I'm just gonna drop these here: Before we go any further, a humble offering to Clang. See how the little one bends its pistons to bow before its Lord and Savior in anticipation of His blessing. I was in the middle of conducting an experiment on a creative-mode copy of my survival world. Night came around, so I decided to snap a few outdoor pictures of my work-in-progress base while my experiment ran: The current main entrance to my base. A small outdoor pad with a docking station and collector array to service my miner during mining operations. The delivery pad with East Ramp in the background. Here's the reason why I presented Clang with an offering: A rig for testing high-stability drilling. I'm using this rig to test the viability of using an ultra-stable, slow-advance (0.0005 m/s) drilling setup to dig tunnels with highly smooth sides. Lord Clang looked favorably on my offering since my setup didn't completely go bonkers even with 8 strings of pistons, each 5 pistons long. The only abnormality was a 12 degree twist of the drill assembly about the vertical axis. The takeaway: Executed correctly, Space Engineers has the potential to look absolutely effing gorgeous at night. I'm using a version of the Darky Shader Mod by @plaYer2k that I manually put together for the latest game build by comparing the current shader files with the modifications in the mod. I really think that this is how darkness is supposed to work (not necessarily look) in Space Engineers. Notice how the reflections still work and work correctly (they reflect the color of the background accurately). The darkness mods on the workshop only tweak the values in Environment.sbc, and none of them are able to reproduce this effect correctly since modifying the diffusion and specular values exposed by the developers also affects the quality of these reflections. I don't have pics to show for it, but the reflections appear brown on unwelded blocks when I'm building underground (I may post some pics when I wake up in the morning)! The relative night-time brightness in my screenshots is a result of keeping basically everything else vanilla (no mods aside from the shader mod and vanilla settings in the mod as well). I keep it this way because, with the vanilla skybox being so bright, the slight glow from the player-made objects is in line the way man-made stuff also stands out against a natural background when subject to the same lighting conditions. This "glow" only emerges when you're exposed to the skybox, though. You can create pitch-black room with the same settings. If you're a stickler for squid-ink nights, however, tweaking the mod's values or using an Environment.sbc mod that lowers the EnvSkyboxBrightness on top of Darky Shader Mod can give you the darkness you want while maintaining a higher quality to the darkness than is achievable with Environment.sbc darkness mods alone. A modded skybox is also a good option. A bit of critique for SE devs (regarding the skybox): I'm fine with the vanilla skybox - I really am - but we need to talk about making it better. As great as the night-time pictures I posted look, when I'm playing survival, that is what I see every two hours or so. I'm wowed by it every time I step outside for a look around to check for dead wolves, plan exterior lighting, and do other night-time stuff. I enjoy being wowed, but if I'm awestruck by how pretty Space Engineers is every 2 hours (sun rotation set to 4 hours) or so, I get wow-fatigued and distracted. I know it's probably a shot in the dark, but it would be awesome if you guys found a way to make the skybox change in some way - maybe the day-time skybox gets stormy dary every now and then when you're on the planet, maybe a muting or brightening of the night sky depending on some RNG-based "weather" (please, please, stay away from anything too complicated - no rain or snow or storm or whatever - just a simple texture-based solution will do). Use the Darky Shader Mod by @plaYer2k: As far as I've seen, the Darky Shader Mod hasn't been maintained in quite a while, and the link to the new dev branch renderer mod files is dead. However, the modifications made in the original mod are still relevant, they just have to be adapted to the current state of the vanilla shader. I'm making my adapted shader files available here, but please refer to the Darky Shader Mod thread linked earlier for instructions on how apply it. Adapted shader files from Darky Shader Mod by @plaYer2k: https://drive.google.com/file/d/0B7RzPkJF2jviYnl0YWlORWhfSkU/view?usp=sharing ADAPTED SHADER FILES UPDATED: 3/10/2017 EDIT: I'm going to try to keep this ZIP file updated. The last updated made a change to one of the shader files that (temporarily?) commented out lines that added back light diffuse and specular. This is why people were complaining about Space Engineers being a little too dark in the last update thread. I reverted that change.