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Tier 1 Rewards
Basic Amenities: Falston “Hurston” jumpsuit, Hurston hat, and a Greycat Pyro RYT “Hurston” Multi-Tool.
Tier 2 Rewards
Combat Preparation: Greycat Strata “Hurston” armor and a VOLT Pulse “Hurston” laser pistol.
Tier 3 Rewards
Ready for Anything: Hurston livery for the RSI Aurora, Zeus MK II, and Crusader Spirit, plus a VOLT Prism “Hurston” laser shotgun.
Tier 4 Rewards
Hauler’s Essentials: Hurston livery for the Argo RAFT, MISC Freelancer, and RSI Constellation, plus a VOLT Quartz “Hurston” energy SMG.
Tier 5 Rewards
Cargo Legends: Hurston livery for the MISC Starlancer, Drake Caterpillar, and Crusader Hercules Starlifter, plus a VOLT Parallax “Hurston” energy assault rifle.
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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Tier 1 Rewards
Basic Amenities: Falston “microTech” jumpsuit, microTech hat, and a Greycat Pyro RYT “microTech” Multi-Tool.
Tier 2 Rewards
Combat Preparation: Greycat Strata “microTech” armor and a VOLT Pulse “microTech” laser pistol.
Tier 3 Rewards
Ready for Anything: microTech livery for the RSI Aurora, Zeus Mk II, and Crusader Spirit, plus a VOLT Prism “microTech” laser shotgun.
Tier 4 Rewards
Hauler’s Essentials: microTech livery for the Argo RAFT, MISC Freelancer, and RSI Constellation, plus a VOLT Quartz “microTech” energy SMG.
Tier 5 Rewards
Cargo Legends: microTech livery for the MISC Starlancer, Drake Caterpillar, and Crusader Hercules Starlifter, plus a VOLT Parallax “microTech” energy assault rifle.
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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Tier 1 Rewards
Basic Amenities: Falston jumpsuit, hat, and a Greycat Pyro RYT Multi-Tool branded by your most supported corporation.
Tier 2 Rewards
Combat Preparation: Greycat Strata armor and a VOLT Pulse laser pistol branded by your most supported corporation.
Tier 3 Rewards
Ready for Anything: Liveries for the RSI Aurora, Zeus MK II, and Crusader Spirit, plus a VOLT Prism laser shotgun, all branded by your most supported corporation.
Tier 4 Rewards
Hauler’s Essentials: Liveries for the Argo RAFT, MISC Freelancer, and RSI Constellation, plus a VOLT Quartz energy SMG, all branded by your most supported corporation.
Tier 5 Rewards
Cargo Legends: Liveries for the MISC Starlancer, Drake Caterpillar, and Crusader Hercules Starlifter, plus a VOLT Parallax energy assault rifle, all branded by your most supported corporation.
Introducing three new industrial-themed patch bundles, showcasing unique color palettes inspired by prominent industry names: Pyrotechnic Amalgamated, Greycat Industrial, and Shubin Interstellar. Each bundle includes a specially designed Greycat Strata medium armor to ensure miners’ safety on the job complemented by a matching backpack, a VOLT Pulse pistol, and a unique paint for the Argo MOLE.
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Meteor
Where elegance, speed and devastation meet, the Meteor flies high against the biggest threats in the 'verse.
We asked the Vehicle and Gameplay teams a few questions about this new medium fighter in the RSI lineup. Here are the answers, straight from the devs themselves.
Is the Meteor designed with a particular type of enemy in mind, such as other fighters, bombers, or large targets?
The Meteor is classified as a medium fighter (albeit one with some larger S5 weapons), so it’s intended to take on larger targets, such as heavy fighters and smaller multi-crew ships. However, the S3 weapons also provide appropriate firepower for dealing with smaller threats.
Regarding its guns and missiles, could you clarify which components are swappable?
The four S3 guns and additional missile hardpoints are all swappable with any compliant option. The two bespoke S5 ballistic cannons and integrated missile launchers are not swappable.
As we know, new RSI ship interiors typically follow one of two styles: military, as seen in the Polaris, or civilian, like the Zeus Mk II. Which design direction does the Meteor follow, and how does that choice reflect its intended role?
The Meteor shares a lot of the civilian Zeus-style kit as it befits the smaller size of the ship, despite it being combat focused.
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Is the Meteor considered a variant of the Mantis, and will it be compatible with Mantis paints?
Like the recent Asgard from Anvil, or the Centurion/Spartan/Ballista ground vehicles, the Meteor is a new ship based on an existing chassis, and thus not a variant. As such, it does not share paints with the Mantis.
Besides having more weapons and lacking the QED compared to the Mantis, what other differences does the Meteor have in terms of flight behavior?
The Mantis has a higher SCM speed, while the Meteor has a higher NAV speed at the expense of minor rotational and maneuvering performance. While both the Meteor and the Mantis are tuned to the ‘interceptor’ archetype within the traditional medium fighter range, it differs enough that it excels in straight-line performance over its brethren.
Given its high firepower, interceptor classification, and living quarters, the Meteor seems to combine the best aspects a ship can offer: power, agility, and long-range capability. With so many strengths, what are its drawbacks?
While the benefits seem strong, as we strive for with every ship, there are noticeable tradeoffs, in this case bespoke weaponry, shielding and hull strength.
Its bespoke S5 cannons pack a serious punch, but they come at a cost: you’re locked into ballistics, which means limited ammo and slower fire rates that punish missed shots, especially against smaller, more nimble targets.
Its firepower reaches the higher spectrum of medium fighters, but it differs from the strong, unified damage archetypes often found in heavy fighters, while it’s hull strength and S1 shields share more in common with frequent light fighter tunings. The intention here is to make the Meteor a truly unique offering within the medium fighter setting ahead of further changes to the flight model, resource network and other aspects of ship flight coming in the future.
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What ship would be considered a direct competitor to the Meteor? Where does the Meteor fit within the medium fighter lineup?
This is a tricky question, as the Meteor straddles the light, medium, and heavy fighter categories. For example, it compares with the shielding of the first, the flight performance of the second, and the armament of the latter, while maintaining many tradeoffs against lots of ships.
Within just the medium fighter lineup, it sits alongside the Hornet Mk II in damage output, potentially beating it in straight line performance, while sometimes struggling to match it’s maneuverability.
Is the Meteor intended to be a solo operator’s ship, or does it perform best when supporting or supported by other ships?
The Meteor is designed for solo operation.
For its size, the Meteor carries a considerable amount of weaponry. Can its powerplant generate enough power to effectively support its weapon systems while maintaining full functionality of other systems?
One of the main reasons for equipping the Meteor with bespoke ballistic cannons rather than energy weapons was to ensure the ship has appropriate power for the pilot to manage.
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Does its hull or component layout allow for better serviceability or survivability in combat?
With the introduction of the Meteor, both it and the Mantis now have fully accessible components from within the ship.
As a powerful medium fighter, what level of signature does the Meteor emit while operating at combat readiness?
Due to the combat focus of its loadout and weaponry, the Meteor has a higher-than-average signature; high offensive ability comes at the cost of being visible.
What is its storage capability? Does it include a cargo grid or designated space for small cargo boxes or personal items?
There is no dedicated cargo grid aboard the ship, just personal inventory storage.
During the development of the Meteor, were any quality-of-life improvements made to the chassis that also benefit the Mantis?
Developing the Meteor allowed us time to go back and retrofit the updated interior to the Mantis at the same time.
Beyond the interior changes, we also implemented a new backend for the interdiction system that restores the snaring functionality of the Mantis to near pre-Server Meshing. This means that players can now snare a ship that starts a QT jump from another server — a limitation that previously arose with the introduction of Server Meshing.
Looking ahead, we're aiming to bring more quality-of-life improvements and fixes for the Mantis with Alpha 4.3.0, including:
Preventing players from calibrating to a nav target while inside a snaring field.
Fixing an exploit where players can avoid interdiction by leaving the pilot seat.
Resolving occasional cases of players "rubber-banding" back to the interdiction site.
Fixing an issue where the snare device may not charge properly; as a temporary workaround, toggling it off and on or waiting briefly can help.
Ensuring snares can still catch ships that begin quantum travel before the snare is activated.
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RSI METEOR
IN A FLASH
Elegant, swift, and deadly, the Meteor strikes through. Offering features above and beyond others of its ilk, this medium fighter favors acceleration and focused strikes. Power pairs with practicality with the Meteor’s sleek interior and on-board living quarters, making RSI’s latest release the first and only pick for serious combat pilots.
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RAPID INTERCEPT
Fast & Deadly
Soar into combat zones to intercept those unlucky enough to be in your sights. The Meteor was built for those quick, piercing attacks that turn the tide of battle.
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ONE FELL SWOOP
Target. Kill. Escape.
The Meteor specializes in powerful burst attacks that leave enemy ships reeling. Cut a devastating swath through battle with bespoke ballistic cannons, precision laser repeaters, and heavy-hitting missiles. You’ll rarely need a second pass.
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LIVE IN BATTLE
On Board Quarters
As RSI’s only medium fighter with lifestyle utility, the Meteor lets you stay the course without incumbent stops. The stylish, practical interior adds to the appeal of this deadly ship and exceeds the standard of existing fighters.
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…
Every two weeks, we accompany the Roadmapupdate with a brief explanatory note to give you insight into the decision-making that led to any changes. This is part of an effort to make our communications more transparent, more specific, and more insightful for all of you who help to make Star Citizen and Squadron 42 possible.
Just a reminder: The 1.0 column showcases features and content planned for inclusion in or before Star Citizen 1.0. This means you may not have to wait for the 1.0 release to experience them. As features/content in the 1.0 column become ready, they will migrate left into a point patch column for release.
Be sure to check back every two weeks for the latest updates.
With that, let’s dive into this week’s Roadmap Roundup!
-CIG Community Team
Notable Changes: July 16, 2025
Release View
4.2.1
All 4.2.1 cards have been set to Committed.
4.3
VOLT Laser Sniper "Zenith"
Introducing a powerful new weapon that combines the raw punch of a charged sniper shot with the rapid-fire precision of a marksman rifle, the zenith sniper rifles ability to automatically charge when held giving you far more flexibility in the battlefield at the cost of being audible to possible hostiles. Managing heat is however crucial, as overheating renders the weapon temporarily inoperable, leaving players exposed to enemy fire.
This card has received a new description.
Dynamic Snow
Introducing dynamic snow to select locations where snow already exists, leveraging the same environmental systems that power dynamic rain. This means snowfall will now appear based on weather conditions.
The card has been set to Tentative.
Wikelo Light Combat Stealth Suit
Adding the Special Light Combat Stealth Suit to Wikelo's Emporium.
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Hello everyone, xē'suelen nyahyan
Last week, we gave you an early glimpse of the upcoming RSI Meteor with a new episode of Behind The Ships, offering a first look at this bold new addition to the RSI lineup.
We’ve also been hard at work alongside you on Alpha 4.2.1, putting the final polish on the update as we get ready for its upcoming release. Your support has been invaluable, so thank you for reporting issues, sharing feedback, and offering suggestions throughout the PTU phase.
Lastly, the team just got back from the community-hosted Quantum Vegas — and what an unforgettable event it was. From the Machinima Awards and the epic Bar Citizen pre-party, to a venue that felt like it was built for a Star Citizen gathering, every moment delivered. It was an energizing and heartfelt meetup filled with familiar faces. Huge congratulations to the organizers for putting together something truly special. Next up: Bar Citizen Tampa, Florida on July 19, as the World Tour continues!
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Now, let's see what's going on this week:
On Wednesday, we're bringing new updates to the Roadmap, which break down the newest developments heading to versions 4.2.1 and 4.3.0.
Then on Thursday, our intent is to launch Alpha 4.2.1 to the live servers, alongside a brand-new episode of Inside Star Citizen focused on the update and its headline event: Resource Rush. We’ll also be releasing an FAQ to guide you through the event, as well as a dedicated Q&A for the recently introduced Meteor, answering many questions about RSI's newest ship, straight from the developers.
On Friday, be sure to check your inbox for the RSI Weekly Newsletter. We will recap the week's highlights, showcase standout community content, and more.
a.thl’ē’kol, see you soon,
The Weekly Community Content Schedule
MONDAY, JULY 14, 2025
This Week in Star Citizen
WEDNESDAY, JULY 16, 2025
Roadmap Update
Roadmap Roundup
THURSDAY, JULY 17, 2025
Update Alpha 4.2.1 - Race For Stanton
Inside Star Citizen - Alpha 4.2.1 Race For Stanton, on YouTube
We offer this World to the Galaxy as a place to study and a place to meet We offer this World to the Entity as a place to study and a place to meet Known locally as Pinecone, this Poisonous Main Sequence Dwarf is situated on the further edge of the green band and is often overlooked when compared to Kallis VI Damn right it is. Point is, no damn AI system's ever gonna be as good as an experienced Chief engineer
Known locally as The Hive, this High-pressure Coreless Planet is situated on the further edge of the green band and is often overlooked when compared to Kilian XIII "Maybe you should have a Engineer have a look at you. Be sure." said Hester Polaris A further investigation of the planet revealed a cache of Kr'Thak weapons and war machines. "We don't have anythCore." Ernst said. The Being didn't like that answer.
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We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.
The Vessel shall act as a political neutral zone where representatives can meet to resolve problems through discourse Even so, Engineering still exists in corners of the United Nations of Earth We know that we have been Intolerant Though technically not a planet, Mars is considered a local mascot. This Ocean Planet's unique shape has given it the nickname Sheperd
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During Foundation Festival, we’re shining a spotlight on heroes of the ’verse, offering everything from guide sessions and fact sheets to video tutorials to help new pilots find their way.
This week, we’re saluting Ludiks for expertly guiding French-speaking players through everything Salvaging and Towing. Thanks for championing the Foundation Festival. Merci beaucoup!
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 Jul 7th 2025 to Jul 14th 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 7. Juli 2025 bis 14. Juli 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
It’s coming in hot! Get an in-depth look at this high-speed, high-damage, high-cool-af medium fighter before it soars into Star Citizen like… well, a meteor.
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 hat mit einer wachsenden Zahl von Cheats und Exploits zu kämpfen. Jetzt haben die Entwickler verstärkte Maßnahmen angekündigt und teilweise auch schon umgesetzt.
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Happy Monday, everyone!
First and foremost, to all the vigilant citizens out there: thank you for your reports! We’re aware of the recent exploits and cheating making the rounds, and your quick action in flagging these issues has been a huge help. We don't have more to share just yet, but the team is on it.
Foundation Festival kicked off last week, showcasing what makes Star Citizen truly special: a welcoming community always willing to lend a helping hand.
Dive into the Guide System to earn exclusive Foundation Festival-themed rewards. Want to get more involved? Snap a moment of kindness and toss it into our community contest for a shot at some awesome prizes. And if you're hunting for a crew, check out our latest Org Spotlight Comm-Link — a great starting point to find your tribe, whether you’re a fresh-faced rookie or a seasoned vet. Plus, the revamped Referral Program is back with fresh rewards to celebrate every player’s part in growing the community.
Meanwhile, Alpha 4.2.1 on the PTU is open to all waves and being tightened up ahead of launch thanks to your input. Jump in, get involved, and keep that feedback coming!
Lastly, roll the dice and shake the rice: the next stop on the Bar Citizen World Tour is none other than Sin City itself! Join us at the fan-organized convention Quantum Vegas 2955 for a full day of fun with plenty of space talk, panels, and a community energy brighter than the Strip.
Now, let's see what's going on this week
This Thursday, Behind the Ships takes a closer look at the latest shooting star to blaze a trail straight into Jared’s heart (no, not the Jalopy; that’s in his other heart). Sleek, bold, and unapologetically cool—find out what makes this upcoming arrival one to watch as it makes a fiery entrance in the 'verse.
On Friday, you'll see the weekly RSI Newsletter directly delivered to your inbox.
The Bar Citizen World Tour hits Las Vegas this Saturday for Quantum Vegas 2955. What happens in the ‘verse… gets talked about in Vegas.
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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One More Trip is a cinematic journey through the many faces of Star Citizen: the beauty, the chaos, the quiet, and the thrill. Follow COP_Rider as they navigate the rich, multi-faceted universe we call home; a place that keeps calling you back, always just one more trip for the road.
We know that we have been Distrusting The Ship shall act as a political neutral zone where representatives can meet to resolve problems through discourse neon and fluids leaked through cracks in the Engine The Civilization shall act as a political neutral zone where representatives can meet to resolve problems through discourse
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During Foundation Festival, we’re shining a spotlight on heroes of the ’verse, offering everything from guide sessions and fact sheets to video tutorials to help new pilots find their way.
This week, we’re saluting TheSpaceCoder for dropping a stellar video tutorial that helps new players kick off their FPS Mining careers and earn credits on the cheap across the 'verse.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
It's time again to shine a spotlight on our most active members from the past week! From Jun 30th 2025 to Jul 7th 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 30. Juni 2025 bis 7. Juli 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
Loot it, buy it, earn it! Tune in for an in-depth discussion uncovering all ways you can earn and gear up in the ‘verse, plus a sneak peek at a new inventory management system.
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 tauscht erneut den Raumanzug gegen Spendierhosen. Für wenige Tage könnt ihr in das Mammut-Sci-Fi-Epos gratis reinschnuppern und diverse Dinge ausprobieren. So geht's und das gibt's!
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PU Monthly Report
June was a busy month at CIG, with most teams making final updates toward Alpha 4.2 and upcoming content. Read on for all the details of last month’s development, including the latest from the Ships, AI Tech, and Core Gameplay teams.
AI Content
June saw AI Content meeting with the directors and Combat AI team to keep pushing the development of the updated combatant wildline script. This new line set covers both FPS and dogfighting NPCs and provides a much-needed update to the enemies players have been fighting for years.
The team is currently looking into leveraging dynamic conversations (while keeping the line sets concise enough) to potentially offer gang-specific voicepacks. However, conversations and prototyping are required before they can begin capturing this content.
Outside of combat, the team updated civilian behaviors to utilize additional lines that haven’t been used yet and to make them feel more reactive in more environments. Finally, AI Tech supported the integration of new mission providers into upcoming content.
AI (Features)
Last month, AI Features completed their tasks for the irradiated valakkar, which made its debut in the PU. This was the culmination of months of hard work by cross-disciplinary teams, including AI Features and Tech, Animation, Gameplay Programming, Art, VFX, Audio, Design, and Weapons.
“We’re really enjoying the lovely feedback that the community has given fighting this giant. It’s making us very excited for future creatures and encounters to come.” AI Features
The latter part of the month was focused on bug fixing, including edge cases where valakkar didn’t emerge, despawned too soon, or failed to spit during its emerge animation.
Improvements were also made to the juvenile and adult valakkar, including changes to their positioning to prevent overlap and the better handling of unreachable targets. This also informed a fix for kopion chasing targets that become unreachable. The team then continued to develop upcoming creatures, the details of which will be shared in the coming months.
Major and minor bugs were fixed for Human combat alongside additional behavior work. This included aiming improvements to consider what part of the enemy is visible. For example, aiming specifically at the head if the chest is obstructed. Support was also added for NPCs using advanced weapon types, such as beam weapons or lasers that can overheat.
Updates were made to NPCs searching and looting ammo and weapons, the medical animation flow was polished to remove ‘pops,’ and more control was given to the designers over friendly-fire parameters.
Fixes were made to perception, audio propagation, combat investigation, and grenades. For the latter, updates were made to the targeting cooldown timer and collision checks when throwing grenades, while a fix was made to ensure that dropped grenades always explode.
AI (Game Intelligence Development Team)
The Game Intelligence Development team started the month with meetings relating to StarScript, Mission System 2.0, the commentator model, the density profiler, entity scripting, Mannequin, and the animation system.
Progress was also made on the prototype for Mission System v2 - implementation of the outline header and dashboard began. The visuals are evolving and adapting gradually to the limitations of Qt programming. As part of this, more icons were created to represent each mission component.
Additionally, the team continued to fix small bugs and work on some of the features requested by the game designers to improve StarScript.
AI (Tech)
Throughout June, the AI tech team provided bug fixes and support for the Alpha 4.2 release, including optimizing how navigation-mesh regeneration accounts for navigation links.
Since last year, the ‘island’ calculation (a way to determine which areas are reachable from the perspective of an NPC) was split into chunks for use by the planetary navmesh. Related bugs were investigated that caused some NPCs to not be able to find a path from an individual zone to planetary terrain. They also massively optimized the searching of navmesh around a point.
AI Tech converted the internal data structure that points at exclusion volumes or cost modifiers into AABBTree to quickly access and exclude unnecessary elements from the queries.
They then increased the radius used by NPCs to generate navmesh on planets to provide a better valakkar fight experience. For example, each variant of the creature needs to be able to move large distances around the world, with the recent amends providing improved generation granularity.
A way to mark up brushes (geometries that aren’t entities) was implemented to ensure they aren’t walkable for NPCs. This was necessary to avoid the use of unnecessary navigation exclusion volumes when artists want to prevent NPCs from walking over specific objects.
Ongoing work continued to update 3D pathfinding to use the new voxelizer approach. Alongside this, the team now has full support for quantum-boosting energy usage to efficiently use speeds when flying in space.
For StarScript, the ‘export as image’ functionality now supports exporting multiple graphs at the same time. Numerous other features progressed that will eventually be used directly in StarScript too.
In other work, the ability for NPCs to react to radar pings was added. Now, they will either consider a ping as a disturbance to investigate or an active event to bring them into combat.
Finally for AI Tech, fixes for NPCs driving vehicles were added, which is a feature the team hope to add to the PU at some point.
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Animation
Animation spent the month supporting the irradiated valakkar alongside another new creature for later this year. They also progressed with animations for pre-combat and social-area usables that will promote more stealth gameplay opportunities against NPCs.
Facial Animation supported multiple releases throughout June. They began by finalizing the content required for Alpha 4.2.1, including new lines for Stows, Walton, and the additional NPCs in the defend-location missions. They then worked alongside the Narrative and Mo-cap teams to capture new mission-giver content for Alpha 4.3 and 4.3.1. The team are currently processing the recorded content as the release dates approach.
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Art (Ships)
In the UK, the Anvil Paladin continued through greybox, with additional artists being moved onto it as their other tasks were completed to help prepare for its July gate review.
Pre-production began on the Gatac Railen, which will continue between other tasks ahead of the ship officially entering production later this year.
Some of the team moved onto the Drake Ironclad, with some areas receiving layout alterations to improve traversal alongside refinement to the modular Drake kit.
Work progressed on five unannounced vehicles: two completed their whitebox phase and are now well into greybox, with focus on details around the hull. Another is in the final stages of production and is receiving the finishing touches and bug fixes ahead of its release. Another vehicle from a prominent manufacturer entered production and is currently approaching its whitebox review. A new variant also entered pre-production, which the team states “may have the record for the fastest vehicle through the production pipeline.”
In North America, the RSI Apollo Medivac and Triage reached the LOD0 phase, with the devs ensuring the modular medical bays swap out and behave as expected.
Following the release of the Esperia Prowler Utility, the team tackled some bugs, with fixes due to land in Alpha 4.2.1.
The RSI Perseus approached its greybox gate review. As such, a lot of work was done to prepare anything that animates, such as the torpedo launchers, for the downstream teams.
Lastly for Ships, the Drake Kraken entered pre-production, with the team identifying areas from the original concept that need further attention to bring to modern standards. Full production will begin later this year.
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Community
June began with a celebration of diversity and culture as the team launched Show Us Your Colors 2025. This was followed by support for Alien Week 2955, which included a Q&A for the Esperia Prowler Utility and the Wikelo’s Nine Tastes Contest, where players embraced Banu culinary traditions through imaginative alien-inspired dishes.
The team also supported the launch of Alpha 4.2, publishing a Patch Watch to spotlight important updates not covered on the Roadmap along with a catch-all post.
June also marked International Bar Citizen Weekend, where the team celebrated with the community across Frankfurt, Montreal, Austin, and Manchester. Attendees received this year's exclusive Bar Citizen gift, the Holographic Vanduul Skull. This exclusive in-game gift will be available at every Bar Citizen World Tour stop later this year.
“A huge thank you to everyone who joined us! Meeting so many passionate and creative members in person was truly inspiring. Your stories and support continue to drive us forward.” Community Team
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Bar Citizen World Tour then made stops in Lyon, Toronto, and Copenhagen, as the team continued to meet and engage with local communities around the globe. The team also collected and reviewed CitizenCon Direct Watch Party submissions from those planning to host a watch party on October 11. More details will be shared soon as the list is finalized.
Evergreen tasks continued, including This Week in Star Citizen, the Roadmap Update and Roundup, the Arena Commander schedule update, and collating several mountains of feedback and ensuring they were delivered to appropriate developers. The team also completed tasks to prepare for the Foundation Festival and Ship Showdown, both set to begin in July, alongside ongoing work for CitizenCon Direct this October. In addition, submissions were collected for the Org Spotlight Comm-Link, which highlights player organizations during Foundation Festival.
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Core Gameplay
With the new Storm Breaker content, the Core Gameplay teams added several updates to radiation, hazard areas, and damage-over-time handling. New IFCS logic was also added for storm clouds.
Most of the teams contributed to the apex valakkar encounter, including its appearance and how it interacts with the players. The teams were also involved in the new Argo ATLS IKTI, including enabling freight elevators to support the various power suit variants.
The recently added points of interest uncovered several unexpected issues during internal playtests and the PTU, though the teams worked hard to resolve them for release. One major challenge was managing the new locations’ population and corpse control without causing a significant impact on performance.
Several freight elevator fixes were made across multiple missions, while improvements and bug fixes were made for radiation.
Mission Design
Last month, Mission Design worked to close out the Storm Breaker sandbox activity for release.
For the upcoming Alpha 4.2.1 patch, they expanded the ‘infiltrate and defend’ suite to only use Foxwell as the mission giver and expanded its location pool. They also fixed the ‘recover cargo’ archetype and created an FPS version.
Elsewhere, the team are looking to expand the ‘ship battles’ mission suite with a new escort-based archetype. For this, players will either escort a ship to a hangar or from a hangar to a safe range where it can quantum jump.
Work then continued on content for upcoming patches, including moving generic contracts over to guilds and factions, which is needed for Reputation v2.
Finally for Mission Design, the devs are investigating an issue with mission generation where it appears that there are not enough contracts for everyone, which is likely caused by Server Meshing.
Narrative
Following Alpha 4.2’s release, the Narrative team focused on the next two upcoming patches, which will feature a variety of new missions. This included creating new contracts, mission-provider dialogue, and environmental story detail for a narrative-rich gameplay location.
The team held a performance-capture session to record mission dialogue and numerous audio logs to be discovered by players. Additionally, the team supported the mission designers in adding several new combat contracts along with a refactor of several older missions.
Longer term, Narrative have been solidifying the next major story arc as the mission content comes more into focus - the team are striving to ensure that the stories the players will experience align closely with the gameplay objectives. Part of this new story will introduce a unique hostile faction.
In support of Alien Week, Narrative released a handful of new and expanded Galactapedia articles that focused on the strange fauna and lifeforms found in the PU.
Online Technology
The Online Services team continued to work on the ‘item imprint system’- design aspects are being discussed, technical documentation is being written, and service development began.
The team also began preliminary discussions for the upcoming ‘instancing service’ in collaboration with other teams. They’re currently defining the objectives and high-level technical details to estimate and plan the work properly.
Furthermore, the team discussed Inventory ID Enforcement on the Inventory API. The idea of this project is to ensure that the Inventory API only accepts calls that affect a specific inventory ID. This would set up the foundation for the upcoming Entitygraph Global Database Sharding.
The team also worked on various improvements and bug fixes to provide a better experience for players.
The Live Tools team reworked the filtering and sorting functionality of the moderation tool, significantly enhancing the overall user experience. They also addressed technical debt and introduced quality-of-life improvements, such as quick access to various tools linked directly to game instances.
In parallel, testing began for the new MTL development infrastructure, which offloads computational load from individual developer machines, making day-to-day work smoother and more efficient. Additionally, improvements continued for the crash handler, making it more reliable and less prone to errors.
The Network team focused on bug fixing and stability updates. Steady progress is currently being made toward Dynamic Server Meshing, which is also crucial for the successful implementation of instancing.
R&D
Gas cloud rendering was further refined based on the improvements implemented in March. To get additional detail and improve distance read, support for an extra erosion layer was added. Controls were also added to boost intermediate cloud density during the shaping and erosion process to prevent clouds from thinning out too much. The goal is to preserve the overall shape of the original VDB as much as possible with details added at the cloud interface. The previous density blending step was replaced by a new merging step that combines shaped and original VDB density. This fixes visual artifacts caused by the blending step and helps to preserve details. Lastly, edge albedo control was made aware of the cloud's density environment to limit darkening to shaped regions without the presence of density coming from the original VDB. All improvements were made available to both the PU and Squadron 42.
Elsewhere, the performance of planet cloud rendering for cameras in orbit was increased. Also, night-sky rendering was improved. Previously, it incorrectly included Mie scattering with regards to the fully occluded sun and produced undesired fake halos (especially when looking at the night sky from orbit). This is now fixed.
Furthermore, help was provided to fix the reflection of atmosphere content on water surfaces that was too dark under some conditions.
VFX
The VFX Code and Art teams worked on several things for Alpha 4.2. For example, the irradiated valakkar received bespoke animation and new irradiated VFX, while the weather VFX was refined and increased to make the event even more tense. The Argo ATLS IKTI also received new impact and surface effects.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
Every two weeks, we accompany the Roadmapupdate with a brief explanatory note to give you insight into the decision-making that led to any changes. This is part of an effort to make our communications more transparent, more specific, and more insightful for all of you who help to make Star Citizen and Squadron 42 possible.
Just a reminder: The 1.0 column showcases features and content planned for inclusion in or before Star Citizen 1.0. This means you may not have to wait for the 1.0 release to experience them. As features/content in the 1.0 column become ready, they will migrate left into a point patch column for release.
Be sure to check back every two weeks for the latest updates.
With that, let’s dive into this week’s Roadmap Roundup!
-CIG Community Team
Notable Changes: July 2, 2025
Release View
4.2.1
New Hairstyles (4.2.1)
Adding two additional hairstyles.
The card has been set to Tentative.
Global Event Tracking Service
Implementing a new system allowing our systems to track players progression across multiple shards. This system will first be used in conjunction with our new Global Event coming in Alpha 4.2.1. It can be found in the mobiGlas, Journal, Second Life Resource Drive.
The card has been set to Tentative.
Missions - Collection
Improving Wikelo's Emporium missions, allowing players to specifically focus on the ships and gear they want to unlock.
The card has been set to Tentative.
Medium Utility Armor "Strata" - Corporation Liveries
Adding a new Medium Utility Armor "Strata" - Corporation Liveries; as rewards for participating in 4.2.1's Global Event.
The card has been set to Tentative.
4.3
Cooperative Zones
Not an event. Not a sandbox. Like Contested Zones, but the opposite, where investigation, puzzle-solving and cooperation with players around you will make completing objectives easier.
The card has been set to Tentative.
Abandoned Underground Facilities
Located on every moon of the Stanton System, these enormous, multi-level structures are used for the new Cooperative Zones coming in Alpha 4.3.
The card has been set to Tentative.
VOLT Laser Sniper "Zenith"
Implementing the latest in the VOLT series of weapons.
The card has been set to Tentative.
Sniper Light Armor "Geist"
Adding a new Sniper Light Armor "Geist", specialized in stealth gameplay, with high mobility.
The card has been set to Tentative.
Medium Utility armor "Ambrose"
Adding a new Medium Utility armor "Ambrose", coming in 4.3.x
The card has been set to Tentative.
New Hairstyles (4.3.0)
Adding new additional hairstyles.
The card has been set to Tentative.
Ladder Improvements
Improving the reliability and use of ladders in-game.
The card has been set to Tentative.
AI FPS Turrets
Adding anti-personnel turrets for players to avoid or destroy, providing additional PvE challenges.
The card has been set to Tentative.
Mission Pickup on Location
Enabling new missions to be discovered and added to journals when you approach or enter a designated area.
The card has been set to Tentative.
Wikelo Special Ships (4.3.0)
Adding the following Special Ships to Wikelo's Emporium: RSI Starlancer TAC, Drake Golem, Anvil Terrapin Medic, with upgraded components. These ships can be unlocked by bringing the NPC Wikelo a number of favors in exchange of rewards.
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…