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Tyilui
Float, spin, and wind through space aboard the first alien-designed snub carrier in the 'verse. The Gatac Tyilui brings Xi'an engineering principles to a hull unlike anything Human shipbuilders have conceived, anchored by a zero-gravity hangar. A spectacular original in every sense.
We asked the team a few questions about the Tyilui and what it means to operate one. Here are the answers, straight from the devs themselves.
The Tyilui arrives alongside the Railen, introducing two Gatac ships at once. While they both share a similar interior and weapons, is the Tyilui a variant of the Railen, and what sets them apart?
The Tyilui and Railen share some of the interior, mostly the habitation level, but the other levels have significant differences to benefit the differing roles of the two ships. Externally, while the front profile is similar, the sides and rear of the Tyilui have changes to support the snub hangar, and as such, it is not a variant of the Railen.
What kind of experience were you aiming to deliver with the Tyilui, and what feelings or moments are you most excited for players to experience when stepping on board?
We want the Tyilui to feel even more alien than the Railen, with the addition of the multi-directional gravity hangar at the rear giving a very different traversal experience to other ships. The hangar space allows players to walk on any of the four pads and control the rear hangar door independently and launch out.
Where does the Tyilui sit within the current ecosystem of ships, and what sets it apart from anything available so far?
The Tyilui is the first dedicated snub-fighter carrier. While other ships do this indirectly, it’s not their sole focus. The Tyilui packs the ability to carry four snub fighters, 96 SCU of cargo, and hangar services in a compact package.
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What can a solo pilot expect from the Tyilui, and how does that change with a bigger crew?
As a solo-crewed ship, the Tyilui allows you to carry a selection of ships for use. Obviously, more players aboard allow for more opportunities to launch and utilize more ships in parallel.
Four snub pads give players serious flexibility. What can be stored there, and what does that mean for the Tyilui in action?
The Tyilui’s primary role is carrying snub fighters, such as the Fury series, Pitbull, and Merlin. This allows those ships to partake in battles well beyond their home location and to add firepower to any encounter.
With pilot weapons, manned and remote turrets, missiles, and deployable snubs all in play, how do these layers come together in combat, and what does it mean for how the Tyilui handles a fight?
The wide variety of offensive and defensive weaponry allows the Tyiluiand its crew to both attack targets as a single unit or as a mini fleet. It also allows the ship to defend itself in the event the snub fighters are otherwise engaged or unavailable.
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Beyond transport, the Tyilui actively supports its snubs through repair, rearm, and refuel capabilities. What does sustaining those ships look like in practice, and how does the Tyilui's cargo capacity support that role?
The 96 SCU cargo capacity supports both cargo operations and the resources needed for the Tyilui's repair, rearm, and refuel functionality. This means crews can turn their snubs around directly from the Tyilui without needing to return to a station between sorties. For a small group, that self-sufficiency changes the scope of what they can accomplish together, keeping them in the fight far longer than they could manage without a dedicated support vessel.
How does the Tyilui handle, and what should players expect from its flight profile for a ship of its size and role?
The Tyilui is a medium industrial ship, but also embodies certain characteristics of a heavy vehicle. It’s designed to operate as both a cargo hauler and a carrier of smaller vessels, though its military-oriented role sets it apart from the Railen. Therefore, it trades a fraction of agility for greater resilience.
Where the Tyilui stands out is its lateral and vertical thrust profile. While its forward acceleration is closer to the heavy end of the archetype, its mobility is better for its weight, offering responsiveness more typical of medium industrial ships.
But this does have consequences, as players should expect some oversteer. The result is a ship with an interesting personality: the mass and forward drive of a heavy industrial, the maneuverability of a medium one, and the structural strength of something built for contested environments.
What kind of spaces and amenities can players expect on board?
The Tyilui has a comprehensive set of amenities aboard with a dedicated sleeping area, separate mess hall, and bathroom facilities.
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The zero-gravity core and walking on walls inside a spaceship are not something players have experienced before. What drove that decision, and what can players expect when they step inside?
The hangar section is something we spent a lot of time on, ensuring it would feel good and as natural as possible while players walk around the room. The main benefit of this is that it allows us to have lots of surface area while also keeping the space open to allow easier access for any snub ships stationed within.
The Tyilui reflects both Gatac’s design philosophy and its place within Xi’an culture. How did those influences shape the ship, and what does it say about Gatac as a manufacturer going forward?
You can see the influence of Xi’an technology and culture throughout the ship. Gatac has never shied away from showing its skills with advanced manufacturing techniques, as highlighted by the way it plays with gravity around the ships. For example, the Tyilui’s multi-directional landing pads and 360 wraparound walkway, or how in the communal areas the waterfalls flow with the tapered shape of the walls and not the direction of gravity.
Gatac has also used rare, natural materials and shaped them to its will. There are no manufacturing details, few fasteners and fixings; it's all clean, bold, and intentional and shows off the design ethos of Gatac in contrast to our Human manufacturers.
All Gatac ships give a sense of calm. They pull from that feeling you get when you are in awe of nature. The heavy, oppressive sense of weight you get from walking into a large cave, or when you enter a quiet place of worship and you can feel the power and age of the building around you. This is something Gatac captures in its interior design, with large, flowing forms that connect the ship’s separate areas and help to flow consistently throughout the ship’s many layers. You get a sense of the strength and weight of the ships.
The Railen and Tyilui account for both Human and Xi’an crews, with the inclusion of Xi’an fermentation pods that dominate the food preparation area and the communal cave-like habitation area that brings calm to the Xi’an while accommodating Human crews with the comfort of individual bed pods.
The Xi’an maintain their language throughout the ship, and there are very few Human translations except for the most critical of information and systems.
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…
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…
Who said transporting snub fighters into war zones couldn’t be a little whimsical? Not Gatac! Float to the top of the carrier game in this truly unique transporter. At least, we think it’s the top… maybe it’s the side, or the bottom. Hmm.
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, inæ(y'all)!
Thank you for your patience as we continue working to improve the Live experience. Last week, we shared a Spectrum post bar highlighting some of the more visibly reported issues in Alpha 4.8.1 and where they currently stand. Since then, the team has been focused on continuing to close these (and many others) out. We'll keep you posted as more fixes are ready for deployment, so keep an eye on Spectrum.
Away from the patch notes and bug reports for a moment, we also had the opportunity to celebrate First Contact Day through International Bar Citizen Weekend. Team members joined many of you at events near our studios in Austin, Manchester, Frankfurt, and Montréal, giving us an early start to Alien Week festivities.
We'd like to give a huge thank you to everyone who joined us. Whether you stopped by to share feedback, catch up with fellow pilots, or simply raise a glass, y'all made it a truly unforgettable weekend!
For those who couldn't make it, keep an eye on the World Tour Comm-Link. We may be heading your way next.
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 Wednesday, we're planning a Live Service Maintenance window. More details will be shared as we get closer to the day.
Same day, the celebrations begin as Alien Week 2026 kicks off! Gather your friends, souli (members of a Banu guild), pyā’hai (Xi'an family), and allies from across the stars as we celebrate alongside our alien neighbors! While you wait for the festivities to begin, take a moment to learn more about the Xi'an and Banu languages.
Wednesday also brings the latest Roadmap Update and Roadmap Roundup, including multiple new cards for Alpha 4.9.
Thursday brings the latest installment of Star Citizen Live, featuring a Tech Talk with our Chief Technology Officer, Benoit Beauséjour, and our Gameplay Engineering Director, Jens Lind to discuss the recent 4.8 release. If you have a question specifically related to 4.8, you can submit it on Spectrum for a chance to have it answered live, and be sure to join us on Twitch at 14:00 UTC.
On Friday, be sure to check your inbox for the RSI Weekly Newsletter. We will recap the week's highlights and showcase standout community content. Don't forget to opt in to the Newsletter in your account's settings.
Tip of the hat, see you in the 'verse!
The Weekly Community Content Schedule
MONDAY, JUNE 15, 2026
This Week in Star Citizen
WEDNESDAY, JUNE 17, 2026
Maintenance: Star Citizen Live Service and RSI Platform
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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Sometimes the most legendary players aren’t the ones pulling triggers or flying capital ships; they’re the ones quietly helping others, no questions asked.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
It's time again to shine a spotlight on our most active members from the past week! From Jun 8th 2026 to Jun 15th 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 8. Juni 2026 bis 15. Juni 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
If there’s one universal truth, it’s that aliens ships are freakin’ cool. Weird and wonderful, this hauler’s got the the X factor. That’s right, That’s right, the mighty morphin’ Railen is arriving June 17th.
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
Last week, Alpha 4.8.1 landed, expanding the ongoing conflict across Stanton and Pyro with new ship combat contracts. Citizens can now rally behind either Foxwell Enforcement or the Headhunters and take part in the growing conflict as battles continue to unfold across the system. Successful pilots can earn a variety of rewards, including unique blueprints available through these contracts for the first time.
4.8.1 and its related maintenance also delivered a variety of fixes and improvements, with many more to come. The team has been combing through your feedback and reports and is continuing to work through remaining issues. We'll share additional updates as soon as possible.
We also published our May 2026's Monthly Report, offering a look at progress across a wide range of initiatives. From expanding mission content and narrative development to continued work on social features and ship production, including the Railen, Kraken, Liberator, Galaxy, and a few other surprises. Alongside ongoing improvements to AI, stability, the economy, and core technologies, teams continue pushing push forward across the project.
Alpha 4.9 is beginning to take shape on the Roadmap Update, with seven recently revealed cards offering an early look at what's ahead. Among the additions are Siege of Orison, Instancing, Super Heavy Combat Armor and its Apocalypse Arms 'Vendetta' HMG, Combat Clothing, the return of Recco Battaglia, and more.
Now, let’s take a look at what’s coming up this week:
Tuesday kicks things off with the June Monthly Bundle. As Alien Week approaches, this month's package helps set the stage for next week's celebrations: my favorite time of the year!
Then on Thursday, Behind the Ships returns with a closer look at the first alien cargo ship heading to the Persistent Universe, the Gatac Railen. Join the vehicle team as they walk through the ship's evolution, the challenges of bringing its unique design to life, and how years of technological and gameplay advancements have helped shape the final result.
On Friday, the latest RSI Weekly Newsletter also lands in your inbox. If you’re not subscribed yet, you can sign up at any time through your account settings.
Finally, on Saturday, we can’t wait to meet many of you during International Bar CitizenWeekend! Join us on June 13 as communities around the world come together to meet fellow Citizens, share stories from the ’verse, chat with members of the team, and pick up the exclusive Shattered Vanduul Lance Display to add a little extra flair to your personal hangar.
Whether you’re attending in Manchester, Montréal, Austin, or Frankfurt, we look forward to raising a glass with you and celebrating the incredible community that helps make Star Citizen what it is.
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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After three years in the 'verse, HEBRAiST brought together players from around the world to share their answers in their native languages, creating a heartfelt tribute to the moments, friendships, adventures, and stories that make this universe unique! o7
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
It's time again to shine a spotlight on our most active members from the past week! From Jun 1st 2026 to Jun 8th 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 1. Juni 2026 bis 8. Juni 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
The Live Service will be in a maintenance window starting on 2026-06-05 at 1200 UTC to apply necessary infrastructure updates.
This maintenance window is not expected to exceed 9 hours.
New connections to the game will be disabled at 1200 UTC.
Servers will go offline at 1230 UTC.
Players are strongly advised to safely stow their vehicles and equipment before logging off in advance of server shutdown.
[2026-06-06 Updates]
0130 UTC - Additional percussive maintenance applied to hotfixed environment. Servers online!
Some users will need to refresh their launcher and obtain fresh login credentials
[2026-06-05 Updates]
1200 UTC - Initial Notice, Matchmaking disabled.
1745 UTC - Team has identified additional infrastructure updates to apply, extending maintenance by 3 hours.
2040 UTC - Due to the heroic efforts of the QA Team validating the freshly deployed environment, we have identified a new server crash. The Team is actively working to resolve this issue before allowing players back into the Live Environment.
An ETA will be provided as soon as we have more information.
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PU Monthly Report
Welcome to the PU Monthly Report! May saw Alpha 4.8 and DefenseCon hitting the ’verse, with many teams spending the month finalizing features for these major releases. Following this, tasks began and continued for the exciting content coming over the next few patches. Read on for all the details.
AI Content
Following the launch of Alpha 4.8, the AI Content team began closing out tasks for Alpha 4.9 and beyond. Alongside the usual bug fixes and ongoing initiatives from the previous months, the team looked into technical fixes to help streamline the process for adding content into the game.
“The Alpha 4.9 patch is going to be a very important one for the narrative design of the game, as the team is contributing to two very large elements that will lay important foundations for developing narrative in the ultimate 1.0 vision.” AI Content Team
AI (Features & Tech)
On the animation side, significant work went toward the mass retargeting of male-to-female combat AI assets, with additional support for unconscious and bleeding-out behaviors. The devs also made TrackViews for an upcoming event and restructured how melee attacks are tweaked for NPCs with large attack sets.
Prototypes were then implemented for the valakkar. For example, the team simplified the setup of burrowing animation types, fixed the path patching to improve movement along dynamically generated positions, and improved the API for tracking damage to NPCs to trigger motive actions. They also refactored how AI-triggered states work and improved debug shortcuts for controlling time and teleporting.
Animation
Last month, the Animation team progressed with the apex valakkar, fleshing out various additional attacks and animations. They also captured new enter and exit animations for upcoming ships alongside work for a new full-body mission giver, who will have her own place in the ’verse.
The Facial Animation team processed a significant amount of new content from April’s performance-capture shoot, which will appear in Alpha 4.9. As this content will be split across comms calls and in-person interactions, it was processed at different quality tiers to ensure that everything players see close up will really shine.
The team are excited to see players’ reactions to the return of Recco Battaglia, as this will be the first instance of an old character returning to the ’verse with new content and missions. A lot has changed within the pipeline since her debut, so this will be the first time players will be able to draw immediate comparisons.
Facial Animation also held two performance-capture shoots with the Narrative and the Motion Capture teams, which will cover content for Alpha 4.9 and 4.10.
Art (Ships)
May’s DefenseCon saw many of the Ships team’s recent projects flyable in the PU, including the Aegis Tiburon and Hammerhead ’gold standard,’ the Origin M80, the MISC Starlite, and the Drake Pitbull, Ironclad, Ironclad Assault, and Command Module. The team also delivered the Vanduul Mauler as part of Tactical Strike Groups alongside numerous flight blades and weapon kits.
Elsewhere, the Gatac Railen passed its greybox review before progressing into LOD0, with a combined LOD0 and Final Gate review scheduled for early June. Significant progress was also made on a related-yet-unannounced ship.
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Four other upcoming vehicles continued development, too. The first received custom mo-cap for its enter and exit animations, creating unique challenges due to its scale, before its greybox review at the end of the month.
Production on the second kicked off, with a small team starting work toward the whitebox gate planned for the middle of June.
The third continued down the pipeline, while the fourth saw the UK team collaborating with their North American counterparts to ensure the art direction aligns with the brand’s other new releases.
With resources freed up following DefenseCon, pre-production picked up for the Anvil Liberator, with the start of whitebox scheduled for the end of the month. As part of this, an update was made to the interior to allow for quicker entry and exit to the landing pads.
Lastly on the UK side, the RSI Galaxycontinued through whitebox as further revisions were made to the layout around the central docking collar, habs, bridge, and lift area to ensure clear flow from any direction.
As mentioned above, the North American team progressed with an unannounced ship, which passed its greybox gate review with flying colors. Following this, the LOD0 phase began, with the ship coming together following a preliminary lighting pass.
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Finally, the Drake Kraken continued through its greybox phase, with further changes to the hero rooms to utilize more of the Drake kit used in the Ironclad. This will save both production time and increase the optimization of this huge ship.
Art (Weapons)
In May, the Weapons team ensured their content was ready for Alpha 4.8, including the Kastak Arms plasma grenade and UltiFlex Novian crossbow, and a handful of skins for upcoming events.
Meanwhile, the team progressed with a new large-caliber weapon, which is currently in greybox. New tech is also in the works that will require cross-team collaboration over the next couple of months. Material polish passes and updates to existing weapons continued to progress, too.
Community
The Community team began May by preparing for the launches of Alpha 4.8: Tactical Strike and DefenseCon 2956. Early in the month, they published the April PU Monthly Report followed by an Org Spotlight that presented players with a variety of organizations they could team up with to tackle upcoming content. They also shared updates on the changes to vehicle insurance coming in Alpha 4.8 and announced that the Novian crossbow would arrive with this update.
The team supported the release of Alpha 4.8 with a catch-all thread highlighting all the features of this major update, along with an FAQ for Tactical Strike Groups. They also launched the latest Twitch Drops for DefenseCon, alongside a dedicated page and an FAQ alerting the community to what to expect at Drake’s big show. As the event drew near, they followed up with a comm-link informing players of the DefenseCon Schedule as well as a Countdown to DefenseCon to keep the community updated.
As DefenseCon began, the Community team published a Referral Bonus comm-link and hosted a screenshot contest. They also created a Q&A for all the new ships debuting at the event, which was updated as new ships were released, and a catch-all thread keeping the community informed throughout the event.
Both DefenseCon 2956 and Alpha 4.8 included updates to the New Player Guide and Welcome Back, Pilot pages, keeping players informed of all the recent changes. As always, the team kept up their regular cadence of This Week in Star Citizen and bi-weekly Roadmap updates.
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In addition to all the other events last month, the Bar Citizen World Tour continued in May, with staff attending events in China, France, Korea, Switzerland, and TwitchCon in the Netherlands. The team also invited the community to join them for the International Bar Citizen Weekend in June.
“It’s been an absolute blast seeing everyone and hearing your starfaring stories! We hope to get to know more of you at other upcoming events, such as the International Bar Citizen Weekend, kicking off on June 13!” Community Team
Throughout May, the team closely monitored community sentiment and feedback to ensure development teams had the latest word from players to help shape improvements to both current content and future events. The Community team is also currently working closely with other teams to relaunch a refreshed Welcome Hub for new players, as well as further updates to the Guide System and Spectrum.
Economy
Alpha 4.8 saw the introduction of two major economy features: ship insurance adjustments and player-crafted items. Consumable prices were also adjusted and components now have a wider price range, with prices of grade ’A’ military components in particular being adjusted upwards to give more of a sense of progression. The devs also increased the sale price of components so that salvagers can capitalize on any high-tier components they come across.
The data aggregation pipelines were broadened, resulting in several mission archetypes receiving a balance pass based on player behavior data.
To support future economy updates, the team began standardizing the price and volume brackets of crafting resources. They’re also working on new ways to make the resource, commodity, and trading systems more intuitive and transparent for players.
On the shop implementation side, the team supported DefenseCon by setting up new shop items, including commemorative hats and t-shirts, ship weapons, flight blades, flight suits, and vehicles. This allowed all the items on display within the expo halls and lobby to physically spawn and be interactive and purchasable. The team even redressed the Coffee-to-Go concession stand to fit the DefenseCon theme.
Lastly, with the introduction of flight suits, a pass was done on some of the existing shops across the PU to ensure two of them could be purchased.
Graphics, VFX Programming & Planet Tech
The majority of the Graphics team focused on optimization throughout May, making significant improvements that will come at a later date. Alongside this, the team further optimized and refined the visuals for the Global Illumination system, in addition to adding depth-output support to all parallax mapped surfaces which allows them to benefit from our full rendering feature-set, such as screen space shadows, reflections and directional occlusion.
The Planet Tech team made large strides with Genesis as they look to close-out the last elements of the core technology and move on to polish, performance, and stability tasks. Recent work focused on critical pieces of technology, like GPU object spawning, the virtual terrain cache, imposter rendering, and the spawning of creatures and mineables on V5 planets. Alongside this, the teams continued to iterate on visual quality while ensuring performance is kept in check.
Mission Design
Last month, the Mission Design team progressed with Recco Battaglia. They also worked closely with Narrative and Core Gameplay to ensure the mission-provider interaction flow is as desired for the initial release.
Progress was made on the redesign of an existing event that aims to push the boundaries of what is possible within a single instance. The original was designed around combat, but as the game has grown and matured, the team are now able to tap into new methods and gameplay choices.
The team also focused on creating a faction focused on non-combat gameplay from the Star Citizens 1.0 plan.
Elsewhere, the Municipal Works is currently going through mission blockouts to get it into a first-playable state. Once the design is signed off, full production can begin.
Narrative
As mentioned in last month’s report, the Narrative team held a performance-capture session, which not only brought back a familiar face but also recorded lines for a revamped existing mission. They also captured content for NPCs encountered during refueling gameplay to allow them to expand the variety of voices heard in those missions.
The Narrative team also began adding a variety of contracts that will bring more gameplay to the ’verse, not only for upcoming events but for some expanded evergreen missions as well.
Additionally, they created lore for new harvestable flora, wrote scripts for several new mission providers (including solidifying the narrative of their organizations), and provided support to both the UI and Environment Art teams.
“Thanks to all the players reporting issues as they find them. The team has been knocking out recently discovered narrative bugs as quickly as possible, with many small quality-of-life fixes expected to make their way into Alpha 4.9.” Narrative Team
Online Technology
In May, the Online Services team continued their work on several key player-facing features, including the Social Chat (MVP) feature, which is being built to enable in-game text communication between players. Alongside this, the social-systems pipeline continued to grow, with friends, online presence, party viewer, and orgs each formally tracked as upcoming deliverables for future milestones.
The first iteration of Item Recovery was included in Alpha 4.8. The team is currently supporting this feature, with more improvements coming in the future. Planning also kicked off for the Maglock system as part of the Item Recovery feature set.
A significant focus in May was to address live game stability issues tied to the contract system. The team identified that the current contract system generates far too many database entries, causing overloads and performance instability for players. Two critical tasks were created to reduce the number of database entries and improve how contracts are filtered.
The team also tackled reliability improvements to mission rewards and is putting better diagnostic tools in place, making it faster to identify and fix issues with missions and contracts not appearing.
The Live Tools team continued to deliver improvements across all of their key tools while also shipping several notable releases.
For Hex, the team released version 3.39, which introduces new player support capabilities. Updates include improved entitlement tracking, an expanded account ownership view, and more.
A follow-up release, 3.39.1, kept Hex's blueprint data in sync with the latest services. Throughout the month, work continued on the Hex 4.0 redesign, including a new design system and UX foundations that will shape all future Hex modules.
On the Bootstrap side, the team continued reliability work throughout the month, addressing developer-facing issues like server failures, performance bottlenecks, and configuration problems. Technical planning for a full Bootstrap client overhaul was kicked off and is now moving from research to design and implementation planning.
R&D
May saw the R&D team implement tweakable (approximate) multi-scattering in gas clouds, similar to the multi-scatter solution used for planet clouds. This smoothly blends between forward and backward scattering (driving the phase function) depending on the visibility of the light source of given sample points.
Support began for look-up tables in the raymarcher to recolor gas clouds based on their local density. The raymarcher loop was further optimized by skipping significant sampling and lighting work at locations where density amounts to zero. Additional optimizations will speed up noise LOD calculations, as well as making the target opacity threshold of clouds configurable.
Furthermore, numerous fixes and improvements were made to the integration of an experimental temporal upsampler borrowed from planet clouds. Lastly, out-of-bound writes in the gas cloud raymarchers were fixed for Vulkan alongside a sporadic GPU hang due to the introduction on non-linear stepping, which was mentioned in April’s PU Report.
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: June 3, 2026
Release View
Alpha 4.8
Space Combat Missions - Defend Location
Implementing a new Mission Pack for players to answer the call from either Foxwell or Headhunters. Defend asteroid bases throughout the systems, prevent the attackers from destroying key resources, and sometimes escort escaping workers to safety.
This card has been set to Released.
Alpha 4.9
Siege of Orison
Implementing a new operation, Siege of Orison, introducing instanced FPS gameplay where players assault Nine Tails-controlled platforms in coordinated team-based encounters tied to mission-driven progression.
This card has been set to Tentative.
Instancing
Implementing Instancing to create closed gameplay spaces with controlled accesses. Access is managed through instance prerequisites, party leader ownership, and safeguards that prevent or remove ineligible players.
This card has been set to Tentative.
Super Heavy Combat Armor
Implementing the Super Heavy armor class, enabling players to equip and operate a new category of powerful super heavy weapons.
This card has been set to Tentative.
Apocalypse Arms "Vendetta" HMG
Implementing a brand new weapon type: the Heavy Machine Gun, with the Apocalypse Arms "Vendetta" HMG. Belt-fed and usable with the new Super Heavy Armor and its dedicated ammunition backpack, it delivers sustained high-rate fire from a large rotating barrel while carrying up to four magazines of ammunition.
This card has been set to Tentative.
Combat Clothing
Implementing lightly armored apparel designed to offer a more stylish look while remaining viable in combat situations.
This card has been set to Tentative.
New Wikelo Ships Offerings (4.9.0)
Adding a Drake Clipper 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.
Mission Giver: Recco Battaglia
Implementing a returning NPC to the Persistent Universe: Recco coordinates logistics for the local independent miners operating from Levski.
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…