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Benoit Beausejour returns to launch our 2026 season of Star Citizen Live. Tune in as we discuss last year's highlights, this year's priorities, and all about the tech that makes the 'verse tick.
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PU Monthly Report
CIG’s global studio returned from the break firing on all cylinders, ready to work on the wealth of content coming in Alpha 4.6 and throughout the whole year. Read on for how some teams began 2026, from AI Features and Tech to Online Technology.
AI Content
After the winter break, AI Content immediately began to close out the Alpha 4.6 patch. This included adding new Spectrum content for the Stanton system and working alongside the Environment team to install screens around Levski for use by the People’s Alliance.
As with any release, the team tackled various bugs affecting the social AI and mission providers.
Elsewhere, the team walked through their general plan for the year and outlined the goals they would like to achieve, alongside the supporting teams that would be needed to assist. The rest of the month was spent continuing tasks for initiatives started in the previous year.
AI (Features & Tech)
AI Features and Tech began the year fixing a blocker that caused NPCs to incorrectly break out of combat and investigate. This led to Human combatants not firing across various missions in Stanton, Pyro, and Nyx. Another issue was fixed that caused NPCs to be stuck in the cowering position.
The team then improved firing validation and reworked the way NPC trigger-switch logic is used to give the devs more control over its utilization. For example, NPCs using burst-fire-capable weapons will always switch to burst fire if desired. Improvements were also made to aim-direction handling when targets are no longer visible to eliminate NPCs occasionally aiming through walls.
For creatures, updates were made to the adult valakkar, which will no longer try to close in on targets. The apex valakkar is no longer able to hear while traversing underground. The ‘BurrowToPosition’ behavior was also updated to a string instead of a fixed type. This will directly pass animation fragment tags, improving iteration time.
The team also ensured that the apex valakkar can freely move around planetary nav-mesh, allowing for more profound underground movement. Essentially, the algorithm has been improved to allow large creatures to find paths and travel large distances, as they are not always close to players.
Improvements were also made to tactical point generation inside boxes that overlap multiple navigation meshes or action areas, giving the team a new way to determine whether tactical points are too expensive. Improvements were also made to the Cone TPS Generator, including to the apex-motive port and overall movement of the apex valakkar, which are still ongoing.
Support for Star Paws is also planned for development in the near future.
The team then refactored serialized debug variables to no longer propagate on release builds for the PU. NPCs are now also able to play different jump animations based on the ledge height they’re traversing. The team can also restrict the jump height of individual NPCs, too, without having to change the navigation link. For example, in a situation where a navigation link of 4m high is used, only NPCs capable of jumping this height will use it.
Finally, the team are now in the process of merging the 3D Voxel Grid pathfinder into the PU.
Animation
The Facial Animation team worked through the remaining motion-capture content that was recorded toward the end of last year. As part of this, another new voicepack will be released in Alpha 4.7, as well as additional content for James Herriman, who will be returning with a new (but somewhat familiar) design.
Art (Characters)
The Character Art team began the year finalizing new gang outfits and progressing with combat armors for the coming year.
The Concept Art team iterated on an upcoming variant and explored ideas for new armors.
Art (Ships)
The UK-based Ship team began the year progressing with five unannounced vehicles. The first had its final reviews, with the downstream teams adding their final touches ahead of its release. The team also updated some of the chassis geometry it shares with another vehicle to bring it up to a higher standard.
Following the completion of Hammerhead gold-standard tasks, some of the team began laying the groundwork for the second new vehicle, while the third passed its whitebox gate review with flying colors.
The fourth upcoming ship had its whitebox gate review in January, which flagged some issues with its main gameplay feature not behaving as expected. Upon investigation, the team identified and resolved the issue, allowing the ship to pass its review.
The UK team’s final unannounced vehicle approached its whitebox review, with the devs reviewing the scope of work and the available timeframe to make the process smoother for all teams.
Elsewhere, the Gatac Railen progressed through the whitebox phase toward its gate review in February.
The Greycat UTV continued development. Its planned mo-cap session was delayed until February due to external factors, though it will still make its gate review early in the month.
The MISC Hull B passed its greybox review with no issues and is now well into the LOD0 phase, with the artists currently adding additional details throughout.
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Drake’s Ironclad, Ironclad Assault, and Command Module continued development, making heavy use of the brand’s modular kit. This helps the team make sweeping updates throughout the ships, leading to much faster progress than prior ships.
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The North American teamcontinued to work onan as-yet-unannounced ship, which progressed through the whitebox phase. Last month saw its variants blocked out to ensure there are no surprises when they go into development at a later date. The team also adjusted some of the interior spaces to add more windows between rooms based on feedback.
Finally, the Drake Kraken continued through whitebox, with the first of its gate reviews set for mid-February, which is a major milestone for the team and the ship. Further work from the Concept team was scheduled to help the Production team refine some of the areas that have evolved since the original concept or that weren’t as well refined during the original concept phase.
Throughout January, Community provided support for Alpha 4.6: Lifeline for Levski. This included publishing an FAQ for the Clearing The Air event, guiding players on how to participate, where to go, and what rewards they could earn for their efforts. They also published a catch-all post highlighting the major features of Alpha 4.6 and a detailed Q&A for the new RSI Hermes. To ensure players had the most current information, the team updated the Cargo Hauling Guide and refreshed both the New Player Guide and Welcome Back, Pilot pages with details on current in-game content and events.
As with every release, the Community team continued to serve as a vital bridge between players and development. They delivered player feedback from Spectrum and social media to the appropriate channels through detailed sentiment reports and analysis, allowing disparate teams to stay informed of ground-level community feedback. Whether highlighting player-reported issues as they emerge or simply relaying what players are saying about the current state of the game, the team ensured development branches remain connected to the community's voice.
Additionally, they planned and published this year’s Bar Citizen World Tour, highlighting events CIG staff plan to attend throughout 2026, with further additions planned as new events are confirmed. The team also supported ATMO esports’ Daymar Rally 2956.
“Congratulations to the Daymar Rally winners and to every pilot who participated! Events like this are what make Star Citizen special, and it’s always great to see everyone come together to create such memorable moments. Thank you for your passion and creativity - We can’t wait to see what you come up with next!"
The Community team also published a Comm-Link showcasing the major events coming to the ‘verse in February. Evergreen tasks continued as well, including This Week in Star Citizen, alongside bi-weekly updates to the Roadmap and Roundups. Lastly, they announced the winners of the Luminalia 2955 Greeting Card Contest from among the many creative submissions, wrapping up the festivities from a memorable holiday season.
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Mission Design
Coming back from the holidays, the Mission team continued with their work for content coming this year.
This began with Industrial Collections missions, which will also add reputation to mining-based factions and expand on Salvage gameplay. For mining, these missions will complement existing gameplay. For example, while a mission may ask for a specific amount of iron, mining could produce more than required, which can be stored for use later, used for another mission, or sold for profit elsewhere.
The salvage missions task players with retrieving components, weapons, CM, and RM, which can be twinned with the salvage rights players can already buy, allowing for profit maximization.
The team also supported the Clearing the Air event, providing varied mission types that allow players to work for a chosen company (or all of them) and earn rewards.
Looking forward, design work was completed on the revival of Siege of Orison. This was followed by a phase of rapid iteration to ensure this first instanced content is a great step forward.
Additional missions are also underway for Nyx, including the return of courier and delivery missions as part of the ladder toward hauling.
Narrative
After the holidays, Narrative hit the ground running, supporting the final closeout for Alpha 4.6. This included writing the usual array of mission, objective, item, and vehicle descriptions as well as dealing with any bugs that arose during testing. Much of the work revolved around upcoming missions, events, and characters that will require further Narrative input throughout the year.
The team also started outlining their first performance-capture shoot for the new year, so scripts were written and reviewed with Design to ensure the correct content is captured.
Narrative and Tech Design discussed the Location Scattering tool detailed in the CitizenCon 2954 presentation, helping them understand how to theme these generated settlements in a way that feels scalable but specific.
Online Technology
The Network team began the year changing the DGS manager class so that it’s aware of DGSs that no longer have groups streamed in. This provides buffer time between a DGS having its last group streamed out before it can be considered for release back to Fleet. The team also created a class that will change as they transition from static meshing and instancing to quasi-DSM and then to full DSM.
Besides this, the team tested various in-development technologies along with maintaining and improving tasks.
The Live Tools team continued surveying users of Bootstrap, the local game environment tool, to make it more stable, faster, and easier to use for testing and development work.
Development of the ticket assignment workflow web-app tool continued with delivery targeted for the end of February.
Finally, the validated UI design for Hex is currently being implemented, with modern navigation and improved layout to enhance workflow efficiency.
R&D
After the optimization push at the end of 2025, January saw the revival of the new and improved ground prototype, with work beginning to make it production-ready for both the PU and SQ42. Once complete, ground details will be cheaper to evaluate and render, ground fog modelling will be improved, and lighting will self-shadow and cast shadows like rain volumes and clouds. Part of this work also includes various optimizations for the atmosphere raymarcher.
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Neun Jahre lang war Ashes of Creation das Licht am Ende des Tunnels für alle MMO-Fans. Ein Versprechen von Freiheit, finanziert von Spielern für Spieler, ganz ohne gierige Publisher. Doch plötzlich ist alles vorbei. Steven Sharif ist weg, die Kassen sind leer und 250 Mitarbeiter stehen auf der Straße – ohne ihr letztes Gehalt.
Doch das Timing wirft Fragen auf: Warum passiert das exakt 30 Tage nach dem Steam-Release? War der unfertige Launch nur ein juristischer Trick, um Rückerstattungen zu vermeiden? War es ein Scam?
Gemeinsam mit GameStar-Autor André Baumgartner, Entenburg und Leya Jankowski von MeinMMO blicken wir hinter die Kulissen eines Projekts, das zwischen MLM-Vergangenheit, „Phantom-Investoren“ und dem „Star Citizen“-Syndrom zerbrochen ist. War der Traum von Anfang an zum Scheitern verurteilt?
Das ist die Videoversion unseres GameStar Podcasts.
- Alle Folgen des GameStar Podcasts
- GameStar Podcast bei Apple Podcasts
- GameStar Podcast bei Spotify
- GameStar Podcast bei Podcast Addict
- GameStar Podcast im RSS Feed
Mehr Videotalks findet ihr auf bei GameStar Talk – auch auf Youtube.
Was ist GameStar Talk?
GameStar Talk ist sozusagen die Videofassung des GameStar Podcasts und ein gemeinsames Angebot von GameStar, GamePro und MeinMMO. Wir wollen euch mit jedem Gespräch, mit jedem Video unterhalten und zugleich etwas Neues bieten: Neue Perspektiven, neue Einblicke, neues Wissen über Spiele und die Menschen, die sie entwickeln und spielen, sowie neue Seiten unserer Teammitglieder. Falls ihr Themenwünsche habt, dann schreibt sie gerne in die Kommentare!
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Subscriber Promotions
Welcome to February, Subscribers! Love (and mold) are in the air this month, so we’re helping you embrace the most heartfelt of holidays with Coramor-themed Flair.
Don’t get too cozy though, as Levski needs your help to solve its ongoing outbreak. To get you to Nyx and start tackling the epidemic, all Subscribers can fly MISC’s heavily defended hauler, the Starlancer MAX. Imperator subs can face the threats of the system head-on with the TAC gunship variant.
Carmilla Nightstand
Bring a touch of class to your bedside with this exquisitely designed table. Standing atop two curled legs resembling a heart, this ruby tabletop is perfect for reminding you that love is always within reach.
Current Centurion-level Subscribers get this item as part of their subscriptions.
Pink Heart Lamp
Emitting a soft, sensual pink glow, the curvaceous Pink Heart Lamp is sure to shine a light on any romantic evening.
Current Imperator-level Subscribers get this item and the above Centurion-level itemas part of their subscriptions.
Coramor Décor Collection
Add a romantic ambience to your hangar with this collection of Coramor-themed décor. Includes four Red Heart Plushies, two Carmilla Nightstands, two Pink Heart Lamps, a Coramor ’55 Loveseat, a Heartseeker Double Bed, a Hello Sunshine Cheeky Planter, and a Heartseeker poster.
This item is available for all Subscribers to pledge for in the dedicated Subscriber 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: MISC Starlancer MAX (with 12-month insurance)
Starlancer MAX: Built for hauling to the most distant and dangerous sectors of space, the Starlancer MAX is the perfect companion on your intersystem adventures. Combining a huge cargo hold and deadly weapons, you can travel safely wherever the mission takes you.
Imperator Subscribers: MISC Starlancer MAX & TAC (with 24-month insurance)
Starlancer TAC: The TAC takes the heavyweight Starlancer chassis and outfits it for pure action. While it lacks the cargo capacity of its sister ship, the added med beds, jump seats, snub hangar, and even more firepower make it a formidable force against any sized adversary.
Starlancer MAX: Built for hauling to the most distant and dangerous sectors of space, the Starlancer MAX is the perfect companion on your intersystem adventures. Combining a huge cargo hold and deadly weapons, you can travel safely wherever the mission takes you.
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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 including jackets, hoodies, shirts, mugs, hats, mousepads, stickers, and more.
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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 February 10, 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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Happy Monday, everyone!
Alpha 4.6 has arrived, and Levski's in trouble. The deadly "Molina Mold" outbreak (caused by faulty Gyson air filters) is spreading rapidly, and now neighboring systems are at risk. Through March 17, Clearing the Air puts you on the front lines of a crisis. Transport medical supplies, defend relief convoys, or gather critical resources; your choice, but make it count. New clothing, armor, vehicle paints, and other rewards await those who step up, but more importantly, there are lives to save. Full details here.
Beyond the relief efforts, February's bringing love, luck, and adventure to the 'verse with Coramor celebrations, the Red Festival, a Free Fly, and more across the coming weeks. Hearts are full, prosperity awaits; it's shaping up to be a spectacular month ahead!
After an incredible 2025 of packed venues, late nights, and unforgettable conversations, we're bringing the Bar Citizen World Tour back for 2026. We've already confirmed stops around the world, with more locations on the way. Check back on the World Tour page as the route expands, and let us know on Spectrum where we should head next.
Now, let’s see what’s going on this week:
Tuesday sees the Subscriber Comm-Link and Newsletter land with fresh perks and new flair for our Subscribers.
This Wednesday, dive into the first PU Monthly Report of 2026 and get the inside track on what the teams were working on in January.
On Thursday, we're sitting down with Chief Technology Officer Benoit Beausejour on a special episode of Star Citizen Live, breaking down last year's highlights, what's on deck for 2026, and the tech that makes the 'verse tick. Join us on Twitch at 15:00 UTC.
Friday delivers the latest RSI Newsletter to your inbox with your weekly update on what's happening across the 'verse.
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.
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 Jan 26th 2026 to Feb 2nd 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 26. Januar 2026 bis 2. Februar 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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Bruder high-pressure reintegration maturing
Bacchus piracy dreams
"It's not right. This ship can fly. They are alive. Those Pilgrims need to remember that" herding: That's a word that hasn't been associated much with Human Known locally as Walleye, this Poisonous Super Jupiter is situated on the further edge of the green band and is often overlooked when compared to Oya IV
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Clearing the Air is a system-wide crisis centered on Levski in the Nyx system, where the People’s Ailment caused by the deadly “Molina Mold” has spread through faulty Gyson air filters and now threatens neighboring systems. You've been called in to support relief efforts by transporting medical supplies, delivering treatments, gathering resources, and defending critical operations from hostile forces. New clothing, armor, vehicle paints, and credits await those who answer the call to aid Levski. Every mission helps ease the suffering and rewards those willing to step in.
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Love is in the air once more as Coramor returns. Another year to remember the 'verse's favorite star-crossed couple, Yuri and Corazon, separated by cruel circumstance over 500 years ago. Honor their enduring love by celebrating romance and friendship, enjoying a range of new holiday items, and entering our love story contest for a chance to win a vehicle you're sure to fall for.
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Discover the 'verse during Coramor with this year's first Free Fly event. Take to the stars and experience life among the spacelanes, from thrilling dogfights to peaceful planetary vistas, all at no cost for a limited time. Whether you're flying solo or sharing the journey with loved ones, there's no better moment to experience your first flight among the stars.
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Spread the love this Coramor with our Referral Bonus! Invite a friend to join the adventure, and new recruits will receive the Greycat Aril "Red Alert" Armor Set, while veterans earn the HoverQuad with the Lovestruck Paint.
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Red Festival 2956 marks the arrival of a clever and prosperous new year as we celebrate the Year of the Rat. As is tradition throughout the UEE, the Banu have hidden red envelopes across the Stanton System and prepared a variety of festival items and red-and-gold ship paints to bring good fortune in the year ahead. Get ready to capture the spirit of the season with our upcoming themed screenshot contest and start 2956 on a lucky note.
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Formerly known as Patch Bundles, Store Bundles are limited-time item and cosmetic packs featuring themed color palettes. Starting in 2026, new bundles release on the second Tuesday of each month. Mark your calendar for these monthly drops you won't want to miss!
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Another new ship, with a silhouette that may look familiar, is set to make its debut in the coming weeks of the Alpha 4.6 era. Can you guess what's coming to the 'verse?
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Enter ATMOSPHERE 2956 lands in Sydney, Australia, on February 21, 2026. This full-day event brings the Star Citizen community together with ship racing, dogfighting showcases, meet-and-greets, and time together in person. It's our first return to Australia in 10 years, and we can't wait to meet the Australian and New Zealand community in person.
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The Bar Citizen World Tour continues this year, with team members visiting local events near you. We've been working closely with Community Bar Citizen Organizers around the world, who are planning a variety of gatherings. Check out full details here.
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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See You There!
For years, Bar Citizen has been about more than just Star Citizen. It's about shared stories, new friendships, and unforgettable nights with the community that brings the ’verse to life. From packed pubs to rooftop lounges across the globe, meeting you face to face has been one of our favorite traditions.
This year, the tour continues! We've already started charting our course, but we're still open to suggestions and plan to update this page as more events take shape, so check back often. In the meantime, head over to the 2026 Bar Citizen World Tour suggestion thread on Spectrum and let us know where else we should visit.
For more details on gaining access to a particular event, or to speak to the Community Organizer directly, you can browse the events on barcitizen.org, or use the links below.
*All times listed below are local time
Upcoming Events
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June 13-14, 2026
Details coming soon!
Shader
Ground vehicles nut job three
The Era shall act as a political neutral zone where representatives can meet to resolve problems through discourse The Ship shall act as a political neutral zone where representatives can meet to resolve problems through discourse Paul Steed woke up on a table
Sol VI has a very Rolling atmosphere, causTransmission greenhouse effects to heat its surface to temperatures that are consistently higher than even Abyss's scorchNetwork heat. water and fluids leaked through cracks in the Hull We offer this Ringworld to the Civilization as a place to study and a place to meet herding: That's a word that hasn't been associated much with Human
International Bar Citizen Weekend - Manchester, UK
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November 13-15, 2026
Details coming soon!
Chthonian Planet
At the quantum level
Known locally as Sheperd, this Stable Chthonian Planet is situated on the further edge of the green band and is often overlooked when compared to Fora II Known locally as Bombora, this Poisonous Evaporating Planet is situated on the further edge of the green band and is often overlooked when compared to Castra I Tal VII has a very Non-breathable atmosphere, causLunatic greenhouse effects to heat its surface to temperatures that are consistently higher than even Bruder's scorchJoaquim Steiger heat.
Johnny shoved his way through more Inforunners, Travellers, a couple Pilgrims who gathered to watch, and finally got to the Medical bay and the wreckage of the Scythe We know that we have been Violent The Entity shall act as a political neutral zone where representatives can meet to resolve problems through discourse
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: January 28, 2026
Release View
4.6.0
RSI Aurora Series - Gold Standard
Updating the Aurora series to Gold Standard, and implementing improvements including updated art, gameplay updates, physicalized components, a refreshed HUD, and more.
This card has been set to Released.
RSI Hermes
Implementing RSI's new medium freighter: large capacity, fast pace, high endurance.
This card has been set to Released.
MXOX Neutron Cannon Size 3
Implementing a new weapon to Arena Commander, giving players a chance to test it ahead of its future release on the LIVE servers in a future update.
This card has been set to Released in Arena Commander.
Ground Vehicles Missiles
Implementing ground-vehicle-only missile variants available to the Cyclone AA/MT, Nova, Storm AA, and Ballista, with improved tuning to make atmospheric anti-air threats more dangerous.
This card has been set to Released.
New Resource Gathering Missions
Implementing an expanded list of missions to our Resource Gathering archetype. Find, gather and deliver raw or refined mineable ores or salvageable ship pieces for a variety of corporations. Scheduled to come in a 4.6.x patch.
This card has been set from Tentative to Committed.
4.7
QV Breaker Stations
Implementing QV Breaker Stations in the Nyx system, throughout the Keeger Belt.
This card has been set to Tentative.
Nyx Missions (Pack 2)
Adding a second pack of new missions to Nyx, while also expanding some existing missions to be system-wide, with the return of courier missions and other delivery missions.
This card has been set to Tentative.
New Wikelo Ships Offerings (4.6.0)
Adding a new vehicle and new equipment to the ever-expanding Wikelo's Emporium: RSI Apollo, with upgraded components and a unique base livery. This reward can be unlocked by completing Wikelo's contracts.
This card has been set to Tentative.
New Hairstyles (4.7.0)
Adding six new hairstyles.
This card has been set to Tentative.
People's Service Station
Implementing a social station in Nyx. Managed by members of the People's Alliance, this Service Station offers a safe haven with basic restock, rearm, and refueling operations for pilots traveling through Nyx.
This card has been set to Tentative.
Heavy Combat Armor
Implementing a heavy combat armor in the persistent universe.
This card has been set to Tentative.
Light Combat Armor
Implementing a light combat armor in the persistent universe.
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Olympian deity. Herald of the gods. Protector of travelers, merchants, and…this is getting a bit too serious. Just take a look at this tough-cookie freighter with a whopping cargo bay and the speed to keep you out of trouble.
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Hermes
Large capacity, fast pace, high endurance; the Hermes redefines Medium Freight for our increasingly fractured universe. True to form, RSI delivers opportunities for new endeavors with this small-crew, large-payoff hauler. Whatever it takes, wherever it takes you, the Hermes gets it done.
We asked the Vehicle and Gameplay teams a few questions about this new RSI medium hauler. Here are the answers, straight from the devs themselves.
While the Hermes is designated as Medium Freight, the term Blockade Runner has been used throughout its development. What does that mean?
A Blockade Runner is a cargo ship used to circumvent enemy forces surrounding a port or other heavily defended location. This suits the Hermes well, as it has a large cargo capacity, powerful main thrusters, and improved hull health and armor, making it ideal for safely transporting payloads to dangerous places.
With 288 SCU, how does its cargo capacity stack up against other medium haulers? What are its direct competitors, and what sets the Hermes apart?
It sets itself apart from other Medium Freighters, such as the Argo RAFT and MISC Hull B, as its cargo is stored internally rather than externally. Compared to the RSI Constellation Taurus and MISC Starlancer MAX, it provides much more capacity despite being physically shorter.
Where could the Hermes fit into an individual or group fleet?
Capable of carrying any standard cargo crate size from 1-32 SCU, the Hermes allows players to accept a wide range of hauling missions, either solo or part of a group. The size of the cargo hold also allows it to carry a wide range of non-standardised cargo easily, such as vehicles or mission rewards, that are awkward to pack into other ships, such as Valakkar fangs.
How does the Hermes compare to the Apollo in terms of performance and handling, and will Apollo paints be compatible with the Hermes?
Compared to the Apollo, the Hermes gains additional hull health, as well as higher SCM and NAV speeds, at the expense of lower accelerations.
Manoeuvrability is improved compared to the Apollo Triage, allowing for easier manoeuvres around stations and landing zones.
The Hermes is a separate chassis rather than an Apollo variant, so paints are not compatible between them.
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What's the maximum container size you can fit into the interior cargo?
The Hermes is designed around 32 SCU containers, which can be loaded and stored inside it.
Does the cargo bay support standard containers only, or can it handle vehicles too?
Players are free to park any vehicle that fits through the rear ramp, which includes most vehicles up to and including the Tumbril Cyclone series.
What drove the design philosophy of the Hermes, and the short and wide cargo hold, compared to other haulers?
The design of the cargo bay is a function of the ship’s shape and the desire to keep the cargo bay metrics to standard SCU volumes, rather than min-maxing all the available space. Some older ships have taller cargo grids, but feedback from players has been that these are a challenge to manage, so for the Hermes, we tried to avoid that.
When the Hermes is fully loaded with cargo, do players still have clear access to components for Engineering gameplay?
Yes, the components are easily accessible throughout the ship, even when fully loaded, due to the remaining central floorspace in the main cargo grid. Of course, players can place additional unsecured cargo in that area, with the downside of impeding flow through the ship.
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How does the tractor beam on rails work? Is it similar to the Scorpius’ turret?
Like the Scorpius' rail system, the tractor beam has two dedicated positions that players can move between.
Can the pilot handle all cargo operations solo, including controlling the tractor beam, or does efficient loading require a dedicated co-pilot?
The Hermes is fully soloable as you can fly and land the ship from the pilot seat, then jump over to either the co-pilot seat or the dedicated station in the rear of the ship, where you can control the tractor beam. Allowing you to move cargo back and forth until the job is complete, then setting off to the next job. With that said, things can be easier with a second player to aid you.
What's the Hermes' ability to fight back when intercepted during a cargo run?
The Hermes is not a dogfighter, its maneuverability doesn’t grant it that ability easily, but anyone caught in front of it will have to deal with four Size 4 guns firing at them - two from the pilot and two from the (optionally slaved) remote turret.
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Hello everyone, xē'suelen nyahyan
Over the last week, the ’verse has been busy on all fronts, from high-speed racing on Daymar to the first Inside Star Citizen of the year, alongside fresh updates as we step into 2026.
We kicked off our first show of the year with Inside Star Citizen: Alpha 4.6 Patch Report, giving a first look at what’s coming in Alpha 4.6: Lifeline for Levski, including a growing threat spreading through Levski.
We shared the first Monthly Report of 2026 as well, reflecting on the final two months of 2025 as teams wrapped features and continued progress on Alpha 4.5, 4.6, and beyond. We’ll be back soon with January’s report and a look at how development kicked off this year.
This past Saturday, the Daymar Rally once again pushed crews to their limits with a brutal 510 km run across Crusader’s moon. With 754 competitors, more than 2,400 vehicles mobilized, and participants from 38 countries, it was an incredible display of endurance and teamwork. Huge congratulations to everyone involved, whether you were racing, running security, handling logistics, or supporting behind the scenes. You proved what it takes to tackle the filthiest race in the ’verse, and every kilometer earned was hard-fought. If you missed it, you can catch the replay on Twitch, with official results and more content coming soon from ATMO Esports.
Speaking of ATMO Esports, Enter ATMOSPHERE 2956 lands in Sydney, Australia on February 21, 2026. This full-day event brings the Star Citizen community together with ship racing, dogfighting showcases, meet-and-greets, and time together in person. It’s our first return to Australia in 10 years, and we can’t wait to meet the Australia and New Zealand community face to face.
Now, let’s take a look at what’s coming up this week:
On Wednesday, Alpha 4.6: Lifeline for Levski will make its grand entrance on the LIVE servers! Get ready for new adventures and features with the Clearing the Air event, a wide range of improvements across ships, weapons, and professions, the Light Amplification System, VR updates, ground vehicle missile balance changes, plenty of bug fixes, and more… plus a brand-new Behind the Ships episode! Another Greek god?
As usual, we’ll also have the full Patch Notes, a catch-all thread, and an FAQ to keep you in the loop on everything included. The Roadmap Update will follow shortly after the build goes live, with new cards for Alpha 4.6 and 4.7.
This Friday, don’t forget that the latest RSI Weekly Newsletter lands in your inbox. If you’re not subscribed yet, you can enable it at any time through your account settings.
Sign-ups will also open for new races from Anzia Racing: Crux Cup TEC 2956, Crux Cup 24H (which I’ll be joining again this year!), and the new Koa e Kue’xyiing 2956 race. Is it race day yet?!
And finally, on Saturday, the community is hosting two Bar Citizens: Bordeaux (France) and Euless, Texas (USA). If you can make it, go say hi and have fun with fellow citizens!
a.thl'ē'kol, see you soon.
The Weekly Community Content Schedule
MONDAY, JANUARY 26, 2026
This Week in Star Citizen
WEDNESDAY, JANUARY 28, 2026
Alpha 4.6: Lifeline For Levski
Behind The Ships
Roadmap Update
Roadmap Roundup
FRIDAY, JANUARY 30, 2026
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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It's time again to shine a spotlight on our most active members from the past week! From Jan 19th 2026 to Jan 26th 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 19. Januar 2026 bis 26. Januar 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
Something is spreading through Levski. Will you step up to protect citizens from the growing fungal threat? Tune in to see what awaits in Alpha 4.6 Lifeline for Levski.
Something is spreading through Levski. Will you step up to protect citizens from the growing fungal threat? Tune in to see what awaits in Alpha 4.6 Lifeline…
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PU Monthly Report
Welcome to the first Monthly Report of 2026! As usual, we’re starting by looking back at the final two months of the outgoing year, during which teams across CIG finalized features and progressed with content for Alpha 4.5, 4.6, and beyond. We’ll be back before you know it with January’s report, giving you a glimpse into how the Star Citizen devs began 2026.
AI Content
AI Content closed out the year working toward the Alpha 4.5 release. With the addition of Nyx, the team revisited the social behaviors in Levski to ensure they were utilizing all the usables available to them.
They also implemented new Nyx-specific voice packs, representing a new approach to ambient dynamic conversations. While the initial sets were designed to be used anywhere, the team is developing targeted voice packs so that conversations provide a unique narrative experience depending on the location. AI Content also worked alongside the Missions team to support the setup of new mission reps and story-based content for upcoming releases.
AI (Tech & Features)
Through November and December, AI Tech & Features worked on the valakkar, improving its ability to utilize submerge positions while avoiding hills. They also ‘unrotted’ the ChaseTarget behaviour and removed the movement hearing filter concept. The valakkar can now also attack inanimate objects. Furthermore, new placeholder behaviors were implemented and further developed.
For the creature pipeline, known as Star Paws, work was done on the AI Triggered Actor State, radial formations were ported from SQ42, and the AI Skill Extender was refactored and renamed ‘AI Motive.’ The team also added a ‘health lost this phase’ boss motive condition.
Updates were then made to the anti-personnel turret, with the devs fixing an issue that caused the guns to fire above the target's head. Numerous missing hints were added to Subsumption activity tasks, while general bug fixing was done across the board, including to navigational links and traversal behaviors.
AI planetary navigation improvements were made to allow easier changes to physics terrain patch resolution. Although currently only available on the valakkar, this update is planned for release in the Alpha 4.6 patch.
AI (Game Intelligence Development)
In November and December, the Game Intelligence Development (GID) team mostly worked toward the next milestone for Mission System v2.
This involved prototype validation before MVP fine-tuning. The next step was to integrate the UX script before building the prototype infrastructure. The mission system dashboard prototype also received a visual update.
In addition, the team worked on a reactive expression prototype, specifically the design and visual interface with icons for each category. This will be the base template for other tools that enable the designers to easily create triggerable expressions.
GID also supported the integration of Tiny Machine into the Starscript UX, which will allow the tools to use the same visual language.
As usual, bugs were fixed and Starscript features were developed as suggested by the game designers.
Animation
November saw Facial Animation back on set for their final performance-capture shoot of the year alongside the Narrative team. They captured content for two new characters alongside two new voice packs that will populate the NPCs found in the Nyx system.
Off-set, they completed animation tasks for ArcCorp's Ella Tieno, who players will be able to see during comms calls. Going into December, the team began processing the content captured in November, starting with one of the new named characters who will be seen in an upcoming release.
On the gameplay side, the Animators worked toward finalizing the spec-ops AI Combat set as well as two other Human sets. Progress was also made on melee and mechanized enemy types, player swimming and navigation, new weapon animations, and creature improvements for the kopion-type enemy. Development continued on the background-life AI too.
Art (Characters)
The Character Art team closed out the year by finalizing event rewards and promotion items while progressing with new gangs for 2026.
The Concept Art team began exploring ideas for new armors and finalized hand-off sheets for Subscriber flair items.
Art (Ships)
November and December were extremely busy months, with the Ships teams completing the Perseus, Clipper, Golem OX, MDC, L-22 Alpha Wolf, and Salvation for IAE, alongside supporting the push for the first release of Engineering.
“A big shout out to virtually the whole Vehicle Content, Design, and QA teams, who undertook the herculean effort of multiple sweeps across the entire fleet of vehicles to validate and make changes to support fire, dynamic room atmosphere, resource network, and engineering features, as well as the artists who helped spot-fix the most egregious errors!” Ships Team
In the UK, progress was also made on numerous vehicles coming later this year, including the Gatac Railen, which entered production in mid-November, with the initial artist building on the pre-production work done during the whitebox phase.
Gold-standard work on the Aegis Hammerhead continued. Areas were refined across the ship, as well as breaking out various parts into an Aegis kit for use across future ships as per MISC, RSI, and Drake.
The MISC Hull B passed its whitebox review and moved into greybox, while the Drake Ironclad, Ironclad Assault, and Command Module progressed toward their greybox reviews. In December, the Ironclad Assault received particular focus after the base ship resolved a lot of the required core setup. The first playable review gate of the Command Module’s functionality was completed in mid-December.
The Greycat UTV also continued through development, including updates to the dashboard after discussions with UI on how to best integrate the required screens, as well as a motion capture session to add a new enter/exit animation.
As mentioned during CitizenCon, the third in the series of larger RSI ships, the Galaxy, entered pre-production.
Four currently unannounced vehicles progressed through the pipeline too. The ship closest to release passed both its whitebox and greybox reviews, with only a few minor technical details needing further iteration. The second is progressing quickly due to the availability of its existing brand kit, the third passed whitebox following a hugely successful concept stage, and the fourth (from a manufacturer that hasn’t been worked on for a while) entered production after the initial concept phases resolved issues with its interior components.
The North American teams continued work on the Kraken. Drake’s capital ship continued through whitebox with the goal now set for its whitebox review in February. The team made changes to the interior to aid navigation throughout, as well as simplifying methods of moving vehicles and cargo, especially with the latter traversing through the ship. A lot of work was done to ensure changes have no impact on the Privateer variant when that goes into production in the future. The team also held a walkthrough meeting to show the ship ahead of the formal gate review, preparing the downstream teams for the sheer scope of work required.
Two unannounced vehicles were also worked on. The first ended 2025 with a review gate in preparation for its early-2026 release, while the second moved through whitebox, with the team focusing on its unique ‘hero’ rooms.
Community
The Community team began November preparing players for the Nyx system with a Traveler's Guide to the Galaxy. Following the release, they published a catch-all post to support the patch. To celebrate the system's arrival, they launched Star Citizen's first-ever Twitch Drops campaign. They also partnered with CLX Gaming to give away a custom PC, which was built during a live stream alongside its twin, together forming a panoramic tribute to Nyx, with one half inspired by Levski and the other by the Vanduul.
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The Bar Citizen World Tour 2025 made its final stop in Prague, Czech Republic, on November 8. The team had a great time meeting passionate community members in person and reconnecting with the spirit that makes these gatherings so special. Looking ahead to 2026, they published a post inviting the community to suggest cities and regions for next year’s tour, ensuring the tradition of bringing citizens together continues worldwide.
"From the arrival of Nyx to the introduction of engineering gameplay, this year brought some truly significant milestones. Your feedback and engagement have been essential every step of the way. Thank you for helping us build the 'verse together. Here's to 2026!" Community Team
Core Gameplay
During November and December, the Core Gameplay teams supported multiple releases, progressed toward the release of a variety of features, and supported the remaining development team across multiple initiatives.
For Alpha 4.4, the team collaborated on the release of the Boomtube rocket launcher and fixed various weapon-related issues. As part of the ongoing initiative to significantly improve weapon handling, a variety of changes were made to tighten up weapon feel, such as ADS control, and expose more controls to the designers.
Engineering gameplay went through multiple Tech Preview publishes and was ultimately released in its first iteration in Alpha 4.5. This included an extensive list of changes based on internal and external feedback. For example, MFDs will now enter an emergency state instead of turning off when out of power. The devs updated the relay behavior to no longer break the resource network when fuses are destroyed but instead limit the effectiveness of connected items.
The automatic re-assignment of Power Pips is now optional via the game options so that, by default, players have to first unassign power to reassign it. Ship light states were also tweaked for better audio and visual feedback during emergencies.
The first version of Ship Armor and Life Support was also implemented, providing multi-crew gameplay with additional dynamism and depth. Alongside Player Experience, Core Gameplay identified critical feedback that was either addressed in time for the Alpha 4.5 release or has been added to a future iteration of Engineering.
“We’re thankful for the feedback provided by the community. Getting Engineering released was no small feat, and seeing players really push the system to its limits has exposed areas of the feature that needed more refinement. We’re looking forward to improving the feature over the next few releases.” Core Gameplay Team
Throughout November and December, the team progressed its next major feature, Crafting, to Tech Preview readiness, which enabled a limited round of Evocati testing conducted yesterday. The initial preview included the core loop of creating various items and adjusting their stats based on material quality. Additional recent work on the feature includes shop support for material quality and the ability to sell partially full or mixed containers.
Progress was also made on the main Crafting UI, including the queue screen, selecting the delivery destination for crafted items, refunding materials, and functionality to dismantle previously crafted items. At this stage, the core functionality is present; the devs are preparing to review player feedback before polishing the feature ahead of its eventual release.
For flight gameplay, the team continued their efforts towards the improved Flight Model, including various adjustments to Control Surfaces. This also included exposing more options to Design to allow for more control over atmospheric flight behaviors.
The team also continued their tasks for the Command Module, used by the Drake Caterpillar and Ironclad. The first playable version of the feature was presented, showcasing seamless handover of the controls from the host ship to the Command Module and vice versa. This work also allowed them to address various docking-related issues and improve the debug tools.
Toward the end of the year, time was dedicated to addressing issues with the existing transit and freight elevator system, which were either reported by players using the Issue Council, the Player Experience team, or internal QA staff as major issues affecting various gameplay loops. Working with the QA team, Core Gameplay addressed bugs with very high reproductions or issues that had the tendency to manifest permanently. However, there are still many issues present that continue to be addressed.
For the Mission System, the designers now have the ability to specify conditional mission completions. For instance, Alpha 4.6 includes missions that can be completed by fulfilling one objective or an alternative objective. The team also investigated some of the root issues behind drop-off lockers that caused courier missions to be disabled. They also provided support for the various new missions and content deliverables, such as improvements to the progress tracker used for various events.
Work continued on the Inventory Rework, with internal reviews and bug-hunting sessions. Early steps were also established on capital-ship refueling, leading to a task breakdown and scheduling.
Finally, Core Gameplay delivered a feature-complete version of ‘cockpit light amplification,’ which enables players to better see their surroundings in low-light conditions.
Economy
Based on community feedback, the Economy team overhauled Wikelo’s rewards. Most recipes now require fewer of each ingredient, some items were redistributed into the loot pool, and the Idris and Wolf were added as rewards over the holiday period.
The commodity price boost generated a wide range of feedback, with the strongest responses tied to the increased profitability of previously undervalued free‑trade resources. These insights are already being factored into future balance adjustments. Contested zones also received a few new vehicles as possible drops.
The team spent time in December on the Nyx social station that will populate the system with safe trading zones and economic incentives.
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The devs are also looking into vehicle ballistic weapons to give them the proper caliber designations and operational costs associated with their size and type.
Mission Design
Mission Design ended the year focusing on quality-of-life fixes for Alpha 4.5, alongside bringing the derelict space station missions back to Stanton. Work then continued on content planned for 2026.
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Narrative
The end of the year was a busy time for the Narrative team as they worked toward the momentous release of Star Citizen’s third star system, Nyx. A complex undertaking, the team wrote dozens of new missions, helped bring the new Shattered Blade outlaw faction to life, and oversaw the return of some classic characters to Levski.
Additionally, the team supported the new content shown at IAE and the introduction of system-to-system hauling missions.
In December, the team focused on setting themselves up for success in the new year with the PTU launch of Alpha 4.6.
The team also wrote several NPC scripts in support of upcoming gameplay mechanics and missions.
“2956 is going to be an exciting year in the empire!” Narrative Team
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Online Technology
Last month, the Online Services team shared an internal tech demo, demonstrating what will be coming with Item Recovery T1. With this, they were able to properly establish the priority needs of downstream teams.
Work also continued on instancing, with the Instance Manager working as the cornerstone to validate the feature’s inner workings.
The Live Tools team successfully launched the new error-reporting pipeline. Development of the WebApp tool continued, with the team expanding its scope beyond the initial crash ownership rules functionality. The tool will now incorporate additional capabilities to automate ticket assignment workflows, replacing existing manual and difficult-to-maintain processes for routing tickets to users.
The audit-logs feature for Hex is now live in production too, providing enhanced tracking and monitoring capabilities for the team.
R&D
In November, the R&D team’s PU focus remained on optimization. Texture streaming support was added for volumetric cloud and ground fog, including support for streaming 3D volume textures.
Various optimizations were done to allow the inlining of C++ lambdas and to prevent allocations in situations where they must be captured as functions. This, among other things, improves the runtime of IFCS thruster updates, Subsumption mission updates, and item resource generation and consumption.
Read access to voxel trees can now be made concurrently, which helps with CPU gas cloud reads for radiation volumes, atmospheric flight data, door hazard state updates, and more. Also, lowercase CRC32 computations were optimized significantly. Threading-related OS call overheads were removed when updating vehicle parts and when checking for active impacts in damage maps.
Overheads in evaluating AI tactical queries were fixed, while the refactor of gas cloud light updates to remove the need for temporary memory allocations and significantly optimize CPU processing cost was brought to the PU.
In December, more code was optimized for both projects. Among other things, context capture for immediately executed lambdas in various systems was improved to avoid unnecessary allocations.
Priority and deferred action queues were cleaned up and optimized to allow directly emplacing passed lambdas and to avoid unnecessary temporary copies. Entity classes are now also stored more compactly in the registry and allow for more efficient lookups.
AI local variables no longer cause excessive allocations and locking cost. The time slicing of monitored zone updates (mission updates) is now handled more efficiently. Finding the closest shadow region node is now executed more efficiently, and work is also underway to speed up projected decal rendering, saving interpolators.
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