. We've built the stack for persistent PvE survival worlds, large faction-PvP servers, and Empyrion-style economy / progression communities where sim speed at peak load is the difference between fun and unplayable.
SE's physics tick is one of the most CPU-greedy in any game โ 50 grids in a fight or one player's 100k-PCU subgrid hellship can tank sim speed instantly on weak hardware. Ryzen 9 7950X at 5.7 GHz boost holds sim speed 1.0 deep into PvP engagements where lesser CPUs fall to 0.3.
Live sim speed graph in the panel โ see exactly when and why your server dropped below 1.0 (player joined, big grid spawned, PvP fight, conveyor recompute). Concealment auto-sleeps faraway grids; ALE plugins kill stuck physics. We tune the panel to flag the usual culprits before they tank your community.
Torch โ the community-built SE server with the plugin API Keen never shipped โ installed and auto-updated. Concealment (sleep-far-away-grids), Essentials (admin commands + chat formatting), GridBackup (per-grid version history), ALE plugins (physics killers, dynamic concealment), and the standard plugin pack ready in 1 click.
Star System, Earth-like Planet (with moon), Mars + Triton, Empty World, Survival Asteroids, Creative Sandbox, and the standard PvE / PvP / Faction-War / Economy presets โ all pre-configured world saves with sensible PCU, block-limits, and difficulty defaults. Swap from the panel without rebuilding from scratch.
PCU (Production Computing Units) is SE's per-grid complexity budget. We expose the full PCU + block-count + ship-size limits per player and per faction in the panel โ the only way to keep a 32-player PvP server from being tanked by one player's hellship. Sensible defaults included for PvE, PvP, and creative worlds.
Paste a Steam Workshop collection URL โ we resolve every mod ID, download via SteamCMD, and update SpaceEngineers-Dedicated.cfg on every server restart. Players auto-download mods on first connect (SE's stock mod-sync at full bandwidth, not crawled). Common collections (Industrial Overhaul, Aerodynamic Physics, AQD) all work.
World save snapshots every 24 hours with 30-day retention plus GridBackup's per-grid version history (every grid keeps its last 50 changes). One-click world rollback or per-grid restore from the panel โ saves you when a piston explosion eats someone's capital ship at 3 AM.
Layer 3/4/7 mitigation on every plan. UDP query floods and Steam-protocol abuse absorbed at the edge โ your faction-war server stays online when a salty losing alliance decides to booter the IP after a base raid.
Live chat, Discord, and tickets โ staffed by people who actually know what a clang event, Concealment, GridBackup, a stuck rotor, and a 100k-PCU subgrid hellship look like. We track Keen patches and Torch releases. No first-line script readers asking if you've tried reinstalling Steam.
SE2 (Space Engineers 2) hosting templates available as Keen ships dedicated server support โ separate worlds, separate save slots, separate mod stacks from your SE1 servers. Run SE1 and SE2 communities side-by-side on the same account, panel, and billing.
Four ways to launch your Space Engineers server โ from fully managed cloud hosting to a hand-built faction-PvP / economy / survival server assembled by our team.
Managed Space Engineers cloud servers with Torch + plugins
Root-access VPS for custom Space Engineers stacks
Bare-metal for big PvP & faction-war communities
We build, install, and launch your SE server for you
500+ Space Engineers servers running on Fatality. Here's what keeps them here.
32-player PvP faction server with Industrial Overhaul + Aerodynamic Physics + AQD UI. Sim speed used to drop to 0.4 during fleet engagements on our old host. Fatality's Ryzen node holds 1.0 through 40-grid fleet fights. Concealment + Grid Backup were already wired up โ saved me a week of plugin trial-and-error.
PvE survival on a Star System world with 60 mods. Server has been up for 8 months without a single corrupted save โ GridBackup pulled us out of two clang events that would've cost weeks of build progress. Workshop mod auto-sync just works; players never have to manually subscribe to anything.
Empyrion-style economy server with NPC traders, faction territory, and a custom progression mod. PCU + block-count limits per faction stopped the megabase arms race that killed our last server. Torch admin commands work over Discord via the bot Fatality set up โ managing 24 factions remotely is finally manageable.
The questions admins actually ask before spinning up a Space Engineers server.
Sim speed is Space Engineers' real-time-vs-simulation ratio โ 1.0 means physics is keeping up with the wall clock. Below 0.8 and players notice; below 0.5 and rotors / pistons / welders start misbehaving and the game becomes basically unplayable. A 50-grid PvP fight or one player's poorly-built subgrid hellship can tank sim speed instantly on weak hardware. The whole stack we run is built around holding 1.0 under realistic load.
Yes. Torch is the community-built SE dedicated server wrapper that adds the plugin API Keen never shipped โ it's drop-in compatible with the official server but unlocks Concealment (the plugin that sleeps faraway grids), Essentials (admin commands, chat formatting), GridBackup (per-grid version history), and the entire Torch plugin ecosystem. We pre-install Torch + the standard plugin pack on every plan; you can pin to vanilla SE-Dedicated if you prefer.
Concealment (sleep faraway grids โ biggest sim-speed saver in the game), Essentials (admin commands, chat, MOTD), GridBackup (per-grid version history with one-click restore), ALE Core + ALE Physics-Killer (clean up stuck physics, prevent clang cascades), MidSpace's Admin Helper, and Concealment Reloaded. All with sensible defaults; tune from the panel.
PCU (Production Computing Units) is SE's per-grid complexity budget โ every block has a PCU cost, and exceeding limits is what kills sim speed. We expose per-player and per-faction PCU + block-count + ship-size limits in the panel with sensible defaults for PvE, PvP, and creative worlds. The only reliable way to stop one player's 100k-PCU hellship from tanking a 32-player server.
Steam Workshop is the standard. Paste a Workshop collection URL into the panel โ we resolve every mod ID via SteamCMD, download them, and update your dedicated server config on every restart. Player clients auto-sync mods on first connect at full bandwidth. Big mod packs (Industrial Overhaul, Aerodynamic Physics, AQD, Modular Encounters) all work.
SE2 hosting templates are available as Keen ships dedicated server support for the new game. SE1 and SE2 are separate worlds with separate save slots and separate mod stacks โ you can run an SE1 community alongside an SE2 community on the same account, panel, and billing. We track Keen's SE2 patches and update server-side support as it lands.
Small PvE survival (4-8 players, light mods): 8 GB RAM and a fast modern core. Medium PvE / PvP (16-24 players, full Workshop mod pack): 16 GB and a dedicated high-clock core. Big PvP faction war (32+ players, Industrial Overhaul-style heavy mods, multiple worlds): 32 GB and a dedicated Ryzen 9 / equivalent core. Sim speed dies on weak CPUs, not low RAM.
Yes, free on every paid plan. Send us SFTP / RDP credentials, we copy your world save folder (the entire Saves/ directory), Torch plugins + configs, mod list, faction data, and player profiles. Average migration is 20-40 minutes depending on world size โ big PvE worlds with 10 GB of grid data take longer than fresh PvP arenas.
Yes โ you can host multiple SE worlds on the same plan, each with its own resource allocation, mod stack, and Torch plugin set. Common community setup: a main PvE survival world + a creative test world + a PvP faction-war world, all sharing admin permissions via Torch's role system.
AMD Ryzen 9 7950X at 5.7 GHz boost, DDR5-5200 RAM, Enterprise NVMe Gen 4 SSDs. SE's physics tick is single-thread bound โ clock speed and IPC are what hold sim speed under the worst-case grid soup. NVMe matters too; a 5 GB save is being read/written constantly and slow disks add up to noticeable load lag.
Start a PvE survival world this afternoon, scale to a 32-player faction-war PvP server next month. Free migration on every paid plan โ we'll move your world, mods, Torch plugins, and faction data for you.