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Durch einen angeblichen Leak von Steam Achievements scheint klar: Chris Roberts' neuer Weltraum-Shooter Star Citizen: Squadron 42 erscheint zum Release auf der Valve-Plattform.
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Happy Monday, everyone!
Last week saw the culmination of the biggest throwdown yet in the clash for aerospace supremacy. Ship Showdown 2956 has its Undisputed Champion of the 'Verse, and it's the RSI Perseus! The gunship ended one more battle in the final, taking down the Drake Ironclad Assault after a fight the crowds are still talking about. [Note to self: rough week to be a Drake girl.] The Origin M80 and the Drake Corsair round out this year's Final Four, due to receive Best In Show honors at this year's Intergalactic Aerospace Expo. You can relive every round at the Ship Showdown hub.
Subscribers also received their exclusive September perks, featuring the Vehicle of the Month ahead: the MISC Freelancer MAX, a long-range hauler built for the dangers of deep-space delivery. Coming along for the ride are decorative display cases for collectors to showcase their loot.
Lastly, a huge thank you to everyone who came out to the PAX West Bar Citizen in Seattle last Friday. We loved reconnecting with familiar faces and meeting new pilots along the way. The Bar Citizen World Tour rolls on, with our next stop in Milan, Italy, on September 19. We hope to see you there!
Top Images from the Community Hub
Don't forget to submit your content to our Community Hub for the chance to see it here!
Now, let's see what's going on this week:
Tuesday kicks off the week with the September Monthly bundle comm-link, giving you a look at the armor, weapon, and ship paint bundle coming with Alpha 4.10.1.
Come Wednesday, ready yer crews and hoist the Jolly Roger once more, mateys, for the time be upon us for Pirate Week 2026!
Wednesday also brings the latest Roadmap Update and its complementary Roundup.
Friday will see the RSI Newsletter delivered straight into your inbox with the week's highlights from across the 'verse.
On Saturday, our friends at ATMO esports are giving dogfighters their shot at glory: Fight or Flight kicks off its 2026 season with the EMEA/NA group stage. There's still time to sign up; registration closes midnight UTC on September 11.
Fly low, and fly fast!
The Weekly Community Content Schedule
MONDAY, SEPTEMBER 7, 2026
This Week in Star Citizen
TUESDAY, SEPTEMBER 8, 2026
September 2026 Monthly Bundle Comm-Link
WEDNESDAY, SEPTEMBER 9, 2026
Pirate Week 2026 commences!
Roadmap Update
Roadmap Roundup
FRIDAY, SEPTEMBER 11, 2026
RSI Weekly Newsletter
Vision quest truth
Smuggling Origin 300
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.
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 Aug 31st 2026 to Sep 7th 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 31. August 2026 bis 7. September 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 August’s PU Monthly Report! While most teams contributed toward Alpha 4.10: Siege of Orison throughout the month, many devs continued with tasks for exciting content coming soon and further down the road. Read on for all the latest details.
AI Content
The recent Alpha 4.10 patch marked an exciting milestone for AI Content, with the re-release of Recco Battaglia and the introduction of a narrative-driven mission chain. These features required careful coordination with teams across multiple disciplines as they utilize in-person conversations, mission comms, and the new Instancing tech. The information gathered from this work will be instrumental in building narrative-driven content toward the 1.0 vision.
Alongside this, the team supported comms for Siege of Orison, which takes players across a sprawling multi-step mission with a handful of characters to guide and fight. Elsewhere, content was developed for upcoming events, issues were addressed with existing social spaces, and initiatives were outlined for future patches.
AI (Features & Tech)
AI Features and Tech spent August improving Starchitect, fixing nav-meshes, and progressing with Star Paws. For the latter, multiple adult valakkar will now spread out when attacking at melee range and the kopion will properly handle unreachable targets (they now run away if their target can't be reached following an attack).
Motive display parameters were made available in debug, debug controls for switching between boss phases were improved, and error handling for missing parameters was improved.
For Human AI, the team fixed an issue with projectile and beam impacts not creating stimulus in the right place and, therefore, not being heard by AI.
Also, various improvements from Squadron 42 were integrated into Subsumption, the Token system, and AI melee.
Animation
Last month, animations were worked on for the apex valakkar, including for major attacks on ship targets. The team also created enter and exit animations for an all-new ship.
Art (Characters)
In August, the Character Art team finalized a new combat armor set and its variants, completed Subscriber flair items, and progressed with a new type of armor. They also supported mission rewards and spent time bug-fixing. Support for StarWear is ongoing.
Art (Ships)
The UK team began the month with a final polish pass on the Kruger Stingray after utilizing the PTU to catch a number of small bugs before its full release.
Two vehicles received their final materials and paints ahead of release.
The RSI Galaxy continued development, with progress building up to its greybox gate review in early September. Refinement of the interior color palettes and lighting across the ship was done after a few iterations on various options.
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The Anvil Liberator progressed through greybox, with much of the interior being refined as the devs finalize the needs of each area. On the exterior, the main thrusters, maneuvering thrusters, and landing gear were integrated. Going forward, the team will continue to build details into the technical areas of the hull in line with Anvil’s manufacturing style.
Progress continued on three unannounced vehicles too. The first is approaching its greybox gate review, with additional modelling work being done to emphasize how different parts of the ship interact. For the second, the majority of the interior moved quickly through the art stages and large areas of the ship are closing in on LOD0, mainly due to having the interior being split across multiple artists. The exterior of the ship, with fewer artists working on it, is progressing at the typical rate, with the team refining its large, complex mechanisms. The third is in the final stages, with the devs adding paints and closing out bugs.
Finally for the UK team, an all-new ship entered pre-production, with the devs breaking down the brief and concept to begin building out the geometry.
The North American team finished an unannounced ship they’ve been working on for the past few months. In August, its final pass was completed, with paints currently being finalized and bugs fixed.
Development of the Drake Kraken continued, too. The exterior progressed well, with panel work, material break up, and detailing helping to sell the scale and complexity. On the interior, the devs are seeing the final vision across certain areas. For example, the bridge progressed toward final and, alongside the hangar, is setting the visual standard of the rest of the ship. Strike teams are being used to close out individual areas, so major updates are being implemented as the ship moves through the LOD0 phase.
Community
August began with the team supporting two ongoing events that started in July: Foundation Festival, which welcomes new pilots and celebrates the community members who help them find their way, and Ship Showdown, the community's yearly vote to crown its favorite vehicle. Foundation Festival wrapped up in mid-August after several weeks of activities, while Ship Showdown advanced to Phase 2: The Live Showdown. The team announced the community winners of the Phase 1 contest and posted a Spectrum thread covering the Phase 2 daily head-to-head matchups. When the competition reached the Elite Eight, they published a comm-link highlighting the finalists and announcing the Free Fly event for all backers. As the bracket narrowed further, the team published a Final Four post, spotlighting the Drake Ironclad Assault, Drake Corsair, Origin M80, and RSI Perseus as this year's remaining contenders.
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August also saw the release of Alpha 4.10 after an extended PTU phase. Following the patch launch, the team helped the Production team publish an Improving the Live Experience comm-link, detailing progress on some of the game's most persistent issues. The patch introduced Siege of Orison, now rebuilt using new Instancing technology, a rebalance of fuel tank capacity and consumption across all ships, and the introduction of the Kruger S-65 Stingray. The team supported the launch with a catch-all post to help players navigate the new content.
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The Bar Citizen World Tour continued with a stop in Denver, Colorado, and a Gamescom meetup in Cologne, Germany. Behind the scenes, the Community team also continued preparing for upcoming events.
Alongside these, the team maintained the regular publishing schedule, including This Week in Star Citizen, bi-weekly Roadmap Updates and Roundups, the Monthly Report, and Arena Commander schedule updates, while coordinating feedback across multiple development teams to ensure community voices reached the appropriate channels.
Narrative
Work continued in August on generating mission text for the huge number of missions that will be arriving with Nyx I. This consisted of not only a swath of contracts being offered by the various factions of the UEE, but new Local Contracts, where someone who lives at the settlement you’re visiting is looking for help.
Additionally, an upcoming event required Narrative support for the overall lore that players will experience, along with text for the suite of missions and rewards that will come with it. Every patch also sees dozens of new items, weapons, and rewards, which all need text that the Narrative team generates, along with detailed reviews of ships in development to help ensure that the signage and decals are lore-appropriate.
August also saw the release of a new issue of the Subscriber magazine, Jump Point, which features a brand-new narrative story about Nyx I.
Online Technology
Last month, the Online Services team focused on improving the reliability of missions and contracts, specifically the system that generates jobs and delivery tasks. The devs worked through a bug where accepting a mission that another player had just started could get them stuck. The fix will show a clear message and automatically refresh the list instead of leaving players in a broken state. A technical issue was also addressed where missions tied to instanced areas (like certain locales or private spaces) weren't properly ‘cleaned up’ after players left, which was creating unnecessary buildup behind the scenes.
Furthermore, Online Services worked on various improvements for Instancing. They also cleaned up the side effect of a previous bug that had mistakenly granted some players extra Wikelo-related items, which involved running data cleanup passes to correct it while being careful not to disrupt normal gameplay in the process.
Looking ahead, Online Services began scoping two new internal tools to help support staff resolve player account issues more efficiently. Both ideas are still in early planning and design.
In August, the Live Tools team pushed Hex 4.0 toward release and moved the Bootstrap client revamp from planning into development.
The busiest area remained Hex 4.0, the team's internal platform for player support and operations staff, where most of the month went into pre-release work. The team brought the player support Arbiter toolset directly into the platform, replacing the external browser extensions staff previously relied on, and reworked the sanction and discipline workflow around it. Some manual steps in tracking recurring issues were also automated.
A round of interaction and UX polish was also completed, including reworked tab behavior and quick-view routing, clearer sanction and page header controls, responsive account grids, a new feedback button, a past suspensions view, and a fix for a critical gateway crash when querying entitlements. Attention then turned to closing out the remaining feature parity and pre-release UX work to get Hex 4.0 release-ready, with post-release improvements already being scoped. Alongside this, progress continued on Citadel, the service behind Hex's data access.
On Bootstrap, the tool developers use to set up their local work environments, the team completed the client revamp implementation roadmap, finalizing the delivery phasing and producing mock-ups of the new interface. This closes out last month's design phase and clears the way to begin rebuilding the client.
For Error Reporting, the crash-processing pipeline was updated to clean up leftover files after each run for better reliability.
Finally, attention was given to the broader crash pipeline and post-launch polish for Panic Switch, the live incident management tool.
R&D
August saw the R&D team working on planet atmosphere, including making improvements to the overcast skylight. Improvements to cloud injection into the atmosphere continued too.
However, the bulk of the team’s work went into the temporal render mode. As part of this, the handling of dynamic objects was improved to reduce trails when moving through clouds. Motion-based confidence was replaced with a new coherence metric, which gives much better convergence and stability at little or no motion, and also helps to deal with evolving clouds, camera cuts, and dynamic objects in general without special-case handling. The history clamp was also improved, and in combination with a guide mask, now largely resolves transmittance halos at ridges.
A number of performance and memory improvements were made as well. The history helper texture was reduced to 25% by compressing and quantizing its attributes. Noise LOD computation was optimized, and shape and erosion noise now receive individual LODs. The temporal upsampler was optimized to reduce register pressure, and various transmittance profile improvements and fixes were made.
Several items remain in progress: folding opaque scene visibility into the upsampler's filter kernel and neighborhood clamp BBox hull setup, and the cloud injection work and VGPR reductions for the spatio-temporal upsampler.
Tech Art/Animation
Throughout August, the Technical Animation team focused on the systems that make characters look and move convincingly, including faces, deformation, cloth, and creatures. Much of this work is foundational, improving the underlying tech that every character in the 'verse relies on rather than any single asset.
For character faces and DNA heads, the team continued the expression and polish work that brings the PU's growing cast of faces to life, running detailed passes across a batch of DNA heads and correcting alignment issues that had crept in between the artists' Maya scenes and what players actually see in-game. A new set of eye textures was integrated into the live Star Citizen branch, alongside an updated base head. Improvements were also made to how facial regions blend together, laying groundwork for more varied and natural-looking characters.
Significant progress was made on the RBF system, which drives how skin, muscle, and clothing deform as characters move. The team solved a tricky issue where jaw movement was incorrectly pulling on collars, streamlined how deformation data is exported so multiple setups can share a single asset, and pushed the system out across the core Star Citizen skeletons. Tool improvements requested directly by Tech Art also landed.
The StarCloth toolset gained per-vertex control over how strongly cloth is pulled toward the body, giving artists far finer authority over how capes, coats, and loose garments behave. Support for unified skins was added, along with automatic health checks that catch broken cloth setups before they reach the game.
Weakspot implementation on the apex sand valakkar moved into review, and new creature variants began playtesting.
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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Subscriber Promotions
Pirate Week is fast approaching, and every smart hauler knows loose cargo makes for easy plunder. Every subscriber can keep their cargo safe with the Vehicle of the Month aboard a long-range hauler built for the dangers of deep-space delivery. And when you arrive, you can show off your collectible coins to anyone and everyone with September’s Flair.
Coin Display Case
Proudly display your coins with this classy case, featuring a red velvet interior with space for up to ten coins and a clear glass front so all can enjoy your collection.
Current Centurion-level Subscribers get this item as part of their subscriptions.
Bosco Weapon Display Rack
Showcase your favorite firearms with this sturdy display rack. Features display shelves for your favorite guns, as well as storage space for spare ammo and accessories.
Current Imperator-level Subscribers get this item and the above Centurion-level itemas part of their subscriptions.
Coin and Weapon Display Set
Show off your collectable coins and favorite weapons with this Coin and Weapon Display Set, containing the challenge coin case and Bosco weapons rack.
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.
Centurion Subscribers: MISC Freelancer MAX (with 12-month insurance)
MISC Freelancer MAX: Wherever supplies are needed, the Freelancer MAX gets them there. Combining a huge cargo hold with heavy weapons, this long-range hauler is built to traverse the most dangerous corners of the galaxy.
Imperator Subscribers: MISC Hull B & Freelancer MAX (with 24-month insurance)
MISC Hull B: The Hull B is designed to maximize cargo capacity above all else. Thanks to MISC’s unique telescopic spindles and a well-appointed interior, it’s ideal for long, heavy hauls to Humanity’s farthest-reaching outposts.
MISC Freelancer MAX: Wherever supplies are needed, the Freelancer MAX gets them there. Combining a huge cargo hold with heavy weapons, this long-range hauler is built to traverse the most dangerous corners of the galaxy.
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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 September 8, 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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Hello everyone,
Last week, Alpha 4.10: Siege of Orison arrived on Live! The Nine Tails have launched a brutal assault on Orison, and Crusader has called for help. With all air traffic into the area blocked, assault teams will need to deploy via secure shuttle to put down the insurrection before more lives are lost. Squad up with the toughest you've got, this one isn't for the faint of heart.
Alongside Siege of Orison, Alpha 4.10 also rebalances fuel tank capacity and consumption across the ship roster, with refueling missions updated to match, and introduces Kruger's first medium fighter, the S-65 Stingray. It's a big patch, and like most big patches, it's still settling in. Thank you to everyone who jumped in and sent us reports via the Issue Council along the way. If you're curious about how those reports actually get turned into fixes, we published an Improving the Live Experience Comm-Link last week that explains how we're tracking and prioritizing issues right now.
It's also been a while since our last Letter from the Chairman, so if you haven't already, check out the latest one, touching on what the new instancing tech in 4.10 means going forward, some myth-busting around Star Engine, and an update on Squadron 42's release window shifting to Q2 2027. We also released the first episode of Inside CIG, a new video that takes you behind the scenes of what it actually takes to ship a release like 4.10.
The Ship Showdown bracket has now narrowed down to the Final Four, though the Free Fly is still on. All Elite Eight ships remain free to fly for backers through September 2, so you've still got time to take your favorites for a spin before voting wraps and this year's champion is crowned.
We also shared an early look at upcoming changes to pledge gifting and game access ahead of the new Game Library system launching in October. We're rounding up some of the questions we've seen in the thread and will share more information soon.
Last but not least, a massive thanks to everyone who came out to Bar Citizen in Cologne last Friday. Seeing over 500 of you there was wild! Really enjoyed raising a glass with some of y'all, hearing your stories, and spending the evening with such a great crowd. Our Bar Citizen World Tour keeps rolling, with our next stop coming up fast: September 4 at PAX West in Seattle, Washington. Hope to see you there!
Top Images from the Community Hub
Don't forget to submit your content to our Community Hub for the chance to see it here!
Now, let's see what's going on this week:
On Tuesday, Subscribers can look forward to the latest Subscriber Comm-Link and Newsletter, talking about a few new pieces worth showing off in your hangar.
Wednesday wraps up Ship Showdown 2956 as this year's champion is crowned. We'll also be publishing the August PU Monthly Report with a behind-the-scenes look at the progress our teams have made across the company.
On Friday, we'll be in Seattle, Washington, for our next Bar Citizen World Tour stop. Join us at Stoup Brewery - Capitol Hill for a night with the community. Friday also brings the latest RSI Weekly Newsletter to your inbox. If you're not subscribed yet, you can sign up anytime through your account settings.
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 Community MVP is this awesome 3D-printed Star Kitten helmet, made as a gift for a friend who's put in serious work organizing Org events, including the Bar Citizen in Chicago a couple months back, so if you were there, you may have already spotted it in person.
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 Aug 24th 2026 to Aug 31st 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 24. August 2026 bis 31. August 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
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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LETTER FROM THE CHAIRMAN
Citizens,
Thank you for supporting. Thank you for playing. Thank you for your feedback.
It has been great to see more of you playing Star Citizen than ever before, with 35,890 concurrent players at our peak this year. And that growth goes well beyond a single peak. In the first half of 2026, we saw a 7% increase in average daily players and an 11% increase in monthly active players compared to last year. Seeing more of you playing and spending more time in the ‘verse has been incredibly rewarding for all of us at CIG.
Star Citizen Alpha 4.10 is an important step on the road to Star Citizen 1.0 because it brings area and encounter instancing to the Persistent Universe with Siege of Orison.
We already have a basic version of instancing in the game, via player hangars, but this next iteration of instancing brings the ability to stream arbitrary areas and all the related content in on demand, a seamless connection to the main shared universe, along with dynamic server loading. Instancing in 4.10 is the first use case of dynamic server meshing in Star Citizen.
Up until now each universe shard has a set number of servers, each allocated to different areas (called territories internally). So microTech (and everything on microTech) is a territory and has a server looking over it. But if too many people flock to microTech / New Babbage the static system doesn’t have the ability to spin up additional servers to split the simulation load and the singular server in charge of the microTech territory starts to run slower and slower, which results in degraded player experience. With dynamic server meshing we will spin up additional servers as the simulation load demands, subdividing the territories into smaller ones.
When instances are created, we monitor server load and when we hit a specified maximum load ratio we will spin up additional servers to manage the additional instances dynamically. The Networking team calls this Quasi Dynamic Server Meshing (QDSM) because we are not yet subdividing territories in the persistent universe but it is the first case of us spinning up (and down) servers dynamically based on load and required us to create a lot of the services that you need for full dynamic meshing in the persistent universe.
While a lot of other MMOs have instancing, they don’t have the specific kind of instancing we do, that needs to seamlessly interact with a fully dynamic meshed shared persistent universe, which upped the complexity level of the technology significantly.
I am happy to report that with your help testing Siege of Orison, the Instancing is finally performing well. It took us longer to get there than we thought, but like a lot of things in Star Citizen it turned out to have more complexities and edge cases than we expected.
As part of today's launch, we’re sharing a video about the process of delivering 4.10, which I would recommend that you watch. Star Citizen has been made possible by all your support over the years and one of key aspects that encouraged that support was how open we have been with development, sharing our failures and successes along the way. Over this year and last, I've felt that we’ve been sharing the process of building Star Citizen less and less. Many of you backed for how open we were in development, and it’s much easier to understand why things aren’t always perfect when we share the process and you can see the difficulties of achieving what is the most ambitious game in all of gaming. This video is the first step at getting back to going behind the scenes. Everyone at CIG is passionate about Star Citizen and doing nothing but the best work. Sharing more of our development is a great way to show that, so we're getting back to our roots.
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I also want to take the opportunity to clear up some misconceptions that I see in community discussion.
The biggest one I see floated is Star Citizen’s technical issues are due to its engine choice;
Star Engine is our engine, which originally started as a branch from CryEngine 3. Since Oct of 2015 we stopped taking updates and have just been refactoring and adding to the code base to the extent that there is almost nothing left of the original engine – the Entity System, Renderer (which has hardware assisted Ray Tracing / Global Illumination now for Squadron 42), GPU Particle System, DNA and Facial animation system, Audio system, UI system, Network / Replication Systems, Physics and all our Gameplay Systems are entirely new and bespoke to Star Citizen and Squadron 42. In addition to that a Game Engine is only a small part of the code and systems you need to run a massively multiplayer game like Star Citizen. We have dozens of distributed online services that run in the cloud, connected to multiple backend databases that all have to be managed as one big synchronistic system.
The switch from CryEngine to Lumberyard was for Amazon Web Services (AWS) which is where we ran our servers and platform for many years. Lumberyard started as a full branch of the same CryEngine branch we were based off, so we could switch to it with no changes on the core engine side as Amazon had bought out the rights to that version of CryEngine. Amazon heavily modified CryEngine over the years which is what people know as the Lumberyard engine, and there was good work in there, but we never took any of this as our tech road map has always specifically been for the needs of Star Citizen and Squadron 42.
In 2020 we came to agreement with Crytek that gave us a perpetual license for the branch of CryEngine we were on for all our current and future games, giving us full control over the use of Star Engine going forward, which you can appreciate is important due to the investments we have made into our technology.
There is NO Game Engine than can do everything we can do in Star Citizen. There is also NO game that can do everything we can do, at the scale and fidelity that we do it.
That is because it is a crazily complex and demanding set of requirements to operate with the detail we do in a seamless first-person viewpoint in a universe that you can go to any corner of and explore. Every planet or moon is fully realized and circumnavigable on foot, by vehicle or by ship. Every vehicle operates like a real one, a complex set of different components that enable your ship to fly and sustain you, components you can physically interact with; that can break or be damaged, that you can repair or replace. You can fluidly go from foot into a ground vehicle into a spaceship, take off, fly to a moon or spaceship you can see from the ground, all while being able to fully move around that ship, which in some cases is the size of whole game levels in most FPS games, land, get out and explore that planet. All seamlessly, with no loading screens or delays.
Building a tech stack that can deliver all this is a crazy investment in both time and money. To put the resources in perspective, our Core Tech Group is 146 strong with 106 engineers in it! This is our engine, tools and backend team dedicated to building the technology we use. We are very lucky to be afforded the time and money to invest into creating technology that enables Star Engine. Most developers don’t have the resources to do this, which is why you see people licensing Unreal or Unity, as well as building games with smaller scopes. There was a lot of headlines about Star Citizen passing the one billion dollars raised threshold earlier this year, but the reality is building something like we are requires funding at this level. Rockstar (who are the main developer for GTA6) has spent over two billion dollars in staff and office costs in the UK from 2019 until the end of 2025. I know this because like CIG UK Ltd, Rockstar Games Ltd has to publish financials on Companies House, and so their costs are public. This is not to criticise them at all – I love their games, and their ambition and commitment to gameplay married to fidelity and scale is awe inducing. I am pointing this out as it takes this kind of funding to build games and technology that do things you haven’t seen before.
The second misconception I see thrown around is that Star Citizen has a skeleton crew and all the resources and money is being spent on the Squadron 42. I want to clarify here. Outside of CTG we have a further 611 staff in development across our four studios. For the last couple of years, we’ve been split approximately 50/50 between Star Citizen and Squadron 42. Before that it was more heavily weighted to Star Citizen. One of the reasons that Squadron 42 has been taking the time it has is that we were always reassigning resources onto Star Citizen to get the patches out, which pushed back Squadron. In fact, after our 2023 CitizenCon in LA where we showed off a lot of the functionality we were working on for Squadron, the majority of the gameplay engineering team spent a large part of 2024 bringing a lot of the features into Star Citizen at the expense of Squadron. Towards the end of 2024 we decided that couldn’t continue so we shifted the balance back. In these final months on Squadron 42 that split is now 55% to 45% in Squadron’s favour, to ensure we get Squadron 42 bug free, polished and optimized. Because the sooner we finish Squadron 42, the sooner the majority of the development staff can focus on bringing Star Citizen to 1.0. Having to split time and resources between two hugely ambitious projects is very difficult.
Which brings me to the last thing I wanted to touch on. Squadron 42's release.
At CitizenCon 2024 we announced we would ship in 2026. Our plan was to release in Q4 around IAE. But much like the rest of the industry there is no way I want to launch my spiritual successor to Wing Commander, a game that has had twelve years of blood, sweat and tears invested into it (we started Squadron 42 development in 2014 as 2013 was opening studios, hiring people and getting the Hangar module out for Star Citizen) launching into the attention buzz saw of GTA6. While GTA6 isn’t launching on PC this November, pretty much all outlets and most content creators will be all over it, not leaving a lot of room for other coverage.
We have taken a look at the release windows at the start of 2027, and decided that Q2 provides a better time for Squadron 42 to release.
We are allowing a small number of original backers and long-time Star Citizen content creators an opportunity to play Squadron 42 this October 9th and 10th. We’ll be making further announcements about our release plans during this time and a specific release date shortly afterwards.
I know a lot of you will be disappointed to not be playing Squadron 42 at the end of this year, but it is the best thing for the project as it is truly something special and so needs to the opportunity to have the focus of the wider gaming world.
I want to wrap this up by thanking all of you for your support. Ive seen a few people question why there wasn’t a Letter for the Chairman at the $1 billion crowdfunded milestone, and honestly, I felt it shouldn’t be about the money as Star Citizen and Squadron 42 are much more than a financial headline. You can see from the voluntary financials we publish we invest all the money we raise back into the development of these two games.
But in reflection I was looking at this wrong. The billion dollars is a testament and celebration of all of you; the backers and community members that have given me and CIG your faith and patience. That have stood by through thick and thin. All of you that have held the line. It is a testimony to the power of a collective to make something unprecedented happen. There is no publisher or Private Equity investor that would have the patience and willingness to invest in the long term like you have. You have raised a billion dollars to make something that could not exist otherwise.
And for that I am incredibly lucky and humbled by. There are some amazing things ahead, but even right now I feel that Star Citizen is special. And that is because of all of you!
I hope you enjoy SC Alpha 4.10, and I will see you in 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…
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: August 26, 2026
Release View
Alpha 4.10
The following cards have been set to Released:
Mission Giver: Recco Battaglia
Super Heavy Combat "BUL-H4" Armor
Instancing
Siege of Orison
Fuel Tanks and Consumption Rebalance
New Wikelo Ship Offerings (4.10.0) - Drake Clipper
Apocalypse Arms "Vendetta" HMG
Hedeby Gunworks "Arlington" Lever Action Rifle
New Weapon Attachment: Hedeby Gunworks S2 Optic
Kruger Stingray
Implementing Kruger's first Medium Fighter, blending timeless styling with a transformative design that adapts its silhouette to the demands of modern flight.
Item Recovery: Ship Loadout Improvements has been moved to Alpha 4.11, as we need more time to test it with you in the PTU, before it goes live.
Alpha 4.11
Nyx II
With high temperatures and a high-pressure atmosphere dense with thick clouds, Nyx II is an inhospitable planet where protective gear is recommended. While some resources dot the surface, the risk involved in harvesting them has left the planet almost void of commercial development.
This card has been set to Tentative.
Nyx III
Nyx III is an ice giant that lacks a breathable atmosphere and is considered a difficult candidate for expansive commercial resource extraction.
This card has been set to Tentative.
Item Recovery: Ship Loadout Improvements
Implementing Item Recovery: Ship Loadout Improvements, updating ship and item recovery to better support custom loadouts through timed claims, optional expedite fees, freight elevator item claims, and debuting a free recovery option when losses are detected as outside the player’s control.
This card has been set to Tentative.
Associated Science And Development "Model-K2" DMR
Implementing the Associated Science And Development "Model-K2" Designated Marksman Rifle, a versatile energy weapon that builds heat during sustained fire allowing operators to switch fire mode using heat to unleash powerful ultra fast projectiles
This card has been set to Tentative.
Lightning Bold Company "Skarnov" Assault Rifle
Implementing the Lightning Bold Company "Skarnov" DMR, a fully automatic designated marksman rifle whose specialized projectiles create electrical discharges between multiple targets, making it highly effective against groups of hostiles.
This card has been set to Tentative.
The existing Heavy Combat Armor also got its name: Monolith!
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…
Sophisticated. Stylish. Suave. It has to be Kruger. The most debonair manufacturer in the ‘verse is back to boost your cool and transform the battlefield with its first Medium Fighter.
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…
The once prestigious getaway of Orison has fallen under savage attack by murderous anarchists known as Nine Tails. Squad up, save lives, and take them down.
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Ship Showdown 2956
Every year, Ship Showdown challenges the community to champion their favorite vehicle. With a lineup spanning iconic fighters, industrial workhorses, heavy hitters and plenty more, 2956 is shaping up to be one for the record books! From longtime favorites to newer contenders, you made your voices heard and decided which ships deserved a shot at the crown. We received countless incredible submissions, including screenshots, videos, Lego® creations, grain arts, 3D-printed ships and even cardboard models. Thousands of entries were tallied to bring us the Top 16, which battled it out in the first round of head-to-head bouts. Now, as we enter the ELITE EIGHT, all of our remaining contenders are available to fly for free to all backers! The final battle starts here, where your votes will ultimately crown this year's Ship Showdown champion.
Here are the top eight vehicles this year, chosen by you:
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With space for cargo, troops and small vehicles and ships, this Heavy Dropship brings more than just immense firepower and durability to the battlefield, it brings the ultimate combined arms platform.
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Drive into the fray with Greycat’s tough and reliable MTC - perfect for carrying weapons and armor to battlefields, bunkers, outposts, expedition sites, and more.
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Heed the call of uncharted space and harness the spirit of exploration with the Drake Corsair, a worthy companion, supporting you in battle, discovery, and delivery, wherever the winds of adventure may steer you.
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A solo-flyable ship with multipurpose capabilities, built for freethinkers and lone travelers. Drake’s signature industrial design and evocative asymmetrical aesthetic make the Clipper a visual spectacle as well as a practical standout.
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The Aegis Reclaimer is an industrial salvage ship. Equipped with a reinforced cargo bay, a long-range jump drive and launch pods for unmanned drones, the Reclaimer is an ideal ship for taking advantage of deep space wrecks.
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When RSI set out to make the definitive modern solution for civilian and paramilitary operations, it looked to its historic Perseus gunship.
Ship Showdown Prizes
As the competition heats up, the Elite Eight ships will be available to fly for free for all backers through the rest of the tournament.
The Final Four competitors will also receive a special in-game paint and challenge coin, with a manufacturer themed bomber jacket going to backers of the ultimate champ.
Don't miss trying the Elite Eight, free for all backers, until September 2, 4PM UTC!
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…