Kythera in Space Engineers 2, Unity Support and More
It's been a busy few months at Kythera AI, so there’s a lot to cover in this edition of our newsletter. We’ve got a game announcement, we now support more engines than ever, and we've got a first look at vehicle navigation support to show you. We're also heading back to London in November for the AI & Games Conference, this time as a sponsor.
Here's what's new!
Powering NPCs in Space Engineers 2
We're incredibly excited to share that Keen Software House is using Kythera in Space Engineers 2. Their NPCs use our ground, surface, and flight navigation to get around the game's planets, stations, and ships. Here’s a quick video of it in action!
On Monday 19 October, Keen Software House releases Hostile Encounters, the combat NPC update. It brings the Renegades into the game, hostile NPCs and space pirates who fight back when you cross their path. Don't miss the release livestream at 5PM UTC on their Twitch and YouTube channels.
It's been brilliant working with the team at Keen Software House, and we can't wait to see what players make of the Renegades!
Kythera for Unity and custom engines
A lot of studios have experienced Kythera through Unreal Engine, but that's changing! Kythera now fully supports Unity 6.4 on Windows, with support for Linux and other platforms on the way.
And if you’re building on your own tech, Kythera is built to drop into custom C++ and C# engines too. Space Engineers 2 is a great example – it runs on Keen Software House’s own VRAGE3 engine. A lightweight integration layer plugs into your existing threading and memory systems and works directly with your own vector and math types. Kythera adapts to your engine, so you don’t have to rework your engine around it. It’s just as easy to extend once it’s in: you can build your own behaviours and systems on top of the core instead of working around it.
Every engine is different, so the best step is to book a call. Tell us what you're building on and we can talk through what bringing Kythera to it looks like.
Sneak peek: vehicle navigation
Here's a first look at our latest feature. Kythera's vehicles plan routes they can actually drive, taking into account their steering and turning circle, and they avoid obstacles and each other along the way. What better example to use than tanks, a staple in many FPS games and a perfect example of a vehicle that can’t just slide sideways out of trouble.
There's more to share on this soon, so watch this space!
We're sponsoring the AI & Games Conference
We're backing this year's AI & Games Conference on 10 and 11 November at Here East in London. It's the largest event in Europe on AI for games, with two days of developers and researchers talking about how this stuff actually gets built.
We’ll also have Chris Brown, our Principal AI Developer, bringing along his talk on how he built our Surface Navigation feature to the conference. Keep an eye on LinkedIn for an announcement on when that’s taking place.
If you're coming, the entire Kythera AI team will be there so feel free to say hello. You can also book a call in with us here.
Catch up on Bram's talk from last year
If you missed us at AI & Games 2025, our Technical Director Bram Ridder's talk is now on YouTube. In “Build Your Own Navigation Stack”, he covers how we built a reusable navigation system on top of Recast that can be extended upon and that outperforms Unreal’s built-in navigation.
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