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es ist wieder an der Zeit, unsere aktivsten Mitglieder der vergangenen Woche ins Rampenlicht zu stellen! Vom 2. Juni 2025 bis 9. Juni 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
Forecast for Alpha 4.2: Partly dangerous, with a high chance of mystery, loot, and death! Tune in for the full report on the next wave of unfolding Regen crisis in a brand new sandbox activity.
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PU Monthly Report
Alpha 4.2: Storm Breaker is live in the Public Test Universe! There’s still a lot to do behind the scenes as the new content gets pushed to the breaking point in preparation for Live release. Alongside patch fixes and other various changes, many teams touched on tech, locations, and updates coming later this year. Read on for all the latest info.
AI Content
AI Content continued to support Star Citizen’s monthly release cadence.
“It was exciting to see the comms calls start to make their way into the game as well as finally unveiling the NewsFlash content around the landing zones. These little updates will help provide players updates about the events happening around the ’verse.” AI Content Team
As they continued to develop these features, the devs requested additional functionality to allow for new features, such as scheduling, as well as scope-out work to make things like channels.
AI Content also continued to support the Mission teams as they integrated new comms content alongside new lines for Wikelo.
On larger-scale initiatives, the team worked alongside Combat AI to devise a new collection of wildline triggers for combatants and how they could (or whether they should) plug into the proposed line set for generic population NPCs.
The team also reviewed and standardized the trigger list used by behaviors across the game to ensure that there’s a single list of context words that everyone is operating with. This will prevent confusion when building behaviors or structuring missions.
AI (Features)
In May, AI Features ensured Human combat is in an optimal state in several key areas: ammo management and behavior, cover usage, first reactions and perception, attack and defend areas, investigations, grenade use, tactics, and medical behavior. The main focus is to stabilize and reach ‘gold standard’ for each.
In pursuit of the above, various issues were fixed, including NPCs looting ammo too close to hostiles, NPCs handling light switch disruption, and first reactions triggering simultaneously and putting the AI into an unresponsive state. A bug was also fixed that caused NPCs to incorrectly count ammo and evaluate remaining resources, causing them to loot more than necessary.
Various improvements were made too, including how NPCs select and use cover for shooting. They also made it easier to add new information to the AIWeaponComponent debug, and improved the ‘investigate’ flow to work better over a range of conditions with multiple NPCs at different awareness levels.
The devs also customized the friendly-fire check so that it can be balanced to give NPCs the desired behavior and prevent them from shooting when players feel they shouldn’t.
The wildlines setup channel was updated to enable the devs to mute and suppress already queued lines after the death of an NPC.
Defend-area and combat-movement queries were also updated to ensure NPCs don’t get stuck in spawn closets. For example, if too many NPCs are set to enter a 3m x 6m area, they will get stuck.
New tech and features were implemented too, including logic to prevent low-to-medium priority wildlines from triggering during TrackView sequences that NPCs are involved in.
Logic was also added for switching the aim target location to the visible element of the body while considering aiming priority (torso then head).
AI Features also finished work to ensure NPCs animatedly react to compromised cover, cleaned up the NPC-medic flow to make it more robust and improve the visuals, added additional debugging to balance first reaction times for audio and visual events, and added ‘trait debugging’ to prevent conflicting behavior traits.
A fix was added for placed dead bodies to prevent them from causing the AI to react when, from a story perspective, they already exist in the world.
Finally for AI Features, the team added audio proc clips to takedown animations so that nearby AI are alerted. They also added debug logging to disturbance events to prevent AI from reacting before the level has started properly.
AI (Game Intelligence Development Team)
In May, the Game Intelligence Development team began work on the UI prototype for Mission System v2; specifically the ‘outline header’ design, including the mission object properties design, the outline infrastructure, and a generic outline panel. This also involved creating UI visuals for the outline with all its components.
Alongside this, the team also fixed small bugs and worked on features requested by the game designers to improve StarScript.
AI (Tech)
Last month, AI Tech continued to improve how navigation links connect to external zones. The team are currently updating links that utilize motion warp, such as mantle or jumping down, to rely on specific metrics, which will enable them to be utilized by different categories of creatures. Updates were also made to the chase movement request to allow multiple destinations around bigger targets, like ground vehicles or apex creatures.
The first stage of ongoing improvements to 3D navigation was completed. This involved voxelizing custom areas and allowing them to define granularity. Currently, the voxelization data is being used to improve collision avoidance during AI ship flight.
The core work for serializing Subsumption variables was completed, which is used for network synchronization and the save-and-load mechanism.
For the Subsumption conversation feature, a clustering algorithm was added to split participants into more meaningful groups. This group data will be used to create avoidance obstacles, meaning NPCs will be able to avoid others already in a conversation group.
On the tools side, multiple usability improvements were made to StarScript, such as allowing bulk node deletion and the discarding of invalid sub-platforms when loading a platform or marking a document as modified when re-ordering variables.
Animation
The Facial Animation team recorded and processed content for upcoming releases for both new and existing mission givers, including Wikelo. They also continued to provide new voice packs that will populate generic NPCs throughout the ‘verse and began supporting the recently added NewsFlash content. Animations were developed for an upcoming creature, too.
Art (Characters)
May saw the Character Art team progress with new creatures, a heavy armor, and gameplay rewards. They also kicked off a light armor.
The Concept Art team prepared handoff sheets and explored future in-game armor rewards.
Art (Ships)
As usual, May was extremely busy for the Vehicle Content teams as they supported new releases, progressed with upcoming vehicles, and kicked off projects for the next year or so.
In Europe, four unannounced ships progressed. The first officially entered production, while the second progressed toward its upcoming whitebox review gate. The third continued down the production pipeline, with the artists currently awaiting feedback from the LOD0 review. The fourth received considerable attention during its whitebox phase, particularly around the cockpit entry requirements, as it will receive entirely new enter and exit animations (something rarely done to this level).
For already announced ships, the Anvil Paladin progressed through greybox, benefiting from the recent work on the Asgard to help speed up its creation.
The Consolidated Outland Pioneer continued its long and extensive whitebox phase.
“The sheer scale and complexity of this ship mean this is a longer-than-normal phase!” Vehicle Content Team
Then, after a short pause to help close out the Invictus ships, work resumed on the Ironclad, with a focus on blocking out every room with the appropriate Drake kits.
With the Guardian MX live, the North American teams moved onto closing out an upcoming variant for its impending release, with the ship successfully passing its final review. Another unannounced vehicle passed its whitebox review following minor adjustments to one of its key mechanics.
The RSI Apollo Medivac and Triage passed their greybox reviews, with a focus on ensuring each med-bed module tier is distinct without being disruptively different to use. The RSI Perseus continued through greybox ready for its gate review early this month.
Community
The Community team spent much of May breaking down Community feedback/sentiment across all platforms and ensuring its delivery to the right teams internally. The team published the Save the Date announcement for Invictus Launch Week 2955, as well as providing Spectrum support with an informative guide and FAQ. They also advised the community of the new opportunity for Idris owners to name their ship, and made players aware of the changes introduced with Alpha 4.1.1.
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Throughout May, the team connected with the community as part of the 2025 Bar Citizen World Tour. This included venues in the United States, Korea, China, Spain, Germany, and France. The team published an invitation to the upcoming International Bar Citizen Weekend 2025, and have plans to visit additional locations throughout the year. Correspondingly, submissions were announced for CitizenCon Direct Watch Parties that will pair the camaraderie of Bar Citizen with the energy of CitizenCon! The team is currently deep in planning for this year's event, which is shaping up to be a fun one!
Finally, alongside evergreen tasks such as This Week in Star Citizen, the bi-weekly Roadmap Updates and Roundups, Monthly Reports (like this one!) and the monthly refresh of the Arena Commander Schedule, the Community team supported the epic conclusion to the System 7 race series presented by ATMO esports.
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Core Gameplay
Core Gameplay are currently working through a long list of weapon improvements to further modernize the FPS experience for both Squadron 42 and Star Citizen, including tweaking how disruptive weapon raising is to the flow of combat. Engineering and Design collaborated to iterate on these improvements and provide more polished combat gameplay.
Work on hacking continued, which involved highlighting suggested abilities for certain gameplay situations. Abilities are also now disabled when they’re not applicable in a specific situation to better explain hacking gameplay. The hacking terminal now also supports color-coded terminal output for better clarity.
The team also wrapped up work on the new Argo ATLS IKTI and GEO IKTI, both of which support weapons instead of their utility attachments. Additional bug fixes and polish are underway, but the team is excited to further expand the ATLS platform and provide players with more options on the battlefield.
For Engineering, the team reviewed feedback and outstanding work before dividing the feature into smaller milestones. The first milestone primarily covers core gameplay mechanics, such as the engineering screen and its ability to manipulate power distribution and item states. A recent internal review provided feedback and polish that will be addressed before the feature reaches players. The diagnostics screen also received new functionality and utility.
As part of the ongoing quality-of-life initiative, Core Gameplay are working on improvements to the harvestable and loot systems. This is to address various performance issues and, more importantly, give the designers more control over how harvestables and loot are spawned.
For Alpha 4.1.1 the devs enabled the ability for players to quantum travel to their own vehicles, which was received positively by the community.
Item Recovery is currently progressing, with tasks for tier 1 progressing.
As part of the space combat-focused content in Alpha 4.1.1, Core Gameplay supported Design in tweaking and tuning recoil for vehicle weapons. In collaboration with SFX, VFX, and Vehicle Content, they made a concerted push to polish the combat experience in cockpits and turrets and are hoping to expand this to more weapons soon.
As an additional stepping stone toward the new vehicle radar and scanning system, changes were made to the information available to players before a ship is scanned. The team are currently reviewing the feedback that came from this change and are looking to implement improvements that smooth out that flow.
Quantum interdiction is also being reworked to be more compatible with Server Meshing, leveraging tech developed for Alpha 4.1 to communicate across different volumes on different servers. This rework is primarily about reliability, not the mechanic itself.
“We recognize that there’s an imbalance between lawful and unlawful gameplay and want to ensure players on both ends have the tools needed to contend with the other.” Core Gameplay Team
The recent work on control surfaces reached a major milestone, with most of the atmospheric flight model behaviors now in first-pass implementation. As part of this, ships will now more accurately reflect the expected flight behavior based on lift, drag, angle of attack, and other factors. Thrusters currently activate smoothly to compensate for different atmospheric densities, while hovering feels more natural.
The Core Gameplay team fixed numerous issues related to cargo crates intersecting with each other alongside the ability to retrieve multiple vehicles from a hangar. Players now also receive a warning when their ship accumulates distortion damage.
For upcoming gameplay, medical beds now heal radiation damage. A pass was also done to ensure players receive proper visual feedback on radiation in the environment.
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The transit rework (internally referred to as the ‘transport system’) continued toward the first playable version for internal validation. The team moved transport from ‘push system’ to ‘serialized variables’ on the Transport Manager for improved reliability. To validate the new system, Design trialed the transport system in the New Babbage habs. They’re currently addressing feedback and issues resulting from the test.
For the Apex Valakkar, Core Gameplay supported the Character and AI teams on multiple fronts. For example, the irradiated Apex Valakkar’s projectiles will now spawn hazard volumes that damage the player over time. The apex creature also spawns a “mole hill” wherever it exits or enters the ground.
FPS radar and scanning also progressed. The devs can now specify if contacts should remain visible for extended periods after they have been first scanned, which is useful to the designers in curated situations. Additionally, they can now reduce the signature of a contact if it’s considered dead. For example, dead NPCs are no longer detectable from the same distances as living ones.
As part of the upcoming patch release, a lot of feedback was received around the reliability and quality of the new comms notifications. As a result, the team is working through various improvements to ensure mission givers appear at their best and don’t awkwardly look at players.
Finally for Core Gameplay, the team are currently supporting an upcoming Global Event, including new ways to track and display player progress.
Lighting
Lighting supported all recent and upcoming patch releases, including adding environmental and dynamic lighting to interactable event locations in Pyro.
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Locations
The Locations teams continued to support the ongoing monthly content releases. Last month, there was a particular focus on Invictus Launch Week, with the devs looking forward to releases in July and August alongside updates to Wikelo.
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Narrative
May brought with it a flurry of activity for the Narrative team. The top of the month saw them tackling bugs found in Alpha 4.1.1 PTU in preparation for the patch’s full release. Simultaneously, members of the team finalized new content that will be heavily narrative focused and even feature audio recordings for players to discover.
Beyond that, dozens of new mission contracts were created for upcoming gameplay to not only provide players with critical information but a sense of character as well. The writers also worked on scripts for new mission providers who will be making an appearance later this year.
“Because of the time involved with writing, recording, and processing performances, there’s an interesting balance of locking down a script while allowing for the Design team to continue refining the gameplay as they continue development. This often means that we record alternate lines that would be useful in case the scope or design of a new mission needs to be adjusted closer to release.” Narrative Team
Finally, the team solidified the story plans for next year, taking the initial high-level outline and pulling in more details to help other teams continue with their planning.
Online Technology
In May, the Network team continued work on Dynamic Server Meshing, separating the DGS assignment from the territory manager. The objective is to base territory runtime redistribution on several factors, including entity and player distribution and overall shard occupancy. Subsequent work will remove territories from the equation altogether, allowing compute resources to be deployed exactly where they're needed.
The Live Tools team worked on improving moderation tools to provide a better user experience for everyone. They also improved the solution that allows the Publishing team to schedule in-game messages and continued to add smaller improvements to the various tools used across development. New infrastructure was deployed to better handle game crashes and errors too.
Online Services continued work on the Item Imprint system, including the design aspects, and progressed with diffusion removal to lay the groundwork for the social refactor. Online Services also continued to help fix various issues that were discovered by players alongside minor improvements to the mission-system tools.
UI
In May, the team completed the UI for an upcoming event, creating various screens to support the narrative and gameplay. Once completed, the Design teams kicked off plans for the next one.
The new Mirai UI was also finished, which the team kept quiet until the launch of the Guardian MX.
“Mirai uses vibrant colors and dynamic shapes, which were great fun to work on and mark an interesting departure from the retro sci-fi look of our other styles, like Drake and Aegis.” UI Team
The new layout and shapes were a challenge to implement with the existing setup. So, the team assessed the problems and rewrote the UI core to make it easier to create more interesting styles in the future.
Elsewhere, performance improvements continued, with the team investigating spreading UI processing across multiple cores. Visual prototypes were also worked on for some interesting but currently confidential 3D interactive UIs to replace one of the older systems in the game.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
Every two weeks, we accompany the Roadmapupdate with a brief explanatory note to give you insight into the decision-making that led to any changes. This is part of an effort to make our communications more transparent, more specific, and more insightful for all of you who help to make Star Citizen and Squadron 42 possible.
Just a reminder: The 1.0 column showcases features and content planned for inclusion in or before Star Citizen 1.0. This means you may not have to wait for the 1.0 release to experience them. As features/content in the 1.0 column become ready, they will migrate left into a point patch column for release.
Be sure to check back every two weeks for the latest updates.
With that, let’s dive into this week’s Roadmap Roundup!
-CIG Community Team
Notable Changes: June 4, 2025
Release View
4.2.0
Irradiated Apex Valakkar
Adding the irradiated Apex Valakkar that players can find near the Research Facility while doing the Storm Breaker sandbox activity. This was previously listed under the "New Creatures" card.
The card has been set to Committed.
Irradiated Adult Valakkar
Adding the irradiated Adult Valakkar that players can find near the Research Facility while doing the Storm Breaker sandbox activity. This was previously listed under the "New Creatures" card.
The card has been set to Committed.
Irradiated Juvenile Valakkar
Adding the irradiated Juvenile Valakkar that players can find near the Research Facility while doing the Storm Breaker sandbox activity. This was previously listed under the "New Creatures" card.
The card has been set to Committed.
Irradiated Kopion
Adding the irradiated Kopion that players can find roaming near the Research Facility while doing the Storm Breaker sandbox activity. This was previously listed under the "New Creatures" card. These hostile beasts hunt in packs!
The card has been set to Committed.
New Hairstyles (4.2.0)
Adding four additional hairstyles.
The card has been set to Committed.
Radiation
Implementing dangerous radiation zones in specific locations, forcing players to adapt with specialized gear and strategic navigation.
The card has been set to Committed.
ASD Research Facility
Strategically located on Pyro I, Associated Science and Development facilities that provided essential infrastructure and sandbox gameplay opportunities for planetary operations.
The card has been set to Committed.
ASD Datacenter
Strategically placed on Pyro IV, Associated Science and Development datacenters are providing key infrastructure and sandbox gameplay opportunities for planetary operations.
The card has been set to Committed.
Storm Breaker Sandbox Activity
Adding the Storm Breaker Sandbox activity, utilizing new gameplay mechanics to tell new stories in the 'verse.
The card has been set to Committed.
ARGO ATLS IKTI
Adding the ATLS IKTI, and ATLS GEO IKTI: versatile new combat suits developed for upcoming challenges, ready to prove their value in an upcoming new Sandbox Activity. They both are equipped with dual weapons, and the GEO IKTI version keeps its backpack for a jumping ability with adjusted gear slots to fit FPS weapons and gadgets.
The card has been set to Committed.
Wikelo Special Ships (4.2.0)
Adding multiple new ships and vehicles to the ever-expanding Wikelo's Emporium: Mirai Guardian QI, Anvil Mk2 Super Hornet, MISC Fortune, Aopoa Nox, Mirai Pulse, RSI Ursa Medivac. These ships and vehicles can be unlocked by bringing the NPC Wikelo a number of favors in exchange for rewards.
The card has been set to Committed.
VOLT Laser Shotgun "Prism"
Adding a cutting-edge energy shotgun that ramps up its pellet spread with heat, delivering brutal close-range bursts powered by VOLT.
The card has been set to Committed.
Sterling Exploration Suit
Introducing the Sterling Exploration Suit: a heavy utility armor built to withstand extreme radiation, enabling safe traversal through the most hazardous zones.
The card has been set to Committed.
Dynamic Rain
Adding dynamic rain in specific locations, as a first step toward Genesis: Dynamic Weather.
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Subscriber Promotions
June welcomes dangerous new adventures and immersive in-game storytelling thanks to the impending release of Alpha 4.2. To help you brave the storm and aid Humanity’s ongoing issues with regeneration, all Subscribers can drop into action in Drake’s rugged dropship, the Cutlass Steel. Imperator Subs can also enter the fray in the UEE Navy’s own troop transporter, the Anvil Valkyrie.
This month’s Flair is also suitably themed around the upcoming patch, with an ASD bomber jacket alongside a radiated valakkar hangar diorama.
ASD Bomber Jacket
Originally exclusive to ASD workers in the Biological Research Division, this synthetic leather has the look, feel, and smell of the real thing. The company's logo is featured on the front and back.
Current Centurion-level Subscribers get this item as part of their subscriptions.
This item will be delivered in an upcoming patch.
Irradiated Valakkar Diorama
Irradiated by toxic storms on Pyro I, the valakkar bursts from the ground in this decorative hangar diorama.
Current Imperator-level Subscribers get this item and the above Centurion-level itemas part of their subscriptions.
This item will be delivered in an upcoming patch.
ASD Jacket & Irradiated Valakkar Diorama
Contains the ASD Bomber Jacket and Irradiated Valakkar Diorama.
This item is available for all Subscribers to pledge for in the dedicated Subscriber Store.
These items will be delivered in an upcoming patch.
Drake Cutlass Steel: Pick up your whole squad and take on the dangers of the storm. Built to transport 18 soldiers plus 3 crew members and a host of small arms, it’s the ideal way to get into the heart of the action.
Imperator Subscribers: Anvil Valkyrie and Drake Cutlass Steel (with 24-month insurance)
Anvil Valkyrie: Heavy hitting and heavily defended, the Anvil Valkyrie is perfect for braving the most hostile warzones. Take 20 troops, cargo, and a ground vehicle in the fray without risking casualties on the way.
Drake Cutlass Steel: Pick up your whole squad and take on the dangers of the storm. Built to transport 18 soldiers plus 3 crew members and a host of small arms, it’s the ideal way to get into the heart of the action.
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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 June 9, 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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Happy Monday, everyone!
Alpha 4.2 is now available to all waves in the PTU! If you haven’t checked it out, now’s a great time to jump in and help us kick the tires of the latest build - your feedback goes a long way toward smoothing out the rough edges before its Live release. A huge thanks to everyone who’s already hopped in and shared their thoughts; we appreciate it, and keep it coming!
Throughout the month of June, we’re celebrating YOU, our vibrant and inclusive community, and we want to see your flair on display! Whether you’re designing something eye-catching, baking tasty treats, customizing your fleet, or flying proudly in your favorite livery, this is your moment to shine. Submit your most colorful creations for the Show Us Your Colors Celebration 2025 and you could walk away with some sweet rewards!
This past Saturday, we had the pleasure of attending Bar Citizen Lyon, an incredible gathering organized by Star Citizen Francophone, Himalia, and Pulsar 42. Around 300 Citizens showed up, including the next generation of UEE recruits and a few adorable pet kopions. From the quiz machine and org showcases to giveaways and hours of passionate conversation, Ninkasi La Guillotière was buzzing with energy!
Next up: Bar Citizen Toronto kicks off on June 7, followed by International Bar Citizen Weekend events happening worldwide near all our studios on June 14 -15. We’re putting the finishing touches on our plans and look forward to seeing you there! For all the details on times and locations, check out the World Tour Comm-Link.
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Now, let's see what's going on this week
This Tuesday, as we lead up to the release of Alpha 4.2, we’ll be dropping a new Patch Watch, showcasing upcoming features, improvements, and fixes that aren’t listed on the Public Roadmap. Plus, keep an eye out for the June Subscriber Comm-Link and the latest Subscriber Newsletter.
Wednesday brings the latest Roadmap Update, accompanied by its complementary Roadmap Roundup. You can also look forward to the May 2025 PU Monthly Report for a behind-the-scenes look at what the dev teams were working on throughout the month.
Thursday's episode of Inside Star Citizen takes a look at the new sandbox activity unfolding in the next chapter of the ongoing Regen Crisis narrative.
Friday, you'll find a copy of the weekly RSI Newsletter delivered straight to your inbox.
On Saturday, the Bar Citizen World Tour touches down in Toronto, Canada - more details here.
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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Spotted at the recent CON42 event, BaharChan debuted their very first self-made cosplay, and it’s an absolute showstopper! The look was completed with a P6-LR sniper rifle, brought to life with stunning detail.
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 May 26th 2025 to Jun 2nd 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 26. Mai 2025 bis 2. Juni 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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Happy Monday, everyone!
There’s still time to swing by the Bevic Convention Center and take a few ships for a spin before Invictus Launch Week draws to a close. Whether you’re jumping in for the first time or taking another lap, now’s the perfect moment to enjoy the Free Fly and test some of the ‘verse’s best military-inspired ships before it ends on May 27. We’ve also really enjoyed seeing you share your experiences of the big event on the Community Hub, so keep those coming!
After Invictus Launch Week wraps up, we’ll begin rolling out ship naming waves for the Aegis Idris, starting with original concept owners and Golden Ticket holders. If that’s you, you can find the details in this Spectrum post. More waves will follow soon after.
Meanwhile, work continues on Alpha 4.2, with our teams iterating on early feedback from the Evocati. This update will include dynamic rain, improved kiosk interactions, new hairstyles, and more — and we're aiming to open up for broader testing soon.
Lastly, the Bar Citizen World Tour continues! This Saturday, May 31, we visit the heart of one of Europe's most vibrant cities: Lyon, France. If you're in the area, come meet the team, raise a glass, and celebrate all things Star Citizen with fellow enthusiasts. Check out our World Tour comm-link for more details on this event (and other upcoming ones).
Now, let's see what's going on this week
This Tuesday, keep an eye out for the May Squadron 42 Newsletter, because the ships of Squadron 42 are ready for their close-up! Make sure you're subscribed so you don't miss a frame.
Friday, you'll find a copy of the weekly RSI Newsletter delivered straight to your inbox.
On Saturday, it's time for the System 7 Finals by ATMO esports!After weeks of blistering speed, tight turns, and challenging race tracks, the best of the best are set to battle it out for glory. Tune in to ATMO esports' channel from 6 pm UTC to see who will emerge victorious.
Fly low, and fly fast!
The Weekly Community Content Schedule
MONDAY, May 26, 2025
This Week in Star Citizen
Invictus Launch Week Finale
TUESDAY, May 27, 2025
May 2025 Squadron 42 Newsletter
Invictus Launch Week Finale
FRIDAY, May 30, 2025
RSI Weekly Newsletter
SATURDAY, May 31, 2025
Bar Citizen World Tour 2025: Lyon, France
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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This beautiful compilation captures Invictus Launch Week 2955 as experienced by Sol Armada, through the lens of Kaelistar. It’s a personal look at one org’s journey through Invictus - full of camaraderie, coordination, and well-earned victories.
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…
A further investigation of the planet revealed a cache of Xi'An weapons and war machines. The Ringworld shall act as a political neutral zone where representatives can meet to resolve problems through discourse A naturally occurrSpark Habitable atmosphere Inhabitable Earth analogue. Banu Protectorate surveyors were stunned to find abandoned Humanity cities on the planet A Flying Coffin had come through as well
A dozen confused Marine and medical staff watched him disappear into the jump-point smuggling: That's a word that hasn't been associated much with UEE We know that we have been Distrusting
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There’s still time. Almost 100 ships are free to fly until May 27, 20:00 UTC, including new releases like the Anvil Asgard, Mirai Guardian MX, MISC Starlancer TAC, and Greycat MTC.
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…
Star Citizen und Squadron 42 sind nach vielen Jahren immer noch in Arbeit, jedoch nicht erschienen. Jetzt gibt es Anzeichen dafür, dass die Einzelspieler-Kampagne auch für aktuelle Konsolen kommen könnte.
It's time again to shine a spotlight on our most active members from the past week! From May 19th 2025 to May 26th 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 19. Mai 2025 bis 26. Mai 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
Ever been kicked out of a party you never went to? Well boo-freakin’-hoo, Invictus corporate overlords. Let us wipe away our non-existent tears with our calloused hands earned from an actual hard day’s work. You can keep your pomp and shove your circumstance. We’ll be back next year, bigger and badder. Then we’ll see who’s laughing. Yuk it up, Naval lemmings and stim snorting barons, while you still can. Drake fans know how to be patient. See you next year, workers.
To celebrate Invictus, we're excited to introduce three new Patch Bundles, each showcasing a distinct livery. Patch Bundles are limited-time item and cosmetic packs that accompany most content patches. You won’t want to miss these!
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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Asgard
Introducing Anvil’s new savior of the battlefield, the Asgard - a heavily armored vehicle equipped for boundless resilience in the hottest combat zones.
We asked the Vehicle and Gameplay teams a few questions about Anvil's new dropship. Here are the answers, straight from the devs themselves.
What is the key difference between the Valkyrie and the Asgard? In what situations might a player choose one over the other?
The primary difference is that the Asgard chassis has been extended to accommodate the on-board storage of a single Nova-tank-sized vehicle or one of the Anvil Atlas chassis family (Ballista, Spartan, and Centurion).
However, this is at the expense of crew accommodation and drop seats, which the Valkyrie houses. The crew requirement for the Asgard is lower than the Valkyrie, as some weapons are slaved to the pilot, allowing for significant forward-facing firepower. In comparison, the Valkyrie’s turrets provide greater coverage in all arcs beyond the front.
How many people can be accommodated in the Asgard dropship? How many when a Nova Tank is loaded?
There are no dedicated drop seats in the Asgard. The crew requirement is only two players, these being a pilot and a second player either operating the manual lower turret or completing engineering-related work.
If the Asgard pilot is alone and without a gunner, how many forward-facing weapons can they operate?
The pilot can control the six facing-forward S3 weapons along with the top-mounted missile rack.
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Are the 2x S4 manual gunner turrets able to fire in an arc, or are they fixed to face forward?
The manual gunner turrets can rotate 360 degrees with good downward-facing angles, allowing players to engage ground targets ahead of dropping vehicles into the area.
The Asgard has a significant amount of facing-forward weaponry, rather than multiple turrets covering all angles of defense as found on other dropships. What was the reasoning behind this design choice?
We wanted there to be gameplay differences between the Asgard and other dropships, like the Valkyrie. It was a conscious design decision to provide most of the firepower as forward-facing to distinguish the Asgard amongst those other ships.
What was the reasoning behind equipping the Asgard with 16x S3 missiles? What threats or targets is it specifically designed to counter?
The missiles were added to provide some ability to tackle threats outside of the front arc. However, missile lock is only possible from the pilot’s view, requiring players to keep targets in sight prior to launch.
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Can you provide examples of missions, roles, or scenarios that the Asgard is intended for?
The Asgard excels in missions that require transporting ground vehicles and cargo, either together or independently. With its large rear ramp, loading and unloading cargo is simple.
Does the Asgard feature a cargo grid in addition to its 180 SCU storage? Could this be used to transport ammo, fuel, and other equipment to the battlefield?
The 180 SCU cargo grid is the only cargo grid on the vehicle and occupies the same area as the vehicle storage. This means that when a vehicle is aboard, cargo capacity is reduced.
Does the Asgard retain the lateral doors from its sister ship, the Valkyrie?
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…
As one of the premier contractors of the UEE, Anvil aims to rise above, always striving to look forward, and this year is no different. Anvil is proud to introduce its newest offering in military excellence, the Asgard - a heavily armed vehicle dropship built to withstand a barrage of attacks as you forge toward the center of battle.
RSI Aurora explosion homing beacon dogma
Turbulence
"We don't have anythCaptain's office." Harroway said. The Xo didn't like that answer. The Evaporating Planet's little sister lives near the outer edge of the system's so-called "red band". The Vessel shall act as a political neutral zone where representatives can meet to resolve problems through discourse Trunk shoved his way through more Travellers, Captains, a couple Officers who gathered to watch, and finally got to the Equipment room and the wreckage of the Retaliator A Razor transport emerged from the jump-point and lumbered toward the Navpoint
Professional Pilgrims often use all manner of technological subterfuge to slip their Weaponry past the eyes of Explorers or Pirates We know that we have been Cruel We know that we have been Intolerant Professional Customs agents often use all manner of technological subterfuge to slip their Parts past the eyes of Lifeforms or Pilots
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Introducing Anvil’s new savior of the battlefield, the Asgard - a heavily armored vehicle-dropship equipped for boundless resilience in the hottest combat zones. Power through relentless fire to deliver vital reinforcements, hold the front line, and keep the enemy retreating.
To celebrate Invictus, we're excited to introduce three new Patch Bundles, each showcasing a distinct livery. Patch Bundles are limited-time item and cosmetic packs that accompany most content patches. You won’t want to miss these!
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…
Into the fray and into the dev process with this glance at Star Citizen’s newest military dropship. Deploy, demolish, and defend with comprehensive weaponry, shields, and carrier capacity.
Into the fray and into the dev process with this glance at Star Citizen’s newest military dropship. Deploy, demolish, and defend with comprehensive weaponry,…
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DESCENDING JUSTICE
Introducing Anvil’s new savior of the battlefield, the Asgard - a heavily armored vehicle-dropship equipped for boundless resilience in the hottest combat zones. Power through relentless fire to deliver vital reinforcements, hold the front line, and keep the enemy retreating.
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DEPLOYMENT
Bring the Backup
Deliver fierce war machines to the frontline, including a single Nova tank or several smaller ground vehicles, whether they’re the first wave of attack or crucial reserves.
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DEMOLITION
Clear the Path
With its impressive array of missiles, pilot weapons, and manual turrets, the Asgard makes light work of enemy forces standing between it and the drop zone.
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…