Alles anzeigen
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.PU Monthly Report
From Ship Showdown 2955 to Alpha 4.3: Dark Territory, August was packed with action and adventure. Read on for all the details on what was done to finalize last month’s content alongside ongoing progress on the wealth of new vehicles, locations, missions, and features coming in the near and not-so-near future.
AI Content
AI Content continued to progress with several ongoing initiatives, including refactoring one of the NPC archetypes important to landing-zone infrastructure. When complete, it will provide additional character to the various landing zones around the ’verse. AI Content are currently working closely with Core Gameplay to ensure there are contingencies in case the system fails while live.
Development continued on a new set of voice packs to refine what was learned from the dynamic conversations added throughout the year. The team also looked into developing new behavior types and re-examined existing behaviors to look for improvements.
Finally, they looked into the upcoming environments to make sure they’re properly set up for AI populations.
AI (Features)
The AI Features team began the month by improving NPC weapon overheating, a feature initially developed for Squadron 42. Alongside this, a new firing validator was also introduced for charged weapons, the logic for trigger control was reworked, and various issues were fixed. A pre-firing stage was also added for NPCs using weapons, as previously, they would only use charged weapons while in cover. A fix was also submitted to tackle an issue preventing NPCs from shooting after their first trigger pull.
Various behavioral combat improvements were made, including the implementation and bug fixing of reactions to weak-spot destruction and distortion damage. The team are also improving the overall experience for the kopion, starting with fixes to stabilize the ‘flee’ behavior.
Communication-channel improvements were then implemented to allow for the better coordination of NPC groups with leaders. The devs also added improvements to automatically calculate when an NPC is alone or not to better filter what they can say and when.
A bug was fixed for NPCs executing audio triggers when dead. This is not yet available in PU builds but will be integrated soon.
AI (Tech)
The AI Tech team progressed with cross-navigation volume pathfinding. Previously, this used a heuristic approach to predict which navigation volumes would be used for pathfinding followed by multiple pathfinding steps, with one for each navigation volume. However, they now use a single pathfinder step through all navigation volumes to guarantee the shortest path. Navigation links will be temporarily disabled after failed use to prevent NPCs from repeatedly trying to use them, which would result in them getting stuck.
General improvements to Ship AI behaviors were made, including when the AI is within a defend area but the target falls outside of it. In this case, the AI will actively find a position in range to target them.
The team also polished the ‘punishidle’ behavior. Instead of statically circling the target, the AI will perform more maneuvers, particularly when targeted. In addition, bug fixes were done for NPCs flying in formations and following at distance, while detailed investigations were made into the current state of AI ship combat. Following this, the team improved AI ship combat tactic commitments for the ‘strafer’ and ‘jouster’ behaviors.
For turrets, a vision adapter specialized for unmanned turrets was added, which allows vision perception to be enabled for security systems.
For the usable builder, several improvements were made. For example, the helper geo code was changed to fix collision issues. The team also made the usable group coordinator (UGC) not reset when ‘none’ was selected as the end condition. Usable data was added for links via the UGC editor, additional fixes were made to some debug GUI issues, and the string input was changed to a dropdown list of tags. Finally, the devs implemented a way to load layouts in the usable builder.
Dedicated work began on the voxel-based 3D pathfinder, starting with preliminary refactoring for the path follower that will support both the simple and new pathfinder.
On the tech side, bug fixing was done for StarScript to ensure developers can use the tool as fruitfully as possible. The team also optimized the Subsumption initialization of AI actors and made further improvements to scripted control for the flowgraph, such as adding functionality to mark global function availability.
AI (Game Intelligence Development Team)
In August, the Game Intelligence Development team continued to work on the density profiler, developing new IMGUI control. They also improved the visuals of the Mission System v2 UI prototype and outlined the properties design.
In pursuit of the team’s goals of unifying the overall scripting tool language, they also began working on the design of the new entity scripting UX.
Game Intelligence Development also continued to fix some small bugs and worked on features requested and suggested by the game designers to improve StarScript.
Animation
Throughout August, Animation worked on improvements to the kopion as well as a new creature. They also created assets for the upcoming MedGel dispenser and made a pass on death reactions to ensure they appear as expected.
Facial Animation worked alongside Mo-cap and Narrative to capture additional content for releases coming soon and into early next year. They also worked through previously captured dialogue that will soon be available in-game, including for brand-new mission givers and additional lines for Amelia Boyd.
In addition, they continued to support the Narrative team with SSN Newsflash reports that will be visible in-game during timed events.
Art (Characters)
Last month, the Character Art team progressed with armor for a new gang and supported requests for subscriber flair items and CitizenCon Direct. They also continued to work on variants for gameplay rewards and store items.
The Concept Art team started the exploration phase for new heavy armor.
Art (Ships)
In the UK, three unannounced ships progressed throughout August. All are currently in various stages within the greybox phase: one is approaching its final review, one is receiving improvements to component accessibility, and the other recently entered following its whitebox gate review.
For announced ships, the Anvil Paladin progressed into the LOD0 stage, having had feedback from the greybox gate review actioned. The exterior, which was slightly behind the interior, has now caught up, allowing for further refinement between the two.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.The Kruger L-21 Wolf was released, with the team excited to see the reception to the new ship. They also continued to bug-fix issues found during the release, such as the glass shader being excessively worn, alongside implementing the component bays.
The Drake Ironclad and Ironclad Assault progressed toward their whitebox reviews, with the team finalizing the asset kit that will be used across this and other Drake ships.
Work on the RSI Aurora and Aegis Hammerhead kicked off to bring them up to current standards, focusing first on their cockpit and dashboard views as well as physicalizing components.
The MISC Hull B entered pre-production following the approval of its updated concept.
In North America, the RSI Apollo Medivac and Triage continued to be prepared for release, with testing and bug fixing being the focus. Ships also supported the Gameplay teams with medical gameplay adjustments.
Some of the team then moved onto a related-but-unannounced ship.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.The RSI Perseus was prepared for its LOD0 gate review, with additional lighting and detail passes being done across both the interior and exterior.
The Drake Kraken’s pre-production phase continued too.
Community
Throughout August, the Community team continued to capture community sentiment, track feedback, and relay it to development teams, ensuring that player input continues to inform future updates. The team also carried on with their evergreen publishing tasks, including This Week in Star Citizen, the Roadmap Update and Roundup, the Arena Commander schedule update, and Monthly Reports like this one. Alongside this, the team delivered a steady flow of content and communications across channels, highlighting important beats and spotlighting community-driven moments. This included preparing messaging for development updates, amplifying announcements, supporting player-organized events (both online and in real life), and keeping the community informed and connected.
A primary focus last month involved ongoing work on upcoming improvements to Spectrum and other web tools. The team collaborated closely with colleagues in Montreal to revisit the suite of applications available on the website, ensuring they remain effective, intuitive, and aligned with player needs.
Further, the Community team supported Ship Showdown 2955, which began with creative submissions rallying behind the players’ favorite ships. A dedicated contest was also hosted during this phase. The community once again exceeded expectations with their creativity, and the team showcased the top submissions as the battle transitioned to live voting in head-to-head matchups. The Live Showdown commenced with an announcement of the Top 16 vehicles. The team celebrated each phase of the competition through the Elite Eight and Free Fly, the Final Four, and ultimately announced the RSI Polaris as the Ship Showdown 2955 Champion.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Community also supported the release of Alpha 4.3: Dark Territory, including publishing an FAQ on the sprawling new Onyx facilities. The patch also marked the flyable release of the Kruger L-21 Wolf, which was accompanied by a comprehensive Q&A.
Preparation for CitizenCon Direct 2955, scheduled for October 11, 2025, is well underway. As part of the lead-up, the team kicked off a machinima-style video contest that resulted in many incredibly creative submissions, with the top videos set to be showcased during the event. Key members of CIG staff will also be attending CitizenCon Direct Watch Parties across North America and Europe to experience the event live with the community.
Finally, the Bar Citizen World Tour continued with two stops in August: Gamescom in Cologne, Germany, and PAX West in Seattle, Washington.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Core Gameplay
Throughout August, the Core Gameplay teams were heavily involved in the Alpha 4.3 release, though they also made significant progress across many large gameplay systems.
The team’s focus continued on freight elevators, with further fixes to the issues that put them into an unusable state as well as improvements to the debug tooling. They’re continuing to look into a large range of other widely reported issues, such as unreliable medical beacons and physics exploits.
Improvements to medical ship functionality are in progress, including the addition of MedGel, which will be required to allow respawning. This will further differentiate the utility of the various medical vehicles in the game. These improvements also prompted some general improvements to the respawn flow.
The devs are working to close out the functionality required to support a new creature’s unique behaviors and attack moves.
The engineering screen was then updated to show the rate of heat change for components and fixed various bugs.
For item recovery, the team added the ability to disable components for ships that have been claimed. Additionally, items will now display a timer until they become ‘bricked’ after they’ve been claimed by the original owner. This is also displayed to the player as part of a notification when an item is bricked and a player attempts to use it.
For crafting, the team implemented an offline version of the Blueprint service, which is used as a stand-in to support the player-bound Blueprint Library until the actual service starts development. They also finished the first playable prototype of crafting in a multiplayer environment.
For Control Surfaces, improvements to the aerodynamic simulation were implemented, which should address jittering observed at low frame rates. Support for g-limiter was added to the new atmospheric flight mode, and NPCs now fly using Control Surfaces when in atmosphere. Internally, the team integrated the necessary work from Squadron 42 to conduct an internal playtest with various changes. These, in turn, prompted additional tuning improvements and bug fixes.
IFCS saw further support work for Maelstrom. Destroyed parts will now reduce thrust effectiveness, which also addresses a common exploit where non-critical ship parts are destroyed to improve acceleration. This also helps Design in better defining when a ship is considered inoperable, even when not fully destroyed.
Cockpit dashboards will now support the ability to physically animate and vibrate based on various factors, adding another level of fidelity and realism. Examples of triggers include spaceships shooting their weapons or maneuvering at high angles of attack.
For quantum travel, the team worked on various bug-fix and polish tasks, such as NPCs not being able to perform solo jumps.
Quantum interdiction saw further improvements to address the reliability of the system, especially in situations where new quantum-interdiction fields appear or disappear after the initial jump has been initiated. Interdicted ships will also now have markers on them to make them more obvious to players who are performing the interdiction.
Turret weapons are now prevented from firing when aimed at the host vehicle. This will reduce the need for complex turret angle maps, which have caused turrets to aim up and down erratically as players rotated around.
For Radar & Scanning, the team worked on various improvements and polish tasks, such as improved UI information about targets and better positioning of the scan information for very large targets.
Transport also made good progress toward feature parity with the legacy transit system. This included bringing it at parity with the current behaviors for instanced hangars, scripting support for Design, and also making necessary preparations for Dynamic Server Meshing. Part of this initiative involves moving away from interpolated movement to utilize the physics system, which saw a first-pass implementation.
The inventory rework is progressing well too, with the team implementing proximity looting, which will allow players to loot from multiple nearby inventory containers simultaneously. The new UI has also had filters and search implemented.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.An upcoming event was given additional support to improve existing mission archetypes and better support mission availability scaling.
Economy
Last month, the Economy team progressed with the new iteration of the economy based on data they recently gathered. They’re currently looking into changes to the buy and sell prices of FPS weapons, armor, and consumables. They’re also updating profit margins for salvage vehicles (including components) and the effort vs. reward algorithm.
This is being done as part of an ongoing initiative to ensure crafting is profitable, revitalize the salvage of vehicle components, and prevent exploits.
Mission Design
The Mission team worked hard toward the release of Alpha 4.3, including the new ASD Onyx facilities.
They also continued their initiative to improve the mission-generation system to help ease the current pain points that affect both the Mission team and players.
“This work is ongoing but is very exciting already.” Missions Team
The devs also continued their work to bring existing missions back to older locations, which will expand the pool of available locations for players and bring back various interesting encounters.
Narrative
With the release of ASD’s Onyx facilities, the Narrative team turned their focus to polishing the next round of content that players will discover there. The team also wrote and captured several new mission characters that will be making their debut later this year as they continue to focus on improving storytelling across Star Citizen. This month’s performance-capture session also saw the return of an already-released character to pick up some additional lines. While not yet captured, Narrative began writing new scripts for NPCs to help flesh out the lore of specific areas in the game. The hope is that they will continue to expand the collection of conversations that players can overhear across the ’verse.
The team also continued to work on developing a new hostile faction that will be making its debut in a later patch, establishing its unique voice and supporting the Branding and Character Art teams.
Last month, the team also worked with Design on updating the text of a few older contracts to align with improved gameplay flows as well as tutorial missions that will help players understand a new gameplay mechanic being introduced in a future patch. The team additionally crafted a new fiction piece for this month’s subscriber Jump Point magazine that expands upon the current happenings in the empire.
Online Technology
In August, the Online Services team collaborated with QA to test the stow-context API. Item Imprint v1 development continued as expected.
With the Blueprint Library development done on the service side, related API development began. Online Technology also started the discovery phase for the instancing feature. The team is currently working on making the Inventory API only accept calls if they affect a specific inventory ID. This is being done ahead of the EntityGraph global database sharding.
Regarding the Lazy Inventory Creation project, the team worked on updating calls that could handle it and changed the API accordingly. Essentially, the team wants inventories to be created if needed on certain calls.
As usual, the Online Services team worked on various bug fixes and improvements, including items for the mission system and for trace/analytics.
Meanwhile, Live Tools continued to enhance their internal support tool.
“These improvements will help our support staff monitor activity within the tool more effectively, ensuring fair play and a better experience for everyone.” Live Tools Team
The team also kicked off the discovery and early design of a new entitlement service within the Hex NOC entitlements module. This service will support item recovery workflows by tracking entitlement history, status, and source, making it easier to resolve issues quickly and accurately.
Live Tools also began restructuring the error reporting system. This upgrade aims to significantly boost the speed and volume of crash processing. As part of this, they’re migrating to a new framework that’s more scalable and easier to maintain.
Finally, in August, the Network team progressed with bug fixing and maintenance alongside support for Online Services' item imprinting tasks.
They also focused on mapping out their path toward instancing and Dynamic Server Meshing.
R&D
In August, the R&D team’s focus remained on analyzing performance and optimizing engine and game code.
VFX
Multiple locations, props, and gameplay elements integral to the entire Alpha 4.3/4.3.1 flow required VFX support, which resulted in incredible visuals that the community have already given great feedback on. Support was also given to the Vehicle and Creature teams.
