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Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Long ago, lost in the mists of time before COVID, at CitizenCon 2949, we showcased the first in-game prototype of traveling from the Stanton System to the Pyro System via a Jump Point.
After a much longer than anticipated development process, what was teased in 2019 becomes a reality for all players when we launch Star Citizen Alpha 4.0 to the live servers, as part of what we are calling the 4.0 Preview.
For the first time in our history, we will run 2 live releases in parallel, each with their own progress and persistence. This means you'll have the unique opportunity to choose which version you want to dive into, at least for a little while. At this stage, we both want and need the high traffic of a Live release to thoroughly test Server Meshing and the newly refactored systems that rely on it as they go through their final paces. We acknowledge that we did not have time to get all the mission types working before our holiday break, which is why we have decided to temporarily support two parallel Live tracks: Alpha 3.24.3 will remain available, so you can play the missions and engage in game loops that are not working to our new playability standards in 4.0. Meanwhile, the 4.0 Preview will also be accessible from your launcher as a second Live option. If you are not interested in previewing 4.0, you can simply select Alpha 3.24.3 from the dropdown and continue enjoying the current live build.
This may feel like our usual PTU process, but there is one key difference: by running both builds on the Live environment, we can take steps to ensure that your progress on 4.0 will carry over. Our goal is for anything you do and earn in the 4.0 Preview to persist without any further wipes—unless something major happens, though we do not anticipate that.
That said, it's important to note that progress made in Alpha 3.24.3 will remain tied to that version and will not transfer to 4.0. This allows us to maintain a clean slate for the new systems coming online in the 4.0 Preview, ensuring a consistent and stable environment as we look to deprecate 3.24.3 in the new year.
As you navigate through Stanton and Pyro, you are now also navigating seamlessly through a mesh of servers that encompasses the entire game. Each planet, landing zone, or major station is now covered by different game servers. Thanks to this technology, server boundaries are effectively invisible, even at our high levels of fidelity, ensuring smooth, uninterrupted gameplay. This means that server performance, playability, and overall health are now local to each of the nodes in the server mesh. Even dreaded server crashes are now localized to those regions, with players in other areas of space or on planets unaffected. It also means improved performance, as each server is simulating fewer entities, resulting in more responsiveness and allowing the game we are striving to create to finally shine through its content.
4.0 is not just 3.24.3 with Server Meshing—it also includes a lot of new content. With the addition of Pyro, we have further pushed our reputation system to include two competing mission chains that allow you to align with either Headhunters or Citizens for Prosperity. This means areas that were previously neutral will become hostile or friendly depending on your choice. This decision will become even more important next year as we start to put a greater focus on storytelling inside the ‘verse.
We have also introduced Contested Zones within the major stations in Pyro—each heavily manned by a gang faction: Fire Rats, Horizon, or XenoThreat. These large, sprawling locations offer high-quality rewards in the depths of their vaults, but you will need to contend with the current occupants and either help or battle your fellow players. They are also home to the mysterious Pyro Amalgamated component boards, which some say can lead to even greater rewards.
This type of content is an important milestone as we start to introduce different ways for players to progress in the game, with reputation and physical rewards being something we aim to push even further in future patches.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.2025: A Focus on Playability
As we jump into the new year, our primary focus across our Star Citizen teams is clear: improving playability. Our drive for playability surrounds three critical areas - performance, stability, and content. We understand that the Live environment must be far more reliable and consistent, and we are determined to deliver on this.
The sentiment many of you have shared—and one we wholeheartedly agree with—is that if the current game, as it stands today, ran smoothly with fewer obstacles and bugs, it would provide an unparalleled experience. Over the years, we have experimented with different approaches to improve quality of life (QoL) and tackling tech debt. However, the ongoing challenge has been balancing these efforts alongside the introduction of new features and technology.
Too often, testing new features within the same pipeline as content has led to unintended ripple effects—creating instability, hindering performance, and impacting overall gameplay. In some cases, new features that are not fully mature have delayed the release of content or caused blockers that impact our progress. This has prompted us to reevaluate our approach to feature and content rollout, focusing on steps we can take to bring the game to a better state while maintaining steady delivery.
To achieve our goals, we are making a fundamental change: decoupling feature development from content creation and general fixes. This means new features will no longer hold up content delivery or risk destabilizing the Live environment. This approach will leverage the Tech Preview Channel, which was reserved for major new pieces of technology, like the Replication Layer and Server Meshing will now extend to gameplay feature testing too.
When a new feature is deemed complex or risky enough to require focused testing, we’ll introduce a separate Experimental PTU (EPTU) channel dedicated to that feature. Testing in this isolated channel will allow us to refine and stabilize the feature without impacting content and broader development work. Only once the feature is fully greenlit will it integrate into our standard Evo/PTU/Live pipeline.
This means we will have more stability and predictability in our ongoing game releases as the main development stream will not be disrupted by untested features still being worked on – instead the team can focus on improving stability, performance and QoL. Alongside this playability initiative we are also tying together our content releases so that they feel more connected to the world. This means each new content drop will be more focused and drive an overall narrative forward similar to our Overdrive and Save Stanton events. This content will then unlock new and powerful rewards including ships, armors and weapons that you can play to earn.
We are taking this approach to deliver more things to do, more often than we have in the past where we have frequently been held hostage by tech or feature work that has taken longer than anticipated.
Our objective is to make Star Citizen more stable, more performant and more fun this coming year!
My whole career I have created the games I wanted to play, as a gamer, because I could see a game in my mind’s eye that didn’t exist, I felt if it did it would be amazing, and I could see the steps needed to make it a reality. I have been fortunate that the games that I want to play, a lot of other people also want to play. But I have rarely met a publishing executive that has the ability to see the possibility in this kind of vision. They can only see a known quantity, a sequel, a bet on an existing IP. This is why I chose crowdfunding for Star Citizen, rather than pursuing a development deal with a big publisher, and it is why I feel incredibly lucky and privileged to be able to develop Star Citizen and Squadron 42 with all of your continued support, year after year, as it allows me and every developer at CIG to focus on just making the games that we - and you - all want to play.
Star Citizen and Squadron 42 are two games that would never have been greenlit by any of the big publishers, they are both too ambitious, and in a genre that up until recently was viewed as niche. They require patience and investment that I doubt any publisher would have the stomach for.
Yet here we are, thanks to all of you!
The team and I are determined to repay that faith, patience, and support by delivering two games unlike any other.
We have already made great strides. With today’s release, Server Meshing is no longer a question mark, but a reality, and seeing the results of a more densely populated universe, as well as better performance and stability – we are closer than ever to realizing a dream many have said is impossible.
With a clear destination for both Squadron 42’s release and the Star Citizen 1.0 Roadmap, a focused team and most importantly, the enthusiasm and support from the best community in gaming, we will deliver!
This confidence comes from the unwavering dedication of the Evocati testers, the hundreds of thousands of you who help us test releases at scale in the PTU, and the immense amount of constructive feedback shared across Spectrum, Discord, YouTube, Facebook, X, and Reddit. Your involvement shapes Star Citizen in countless ways, making this journey a truly collaborative effort.
The impact of the community is felt far beyond the game as well. In 2024 alone, an incredible 203 Bar Citizens were held, bringing players together to celebrate and share their passion for our shared universe. This year also shattered in-person attendance records: community-organized events such as BE@Con and the Shenzhen Bar Citizen each drew over 2,000 attendees, while CitizenCon 2954 in Manchester welcomed more than 5,000 fans from every corner of the globe.
Over one million of you have played 32 million hours in the game this year, and our ranks have swelled by almost half a million Citizens.
This is a community that is only getting stronger!
The journey hasn’t been without its challenges, nothing great ever comes easy, but there’s no one we’d rather have by our side than you.
Thanks for all your support in 2024. Wishing you happy holidays and looking forward to the great things we will do together in 2025.
-Chris
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