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Subscriber Promotions
Following the excitement of Alpha 4.7: Welcome to the Rock, April welcomes Captains of Industry, a Free Fly, and more. With so much going on, there’s bound to be a little misbehaving, so take the law into your own hands throughout April with the latest Vehicles of the Month.
If you prefer less-legitimate pursuits, you can strike fear into the hearts of your targets with April’s Flair.
CC’s Conversions Azrael ‘Sapphire’ Helmet
When flying through the dangerous reaches of space, it's common for brave pilots to routinely face down death. Now, with the Azrael helmet from CC's Conversions, you can look the part with the grim visage of a skull peering out from beneath the visor of this otherwise normal-looking helmet.
Current Centurion-level Subscribers get this item as part of their subscriptions.
PSX Pistol Case
Remain discreet yet ready with this sleek case capable of holding a pistol and several attachments. It features a hard outer shell and an inside lined with a special rigid polyurethane foam designed to securely hold a wide variety of attachments. Case includes a Behring S-38 Pistol and accessories.
Current Imperator-level Subscribers get this item and the above Centurion-level itemas part of their subscriptions.
Contractor’s Kit
Take on “jobs” around the ‘verse in a professional and discreet manner with the Contractor’s Kit, featuring the dramatic CC’s Conversions Azrael ‘Sapphire’ Helmet and convenient PSX Pistol Case stocked with a Behring S-38 Pistol and accessories.
This pack is available for all subscribers to pledge for in the Subscriber-Exclusive Store.
Earnable In-Game:
Our goal is to make most items earnable in-game. For this reason, subscriber flair may be added after a three-month exclusivity window.
Anvil Hawk: Small but mighty, the Anvil Hawk boasts comprehensive lethal and non-lethal firepower in a compact frame. Whether fighting to kill or contain, its combination of lasers, distortion cannons, and EMP generator makes it a versatile companion in any battle.
Imperator Subscribers: Drake Cutlass Blue & Anvil Hawk (with 24-month insurance)
Anvil Hawk: Small but mighty, the Anvil Hawk boasts comprehensive lethal and non-lethal firepower in a compact frame. Whether fighting to kill or contain, its combination of lasers, distortion cannons, and EMP generator makes it a versatile companion in any battle.
Drake Cutlass Blue: Thanks to its integrated quantum dampener and heavy weaponry, the Cutlass Blue is built for bringing in the bad guys. Plus, it benefits from the well-proven Cutlass hardiness and a distinct flashing blue light on top for maximum effect.
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SUBSCRIBER
MERCHANDISE DISCOUNT
Two continuous discount levels are available to all Subscribers in the Merch Store. Centurion Subscribers receive 10% off merchandise, while Imperator Subscribers receive 15% off. Take advantage of this perk and peruse the selection of available merchandise.
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SUBSCRIBER STORE
All previous flair items going back to 2014 are available to pledge in the Subscriber Store. You can fill in any gaps, pick up store-only items, or grab extras to gift to non-Subscribers from the My Hangar section of your RSI profile.
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NOT A SUBSCRIBER?
If you would like to receive this flair as part of a subscription, you cansubscribe before April 14, 2026 (20:00 UTC). Otherwise, you can pick up these and previous months’ flair (going back to 2014) in the dedicated Subscriber Store.
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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Happy Monday, everyone!
We hope you enjoyed all the buzz around Triggerfish last Wednesday! If you missed the big reveal, you can catch MISC’s latest plans in our newest Behind the Ships episode. And if you didn’t notice what day it was… well, sorry - we know that can sting.
Last week also saw the release of our latestPU Monthly Report, where you can catch all the latest from our teams around the globe.
And finally, we just wrapped up our latest Evocati Tech Preview playtest, this one taking the Transport System for a spin. More playtests to come, and in the meantime, we want to give a huge thanks to everyone who jumped in, pushed all the buttons, and helped us test how things behave in the ‘verse!
Now, let's see what's going on this week:
Tuesday sees the Subscriber Comm-Link and Newsletter land with fresh flair for our Subscribers.
Wednesday, it's time to get busy. One could say, like a bee. Captains of Industry launches, and alongside it, the real MISC Hull B. We've got a Behind The Ships and a Q&A to get you acquainted before you take the controls.
Important note: the live servers are going down for scheduled maintenance on Wednesday at 11:00 UTC, with up to 6 hours of downtime. Make sure you've logged out of the game and closed the launcher completely before then. Once servers are back up, open the launcher fresh before logging in. We'll keep you posted on progress via the RSI Status Tracker.
The Roadmap Update and Roadmap Roundup also land in the evening for those who like to follow what's coming down the line.
And lastly for Wednesday, we're teaming up with our friends at CLX Gaming to launch a month-long PC giveaway, with plenty of ways to enter. If you’re planning to visit our Star Citizen booth at LVL UP EXPO in Las Vegas from April 24 through 26, you’ll be able to earn a hefty amount of bonus entries just for stopping by, with even more up for grabs if you come in cosplay. You can find the full details about LVL UP in our recent Comm-Link, and we’ll be sharing more information about the PC giveaway very soon.
On Thursday, the Captains of Industry Free Fly kicks off. From April 9 to 20, try out some of the most sought-after specialist cargo ships on the market and find out if the hauling life chose you. The event is open to anyone with a Star Citizen account, so if you’re looking to expand your crew, there should be plenty of new recruits in the 'verse!
Friday closes the week with the RSI Weekly Newsletter landing in your inbox. A little something to read between hauls.
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.
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What could be better than barbecue, great company, and talking about Star Citizen?
That’s exactly what was in mind with Shadow Guardians’ first meetup. More than 20 people from all over Brazil gathered to finally meet the voices behind the names. It was an afternoon full of fun and great camaraderie.
Check out pictures from the event on the Community Hub
Top Images from the Community Hub
Don't forget to submit your content to our Community Hub for the chance to see it here!
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 Mar 30th 2026 to Apr 6th 2026, 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. März 2026 bis 6. April 2026 haben viele von euch fleißig an den Diskussionen teilgenommen, wertvolle Beiträge geleistet und unser Forum zu einem lebendigen Ort gemacht. Hier sind die Top-Poster dieser Woche:
Wir möchten uns bei allen Top-Postern herzlich bedanken. Ihr habt die Diskussionen bereichert und unser Forum aktiv und interessant gestaltet. Euer Einsatz ist wirklich bemerkenswert!
Vielen Dank an alle, die sich beteiligt haben. Lasst uns weiterhin spannende Diskussionen führen und voneinander lernen. Vielleicht schaffst du es ja nächste Woche in die Top 5!
Einen schönen Tag noch und viel Spaß im Forum! Euer Community-Team
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PU Monthly Report
Welcome to March’s Monthly Report. As usual, there was a huge amount of work going on across CIG’s global studios, from the final touches of Alpha 4.7: Welcome to the Rock to exciting content coming soon and later in the year. Read on for all the details!
AI Content
Last month saw AI make numerous fixes while continuing to build for the future. With Alpha 4.7 releasing at the end of March, the team fixed a series of bugs, including an elusive issue where station NPCs were offset from their benches.
At the same time, support was provided for upcoming mission content, with the team incorporating placeholder script recordings and setting up comm calls. This will allow the directors and designers to have a better understanding of the intended experience while also allowing the writers to hear and adjust the script as needed.
AI then continued to look at building behaviors for new initiatives that they’re excited to announce soon.
AI (Features & Tech)
For Alpha 4.7, AI Features & Tech solved issues caused by inclusions after breaching and looked into various bugs. In particular, civilians getting stuck in the cower position. They also restored the intended de-escalation when combat NPCs exit combat.
Various crash fixes were implemented, while updates were made to navigation-link generation to connect them closer to individual navigational mesh edges. The team updated the behavior used by NPCs moving through doors with manual controls alongside general improvements to the functionality of NPCs requesting a path-to-end location to check whether a location is traversable.
On the development side, additional work was done on the apex valakkar. Now, the creature will be limited to moving within its arena, will emerge after X number of seconds, and will request a despawn if not damaged sufficiently within a set number of seconds.
The kopion now uses ‘motive patterns’ that have been upgraded with a pack-like growling and circling behavior when attacking. The juvenile valakkar can also use this motive pattern.
For Star Paws, improvements were made to the motive behavior parameter usability. Elsewhere, numerous general PU crashes were fixed.
Animation
March saw the Animation team working on snake and worm-type enemies, including creating new behavior animations.
The Facial Animation team began processing the content from February’s performance capture shoot. This includes content for Alpha 4.8’s new mission (where players will meet two new characters) as well as a news broadcast for Levski.
Art (Characters)
The Character Art team progressed with projects for Alpha 4.8 alongside in-game assets. They also continued to work on new gang outfits and support Star Wear.
The Concept Art team spent the month exploring new heavy combat armors.
Art (Ships)
In the UK, the Ships team progressed with the Gatac Railen, preparing it for its greybox gate review at the end of March. As part of this, the team brought up some areas of the ship to later pipeline standards to help set the tone for larger Gatac-style spaces.
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The Greycat UTV wrapped up testing and is awaiting its release into the PU.
“We’re hoping players will have as much fun with this little vehicle as we did making it!” Ships Team
The MISC Hull B had its combined LOD0 and final gate review. This was due to some teams coming onto aspects late, which would cause the earlier gate to technically not be passed. However, all other teams’ work was done for the later stage.
The Drake Ironclad, Ironclad Assault, and Command Module all progressed through their LOD0 phases, with the team starting a full lighting and detail pass across all three to unify the visuals. Alongside this, the team returned to the Caterpillar to set it up for the Command Module.
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Several devs moved back on to the RSI Galaxy after a small hiatus helping other projects out. Like other ships in pre-production, they went over the original layout and made adjustments, both for flow and to make use of the ever-growing asset library, all while keeping true to the role and intent of the ship. This involved adjusting the front half of the lower deck to be less isolated and prevent it from leading to a dead end. Other areas were also adjusted to current metrics using suitable assets from other RSI ships.
Five unannounced vehicles also progressed throughout March. The first successfully passed both its whitebox and greybox reviews and is on track for its LOD0 review shortly. The team has made great progress on this ship, as it has grown from an initially simple idea into something much more complex.
The second approached its LOD0 review, with the devs moving through the interior while other teams, such as UI, started work on the required updates. The third passedits greybox gate review and is approaching its LOD0 review at the start of April. The team made some minor adjustments to the cockpit to give the player a better view alongside more refined inputs on the control stick.
As mentioned in last month’s report, the fourth ship had its greybox gate review following review and feedback implementation. Although this delayed the progress slightly, it will result in a much stronger end result.
The UK team’s final unannounced shipprogressed toward its whitebox review. This is turning out to be quite complex in terms of animations and states, but the end result will be worth it.
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In North America, the team continued with the Drake Kraken. The capital ship successfully passed its whitebox gate review, which was a major milestone for what will be the largest player-flyable ship on release. The team then concentrated their efforts on the main hero rooms, such as engineering, core traversal routes through the ship, and implementing the new bespoke manned turrets and weapons.
Alongside final support for the release of the RSI Aurora Mk II, an unannounced vehicle continued through the greybox phase. Minor adjustments were made to the flow to aid traversal in the rear half of the ship and additional windows were added throughout.
Audio
Last month, the Audio team successfully delivered their work for Alpha 4.7. This involved producing an engaging sound experience to support the visually stunning new dungeon experience.
“We’re proud of our rock-cracking sound design and the more immersive ambient experiences we’re now adding to each release. Of course, it must be said that the Music Design team are expanding the universe with the sweet notes from our composer, Pedro, who provides that extra layer of magic to the universe. Indeed, we are expanding the value of musical input and will be bringing more composed music within the game than previous years.” Audio Team
The team also provided the new Claw Salamander enemies with a unique language, adding more threat and value to NPC conflict. Following this, they began designing further language packs for future builds.
Some of the Vehicle Audio devs visited Jared on Star Citizen Live to discuss the increasingly elevated vehicle experience that's been happening over the last year. As more new vehicles approach, the team are continuing to lift the soundscape and care they put into the flight experience.
Community
The Community team kicked off March by publishing the February PU Monthly Report and laying the groundwork for an eventful month ahead. They also announced the winners of the Coramor Love Story and Red Festival Earned Fortune contests.
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The team then supported Stella Fortuna with a helpful Catch-All thread and a video contest dedicated to those daring racers willing to tempt fate and chase fortune.
The Community team also supported the release of Alpha 4.7: Welcome to the Rock. They began by publishing a Patch Watch highlighting what players could look forward to and continued with a thread detailing the major features. They also published an Operation Breaker Stations FAQ to familiarize players with this new activity and a Crafting Guide on the first implementation of this game-changing new mechanic. With this release premiering the RSI Aurora Mk II, Community created an informative Q&A for this reimagining of a classic ship. The team also provided updates to the New Player Guide and Welcome Back, Pilot page, keeping both new and returning players informed of everything Alpha 4.7 introduced to the ‘verse.
The Community team continued to plan and attend Bar Citizen events around the world, including publishing a comm-link for the LVL UP EXPO in Las Vegas. "We're looking forward to connecting with so many of you face-to-face in Vegas! Find us on the LVL UP EXPO show floor or meet up later at the Bar Citizen Afterparty. We hope to see you there!" Community Team
Between the Alpha 4.7 release and a full slate of community and official events, the team stayed closely connected with players and attendees, with community sentiment shared directly with developers.
Finally, the team continued their usual evergreen tasks, such as This Week in Star Citizen and bi-weekly updates to the Roadmap and Roundups, Monthly Reports like this one, and more.
Core Gameplay
The Core Gameplay team spent part of March progressing hacking, with the devs polishing items, improving the tutorial, and ensuring the UI is always correctly aligned to the player.
Various improvements were made to weapon handling, such as switching back to the previously held weapon after using a MedPen. And now, when equipping a new knife from the ground, the player character will store their currently held weapon or entity unless it can’t be stored.
Significant work was done toward Crafting, which debuted in Alpha 4.7. March’s tasks included implementing minimum quality requirements for blueprint aspects and the ability to dismantle items that weren’t previously crafted. Various additions were implemented too, including the ability to define which blueprints are entitled to the player by default, a HUD notification when a player receives a blueprint, material and quality information to the tractor-beam display, and the ability to stack resource containers with the same quality. Players can now also view owned and unowned blueprints in the Crafting UI.
Paging support was given for the crafting machine instead of infinite scrolling for better performance, and new resource thumbnails were added to the crafting machine, freight elevator, and inventory. Resource and quality tracking for freight elevators and inventories was standardized too.
For Engineering, the devs added collapsing headers to the diagnostics MFD, specific warnings to the notifications panel, and color ranges for damaged components on the engineering screen.
Updates were made to the refueling mechanic. These involved various changes to the docking flow, such as allowing any ship to initiate the docking procedure. This means that the refueling ship (such as a Starfarer) can initiate docking and back up to dock with the ship that needs refueling. Auto-docking now triggers when the two ships are close enough. The ships also automatically undock whenever the refueling process is complete to smooth the overall flow.
Progress continued on Drake’s Command Module, with the team integrating the Resource Network into the module’s hand-off procedure, making sure that the host and parasite ship properly connect to the same network. Functionality was also implemented to ensure that the shield faces correctly update when the Command Module is docked and undocked.
TheTransport system is now largely feature complete and going through iteration with the Design teams for workflow improvements and additional changes to robustness and scalability. March’s tasks involved improving various debug tooling for easier bug identification by the developers and QA team. The setup for Area18 was completed, which will be used for the initial Tech Preview tests alongside other locations. The team also addressed major issues that caused doors to open into the void and laid the foundation for self-repair functionality. For example, if carriages get into a bad state, the transport system can fully reset the network as needed.
Toward the mission system, the teamfixed various issues causing rewards to not be correctly attributed or progress for event trackers to be incorrectly calculated. Progress began on implementing Mission v2 functionality into Starchitect, including the ability to dynamically create mission locations without designer intervention, greatly improving the speed of development.
The inventory rework continued too,with the team finalizing the remaining elements and fixing as many bugs as possible, both from what was found internally and feedback from the PTU.
‘Ship hangar servicing’ had its first playable gate, which was met favorably. The team is now working on preparing it for the content teams.
Finally for Core Gameplay, the team is preparing to move onto social features.
Creature Content
March saw the formation of a new team, Creature Content, to focus on the ongoing development of ‘Star Paws’ features. Alongside focusing on improvements to the technical pipeline, the team progressed with a number of new creatures.
Alpha 4.7 introduced some early results of these technical pipeline upgrades, with variants of the valakkar that have grown accustomed to their icy environment.
In March, additional design work went toward upcoming creatures while looking ahead to plan in additional improvements for existing creatures, including mesh and behavior updates and additional variants.
Economy
March saw the Economy team moving onto features for Alpha 4.8, which will bring new item crafting, commodity trading, and item recovery systems to the ‘verse.
“It is important to note that the current Alpha 4.7 crafting implementation is transitional. For example, we are being generous with high-end savrilium ore to pull players into the mining and fabrication pipeline. Our goal is to move away from a ‘credits-only’ mindset and toward alternate progression systems, such as crafting, reputation, and more.” Economy Team
Operation Breaker Stations serves as a key example of this transition. While it currently offers a high UEC profit margin to encourage players to engage with the new crafting materials, its true purpose is to function as a resource hub. By paying a buy-in, players trade currency for the convenience of guaranteed high-value material gathering. This allows them to quickly secure the requirements for high-end personal armor and FPS-weapon production.
As the economy stabilizes, shop pricing for crafted goods will begin to reflect the quality of the materials used. Consequently, the team will keep a close eye on all the mission buy-ins and resource yields to move away from a profitable NPC sell loop and toward a gear and player-centric economic model. In the final state, these locations will be the go-to spots for high-end crafters to convert credits into the exact materials they need, prioritizing material acquisition and quality over raw UEC profit.
Game Intelligence Development
In March 2026, the Game Intelligence Development team primarily focused on the ongoing design and planning work for Mission System v2. They spent the first half of the month collaborating with Mission Designers to refine how the new system would work in practice and how to best expose the scripting tools to the designers. They also iterated on a UI prototype for the mission interface and made several refinements.
Game Intelligence Development also began work on a new tool to facilitate the development of the new mission system. Throughout the month, they continued deeper investigation and design work around its implementation, refining the architecture based on stakeholder feedback. This work will serve as a foundation whenever the team returns to the system.
Level Design (UK & DE)
While March saw the Level Design teams progressing on a variety of locations, the primary focus was on Nyx’s social stations and QV Breaker Station locations, which went live in Alpha 4.7.
Elsewhere, the team worked toward multiple future deliverables, including Tactical Strike Groups and the Siege of Orison rework. They also began to prepare for a major new location.
Finally, the devs fixed some legacy bugs in Stanton and Pyro while also supporting new technical initiatives, including helping set up the level requirements for the transport refactor and working toward future content for Starchitect.
Mission Design
Mission Design completed the second Nyx mission pack, which expands the amount of content for players, including moving some factions to utilize a reputation scope.
The team also brought back the courier system, which currently exists in Stanton and Pyro, along with adding delivery contracts to bridge the gap between hauling and courier missions. This included modifying rooftop deliveries in New Babbage and ArcCorp to allow players to drop off 1-SCU boxes. Mission support was also added to the new QV Breaker Stations.
Tactical Strike Groups continued to be polished alongside refueling and defend-location missions.
With the recent changes to ship armor, the team kicked off a major rebalancing of ship-based mission combat alongside a design idea to give players information upfront on what ships they might encounter so they can choose an appropriate loadout.
Finally, the team are approaching the first playable state of the new Battaglia missions, which include modular mission parts that can be used as standalone missions for other factions.
Narrative
In March, the Narrative team continued tasks for a whole host of upcoming gameplay operations and missions. Alongside refining the narrative of Tactical Strike Groups, they crafted storylines for several new engaging missions that will be released alongside upcoming patches; one of which will see the return of an old foe.
The team also prepared for their next capture session in April, which will see the story mission script mentioned in last month’s report being recorded. This script went through revisions and refinement thanks to placeholder testing to help identify potential issues before the final session.
The Narrative team also began planning an eventual overhaul of the current item descriptions to accommodate new changes that are coming with future revisions of the inventory and fabrication systems.
Finally, Narrative continued to work with the Starchitect team to develop how the mission system will evolve once the tool comes online to add more locations to planet surfaces.
Online Technology
In March 2026, the Network team focused heavily on advancing the foundation for Server Meshing. A central part of this work involved Quasi-Dynamic Server Meshing (QDSM), which intelligently distributes areas of the game world across dedicated servers based on their current load. The team completed a second round of testing for the initial version, resolving a bug where multiple game zones were incorrectly assigned to the same server. They also made the system more efficient by removing a global performance bottleneck that was causing thread contention.
On the stability side, several crashes and thread-safety issues in the server management system were resolved, including a crash that could occur when a game server disconnected at the wrong moment. The team also made solid progress on the next generation of the Territory Manager, which is responsible for dividing the game universe into distinct regions to be handled by separate servers. Multiple improvements were submitted for review throughout the month.
Finally, the team continued ongoing bug fixes and maintenance work and progressed with a technical design document for a new versioning and patching system. This will play an important role in how future game updates are delivered to players.
For the Live Tools team, the Bootstrap user interview phase is wrapping up, with the devs acting on findings to improve its reliability and day-to-day usability. Infrastructure cleanup and configuration improvements also began.
Panic Switch, the error-reporting tool, received several bug fixes and improved documentation for advanced users. Work is ongoing to improve crash handling robustness, including better resilience when errors occur and smarter automatic handling of known recurring crash patterns.
Hex, the game dashboard, continued its 4.0 modernization, with multiple new pages and features ready to ship or in active development. The Blueprint Viewer was delivered, while work on the new account detail page and tool integrations is progressing well.
The Online Services team spent time in March supporting and improving the Mission System, which powers in-game content like hauling and industrial missions alongside instanced content. A key bug was identified and fixed where objectives were completed but the mission itself wasn't always registering as finished.
Alongside the bug fix, the team made significant progress on a longer-term solution: moving mission completion logic (the and/or rules that determine when a multi-step mission is truly done) into the backend service, making it more reliable and futureproof. The mission system was also expanded to support entity-owned missions, meaning non-player objects can act as mission owners, which opens the door for new types of instanced content.
Online Services continued to advance the item-imprint feature, which is the underlying system that will allow players to truly ‘own’ the items in their ships and on their characters. Additional groundwork is also underway to ensure the system queries item ownership in a more robust and efficient way.
The team also worked on lazy inventory creation, a behind-the-scenes improvement that makes the game smarter about when and how it creates inventory records. Finally, technical design was done for regional chats.
R&D
In March, the ongoing ground-fog work continued. A test build was handed over to Tech Art for prototyping and to gather feedback. Time was also spent improving tooling. The ability to gather thread names was added to the dump log tool when extracting call stacks for crashes submitted via the PU. The shader compiler server that services the build pipeline was substantially refactored - a proper thread pool implementation was added, while load balancing was significantly improved when using remote compile slaves.
DXC/Clang-based compiler output is now properly parsed for the generation of error reports. A ‘least recently used’ (LRU) scheme was added to automatically evict outdated shaders in memory and on disk. Also, support for processing limits was added to terminate compile jobs exceeding the specified runtime and memory thresholds. All these should help improve server stability, which often run for months on end, as well as reduce their resource usage.
Tech Art/Animation
Over the past month, the Technical Animation team progressed with characters, creatures, interactables, cloth simulation, and the pipeline tools that support all of the above.
On the character side, head exports for two new named PU characters progressed through the DNA/RigLogic pipeline. Gate-five polish passes were done for two additional faces approaching their final quality bar too.
The devs reduced per-character RigLogic memory overheads, which directly improve NPC density and performance in populated locations, and resolved a critical DNA compilation blocker that would otherwise have stalled all head-related work in the Star Citizen patch branch.
On armor and weapons, the Super Heavy Combat Armor animation set is being brought from SQ42 across to the Persistent Universe player character, and binocular ADS and zoom-state transitions were finalized.
For interactables, the team is implementing the flaming-torch held animation, tightening the player interaction cone so usable objects feel precise and correctly aligned. They’re also completing food prop tech animation for Nyx-location content.
StarCloth, CIG's physics-based cloth simulation system, saw substantial improvements, including driver mesh validation, engine API alignment, a new bind offset parameter, and simulation pruning optimizations. The result is more performant and physically believable clothing on PU characters.
Ongoing pipeline work includes a male-to-female retargeting fix, a character tool featherblend bug fix, Maya 2026 plugin support, and an in-development dialogue events cleanup tool for NPC ambient conversation data.
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For Alpha 4.7, VFX focused on finishing Nyx’s QV Breaker Station locations, such as the laser room and spacescaping, and hero moments, like the laser and asteroid interior.
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…
Easy as A C B... that’s how it goes, right? Right? MISC unveils the latest in functional cargo technology as it proudly announces the expansion of its Hull family.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
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Hello everyone, xē'suelen nyahyan
Alpha 4.7: Welcome To The Rock opened its doors last week. Venture into the abandoned QV Breaker Stations scattered throughout the Keeger Belt in the Nyx system. These derelict sites hold rare and valuable resources, and unlocking their full potential means reigniting their long-dormant rock-cracking power. But not every station has been left untouched... or unoccupied. Are you up for the challenge?
This update also marks the introduction of Crafting T0. With item fabricators now online, you can begin creating FPS gear, including weapons and armors, using blueprints earned through contracts and materials gathered in the 'verse. To help you get started, we also published a dedicated Crafting Gameplay Guide. Inventory management also received a significant update, bringing a more intuitive look and feel to how you handle your equipment.
Speaking of new arrivals, the RSI Aurora Mk II officially stepped into the spotlight. Building on the legacy of one of the most iconic starter ships, the Mk II brings modular versatility and a refreshed design to a trusted favorite. The launch was supported by a Behind the Ships episode on YouTube, a Q&A Comm-Link, and a new trailer celebrating the next chapter of Roberts Space Industries.
We also published the latest Roadmap Update, where all Alpha 4.7 cards have now been marked as Released. Looking ahead, we introduced the first set of Alpha 4.8 cards, including Refueling Missions and improvements, Flight Suit G-Force Resistance, Ship Hangar Service T0, Vehicle Command Module, the Transport System, new weapons, and more, offering an early glimpse at what is currently in the works.
With Alpha 4.7 out in the 'verse, the teams are already acting on your feedback to keep improving the experience. Thank you for your continued support. We really appreciate your comments, especially in the recent focused Feedback threads, and in the Issue Council.
Now, let’s take a look at what’s coming up this week:
On Tuesday, the next issue of the quarterly Squadron 42 newsletter rolls out. Make sure you’re subscribed by heading to your account settings.
On Wednesday, Behind the Ships returns with a look at the upcoming Hull B, arriving in the Persistent Universe next week.
We will also publish the March 2026 PU Monthly Report, bringing updates from teams across the company as development continues on upcoming releases and long-term features.
This Friday, the latest RSI Weekly Newsletter lands in your inbox. If you’re not subscribed yet, you can sign up at any time through your account settings.
The community is gearing up for another busy weekend, with the RP PvP Operation Triggerfish event from TheJumpPoint! Fans of ludicrous speed can also look forward to the Crux Cup TEC 2956 - Stanton Open GP from Anzia Racing!
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.
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MrKraken just released his new Companion Guide for Alpha 4.7: Welcome to the Rock!
With each update, we keep wondering if the one-page guide will turn into a full booklet, and this one definitely pushes that idea. It’s a bit of a monster. Brace yourselves, and grab the full PDF version on the Community Hub!
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 Mar 23rd 2026 to Mar 30th 2026, 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 23. März 2026 bis 30. März 2026 haben viele von euch fleißig an den Diskussionen teilgenommen, wertvolle Beiträge geleistet und unser Forum zu einem lebendigen Ort gemacht. Hier sind die Top-Poster dieser Woche:
Wir möchten uns bei allen Top-Postern herzlich bedanken. Ihr habt die Diskussionen bereichert und unser Forum aktiv und interessant gestaltet. Euer Einsatz ist wirklich bemerkenswert!
Vielen Dank an alle, die sich beteiligt haben. Lasst uns weiterhin spannende Diskussionen führen und voneinander lernen. Vielleicht schaffst du es ja nächste Woche in die Top 5!
Einen schönen Tag noch und viel Spaß im Forum! Euer Community-Team
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In Alpha 4.7 wird das Mining von Star Citizen zum Team-Event. Ihr reaktiviert gewaltige Stationen im Nyx-System und nutzt seltene Erze für das Handwerkssystem. Im Fokus stehen die verlassenen QV Breaker Stationen im Keeger Gürtel.
Ihr müsst diese Wracks erkunden erkunden, wichtige Ausrüstungsteile finden und die Energieversorgung schrittweise wiederherstellen. Während die Bergarbeiter die Laser justieren, sichern Kämpfer den Sektor ab und Frachterpiloten bereiten den Abtransport vor. Diese Verzahnung soll den Industrie-Job zum atmosphärischen Gruppenerlebnis machen.
Die Beute wandert nicht mehr nur in den Verkauf. In Alpha 4.7 nutzt ihr Ressourcen direkt im neuen Handwerkssystem für Waffen und Rüstungen. Die Qualität eures abgebauten Erzes bestimmt dabei maßgeblich die Werte eurer Ausrüstung. Passend dazu hat Entwickler Cloud Imperium Games das Inventar überarbeitet.
In Alpha 4.7 wird das Mining von Star Citizen zum Team-Event. Ihr reaktiviert gewaltige Stationen im Nyx-System und nutzt seltene Erze für das Handwerkssystem.
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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Alpha 4.7 brings crafting to Star Citizen for the first time, introducing blueprints, resources, and item fabrication. This marks the first step of a system designed to grow and evolve across future releases, connecting players and professions across every corner of the ‘verse. Join us as we walk you through everything that’s come online with Alpha 4.7, and take a look at what’s on the horizon for crafting.
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: March 25, 2026
We’ve preemptively marked the Alpha 3.7 cards as Released ahead of our scheduled LIVE publish happening later today.
Release View
Alpha 4.7
All of the following 4.7 cardshave been set to Released as part of Alpha 4.7 going live later today: New Hairstyles, Light Combat Armor, Heavy Combat Armor, Claw Salamanders Faction Outfits, Crafting T0, Inventory Rework, People's Service Stations, QV Breaker Stations, New Wikelo Ships Offerings (4.7.0), FPS Weapons Art Refactor, MaxOx Neutron Cannon Size 3, Ice Adult Valakkar, Ice Juvenile Valakkar.
Nyx Missions (Pack 2) has been set to Committed, and is planned for a later release in 4.7.x.
RSI Aurora Mk II
Implementing the RSI Aurora Mk II, building upon RSI’s legacy as the starting point of exploration, progression, and expedition.
This card has been set to Released.
Ice Adult Valakkar
Adding the Ice Adult Valakkar that players can find within QV Breaker Stations.
This card has been set to Released.
Ice Juvenile Valakkar
Adding the Ice Juvenile Valakkar that players can find within QV Breaker Stations.
This card has been set to Released.
Alpha 4.8
Refueling Missions
Implementing refueling missions centered on servicing NPC ships. Players will also be able to request refueling via a beacon, which will initially be fulfilled by NPCs.
This card has been set to Tentative.
Refueling Improvements
Implementing refueling and docking improvements, simplifying the refueling process with simplified fuel deliver and updating docking to support mutual requests and automatic docking at close range, alongside more impactful itemization for fuel capacity and transfer speeds.
This card has been set to Tentative.
Flight Suits G-Force Resistance
Implementing G-Force resistance modifiers to flight suits, enabling players to choose specialized equipment for improved maneuverability and endurance.
This card has been set to Tentative.
Ship Hangar Service T0
Implementing service gameplay updates that draw from resources stored in your ship’s cargo grid to fulfill refueling, repair, and restocking requests via dedicated service hangars.
This card has been set to Tentative.
Vehicle Command Module
Implementing Vehicle Command Module docking/undocking and ship systems transfer.
This card has been set to Tentative.
New Wikelo Ships Offerings (4.8.0)
Adding a Kruger L-22 Alpha Wolf with a unique base livery and upgraded components as a reward for completing a new addition to the variety of available Wikelo's Emporium contracts.
This card has been set to Tentative.
UltiFlex Crossbow
Implementing the long-awaited crossbow, featuring a devastating, shattering bolt and harsh projectile drop, the Ultiflex Crossbow rewards skilled aim with immense power. Its near-silent firing mechanism lets you strike quietly and gain the upper hand on your foes.
This card has been set to Tentative.
KSAR Plasma Grenade
Implementing Kastak Arms area-denial grenade. Prime and throw to lock down an area and prevent enemies from pushing through.
This card has been set to Tentative.
Transport System
Implementing the new Transport System, a full rewrite of transit across the universe, supporting trams, trains, and elevators with improved reliability and scalability for technologies like Server Meshing and Instancing.
This card has been set to Tentative.
Aegis Hammerhead - Gold Standard
Updating the Aegis Hammerhead to Gold Standard, and implementing improvements and updated interior art.
This card has been set to Tentative.
Star Citizen 1.0
Maelstrom
Implementing a new physically based destruction system.
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AURORA MK I & MK II
As the modern-day descendant of the Roberts Space Industries X-7 spacecraft used to test the first-ever jump engines, RSI's Aurora Mk I has been a part of humanity's journey to the stars since the very beginning. With its ease of use and undeniable practicality, countless pilots have relied on the Aurora series to forge their paths to the broader universe. Now, after accomplishing so much for so many, the Mk I’s journey draws to a close as the torch is passed to light our next chapter.
We asked the Vehicle and Gameplay teams a few questions about the new Aurora Mk II and what's to come for its iconic predecessor, the Mk I. Here are the answers, straight from the devs themselves.
The RSI Aurora Mk II and Aurora Mk I SE will be flyable in-game when Alpha 4.7 goes live.
The Aurora is one of the most iconic ships in the 'verse - what makes the Mk II feel like a worthy evolution for pilots who've grown up with the original?
The Aurora Mk II takes the essence of the Mk I and brings it up to a level suitable for the game as it exists today. While pilots will notice little touches and hints back to the original, such as the circular side door, bed configuration, and window, the Mk II has been designed from the ground up to be a much more capable ship within the existing game mechanics.
Can the folding wings be triggered independently during flight or are they linked exclusively to takeoff and landing?
Yes, they can be toggled independently. However, landing mode forces them into the folded state.
Does switching between these wing states alter the way the ship flies or handles?
In the future, there will be minor aerodynamic changes. At launch, the primary difference is that the wing guns are disabled when the wings are folded to both prevent them from firing through the ship and to prevent players from engaging in combat with a significantly reduced frontal cross section.
Why did you make the change from variants to modularity for the Aurora series?
Part of the initial design scope when creating the Mk II was to explore what differences we could make between modules or variants. Looking at the existing game loops, we decided that having a base ship capable of doing a little bit of most missions, with the option to further boost its performance with modules, was more interesting than making variants.
Does the 6 SCU of cargo from the Cargo Module stack with the 2 SCU of embedded storage for 8 total SCU? If so, where does this place the Aurora Mk II among other cargo-related starter ships?
Yes, the 2 SCU of storage on the base ship stacks with the Cargo Module to provide a total of 8 SCU. Compared to other starters, this puts it up there with ships like the Avenger Titan (8 SCU) and Reliant Kore (6 SCU) and above others, such as the Anvil Pisces and Drake Cutter (4 SCU).
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The Combat Module adds another shield generator and missile rack. How does this change affect the combat experience in the Aurora Mk II?
Additional missiles provide significantly more offensive firepower, while the third generator provides backup shielding when the base ones are down. These benefits are at the expense of additional mass and slightly reduced handling performance.
The Aurora Mk II is the first ship to feature externally attached modules. Can you walk us through how it works in practice, and whether pilots will be swapping modules manually with a tractor beam, through the mobiGlas Vehicle Loadout Manager, or both?
Players can attach and detach the modules manually with a tractor beam or via the VMA. If players own the modules, they can be called up by freight elevators, but they can also salvage and attach them via tractor beam if they can find them.
Does either module, through size, shape, or weight, change the flight characteristics of the vehicle?
Yes, they both add mass, which in turn reduces the performance characteristics of the ship slightly.
Will there be more modules released for the Aurora Mk II in the future? If so, what are you currently considering?
More modules are planned for the future. While we’re not ready to confirm anything specifically, there are multiple game loops that could have a module to allow players to utilize it.
It’s been quite a few years since the original Aurora made its debut. How has your experience in building the many ships since then guided your approach to design, polish, and quality of life for the new Aurora Mk II?
The main differences between the ships are a result of the scope of the game. From a player metrics point of view, ships require much more space internally for traversal and access to items but also the number of “things” we add to ships now, such as weapon racks, storage, fire extinguishers, and component access. This, combined with adopting the newer RSI styling, has resulted in a ship that’s larger but more capable than its predecessor.
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How and when do I get my free Celebration paint?
The limited-edition blue and red paint is a free gift for all Aurora Mk I owners during this promotion. It will be awarded to all accounts that have an active Aurora pledge at both the start of the promotion, and then a few days after it closes. If you do not currently have an active Aurora on your account, you have until the end of the Celebration promotion to acquire or recover a pledge and hold onto it.
Only one paint will be gifted per account with an active Aurora pledge and is non-transferable. After you've received your gift, you will retain the gifted paint should you melt, gift or upgrade the Aurora after the promotion ends.
Will Aurora Mk I paints be compatible with the Mk II?
No, the Aurora Mk I and Mk II are distinct chassis and not variants, so paints are not shared between the two.
Can I apply the unique exterior and interior of the Mk I SE to other Auroras in that series?
No, the SE is an exclusive final-run variant to celebrate the series, featuring the best bits of the other ships in one combined package. The exterior paint changes are the default for the SE, and like the existing Mk I, each has a unique default paint that can’t be applied to the others. The interior is also an exclusive that cannot be applied to others.
Will the Aurora Mk I SE be available again once this promotion ends?
No, the Aurora Mk I SE is a limited-time promotional variant and we have no current plans to offer it again in the future.
Does the "retirement" of the Aurora Mk I mean I cannot fly the original ship anymore?
No, the Mk I is not leaving the universe. As with the real world, RSI is simply ending production of the outgoing model in favor of the newer Mk II, with the original becoming a collector's item representative of RSI's history in the verse. When RSI ‘retires’ the Mk I on September 30, 2026, its in-game playability will not change, similar to the previously retired Anvil Hornet Mk I. This six-month notice is to give anyone interested ample time to acquire an Aurora Mk I before its farewell.
Will existing Aurora Mk I ships and upgrades in the buyback list still be available to pledge back after the ‘sunset’?
This promotion starts a ‘sunset’ window for the Aurora Mk I from both the Pledge Store (including any unretrieved standalone ships, upgrades, or CCUs that specifically involve the Aurora Mk I in your account's buyback queues) as well as in-game shops. This window begins on March 25, 2026, and is scheduled to end on September 30, 2026. After September 30, 2026, the Aurora Mk I will still be fully supported in gameplay, including repairs, refueling, maintenance, and components, but the chassis will no longer be obtainable from standard in-game vendors.
Will the Aurora Mk I series still be earnable in-game?
While the Mk I doesn't disappear from in-game and web shops for another six months, we’re always considering interesting ways for players to acquire rare in-game items. For now, we're keeping the door open for fun ways future players might still acquire a collector's item like this in-game down the line.
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…
Bring on the new dawn! The cosmic, historic, absolutely iconic Aurora Mk I is passing the baton to your new ‘old reliable,’ the Mk II. With modular versatility, RSI’s newest signature ship is bound for adventure. Plus, the wings do that woosh thing!
*The RSI Aurora Mk I SE and RSI Aurora Mk II will be flyable in-game when Alpha 4.7 goes live.
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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Wie viele Raumschiffe kann man in einen einzigen Trailer packen? Nun, wir haben bei 21 zu zählen aufgehört ... und Star Citizen macht bei der Vorstellung der neuen Aurora MK 2 fröhlich weiter.
Das Raumschiff ist die neue Version eines Klassikers im Arsenal des Weltraum-MMOs. Die Aurora war nämlich Teil eines der allerersten sogenannten Game Packages - also dem bezahlten Alpha-Zugang zum Spiel, bei dem es für 46 bis 1.200 Euro direkt eines oder mehrere Weltraumvehikel oben drauf gibt.
Interview: Chris Roberts glaubt bei Star Citizen das Ende in Sichtweite
Im sogenannten Pledge-Store können Spieler gegen echtes Geld Zugang zu Raumschiffen kaufen, die im fertigen Spiel auch nach einem Abschuss und dem Tod des Avatars dank einer virtuellen Versicherung wieder neu spawnen werden. Im Spiel wird's die Raumer auch leihweise oder permanent gegen Ingame-Credits geben, aber exklusive Versicherung.
Mit diesen Sales wird seit dem Ende der Kickstarter-Kampagne im Jahr 2012 die Entwicklung von Star Citizen und der Solo-Kampagne Squadron 42 unterstützt. Inzwischen steht der Crowdfunding-Zähler bei über 951 Millionen Dollar.
Wie viele Raumschiffe kann man in einen einzigen Trailer packen? Nun, wir haben bei 21 zu zählen aufgehört ... und Star Citizen macht bei der Vorstellung der…
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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Happy Monday, everyone!
We're entering the final stretch of Alpha 4.7, wrapping up the last details and polishing the build ahead of its release on the live servers later this week. This update introduces the first iteration of Crafting, along with new locations to explore and fresh content that's well worth getting your hands dirty for. Want a sneak peek? Check out last week's Inside Star Citizen: Alpha 4.7 Patch Report. We're looking forward to you digging in. Literally.
Stella Fortuna is in full swing until March 30, and the 'verse has been draped in gold and green. It’s the season for bold choices, sharp instincts, and tempting fate with a cheeky grin. To celebrate, we're hosting a stunt video contest: thirty seconds of in-game chaos. If it feels slightly irresponsible but absolutely legendary, you're doing it right. Full details and prizes are available on Spectrum.
Now, let's crack into what's coming up this week:
Wednesday is set to be packed, with Alpha 4.7 aiming to go live and, with it, the first iteration of Crafting and the new QV Breaker Stations. We'll have a Crafting guideand an Operation Breaker Stations FAQ on Spectrum to get you up to speed before you head in.
Also, Behind The Ships returns with a look at a classic and its evolution.
Wednesday winds down with the Roadmap Update and Roadmap Roundup dropping in the evening for those who like to stay laser-focused on what's ahead.
Friday closes the week with the RSI Weekly Newsletter landing in your inbox. A little something to read between hauls.
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.
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This week's MVP is a machinima that starts with a distress call and ends with something we can only describe as inspired mission debriefing logistics. Heads up: the Huxley crew swear as good as they fly.
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…