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4.0 Test Universe Champions
Before any update to Star Citizen hits the Live servers, it undergoes a rigorous set of testing phases on the Public Test Universe, or PTU for short. The most egregious of bugs and issues are smashed throughout these phases, thanks to your support.
With the massive effort put into bringing Alpha 4.0 - Destination Pyro to life, we want to once again thank all of you for the amazing help through the last few months!
While we have a robust incentivization program planned down the road, in the short term, we wanted to draw a special spotlight on some of our top testing contributors, with rewards to boot!
Whether you put in the most time, the most detailed reports, or took out as many pirates as you could, the players listed below rose to the top and are absolute champions of the PTU! Please join us in congratulating those going the extra mile to bring the 'verse to life. THANK YOU!
United Empire of Earth
Karmic
The Era shall act as a political neutral zone where representatives can meet to resolve problems through discourse We offer this Vessel to the Ship as a place to study and a place to meet Claimed entirely for military purposes, Taranis III is home to the UEE Trade and Development Division and has the distinction of housEcstatic the largest population of Pilgrims in the Empire
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These players took on the most security turrets in the PU and even though it didn’t go so well in their favor, they will receive an AnvilTerrapin Medic:
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These players most closely matched the severity rating of their reports or contributions to the eventual community severity and will receive an Aopoa San'tok.yāi:
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These players had the most contributions to fixed issues that had comments and evidence and will receive a Drake Vulture:
Ruecktrittbremse
Moriik
LordRequiem14
Aurora CL
Violent cargo bay
Damn right it is. Point is, no damn AI system's ever gonna be as good as an experienced Pilot The Entity shall act as a political neutral zone where representatives can meet to resolve problems through discourse Though technically not a planet, Second Sister is considered a local mascot. This Planetary Ring's unique shape has given it the nickname The Hive Kelos Costigan woke up on a table
The Mesoplanet's little sister lives near the outer edge of the system's so-called "red band". Apparently, he was some kind of Engineer... and kind of a Lunatic Oya IV has a very Toxic atmosphere, causOutpost greenhouse effects to heat its surface to temperatures that are consistently higher than even Bombora's scorchDevoid of self heat. Judecca's atmosphere is almost entirely composed of Silicon, which makes it the most Volatile planet in the Vesper System Transport of illegal Cargo has become a great way for Warriors in Long-range Fighters to earn Credits on the side
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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Die Crowdfunding-Millionen sprudeln fleißig weiter. Das erste Quartal 2025 war das erfolgreichste in der Geschichte von Star Citizen. Dafür gibt es gute Gründe.
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PU Monthly Report
This month’s PU Report features progress on a variety of ongoing development initiatives, including the recently released Alpha 4.1, upcoming vehicles, AI work, and mission content. Read on for the latest updates!
AI (Content)
For the recent debut of Star Citizen’s first alien NPC, Wikelo, AI Content worked alongside the Narrative Design, Design, Animation, Audio, and Character Art teams to prototype the character’s general and air-traffic-control behaviors. The team also took a more active role in prepping incoming audio and animation files from recent capture sessions.
Development continued on new behaviors to support some of the story developments happening in the ‘verse in the coming months. Finally for AI, they revisited issues in the population behaviors of existing landing zones.
AI (Features)
In March, AI Feature’s priority was the valakkar, specifically the juvenile variant. As part of the polishing phase, new functionality was added to support upcoming gameplay, including replacing ineffective melee attacks with a submerge-and-relocate behavior when the player gets close. New burrowing modes were also added that allow the creature to submerge on the spot rather than dive into a new position.
New firing modes were added to give better control over fire rate and damage per shot depending on whether the target is on the ground or the air. Bespoke firing-animation variants were also added when firing at more vertical angles.
The team also iterated on the kopion, integrating new chase technology for more effective attacks, including a leap.
For Human combat, iteration continued on the first-reaction flow escalation, specifically focusing on the animation setup for usables so that it works well if the AI is sitting in a chair, leaning on a railing, or crouching to inspect a maintenance panel.
The team also progressed with reaction animations for when the AI detects compromised cover. This allows NPCs to appear more responsive to the actions of the player and react appropriately to new threats.
Similarly, the team is refactoring the response to combat tactic events, such as needing to reload. This is now done within the tactic behavior itself rather than at a higher level, which allows more customization depending on the current situation, leading to better and more responsive behaviors.
AI (Game Intelligence Development Team)
In March, Game Intelligence Development had two main focuses: the full implementation of Views and organization and analysis for Mission System 2.0.
For Views, feature-related tasks are now functional in StarScript, including representation in the script graph. The team also included the new input and output visuals, which makes them more distinctive, while information on the task number was added. An update was also made to the Mastergraph to integrate Views into the various functional connected states. This is still a work in progress, with internal testing beginning soon.
For the Mission System, the devs continued to explore ways to build a system that will be more efficient and simpler for the game designers to use.
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AI (Tech)
Last month, AI Tech continued to work on features that will improve overall detail and quality, including finalizing work for the spatial priority solver and priority beacon system. They also integrated these features into the navigation, pathfinder, and tactical-point systems to help better prioritize and solve requests sent by NPCs close to players.
Regarding tools, work was completed on StarScript Views to allow the designers to group behavior functions and callback logic. Following this, work began on visualization improvements for the Subsumption MasterGraph. Additional adjustments were made to AI ship logic to enable it to work correctly with the new flight modes.
The team is currently working on NPC cover generation, optimizing places where cover will be generated, allowing it to be marked with various flags for better context during combat scenarios.
For the navigation system, the devs fixed various bugs, including issues with tile triangularization generation cases and an object-container export case related to navigation data. They’re currently progressing with improvements to 3D navigation for spaceships and NPCs in EVA.
Animation
The Animation team continued developing various sizes of valakkar alongside making updates to the kopion. They also updated AI background animations and added ‘disabled’ animations to the Argo ATLS. New AI facial animation content was completed too, including for the Banu mission-giver, Wikelo.
Art (Characters)
In March, the Character Art team continued to work on a new creature for the PU alongside StarWear art debt. They also kicked off new heavy armor and continued creating various rewards.
The Concept Art team also explored ideas for new in-game rewards and armors.
Art (Ships)
In March, the UK-based Vehicle Content team completed the Drake Golem mining ship and Argo ATLS GEO mining power suit. The MISC Starlancer TAC moved into the final development phase, while the Consolidated Outland Pioneer progressed through whitebox, benefiting from the additional concept work shown during a recent episode of Star Citizen Live.
An unannounced vehicle successfully passed greybox review and moved into the LOD0 phase, two other vehicles received a bug-fixing pass and final-content work ahead of their release, and another new ship is currently being prepared for its greybox gate review.
The NA-based team progressed with two upcoming RSI ships. The first, the Apollo, successfully passed its whitebox review gate and moved into greybox with support from the Concept team on the medical room design. Some aspects progressed significantly due to utilization of the extensive RSI kit created for the Zeus and Polaris. The second, the RSI Perseus, passed its whitebox review at the start of March. Like the Apollo, some areas progressed visually thanks to the RSI kit.
Work continued on three unannounced vehicles too: a variant of a popular ship passed greybox review, another variant is approaching greybox review, while an all-new model entered production in preparation for its whitebox review in early April.
Community
The Community team kicked off March with support for Stella Fortuna, launching the Bar Crawl screenshot contest and publishing a catch-all post highlighting the exciting activities available to players.
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For Alpha 4.1, the team published a detailed catch-all post, Q&As for the Drake Golem and Argo ATLS GEO, and a Patch Watch highlighting upcoming features, improvements, and fixes not included in the Roadmap.
The team spent time with our developer in MTL to help detail out the upcoming Referral Revamp, which aims to include better rewards, more frequently. The team also continued mapping out event-related plans for the year, including supporting the Bar Citizen World Tour, and the upcoming International Bar Citizen Weekend.
Evergreen tasks continued throughout the month, including regular publications like the weekly This Week in Star Citizen, bi-weekly Roadmap Updates and Roundups, and the monthly refresh of the Arena Commander Schedule. The team maintained their commitment to capturing player feedback, directly channeling community insights to development teams.
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Additionally, the Community team supported and celebrated the 10th anniversary of the Crux Cup, organized by ANZIA Racing. They’re currently preparing for the upcoming community meetups throughout the 2025 Bar Citizen World Tour.
Lastly, they launched the Squadron 42 Newsletter’s Vanduul Interpreter contest, offering another opportunity for the community to dive deeper into Squadron 42, with participants competing for the chance to win a rare Vanduul Scythe.
Core Gameplay
For the Argo ATLS GEO, the Core Gameplay teamcompleted the suit’s mining and thruster functionality, added a health bar and damage states, and supported additional improvements to the base ATLS.
They alsoimplemented the first version of the weapon overheat mechanic to the Volt Parallax energy rifle, which enables the player to engage a secondary fire mode at the risk of overheating. More weapons will gain the overheat mechanic in the future.
Progress was made on Engineering gameplay throughout March, with Core Gameplay supporting various teams with Resource Network issues and bugs. They also added auto-throttling, which reverts to a lower or powered-off state if an item doesn't have power during an update.
Changes were made to vehicle coolant. Now, effectiveness is based on an item's physical properties, with a specific amount of coolant counteracting heating caused by an equal amount of power. Coolant consumption uses deltas with a dynamic override – the maximum coolant request is based on the maximum power consumption multiplied by a Resource Network global parameter.
The team also made progress toward implementing heat gameplay for ship thrusters. This involved adding filters to the engineering UI to allow players to only see items of a particular category. For example, all weapons or all items with malfunctions.
Selection improvements were also added to the UI. Now, ‘left click’ will cycle through the two closest items (useful for doors covering components), and ‘right click’ will show all overlapping items and allow selection.
Work was also completed toward Item Recovery T0, with various items being added to blacklists alongside fixes for related respawn flow issues.
Progress was made on FPS radar and scanning. Now, item components can be detected within vehicles while a player is inside and excluded when outside. The feature’s debug tools were improved too.
The ongoing transit system rework, known as the Transport System, progressed throughout March, with the team adding setup validation and debugging for non-physicalized carriages to better detect setup issues. The ability to connect carriage zones by a transport network (needed for mini-map routing) was added, as were destination categories and priorities along with the means to display destinations on carriage panels.
A reward mechanic for collection missions was implemented, which is used for the Collector missions, while the ability to automatically retrieve items from freight or ship elevators via HUD notification was added.
For the mission system, the team fixed a bug preventing introductory contracts not counting toward difficulty progression.
‘Sharing prerequisites’ was also implemented. This allows players to invite others to accept contracts they would otherwise be ineligible for providing they meet a specific requirement, such as locality or reputation.
Time was also spent fixing bugs and improving the robustness of the New Player Experience alongside solving issues causing various missions to be disabled.
Comms notifications progressed too, including one-way comm-calls from mission givers to the players and comms notifications being triggered by changing mission states, such as ‘completed’ or ‘failed’.
The mission designers can now trigger comms notifications from mission logic. They also began implementing 3D Building Blocks to display more interesting scenes as the previous method was no longer supported by Server Meshing.
Finally for Core Gameplay, improvements were made to commodity kiosks to give a better flow to transactions, while fixes were made for bugs relating to hangars, freight elevators, and ship deliveries.
Economy
The Economy team provided balancing support for Supply or Die, with the devs deeming it over-tuned on release. Economy worked with Mission Design to address the issues as quickly as possible without imposing hard limits. Going forward, both teams will collaborate more closely to establish a stable and holistic approach to balancing open-ended missions with multiple viable solutions.
“Our aim is always to maximize player choices and enable emergent gameplay, but balance against exploitable patterns.” Economy Team
Graphics, VFX Programming & Planet Tech
Last month, the Graphics team overhauled GPU memory management. This allowed them to add new options, a visualization of the GPU memory required for each, and auto-detection for suitable resolution, upscaling, and graphics.
Gas clouds received a major visual upgrade thanks to the same density-shaping and shading technology used by planetary clouds. Global illumination was upgraded too, with improvements to the image stability and accuracy of both diffuse and specular reflections.
Planet Tech v5 continued to make good progress, with the team finalizing the distribution and shading of much denser rock formations with more physically plausible placement. The virtual terrain system is also closer to completion, with run-time compression being worked on next.
The VFX Programming team polished several features, such as fire, networking bandwidth for damage maps, and creatures.
Vulkan stability was also improved after discussions with Nvidia led to the diagnosis of two potential issues - one in the driver and one in the game. Workarounds to both were added to the latest PTU patch.
Mission Design
March saw Mission Design continuing to fix up various older missions that were deprioritized in the refactor.
“Alpha 4.1 was unveiled to the community on the PTU, introducing a new sandbox activity that players can engage in for unique items. There is a big push for increased production value on missions with a lot of departments helping out to ensure the experience is the best we can get.” Mission Design Team
The team also worked on Rayari and Wikelo, the two new mission givers who require items found during the new missions.
Narrative
Aligning with the increased release schedule cadence, Alpha 4.1 was a major focus for the Narrative team in March. For the new Hathor orbital mining facilities, this included adding discoverable datapads around the site, polishing numerous missions that utilized the new locations, and working with Art to improve directional signage.
The patch release also brings the major milestone of Star Citizen’s first alien NPC, the Banu trader Wikelo.
"We had a lot of fun creating the character and making the Emporium a place players would enjoy exploring.” Narrative Team
Narrative also ran a capture session that focused on adding dialogue to several upcoming missions as well as introducing two new faction representatives who players will work with during specific contracts.
Additionally, the team helped to refactor some older missions with updated contracts. There was also ongoing work with Design to refine some of the locations coming this year to ensure they will provide a rich narrative experience.
Online Technology
In March, the Live Tools team focused on improving the usability of their main support tool, Hex.
The Online Services team worked on the first pass of the services ecosystem to support upcoming development by the gameplay teams.
Various social improvements were made, including optimizations to kicking members from groups, the ‘create group’ flow, and the rollback strategy for the ‘addMembers’ flow. They also added metrics to identify the origins of ScyllaDB queries, request logging options, and configurations to specify the maximum number of concurrent requests.
For analytics, configurations were added for HTTP clients and to enable Kafka connections. For missions, entities were removed from the shard tag, while the mission system was updated too.
R&D
In March, gas cloud detail rendering was improved using techniques used by planetary volumetric clouds. Now, the artists can refine the density provided by the original gas cloud volume database (VDB) via procedural noise using runtime shaping and erosion calculations. Moreover, edge albedo can be controlled to further emphasize the cloud’s volumetric structure. Additionally, a configurable gradient was added to control the blend between the original and shaped density. This allows the team to keep the density of the original VDB data in thin areas of clouds while adding more detail to denser areas.
For dynamic weather, the rain volume calculation was improved to ease content authoring. The vertical distribution along the local height of lightning events was also refined. Furthermore, the volumetric rendering of lightning was enhanced by providing more flexibility in controlling the lightning gradient.
Tech Design
Tech Design spent March working on an upcoming in-game event, supporting Mission Design with gameplay entity and logic flow setup.
VFX
VFX progressed with their tasks for the valakkar. They also supported the Locations team with effects for Alpha 4.1’s new mission locations, including the orbital laser platform, borehole, cave, and satellite dish.
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Subscriber Promotions
Alpha 4.1 is live in the ‘verse! Alongside the Drake Golem, Argo ATLS GEO, and loads of quality-of-life fixes, pilots are being tasked with gathering rare minerals for a mysterious new mission giver, the Collector.
To help you unearth a wealth of valuable treasures, all subscribers can storm the orbital laser platform in a bona-fide classic, the Drake Buccaneer. Imperators can also take Drake’s long-range exploration icon, the Corsair, out for a spin throughout the month.
To welcome the Collector to the ‘verse, this month’s Flair features a Wikelo-themed bomber jacket and a holographic bust for your persistent hangar.
Wikelo Emporium Jacket
Super style! Supreme comfort! The Wikelo Emporium jacket is made with premium synthetic leather for a resilient and fashionable exterior, and an ultra-soft lining that enwraps the Human body like friend. Expect nothing less than the absolute best when Wikelo put their name on it.”
Current Centurion-level Subscribers get this item as part of their subscriptions.
Wikelo Emporium Bust
“Hello, Human neighbor. I am Wikelo and now live in your Human system of Stanton. Have many things if you would like to come visit. Can make too. If not, I understand. Enjoy this gift from me.”
Current Imperator-level Subscribers get this item and the above Centurion-level itemas part of their subscriptions.
The Wikelo Emporium Pack
Both Wikelo Emporium Flair items in one place. Includes the Wikelo Emporium Jacket and Emporium Bust.
This item is available for all Subscribers to pledge for in the dedicated Subscriber Store.
Drake Buccaneer: Rugged, raw, and utterly Drake in design and execution, the Buccaneer is a force to be reckoned with thanks to its heavyweight weapons loadout, chiefly its top-mounted Gatling gun.
Imperator Subscribers: Drake Corsair & Buccaneer (with 24-month insurance)
Drake Corsair: Head out on the trip of a lifetime in Drake’s ever-capable explorer. Outfitted to support a crew of four in the most dangerous sectors of space, the Corsair ensures you’re in safe hands, wherever you roam.
Drake Buccaneer: Rugged, raw, and utterly Drake in design and execution, the Buccaneer is a force to be reckoned with thanks to its heavyweight weapons loadout, chiefly its top-mounted Gatling gun.
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SUBSCRIBER
MERCHANDISE DISCOUNT
Two continuous discount levels are available to all Subscribers in the Merch Store. Centurion Subscribers receive a 10% off discount, 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, posters, stickers, and more. Check out the now.
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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 April 7, 2025 (20:00 UTC). Otherwise, you can pick up these and previous months’ flair (going back to 2014) in the dedicated Subscriber Store.
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HONEY, I SHRUNK THE SHIPS!
Limited Arena Commander Map
Tired of feeling like a small cog in a big machine? Well…you’re going to love this. Welcome to the shrunken place, AKA the marble ‘verse, AKA micro maps, AKA… you get the point. This Triggerfish, Arena Commander brings a new twist to the small screen from inside your very own hab.
Want to show the 'verse that you're a compact combatant, a miniature mauler, or a tiny trooper? Play on the EZ Hab map between now and April 7, 2000 UTC and you'll earn the Downsized Spectrum badge after the event ends. Swerve Pico asteroids, traverse countertop landscapes, and fire some itsy-bitsy, teenie-weenie pew pews.
PS: Miniature MISC R.A.P.T.O.Rs will not be available for Triggerfish 2955.
PPS: Miniature Origin 404s are available, we just can’t find them.
Electrified with
Condensing souls supra- Oya II
We know that we have been Cruel We offer this Timeline to the Civilization as a place to study and a place to meet We offer this Ship to the Horizon as a place to study and a place to meet
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Become a toy soldier in Arena Commander’s newest battleground; the EZ Hab. Has your hab blown up or have you shrunk down? You decide. Settle your quantum quarrels further in our micro map within a map, bringing a whole new meaning to “table top gaming.”
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Partake in ship battles or take the fight to the ground to pick on someone your own minuscule size. Whether you want to orbit plushies or scale kitchen furniture, there’s a good, clean, and tiny fight waiting for you.
Additions/Changes
Torpedo Burrito crumbs now fill your hunger to 100%
Pico is not actually larger, you're just now able to see his true form while shrunken down.
To be more in line with their name, "EZHab" is now more literal, and has been reduced down to a single hab for all players.
Bouncing on the bed 10 times will cause other players also on the bed to elicit uncontrollable high-pitched squealing and subsequent incapacitation for 30 seconds.
Finley can be ridden as a flying mount to offer players a better vantage point on the map. Squeezing Finley's midsection midflight will give a temporary boost of speed but will cause him to start bucking.
Players submerging themselves in a coffee mug will gain temporary movement speed, energizing, and cognitive-boosting effects but with a massively accelerated dehydrating debuff. Effects will last until either the player's hydration level reaches zero (which leads to instant death) or they get incapacitated (which also leads to instant death).
Added procedural hab hauntings. Upon respawn, activate a low chance of being visited by the ghost of your previous character’s life. During Luminalia, a holiday theme replaces the standard spirit with past, present, and future variants available.
Mantis interdiction field now doubles as a bug zapper
Players must shrink down to read this note, Syke. Gotcha, Pilot.
Known Issues
Players may occasionally become wedged between couch cushions.
EZHab lampshade brightness is currently set to 'surface of the sun'. Please wear SPF 100 and don't make eye contact.
Some players reported poor performance near the decorative floor sock. This should be improved following the implementation of SSDFSS (Server-Side Decorative Floor Sock Streaming) Tier 0.
Elevator buttons currently require a party of 4 to push.
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Happy Monday, everyone!
We're happy to share that Alpha 4.1:Orbital Assaulthas officially landed on the live servers! You can explore all the details in the full patch notes here. The team has spent the past few days carefully reviewing your feedback and working on a range of fixes to address various issues, including those that surfaced over the weekend. We truly appreciate your patience and continued support, and we hope to have additional updates in your hands very soon!
Over the weekend, we invited a small group of community members who have made a lasting impact on the Star Citizen scene in California. From Bar Citizen organizers to CitizenCon volunteers and local content creators, each person played a role in shaping the vibrant community around our Los Angeles studio. As a token of our appreciation, they were welcomed into the studio one last time to pick up a piece of the wall art that’s been part of our journey for many years. Enjoy a look at some of the heartfelt moments from that day below!
Finally, also over the weekend, Anzia Racing's 10th anniversary of running community-organized races culminated in a triumphant 24-hour event, the Crux Cup 24H! We were thrilled to witness this true testament to player skill and endurance as racers made their grueling way to the finish line.
In case you missed it, you can catch the replay (all 27 hours of it!) on Anzia Racing's Twitch channel. Congratulations to all the racers, and a massive thank you to all the dedicated individuals who helped organize this successful event!
Racers Pallas IV
Immersed in Carrack nut job greed
"We don't have anythHoming beacons." Case said. The Slaver didn't like that answer. We know that we have been Intolerant Damn right it is. Point is, no damn AI system's ever gonna be as good as an experienced Captain Known locally as Abyss, this Hostile Lava Planet is situated on the further edge of the green band and is often overlooked when compared to Kiel V
Now, let's see what's going on this week
On Tuesday, we'll publish the Subscriber Comm-Link and the Subscriber Monthly Newsletter.
Wednesday, grab a Smoltz, kick back, and enjoy the latest Star Citizen Monthly Report covering March.
Wrapping up the week on Friday, you'll find our weekly RSI Newsletter directly delivered to your inbox. (Speaking of Newsletters, make sure you're subscribed to the Squadron 42 Newsletter - the latest in the series gives you a chance to fly home in a legendary Vanduul Scythe!)
Fly low, and fly fast!
The Weekly Community Content Schedule
MONDAY, MARCH 31, 2025
This Week in Star Citizen
TUESDAY, APRIL 1, 2025
April Subscriber Comm-Link
April Subscriber Newsletter
WEDNESDAY, APRIL 2, 2025
Star Citizen Monthly Report - March 2025
FRIDAY, APRIL 4, 2025
RSI Weekly Newsletter
Fifty bridge countermeasures deepening
Info-running human
We offer this Universe to the Era as a place to study and a place to meet A naturally occurrChakras Stable atmosphere Lethal Earth analogue. The Advocacy surveyors were stunned to find abandoned Humanity cities on the planet trafficking Spatial cargo is a risky proposition
Claimed entirely for military purposes, Rihlah VI is home to the United Planets of Earth and has the distinction of housRoam the largest population of Officers in the Empire The Universe shall act as a political neutral zone where representatives can meet to resolve problems through discourse Though technically not a planet, Keene is considered a local mascot. This Ice Giant's unique shape has given it the nickname Sheperd
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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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By golly, MrKraken has done it again! This time, with another helpful guide to help set you up for success with the all-new Orbital Laser Platforms in Alpha 4.1.
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Mit Update 4.1 gibt es jetzt wieder einen Schub neuer Inhalte für Star Citizen. Der Star des Patches sind zweifellos die neuen Hathor-Missionen, die auch im Trailer zu sehen sind:
Ihr stürmt gut bewachte Anlagen auf der Oberfläche verschiedener Monde, um dort Batterien für einen Orbitallaser zu besorgen. Dabei müsst ihr euch nicht nur mit Wachen, sondern auch kleinen Sandwürmern herumschlagen. Anschließend fliegt ihr zur Orbitalstation und aktiviert mithilfe der Batterien einen gigantischen Laser, der ein Loch in die Oberfläche des Mondes schießt. Dort werden dann wertvolle Mineralien freigelegt, die darauf warten, von euch aufgesammelt zu werden.
Das ist aber noch nicht alles, was im Update steckt. Im Stanton-System wartet jetzt ein neuer Händler und Auftraggeber namens Wikelo. Außerdem wurde das Boden-Mining überarbeitet und es gibt jetzt neue Mineralien und Laserköpfe. Zuletzt sollen außerdem bestehende Mechaniken verbessert und die Stabilität des Spiels erhöht werden.
Mit Update 4.1 gibt es jetzt wieder einen Schub neuer Inhalte für Star Citizen. Der Star des Patches sind zweifellos die neuen Hathor-Missionen,...
It's time again to shine a spotlight on our most active members from the past week! From Mar 24th 2025 to Mar 31st 2025, 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 24. März 2025 bis 31. März 2025 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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ATLS GEO
Now that the Argo ATLS GEO has been added to the 'verse, we posed a few questions to the dev team about the new mining power suit. Here are the answers, straight from the designers themselves.
With the recent update in Alpha 4.1 separating FPS and ground-vehicle mineables, can the ATLS GEO mine both?
The ATLS GEO can mine both. A special modifier inside the GEO can be activated to reduce the laser’s power to suit the demands of FPS mineables.
Can I swap out the GEO's mining laser for other S0 mining lasers, a salvage beam, or a tractor beam?
Players can swap out the mining laser for other S0 mining lasers, like the ones that come with the ROC, ROC DS, the new one recently added to the shop, or future ones to come. Salvage or tractor beams are not compatible with the mining arm though.
How does the ATLS GEO's backpack work? Does it automatically generate a container for the minerals I collect or do I need to purchase and install a separate container?
The backpack’s container needs to be bought and replaced once full.
Do the mining laser and Jump Pack consume any form of fuel, such as hydrogen fuel or batteries?
The Jump Pack consumes ‘thrust,’ which is regenerated internally. Once the battery element of Engineering gameplay is released, the GEO and its Jump Pack will be powered by a battery. This will be a one-handed consumable that the player can exchange or recharge when empty.
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Is the ATLS still invulnerable?
No, all ATLS power suits were recently updated to take damage, meaning players will be able to attack and damage them. There is a health indicator in the cockpit that shows the current state as well as visuals indicating the damage the ATLS has taken.
Will the GEO have different stats from the base ATLS?
The two just differ in mass; the GEO is slightly heavier because of the added backpack and Jump Pack.
Does the ATLS GEO come with an integrated headlight, as we can see one at the top of the mech?
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If multiple ATLS GEOs mine the same rock, does their power combine to break it faster?
Yes, the rules are the same as existing mining vehicles; multiple ATLS GEOs can mine the same rocks but will make the procedure more unstable.
Why mine with an ATLS GEO instead of a ROC? What are the key differences?
One of the key differences is that the ATLS GEO can more comfortably deal with FPS mineables. Additionally, the ATLS GEO’s size means it can reach locations that the ROC can’t.
Why was dark green chosen as the color scheme for the ATLS GEO instead of Argo's signature orange?
We wanted to differentiate the ATLS GEO from the base ATLS. Argo is well known for its bold orange color, but we felt green evokes thoughts of nature (be it mainly a reference to earth’s natural world) and this would fit nicely with the GEO's function. We could have opted for neutral or earthy brown tones, but we still wanted the GEO to stand out against its environment.
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Golem
With its “essentials only” build, the Drake Golem welcomes new miners into the field or easily expands a fleet without costing you the ‘verse. Drake is for everyone. Drake is for you.
We asked the Vehicle and Gameplay teams a few questions about Drake's first mining starter ship. Here are the answers straight from the devs themselves.
'Golem' is fairly unique to the Drake naming convention. What inspired this?
“We were just looking at the industrial workhouse aspect of the ship and thinking of names that had a utilitarian, workhorse vibe. As some of the Narrative team are still deep in a recent RPG playthrough, golems are a fun component of that and tabletop gaming at large. But with a lot of our ships, the list of names starts pretty wide (usually ten or fifteen) and then whittles down to what feels evocative or sounds good.” David Haddock, Narrative Director
With numerous starter ships already available, where does the Drake Golem fit in the scheme of things? What prompted the decision to come up with this ship, and why was now the right time?
The Golem is a true starter ship, both in size and scope, providing a bare-essentials entry point into the mining gameplay loop. While previous ships, such as the MISC Prospector, were the initial entry point, they were ships people would upgrade into to try out the gameplay rather than start their experience with. Though capable, there are limitations with the Golem in terms of upgradability to offset its lower-priced entry point.
From a design point of view, what were the reasons not to include an interior? Has the ship benefitted from this, and if so, how?
To keep the Golem firmly at the lower end of the budget spectrum, it does away with luxuries, such as a walkable interior with living quarters. This also gives those who do want to spend more time in a mining career a suitable upgrade path into ships that do have interiors or multi-crew aspects.
Is there personal storage onboard?
Yes, there is a personal storage locker, accessible from the outside of the ship near the cab.
Can you tell us about the Golem's propulsion and maneuverability?
The Golem features a strong array of maneuvering thrusters, with some incorporating a movable lateral structure for VTOL functionality. This design proves especially useful for carrying full cargo loads in atmospheric environments. While its overall maneuverability is average, the ship has enhanced strafing performance, allowing for precise positioning - an essential trait for space mining operations.
However, these advantages come at the cost of a reduced top speed compared to other ships of the same size.
We see that the Golem has slightly more firepower than the Prospector. How does the Golem perform in combat situations?
Alongside the same size and number of pilot-controlled guns as the Prospector, the Golem benefits from a pair of S1 missiles. While not enough to be truly combat capable, it should be enough of a deterrent to allow owners to get away from attackers relatively easily.
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What about its self-defense and escape capabilities?
Classic Drake design cues mean no ejection seat, so it’s on the pilot to judge the situation and get out ahead of time.
What kind of scanning capabilities does the ship have?
As it’s equipped with a standard Size 1 radar, the Golem has no special scanning capabilities beyond any other ship equipped with an S1 radar.
The Golem has an integrated S1 mining beam. How customizable is this, in regard to laser heads and modules?
The mining head is bespoke to the Golem and not interchangeable with other mining heads. However, it does have slots for mining modules to allow users to slightly customize the mining behavior.
How does the mining laser on the Golem compare to that of the Prospector's?
The Golem’s mining laser is bespoke so, unlike the Prospector or the Mole, players will not be able to swap out the head. However, players will be able to place two sub items to customize the laser. Mining gadgets work with the Golem too.
The mining laser itself is one of the most powerful ones presently in the game (in terms of laser power) since Drake wants to solve every problem with power. Of course, this comes at the cost of no resistance mitigation or instability counter. But, to suit its role as a starter mining ship, the so called ‘green zone’ is a bit larger to allow players a bit of wiggle room.
In direct comparison to the Prospector, the laser seems stronger but is better suited to some minables than others. Here, the Prospector is more versatile because you can switch out the mining head for another one that fits the requirements of a specific minable.
Can the mining beam be swapped out for a salvage beam?
No, it is integrated into the arm and not swappable.
Can the mining laser be used as a weapon?
While not recommended, it does cause damage to targets when fired.
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The Golem has 2 x 16 SCU detachable storage pods. Will these lock to a cargo grid?
The Golem’s storage pods are built to the same metrics as regular 16 SCU containers, so will stack appropriately on all cargo grids.
Are the Golem's storage pods interchangeable with the Prospector's and MOLE's pods?
The Golem's storage pods are bespoke and are not interchangeable with those from the Prospector or MOLE.
Can you detach your storage pods for a speed boost in case of an emergency?
The Golem does not feature quick detachment capabilities, though these can be removed via tractor beams when the ports are unlocked. Like any other ship item, they have mass and when removed do influence flight characteristics appropriately.
The storage pods can currently only store mined materials and ores. Are there any plans to make them compatible with general cargo?
No, there are no plans for them to be able to store anything but mined materials.
Can players vent unwanted ore to free up storage space and focus on collecting specific resources?
No. Unwanted ore is stored in the containers, so mine wisely, as there is no easy way to remove it.
Are there other starter industrial ships like the Golem planned?
Yes. As recently shown in Star Citizen Live, we’re looking to introduce other starters, such as an RSI salvage ship, in the future.
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BEYOND POWER AND PRECISION
Built upon the tried and tested ATLS power suit, the GEO’s industrial augmentations provide everything you need to streamline your excavation efforts. From its enhanced maneuverability to the bespoke mining tool, Argo’s dynamic new addition helps you work smoother, not harder.
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IT’S ONE GIANT LEAP FOR ARGO
Argo has upped your mining game with the GEO’s bespoke mining laser. Built to extract ore and store it in the convenient bespoke 10 centiSCU (cSCU) backpack, the GEO makes constant maneuvering back and forth a thing of the past. Even frustratingly out-of-reach mineables can be collected with ease thanks to the GEO's Jump Pack.
Aegis cargo
Brains
We offer this Ship to the Galaxy as a place to study and a place to meet Cal Mason woke up on a table beings hovered over him, about to work, surprised at his Life-force
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Deepening
Network
We offer this Universe to the Horizon as a place to study and a place to meet Known locally as Pinecone, this Thick Mesoplanet is situated on the further edge of the green band and is often overlooked when compared to Vega IV So Ernst, ever since Carteyna's announcement, you've been quite critical of the entire concept
We know that we have been Violent Crusader's atmosphere is almost entirely composed of Boron, which makes it the most Lethal planet in the Nemo System We know that we have been Distrusting The Universe shall act as a political neutral zone where representatives can meet to resolve problems through discourse
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ORBITAL ASSAULT
SCIENCE RUN AMOK
Imprints are failing. Regen is collapsing. Death is coming to call. Under new instruction from Imperator Addison, previously restricted scientific research is underway once more, and that means an increased demand for rare resources. With lives and mega profits on the line, greed, panic and fierce competition are inevitable. Keep your head, get the job done, and don’t go it alone. The Empire needs you to stop this crisis.
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LASER QUEST
Bring In the Big Gun
Grab a handful of your most trusted allies to navigate Daymar’s orbital platform and activate its formidable, planetary laser. Endure multi-stage ground and orbital battles to reach your simple but vital goal; use the laser’s power to access rare minerals only found in underground Valakkar caves.
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A CURIOUS COLLECTOR
Gather Your Resources
Word around the system is that a strange new visitor has entered the system with a weakness for collecting the rarest of minerals. Sell your wares to a trusted mega corporation or take your chances with the elusive stranger. Your rewards are waiting.
To celebrate the release of 4.1, we are excited to introduce Patch Bundles to the pledge store.Patch bundles are limited-time item and cosmetic packs that drop with most content patchesthat you won't want to miss! Embark on your Alpha 4.1 adventures with the Downburst Patch Bundle showcasing a striking black camo pattern accented with gold details.
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NEW SHIP, SAME DRAKE VALUES
For the workers who keep the wheels of industry turning, Drake is proud to deliver our first mining ship, the Golem. This accessible tool finally ends the corporate monopoly on mining and places your future firmly within your grasp. Built for professional mining and little else, the Golem is well set to become the go-to choice of the hardest laborers in the galaxy.
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EASY WORK
Integrated Mining Beam
The Golem’s small but effective mining beam turns breaking rocks and small asteroids into quick work. The retractable mining arm is deployed from above to give you the best view of the task in hand.
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EFFORTLESS HAULING
External Cargo Hold
Haul up to 32 SCU of cargo with the Golem’s practical external ore containers. These detachable units make on and offloading your stock quick and simple so you can get the job done.
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BARE BONES
A Starter’s Staple
With its “essentials only” build, the Drake Golem welcomes new miners into the field or easily expands a fleet without costing you the ‘verse. Drake is for everyone. Drake is for you.
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CAPTAINS OF INDUSTRY
To mark the launch of two rugged new starter mining vehicles in the 'verse - the dependable Drake Golem and the versatile Argo ATLS GEO - the United Resource Workers have compiled essential knowledge and guides for aspiring industrialists who are ready to carve out a career in Stanton and systems beyond.
This resource hub is packed with practical advice on core industrial professions, from mining to cargo hauling, along with exclusive deals on the vital tools of the trades and vehicles that power the Empire’s industrial backbone.
Whether you're extracting precious resources or transporting goods across the stars, this is your first step to forging a career in the heart of industry.
V3 Interaction grid
Character lunar defense system
Sentinel, like most Surgical Haulers, come equipped with Transponders keyed to their Wing Johnny guessed he was wrong about Case beNut job the Carrack's Engineer Claimed entirely for military purposes, Pallas II is home to the UEE Colonial Command and has the distinction of housLocator the largest population of Criminals in the Empire The Timeline shall act as a political neutral zone where representatives can meet to resolve problems through discourse
A further investigation of the planet revealed a cache of Human weapons and war machines. oxygen and fluids leaked through cracks in the Engine We offer this Universe to the Universe as a place to study and a place to meet
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Here’s where everything starts. The materials we source and refine are the building blocks of the Empire. From rock to ore to metal, the work of a miner and salvager is never done. That’s what makes workers the most valuable find of all.
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Once the damage is done, it’s time to get the supplies to the people that need them, wherever in the Empire they may be. Carrying valuable cargo puts a target on your back, of course, but we can handle it.
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Let’s face it, we spend more time working than in our habs, so paint your trade vehicle to represent you. New Keystone paints are coming your way this week.
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What new adventures, threats and action will Alpha 4.1 bring? Let's dive into what you can expect as the next narrative journey unfolds, revealing how you can profit from the facilities Hathor left behind and beyond.
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Every two weeks, we accompany the Roadmap update 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: March 26, 2025
Release View
4.1
Heavy Combat Armor "Antium"
A rugged and stylish new armor set tailored for brave adventurers facing new dangers.
We have renamed the card from "REDACTED Armor Set" to "Heavy Combat Armor "Antium"".
The card has been updated to Committed.
Arena Commander: New Map - Astor's Clearing
Adding a Stanton settlement on microTech, available in Free Flight for exploration.
The card has been set to Committed.
Arena Commander: New Map - Crossroads of Crime
Adding the largest Arena Commander map so far, available in multiple game mides Free Flight, Tank Royale, Team Elimination, Elimination, Single Weapon Elimination, Gun Rush, FPS Kill Confirmed
The card has been set to Committed.
Progress Tracker
No update to the Progress Tracker.
That's all for this week! Join the discussion on Spectrum.
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…
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Hello everyone, xē'suelen nyahyan
Last week, we shared the latest installment of our ongoing Patch Watch series, spotlighting some exciting updates coming in Alpha Alpha 4.1. Highlights include Corsair balancing, improved pilot firepower across multiple multicrew ships, details about the new radar style, AI improvements, mining updates, and more! For the full breakdown, check out Patch Watch – “The Power Is Mine” on Spectrum!
We also introduced Argo’s brand-new power suit built for mining gameplay in the latest episode of Behind the Ships: meet the ATLS GEO!
Meanwhile, the teams are charging ahead toward the release of Alpha 4.1. With launch imminent, we’re wrapping up the final touches while also setting our sights on 4.1.1 and beyond. As always, thank you for your continued support and feedback!
Now, let's see what's going on this week:
We’ve got an action-packed week ahead with the imminent release of Alpha 4.1! This update delivers a bevy of quality-of-life improvements and fresh content — including a brand-new sandbox activity, two new vehicles, new armors, a VOLT weapon, exciting locations to explore, and more! Alongside the release, we'll also publish two Q&As - one for the Drake Golem, and one for the ATLS GEO. Keep an eye out for those!
Tuesday kicks things off with a deep dive into Drake Interplanetary’s latest addition, the Drake Golem, in Behind the Ships. Learn more about the new mining starting ship, and the design philosophies behind it. Also dropping on Tuesday: the March Squadron 42 Newsletter - time to sharpen your Vanduul language skills. Don't forget to subscribe to "Squadron 42 Updates" in your Account Settings.
Wednesday brings the latest Roadmap Update & Roadmap Roundup, keeping you up to date on what’s ahead.
On Thursday, tune in for a new episode of Inside Star Citizen on our official YouTube channel. This week’s episode, "Align and Mine", is all about Alpha 4.1, giving you a closer look at the new content, and adventures coming with our latest major update.
Finally, on Friday, we'll wrap up the week with the RSI Weekly Newsletter, recapping the highlights, showcasing community content, and offering a sneak peek of things to come.
But that’s not all - this weekend, two thrilling community events are set to take center stage.
The first System Seven Races will see the top 16 teams from the qualifiers go head-to-head in back-to-back races, pushing their skills to the limit as they fight for the podium.
Meanwhile, the Crux Cup 24H will challenge ten teams in an intense endurance race where speed alone won’t be enough - fuel efficiency and strategy will determine who has the skill and nerve to go the full distance.
We offer this Universe to the Era as a place to study and a place to meet A naturally occurrChakras Stable atmosphere Lethal Earth analogue. The Advocacy surveyors were stunned to find abandoned Humanity cities on the planet trafficking Spatial cargo is a risky proposition
Claimed entirely for military purposes, Rihlah VI is home to the United Planets of Earth and has the distinction of housRoam the largest population of Officers in the Empire The Universe shall act as a political neutral zone where representatives can meet to resolve problems through discourse Though technically not a planet, Keene is considered a local mascot. This Ice Giant's unique shape has given it the nickname Sheperd
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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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This is Episode 0 of the excellent series WORLDS CRACKER! Go back to the origins, and follow Lyria's very special mission. 350 hours of work, 24 voices actors, and dozens of in-game actors were needed for this new episode: Worlds Cracker 2972.
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…