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Subscriber Promotions
XenoThreat has returned to Stanton! The anti-UEE and xenophobic outlaw gang is wreaking havoc around the system and Foxwell Enforcement is counting on you to end its reign of terror.
To help you play your part, the latest Ships of the Month are from the deadly Anvil Hornet Mk II series. Plus, you won’t be lonely on your way to the action thanks to July’s Flair.
Emoto Dashbot
Made to sit neatly on your dashboard, this companion Dashbot reacts during your travels with a large range of humorous facial expressions. Whether it's happy to see you or silently judging your piloting skills, the Emoto Dashbot is sure to make your next flight a little more fun. The Emoto Dashbot can be equipped on any vehicle cockpit with a Flair Item Dashboard port.
Current Centurion-level Subscribers get this item as part of their subscriptions.
Klaus & Werner Gallant ‘Conviction Camo’ Rifle
This energy-based assault rifle provides accurate and sustained fire at targets up to medium range, while its large power capacity allows operators to fire considerably more shots per battery. The Conviction Camo edition utilizes a selection of greys to help blend in with urban environments.
Current Imperator-level Subscribers get this item and the above Centurion-level itemas part of their subscriptions.
Companion Kit
Roam the ‘verse with this pair of trusty travel companions, the adorable Emoto Dashbot and deadly Klaus & Werner Gallant ‘Conviction Camo’ rifle. The Emoto Dashbot can be equipped on any vehicle cockpit with a Flair Item Dashboard port.
This kit is available for all subscribers to pledge for in the Subscriber-Exclusive Store.
Earnable In-Game:
Our goal is to make most items earnable in-game. For this reason, subscriber flair may be added after a three-month exclusivity window.
Centurion Subscribers: Anvil F7C Hornet Mk II (with 12-month insurance)
Anvil F7C Hornet Mk II: Rebuilt from the ground up to hit harder and last longer than the original, the Hornet Mk II improves on everything that made the first a space-combat icon.
Imperator Subscribers: Anvil F7C-M Super Hornet Mk II & Anvil F7C Hornet Mk II (with 24-month insurance)
Anvil F7C-M Super Hornet Mk II: A Hornet built for two. The Super Hornet Mk II boasts improved firepower over the standard ship thanks to a devastating manual turret, letting crews take on bigger and more numerous foes.
Anvil F7C Hornet Mk II: Rebuilt from the ground up to hit harder and last longer than the original, the Hornet Mk II improves on everything that made the first a space-combat icon.
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SUBSCRIBER
MERCHANDISE DISCOUNT
Two continuous discount levels are available to all Subscribers in the Merch Store. Centurion Subscribers receive 10% off merchandise, while Imperator Subscribers receive 15% off. Take advantage of this perk and peruse the selection of available merchandise.
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SUBSCRIBER STORE
All previous flair items going back to 2014 are available to pledge in the Subscriber Store. You can fill in any gaps, pick up store-only items, or grab extras to gift to non-Subscribers from the My Hangar section of your RSI profile.
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NOT A SUBSCRIBER?
If you would like to receive this flair as part of a subscription, you cansubscribe before July 14, 2026 (20:00 UTC). Otherwise, you can pick up these and previous months’ flair (going back to 2014) in the dedicated Subscriber Store.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
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Hello everyone, xē'suelen nyahyan
Last Wednesday, we released Alpha 4.8.3, bringing The Return of Xenothreat to Stanton with a new event featuring five ship combat contracts. From boarding an Idris to defending civilians and taking the fight directly to Xenothreat forces, brave pilots can earn new unique and powerful blueprints while helping push the invaders back. Since the release, the teams have been closely following your feedback on both the event and overall performance. We appreciate everyone who has taken the time to jump in, play through the event, and share their reports.
The latest Squadron 42 Newsletter also landed in your inboxes, introducing you to more members of the crew aboard the UEES Stanton and offering another glimpse into the people you'll serve alongside during the campaign. If you haven't already, make sure you're subscribed in your account settings so you don't miss future updates.
We published a new Roadmap Update, sharing the latest plans for content arriving throughout July and August. The corresponding Roadmap Roundup also gave an update on our ongoing initiative to improve the overall Star Citizen experience. Following Alpha 4.8, we've refined how we prioritize bug fixing, bringing together teams across Development, QA, Player Experience, Community, and Senior Leadership to focus on the issues that have the greatest impact on everyday gameplay. We're giving the teams additional time to validate the underlying technology for 4.10 and beyond, while Alpha 4.9 focuses on stability, quality-of-life improvements, and foundational fixes. Head over to Spectrum for the full breakdown.
We also published the June 2026 PU Monthly Report, offering a behind-the-scenes look at the work our teams have tackled over the past month.
Now, let’s take a look at what’s coming up this week:
On Tuesday, Subscribers can look forward to the July Subscriber Comm-Link & Newsletter, bringing the latest exclusive content and a cool new friend!
Then on Thursday, Inside Star Citizen returns with Patch Report: Alpha 4.9. Join the developers as they take a closer look at the upcoming release, highlight some of its biggest additions, and discuss the improvements and gameplay changes arriving with the next update.
On Friday, the latest RSI Weekly Newsletter also lands in your inbox. If you’re not subscribed yet, you can sign up at any time through your account settings.
We offer this World to the Galaxy as a place to study and a place to meet We offer this World to the Entity as a place to study and a place to meet Known locally as Pinecone, this Poisonous Main Sequence Dwarf is situated on the further edge of the green band and is often overlooked when compared to Kallis VI Damn right it is. Point is, no damn AI system's ever gonna be as good as an experienced Chief engineer
Known locally as The Hive, this High-pressure Coreless Planet is situated on the further edge of the green band and is often overlooked when compared to Kilian XIII "Maybe you should have a Engineer have a look at you. Be sure." said Hester Polaris A further investigation of the planet revealed a cache of Kr'Thak weapons and war machines. "We don't have anythCore." Ernst said. The Being didn't like that answer.
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We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.
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Sometimes, having a massive bounty on your head can lead to the most unforgettable adventures! What started as a spontaneous 2-million-credit bounty at Sacren's Plot quickly turned into a full-circle encounter, proving that Star Citizen's best stories are often the ones you never planned for.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
It's time again to shine a spotlight on our most active members from the past week! From Jun 29th 2026 to Jul 6th 2026, many of you diligently took part in the discussions, made valuable contributions and made our forum a lively place. Here are this week's top posters:
We would like to thank all of the top posters. You have enriched the discussions and made our forum active and interesting. Your effort is truly remarkable!
Thank you to everyone who took part. Let's continue to have exciting discussions and learn from each other. Maybe you'll make it into the top 5 next week!
Have a nice day and have fun in the forum! Your community team
es ist wieder an der Zeit, unsere aktivsten Mitglieder der vergangenen Woche ins Rampenlicht zu stellen! Vom 29. Juni 2026 bis 6. Juli 2026 haben viele von euch fleißig an den Diskussionen teilgenommen, wertvolle Beiträge geleistet und unser Forum zu einem lebendigen Ort gemacht. Hier sind die Top-Poster dieser Woche:
Wir möchten uns bei allen Top-Postern herzlich bedanken. Ihr habt die Diskussionen bereichert und unser Forum aktiv und interessant gestaltet. Euer Einsatz ist wirklich bemerkenswert!
Vielen Dank an alle, die sich beteiligt haben. Lasst uns weiterhin spannende Diskussionen führen und voneinander lernen. Vielleicht schaffst du es ja nächste Woche in die Top 5!
Einen schönen Tag noch und viel Spaß im Forum! Euer Community-Team
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PU Monthly Report
The PU Monthly Report is back, this time detailing all the development progress made throughout June. Read on for the latest from AI Features & Tech, Ships, Community, Core Gameplay, Mission Design, Narrative, and more.
AI Content
In June, the AI Content team continued to support several initiatives for Alpha 4.9. They also worked alongside Mission Design to set up comms calls and NPCs for several upcoming missions and locations.
AI Content then supported a performance-capture shoot to ensure that the content will flow seamlessly once the audio is mastered and animations are solved. Alongside this, the team planned out some Narrative-driven initiatives for new behaviors and directions to explore.
AI (Features & Tech)
Last month saw AI Features & Tech fix an issue with Super Heavy NPCs not being able to use their miniguns. Some Human AI issues were fixed too, including NPCs continuing to fire at targets they could not see.
For the apex valakkar, the devs introduced the ability to constrain it to an area while avoiding another. It also received laser and EMP attacks, gained the ability to switch between attacks, and improvements were made to surface sound detection. For the Yormandi, a bug causing it to get stuck in reactions was fixed.
Although not yet integrated into the PU, improvements were made to the flight AI for fleeing behind objects and counter-chasing behaviors, and updates were made to the general Flight behavior.
Animation
The Animation team fleshed out animations for the apex valakkar while planning for the next round of creatures. They also worked on the mission-giver Battaglia, both in her physical location and when spoken to over comms.
Art (Characters)
The Character Art team spent the month working on a new armor set, mission rewards, updates to the Nine Tails gang, and other upcoming items. Support for the StarWear initiative continued too. Alongside this, the Concept Art team progressed with a new combat armor.
Art (Ships)
In the UK, the Ships team finalized and launched the Gatac Railen and Tyilui. They then turned their attention to another Grey's Market ship, which was parked last year due to other priorities, beginning by ensuring nothing had degraded since it was last worked on.
Further work was done for the Liberator, including integrating and repurposing numerous Anvil kit pieces from recent ships, such as the Asgard and Paladin, which significantly reduces the amount of required new content.
More artists moved onto the RSI Galaxy following the release of the recent alien ships, helping progress across all areas.
Two new ground vehicle variants progressed quickly down the pipeline. One successfully passed a combined whitebox and greybox gate review, while the other is rapidly approaching its whitebox gate review.
Four unannounced ships progressed too. The first, a new fighter, passed its whitebox gate review and will continue to have its geometry refined as part of the greybox phase, in preparation for November.
The second, a new ship from a Xi'an manufacturer designed to fulfill a generalist role, entered pre-production.
The third progressed toward its LOD0 gate. As part of this, the team added detail across the hull and ensured the animated parts don’t interfere with each other.
The fourth had its greybox gate review. Following this, adjustments were made to its component and weapon locations. The Mo-cap team is currently preparing to tackle the complicated animations required for this ship.
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Finally, the North American team continued to move the Kraken toward its greybox gate review, with a focus on utilizing the finalized Drake kit from the Ironclad. The initial lighting pass was done to set the tone across the ship.
Art (Weapons)
In June, the Weapons team continued through the final phase of production on a new large-caliber weapon. In addition, they pushed forward with content for upcoming patches and numerous weapon paints for various upcoming events.
The team’s ongoing material polish passes and updates continued, too, and they’re looking forward to upcoming tech that will require cross-team collaboration.
Community
In June, the Community team kicked off Pride Month with the Show Us Your Colors Celebration contest, inviting players to express their creativity in honor of the myriad colorful ways our community shines. The team also published the May PU Monthly Report and prepared for the many events this month had in store.
The Community team then supported the release of Alpha 4.8.1, an update that introduced new missions and additional content to the game. They published a Player-to-Player Trade Update detailing recent changes designed to streamline in-game trading while limiting the potential for exploits. They also maintained a Known Issues thread to track which issues were being actively investigated, awaiting implementation, or already in progress. The thread was updated regularly as development addressed them. Throughout and after the release, the team kept a close eye on player feedback and sentiment, making sure development stayed informed of any emerging issues.
As Alien Week made its yearly return, the team provided a helpful Catch All thread highlighting the otherworldly experiences this event included. They published a Q&A for the new Gatac Tyilui and a Xeno Craft Challenge community contest, encouraging participants to show how the alien cultures of Star Citizen have inspired them.
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The Bar Citizen World Tour shifted into high gear in June with International Bar Citizen Weekend, with the Community team hosting this year's events in Austin, Frankfurt, Montreal, and Manchester. Attendees received a Shattered Vanduul Lance to display in their hangar, with more chances to pick one up as the tour continues to new locations throughout the year.
“Meeting the community in person and coming together over our shared love of the ‘verse is what Bar Citizen is all about. With many stops planned across the globe for 2026, we hope to see you there!” Community Team
The team also kept up their regular cadence of This Week in Star Citizen and bi-weekly Roadmap updates to round out the month’s many activities.
Core Gameplay
In June, the Core Gameplay team shifted focus to a dedicated bug-fixing push alongside the Player Experience and QA teams. Much of the month was spent identifying the root causes of issues affecting day-to-day gameplay, including problems with hangar and freight-elevator flow, quantum travel, Starmap routing, and vehicles being falsely destroyed or flagged for claim.
Alongside this, the team kept moving forward on a range of content, technology, and feature initiatives.
The upcoming Apocalypse Arms heavy machine gun received support for magazines mounted to the Super Heavy suit's backpack. Players can now load magazines into the backpack by hand, even when it's worn by another player, and empty magazines now eject automatically. This work also prompted a smaller rework of explosion damage so that it spreads more evenly across body parts, plus fixes for the ammo count display and magazines failing to eject correctly.
Supporting the HMG also required changes to the melee system to handle different buttstock-strike damage values, which fixed a bug where they weren't dealing damage at all. Separately, holographic previews for tractor-beamed items now use each item's attachable offset where available, making their appearance more accurate.
For Item Recovery, the team finished a basic version of the Individual Item Claim mode and began work on the full version. Ship paints can now be bricked and recovered like other components. Fixes went in for bricked ships that remained flyable after a full component swap, and for loadouts not being respected after a claim. Claim timer improvements also continued. To cut down on unnecessary claims, ships destroyed while inside a hangar can now be claimed for free.
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For StarWear, a new tool validates and repairs player and NPC loadouts, catching the setup errors that would otherwise break compatibility. The team also added clothing prerequisites for certain armors. For example, the Caldera Novikov suit may require a specific clothing item to be worn first. Work also began on StarWear's UI, which took several iterations with UX Design to get right given the complexity of the equipment rules. New additions include a blocked state that tells players when an item can't be equipped because another item is in the way, indicators for whether a piece is spaceworthy, and an improved weight bar at the top of the inventory.
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Updates to several core systems were made for Starchitect, which will fundamentally change how designers place locations and sandbox content across planets. Now, harvestables and loot are context-aware of their surrounding location and environment, so designers can match loot to the environment more easily. For instance, instead of manually placing outlaw-specific loot boxes, the system will now detect that a location is outlaw-controlled and select the right loot type automatically. Crafting is undergoing similar changes for Starchitect compatibility, and the Mission System required significant rework so the designers can set up mission locations and contracts at a much larger scale. Freight elevators and security systems are now Starchitect-compatible as well.
This procedural shift also triggered a broader review of core gameplay systems, so the team rewrote how nav-points are handled and accessed to ensure any system reading that data keeps working even when a location is fully streamed out. This will allow Starchitect locations to appear correctly on the Starmap, be routed to, show up in the quantum travel HUD, and support location inventories for freight elevators,
For the Command Module, the team provided heavy post-release support, addressing player-reported bugs across hangar and air-traffic control interactions, damage handling, quantum travel markers, locked doors, camera override, Starmap routing, physics collisions, server transition issues, room atmosphere, and more.
Ahead of Tech Preview and player testing, the team fixed critical instancing bugs, including players losing ownership of their instance (causing it to despawn) and players being incorrectly moved into someone else's instance. Eviction logic was also added so a player kicked from a party gets teleported to a safe location outside the instance.
To support the reworked Siege of Orison, Core Gameplay gave the designers a way to assign NPCs to defend specific areas, removing the need for complex spawn-closet setups inside instances. The designers can now also set custom respawn locations. For example, sending a player to the nearest medical facility after completing an objective, functioning as a checkpoint system. This is especially valuable for long-form content like Siege of Orison.
For Transport, shuttles can now be gated behind mission logic, matching functionality already available in the legacy system. The team cleaned up code for elevator carriages with a single door and completed the major work to bring vehicle elevators under the Transport system, replacing the convoluted elevator setups many vehicles currently rely on.
Work then continued on the toolset the designers use to build mission content, with numerous workflow fixes and optimizations. The devs also began building a Mission Board UI Provider component to support local interactable mission boards, first planned for use at new Starchitect locations. Progress also continued on bringing back physical mission givers. Players can now receive a one-time comms call from a mission giver when they meet certain conditions, such as entering a specific star system. Mission delivery directly to an instance is now supported and is used by various Battaglia missions.
To close out some of the work on the Ship Hangar Services feature, the team added support for missile containers when stacking missiles on a cargo grid.
Finally, for Social and Orgs, chat was re-implemented with more robust customizable tabs. A new location-based channel lets players near a planet chat with others in the vicinity, automatically switching channels as they move between areas. The team also entered the discovery phase for a reworked Friends app.
Creature Content
In June, the Creature team worked on various improvements to the existing behaviors of the valakkar family. Work on the apex sand variant is still underway, with the team refining the gameplay to provide a better experience to players in ships.
Pre-production for a brand-new creature family began, with exploration around visual identity, silhouettes, combat legibility, and gameplay archetypes going through various rounds of iteration.
Economy
Last month, the Economy team evaluated the economic data from the Alpha 4.8 release and worked to improve some of the underlying systems, such as repair and reclaim. This will allow outliers to be more reasonably priced and the systems to work more intuitively.
Mission Design
Progress continued on Siege of Orison, with the Mission team pushing the boundaries of the technology and working through limitations as they came up.
The upcoming Battaglia missions received polish throughout June, too, with improvement plans being made to ensure the devs achieve the experience they want.
Following the recent armor rebalance, which changed the tags ships use to spawn in combat missions, the team are now beginning to rebalance the mission content, with the first being the Defend Ship archetype.
Narrative
Narrative started the month working with Mission Design on several parallel events that are scattered across upcoming patches. This will be in tandem with the narrative designers, who will help generate placeholder versions of any scripted lines so reviews are more reflective of the final experience. This also includes initial passes on mission text, objectives, and markers to further provide context and direction.
Narrative also started to break down future patches to understand what additional content might be needed from a performance capture or voiceover perspective. In addition to this, the team continued their evergreen tasks of writing names and descriptions for new items, armor pieces, weapons, ships, and paints.
Online Technology
Over the past month, the Live Tools team made significant progress across all of their internal tools, wrapping up several long-running projects while shipping a steady stream of updates and fixes.
The biggest was the completion of two major overhauls to Hex, the internal platform used by Player Support and operations staff. The first was a full visual and experience redesign called Hex 4.0, which established a fresh look and feel that will guide all future development on the platform.
The second was an expanded set of player investigation tools, giving support teams richer information and faster ways to look into player accounts, track item ownership history, and manage entitlements. Multiple Hex releases also went out during this period, delivering new features, improvements, and critical fixes, including security patches to access management and backend components.
For Bootstrap (the tool that helps developers quickly set up and configure their local work environments), the team continued to resolve reliability issues. Moreover, they advanced the design phase of a larger overhaul aimed at making the overall developer experience significantly smoother.
The devs continued to improve how crashes are captured and reported. The improvements made the data richer and more actionable for those investigating issues. Panic Switch, the live incident management tool, also received ongoing polish and bug fixes. For instance, the completion of a configuration migration that had been in progress for some time. The team additionally began work on automatically handling crash reports tied to a known hardware issue affecting a specific generation of Intel processors. This will reduce the manual effort needed from operations staff to triage those incidents.
The Online Services team resolved over 30 bugs across two-weekly cycles and focused on a mix of upcoming player-facing features and live game stability work.
The biggest area of active development was Item Recovery (also known as Item Imprint), the long-awaited feature that will allow players to reclaim items lost due to bugs or crashes. Online Services completed a key alignment session with the UI team to nail down how the individual item claim flow will work. This includes how the game handles a player's full list of owned items and lets them selectively recover what's missing.
Significant work also went into addressing stability issues with the game's mission and contract systems. Dedicated design and technical review sessions were held, and a formal optimization effort was created to rebuild the contract generation process in a more efficient way.
The Global Database Sharding work, which improves how player data is distributed across servers at scale, was completed. The team also moved deeper into the discovery and design phase for the future Crafting and Refining system. They held multiple sessions to resolve complex questions around how crafted items interact with player-owned equipment, insurance, and persistent item upgrades.
R&D
In June, further progress was made to improve the look of gas clouds. Support for a density-based LUT to recolor gas clouds was added, and the phase function that controls how light is scattered was improved. Moreover, the min/max raymarch path was simplified and optimized.
Focus then switched back to ground fog. The new model, which was finalized earlier this year, was added into production. As a finishing touch, support for local height as well as density was added. This is cheaper to evaluate and render, extends the visible range, and improves the modelling aspect of ground fog and its lighting. It will also self-shadow as well as cast shadows like rain volumes and clouds. Part of this work includes optimizations for the atmosphere raymarcher. Lastly, broken sub-object culling was fixed.
VFX
In June, the VFX team finished the last of their Alpha 4.8 content work by giving the Railen and Tyilui a full pass.
“The alien visuals are always fun to work on and the images attached definitely show why!” VFX Team
Beyond Alpha 4.8, VFX also started their pass on Siege of Orison to provide high-impact atmospheric visuals to help elevate the already intense mission and locations. Work also began on upcoming weapons and vehicles.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
Every two weeks, we accompany the Roadmapupdate with a brief explanatory note to give you insight into the decision-making that led to any changes. This is part of an effort to make our communications more transparent, more specific, and more insightful for all of you who help to make Star Citizen and Squadron 42 possible.
Just a reminder: The 1.0 column showcases features and content planned for inclusion in or before Star Citizen 1.0. This means you may not have to wait for the 1.0 release to experience them. As features/content in the 1.0 column become ready, they will migrate left into a point patch column for release.
Be sure to check back every two weeks for the latest updates.
With that, let’s dive into this week’s Roadmap Roundup!
-CIG Community Team
Notable Changes: July 1, 2026
We’d like to share an update on the upcoming Alpha 4.9.0 release, as well as our ongoing initiative to address many of the common bugs and issues that both new and veteran players encounter on a regular basis.
As mentioned during a recent Star Citizen Live, we've reassessed our bug prioritization process following the release of Alpha 4.8.0. As part of that effort, we've refined how we prioritize bugs, with increased involvement from Senior Leadership alongside our Development, QA, Player Experience, Community, and other supporting teams to help ensure we're focusing on the issues that will make the biggest impact.
We're hopeful this approach means you'll feel the difference: more issues fixed, and your gameplay sessions noticeably improving.
Based on reports from the Issue Council, Spectrum, Reddit, direct player feedback, and other sources, we have identified nearly 100 issues that significantly impact core gameplay systems and quality of life, covering areas including:
Instanced Hangars, ATC, and Ship Retrieval
Freight Elevators
Quantum Travel and Starmap Routing
Inventory UI and Interaction
Ships being falsely marked as lost or destroyed
Docking
Ship and FPS AI
Login Flow
Exploits
In addition, we're tracking a broader list of quality-of-life issues frequently reported by new players. While many veteran players have learned workarounds for common problems, they shouldn't have to. As we continue working toward making Star Citizen as welcoming as possible for new players, we're also addressing many of the issues that commonly affect the first hour of gameplay.
For those who remember the state of Transit in early 2025, we're applying a similar philosophy here. At one point, months of bug fixing produced only incremental improvements, so we shifted our focus to developing new debugging tools for QA that could identify root causes rather than simply addressing symptoms. The result is what many would consider a far more robust Transit system today.
Freight Elevators are a good example of why this matters. Despite 70 to 80 fixes since last summer, players still don't feel the system is as stable or reliable as it should be. Much of that work addressed individual symptoms rather than the underlying causes. Freight Elevators interact with many other gameplay systems, creating a large surface area for issues, but as a core gameplay feature, they need to be dependable at all times.
So far, we've resolved roughly 20% of the issues on our current priority list. We don't expect to complete every fix in time for Alpha 4.9.0, but we're confident this more methodical, root-cause-driven approach is the right path forward for systems of Star Citizen's scale and complexity.
Naturally, an initiative like this comes with trade-offs. It requires dedicated time from several of the teams responsible for these core systems, time that would otherwise be spent developing new features or supporting additional content. As a result, we've temporarily paused work on a small number of features while we focus on improving the stability of these foundational systems.
With that in mind, we're moving Siege of Orison and all instance-related content out of Alpha 4.9.0 and into a new 4.10 scheduled for mid-August. These additional four weeks will allow us to continue hardening the features, and technology and related deliverables planned for that content.
Instancing, in particular, introduces a significant number of new systems, backend services, and gameplay mechanics that require additional validation before we're comfortable bringing them to Live. Based on the recent Tech Preview builds, we believe more work is still needed.
With these changes, Alpha 4.9 in mid-July will still deliver a variety of re-prioritized bug fixes, optimizations, quality of life improvements and new content we're excited to get into your hands as quickly as possible, reflective of this new initiative that continues beyond this month's release into 4.10 in August, and 4.11 this September.
As always, thank you for continuing to report issues through the Issue Council. Your reports, along with your feedback on Spectrum and through the Help Center, remain invaluable in helping us identify, investigate, and resolve issues.
Release View
Alpha 4.9
"Support the Miners" Mission Pack
Implementing a new set of repeatable missions from Recco Battaglia, an independent mining logistics coordinator based in Levski. Take on a variety of contracts including prospecting, mining, recovery, salvage, investigations, ship reclamation, and more, while building your reputation with Recco to unlock additional opportunities in Alpha 4.9 and beyond. Contracts can be accepted through your mobiGlas.
This card has been set to Committed.
Combat Clothing
Implementing lightly armored apparel designed to offer a more stylish look while remaining viable in combat situations.
This card has been set to Committed.
New Hairstyles (4.9.0)
Implementing two new hairstyles, along with an update to one hairstyle to bring it up to current quality standards.
This card has been set to Committed.
Ordnance Cargo Holder
Implementing dedicated storage frames for missiles, torpedoes, and bombs placed on cargo grids to improve presentation and handling.
This card has been set to Committed.
Behring "CQ7" Bullpup Rifle
Implementing the Behring "CQ7" Bullpup Rifle, a battle rifle purpose-built for close-quarters engagements, combining the compact handling of a bullpup design with the firepower needed for intense frontline and boarding combat.
This card has been set to Committed.
Ship Combat UI Improvements
Implementing new hit markers for vehicle combat, providing clearer feedback when landing shots.
This card has been set to Committed.
Juvenile and Adult Valakkar Behavior Updates
Implementing improvements to Juvenile and Adult Valakkar, updating their combat behavior with more dynamic burrowing, tracking, repositioning, and attack patterns.
This card has been set to Committed.
Ship Fly-By Audio
Implementing an overhauled ship fly-by audio system, reintroducing fly-by sounds with all-new audio assets to deliver greater immersion and improved positional feedback during flight.
This card has been set to Committed.
Alpha 4.10
Siege of Orison
Implementing a new operation, Siege of Orison, introducing instanced FPS gameplay where players assault Nine Tails-controlled platforms in coordinated team-based encounters tied to mission-driven progression.
This card has been set to Tentative.
Instancing
Implementing Instancing to create closed gameplay spaces with controlled accesses. Access is managed through instance prerequisites, party leader ownership, and safeguards that prevent or remove ineligible players.
This card has been set to Tentative.
This card has been moved from Star Citizen 1.0 to Alpha 4.10
Mission Giver: Recco Battaglia
Introducing Recco Battaglia as an in-person Mission Giver in the Persistent Universe, bringing her first narrative mission series to life. Meet with Recco in Levski to uncover the challenges facing independent miners and begin a story that will continue through future chapters.
This card has been set to Tentative.
Super Heavy Combat "BUL-H4" Armor
Implementing the Super Heavy Combat "BUL-H4" armor class, enabling players to equip and operate a new category of powerful super heavy weapons.
This card has been set to Tentative.
Apocalypse Arms "Vendetta" HMG
Implementing a brand new weapon type: the Heavy Machine Gun, with the Apocalypse Arms "Vendetta" HMG. Belt-fed and usable with the new Super Heavy Armor and its dedicated ammunition backpack, it delivers sustained high-rate fire from a large rotating barrel while carrying up to four magazines of ammunition.
This card has been set to Tentative.
New Wikelo Ships Offerings (4.10.0)
Adding a Drake Clipper with a unique base livery and upgraded components as a reward for completing a new addition to the variety of available Wikelo's Emporium contracts.
This card has been set to Tentative.
This card has received a new asset.
Item Recovery: Ship Loadout Improvements
Implementing Item Recovery: Ship Loadout Improvements, updating ship and item recovery to better support custom loadouts through timed claims, optional expedite fees, freight elevator item claims, and debuting a free recovery option when losses are detected as outside the player’s control.
This card has been set to Tentative.
Nine Tails Armor Update
Implementing updated armor sets for the Nine Tails criminal organization, refreshing the appearance of grunts, elites, and boss NPCs.
This card has been set to Tentative.
Fuel Tanks and Consumption Rebalance
Implementing balance updates for Quantum and Hydrogen fuel tanks, adjusting fuel capacities and consumption rates to better align with ship sizes and roles.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
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Hello everyone, xē'suelen nyahyan
Alien Week is still ongoing! Join our annual celebration of the extraordinary cultures and technologies found beyond Human space. Running through July 6, this year's festivities include the Xeno Craft Challenge, inviting creators to bring alien cultures to life through food, art, props, models, and costumes for a chance to win some incredible alien ships. You can also enter the Show Us Your Colors contest before it wraps up on June 30.
Last week, Subscribers also received the June 2026 issue of Jump Point! This month's edition takes a deep dive into the development of the Anvil Odin, explores the elegant design philosophy behind the Origin M80, and ventures into the fascinating world of Xi'an meditation, offering another look behind the scenes at the people, places, and ships shaping the 'verse.
Now, let’s take a look at what’s coming up this week:
On Tuesday, the next issue of the Squadron 42 newsletter rolls out. We'll introduce you to more members of the crew aboard the UEES Stanton and offer another glimpse into the people you'll serve alongside during the campaign. Make sure you’re subscribed by heading to your account settings.
Wednesday is packed with updates, beginning with the release of Alpha 4.8.3: The Return of Xenothreat. The notorious outlaw group has returned to Stanton with a new event featuring five concurrent ship combat contracts. From boarding an Idris to defending civilians and taking the fight directly to Xenothreat forces, you'll earn rewards and help drive the invaders back.
Also on Wednesday, we'll publish a new Roadmap Update, outlining the content currently planned throughout July and August. The June 2026 PU Monthly Report will follow, offering a behind-the-scenes look at the work teams have been tackling over the past month.
On Friday, the latest RSI Weekly Newsletter also lands in your inbox. If you’re not subscribed yet, you can sign up at any time through your account settings.
a.thl'ē'kol, see you soon.
The Weekly Community Content Schedule
MONDAY, JUNE 29
This Week in Star Citizen
TUESDAY, JUNE 30
Squadron 42 Newsletter
WEDNESDAY, JULY 1
Alpha 4.8.3
Roadmap Update
June 2026 PU Monthly Report
FRIDAY, JULY 3
RSI Weekly Newsletter
Vision quest truth
Smuggling Origin 300
We offer this World to the Galaxy as a place to study and a place to meet We offer this World to the Entity as a place to study and a place to meet Known locally as Pinecone, this Poisonous Main Sequence Dwarf is situated on the further edge of the green band and is often overlooked when compared to Kallis VI Damn right it is. Point is, no damn AI system's ever gonna be as good as an experienced Chief engineer
Known locally as The Hive, this High-pressure Coreless Planet is situated on the further edge of the green band and is often overlooked when compared to Kilian XIII "Maybe you should have a Engineer have a look at you. Be sure." said Hester Polaris A further investigation of the planet revealed a cache of Kr'Thak weapons and war machines. "We don't have anythCore." Ernst said. The Being didn't like that answer.
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We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.
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Spectemus and Kpjax were off the grid at Harper’s Point on microTech, quietly planning their next move when they walked straight into an ambush! "Kidnapped" is a perfect blend of roleplay, machinima, and organization meetups, all brought together in a fun, story-driven video.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
It's time again to shine a spotlight on our most active members from the past week! From Jun 22nd 2026 to Jun 29th 2026, many of you diligently took part in the discussions, made valuable contributions and made our forum a lively place. Here are this week's top posters:
We would like to thank all of the top posters. You have enriched the discussions and made our forum active and interesting. Your effort is truly remarkable!
Thank you to everyone who took part. Let's continue to have exciting discussions and learn from each other. Maybe you'll make it into the top 5 next week!
Have a nice day and have fun in the forum! Your community team
es ist wieder an der Zeit, unsere aktivsten Mitglieder der vergangenen Woche ins Rampenlicht zu stellen! Vom 22. Juni 2026 bis 29. Juni 2026 haben viele von euch fleißig an den Diskussionen teilgenommen, wertvolle Beiträge geleistet und unser Forum zu einem lebendigen Ort gemacht. Hier sind die Top-Poster dieser Woche:
Wir möchten uns bei allen Top-Postern herzlich bedanken. Ihr habt die Diskussionen bereichert und unser Forum aktiv und interessant gestaltet. Euer Einsatz ist wirklich bemerkenswert!
Vielen Dank an alle, die sich beteiligt haben. Lasst uns weiterhin spannende Diskussionen führen und voneinander lernen. Vielleicht schaffst du es ja nächste Woche in die Top 5!
Einen schönen Tag noch und viel Spaß im Forum! Euer Community-Team
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
Inhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
Happy Monday, everyone!
Last week, Star Citizen Live brought together Chief Technology Officer Benoit Beauséjour and Gameplay Engineering Director Jens Lind for a candid look at Alpha 4.8 and the team's continued efforts to act on your feedback. If you missed it, the full conversation is up on YouTube.
We also kicked off Alien Week 2026 last week. The Banu-nanza of all things exotic runs through July 6, and the Xeno Craft Challenge is your chance to get hands-on. Food, art, props, models, costumes: bring alien cultures to life for a shot to snag some cool alien ships while you're at it. There's still also time to Show Us Your Colors before June 30.
Get the short and sweet on what's happening this week:
After International Bar Citizen Weekend, we're already looking forward to the next Bar Citizen World Tour stop: Chicago, Illinois, on July 18. In the meantime, community-hosted meetups are happening all over, like Bar Citizen Montpellier in France this weekend. Head over to barcitizen.org to find one near you.
This Friday, the RSI Newsletter makes its weekly run to your inbox, bringing the latest from across the 'verse. Subscribers can also look forward to Jump Point's June issue landing alongside it.
We offer this World to the Galaxy as a place to study and a place to meet We offer this World to the Entity as a place to study and a place to meet Known locally as Pinecone, this Poisonous Main Sequence Dwarf is situated on the further edge of the green band and is often overlooked when compared to Kallis VI Damn right it is. Point is, no damn AI system's ever gonna be as good as an experienced Chief engineer
Known locally as The Hive, this High-pressure Coreless Planet is situated on the further edge of the green band and is often overlooked when compared to Kilian XIII "Maybe you should have a Engineer have a look at you. Be sure." said Hester Polaris A further investigation of the planet revealed a cache of Kr'Thak weapons and war machines. "We don't have anythCore." Ernst said. The Being didn't like that answer.
Inhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
It's time again to shine a spotlight on our most active members from the past week! From Jun 15th 2026 to Jun 22nd 2026, many of you diligently took part in the discussions, made valuable contributions and made our forum a lively place. Here are this week's top posters:
We would like to thank all of the top posters. You have enriched the discussions and made our forum active and interesting. Your effort is truly remarkable!
Thank you to everyone who took part. Let's continue to have exciting discussions and learn from each other. Maybe you'll make it into the top 5 next week!
Have a nice day and have fun in the forum! Your community team
es ist wieder an der Zeit, unsere aktivsten Mitglieder der vergangenen Woche ins Rampenlicht zu stellen! Vom 15. Juni 2026 bis 22. Juni 2026 haben viele von euch fleißig an den Diskussionen teilgenommen, wertvolle Beiträge geleistet und unser Forum zu einem lebendigen Ort gemacht. Hier sind die Top-Poster dieser Woche:
Wir möchten uns bei allen Top-Postern herzlich bedanken. Ihr habt die Diskussionen bereichert und unser Forum aktiv und interessant gestaltet. Euer Einsatz ist wirklich bemerkenswert!
Vielen Dank an alle, die sich beteiligt haben. Lasst uns weiterhin spannende Diskussionen führen und voneinander lernen. Vielleicht schaffst du es ja nächste Woche in die Top 5!
Einen schönen Tag noch und viel Spaß im Forum! Euer Community-Team
This week, join us for a candid conversation about the technical state of Star Citizen, with Gameplay Engineering Director Jens Lind and Chief Technology Officer Benoit Beausejour.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
Every two weeks, we accompany the Roadmapupdate with a brief explanatory note to give you insight into the decision-making that led to any changes. This is part of an effort to make our communications more transparent, more specific, and more insightful for all of you who help to make Star Citizen and Squadron 42 possible.
Just a reminder: The 1.0 column showcases features and content planned for inclusion in or before Star Citizen 1.0. This means you may not have to wait for the 1.0 release to experience them. As features/content in the 1.0 column become ready, they will migrate left into a point patch column for release.
Be sure to check back every two weeks for the latest updates.
With that, let’s dive into this week’s Roadmap Roundup!
-CIG Community Team
Notable Changes: June 17, 2026
Release View
Alpha 4.9
Item Recovery: Ship Loadout Improvements
Implementing Item Recovery: Ship Loadout Improvements, updating ship and item recovery to better support custom loadouts through timed claims, optional expedite fees, freight elevator item claims, and debuting a free recovery option when losses are detected as outside the player’s control.
This card has been set to Tentative.
Nine Tails Armor Update
Implementing updated armor sets for the Nine Tails criminal organization, refreshing the appearance of grunts, elites, and boss NPCs.
This card has been set to Tentative.
Behring "CQ7" Bullpup Rifle
Implementing the Behring "CQ7" Bullpup Rifle, a battle rifle purpose-built for close-quarters engagements, combining the compact handling of a bullpup design with the firepower needed for intense frontline and boarding combat.
This card has been set to Tentative.
Ordnance Cargo Holder
Implementing dedicated storage frames for missiles, torpedoes, and bombs placed on cargo grids to improve presentation and handling.
This card has been set to Tentative.
New Hairstyles (4.9.0)
Implementing two new hairstyles, along with an update to one hairstyle to bring it up to current quality standards.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
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Tyilui
Float, spin, and wind through space aboard the first alien-designed snub carrier in the 'verse. The Gatac Tyilui brings Xi'an engineering principles to a hull unlike anything Human shipbuilders have conceived, anchored by a zero-gravity hangar. A spectacular original in every sense.
We asked the team a few questions about the Tyilui and what it means to operate one. Here are the answers, straight from the devs themselves.
The Tyilui arrives alongside the Railen, introducing two Gatac ships at once. While they both share a similar interior and weapons, is the Tyilui a variant of the Railen, and what sets them apart?
The Tyilui and Railen share some of the interior, mostly the habitation level, but the other levels have significant differences to benefit the differing roles of the two ships. Externally, while the front profile is similar, the sides and rear of the Tyilui have changes to support the snub hangar, and as such, it is not a variant of the Railen.
What kind of experience were you aiming to deliver with the Tyilui, and what feelings or moments are you most excited for players to experience when stepping on board?
We want the Tyilui to feel even more alien than the Railen, with the addition of the multi-directional gravity hangar at the rear giving a very different traversal experience to other ships. The hangar space allows players to walk on any of the four pads and control the rear hangar door independently and launch out.
Where does the Tyilui sit within the current ecosystem of ships, and what sets it apart from anything available so far?
The Tyilui is the first dedicated snub-fighter carrier. While other ships do this indirectly, it’s not their sole focus. The Tyilui packs the ability to carry four snub fighters, 96 SCU of cargo, and hangar services in a compact package.
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What can a solo pilot expect from the Tyilui, and how does that change with a bigger crew?
As a solo-crewed ship, the Tyilui allows you to carry a selection of ships for use. Obviously, more players aboard allow for more opportunities to launch and utilize more ships in parallel.
Four snub pads give players serious flexibility. What can be stored there, and what does that mean for the Tyilui in action?
The Tyilui’s primary role is carrying snub fighters, such as the Fury series, Pitbull, and Merlin. This allows those ships to partake in battles well beyond their home location and to add firepower to any encounter.
With pilot weapons, manned and remote turrets, missiles, and deployable snubs all in play, how do these layers come together in combat, and what does it mean for how the Tyilui handles a fight?
The wide variety of offensive and defensive weaponry allows the Tyiluiand its crew to both attack targets as a single unit or as a mini fleet. It also allows the ship to defend itself in the event the snub fighters are otherwise engaged or unavailable.
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Beyond transport, the Tyilui actively supports its snubs through repair, rearm, and refuel capabilities. What does sustaining those ships look like in practice, and how does the Tyilui's cargo capacity support that role?
The 96 SCU cargo capacity supports both cargo operations and the resources needed for the Tyilui's repair, rearm, and refuel functionality. This means crews can turn their snubs around directly from the Tyilui without needing to return to a station between sorties. For a small group, that self-sufficiency changes the scope of what they can accomplish together, keeping them in the fight far longer than they could manage without a dedicated support vessel.
How does the Tyilui handle, and what should players expect from its flight profile for a ship of its size and role?
The Tyilui is a medium industrial ship, but also embodies certain characteristics of a heavy vehicle. It’s designed to operate as both a cargo hauler and a carrier of smaller vessels, though its military-oriented role sets it apart from the Railen. Therefore, it trades a fraction of agility for greater resilience.
Where the Tyilui stands out is its lateral and vertical thrust profile. While its forward acceleration is closer to the heavy end of the archetype, its mobility is better for its weight, offering responsiveness more typical of medium industrial ships.
But this does have consequences, as players should expect some oversteer. The result is a ship with an interesting personality: the mass and forward drive of a heavy industrial, the maneuverability of a medium one, and the structural strength of something built for contested environments.
What kind of spaces and amenities can players expect on board?
The Tyilui has a comprehensive set of amenities aboard with a dedicated sleeping area, separate mess hall, and bathroom facilities.
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The zero-gravity core and walking on walls inside a spaceship are not something players have experienced before. What drove that decision, and what can players expect when they step inside?
The hangar section is something we spent a lot of time on, ensuring it would feel good and as natural as possible while players walk around the room. The main benefit of this is that it allows us to have lots of surface area while also keeping the space open to allow easier access for any snub ships stationed within.
The Tyilui reflects both Gatac’s design philosophy and its place within Xi’an culture. How did those influences shape the ship, and what does it say about Gatac as a manufacturer going forward?
You can see the influence of Xi’an technology and culture throughout the ship. Gatac has never shied away from showing its skills with advanced manufacturing techniques, as highlighted by the way it plays with gravity around the ships. For example, the Tyilui’s multi-directional landing pads and 360 wraparound walkway, or how in the communal areas the waterfalls flow with the tapered shape of the walls and not the direction of gravity.
Gatac has also used rare, natural materials and shaped them to its will. There are no manufacturing details, few fasteners and fixings; it's all clean, bold, and intentional and shows off the design ethos of Gatac in contrast to our Human manufacturers.
All Gatac ships give a sense of calm. They pull from that feeling you get when you are in awe of nature. The heavy, oppressive sense of weight you get from walking into a large cave, or when you enter a quiet place of worship and you can feel the power and age of the building around you. This is something Gatac captures in its interior design, with large, flowing forms that connect the ship’s separate areas and help to flow consistently throughout the ship’s many layers. You get a sense of the strength and weight of the ships.
The Railen and Tyilui account for both Human and Xi’an crews, with the inclusion of Xi’an fermentation pods that dominate the food preparation area and the communal cave-like habitation area that brings calm to the Xi’an while accommodating Human crews with the comfort of individual bed pods.
The Xi’an maintain their language throughout the ship, and there are very few Human translations except for the most critical of information and systems.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…