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This portfolio originally appeared in Jump Point 10.4.
On a moon in the Stanton system sits a nondescript outpost that few know of and even fewer have visited. At least that was the case until an error caused the automated processing facility inside to sell its product at a drastically deep discount. Those who noticed tried to keep the glitch a secret, but word quickly spread through the system’s underworld. Soon the outpost, by then better known as “Jumptown,” became a warzone with outlaws fighting for access. These brazen battles garnered enough attention that the issue was even discussed during a Senate hearing focused on rising crime rates within Stanton. So what drastically discounted, high-priced, and always in-demand product drove people to fight over the processing facility? WiDoW, a synthetic opioid that has become one of the most prominent recreational drugs in the UEE. It’s also one of the most dangerous. Not only for the devastating and tragic impact it has on those who fall under its spell but for the lengths some will go to profit off it.
WiDoW is a highly processed and highly illegal narcotic that is injected directly into the bloodstream. Its evocative name derives from one of the prominent side effects of extensive use: the drug’s viscous, ink-black consistency can stain the user’s veins, creating web-like subcutaneous patterns. A Class A substance that is illegal to possess and distribute inside the UEE, WiDoW produces extreme feelings of euphoria alongside providing pain relief and anti-anxiety effects. It’s also highly addictive and damaging to the Human body. Repeated use can lead not only to the telltale black markings but eventually collapsed veins, various liver and kidney diseases, heart conditions, and more.
The widespread availability of WiDoW is in part due to it being relatively easy to produce, which allows everyone from multi-system criminal syndicates to individuals to manufacture and sell it. While the production process is easily replicable, potency can vary greatly depending on several factors including quality of ingredients, cleanliness of equipment, and temperature fluctuations during processing. Some longtime users even claim that not knowing the potency of a dose is part of the thrill for them. While the WiDoW found today is completely synthetic, the substance has organic origins that shaped its initial image as a relatively safe and extremely exclusive designer drug.
FLOWER POWER
WiDoW’s rise to prominence is a beguiling mix of fact and fiction. Several details are well-established while others are lost in the haze of history, half-truths, and top secret classification. Its story begins with the discovery of the Oso system in 2861. The breathable atmosphere and lush biosphere of Oso II made the planet the primary target for government survey teams. Yet, upon the discovery of the Osoians, the most advanced developing species ever encountered by the UEE, Oso II was put under the protection of the Fair Chance Act. A strict lockdown was enacted that would prevent its lush and varied biomes from being thoroughly explored. Still, one early survey team that was already exploring the tropical region before the lockdown did manage to collect a handful of unique native plant samples.
Scientists informally named one of those uprooted plants ‘nightspiral,’ due to the flower’s vibrant multi-colored swirls set against its dark petals. Government scientists studied the plant but struggled to propagate it, and with Oso II off limits, a return trip to understand its natural environment was out of the question. Instead, scientists crossbred the plant using a variety of techniques, including grafting and genetic modification, only to discover one variant produced seeds containing alkaloids. Investigations into the seeds’ medicinal potency and intoxicating effects were done but still remain highly classified. Still, at some point in the process, someone saw the potential and seed samples disappeared from a research facility.
Rumors of a new injectable opioid called NightNight first spread in late 2867. It quickly gained a reputation as the fashionable drug du jour, available only to the ultra-elite with underworld connections. NightNight’s popularity only grew when rumors spread that the powerful opioid was not addictive. While this rumor would eventually prove tragically false, it’s believed that most early users avoided falling under the drug’s spell because of its limited and exclusive availability.
As demand skyrocketed, production lagged behind. New plants produced relatively few seeds and processing NightNight became an expensive, time consuming, and extremely meticulous process. It’s believed that underground chemists worked on a completely synthetic version for years before perfecting the process in 2879. If the stories can be believed, the chemist who cracked the formula sold the secretive process for an exorbitant price to several gangs around the same time and then vanished. Whether that story is apocryphal or not, the manufacturing process spread widely around the UEE within a year.
THE DARK WEB
The first synthetic version of NightNight made its way through the circles of the rich and powerful. Now quick and easy to produce, the drug’s reach rapidly expanded to those who’d been desperate to try but unable to acquire it. Of course, few knew the version they paid the premium price for was completely synthetic and not quite like the original drug.
As availability rose, so did use rates. What was once a monthly habit for an elite few suddenly became a daily habit for a growing percentage of the population. It wasn’t long before the repercussions of overusing the synthetic variant became readily apparent. The seriousness of addiction was publicly highlighted when the plight of socialite Khali O’Brien made headlines in 2880. Friends of O’Brien leaked stories to the press expressing concern for her sudden and dramatic weight loss and the shocking appearance of black veins on her neck. Paparazzi hounded her every move and, after layers of concealer failed to hide the black veins, O’Brien took to wearing black scarves and turtlenecks. This prompted one gossip columnist to label her the “Black Widow,” an evocative term that stuck as black, web-like patterns appeared on more users. This condition and the drug’s now completely synthetic nature prompted government officials to classify it separately as WiDoW to distinguish between it and the earlier non-synthetic version, with the unusual capitalization originating from the common spectrum and comms shorthand for the drug: “WDW.”
Despite clear adverse effects and skyrocketing addiction rates, many users in the late 29th century still believed WiDoW to be relatively safe when compared to other opioids. This false conviction, alongside the drug being widely available, led the UEE government to declare WiDoW as “one of most significant public health issues of the 30th century” and designate it as a Class A narcotic. While billions of credits have been poured into Empire-wide information campaigns, rehab facilities, addiction counseling, and more, WiDoW remains as popular and profitable as ever; a fate drug experts expect won’t change unless something drastic happens culturally, economically, and politically.
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Welcome to March’s PU Report! Read on for everything completed and in progress across our global studios last month, including several new vehicles, gas clouds, updated missions, and various backend tasks for the upcoming Alpha 3.19 patch.
AI (Tech)
Throughout March, AI Tech made significant improvements to various navigation systems and AI tool features. This included implementing support for overriding agent-type properties for navigation mesh generation, which enables the designers to generate meshes inside narrow areas and create more complex levels. For example, NPCs will be able to follow or search for players inside vents.
Another related feature is navigation volume cost areas (NVCA), which will impact navigation-mesh generation and the dynamic path computed during movement requests. There are both static and dynamic NVCA types:
Static NVCAs are shapes/volumes preplaced by the level designers when they want certain areas to be preferred or avoided during pathfinding.
Dynamic NVCAs are shapes created at runtime based on player or NPC actions. For example, fire areas that can expand or shrink, or areas featuring obstacles placed by players.
AI Tech also continued to iterate and polish some otherwise completed features, including NPCs pushing trolleys and NPCs using transit systems and elevators (with or without trolleys). Support was also added for hover trolleys.
On the AI Tools side, the team iterated and added new functionality to the Apollo Subsumption tool. Some of the new functionality includes being able to reference engine component tags as part of the TagSelector variable. They also moved the graph map to its own tab, added icons to the outline tab for easier viewing, and added a prompt for unsaved changes.
For the Usable Coordinator, the team continued with quality-of-life improvements and updated UI functionality.
AI Tech also completed a pass on the recent idle-system improvements. Now, they can correctly mark up specific moments in idle animations where it’s safe to leave. This allows them to maintain the visual quality the animators expect without needing to wait for the idle animation to fully transition into the exit animation.
Art (Characters)
Last month, Character Art polished outfits for the Duster faction along with Subscriber items for the year ahead. Production also began on the frontier helmets.
Concept-wise, the Art team explored the Headhunters and Rough & Ready gangs, and prepared handoff documents for the Dusters.
Art (Ships)
The UK Vehicle Art team spent the month closing out the Argo SRV alongside two unannounced vehicles. Each progressed through the final art pass stage, which includes LODs, damage, and optimization.
TheMISC Hull C received further support, with the team fixing several visual bugs and polishing where needed. Progress on the Crusader Spirit continued, with the ship moving from greybox to the LOD0 phase; the vast majority of the interior and exterior greybox work is now complete.
Whitebox work began on two unannounced vehicles, with one receiving a flyable in-editor prototype.
A component pass also began for the MISC Freelancer to ensure the component bays adhere to the required metrics and open and close properly.
In the US, Subscriber Flair paints inspired by microTech, Crusader, and Hurston were created.
The greybox for a new vehicle approached completion. Some unique maneuvering components were heavily detailed, including the front housings and suspension system. The seat enter-exit mechanism was fleshed out, while the front and rear doors were adjusted to prevent clipping and create a tight seal when closed.
Greybox on the Aopoa San'tok.yāiis ongoing, with the wings and thrusters now fully modeled out. All clipping during motion has been addressed, with additional Xi’an tech used to move parts away from others. The landing gear was also redesigned to have a stronger look in comparison to the rest of the ship, while all visible pistons were removed in favor of ‘mechanical muscles.’
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Community
To coincide with the release of the RSI Scorpius Antares in Alpha 3.18, the Community team published a Q&A answering key questions about the new EMP-equipped heavy fighter.
Then, in celebration of the opening of the Vision Center race track, the team hosted the first Star Citizen low-speed racing challenge.
Community also supported the Stella Fortuna celebrations and held a festive Screenshot Contest. Stella Fortuna also made use of the events tab on the Community Hub, recently debuted. The next major update of the Community Hub is already in the works, coming very soon.
Also in March, they released the full schedule for the ongoing Bar Citizen World Tour 2023.
“We’re excited to see you in person as soon as possible! Remember, if you're organizing an event or just looking for one to attend in your vicinity, you'll find everything you need at barcitizen.sc.” - Community Team
The team has also been heavily involved in supporting the publishing and player experience teams with the release of and ongoing work for Alpha 3.18.
Finally, the team has been entrenched in planning and organizing this year's CitizenCon event.
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Engine
In March, the Physics team worked on the consistent handling of wheeled vehicles between different gravity fields. Additionally, further improvements were made to OBB box pruning, while lock stealing in the geometry intersection code was reworked. Data integrity regarding the mass assigned to physical geometry was tightened, and a method was implemented to find the parts of an entity that a rope is attached to between sessions. An optional update of grid space part bounds during reposition was added. This should save significant time during collision detection if thousands of crates attempt to collide with a ship consisting of several thousand parts.
On the renderer, more code was refactored for Gen12. Transient constant buffers are now used in more code. For example, in SSDO and motion blur. The processing of tessellated objects was improved so it will no longer execute unnecessarily. A lot of legacy render code was removed (deferred shading, shadow rendering, etc), and support for debug viz of antialiasing and shadow mask rendering was added.
Improvements to the temporal render mode for atmospheric and volumetric clouds continued. This included improvements to stabilize color neighborhoods for reprojection and transmittance profiles.
On the core engine, the remote shader compiler server received a final round of substantial performance improvements. The exception handler was extended to better deal with recently occurring silent crashes. Based on the memory tracking information made available by Alpha 3.18 PTU, a new custom system allocator (to replace jemalloc) was implemented, which significantly reduces observed overallocation and fragmentation. This is currently in test. Further improvements were made to huge pages support. Work on streaming system improvements and the new memory-tracking tool continued too.
The remainder of the time was spent supporting Alpha 3.18.
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Features (Arena Commander)
In March, the Feature team saw the first stage of Arena Commander’s rework pushed to game-dev. Now, all development teams have the new frontend, lobby system, racing tracks, and more.
Arena Commander Features worked alongside the Planet team to improve Ellis III, Green - the planet that hosts Horizon Speedway. Updates include a new biome with higher mountains, increased water levels, and beaches to better represent the vast oceans and in-lore vacation destination the races are hosted over.
Design began a full rework of the Defford Link racetrack alongside finishing work on Old Vanderval. They also completed a pass of all holographic checkpoints to ensure they best represent their areas and environments. Design continued to improve and fix the new Arena Commander frontend with a refined style sheet.
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Features (Characters & Weapons)
Last month, the Features team revisited the prone locomotion set, as several successful mechanics used in the new EVA system could be transferred over. For example, the player character will now roll on the spot instead of spinning around at the hips and, as the player looks around, the collision shape does not change. This replaces the button press for switching between front and back, and the player can start moving from any prone pose.
The player character’s pivot has also been moved further forward, which centers the rotation in first-person view closer to the camera in both idle and movement animation sets. This makes rotation control far smoother, though requires a full update to all animations and transitions. As part of this, the collision shape has been changed from a single capsule to multiple smaller capsules. The main capsule is at the pivot, and the others trail out behind it and are allowed some freedom to retract.
“As a visual aid, consider this similar to a caterpillar. The end result is a much better first-person experience with fewer issues where the character gets stuck on terrain.” - Actor Features Team
The team also supported new behaviors around weapon heating. There is now an option for FPS weapons to overheat, which requires user intervention to restore functionality similar to a reload action. However, before the weapon hits the overheated state, it can change its behavior at various temperature thresholds. For example, the firing rate can increase, the fire mode can change to beam type, or the number of projectiles fired in a single shot can increase.
Features (Gameplay)
In March, the Gameplay Features team supported the ongoing QATRs for the Mining update and tractor beam.
This led to improvements in the tractor beam UX. For example, adding a toggle for on/off rather than press and hold, and adding new augmented reality (AR) markers to show the validity of an item the player wants to attach.
The team also improved the loot-generation debug tools to make it easier to validate loot distribution.
Ship refinery work also began; the design intentions were brought up to speed to allow the engineers to start work in the next sprint.
Features (Mission)
In March, Mission Features continued work on the Salvage contracts missions, adding polish and balance. Package extraction also progressed toward its eventual release.
“We are looking at adding general cargo to mission ships to give players a reason to investigate destroyed ships or ships that are in soft death.” - Mission Features Team
The ship escort mission that involves quantum travel progressed. The team’s current focus is getting all base-flow edge cases worked out to understand their dependencies on other teams. Production of a new mission began, currently known as Data Heist, which tasks players with reaching a location and stealing data.
The team also began adding quality-of-life fixes for Alpha 3.19, including enabling players to see historical data of whether a mission was completed or failedand why.They also modularized the missing-persons missions so they can be used more easily by the Content teamsas part ofthe ongoing initiative to build a more modular system.
On the law side, the team worked on the ability to defend a ship’s interior from trespassers. This includes not automatically adding players to a ship’s comms channel unless they’re a party member. As well as this, a liability system was created to deal with crimes committed with tractor beans.
“This includes a new system for attributing blame for the act of defenestration, which is a fancy word for throwing someone out of a window.” - Mission Features Team
Graphics, VFX Programming & Planet Tech
In March, the Graphics team completed a version of mesh generation from spline inputs, which will be used for jump point tunnels.
Various shader improvements were made, including recoloring skin using physically based melanin controls and adding the initial support for customizable makeup and tattoos. Improvements were also made to water reflection, refraction, and fogging.
Work began to unify the static and skinned mesh formats, which should lead to large draw call reductions on complex meshes. They also started to integrate new logic into each individual streaming system for testing. In addition, the Graphics team made various changes to the render-to-texture system, including new culling options that will be required for the interior-map feature.
For Vulkan, updates were made to the backend to help visual parity with DX11. Various debug modes were also added to Gen12 to surpass the functionality of the legacy renderer.
Meanwhile, the VFX Programming team continued their work on quantum travel and fire. Quantum travel effects now rotate correctly based on movement direction, and various visual improvements were made based on feedback. For the fire system, the framework for GPU fire particle spawning was added to allow for much greater particle counts. Entities can now exchange heat with the room they reside within too.
In addition, the VFX team continued improving their editor, adding the ability to reference effects from each other. They also made improvements to lightning effects in gas clouds.
The Planet Tech team progressed with water, iterating on the simulation quality and building a system to manage and combine simulations for water surfaces. Work on the asteroid system continued too, with the aim of achieving a much more flexible setup for shaping and distribution.
In-Game Branding (Montreal)
The In-Game Branding team continued work on the Pyro gangs' visual identity and environment.
They also made the final touch-ups to Invictus Launch Week, and are currently exploring Ruin Station in pursuit of adding new branding elements throughout.
Lighting
The Lighting team spent part of March working on Invictus Launch Week before continuing to light new and existing areas around Ruin Station.
They also progressed with their work on the colonial outpost modules in development by the Sandbox 1 team.
Live Tools
In Montreal, the Live Tools team began designing a new module for the Network Operation Center. In the future, this shard-management tool will support Server Meshing by displaying real-time information about the servers.
Locations (EU)
The EU Locations team progressed with Ruin Station, looking at new ways for the player to traverse and how new gameplay elements will fit into the areas already developed.
They also progressed with the local law offices, developing layouts and working toward playable prototypes.
Cargo elevators were worked on alongside the USPU team. Last month, Location prototyped elevators and how they will work in various scenarios.
EU2 also worked alongside Mission Features to add new platforms to Orison. These will be used for missions and to add additional points of interest to the city.
The EU Sandbox team created non-airlock outpost entryways, which will be used in Pyro’s breathable atmospheres.
They’re currently tidying up the underfloor areas for outpost modules for use in stealth gameplay. Work also continued on wrapping up the final pieces for Content Pack 3, which will enable the team to move onto outpost distribution across Pyro.
Design is almost finished with markup for Content Pack 2 and will be moving on to the final pieces of Content Pack 3 as they’re completed. They’re also near to closing out the Stanton and Pyro jump points, with some final bits of feedback being applied.
In March, EU’s Sandbox 2 continued their work on the underground facilities, which can be seen on a recent episode of Inside Star Citizen.
Finally, the Organics team progressed with rocky caves. Upcoming work involves reworking and touching-up Pyros planets and moons to bring them up to the current standard.
Narrative
With Alpha 3.18 live, the Narrative shifted back to work on the upcoming patch as well as ongoing development. They worked closely with the various Design team owners to further develop mission text for several upcoming mission types, including Salvage, Investigation, Mining, and some new ones that have yet to be announced.
For Pyro, Narrative revisited some of the scientific lore around the planets to ensure it aligns with the latest design and gameplay intents. They also started drawing out territories for the various gangs in the system to see where they would operate and overlap, which could establish conflict zones. They also began looking at the ‘outlaw’ lifestyle, specifically brainstorming a new approach for players drifting into criminality, rather than having unlawful missions available alongside legal ones.
In March, the Online Services team focused on hot fixes for the Alpha 3.18 live release. These were primarily aimed at inventory login, entitlement, and releveling stress on the global database.
For Alpha 3.18.1, the team added the new ASOP ship delivery system.
Systemic Services & Tools
Alongside supporting the Alpha 3.18 release and bug fixing cargo, ASOP terminal, and GIM issues, the team began R&D for a Service Beacon architecture update.
They also made progress on a character-creation service, supported USPU in testing the new expo halls, solved Subsumption editor issues, and worked with Design on the Quantum/Odin tool.
UI
The UI artists supported several upcoming gameplay features by creating screen mockups and concepts along with ideas for in-world displays. Several artists and some of the UI Tech team worked on the new visor and lens setup for SQ42, which will eventually make its way into the PU.
UI Tech helped improve VMA data download speeds and improved the underlying loadout system for Arena Commander and Star Marine. They also made incremental improvements to several areas, including text edit boxes, scrollbars, holo-volume interactions, and hyperlinks.
VFX
The VFX team put the finishing touches to their new particle library folder structure this month. This was in anticipation of the new ‘external ref’ functionality that will be moving into the testing phase imminently. This will provide a way for VFX artists to create template effects which can then be referenced in other libraries. This method will make for easier maintenance in the coming years as Star Citizen increases in size.
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 Roadmap update with a brief explanatory note to give you insight into the decision-making that led to any changes. This is part of an effort to make our communications more transparent, more specific, and more insightful for all of you who help to make Star Citizen and Squadron 42 possible.
With that said, let’s go ahead and dive into this week’s Roadmap Roundup!
-CIG Community Team
Notable Changes for April 5, 2023
Release View
The following cards have passed their final review for Alpha 3.19, therefore we are updating their cards to Committed:
Tractor Beam - Attach and Detach
This iteration of the tractor beam gameplay will add functionality to the tractor beam attachment of the multitool, allowing it to detach and attach items from ship itemPorts. This functionality can either be used for component exchange, replacement or restocking (rockets) or to scavenge other ships.
New Player Experience
An initiative for improving the initial (first 30 minutes) gameplay experience, which will help players understand the context of the world and introduce them to some of Star Citizen's basic features. This update focuses on the experience in Area 18 and Baijini Point.
New Missions - Salvage Contracts
With more civilian access to salvage ships, contract brokers are offering salvage jobs for derelicts around Lagrange Points around Stanton. These brokers charge a fee for their services so this will require some buy-in, but the contractors are free to keep any salvaged material for resale.
New Missions - Ghost Hollow PVP Mission
Adding a new mission type to the Ghost Hollow point of interest in the Stanton system. Making use of the comm-array as well as AI nav-mesh, this mission type will create PVP encounters where players will need to fight for control over terminals for a chance at big credit payouts.
Lorville Cityscape
Reworking the Lorville skyline to better fit the scale of the city and its distinctive buildings.
That's all for this week! Join the discussion on Spectrum, and check out the Roadmap Companion Guide for more information on the Star Citizen Public Roadmap.
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Welcome to April, Subs! Alpha 3.18 is well and truly live in the PU, and among the groundbreaking tech and updated features are all-new racetracks. To help you make the most of these thrilling (yet dangerous) new challenges, April’s Ship of the Month is the agile MISC Razor series. As usual, they’re available with enhanced insurance for all Subscribers until the end of the month as part of the Subscriber Special Promotion.
April also brings the Merchandise Spring Sale! From April 3rd - April 14th Subscribers receive an additional discount of up to 70% off on select merchandise.
This month’s Flair is planet-themed ship paints, featuring new colorways for the Crusader Ares, MISC Razor, Anvil Hawk, and Drake Cutter.
(Flair will be available in the Alpha 3.19 Live patch.)
Crusader - Hosanna Ship Paint Pack
Inspired by the gorgeous clouds that enshroud Orison, the Hosanna paint blends red, ivory, and pink to give any ship a distinct appearance. It also features a silhouette of the landing zone's famous Hosanna tree complete with its pink flowers.
Current Centurion-level Subscribers get the Hosanna Ship Paint Pack as part of their subscription. (Flair will be available in the Alpha 3.19 Live patch.)
microTech - Aspire Ship Paint Pack
The Aspire paint evokes both the hallmark colors and frigid temperatures of New Babbage. In honor of the landing zone that inspired it, the design also features a depiction of the Aspire Grand building that dominates the city's skyline.
Current Imperator-level Subscribers get the Hosanna and Aspire Ship Paint Packs as part of their subscription. (Flair will be available in the Alpha 3.19 Live patch.)
Hurston - Central Tower Ship Paint Pack
This orange and black color scheme is inspired by the furnaces of Lorville’s industrial sprawl. It also features a representation of the landing zone's iconic Central Headquarters and Shared Services Center, aka Central Tower.
The Central Tower Ship Paint Pack is available to all Subscribers to pledge for from the Subscriber-Exclusive Store. (Flair will be available in the Alpha 3.19 Live patch.)
If you would like to receive this flair as part of a subscription, you can subscribe before April 11th, 2023, 20:00 UTC.
If you subscribe after April 11th, 2023, you can pick up these and previous months’ flair (going back to 2014) in the Subscriber-Exclusive Store. You can fill in any gaps in your collection and pick up extras to gift to non-Subscribers.
Earnable In-Game
Our goal is to make most items earnable in-game. For this reason, many Subscriber Flair items have been added to the in-game loot table as rare drops from Alpha 3.17. Most pre-2023 items that can be carried by players are available now, with new and future flair being added after a three-month exclusivity window.
NOTE: Some exclusive digital event items, such as those from CitizenCon Goodies Packs, will not be discoverable via the in-game loot system.
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Happy Monday, everyone!
First and foremost, we want to give a quick update on 3.18 and the relevant upcoming releases. The team is still focused and hammering away at remaining issues. We do want to assure you that we're aware of the influx of 40014 errors that some of you are encountering, among others. Our team has uncovered what we believe is the cause of this one (40014) and is currently working on a solution. We remain all hands on deck and are dedicated to getting both 18.1 and 18.2 in your hands as quickly as possible, which we hope will bring much needed relief for those still experiencing issues.
In our 150th episode of Inside Star Citizen, we saw the return of the community-favorite Sprint Report, which featured several sneak peeks of exciting things to come. We then followed things up on Star Citizen Live with an exclusive AI Sprint Report by our very own AI Director Francesco Roccucci.
Finally, last weekend the Bar Citizen World Tour continued as community team members and developers traveled to two events. Together with veteran players and newcomers alike, they met for some drinks and a great time in Phoenix, Arizona, USA, & Paris, France, EU, and talked all things spaceships and Star Citizen. We had a great time, and we'd like to give a HUGE thank you to the organizers an all who came out!
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Now, let's see what's going on this week:
This Tuesday, we have our SubscriberComm-Link and newsletter detailing April's Subscriber benefits!
On Wednesday, we will release not only the bi-weekly Roadmap Update and Roadmap Roundup but also March's Monthly Reports for both Star Citizen and Squadron 42. Don't forget to subscribe to the Squadron 42 newsletter here.
Thursday won't see an episode of Inside Star Citizen as we brought the quarterly season to a close with its one hundred and fiftieth episode last week. Don't panic though, as we'll be back soon!
Friday won't see an episode of Star Citizen Live this week due to the holiday weekend, but keep an eye out for our weekly newsletter so you don't miss a beat.
Have a stellar week both in and out of the 'verse!
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.
Don't forget to submit your content to our Community Hub for the chance to see it here!
Life as a Security Guard #2
Star Citizen provides you the freedom to tell your very own adventure and form your own destiny. And StarrStreams has decided to sign with New Babbage Security, adding so much warmth to our coolest landing zone.
Please hop over to the Community Hub and leave an upvote for New Babbage's most welcoming guardsman.
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Don't miss our incredible Spring Sale now through April 14! Pick up a variety of official Star Citizen merchandise for up to 55% off and up to 70% off for Subscribers! Plus, some new arrivals are available for pre-order.
Subscriber Discounts & Perks
Get monthly rewards including additional discounts on merchandise, complimentary in-game items, access to the Vehicle of the Month offers, and more!
Tobii Eye Tracker 5
Get 15% off the Tobii Eye Tracker 5 now until April 14! Enjoy a more intuitive and immersive flight experience as you explore, battle, and race around the 'verse with Tobii head and eye tracking hardware.
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…
How do NPCs figure out what's what and who's who? Join AI Director Francesco Roccucci as they walk us through the latest updates from the AI Tech and Feature Teams.
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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As we eagerly await the return of a live and in-person CitizenCon, we couldn't let any more of 2023 pass without the chance to spend time with all of you again. This year, the Bar Citizen World Tour continues with members of our teams visiting your local events, with various goodies and loot in tow (including Banu cubes... and post Alien Week, we'll have a new Bar Citizen goodie to give away, stay tuned for details)!!
We've talked to many of the Community Bar Citizen Organizers out there who have been planning events around the globe, and we're excited to share an update on some of the initial events we'll be attending, including some starting very soon! For more information on gaining access to a particular event, or to speak to the Community Organizer directly, you can browse the events on barcitizen.sc.
It's important to note that this initial list is just the beginning. We wanted to get this information out there to spread the word so we could see as many of you as possible for the immediate events. We're still actively chatting with community organizers, so expect more events/locations to be announced in the weeks to come.
We're also still eager to hear about the events you may be planning in your local area. If you're working on something and you think it would be a great fit for us to visit, let us know!
*All times listed below are local time
Phoenix, AZ
April 1st, 2023 at 2pm Four Peaks Brewing Company 1340 8th St, #104 Tempe, AZ 85281
Paris, France
April 1st, 2023 at 5pm Dernier Bar avant la Fin du Monde 19 Avenue Victoria Paris, France 75001
Belgium
May 20th, 2023 at 10am HEPL - Campus 2000 - Liège/Seraing Rue de la Meuse 43 - 4101 Seraing Belgium
Columbus, OH
June 3rd, 2023 at 11am Equinox at Game Arena Columbus 1556 N High St Columbus, OH 43201
Shanghai, China
June 23rd, 2023 (Time TBD) Super Brand Mall, 168 Lujiazui Xi Lu, Pudong New Area, Shanghai
Hong Kong, China
June 25th, 2023 (Time and location TBD) Hong Kong, China
Incheon, Korea
July 1st, 2023 (Time TBD) Bali&Bali Soju & Beer 2F, 48 Gyeyangmunhwa-ro, Gyeyang-gu Incheon, Republic of Korea
Cologne, Germany
August 24th to 26th, 2023 (Time and location TBD) Cologne, Germany
Vienna, Austria
September 16th, 2023 at 12:00pm Wiener Prater Vienna, Austria
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THE ARK, TAYAC SYSTEM
Welcome to this month’s Galactapedia update roundup. This month, we visit the dying Tyrol system and the thriving Genesis system, get to know General Neal Socolovich, check out the Perseus, and learn about the history of secondary education in the UEE. Join the Spectrum thread for any discussion or feedback.
Full-Length Article:
Equivalency – Equivalent to a secondary education.
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Happy Monday, everyone!
Last week's episode of Inside Star Citizen had us beaming with excitement as we explored how the tractor beam will enhance future gameplay experiences. Then, on Star Citizen Live, members of the Turbulent Environment teams discussed their work on Alpha 3.18 and 3.19. We also got to meet Lukas Genever, Senior Manager for the Global Talent Acquisition team.
We'd also like to give a shout-out to everyone who participated in last weekend's PTU playtests! Your participation has been instrumental in bolstering the upcoming Alpha 3.18.1 build, which will address some of the more common connection and stability issues, including the seat bug. We're looking to get this into your hands as soon as possible, so keep your eyes peeled on the status page for the latest information.
This Saturday, Zyloh will be headed to Phoenix, Arizona, for one of the first stops of the Bar Citizen World Tour 2023! Or if you're on the other side of the pond, you can catch some members of the team in Paris, France, also happening this Saturday. We'll be posting the full schedule of the Bar Citizen World Tour 2023 later this week, and we hope to see you in person soon! Don't forget, if you're organizing an event or just looking for one to attend in your vicinity, you'll find everything you need at barcitizen.sc.
Finally, our friends at Atmo Esports will be kicking off the first leg of the System 7 event series this Saturday, April 1, at 20:00 UTC. 16 teams will race to the finish line on Clio's Snake Pit on Twitch; you don't want to miss it!
Now, let's see what's going on this week:
This Tuesday, the Narrative team brings us the latest monthly Galactapedia update.
On Thursday's episode of Inside Star Citizen, it's the return of the ALL SPRINT REPORT SHOW. Learn about everything from spaceships to planets to coffee machines and more.
Join us on Friday for Star Citizen Live on Twitch at 15:00 UTC / 8 am Pacific. Guests will be announced later in the week. You'll also receive our weekly RSI Newsletter delivered to your inbox.
Have a fantastic week, and we'll see you in the 'verse!
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.
Don't forget to submit your content to our Community Hub for the chance to see it here!
The Icebreaker Track Guide
BlackMaze's guide to the Icebreaker track will have you weaving through the Euterpe Advanced Research Laboratories like a pro.
View the full video on the Community Hub to gain the edge over your racing competitors!
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…
Today on Star Citizen Live, you'll have the chance to meet members from the Turbulent Environment Teams as they discuss their work contributions on Alpha 3.18 and 3.19.
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…
You may have noticed a new Tractor Beam card was recently added to the 3.19 Roadmap. How will this new iteration of Tractor Beams enhance future gameplay experiences? Join us for this episode of Inside Star Citizen to find out!
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 Roadmap update with a brief explanatory note to give you insight into the decision-making that led to any changes. This is part of an effort to make our communications more transparent, more specific, and more insightful for all of you who help to make Star Citizen and Squadron 42 possible.
With that said, let’s go ahead and dive into this week’s Roadmap Roundup!
-CIG Community Team
Notable Changes for March 22, 2023
Release View
The following card has been added to the Alpha 3.19 column on Release View:
Tractor Beam - Attach and Detach
This iteration of the tractor beam gameplay will add functionality to the tractor beam attachment of the multitool, allowing it to detach and attach items from ship itemPorts. This functionality can either be used for component exchange, replacement or restocking (rockets) or to scavenge other ships.
That's all for this week! Join the discussion on Spectrum, and check out the Roadmap Companion Guide for more information on the Star Citizen Public Roadmap.
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…
Welcome to Loremakers: Community Questions, a series focused on answering your lore quandaries and conundrums. We’ve done a deep dive through the lore Ask A Dev section and selected ten questions to answer about the Star Citizen universe. All questions were edited for context and clarity but you can click on the topic to go directly to the original post and join the conversation. Also, the Narrative team plans to do one installment of Loremakers: Community Questions every quarter with the next entry scheduled for Tuesday, June 20th, so please join the discussion and drop any other questions you might have about the universe in our Ask A Dev forum.
Question: Why is it still called the United Empire of Earth when the Messers, now widely seen as malevolent dictators, originally gave it that name? Is there some reason why they opted not to rename the UEE to something new, without the historical baggage, after the Messer Era?
Answer: The simple answer is democracy. On April 30, 2793, the Senate voted on the massive Governance Modernization Act (GMA) meant to repair and reform a system warped to the will of the Messer's for far too long. Within this piece of legislation was a provision that would've renamed the United Empire of Earth to the Democratic Stellar Union (DSU), while another would have moved the empire's capital from Earth to Terra. Following a spirited debate within the Senate, the GMA fell three votes short of passing.
Of course, the real answer is much, much more complicated. It's a mixture of politics, optics, adoration for the past, and other factors. While the revolution was successful, not everyone supported it. Plenty of people and systems benefitted from the Messer regime and their policies, while others were happy to see the Messers go but believed the underlying institutions didn't need to be drastically overhauled. It could be argued that bundling the name change alongside other initiatives in the GMA, like the still controversial proposal to move the capital to Terra, forever tainted and politicized the idea. It made supporting a new name synonymous with moving the capital to Terra, an idea Earth-centric politicians and corporations strongly opposed.
Meanwhile, others argued that renaming the empire would make Humanity look weak to the Xi'an Empire and immediately nullify trade treaties with the Banu, grinding vital inter-species trading to a halt. One anti-name change Senator even calculated the cost of updating the empire's name on buildings, ships, equipment, armor, stationary, and more. Though the astronomical sum and the methodology used to achieve it were widely disputed, the number became a cultural punchline, turning people off to the idea and onto the immensity of the issue it would be to rename the empire.
Changing the name of the UEE has never come to a vote again after the failure of the GMA. Blame the politicization of the idea, or the Earth-centric entities desperate not to lose political, economic, or cultural cache. Blame the potential real world and political cost. All of these factors, and more, combined to keep the name United Empire of Earth around after the downfall of the Messers. Once it survived that turbulent time, the UEE worked hard to redefine itself so it would symbolize something other than the despotic regime that named it.
Question: Why doesn't the Intergalactic Aerospace Expo (IAE) have a historical ship hall? It would be great to have historical ships, like the Zeus, for players to see even if it's only the outside.
Answer: This is a fun idea but probably beyond the current scope for the IAE. Having a historical ship hall makes sense in lore, but would require extensive support from other teams. Even showing only the ship exteriors would necessitate that they go through the concept phase, which would include creating or reworking each ship's design language to be unique and era appropriate, before being modeled in-engine to meet our high standards. That would be a lot of work for an IAE hall. That said, there is interest in making flyable versions of historic ships. If we end up building enough of these, then there could potentially be such a hall at a future IAE expo.
Question:How are we supposed to sort our trash and recycling? Based on the bins currently in-game, it doesn't make a lot of sense. It's sparked some serious discussions between me and my friends and kept me up at night. I even asked the Reddit SC Discord but everyone had different answers.
Please help us settle this important waste separation discussion! It's more relevant than ever and also has some potential gameplay around it. Cleaning up the trash could offer a small incentive, like improving your rep, reducing fines, lowering crimestats, and so forth.
Answer: Not only does litter make us bitter, it's also a potential issue for servers to handle. While the game could just magically make garbage disappear, the hope is that we can develop it as part of possible gameplay loops and allow players to help with properly discarding items. That's why Design has been tasked with figuring out how to handle things players want to throw away. The Narrative team has had an initial, broad discussion with them, but it's still very much a work in progress. While nothing is set in stone, one of the proposed ideas is that the player shouldn't have to sort anything. A player could place their unwanted items into any bin and it would be sorted behind the scenes. This would make it easy for players to help keep the servers from getting bogged down. If that path is chosen, the lore could lean into a bit of future tech, like a smart trash sorting system, to explain how it works.
There's also been discussions about how to incentivize players to toss things in the trash, but nothing has been settled on yet. Would certain kinds of trash offer higher incentives than others? One thing to keep in mind is that providing a perk, like improving rep or lowering a crimestat, ties into other systems and might lead to unintended consequences. For example, imagine a player who is focused on earning reputation with a particular gang. They take a few minutes to toss trash into the bins at Orison only to have the rep boost with Crusader mess with their outlaw status. However these issues get sorted, the Narrative team is definitely looking forward to the satisfaction of placing an empty Pips can where it belongs.
Question: How do you plan to introduce tension and suspense into the narrative of this universe? Everyone is functionally immortal. No one can die from anything but old age. How do you write around that?
Answer: The opportunities to introduce drama and tension into the narrative of the universe are limitless. There's tension in what system lies on the other side of a newly discovered jump. There's drama in a Hurston hiding from their family that they fell in love with a member of the United Workers of Hurston. Death is fertile ground for drama and tension but not the sole source.
Also, I wouldn't classify regen tech as functional immortality. It may currently feel that way in-game because the mechanic hasn't been fully implemented, but the regen system should have plenty of interesting wrinkles that create tension. For example, catastrophic deaths may result in injuries or affects that stick with your character. The loss of a ship or a frantic race to retrieve a precious or valuable item following a death is another. Plus, there's always the chance that this death might be the final one and result in that character passing on their stuff to an heir (new character).
Since the full system isn't in-game yet, it's worth reading both the original Death of a Spacemanpost and the Loremakers' Guide to Regenerationto better understand our goals. Within the lore, we've already explored drama and tensions around regen and death in posts like Far From Home: Regen Contemplation, Starwatch: Bo 2.0, and Crossroads. Death won't be without consequence, tension, and drama in the game. It'll just be different than what we're used to.
Question: How is time handled in the UEE? Is one year still 365 days? How is that counted when the length of a day can vary from planet to planet? Do alien species have a sense of time? If so, do they have a different year than ours and a completely different time? How do you talk about time between two different species?
Answer: You're right, it's very complicated to figure out time in a universe where we have multiple planets, each with their own day/year cycle. How do you make plans to meet with someone, for example? The way we got around it was establishing Standard Earth Time (SET) as a standardized date/time signature that's embraced around the UEE. That way everyone would adhere and could plan to a single clock, even though they would still potentially have their own local time.
Aliens would also use SET when dealing with Humans, but have their own sense and scale of time. 100 Xi'an years roughly equates to 128 Standard Earth Years, and rai.Hy’ūm is their word for a Human year. Meanwhile, the Banu count time in "beats," which they call umi and equates to five seconds in Human Standard time. As members of the UEE, Tevarins would use SET. Finally, anyone who’s taken a moment to ask a Vanduul about their concept of time has died, so their perception and experience of it remains unknown.
Question:Do you have any information about this planet? I did not find any in the Galactapedia.
Answer: The Gliese system in-game is not meant to represent the real Gliese 667 triple-star system. Outside of Sol, all other systems in the game are fictional and, even if they share a name, are not intended to have a real world equivalent. As the old Star Citizen adage goes, "space be crazy" and Human knowledge of what lies out there is ever expanding. To save ourselves from constantly updating or retconning system information based on new discoveries, the Narrative team decided it would be best to keep them fictional.
Question: I was wondering what the Narrative team's plans are for naming features in the 'verse? Names for things like the lakes, seas and oceans, and rivers. Larger craters on moons often have a distinct name, as do mountains and plains. This makes wayfinding easier and fleshes out the believability of the places. Colonized worlds would undoubtedly have named features, often given to them by the first person to discover or traverse them. I haven't seen any references to names or the naming convention, so I was just curious.
Answer: This topic pops up often, as we continue to build out and expand planetside locations. Much of the discussion around it is actually what or how much information should be given to the player. Does every mountain peak need a name? What about a small squatter's camp set up within the husk of a crashed ship? Would its name show up on the StarMap, and if so, would it be the name used by its residents? Is it weird that a group of ten who took to living in a crashed ship somehow got their name for the place on the StarMap? Should names of places only reveal themselves once players visit them? Should players be able to adjust the names of things on their own StarMap?
For now, Narrative has only named what's been deemed essential. How far we go with the naming of locations and environmental features is still to be seen, but one option would be to create a "name generator" that could kick out a bunch of distinct names that could then be assigned to locations. We already use one to generate names used in bounty missions and have messed around with one for businesses that could be used in building interiors. Such a location name generator would be very helpful if we need to name a bunch of places for the StarMap, because as fun as it sounds coming up with names for things, that fun fades fast and can become mentally exhausting once you have a couple hundred to tackle. While we'd still look to handcraft as many names as feasible, by utilizing a name generator for smaller locations we'd be able to quickly get a wide swath of options and can then spend our time picking and placing the good ones.
Question: I’m curious to hear from the Narrative team on the effects that regeneration has on a society. I was trying to think how such a fundamental shift would affect society, since many of our longstanding laws and morals would be deeply challenged by the fact that death is no longer final.
Would execution as a punishment even exist? Would murder be as heavily punished as it is now? It would seem that in general, people would value life less as death would not be final. Assuming a person imprinted before a dangerous mission, non-traumatic suicide (i.e. cyanide pill) would be a mostly viable means of escaping capture. High-risk economic activity would be seen as more viable. In fact, it's likely that crime would explode for a period while society adjusts to the fact that being killed in the commission of a crime is no longer "the end". Resources once considered too dangerous to extract would be actively sought out by those with the means to imprint/regen. Acts once considered extremely noble (i.e. captain going down with the ship) would be simply commonplace or even contractually required. Sorry, I know this has been kinda rambling, but it's something I've been wondering about more and more. I'd love to hear the lore team's take on regeneration and what it would mean for society.
Answer: We know this question comes around a lot and is of great interest to the community. The Narrative team actually dedicated one of our recent "lore jams" to elaborate on the subject of this question.
First, the death penalty. This practice would be impacted by regeneration tech, but the death penalty itself has already been outlawed in the 'verse for hundreds of years. As for murder, the law has gone a simple route. It is the act of murder that is being punished. Whether someone successfully regenerates or not, the prosecution is the same.
Second, using Regeneration as an "Out." It's not unheard of for criminals to use regenerating to escape a disadvantageous situation, but it's not all that common, either. It's important to remember that regeneration is not pleasant. Even if death itself is painless, regenerating is not. And then there's all the other side effects, like scarring, loss of memory, or being unable to use limbs you've previously lost even after they've been regenerated because the loss has deeply imprinted itself upon your consciousness. Using regeneration as an "out" is an extreme action - like sawing off your arm when you've been pinned under a rock - even if it's your only way out, how many people would actually go through with it?
Third, the broader cultural impact. It's understandable that we want to try and explain the risk-embracing behavior of players as an indication of the broader cultural impact of regeneration. But people don't drive more recklessly because they have seat belts. A lot of the repercussions and limitations of regeneration aren't represented in the current iteration of the game so while some individuals might be more reckless, it's likely they were predisposed for that behavior regardless of the wide availability of regeneration. For companies and organizations like the UEE, regeneration is still a costly process, and it's almost always either cheaper, easier, or simply more moral, to focus on saving lives than it is to rely on this imperfect technology.
Regeneration is a huge topic that we could explore for days on end. It is definitely part of the fabric of what makes Star Citizen unique as a science-fiction setting. Don't forget that in the lore of the universe regeneration is still very new technology. It was only released publicly in the UEE a few years ago, so the full extent of its impact hasn't been seen yet.
Question: While searching for information about badges given at the first referral program level, I discovered the incredible stories of some squadrons, but found nothing related to the 323th. Is there any lore around the 323th? I'm really curious to know the notable actions of this squadron.
Answer: The UEEN Aggressor Squadron 323 was first introduced into lore as part of the announcement for the Esperia-manufactured Vanduul Glaive reproduction. Specializing in mimicking Vanduul tactics, the highly-skilled squadron was selected to be outfitted with the first production run of Human-made Glaives so they could operate training skirmishes to better prepare Navy pilots going up against Vanduul clans. Traditionally, an aggressor squadron is one that serves the role of being the "enemy" during training exercises and war games. In Star Citizen, this means that the 323 have become masters of Vanduul combat behavior and can fly with their unique aggressive flight style in a convincing manner. Before Esperia started making accurate reproductions, aggressor squadrons like the 323 would fly either normal military ships (frequently outfitted in special livery to make them seem more Vanduul), or the rare Vanduul salvaged ship; though the latter was infrequently used owing to impracticalities involved. Based out of MacArthur (Kilian V), the Navy's official headquarters, the 323 frequently recruit pilots who are near the end of their service commitment as a way to utilize their combat experience before they retire.
As mentioned in the question, Star Citizen's Referral Program features an Aggressor Squadron 323 "No Quarter Given" badge to display as part of the "Badger and Badges" reward given for obtaining the rank of Recruiter. However, in researching this question, the Narrative team discovered a typo in the description of this reward where the squadron was referred to incorrectly as the "35th." It should now be correct.
"S-pop (abbreviation of Saisei Pop) is a form of Human popular music originating on Saisei (Centauri III). Common characteristics of S-pop include the incorporation of relaxing organic-sourced sounds and traditional Saisei instruments. The term can refer either specifically to the popular music of Saisei or to any music functionally derived therefrom."
What would be the closest contemporary equivalent to S-Pop? I've found some genres which might fit the description but without knowing what traditional Saisei instruments are or how they would sound I'd love to know more.
Answer: You asked this question at just the right time! We recently posted a Galactapedia article on S-pop that gets into what it generally sounds like. Check it out!
Many S-pop songs incorporate synthesizers that source their sounds from organic noise, like crickets chirping, wind blowing through leaves, or water flowing. These aren't 1:1 replications, but baseline sounds that are used to build different notes (although directly sampled natural noises do pop up from time to time). The genre also utilizes instruments built from softwood trees that grow on Saisei. One mainstay, the s-guitar, is an all-softwood guitar that creates a deep, clear, and resonant sound. Look up an all-spruce guitar for a great example. Many songs use the chord progressions IV-V-iii-vi and vi–IV–V–I, along with minor keys. There are a lot of subgenres within S-pop, so you will find styles like pop, rock, dance, hip hop, metal, etc. within the genre. Saisei band the Claw famously covered "Moonlight" by metal band Clover and kicked off the S-pop craze that dominated UEE charts from 2932 to 2934.
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Happy Monday, everyone!
This week we're celebrating Stella Fortuna with a community contest, so gear up in your glorious green garments, visit the event page, and challenge Lady Fortuna for the chance to win some gleaming prizes!
In case you missed it, last week's episode of Inside Star Citizen had the Missions Feature team discussing the procedures and benefits of adopting a modular mission-creation process, while Star Citizen Live followed up on your potential career as an engineer in the 'verse. Also, Miss New Babbage took us on a journey behind the curtain of Star Citizen's development and paid homage to William Shakespeare - a worthy watch!
As an update to Alpha 3.18’s current state, we're aware that some of you are still encountering issues with connecting and/or playing. While we’ve made great progress through a variety of hotfixes, the team continues to hammer away at remaining issues. We’re currently focused on a 3.18.1 patch, which we hope will bring some much-needed relief, and aim to roll this one out as quickly as possible. Stay tuned for further updates!
Now, let's see what's going on this week:
This Tuesday, the Narrative team will publish their monthly comm-link answering some of the community’s burning questions from the Ask A Dev section of Spectrum.
Wednesday,we’ll publish our bi-weekly Roadmap Update and associated Roadmap Roundup.
On Thursday, get pulled into the world of tractor beams on Inside Star Citizen. Learn about the present status, future direction, and upcoming Alpha 3.19 additions linked to Salvage and Mining gameplay.
Friday brings another episode of the Talk Show at the End of the Universe. That begins at 9am Pacific / 4pm UTC on twitch.tv/starcitizen. Stay tuned, as we will reveal the guests later in the week. You'll also receive our weekly RSI Newsletter in your inbox.
Have a stellar week both in and out of the 'verse!
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.
Don't forget to submit your content to our Community Hub for the chance to see it here!
Racing Ships Info Panel
sp33dweed presents the current racing ships in a handy overview and shares their opinion about strengths and weaknesses in Alpha 3.18 on an individual basis. Do you agree, and which is your favorite speedster?
Please hop over to the Community Hub and leave them an upvote for their excellent work.
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This week on Star Citizen Live, we're bringing in Lead Systems Designer Thorsten Leimann to discuss Engineer gameplay as a follow-up to our last Journey to 4.0 episode. Plus, a special guest appearance from a familiar voice you may have heard around 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…
Gather your closest cohorts, throw caution to the wind, and raise a glass in jubilant defiance of the odds. That's right, Stella Fortuna is upon us once more, so why not roll the dice? As they say, ‘no guts, no glory.’
With new Fortuna paints, an adventurous screenshot contest, and a chance to pick up one of Origin Jumpworks' most sought-after ships, you won't want to spend the rest of the year wondering what might have been.
Stella Fortuna is a cultural celebration held each year on March 15 throughout the United Empire of Earth (UEE). It was established to commemorate the successful colonization of Mars (Sol IV) though has evolved to celebrate good fortune, boldness, tempting fate, and embarking on new business ventures.
Feasting, fireworks, festivals, and other forms of mass celebration are hallmarks of the holiday, along with the colors gold and green.
Learn more about Stella Fortuna’s origin on the GALACTAPEDIA.
Freeze Frame of Fortune
Show Us How You Tempt Fate
Show us how you're tempting fate in our Stella Fortuna screenshot contest! Capture your daring exploits or unlikely victories and upload them to the Community Hub for the chance to win festive prizes. For the complete contest rules and details, check out the post on Spectrum. Remember, no guts, no glory!
Head to the Hub
and Join the Celebration
This Stella Fortuna sees the debut of a new section of the Star Citizen Community Hub allowing players to submit and peruse all content related to holidays and other Community events. Check it out.
Greenhorns
More Ships Get Lucky
The Hammerhead, Redeemer, and beloved Vanguard series join the ranks of ships bestowed with the luck of the Fortuna paint scheme. Pick one up and show the 'verse that fortune favors your ship. Plus, if you missed past years' Fortuna paints, pick them up for a limited time now.
Love Rare Ships?
It’s Your Lucky Day
Connoisseurs of the new, rare, and refined, look no further for premiering paint schemes, the return of some stock-limited Fortuna ship packs (which includes the super-rare Constellation Phoenix Emerald), and a chance to pick up one of Origin Jumpworks' most sought-after ships, the illustrious 890 Jump.
Wave 1: March 17 - 1600 UTC Wave 2: March 18 - 0000 UTC Wave 3: March 18 - 0800 UTC
Limited-Time Paints
Add a limited-edition green paint to your Vanguard, Redeemer, or Hammerhead. If you missed past years' Fortuna paints, pick them up for a limited time now.
We've brought back legendary Fortuna ships, including the stock-limited Constellation Phoenix Emerald. These limited-quantity packs will release in three waves. Click on more info to see the contents.
Wave 1: March 17 - 1600 UTC Wave 2: March 18 - 0000 UTC Wave 3: March 18 - 0800 UTC
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How has the mission creation process become more efficient by adopting a modular process? In this episode of Inside Star Citizen, the Mission Feature Team will walk us through how it works while also uncovering how mission modularity is beneficial to both the creators and players alike.
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Eigentlich sollte Alpha 3.18 einen neuen Meilenstein für Star Citizen darstellen. Das bisher größte Update für die Weltraum-Simulation sorgt aber für mehr Frust als Begeisterung.