Damn, I missed the survey. But I think there are several viable directions you could take your studio. 1. Make sequel to both medevil and space engineers, where you start naked with no inventory, and progress through primitive, bronze age, medevil, classical, industrial, information age, space age, genetic/cybernetic/AI age, energy manipulation age technologies and tech trees. 2. Improve GAMEPLAY mechanics and game design. You have GREAT SIMULATIONS, now you need better movement, climbing, parkour, shooting mechanics, abilities (spells/technologies) system, npc's AI, enemy diversity and design, story, narrative, and quest systems integrated. Massively increase the number of different resources, items, tools, parts, blocks. Create NPC economy you can interact with based on these new assets. Basically work on the motivation, discovery, role play, survival and maneuverability of the series. Make it a GAME now instead of an amazing SIMULATION. 3. Continue advancing and improve physics simulation. i.e. Planet Orbits, long distance gravity effects on massive objects, moving asteroids, fluids, aero/hydro dynamics, gas giants, black holes, super novae, quasars, nebulae, thermal management, EM shielding/radiation management. (use Universe Simulator for inspiration). 4. Add more engineering and science based gameplay and challenges. This could go two directions: a. Micro-engineering: Let us actually engineer the blocks themselves and make choices on geometry, mechanics, stats, material cost, production, and design of the blocks and parts of the ships and buildings. (i.e. look at what Dual Universe is doing) b. Create more environmental challenges to overcome (ties into #2 and #3), give us the abilities/tools/blocks to design craft and machines for plunging into Stars, Gas Giants, Nebulae, Neutron Stars/Pulsars, Black Holes, and other extreme environments like extremem heat and cold (Venus or Europas sub-surface oceans) and extract special resources there with special tools, that we can use to move onto the next challenge/resource. c. Colonization Gameplay: Give us NPCs or populations (could be represented numerous ways) where our mission is Pioneer the Frontier of the Solar System and space and build factories/farms/housing/defenses and other infra-structure (medical/scientific/military) for a civilization that is expanding out into space. 5. Antagonist (no, Clang doesn't count): The game lacks any time pressure. Survival has no reason to hurry, no time pressure, no real impetus or fear that drives you to achieve greater and greater heights. Voiced npc communications, story, events, attacks, enemies that you know are looking for you, working against you, and seeking to stop you and that they're out there and gaining ground every minute on you, will drive the player to grind, invent, and achieve more. Currently there is no emotional motivation in the game other than finding out what blocks can do. 6. Focus on multiplayer and expanding multiplayer capability. Alot of gameplay and such will naturally emerge out of a crowded gamezone with finite resources. Could also add interesting unique points of interest and events like Rust has. I would be happy and most likely willing to purchase a new game that goes in any of these directions.