Category: Release Dates

  • Star Citizen Progress Report April 2025

    Star Citizen Progress Report April 2025

    April 2025 Star Citizen Progress & Playability Report

    This is the 21st progress report about Star Citizen in the series.

    Information for this report comes from the SC FOCUS features completion page that is available here: https://scfocus.org/star-citizen-s42-features-complete/

    Changes to These Reports

    Star Citizen is finally at a point where the core mechanics of the game can be considered in: traversing, first person and ship combat, inventory, healing, equipment, mining, racing and salvaging. The game’s performance is also improving and efforts throughout 2025 will be aimed at making the game more stable. Some of the features we track that were originally from the Stretch Goals have been confirmed to be after Star Citizen 1.0 such as Fishing, NPC crew and even almost all Star Systems.

    These reports will be changed from Feature focused to Feature and Gameplay focused as Star Citizen goes into the final development stretch before Star Citizen 1.0. This means that these reports will go into more detail about the gameplay elements such as travel, inventory, missions, as well as all the current professions. This report is the first Progress & Gameplay Report in the series but continues (adds to) the series of Feature Progress Reports.

     

    Stretch Goal Completion Scoring

    Completion for Star Citizen & Squardon 42 is scored based on a total of 104 features that were chosen to represent major gameplay milestones for both projects. The 104 features were selected from the official Stretch Goals.

    Previous Star Citizen & S42 reports:

    Progress in this reporting period

    During this period since the previous report, Star Citizen has been nearly unplayable and has suffered from large periods where the game has been too unstable, buggy and with connection issues often preventing players from playing and testing the game. Progress of the features we track here has stagnated significantly as the developers focus on getting the current features playable. Player shard counts have practically doubled since the previous report to 600 per shard.

    Star Citizen is 69% complete as of April 2025 (Alpha 4.1).

    In these reports we have been mentioning that progress was expected to speed up on the features we track, however, the opposite has been revealed to be true: progress on these features is slowing down and in some cases has been pushed back until after Star Citizen 1.0. This means that completion rate of the features we track has plateaued and is not expected to speed up.

    Features Updated This Period

    In the last report we introduced partial scores as some features are significantly somewhat playable but not quite what could be considered yet fully playable. This reporting period saw three more features more from Not Implemented to Partial.

    Signature Spoofing

    Signature Spoofing should probably have been called Stealth in hindsight. There are some mechanics already in the game as of Alpha 4.1 such as bigger signatures hiding smaller ones and a variety of stealth components. With the announced additions of radar jammers plus what is already known to be planned, this feature has been upgraded to Partial.

    Single Universe

    Since the last report we finally got a second star system: Pyro. Around the same time player counts went from 100 in one system to 600 in two systems. This means that the game is starting to feel like a big universe. The score was changed from Not Playable to Partial.

    AI Subsumption

    As of Alpha 4.1 the AI NPC are doing more advanced activities such as looting corpses, reviving teammates, and even getting into players ships and taking over the ship. This feature is being changed from Not Implemented to Partial.

    Star Citizen & Squadron 42 Report Summary

    Star Citizen is roughly 69% complete as of April 2025 (Alpha 4.1 LIVE).

    *Note that Squadron 42 is feature complete. These features represent Squadron 42 features that are shared with Star Citizen and that are either currently playable in Star Citizen or not.

    Playability Score

    Playability Score: 3/5 – Very buggy

    • Playability (2/5)
    • Player Count (2/5)
    • The Economy (2/5)
    • Flight Model (4/5)
    • Dogfighting (4/5)
    • FPS Combat (3/5)
    • AI (3/5)

    In this reporting period as of Alpha 4.1 (LIVE)

    The Playability Score is staying at 2/5 due to bugs, radical changes, and instability. This score was going to be reduced to 1/5 for this reporting period because the game was unplayable for some periods during this cycle. However, improvements recently with 4.1 have improved this score back to the 2/5 it was. This game is still very much not a friendly new player experienced and still for dedicated testing fans only but it is getting better.

    Playability – How Playable is Star Citizen Alpha 4.1?

    In the last report we said stability would be very poor at the start of Alpha 4.0 and get better and this is exactly what happened.

    As the end of Alpha nears and the Start of Alpha 1.0 gets closer the playability is expected to continue to improve, especially compared to where we have been last year.

    The playability score is expected to improve for the next report.

    Bugs and Instability

    Star Citizen Alpha 4.1 still has the Alpha label. As such instability is expected as the game is still some time away from feature complete (Star Citizen 1.0).

    This score was expected to remain at 2 out of 5 and did (barely). Many game breaking bugs and periods of instability mean that Star Citizen is currently for the most dedicated of testers.

    2/5

    Player Count

    This score remains unchanged even though this period saw player counts go from 380 to 600 per shard. For this score to be a 3/5 player counts per shard will need to be over or near 1000. For a score of 4/5 over 10,000. A 5 out of 5 score represents the maximum universe size for seamless play (100,000s or millions).

    Should the playable universe see 800+ player counts this score could be raised to 3 out of 5.

    2/5

    The Economy

    This reporting period and the last saw the economy in chaos. The prices went through massive inflation across the board. Currently the economy feels very disjointed and broken with some events fluctuating prices and supplies to unplayable levels. This rating is staying at 2/5.

    2/5

    Flight Model

    The score remains unchanged. Flying around is generally an interesting and fun experience.

    4/5

    Dogfighting

    This rating remains unchanged. Dogfights have still been fun and engaging. Multicrew combat is also improving as turrets and large ships are better again.

    4/5

    FPS Combat

    This reporting period saw combat in strange places including invulnerability and invisibility. Complaints continue about jank combat. This score remains unchanged this reporting period.

    3/5

    AI

    Fauna has improved again somewhat but NPC crew is still nowhere to be seen. This score remains unchanged.

    3/5

    New Gameplay Report

    The following profession playability does not figure in the overall playability score above. These are listed for profession progress reporting.

    Travel

    While not a profession, being able to traverse the verse is important to all gameplay professions. This reporting period there have been huge issues with elevators, ground vehicles, quantum travel problems and more.

    It can take excessively long to get somewhere only to have to start over again due to bugs. The newly introduced Jump Points have been working ok but often the player returns to the same system and has to keep trying to jump from one system to the other.

    This reporting period the score is low but is expected to improve for the next reporting period.

    2/5

    Salvage

    Salvage continues to be very playable and is one of the few professions that has worked consistently well during this reporting period. This industry is still missing some features for a full 5/5 score.

    4/5

    Mining

    Mining has not fared nearly as well as salvage this period. Rocks unable to be scanned, issues with refinery terminals and more left this profession in bad state.

    2/5

    Trading

    With the economy going through crazy changes trading felt out of place this period. The addition of high paying cargo hauling contracts with “contracted” cargo cheapened the experience. Lots of issues are holding the cargo professions behind still. Simply buying, shipping and selling goods had too many links in the chain not working this period.

    2/5

    Racing

    Racing as a profession in game is not in a very playable state and feels neglected.

    1/5

    Bounty Hunting

    PVP bounty hunting has not worked this reporting period. NPC bounty hunting was quite profitable as a whole but generally a repetitive experience.

    2/5

    Medical

    Medical in this reporting period continued to evolve with small additions. Still not a fully fledge money earner but an essential part of the game.

    3/5

    Hunting

    Hunting has continued to improve with the additions of more meaning and better and more fauna. This rating could soon increase.

    3/5

    Piracy

    Since the introduction of Pyro system, piracy has been in a strange place. Stealing “contracted” good seems like a very unnecessary and cumbersome addition. At the same time, during some events piracy worked very well at times and was a lot of fun as well as integrated to the missions. The recent changes to the looting system have lowered this score from a 4/5 to a 3/5 as it is, at the time of writing, impossible to loot equipped gear from another player. This seems like a step in the wrong direction.

    3/5

    April 2025 Report Conclusion

    Since the last report Alpha 4.0 introduced Pyro System as well as a lot of new locations and missions. The game has grown significantly since the last report even though the overall progress on tracked main features only increased by 1%.

    The game continues to be in a state of heavy development throughout 2025 and beyond. Expect lots of changes, bigger ships and more content by the end of the year.

    Suggestions to CIG

    Looting

    Recent changes to player looting seem like a confusing step back. If the purpose of this was to allow purchased gear to not need claiming, then this has failed. Other bugs such as dying in prison, mean that the customer service requests continue at the expense of gameplay for all players. Not only was the problem in this case not fixed, as gear can and will continue to be lost for various reasons, but also this band-aid solution is excessively cumbersome and cheapens the game.

    The suggestion is to revert the inventory looting to the full loot version and add reclaim mechanics in game. Duping is a problem but not as bad as crippling the gameplay. Currently if a geared player dies to a player with little gear, this player is at a disadvantage as he cannot loot equipped items and armor. A better solution is to allow ingame reclaim of the item via any variety of kiosks already available and work from there.

    Freight Elevators & Cargo

    The freight elevator system needs a lot of work even if it worked free of bugs. Load times and purchase amounts seem to be poorly integrated with actual gameplay. An elevator can bring a ship down but not cargo? A Polaris can carry a 32 SCU box but not a cargo facility of significant size?

    Caveats

    The list of 104 features used to track “progress” in this report are listed at the Star Citizen Completion Features Percentage Page. This is a highly simplified list of features out of thousands of technical, art and gameplay features that the game(s) will end up having. 104 features were chosen as a simplified average set of gameplay features that the author guesses are plausibly required in the final games to be considered “complete”.

    The data is gathered as objectively as possible and is non-promotional in nature. This information is purely speculative based on personal criteria. Opinion can and should vary. It is provided for free and actually costs time and money to maintain.

    Disclaimer

    As always, this article does not represent the official views of Star Citizen. It is provided as speculation to help SC FOCUS org plan the strategy going forward. This information is provided to readers openly and freely and each reader is free to form their own opinion.

  • Star Citizen Progress Report November 2024

    Star Citizen Progress Report November 2024

    Welcome to the November 2024 Star Citizen Progress Report

    This is the 20th progress report about Star Citizen & Squadron 42 in the series.

    Information for this report comes from the SC FOCUS features completion page which has been updated again here: https://scfocus.org/star-citizen-s42-features-complete/

    Stretch Goal Completion Scoring

    Completion for Star Citizen & Squardon 42 is scored based on a total of 104 features that were chosen to represent major gameplay milestones for both projects. The 104 features were selected from the official Stretch Goals.

    Previous Star Citizen & S42 reports:

    Progress in this reporting period

    Finally there has been some progress and Star Citizen Alpha 4.0 is in EPTU. This reporting period saw very poor stability, economy, performance and many issues with the general playability of Star Citizen. Hopefully Alpha 4.0 and on will bring stability improvements.

    Star Citizen is 68% complete as of November 2024 (Alpha 4.0).

    Progress is expected to speed up however, for the tracked features in this series or reports many features have been pushed to after Star Citizen 1.0. Future updates to Star Citizen Release Date Estimates and Completion Progress will reflect these changes to long-term goals.

     

    Features Updated This Period

    Citizencon 2954 announced details about Star Citizen 1.0 – the point at which the game can be considered to be complete enough for commercial launch (basically no more resets and a good player experience). As such there are features tracked on this article that are planned for after Star Citizen 1.0. To reflect this change in direction we are adding partial scores worth (0.5 points) towards feature completion. This is because some features are developed and playable but not to what we consider a complete point. Features, scores and explanations are listed below.

    Jump Points

    Jump Points are usable in Alpha 4.0 and have been tested in EPTU. This feature is working and being marked as playable.

    Remote Cameras

    The ability to control remotely cameras for turrets and tractor beams and more has been expanded upon enough where they are now playable. For example, the Polaris brig has a security seat with functional cameras. This feature is being marked as playable.

    Escort Carriers

    The Polaris introduction showed just how many smaller ships can fit inside a capital or sub-capital class ship. While the role of the Polaris itself is not strictly a carrier it certainly can be operated as one. This feature is being marked as partial but could have easily been given a full score. Escort carriers are close and this feature will be marked as complete as soon as one appears which could be imminent.

    Hacking

    Star Citizen has had a basic form of hacking for quite some time. Hacking terminals has been in the game but has not really advanced much. This feature is being given a partial score since terminal hacking is a thing but the profession still lacks development for a full score.

    Blades

    Alpha 3.24.3 saw the introduction of point defense cannons for the Polaris, 890 Jump, Idris and Constellation Phoenix. While not exactly AI Blades, this technology essentially serves a close enough function to mark this feature as partial.

    Fuel Gameplay

    Fuel gameplay has been in the game for some time in a basic form. The Starfarer has been able to purchase fuel and refuel ships for a while in game. This feature is being marked as partial. For a full score players must be also able to mine and refine fuel.

    Fauna

    Fauna has been slowly added and there is enough hunting features and fauna that the implementation for this gameplay can be considered partial.

    Exploration

    While still missing much of the exploration features and objectives, Alpha 4.0 brings in Pyro which makes exploration far more useful. There is enough exploration between Stanton and Pyro that this feature can be considered partial. Long range scanning and more reasons to explore will give this a full score soon.

    Water

    Basic water graphics have been in the game for quite some time. With the recent enhancements to water looks and effects this feature is still missing swimming, buoyancy and underwater traversal. However, there is enough to give it a partial score but it could be a while before this feature is marked as playable.

    Star Citizen & Squadron 42 Report Summary

    Star Citizen is roughly 68% complete as of November 2024 (Alpha 4.0 EPTU).

    *Note that Squadron 42 is feature complete. These features represent Squadron 42 features that are shared with Star Citizen and that are either currently playable in Star Citizen or not.

    Playability Score

    Playability Score: 2/5 – Very buggy

    • Playability (2/5)
    • Player Count (2/5)
    • The Economy (2/5)
    • Flight Model (4/5)
    • Dogfighting (4/5)
    • FPS Combat (3/5)
    • AI (3/5)

    In this reporting period as of Alpha 4.0 (EPTU)

    The Playability Score is staying at 2/5 due to bugs, radical changes, and instability. This score is expected to go up for the next report as CIG focuses to stabilize and optimize the game during Alpha 4.0 and beyond.

    Playability – How Playable is Star Citizen Alpha 4.0?

    The stability of the game is expected to be very low during the start of the Alpha 4.0 series of patches. Luckily, it should improve from this point forward.

    Alpha 4.0 is expected to be a low point in stability but should improve as the game moves from Alpha 4.0 to Star Citizen 1.0.

    The playability score is expected to improve for the next report.

    Bugs and Instability

    Star Citizen Alpha 4.0 still has the Alpha label. As such instability is expected as the game is still some time away from feature complete (Star Citizen 1.0).

    This score was expected remain at 2 out of 5 and did. Many game breaking bugs mean that Star Citizen is currently for the most hardcore of testers.

    2/5

    Player Count

    This score remains unchanged even though Server Meshing and EPTU Wave 1 Stanton – Pyro shard had 380 players. For this score to be a 3/5 player counts per shard will need to be over or near 1000. For a score of 4/5 over 10,000. A 5 out of 5 score represents the maximum universe size for seamless play (100,000s or millions).

    Should the playable universe see 800+ player counts this score could be raised to 3 out of 5.

    2/5

    The Economy

    Alpha 4.0 brings a new economy and for now in EPTU Wave 1 the economy cannot be fully tested. This score is staying the same for this reporting period.

    2/5

    Flight Model

    The score remains unchanged. Flying around is generally an interesting and fun experience.

    4/5

    Dogfighting

    This rating remains unchanged. Dogfights have still been fun and engaging. Multicrew combat is also improving as turrets and large ships are better.

    4/5

    FPS Combat

    FPS still has a lot of bugs making it clunky and often gunfights will get a player killed due to bugs. This score remains unchanged this reporting period.

    3/5

    AI

    With the addition of Fauna and improvements to the combat AI this score should move to 4 out of 5 if it was not for the network issues and the lack of npc crew.

    3/5

    November 2024 Report Conclusion

    The last two Progress Reports saw no progress added and finally there appears to be some movement. Alpha 4.0 hits a major milestone with Pyro and Server Meshing. Progress is finally moving again after a long period with no tracked features being completed.

    During this period the game has been very unstable and unplayable which is exactly what we predicted in the previous report. Going forward stability and playability should improve for the next report.

    In upcoming reports we will be adding Profession Playability scores. Professions such as Cargo Trucking, Mining, Salvage, Refueling, Mercenary and Piracy will be evaluated separately.

    Upcoming Features

    This section was removed and is now on the release dates page

    Suggestions and Issues that require attention

    This report aims to provide suggestions for interested readers to current identified issues with the game. This advice is pure suggestion and might not even be applicable for the game or be something that is already solved internally. These are potential issues we have identified that might help development and the community.

    Cargo Running / Trucking RIP?

    Cargo Running was butchered during the Cargo Empires Patch (Alpha 3.24). Video game trucking – buying goods at Location A and selling them at Location B – was killed off. Cargo Running was already greatly destroyed before Alpha 3.24 with the majority of players of this type of gameplay stopping playing Star Citizen entirely. Alpha 3.24 (Unfortunately and ironically named Cargo Empires) introduced forced micro management of cargo boxes using nerfed tractor beams. With the combination of broken cargo freight elevators (also new) and a plethora of technical issues and limitations Cargo Running (Trucking) was completely killed off. Piracy died with it as there were no more haulers worth pirating.

    At this time Star Citizen does not cater to truckers who want to move goods around and make a profit. This has been replaced with scripted hauling contracts with goods that are not worth pirating. A deathblow was dealt to cargo and piracy also died along with it. It will remain to be seen if Space Trucking returns to Star Citizen. Given the emphasis on heavy scripting and sequential actions it is unlikely that Cargo Running will return to its former glory, profitability or fun. Stay tuned in future reports as we continue to investigate the state of this currently dead profession that was one of the biggest and best the game offered.

    It has been about a year since cargo running (not to be confused with cargo hauling) started to get nerfed. Space Truckers do not want to move boxes by tractor beam, they want to easily load and unload and focus instead on the fun part of trucking.

    What Could Have Been Done Better?

    Freight and Ship Elevators were introduced in a disjointed fashion. Instead of simply having a ship go down the elevator and come back loaded / unloaded, the cargo must be loaded manually after retrieving it from a Freight Elevator. A much better solution that would work with Truckers would be to have the entire ship go down the elevator and and come back up loaded. This would 1) fit in with the magic elevator theme and 2) would make it easy enough for Truckers to play the game instead of alienating an entire genre of gamers.

    How does this look like in game?

    • Player lands on outpost pad that is an elevator
    • Player gets out of ship
    • Player sends ship elevator down
    • Player buys goods from terminal
    • Player sends ship up (loaded)

    This would utilize existing ship elevator technology and auto/load unload. Manual moving of boxes could be limited to specialized situations (piracy) and types of cargo. Why alienate space truckers entirely? This seems like a critical mistake and a very large missed market opportunity.

    Proposed Solution

    Provide space truckers the option to send the ship down a freight elevator for full loading / unloading instead of forcing players to use two elevators (Freight and Ship) to achieve the same task.

    Another Issue

    Instanced hangars mean the player is isolated from the game world. Forcing players to move cargo boxes inside instanced hangars is not rewarding or exciting or dangerous. It is unnecessary and clunky. Make use of the ship elevator to handle cargo loading unloading in instanced spaces instead.

    Scripted Missions Plague The Game

    Emphasis continues on scripting missions. The game needs dynamic, player driven content. The focus on scripting instead of allowing players to make the events is turning out to be a fun-killer as well as being incredibly development-resource intensive. Events like Jumptown continue to highlight the issue. We will break it down here again for further understanding for the community and CIG.

    What Made Jumptown Great?

    The profitability of goods that players could buy at drug labs caused other players to show up to take their goods from them (real piracy). The high reward of the goods being bought and sold allowed for emergent and fun gameplay as well as high risk reward. This was fun.

    What Went Wrong?

    Things started to to south as drug running was tampered with continuously via many kinds of nerfs and eventually complete removal from the game. The dynamic nature of drug running was lost entirely and replaced with a scripted event called Jumptown that used developer resources to turn one of the best features of Star Citizen into not just a dead profession but also a dead event that requires constant development to even keep running in a poor state.

    What Could Be Better?

    A focus on dynamic rewards and allowing players to enjoy the game mechanics. Controlling which outposts are profitable and adding dynamic rewards. Let the players fight over resources. Make cargo running profitable again. Abandoning the scripted event of Jumptown and retuning commodity running to its former organic glory.

    With Pyro it appears there are new types of hybrid dynamic / scripted locations and we look forward to reporting how Alpha 4.0 performs.

    Caveats

    The list of 104 features used to track “progress” in this report are listed at the Star Citizen Completion Features Percentage Page. This is a highly simplified list of features out of thousands of technical, art and gameplay features that the game(s) will end up having. 104 features were chosen as a simplified average set of gameplay features that the author guesses are plausibly required in the final games to be considered “complete”.

    The data is gathered as objectively as possible and is non-promotional in nature. This information is purely speculative based on personal criteria. Opinion can and should vary. It is provided for free and actually costs time and money to maintain.

    Disclaimer

    As always, this article does not represent the official views of Star Citizen. It is provided as speculation to help SC FOCUS org plan the strategy going forward. This information is provided to readers openly and freely and each reader is free to form their own opinion.

  • Star Citizen Progress Report August 2024

    Star Citizen Progress Report August 2024

    Welcome to the August 2024 Star Citizen Progress Report

    This is the 19th progress report about Star Citizen & Squadron 42 in the series.

    Information for this report comes from the SC FOCUS features completion page which has been updated again here: https://scfocus.org/star-citizen-s42-features-complete/

    Stretch Goal Completion Scoring

    Completion for Star Citizen & Squardon 42 is scored based on a total of 104 features that were chosen to represent major gameplay milestones for both projects. The 104 features were selected from the official Stretch Goals.

    Previous Star Citizen & S42 reports:

    Progress in this reporting period

    During this reporting period no tracked features were added to the game. Neither Alpha 3.23 nor Alpha 3.24 added any tracked features. Normally this reports only includes Live content, however, Alpha 2.4 features already testable do not include any of the 104 tracked features. Alpha 4.0 should see the progress of these features increase again and is currently scheduled for the next report sometime in November 2024.

    Jump Gates were renamed to Jump Points as the gate itself was removed (Source).

    Star Citizen is still to be 63% complete as of August 2024 (Alpha 3.24).

    Progress continues not to be speeding up at this point on work on these tracked features from the original stretch goal list. This does not mean no progress has been made, these are simply the features chosen to represent a subset of the full game’s goals. In other words, work on the features we track for these reports has not sped up. Read on for clarifications and distinctions.

    As for gameplay (actually playing the game), stability has been greatly impacted as we predicted in previous reports. This has made the game much less playable.

    Star Citizen & Squadron 42 Report Summary

    Star Citizen is roughly 63% complete as of August 2024 (Alpha 3.24).

    *Note that Squadron 42 is feature complete. These features represent Squadron 42 features that are shared with Star Citizen and that are either currently playable in Star Citizen or not.

    Playability Score

    Playability Score: 2/5 – Very buggy

    • Playability (2/5)
    • Player Count (2/5)
    • The Economy (2/5)
    • Flight Model (4/5)
    • Dogfighting (4/5)
    • FPS Combat (3/5)
    • AI (3/5)

    In this reporting period as of Alpha 3.24 (PTU)

    The Playability Score is lowered from last report from 4/5 to  2/5 due to bugs, radical changes, and instability.

    Playability – How Playable is Star Citizen Alpha 3.23 / (Alpha 3.24 PTU)?

    This score has been reduced from 4/5 to 2/5. The stability of the game has gone down and could get worse with server meshing and pyro and many of the core changes coming to things like cargo.

    Alpha 3.24 and 4.0 are not expected to have improved stability.

    The playability score is not expected to drop beyond the current score for the next report.

    Bugs and Instability

    Star Citizen Alpha 3.24 still has the Alpha label. As such instability is expected as the game is still some time away from feature complete.

    This score was expected to drop from 4 to 3 but ended up dropping to 2. Exploding ships, invisible asteroids, non-functional weapons and a plethora of game-breaking bugs have decreased stability significantly this period.

    2/5

    Player Count

    This score remains unchanged. For this score to be a 3/5 player counts per shard will need to be over or near 1000. For a score of 4/5 over 10,000. A 5 out of 5 score represents the maximum universe size for seamless play (100,000s or millions).

    Should the playable universe see 800+ player counts this score could be raised to 3 out of 5.

    2/5

    The Economy

    This reporting period saw some strange activities with the economy:

    • Duping bug
    • Partial Reset (Balance, reputation and rentals but not in-game purchased ships & vehicles)
    • Commodity trading
    • Salvage nerf
    • Ship Price Increases
    • Heavy FPS weapon price increases

    The economy score is being lowered to a 2 this period due to the vast changes, disruption and feeling of lower reward.

    2/5

    Flight Model

    Master Modes turned out to have mixed reviews but generally ship combat seems more cinematic. Grouping (having wingmen and fleets) is far more powerful than before. Master Modes needs work but has been more fun than expected. The score remains unchanged.

    4/5

    Dogfighting

    This rating remains unchanged even though Master Modes was released to the Persistent Universe. Dogfights have still been fun and engaging. Time to kill went down but so did the ability for small ships to stay on the battlefield indefinitely. Group play feels more satisfying.

    4/5

    FPS Combat

    Issues with weapons reloading, inventory changes and glitches and weapons not firing were among some of the bugs that have cause the score to drop to 3/5 from 4/5.

    3/5

    AI

    With the addition of Fauna and improvements to the combat AI this score should move to 4 out of 5 if it was not for the network issues and the lack of npc crew.

    3/5

    August 2024 Report Conclusion

    At the start of this report we mentioned the difference between tracked features for these reports and actual Star Citizen progress on the game. Divergence continues between features with CIG confirming some of the features that will be released after Star Citizen 1.0.

    Some ships and features have been mentioned to be after Star Citizen Alpha (source missing) 1.0 such as possibly:

    • MISC Endeavor
    • Fishing
    • Pets
    • More to be confirmed

    In terms of playability, the game has also taken serious steps back and we expect the trend to continue with the introduction of server meshing and Pyro system. The game should remain in a rough Alpha testing state for quite some time to come. Even new features for the graphics engine such as Vulcan and Scaling solutions have added to the instabilities this reporting period.

    Star Citizen remains in heavy development in late Alpha phase. Alpha 4.0 could bring the end of Alpha and the start of Beta but nearly 8 months into 2024 there is still no clear announcement in terms of what Star Citizen 1.0 consists of. The official roadmap continues to be one patch cycle ahead only. 4.0 is the next patch that could bring some tracked features to completion such as Jump Points (renamed from Jump Gates).

    Progress has been described as glacial before but this seems even slower. Even though this report was a month delayed (usually July) there was still 0% progress on our tracked features list. This marks the first time two progress reports in a row had 0% progress since we started these reports.

    Upcoming Features

    This section was removed and is now on the release dates page

    Suggestions and Issues that require attention

    This report aims to provide suggestions for interested readers to current identified issues with the game. This advice is pure suggestion and might not even be applicable for the game or be something that is already solved internally. These are potential issues we have identified that might help development and the community.

    Scripted Missions – Thank You For Clarification

    A couple of our reports talked about the pitfalls of too much scripted mission focus. CIG has since clarified that the intention is for dynamic gameplay with scripted missions providing a way for players to discover gameplay via in game elements. So this was a non-issue that we highlighted and another example of things already being planned or worked on where outside perception differs.

    There are no suggestions or recommendations for this reporting period.

    Caveats

    The list of 104 features used to track “progress” in this report are listed at the Star Citizen Completion Features Percentage Page. This is a highly simplified list of features out of thousands of technical, art and gameplay features that the game(s) will end up having. 104 features were chosen as a simplified average set of gameplay features that the author guesses are plausibly required in the final games to be considered “complete”.

    The data is gathered as objectively as possible and is non-promotional in nature. This information is purely speculative based on personal criteria. Opinion can and should vary. It is provided for free and actually costs time and money to maintain.

    Disclaimer

    As always, this article does not represent the official views of Star Citizen. It is provided as speculation to help SC FOCUS org plan the strategy going forward. This information is provided to readers openly and freely and each reader is free to form their own opinion.

  • Star Citizen Release History – Before Alpha 3.12

    Star Citizen Release History – Before Alpha 3.12

    About This Page

    This page is a continuation from the Star Citizen Release Dates page on SCFOCUS.ORG. If you are looking for releases and release date guesstimates after 3.12 then see that page instead.

    Star Citizen Alpha 3.12 (Release):

    What was released:

    • Space Station – Refinery Deck
    • Station Based Refining
    • Weapon Zeroing
    • Reputation System
    • Hand Held Tractor Beam

     

    Ships that were released:

    • Esperia Talon
    • Esperia Talon Shrike

    Star Citizen Alpha 3.12 (Roadmap):

    What could be released:

    • Space Station – Refinery Deck – Moved from 3.11
    • Station Based Refining
    • Weapon Zeroing
    • Object Push & Pull – Moved from 3.11+
    • Multi-Tool Tractor Beam – Added
    • Reputation System – Added
    • Hand Held Tractor Beam – Added

     

    Ships that could be released:

    • Esperia Talon
    • Esperia Talon Shrike

    Notes About 3.12 (Roadmap):

    3.12 did not originally feature on the Roadmap. The original expectation would place this patch as 4.2 which indicates a slow-down of feature release.

    About Alpha 3.12 Evocati

    Star Citizen Alpha 3.12 went to Evocati testing 1st December 2020. (Source: Reddit)

    Alpha 3.12 introduces the hand tool tractor beam.

    About Alpha 3.12 Live

    Star Citizen Alpha 3.12 went live 17 December 2020.

    Alpha 3.12 brings the hand tool tractor beam, ore refining, reputation system Tier 1, multi-tool tractor beam and the Esperia Talon.

    View official Alpha 3.12 LIVE patch notes on RSI.

    Star Citizen Alpha 3.11 (Release):

    What was released in Star Citizen Alpha 3.11:

    • Space Station – Cargo Deck
    • AI: Hazard Awareness and Avoidance – ???
    • Server to Client Actor Networking Rework
    • Destructible defenses
    • Player and External Inventor
    • Force Reactions

     

    Ships released:

    • Origin 100i
    • Origin 125a
    • Origin 135c
    • Mercury Star Runner (Released in 3.11.1)
    • CNOU Nomad (Released in 3.11.1)

    Star Citizen Alpha 3.11 (Roadmap):

    What could be released based on the Roadmap:

    • Space Station – Refinery DeckMoved to 3.12
    • Space Station – Cargo Deck
    • AI: Hazard Awareness and Avoidance
    • Object Push & Pull Moved to 3.12
    • Missile Operator ModeRemoved
    • DockingMoved from 3.7 – Removed
    • Ground Cover – Buoyancy – Added
    • Server to Client Actor Networking Rework

     

    Ships that could be released:

    • Mercury Star Runner
    • Origin 100i – Added
    • Origin 125a – Added
    • Origin 135c – Added

    About Alpha 3.11

    Alpha 3.11 went live 8th October 2020. This patch brings minor gameplay improvements. This patch also introduces the Origin 100 series of ships. Official patch notes

    Notes About 3.11 (Roadmap):

    3.11 did not originally feature on the roadmap and instead was 4.1. Since 4.0 is being reserved for major features (such as a new system) 3.10 and 3.11 were added. This is due to the delays caused by the global pandemic.

    About Alpha 3.11 PTU

    Star Citizen went to Wave 1 PTU on 30th September 2020. This patch brought small updates to gameplay as well as the Origin 100i. Official release info here

     

    Evocati: Star Citizen Alpha went to Evocati testing since at least September 18th 2020. (Source: Reddit / StarCitizen). This minor patch introduces cargo refinery decks, buoyancy as well as improved throwing mechanics.

    About Alpha 3.11.1 PTU

    Alpha 3.11.1 has been leaked as being in PTU. Features include expo halls for the 2950 IAE and the Mercury Star Runner. Leak available here (Reddit)

    About Alpha 3.11.1 LIVE

    Alpha 3.11.1 went live 19th November 2020 and introduced the Mercury Star Runner, CNOU Nomad, and the 2950 IAE Expo. Official patch notes

    About Alpha 3.10 Release

    Alpha 3.10 introduced:

    • Changes to targeting methodology
    • Changes to atmospheric and space flight and combat
    • AI Bartenders
    • New Flight Model including atmospheric physics
    • Player 2 Player trading app (aUEC & Prison Merits)
    • Mobiglas Variants
    • Citizen Player to Player Trading App
    • AI Cover Usage
    • Body Dragging
    • Electron weapons
    • Day / Night temperature changes on planets
    • Grim Hex has been expanded and improved
    • High-Tech Hangars
    • New shops and kiosks
    • Height maps update
    • Ship HUD Rework
    • Turret Usability Improvements
    • Updated all radars and pings to be able to detect mineable resources
    • Armor values have been returned to ships
    • Quality of Life updates to: Gladiator, Caterpillar and Xi’An Scout
    • Plushies
    • Signed Distance Fields and updated reentry effects

    Ships & Vehicles

    • Kruger P72 Archimedes Emerald
    • Changes to ship HUDs
    • ROC Ground Mining Vehicle
    • Origin M50 Improvements

    Star Citizen Alpha 3.10 (Roadmap):

    Estimated Release Date (Live): End June 2020

    What could be released based on the Roadmap:

    • FPS Cover Usage – Moved from 3.7
    • Body Dragging
    • Atmospheric Flight Model Improvements (see official post)

     

    Ships that could be released:

    • Drake Cutlass BlueReleased in 3.9.1

    Notes About 3.10 (Roadmap):

    3.10 did not originally feature on the roadmap and instead was 4.0. Since 4.0 is being reserved for major features (such as a new system) 3.10 and 3.11 were added. This is due to the delays caused by the global pandemic.

    About Alpha 3.10.2

    Alpha 3.10.2 was a very minor patch that brings mostly bug fixes. Stability seems somewhat improved and previously lost Ships were restored. Official patch notes

    About Alpha 3.10 Live

    Star Citizen Alpha 3.10 was released live 5th August 2020.

    Alpha 3.10 Live Patch Notes

    About Alpha 3.10 PTU

    Star Citizen Alpha 3.10 went to Wave 2 testers on 28th July 2020. It was released to PTU wave 1 testers on July 15th 2020.

    Official patch notes here -> https://robertsspaceindustries.com/spectrum/community/SC/forum/190048/thread/star-citizen-alpha-3-10-0-ptu-5639290-patch-notes

    About Alpha 3.10 Evocati

    Star Citizen Alpha 3.10 was released to Evocati testers on June 12th 2020.

    Leaked patch notes here -> https://pastebin.com/9CeqwmFk

    About Alpha 3.10.1

    Star Citizen Alpha 3.9 (Released):

    Alpha 3.9 released 29th April 2020 and included:

    • Prison Gameplay
    • Klescher Automated Prison
    • MicroTech Moons (Calliope, Clio & Euterpe)
    • Player Status System (Eating, Drinking, Temperature…)
    • PIT – Personal Inner Thought System
    • Updates to the Social Module
    • Ship Skins – Released in Alpha 3.9.1

     

    Ships that were released:

    • Esperia Prowler
    • Cutlass Blue – Released in Alpha 3.9.1

    Star Citizen Alpha 3.9 (Roadmap):

    Estimated Release Date (Live): End of March 2020

    What could be released based on the Roadmap:

    • Crusader Gas Giant Moved to 4.0 – Removed
    • Orison Landing ZoneMoved to 4.0
    • Rest Stop Space Station: Unoccupied – Moved from 3.7 – Removed
    • Cargo Depot Space StationsRemoved
    • Dynamic Mission System: Economy Generated Missions – Moved from 3.8 – Removed
    • Dynamic Mission System: Mission Generation along QT RoutesRemoved
    • Commodity Transfer TimersRemoved
    • Accounting AppRemoved – Released as Player To Player Trading in Alpha 3.10
    • Multicrew – Expanded Pilot Role – Moved to 4.0 – Removed
    • Multicrew – Expanded Turret Gunner Role – Added Moved to 4.0 – Removed
    • Economy Display TerminalsRemoved
    • NPC Healing – Moved from 3.7 – Moved to 4.0 – Removed
    • PVP Bounties Moved from 3.7 – Removed
    • Repair / Refuel / Restock KiosksMoved from 3.7 – Removed
    • Seated Item Handling – Moved from 3.8 – Removed
    • Weapon & Item CustomizationRemoved
    • Player Swim – Moved from 3.7 – Removed
    • FPS Cover Usage – Moved from 3.7 – Moved to 4.0
    • Prison Gameplay – Added
    • Klescher Automated Prison – Added
    • MicroTech Moons (Calliope, Clio & Euterpe) – Moved from 3.8
    • FPS Combat Weapon TypesMoved from 3.7 – Moved to 4.0
    • Player Status System
    • Ship AI: Navigation Collision Avoidance – Added
    • Ship AI: 3D Pathfinding – Planet Side – Added

     

    Ships that could be released:

    • Drake VultureRemoved
    • RSI Constellation TaurusRemoved
    • Drake Cutlass Blue ReworkMoved from 3.8 – Removed
    • Esperia Prowler – Moved from 3.8

    About Alpha 3.9.1 Live

    Star Citizen Alpha 3.9.1 was released live 27th May 2020. This patch introduced the Cutlass Blue as well as added the ability for ships to have skins applied:

    Alpha 3.9.1 Live Patch Notes

    About Alpha 3.9.1 PTU

    Alpha 3.9.1 went to PTU May 16th. This patch introduced the Cutlass Blue as well as the ability for players to apply paint skins to ships. Official patch notes here.

    Alpha 3.9 (Update – Alert!)

    Update 28th March 2020: Due to the global pandemic of virus at this time it is estimated that there could be some development delays as a result as this event is causing global disruption. Previous estimate for 3.9 live has been pushed back to the middle of April.

    About Alpha 3.9 PTU

    Star Citizen Alpha 3.9 went to PTU testing Wave 1 April 22nd 2020. This patch included eating, weather effects, the Esperia Prowler, New Babbage interiors, 3 moons, mining consumables, PIT Wheel interaction system and more.

    Alpha 3.9 (Evocati)

    Star Citizen Alpha 3.9 was reñeased to Evocati testing March 14th 2020 as per leaks on Reddit. Initial patch notes can be found here: https://www.reddit.com/r/starcitizen/comments/fi3tqt/evocati_39_initial_patchnotes/ . This patch introduces the first iteration of prisons, bar tender advanced AI behaviors, New Babbage and Microtech’s moons. Ship mining laser sub-items have also been introduced. There is also a new Criminal Mission -> Hijacked Caterpillar Prison Transport.

    About Alpha 3.9 Release Date Estimate

    Update 23rd April 2020. The release date estimate originally formulated by SCFOCUS was that Alpha 3.9 would go live end of March 2020. However, due to global pandemic and the delays caused the estimate date has lapsed. This will also push back all major updates (Alpha 4.0 and Alpha 4.1) which means that 2020 should end up with 3 major patch releases instead of 4.

    About Star Citizen Alpha 3.8.2

    Star Citizen Alpha 3.8.2 was released live 27th February 2020. This patch introduced the first phase of Persistence and as such aUEC balances and items were NOT WIPED since Alpha 3.8.1. This patch also introduced the Anvil Carrack as flyable. Read the full Alpha 3.8.2 Live patch notes.

    About Star Citizen Alpha 3.8.1 Live

    Alpha 3.8.1 went LIVE 24th January 2020. This patch added red envelopes with in game credits and the Drake Cutlass Red with functioning medical beds! Players can now set their respawn location ICU to a MedBed as well as heal their wounds. Official Patch Notes

    About Star Citizen Alpha 3.8.1 PTU

    Star Citizen Alpha 3.8.1 was in PTU since at least January 15th 2020. The testing for these patches has been focused around: Player cap increase from 50 to 60. Fixing many of the bugs and issues of Alpha 3.8.0 (remember X.0 patches are always the most unstable, especially after a new year). Also the biggest gameplay feature of Alpha 3.8.1 was the working Medical Beds in the 890 Jump medical bay that can be used for healing and setting (or unsetting) a respawn location.

    Alpha 3.8.1 also introduced the Cutlass Red medical ship with two working medical beds. Full patch notes here: https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/star-citizen-alpha-3-8-1b-ptu-4125354-patch-notes

    About Star Citizen Alpha 3.8 Live

    Alpha 3.8 went LIVE 21st December 2019. This patch added the planet MicroTech, hand to hand combat, new stations, weather effects like sandstorms and snowstorms and some features. The Argo Mole was also released playable. Official Commlink

    About Alpha 3.8 Open PTU

    Alpha 3.8 went PTU to all backers on 18th December 2019.

    About Alpha 3.8 Evocati

    Alpha 3.8 was leaked on reddit as being in Evocati PTU as of November 27th 2019.

    Star Citizen Alpha 3.8 (Release):

    Alpha 3.8 was released on December 21st 2019 and brought the following features:

    • Rest Stop Station Interior Variants
    • MicroTech Planet
    • Advanced Gunship Defensive Maneuvers
    • FPS Close Combat
    • Annunciator Panels
    • Vehicle Cameras, 890J mission, more mining heads and other minor features
    • Planetary Weather Effects
    • Server – Side Object Container Streaming (SOCS)

     

    Ships were released:

    • Argo Mole

    Star Citizen Alpha 3.8 (Roadmap):

    Estimated Release Date (Live): End of December 2019

    What could be released based on the Roadmap:

    • Refinery Space StationRemoved
    • Cargo Space Station: UnoccupiedMoved to 3.9 and renamed
    • Rest Stop Space Station – Unoccupied – Moved from 3.7 – Moved to 3.9
    • Rest Stop Station Interior Variants – Moved from 3.7
    • MicroTech Planet
    • MicroTech Moons (Calliope, Clio & Euterpe)Moved to 3.9
    • New Babbage Landing Zone
    • FPS Combat Weapon TypesMoved from 3.7 – Moved to 3.9
    • Advanced Gunship Defensive Maneuvers – Moved from 3.7
    • Flight AI: Ace PilotRemoved
    • Dynamic Mission System: Economy Generated MissionsMoved to 3.9
    • Mag BootsRemoved
    • Zero-G Push & PullMoved to 4.0
    • Seated Item Handling – Moved to 3.9 – Removed
    • Security SystemMoved to 4.0
    • Ship-to-Ship DockingRemoved
    • Ship-to-Station DockingMoved to 4.0
    • SalvageMoved from 3.2 – Moved to 4.0 – Removed
    • FPS Close Combat – Moved from 3.7
    • FPS Cover UsageMoved from 3.7 – Moved to 3.9
    • Annunciator Panels – Added
    • Planetary Ground Fog TechMoved from 3.6 – Removed
    • Small features added (Vehicle Cameras, 890J mission, more mining heads…) – Added
    • Planetary Weather Effects – Added
    • Server – Side Object Container Streaming (SOCS) – Added

     

    Ships that could be released:

    • Esperia ProwlerMoved to 3.9
    • Drake Cutlass Blue ReworkMoved to 3.9
    • Drake Cutlass Red Rework – Moved from 3.7
    • Anvil Carrack (C A R R A C K ! !)
    • MISC Hull-CRemoved
    • Argo Mole – Added

     

    Update 16th November 2019

    It appears once again as expected back in February 2019, the end of year patch has had many things removed or pushed back.

     

    Special Notes About Alpha 3.8 Roadmap

    (Update August 31st 2019: As seen by the massive “carnage” update to the Roadmap this week the below prediction was pretty accurate. While the ship pipeline has seen only small changes the features and gameplay have received big delays with the appearance of but a few new features. Planets and celestial objects seem to also still be “on schedule”.

    (Update Feb 10th 2019): The end of year patches (Q4) are generally much lighter than other patches and tend to get things pushed into the following year. Alpha 3.8 Roadmap seems extremely optimistic given it is the end of year patch and the amount of major features (MicroTech, Carrack, Hull-C, New Babbage, Salvage, Mag Boots, Zero-G Push & Pull, etc…). As a result it is highly probable based on FOCUS previous estimates that most if not all of these features will be pushed into 2020. This patch seems extremely heavy for the end of year patch. Additionally, given the time distance from this patch it is subject to extreme changes.

    About Alpha 3.7

    Alpha 3.7 brings many improvements and some new gameplay. Watch the promo video!

    About Star Citizen Alpha 3.7.2

    Alpha 3.7.2 went LIVE 24th November 2019. This patch introduced the Intergalactic Aerospace Expo Free Fly and the new ship the Pisces (C8 and C8X variants).

    About Star Citizen Alpha 3.7.1 Live

    Star Citizen Alpha 3.7.1 went LIVE on 22nd October 2019. This patch had minor bug fixes and also improved harvestable gameplay. In game account balances were not reset (another Alpha 3.7.1 patch was released shortly after and reset balances) from Alpha 3.7.

    About Star Citizen Alpha 3.7.1 PTU

    Star Citizen Alpha 3.7.1 went to PTU to all backers on 17th October 2019. There appear to have been no Evocati or early PTU waves for this update. The update included mostly bug fixes.

    Alpha 3.7.1 went live 22nd October 2019.

    About Star Citizen Alpha 3.7 Live

    Star Citizen Alpha 3.7 went LIVE on 11th October 2019.

    About Star Citizen Alpha 3.7 PTU

    Star Citizen Alpha 3.7 went LIVE on 11th October 2019. Read the Reddit transcript of the official announcement.

    Star Citizen Alpha 3.7 went to PTU available to all backers Monday 7th October 2019.

    Star Citizen Alpha 3.7 went to Wave 1 testers Friday 4rd October 2019.

    Star Citizen Alpha 3.7 entered Evocati testing as announced in Star Citizen Live (source) and confirmed later on Reddit (source). Alpha 3.7 Evocati date: 20th September 2019.

    Star Citizen Alpha 3.7 (Release):

    Alpha 3.7 was released on 11th October 2019 and included the following major features:

    • Physical Commodity Inventory
    • Caves (Rocky)
    • FPS Mining
    • Mission Sharing
    • Harvestables
    • Ship Rentals
    • IFCS Proximity Assist
    • Star Marine Map – The Good Doctor
    • Quantum Enforcement
    • Glowsticks

     

    New ships that were released:

    • RSI Mantis
    • Banu Defender
    • Aegis Vanguard Harbinger
    • Aegis Vanguard Sentinel
    • Anvil Pisces (C8 and C8X) – Live in 3.7.2

    Star Citizen Alpha 3.7 (Roadmap):

    Estimated Release Date (Live): End of September / Beginning Middle of October 2019

    What could be released based on the Roadmap:

    • Cargo Depot Space StationsMoved to 3.9 – Removed
    • Rest Stop Space Station – Unoccupied – Moved to 3.8 – Moved to 3.9
    • Rest Stop Space Station – Interior VariantsMoved to 3.8
    • FPS Combat: Weapon TypesMoved to 3.8
    • Advanced Gunship Defensive ManeuversMoved to 3.8
    • Refueling: Fuel Scooping – Moved from 3.3 – Removed
    • FPS Cover Usage – Moved from 3.6 – Moved to 3.8
    • NPC Healing – Moved to 3.8 – Moved to 3.9
    • FPS: Close CombatMoved to 3.8
    • Player Swim Moved to 3.9 – Removed
    • PVP BountiesMoved to 3.9
    • Ship-to-Station Docking – Moved to 3.8 – Moved to 4.0
    • Repair / Refuel / Restock KiosksMoved to 3.9
    • Physical Commodity Inventory – Moved from 3.6
    • Shield Technology Replacement Released in 3.6 – Moved to 4.0
    • Planetary Ground Fog TechMoved from 3.6 – Moved to 3.8
    • Caves (Rocky) – Added
    • FPS Mining – Added
    • Mission Sharing – Added
    • Harvestables – Added
    • Ship Rentals – Moved from 3.6
    • IFCS Proximity Assist – Added
    • Star Marine Map – The Good Doctor – Added New!
    • Quantum Enforcement – Added New!
    • Glowsticks – Added New!

     

    Ships that could be released:

    • Aegis Vanguard Harbinger
    • Aegis Vanguard Sentinel
    • Cutass Red ReworkMoved to 3.8
    • Banu Defender – Moved from 3.5
    • RSI Mantis – Added New!

    About Alpha 3.6.2

    Star Citizen Alpha 3.6.2 went live 6th September 2019. Alpha 3.6.2 went to been in Evocati PTU since at least August 19th 2019. The main feature of this patch was the 890 Jump.

    About Alpha 3.6.1

    Star Citizen Alpha 3.6.1 went live August 8th 2019. Alpha 3.6.1 went to Open PTU 27th July 2019. The 890 Jump and other features for Alpha 3.6 will make it into other Alpha 3.6.x patches.

    About Alpha 3.6 PTU

    Alpha 3.6 went to Open PTU Tuesday 16th July 2019. Alpha 3.6 went to wave 1 PTU testers July 2nd 2019. Alpha 3.6 went to Evocati testers approximately 17th June 2019 according to online leaks.

    Star Citizen Alpha 3.6 (Release):

    Alpha 3.6 was released to live on July 19th 2019 (See official Alpha 3.6 Patch Notes) and included the following major features:

    • Hover Mode
    • Rest Stop Space Stations: Exterior Variations
    • Weapon Attachments
    • Black Market Economy
    • Ship RentalsDelayed for a future 3.6.x patchMoved to 3.7
    • Player Free Look
    • System: Misfires
    • Harvestable Entity Spawning
    • Law System
    • Shield Technology ReplacementMoved from 3.7 – Moved to 4.0

     

    New Ships that were released:

    • Kruger P72 Archimedes
    • Origin 890 Jump (Released in 3.6.2)

     

    Vehicles that were released:

    • Anvil Ballista*

    *Note: The Anvil Ballista was released “flight ready” at Alpha 3.6 Live.

    Star Citizen Alpha 3.6 (Roadmap):

    Estimated Release Date (Live): End of June / Beginning of July 2019

    What could be released based on the Roadmap:

    • Repair V1Moved from 3.1 – Removed
    • Physical InventoriesAdded – Moved to 3.7
    • Guilds SystemAdded – Removed
    • Ship To Ship RefuelAdded – Removed
    • Server Meshing – Moved from 3.4Removed
    • RefineriesMoved from 3.5 – Moved to 3.8
    • Gas Cloud TechMoved from 3.3 was Cloud Tech – Removed
    • Hover Mode – AddedNew!
    • Planetary Ground Fog TechAdded  – Moved to 3.8
    • Rest Stop Space Stations: Exterior Variations – Added
    • FPS Cover Usage V1 – Added – Moved to 3.8
    • Weapon Attachments – Added
    • Black Market Economy – Added
    • Ship RentalsAdded – Moved to 3.7
    • Player Free Look – Added
    • System: Misfires – Added
    • Harvestable Entity Spawning – Added
    • Law System* – Added

     

    New Ships that could be released:

    • 890 Jump – Moved from 3.5
    • Kruger P72 Archimedes – Added
    • Banu Defender – Moved from 3.5 – Moved to 3.7

    * Law System originally appeared in 3.5 briefly but was removed. It has reappeared in the Alpha 3.6 roadmap.

    Alpha 3.5.1

    Alpha 3.5.1 went to PTU Wave 1 testers on June 3rd 2019. This patch introduces the 300 series rework as well as several quality of life improvements. Alpha 3.5.1 also introduces the first release of the Ship Customizer.

    Alpha 3.5

    Alpha 3.5 went Live April 18th 2019. Alpha 3.5 was a major patch and brought Arccorp and the new flight system.

    Star Citizen Alpha 3.5 (Release):

    Alpha 3.5 was released on April 18th 2019 to live and included the following major features:

    • DNA Face Customization
    • Playable Female Characters
    • ArcCorp Planet
    • Area 18 Landing Zone
    • ArcCorp Moons (Wala & Lyria)
    • New Flight Model
    • Ship AI: Flight Model Update
    • System: Heat
    • AI Bounty Hunting in Environmental (Unconfirmed)
    • Basic Gunship Behavior – (Unconfirmed)
    • AI Distress Beacons – (Unconfirmed)
    • Asynchronous Disconnection Refactor – (Unconfirmed)
    • Ship Customizer – Added in Alpha 3.5.1

     

    Ships that were released:

    • Anvil Hornet F7C-M Heartseeker
    • Origin 300 Rework (Alpha 3.5.1)
    • Misc Reliant Variants

     

     

    Star Citizen Alpha 3.5 (Roadmap):

    Estimated Release Date (Live): End of March / Beginning of April 2019

    What could be released based on the Roadmap:

    • DNA Face Customization – AddedNew!
    • Playable Female Characters – Moved from 3.4
    • ArcCorp Planet – Moved from 3.4
    • Area 18 Landing Zone – Moved from 3.4
    • ArcCorp Moons (Wala & Lyria) – Moved from 3.4
    • Salvage V1**** Moved from 3.2 – Removed – Moved to 3.8
    • Cloud TechMoved from 3.3 – Removed see Gas Cloud Tech
    • Service Beacon EscortMoved from 3.4 – Moved to 3.6
    • Reputation / Law System – Added – Removed – Moved to 3.6
    • Parallel Network JobsRemoved
    • Lobby RefactorRemoved
    • Projectile Manager – Moved from 3.4
    • New Flight Model – Added
    • Ship AI: Flight Model Update – AddedNew!
    • System: Heat – Added New!
    • AI Bounty Hunting in Environmental Missions – Added New!
    • Basic Gunship Behavior – Added New!
    • AI Distress Beacons – AddedNew!
    • Asynchronous Disconnection Refactor – AddedNew!
    • Gas Cloud TechMoved from 3.3 – Moved to 3.6
    • Comm Array Revision*Moved to 3.6
    • Liquid / Gas ExplorationRemoved
    • Expanded Cargo** – Removed
    • Refineries***Moved to 3.6 
    • Data RunningMoved to 3.6Removed
    • Long Range Scanning***Moved to 3.6 Removed
    • Manual RepairRemoved
    • Buy / Sell Fuel – Moved from 3.2Removed
    • Fuel TransferMoved from 3.2 – Moved to 3.6
    • Repair V1 Moved from 3.1 – Moved to 3.6 – Removed
    • Refuel Collecting – Moved from 3.3 Removed – Moved to 3.7

     

    Ships that could be released:

    • Origin 890 JumpMoved to 3.6
    • Anvil Hornet F7C-M Heartseeker – AddedNew
    • Origin 300 Series Rework – Moved from 3.4
    • Banu DefenderMoved to 3.6***** – Moved to 3.7
    • Misc Reliant Variants – Moved from 3.4
    • Constellation TaurusMoved from 3.4 – Removed – Moved to 3.9

    *While Comm Array Revision was scheduled for 3.2 it was originally not in the 3.2 Roadmap so we have not removed it from the 3.2 section.

    ** Expanded cargo could be a new task related to the Cargo Depot task that was removed from 3.4

    ***Long Range Scanning might also be related to the other Pinging & Scanning improvements task so this might get removed.

    **** Salvage was removed from the Roadmap entirely. Although it was announced to return given where the game currently is and what would be required to make a ship like the Reclaimer playable it seems Salvage still requires a lot more of the game to be fleshed out before appearing as a V1 profession. Requirements probably include things like item persistence, scanning improvements, component (Item 2.0 work) and more.

    *****The Banu Defender was announced moved to Alpha 3.6 in ATV.

    Alpha 3.5 Enters Evocati

    Star Citizen Alpha 3.5 entered Evocati testing Friday 1st March 2019. The New Flight Model is the main testing focus for this early Evocati build. More info here: https://www.reddit.com/r/starcitizen/comments/awbder/star_citizen_leaks_evocati_for_35_has_begun_build/

    Alpha 3.5 PTU

    Alpha 3.5 went to PTU Wave 1 testers on March 24th 2019

    Alpha 3.5 Live

    Alpha 3.5 went LIVE April 18th 2019. This patch brought with it many improvements as well as a new flight model.

    Alpha 3.4.3

    Alpha 3.4.3 went Live January 24th 2019. Alpha 3.4.3 was a small patch and fixed some server crashes. Additionally the appearance of clouds over places like Lorville was noticed despite the patch notes being tiny. Patch notes for Alpha 3.4.3.

    Star Citizen Alpha 3.4.2

    Alpha 3.4.2 features more bug fixes from Alpha 3.4.1. Alpha 3.4.2 went live January 14th 2019. Alpha 3.4.2 patch notes.

    Star Citizen Alpha 3.4.1

    Alpha 3.4.1 featured more bug fixes from Alpha 3.4 went live December 22nd 2018. Official patch notes here.

    Star Citizen Alpha 3.4 (Release):

    Alpha 3.4 went live on December 21st 2018 with some improvements as well as Lorville Business District. See the official Alpha 3.4 post:

    • Lorville Business District
    • Patrol Mission Improvements (Previously: AI Planetary Landing*)
    • Procedural City Rendering Performance
    • Arena Commander Ship Item Rental

    Ships that were released:

    • Anvil Hawk
    • MISC Reliant Kore (Improvements)
    • MISC Freelancer Variants (Dur, MIS & MAX)
    • 600i Touring Module

    Official Alpha 3.4 Announcement

    Star Citizen Alpha 3.4 (Roadmap):

    What could be released based on the Roadmap:

    • Lorville Business District – Added
    • Patrol Mission Improvements (Previously: AI Planetary Landing*)
    • Procedural City Rendering Performance
    • Ship Item Rental – Added
    • Cloud TechMoved from 3.3 to 3.5
    • Service Beacon EscortMoved to 3.5
    • Lobby Refactor Moved to 3.5
    • Female Player CharactersMoved to 3.5
    • ArcCorp PlanetMoved to 3.5
    • Area 18 Landing ZoneMoved to 3.5
    • ArcCorp Moons (Wala & Lyria)Moved to 3.5
    • Cargo DepotRemoved
    • Land Claims (purchase & register)Moved to 3.6Removed
    • Land Claim gameplay – Moved to 3.6 Removed
    • Creating Land Claim MissionsMoved to 3.6 –  Removed
    • Service Beacon ImprovementsMoved from 3.2 – Moved to 3.6
    • Server MeshingMoved to 3.6 – Removed

    Ships that could be released:

    • Anvil Hawk
    • MISC Reliant Kore (Improvements)
    • MISC Freelancer Variants (Dur, MIS & MAX)
    • 600i Touring Module – Added
    • Origin 300 series ReworkMoved to 3.5
    • MISC Reliant Variants (Mako, Sen & Tana)Moved to 3.5
    • RSI Constellation TaurusMoved to 3.5

    *Note: This task has changed several times
    **Land Claim missions were added to 3.4 and then moved down to 3.6.

    Star Citizen Alpha 3.3.5 – Lorville (HURSTON)

    Alpha 3.3.5 is really bringing Star Citizen together. Check out this epic video made entirely in the game by a player and content creator.

     

    Hurston is the first playable planet in Star Citizen and Lorville is the first Planetary Landing Zone. This marks another historic moment for the game.

    Lorville

    Star Citizen Alpha 3.3.5 What was released

    The following major features were released:

    • Hurston Planet
    • Lorville Landing Zone
    • Hurston Moons (four)
    • No Fly Zones

    The following ships were released:

    • Anvil Arrow*

    * The Arrow was announced and released during the Anniversary Sale and Free Fly event.

    Star Citizen Alpha 3.3.7

    Alpha 3.3.7 featured more bug fixes from Alpha 3.3.6. Alpha 3.3.7 went live December 5th 2018.

    Star Citizen Alpha 3.3.6

    Alpha 3.3.6 featured more bug fixes from Alpha 3.3.5. Alpha 3.3.6 went live November 22nd 2018.

    Star Citizen Alpha 3.3.5 Release Date

    Alpha 3.3.5 was released to live on November 21st 2018.

    Star Citizen Alpha 3.3.5 (Roadmap):

    What could be released based on the Roadmap:

    • Hurston
    • Ship Renting*
    • Lorville Landing Zone
    • Hurston Moons (four)
    • No Fly Zone

    Ships that could be released:

    • None

    *Ship buying in game made an early surprise release in 3.3.

    About Star Citizen Alpha 3.3.5:

    Patch 3.3.5 was added due to Object Container Streaming (and Network Bind Culling) being a requirement for Hurston & Lorville. Estimated to go live sometime in November 2018. Ship buying in game was released with 3.3 and for 3.3.5 it is possible ship renting in game (Persistent Universe) will be release.

    Star Citizen Alpha 3.3 What was released

    The following major features were released:

    • In Game Ship Purchases
    • Scramble Race Missions
    • Arena Commander & Star Marine Rentals
    • Truck Stops / Rest Stops
    • AI FPS Combat
    • Network Entity Streaming
    • Object Container Streaming
    • VOIP & FOIP integration
    • Network Bind Culling
    • Ship System Degradation
    • Improvements to Retrieval and Delivery Missions
    • Asteroid Mining
    • Improvements to Mining
    • Ping & Scanning
    • Groups Systems Improvements
    • Vehicle Turret Improvements
    • Kiosk Shopping Improvements
    • Weapon System Refactor

    Ships released:

    • Anvil Valkyrie (Unannounced)
    • RSI Constellation Phoenix
    • Aegis Hammerhead
    • CNOU Mustang Rework (Alpha, Beta, Delta, Gamma & Omega)

    Vehicles released:

    • Tumbril Cyclone Variants (TR, RC, AA & RN)

     

    Star Citizen Alpha 3.3 Release Date

    Alpha 3.3 was released to live on November 10th 2018.

    Star Citizen Alpha 3.3 (Roadmap) (Speculation):

    What could be released based on the Roadmap:

    • Hurston (Estimated for 3.3.5)
    • Scramble Race Missions – Added
    • Ship Buying Renting* (Planned: Source) – Added
    • Arena Commander & Star Marine Rentals – Added
    • Lorville Landing Zone
    • Hurston Moons (four) (Estimated for 3.3.5)
    • Truck Stops / Rest Stops
    • Repair BotMoved to 3.6 – Removed
    • Repair Ships – Moved to 3.5 – Removed
    • Refuel Collecting – Moved to 3.5 – Removed
    • Service Beacon EscortMoved from 3.2 – Moved to 3.4 – Moved to 3.5
    • Service Beacon Refuel – Moved from 3.2 – Moved to 3.6 – Removed
    • Service Beacon Repair – Moved from 3.2 – Moved to 3.6 – Removed
    • AI FPS Combat – Moved from 3.2
    • AI Flight Improvements***
    • AI Flight Ship Behaviors – Added
    • AI Location Security – Removed
    • Network Entity Streaming (Estimated for 3.3.5)
    • Object Container Streaming (Estimated for 3.3.5)
    • VOIP & FOIP integration
    • Cloud TechMoved to 3.4
    • Salvage Scanning – Moved from 3.2 – Moved to 3.5 – Removed
    • Salvage ExtractionMoved from 3.2 – Moved to 3.5
    • Salvage ProcessingMoved from 3.2 – Moved to 3.5
    • Salvage SellingMoved from 3.2 – Moved to 3.5
    • Manual Repair Moved from 3.2 – Moved to 3.5 – Removed
    • Buy / Sell Fuel – Moved from 3.2 – Moved to 3.5 – Removed
    • Fuel Transfer – Moved from 3.2 – Moved to 3.5 – Removed
    • Network Bind Culling – Moved from 3.2 (Originally 3.1) (Estimated for 3.3.5)
    • Ship System Degradation – Added
    • Improvements to Retrieval and Delivery Missions – Added
    • Asteroid Mining – Added
    • Improvements to Mining – Added
    • Ping & Scanning – Added
    • Transit Systems – Added
    • Groups Systems Improvements – Added
    • Vehicle Turret Improvements – Added
    • No Fly Zones (Estimated for 3.3.5) – Added
    • Kiosk Shopping Improvements – Added
    • Weapon System Refactor – Added

    Ships that could be released:

    • RSI Constellation Phoenix
    • Aegis Hammerhead
    • CNOU Mustang Rework (Alpha, Beta, Delta, Gamma & Omega) – Moved from 3.2

    Vehicles that could be released:

    • Tumbril Cyclone Variants (TR, RC, AA & RN)

    *Ship buying (ability to purchase ships you don’t own in game) has been talked about and it’s possible that the initial version of this will be something related to the REC rental update. It’s possible some form of rental of new ships will make it into some part of the game for 3.3 (now scheduled for Alpha 3.3.5).
    **Note that Service Beacon Enhancements were never originally scheduled for 3.2
    ***AI Defensive Combat had originally been removed. Since 3.3 is turning out to be heavier on FPS and Flight AI this task has reappeared along with several others added.

    About the 3.3 Release Date Change From End of September 2018 to Citizencon

    It was announced that in order to match Citizencon the Q3 releases would be pushed to attempt to match the dates. For this year, 2018, the event falls on October 10th.

    September 23th 2018 – Alpha 3.3 is in Evocati testing.

    October 11th 2018 – Alpha 3.3 has been released to PTU testing. Alpha 3.3.0 Patch notes here.

    Star Citizen Alpha 3.3 (SCFOUCS original Speculation):

    • Q1 2019 -> Q2 2019 (Date Guessed on 24th January 2017)

    Disclaimer: All dates are for our own speculation and enjoyment, provided for entertainment value only.

    What could be released:

    • Salvage
    • Repair
    • Mercenary – Covert Ops
    • Additional Solar System Locations

    Ships that could be released:

    • Anvil Carrack
    • Origin 890 Jump
    • Banu Merchantman
    • MISC Reliant – All Variants

    Since the further we go in the production schedule and roadmap the more differences there are to the original post 3.0 slides that were shown. As such it seems unlikely that additional solar system locations will be implemented before Q1 2019. This information is only maintained for our own purposes of measuring progress and to provide longer term (2019 and 2020) feature and release estimates. Additionally, it’s worth noting we intentionally don’t list all the Roadmap features. We aim to list the major features we consider “significant”, not necessarily all the content (weapons, etc…). This page is an edited list due to our own biases as a Star Citizen community page. Since we track these things to help us measure progress of Star Citizen, we provide this information for informational purposes only.

    Update 12th October 2018: 3.3 was released to Evocati testing on September 23rd 2018. Salvage, Repair, Mercenary and Additional Star Systems were not released so the Q1 -> Q2 2019 forecast stays for these features. The mentioned ships were not released either. Instead the Hammerhead and Valkyrie were released. These ships are not of the same size scope as our forecast (based on the original Roadmap) either.

    Star Citizen Alpha 3.2 – What was released

    The following major features were released:

    • Groups System
    • Quantum Linking
    • Quantum Travel Improvements (Spline jumps)
    • Ship Persistence Improvements
    • Mining on Planetary Bodies
    • Item Kiosk Shopping
    • AI Flight Behavior Improvements
    • Economy Polish 3.2
    • Manned Turrets on Vehicles
    • Remote Turrets on Vehicles
    • Item 2.0 Ship Weapons & Systems – Power Allocation
    • PMA / VMA Improvements

    Ships that were released:

    • Origin 600i
    • Anvil Hurricane
    • Aegis Eclipse
    • Aegis Avenger Rework
    • Vanduul Blade

    For a complete breakdown of what was planned for this patch and what actually made it please see the original Alpha 3.2 speculation.

    Star Citizen Alpha 3.2 PTU

    Alpha 3.2 PTU released to PTU November 11th 2018. Major features of this patch include kiosk shop additions, the 600i Explorer being flyable, Quantum Spline jumps, Quantum Linking, Mining and the Avenger rework which can now fit a Dragonfly to name a few.

    Star Citizen Alpha 3.2 LIVE

    • 3.2 went live June 30th 2018

    Official Alpha 3.2 Live Announcement

    Star Citizen Alpha 3.2 (Roadmap):

    What could be released based on the Roadmap:

    • Groups System – Added
    • Quantum Linking – Added
    • Quantum Travel Improvements – Added
    • Service Beacon (Refuel and Repair) – Pushed to 3.3
    • Service Beacon Escort – Pushed to 3.3
    • Ship Persistence Improvements – Added
    • Mining (Prospecting, Extraction, Refining and Selling) – Removed
    • Mining on Planetary Bodies
    • Salvage (Scanning, Extraction, Processing and Selling) – Pushed to 3.3
    • Manual Repair – Pushed to 3.3
    • Buy / Sell Fuel – Pushed to 3.3
    • Fuel Transfer – Pushed to 3.3
    • Wear & Tear – Removed
    • Item Kiosk Shopping – Added
    • AI FPS Combat – Pushed to 3.2
    • AI Flight Behavior Improvements
    • Economy Polish 3.2
    • Network Bind Culling (Moved from 3.1) – Pushed to 3.3
    • Manned Turrets on Vehicles – Added
    • Remote Turrets on Vehicles – Added
    • Item 2.0 Ship Weapons & Systems – Power Allocation – Added
    • PMA / VMA Improvements – Added

    Ships that could be released:

    • Origin 600i
    • Anvil Hurricane
    • Aegis Eclipse
    • CNOU Mustang Rework (Alpha, Beta, Delta, Gamma & Omega) – Pushed to 3.3
    • Aegis Avenger Rework
    • Vanduul Blade

    Mining Sucess

    Star Citizen Alpha 3.2 (SCFOUCS original Speculation):

    • Q3 2018 -> Q4 2018 (Date Guessed on 24th January 2017)

    Disclaimer: All dates are for our own speculation and enjoyment, provided for entertainment value only.

    What could be released based on the original Schedule Report back in 2017:

    • Crusader
    • Hurston
    • MicroTech (Stretch Goal)
    • Drowning
    • Radar System (Item 2.0)
    • StarMap v2
    • Ship to Ship Refuel System
    • Breaching
    • Object Container Streaming
    • Security / Access Control

    Ships that could be released:

    • RSI Constellation Taurus
    • RSI Constellation Phoenix
    • MISC Freelancer MAX
    • AEGIS Vanguard Sentinel (Variant)
    • MISC Freelancer DUR

    Please notice that our original estimate for the release date of the above was Q3 -> Q4 2018. Given the actual planned release features are missing some of the biggest features such as Crusader, Hurston and MicroTech, this means our original Estimate of the contents of the patch is still considered overly optimistic since these major features have been pushed back, in some cases beyond Q4.

    Star Citizen Alpha 3.1 – Release Features

    Official 3.1 Live Announcement

    Star Citizen Alpha 3.1 was released with the following features. Some had been announced, and others had not. Some features that did not make it were pushed back to 3.2.

    Star Citizen Alpha 3.1 Release Features

    • Character Customization v1
    • Service Beacon v1
    • Performance Optimization
    • Network Bind Culling -> Pushed to 3.2

     

    Star Citizen Alpha 3.1 Released Ships:

    • Aegis Reclaimer
    • Anvil Terrapin
    • MISC Razor
    • Tumbril Cyclone
    • Nox Kue (added)

     

     

    Previous Patch – Alpha 3.0.1

    LIVE (2nd February 2018)

    Alpha 3.0.1 went live to provide some extra things and stability fixes to the 3.0 update. Our previous estimate (before quarterly updates were announced) was as follows: Added 25th December 2017: The next update number has not been announced officially yet. Star Citizen Alpha 3.0 went live on the 24th of December of 2017. CIG had announced that with the release of the Delta Patcher in 3.0 they will roll to quarterly updates. This means at SC Focus Organizaiton we are providing the estate release date forecast “guess” for March 30th 2018. *Please see our disclaimer about release date forecasts at the top of the page. 3.0.x? Live Estimate (1st update after 3.0): March 30th 2018 (Alpha 3.0.1 was released on February 2nd 2018).  

    The Reclaimer is Flyable in 3.1!

    Great Aegis Reclaimer video from StarCinema

    Star Citizen Alpha 3.1 (Speculative):

    • Q4 2017 -> Q1 2018 (Original date Guessed on 24th January 2017)

    Disclaimer: All dates are for our own speculation and enjoyment, provided for entertainment value only. We estimated, more than a year ago, that 3.1 release window would be Q4 2017 to Q1 2018. We are glad to be, once again, very accurate in our estimate made over 12 months ago.

    What is scheduled to be released based on the new production roadmap:

    • Character Customization v1
    • Service Beacon v1

    Ships mentioned in the production roadmap:

    • Aegis Reclaimer
    • Anvil Terrapin
    • MISC Razor
    • Tumbril Cyclone

    Network & Performance:

    • Performance Optimization

    ORIGINAL 3.1 Planned Features (before the new production roadmap – made available for reference).

    • Network Bind Culling -> Pushed to 3.2
    • Modular Space Station – Truckstop -> Pushed to 3.3
    • Arc Corp / Area 18 -> Pushed to 3.4
    • FPS features (Throwable items, Fists, Takedowns, and more)
    • Fuel (Item 2.0) -> Pushed to 3.2
    • Service Beacon v1 -> Still scheduled for 3.1
    • Repair and Restock System -> Pushed to 3.3
    • Elevators v2

    Ships that could be released:

    • MISC Razor
    • RSI Aurora (Update)
    • ANVIL Terrapin
    • MISC Hull C
    • DRAKE Cutlass Red
    • DRAKE Cutlass Blue
    • AEGIS Vanguard Harbinger (Variant)
    • Knox Kue (added)
    • Aegis Reclaimer (added)

    Ground Vehicles that could be released:

    • Tumbril Cyclone (added)

    Star Citizen Alpha 3.0 Info & Features

    Pushed to live 24th December 2017

    Star Citizen 3.0 Release Features

    • Moon landing & exploration (Yela, Cellin and Daymar)
    • Space outposts
    • Derelict ships
    • Debris fields
    • Levski landing zone
    • Player manned turrets
    • Item system 2.0
    • Insurance
    • Stamina
    • Doors & Airlocks
    • Cargo
    • Commodities
    • Kiosks
    • Atmospheric reentry & Engine Trails & Contrails
    • Persistent damage and ammo
    • Inventory system
    • Planetary landing
    • Entity and owner manager
    • Multifunction Displays (MFDs)
    • Field of View Slider (FOV slider)
    • Character customisation
    • Mobiglas apps (Cargo, Mission, Personal, Starmap & Mission Board)
    • AI Turrets
    • System shop and mission services
    • Basic NPC AI activity (added)
    • 60 to 64 player cap (increased from 24) (added – currently at 50 as of LIVE)
    • Improved framerates? (added) – Confirmed
    • Mission system (early iteration) (added)

    Ships & Vehicles:

    • Drake Dragonfly
    • Drake Cutlass Black (rework)
    • RSI Constellation Aquila
    • RSI Ursa Rover
    • MISC Prospector
    • Sabre Raven (added)
    • Aopoa Nox (added)

    Star Citizen Alpha 3.0 Live Historic Date Estimate

    Update: November 30th 2017 – Released to Early Public Test Universe (currently open to early wave testers)

    Alpha 3.0 has now been released beyond Evocati testers to the first several waves of PTU. Please note, we expect 3.0 to be the longest PTU testing phase of any patch to date. As a result, we estimate 3.0 Live to be end of December 2017 to Q1 2017.

    Update: October 6th 2017 – Released to Evocati Testing

    Alpha 3.0 has been released to the Evocati testing group (Familiarly known as Avocados). This group is currently helping find critical bugs under NDA. This helps PTU to be released with more stability for the enjoyment of backers.

    (The following estimated dates were guessed October 6th 2017)

    3.0 Live Estimate: December 2017 -> Q1 2018

    3.0 Schedule Report

    CIG have released the 3.0 schedule. If you want to read the whole thing, here’s the Star Citizen Alpha 3.0 schedule.

    Schedule Report Release Date for Star Citizen Alpha 3.0

    • 29th Jun’ to 13th Jul’ 2017 (Dates updated from Schedule Report) (LAPSED)

    At SCFocus we love the schedule report. Here is the video if you haven’t seen it:

    Star Citizen Alpha 3.0 (Previous speculation – our original guess, for reference):

    • Q3 2017 (Date Guessed on 24th January 2017)

    Disclaimer: All dates are for our own speculation and enjoyment, provided for entertainment value only.

     

     

    Star Citizen Alpha 2.6.3

    We did not provide an estimated date for this patch since it was a small & fast hotfix patch.

    Full update details can be found here: https://robertsspaceindustries.com/comm-link//15823-Star-Citizen-Alpha-263

     

    Released features:

    • None

     

    Included ships:

    • None

     

     

     

     

    Star Citizen Alpha 2.6.2

    Release Date (Speculative):

    • 2.6.2 Live (Live date: 1st Apr 2017)

    Our estimates (below) turned out to be 1 month early for the original estimate created end of Jan and then 6 days too long for the second revised estimate made 4th March once the initial estimated had lapsed.

    • 1st Week March 2017 (Date guessed on 24th January 2017) – Lapsed
    • New Estimated Release (Date guessed 4th March 2017) – Fri 7th April 2017 – In PTU as of 23rd Mar ’17

    Disclaimer: All dates are for our own speculation and enjoyment, provided for entertainment value only.

    We have purposely set our revised (2nd) estimated guess for 2.6.2 live two weeks after what is in the official schedule. This is due to prior dates lapsing and should better represent the actual. We will see.

     

    Full update details can be found here: https://robertsspaceindustries.com/comm-link//15810-Star-Citizen-Alpha-262

     

    Released features:

    • Megamap for Arena Commander and Star Marine (faster switching between game modes)
    • Network and bug fixing
    • TrackIR support reenabled
    • Added support for very wide screen (21:9) screen resolutions

     

    Included ships:

    • Buccaneer flyable
    • Update (Tech) on the Super Hornet

     

     

    Star Citizen Alpha 2.6.1

    Release Date:

    • 2.6.1 Live (Live date: 17th Feb 2017)

    Our estimates (we predicted the release date 35 days before the actual release. We were off the original estimate by just over 1 week (1st week Feb vs 17th Feb).:

    • 1st Week February 2017 (Date guessed on 14th January 2017) LAPSED
    • New Estimate (Date guessed on 7th February 2017): Friday 17th Feb 2017 (Update: 2.6.1 is now in PTU – Live date estimated revised again see below)

    Disclaimer: All dates are for our own speculation and enjoyment, provided for entertainment value only.

    Released features:

    • In-game leaderboards
    • Performance improvements
    • Spectrum
    • Megamap (Speeds up switching game modes)
    • Regional Servers (Improved international pings)

    Complete breakdowns of what 2.6.1 could include can be found here:

    Latest updates available in the Schedule Report on RSI: https://robertsspaceindustries.com/schedule-report

    Historic Star Citizen Update List

    Star Citizen Alpha 2.6.0 (December 23rd 2016)

     

    Features Released:

    • Star Marine (FPS Simulation Module)
    • Pirate Swarm
    • New equipment and missiles

     

    Ships Released (Flight ready):

    • Drake Caterpillar
    • Origin 85X
    • Drake Herald
    • Vanguard Hoplite
    • Hornet Wildfire
    • Sabre Comet
    • Gladius Valiant
    • Avenger Titan Renegade

     

    Star Citizen Alpha 2.5 (August 25th 2016)

     

    Features Released:

    • Grim Hex

     

    Ships Released:

    • Reliant Kore (Flight ready)
    • ARGO MPUV (Flight ready)

     

    Star Citizen Alpha 2.4.1 (June 30th 2016 – https://robertsspaceindustries.com/comm-link//15401-Star-Citizen-Alpha-241)

     

    Features Released:

    • None

     

    Ships Released:

    • MISC Starfarer (Flight Ready)

     

    Star Citizen Alpha 2.4 (June 11th 2016)

     

    Features Released:

    • None

     

    Ships Released:

    • MISC Starfarer (Flight ready)

     

     

    Star Citizen Alpha 2.3.1 (April 9th 2016)

     

    Features Released:

    • None

     

    Ships Released:

    • None

     

    Star Citizen Alpha 2.3 (March 26th 2016)

     

    Features Released:

    • None

     

    Ships Released:

    • MISC Starfarer
    • Xi’An Khartu-al Scout (Flight ready)

     

    Star Citizen Alpha 2.2.3 (March 17th 2016)

     

    Features Released:

    • None

     

    Ships Released:

    • None

     

    Star Citizen Alpha 2.2.2 (March 12th 2016)

     

    Features Released:

    • None

     

    Ships Released:

    • None

     

    Star Citizen Alpha 2.2.1 (March 9th 2016)

    Features Released:

    • None

     

    Ships Released:

    • None

     

    Star Citizen Alpha 2.2 (March 4th 2016)

     

    Features Released:

    • Up to 24 players

     

    Ships Released:

    • Aegis Sabre
    • Xi’An scout

     

     

    Star Citizen Alpha 2.1.2 (January 29th 2016)

     

    Features Released:

    • None

     

    Ships Released:

    • None

     

     

    Star Citizen Alpha 2.1.1 (January 22nd 2016)

     

    Features Released:

    • None

     

    Ships Released:

    • None

     

    Star Citizen Alpha 2.1 (January 15th 2016)

     

    Features Released:

    • Covalex Shipping Hub

     

    Ships Released:

    • MISC Freelancer
    • Aegis Vanguard Warden

     

     

    Star Citizen Alpha 2.0 (December 12th 2015)

    Features Released:

    • Port Olisar (Crusader)
    • Yela Asteroid Belt
    • Multicrew
    • Cry Astro
    • Comm Arrays
    • New Flight Modes
    • Quantum Travel
    • FPS PU Combat
    • EVA
    • Mobiglas
    • Party System

     

    Ships Released:

    • RSI Constellation Andromeda
    • Aegis Retaliator Bomber
    • Avenger Warlock EMP

     

    Star Citizen Alpha 1.3 (October 23rd 2015)

     

    Features Released:

    • New weapons

     

    Ships Released:

    • None

     

     

    Star Citizen Alpha 1.2 (August 31st 2015)

     

    Features Released:

    • ArcCorp Area 18 Landing Zone

    Ships Released:

    • None

     

     

    Star Citizen Alpha 1.1.1 (April 11th 2015)

     

    Features Released:

    • Turrets

     

    Ships Released:

    • Anvil Gladiator
    • Anvil F7C-M Super Hornet
    • Drake Cutlass Black

     

    Star Citizen Alpha 1.0 (December 20th 2014)

     

    What was released:

    • Arena Commander Dogfighting Module
    • Ship Components – Guns, Missile Racks, Missiles
    • HUD
    • Signature System

     

    Ships Released:

    • Aurora ES
    • Aurora CL
    • Mustang Gamma
    • Mustang Beta
    • Mustang Alpha

     

     

    Slides for Star Citizen 3.0 and beyond

    http://imgur.com/gallery/MV2PM

     

     

  • Star Citizen Progress Report April 2024

    Star Citizen Progress Report April 2024

    Welcome to the April 2024 Star Citizen Progress Report

    This is the 18th progress report about Star Citizen & Squadron 42 in the series.

    Information for this report comes from the SC FOCUS features completion page which has been updated again here: https://scfocus.org/star-citizen-s42-features-complete/

    Stretch Goal Completion Scoring

    Completion for Star Citizen & Squardon 42 is scored based on a total of 104 features that were chosen to represent major gameplay milestones for both projects. The 104 features were selected from the official Stretch Goals.

    Previous Star Citizen & S42 reports:

    Progress in this reporting period

    During this reporting period no tracked features were added to the game. Alpha 3.23 is delayed and even then would only bring one tracked feature. Fauna was considered but not included as fundamental aspects of fauna are still missing.

    Water was also considered but failed to be playable.

    Personal hangars did not make the reporting period.

    Star Citizen continues to be 63% complete as of April 2024 (Alpha 3.22.1).

    The pace of progress continues to be sluggish even though the expectation was that faster progress was coming. The slowdown of patch release coupled with the feature divergence from tracked features, shows that progress is still not speeding up at this time.

    Star Citizen & Squadron 42 Report Summary

    Star Citizen is roughly 63% complete as of April 2024 (Alpha 3.22.1).

    *Note that Squadron 42 is feature complete. These features represent Squadron 42 features that are shared with Star Citizen and that are either currently playable in Star Citizen or not.

    Playability Score

    Playability Score: 4/5 – Playable but buggy

    • Player Count (2/5)
    • The Economy (3/5)
    • Flight Model (4/5)
    • Dogfighting (4/5)
    • FPS Combat (4/5)
    • AI (3/5)

    In this reporting period as of Alpha 3.22.1

    The Playability Score remains unchanged from last report at 4 out of 5.

    Playability – How Playable is Star Citizen Alpha 3.22.1?

    Alpha 3.22.1 is experiencing some stability issues (Overdrive Initiative and other issues).

    Alpha 3.23 is expected to be even less stable with community and developer fears echoing the 3.18 patch.

    The playability score might drop for the next report as feature creep has caught up and there is a backlog to sort out.

    Bugs and Instability

    Star Citizen Alpha 3.22.1 still has the Alpha label. As such instability is expected as the game is still some time away from feature complete. Alpha 3.22.1 is paving the path for the universe to grow beyond Stanton system.

    This score remains unchanged but could drop back down to 3/5 if the game becomes less stable in the next report.

    4/5

    Player Count

    This score remains unchanged. For this score to be a 3/5 player counts per shard will need to be over or near 1000. For a score of 4/5 over 10,000. A 5 out of 5 score represents the maximum universe size for seamless play (100,000s or millions).

    Some server meshing tests have seen test servers hit up to 800 concurrent players in Stanton and Pyro. Should universe shards see 800 player counts this score could be raised to 3 out of 5.

    2/5

    The Economy

    There was no wipe during this reporting period. Additionally, with Salvage and other large money-making options the economy at this time is aUEC rich. Many in the community expect a wipe with Alpha 3.23 but almost certainly by 4.0 there will be one. It is even more speculative what will be wiped (ships? money? Reputation?…).

    The economy score is not changing in this reporting period.

    3/5

    Flight Model

    Master Modes and the new flight model was released to Arena Commander. It is expected to make its debut in Alpha 3.23 for the PU. This score remains unchanged but is likely to change in the next report scheduled for July 2024.

    4/5

    Dogfighting

    This rating remains unchanged in this report as Master Modes was not released to the Persistent Universe. This score is expected to drop in the next report as Master Modes appears to need a bit more work still before it is in a good place.

    4/5

    FPS Combat

    This reporting period saw improvements in AI both on the ground and in the air. Network and server issues appear to be holding it back from greatness. This score remains unchanged.

    4/5

    AI

    With the addition of Fauna and improvements to the combat AI this score should move to 4 out of 5 if it was not for the network issues and the lack of npc crew.

    3/5

    April 2024 Report Conclusion

    Even though our expectation was that progress would speed up, the lack of delivered tracked features shows that development is still moving at a glacial pace. The features backlog continues to grow and stability is also suffering. With half a year to go until CitizenCon 2024 it is looking unlikely that significant progress will be made by then.

    Upcoming Features

    This section was removed and is now on the release dates page

    Suggestions and Issues that require attention

    This report aims to provide suggestions for interested readers to current identified issues with the game. This advice is pure suggestion and might not even be applicable for the game or be something that is already solved internally. These are potential issues we have identified that might help development and the community.

    Scripted Mission Problem Part II

    Scripted missions continue to be a bane in Star Citizen’s existence. The Overdrive Initiative was a perfect example to highlight this issue one more time. The problem will be broken down again for new readers.

    What is a Scripted Mission?

    Scripted Missions have a description (script) that details what players need to do to complete the missions.

    What is an Unscripted Mission?

    Unscripted Missions are activities players can carry out for an objective without a script, mission giver or mission contract. There is no script.

    Examples of Scripted Missions:

    • Overdrive Initiative
    • Any mobiGlas contract
    • Siege of Orison
    • Medical beacons
    • NPC and player bounties

    Examples of Unscripted Missions:

    • Cargo running (Licit and illicit)
    • Salvaging another player’s ship
    • Clearing your crimestat at Security Post Kareah
    • Rescuing your friend without a medical beacon
    • Collecting Halloween helmets or Red Festival envelopes

    Unscripted missions are dynamic and emergent gameplay. Scripted missions are on-rails gameplay. Some scripted missions are more loose than others.

    The more tasks needed to complete sequentially in a mission, the higher the chance it has of not completing. This is also true for both scripted and unscripted missions. If you buy cargo with the intention to sell it, then any bug at the terminals or during your journey will see your cargo mostly forfeit. With scripted missions this is generally far worse, any event required in the mission chain breaking will forfeit the mission. The longer the mission chain the higher the chance of one bug breaking the entire mission.

    Scripted missions are not as much fun as unscripted ones (opinion). Additionally, they are more expensive to program and have a higher chance of breaking. Long chain scripted missions such as Overdrive Initiative and others we have mentioned in the past, are great examples of long chain attempts.

    The advice has been and continues to be that the focus of game development be on dynamic unscripted gameplay with scripted missions taking a backseat. Squadron 42 is a single player fully scripted game. Star Citizen, however, is not. Scripted missions should take a backseat and better solutions need to be found to avoid the broken chain script problem.

    Why dynamic gameplay is better to develop

    When a scripted mission breaks the bug fixes are specifically for that mission and seldom apply to the rest of the game. When dynamic, unscripted activities break, fixes apply to the entire game – even unplanned or unimagined gameplay benefits.

    Scripted missions come with a lot of tech debt with little to no or even negative benefits. If you need to visualize this imagine organic Jumptown (before it was an event) compared to actual recent Jumptown which was a dead event.

    In the dynamic formula, all CIG would have to do to incentivize Jumptown is to massively up the reward for being there and players would not need a mission at all to wage war over the area. Instead we have dispenser and box scripts which can and do break.

    In conclusion the advice is:

    Focus on dynamic missions and bug fixing. Leave scripted missions for beginner tutorials and storytelling. Include as many dynamic activities as possible in scripted missions to avoid chain links breaking. Events are good but keep them dynamic and with as few sequential chains as possible. Let the players figure out paths to success without as many scripted hoops and loops.

    Caveats

    The list of 104 features used to track “progress” in this report are listed at the Star Citizen Completion Features Percentage Page. This is a highly simplified list of features out of thousands of technical, art and gameplay features that the game(s) will end up having. 104 features were chosen as a simplified average set of gameplay features that the author guesses are plausibly required in the final games to be considered “complete”.

    The data is gathered as objectively as possible and is non-promotional in nature. This information is purely speculative based on personal criteria. Opinion can and should vary. It is provided for free and actually costs time and money to maintain.

    Disclaimer

    As always, this article does not represent the official views of Star Citizen. It is provided as speculation to help SC FOCUS org plan the strategy going forward. This information is provided to readers openly and freely and each reader is free to form their own opinion.

  • Star Citizen Progress Report November 2023

    Star Citizen Progress Report November 2023

    Welcome to the November 2023 Star Citizen Progress Report

    This is the 17th progress report about Star Citizen & Squadron 42 in the series.

    Information for this report comes from the SC FOCUS features completion page which has been updated again here: https://scfocus.org/star-citizen-s42-features-complete/

    Stretch Goal Completion Scoring

    Completion for Star Citizen & Squardon 42 is scored based on a total of 104 features that were chosen to represent major gameplay milestones for both projects. The 104 features were selected from the official Stretch Goals.

    Previous Star Citizen & S42 reports:

    Progress in this reporting period

    During this reporting period few features were added which is on par for these reports. However, progress was made on server technology as well as development where 4 patches were seen running simulataneously (LIVE, PTU, EPTU and TECH PREVIEW).

    Additionally, CitizenCon brought the announcement of the feature completion of Squadron 42.

    Star Citizen & Squadron 42 Report Summary

    Star Citizen is roughly 63% complete as of November 2023 (Alpha 3.21.1).

    The pace of progress seems to be finally speeding up as the project nears end of Alpha and with Squadron 42 being announced as feature complete.

     

    *Note that Squadron 42 is feature complete. These features represent Squadron 42 features that are shared with Star Citizen and that are either currently playable in Star Citizen or not.

    Playability Score

    Playability Score: 4/5 – Playable but buggy

    • Player Count (2/5)
    • The Economy (3/5)
    • Flight Model (4/5)
    • Dogfighting (4/5)
    • FPS Combat (4/5)
    • AI (3/5)

    In this reporting period as of Alpha 3.21.1 there were several improvements to quality of life as well as graphics and framerates. This has made the experience far more enjoyable and playable without any of the playability score items having had their scores increased. While the bugs in the previous reports mostly still remain, the improved server performance has made the game more playable.

    The Playability Score has been increased back from 3 to 4 out of 5.

    Playability – How Playable is Star Citizen Alpha 3.21.1?

    The servers continue to receive love and the recent IAE 2953 in game expo was not plagued with the same issues as last year and was mostly playable.

     

    Bugs and Instability

    Star Citizen Alpha 3.21.1 still has the Alpha label. As such instability is expected as the game is still some time away from feature complete. Alpha 3.21.1 is paving the path for the universe to grow beyond Stanton system.

    This score was increased from 3/5 to 4/5 due to recent fixes and performance improvements.

     

    4/5

    Player Count

    This score remains unchanged. For this score to be a 3/5 player counts per shard will need to be over or near 1000. For a score of 4/5 over 10,000. A 5 out of 5 score represents the maximum universe size for seamless play (100,000s or millions).

     

    2/5

    The Economy

    The economy in Star Citizen is still barely functional and almost entirely game-controlled. However, players do trade items but the current server issues are causing Balance, Item, Ship and Reputation wipes. Read our article about Wipes and see Star Citizen wipe history and estimates.

     

    3/5

    Flight Model

    Master Modes and the new flight model were not released this period. This score remains unchanged.

    4/5

    Dogfighting

    This rating remains unchanged in this report.

    4/5

    FPS Combat

    Score unchanged. Certainly playable.

    4/5

    AI

    Squadron AI were added to Star Citizen and this has made fps and dogfighting npcs more challenging. However, in terms of living and breathing and complex tasks 3/5 still remains adequate. Also still no sign of fauna. This score remains unchanged. For a score of 4/5 the universe will need to feel more alive with NPCs and fauna. For a score of 5/5 NPC will be able to be hired as crew on ships and perform useful functions.

    This score is expected to change in 2024 as fauna and more complex AI activities are added.

    3/5

    November 2023 Report Conclusion

    With the announcement of Squadron 42 features being complete, this time it can finally be expected that Star Citizen progress should speed up.

    Upcoming Features

    Some features on the roadmap that are coming up that could be completed within 12 months:

    • Escape Pods
    • Playable Hangars
    • Repair
    • Water
    • Component Tuning
    • Jump Gates
    • Escort Carriers
    • Data Running
    • Fuel Gameplay
    • Exploration (Pyro)

     

    The next 12 months should bring in gameplay content at a faster rate than previously. What appears clear is that Squadron 42 is feature complete with Star Citizen entering the road to the end of Alpha and then the start of Beta and that full commercial release no longer seems impossibly far away.

    Suggestions and Issues that require attention

    This report aims to provide suggestions for interested readers to current identified issues with the game. This advice is pure suggestion and might not even be applicable for the game or be something that is already solved internally. These are potential issues we have identified that might help development and the community.

    There are no recommendations in this reporting period.

    Caveats

    The list of 104 features used to track “progress” in this report are listed at the Star Citizen Completion Features Percentage Page. This is a highly simplified list of features out of thousands of technical, art and gameplay features that the game(s) will end up having. 104 features were chosen as a simplified average set of gameplay features that the author guesses are plausibly required in the final games to be considered “complete”.

    The data is gathered as objectively as possible and is non-promotional in nature. This information is purely speculative based on personal criteria. Opinion can and should vary. It is provided for free and actually costs time and money to maintain.

    Disclaimer

    As always, this article does not represent the official views of Star Citizen. It is provided as speculation to help SC FOCUS org plan the strategy going forward. This information is provided to readers openly and freely and each reader is free to form their own opinion.

  • Star Citizen Progress Report July 2023

    Star Citizen Progress Report July 2023

    Welcome to the July 2023 Star Citizen Progress Report

    This is the 16th progress report about Star Citizen & Squadron 42 in the series.

    Information for this report comes from the SC FOCUS features completion page which has been updated again here: https://scfocus.org/star-citizen-s42-features-complete/

    Stretch Goal Completion Scoring

    Completion for Star Citizen & Squardon 42 is scored based on a total of 104 features that were chosen to represent major gameplay milestones for both projects. The 104 features were selected from the official Stretch Goals.

    Previous Star Citizen & S42 reports:

    Progress in this reporting period

    For the first time since the start of these reports there is significant divergence between the tracked features from the Features Completion Percentage and what is actually planned. Players will be able to operate space stations but not build them. Therefore Space Station Construction is not a planned feature and is being marked as complete for the tracking of progress. Instead of changing the total tracked features from 104 to 103 it is easier to mark the feature as complete. It should not affect overall completion speed and makes things easier to understand and edit. It is worth remembering that as the project comes closer to completion the once speculated and imagined way things would work are starting to take shape and be final. As development continues, speculation about the project is becoming less as the project materializes.

    The tutorial feature is also being marked as complete. CIG have added tool tips and a tutorial start to the game so this feature is being marked as playable.

    This report covers development until Alpha 3.19.1.

    Star Citizen & Squadron 42 Report Summary

    Star Citizen is roughly 61% complete as of April 2023 (Alpha 3.19.1).

    The pace of progress might be finally speeding up.

     

    Playability Score

    Playability Score: 3/5 (-1) – Somewhat Playable

    • Player Count (2/5)
    • The Economy (3/5)
    • Flight Model (4/5)
    • Dogfighting (4/5)
    • FPS Combat (4/5)
    • AI (3/5)

    In this reporting period as of Alpha 3.19.1 far too many game breaking issues have been identified. These issues include but are not limited to:

    • Invisible players
    • Invisible ships
    • Invincible ships
    • Many forms of duping

    Due to the bagginess of the alpha and the vast amount of exploits that can and do ruin the experience, the Playability Score has been lowered from 4 to 3 out of 5.

    Playability – How Playable is Star Citizen Alpha 3.19.1?

    Persistent Entity Streaming introduced massive amounts of stability issues for the game. The game even was completely unplayable for a while. Latest versions seem somewhat better as seen during the Star Citizen Alpha 3.19.1 Freefly July 2023. From what can be played at least, it seems to be somewhat playable again.

     

    Bugs and Instability

    Star Citizen Alpha 3.19.1 still has the Alpha label. As such instability is expected as the game is still some time away from feature complete. Alpha 3.19.1 has really improved playability and the amount of things to do in game has also grown as the few things in Stanton are more playable than ever before. Dogfighting remains ruined by invisible ships, invincible ships, and generally players exploiting things like combining thrust axes to exceed maximum velocities and many other issues. The flight model is expected to change significantly by the next report.

    This score was lowered from 4/5 to 3/5 due to the vast amount of game experience-breaking bugs.

     

    3/5

    Player Count

    Star Citizen is moving from 100 player servers to 200 player servers. In this reporting period servers of between 120 and 160 have been noticed. This score remains unchanged. For this score to be a 3/5 player counts per shard will need to be over or near 1000. For a score of 4/5 over 10,000. A 5 out of 5 score represents the maximum universe size for seamless play (100,000s or millions).

     

    2/5

    The Economy

    The economy in Star Citizen is still barely functional and almost entirely game-controlled. However, players do trade items but the current server issues are causing Balance, Item, Ship and Reputation wipes. Read our article about Wipes and see Star Citizen wipe history and estimates.

     

    3/5

    Flight Model

    The flight model is expected to change significantly for Alpha 3.20 and beyond. This stays at 4/5 but is a perfect score around the corner?

    4/5

    Dogfighting

    Dogfighting is going to change significantly with the new flight model in Alpha 3.20. This rating remains unchanged in this report.

    With the introduction of soft death and more updates to weaponry and ship fighting features, dogfighting in Star Citizen is near complete.

    4/5

    FPS Combat

    Score unchanged. Certainly playable. Still needs some work to reach fully playable levels but this might be due to server / network issues.

    4/5

    AI

    In the last report we expected little progress in terms of AI in the Persistent Universe and little to no progress was noticed. This score remains unchanged. For a score of 4/5 the universe will need to feel more alive with NPCs and fauna. For a score of 5/5 NPC will be able to be hired as crew on ships and perform useful functions. This score is expected to remain unchanged beyond 2023.

    3/5

    July 2023 Report Conclusion

    Persistent Entity Streaming has caused significant delays and backlogs. Many features are starting to roll into the PU and many others such as Water or Repair are quickly approaching a game-ready state.

    Based on what is left for Squadron 42 completion it appears the end of development could be closing in.

    Upcoming Features

    Some features on the roadmap that are coming up that could be completed within 12 months:

    • Escape Pods
    • Playable Hangars
    • Repair
    • Hull Series
    • Water
    • Component Tuning
    • Jump Gates
    • Escort Carriers
    • Large Battles
    • Data Running
    • Fuel Gameplay
    • Exploration (Pyro)

     

    These features are nearing completion. With the upcoming features being many that are included in this report it might be that progress is finally speeding up.This is not surprising since the estimated progress has now passed 60% total completion. The next 12 might be a hype cycle for Star Citizen with the release of many highly anticipated features (Playable Hangars and Jump Gates).

    Suggestions and Issues that require attention

    This report aims to provide suggestions for interested readers to current identified issues with the game. This advice is pure suggestion and might not even be applicable for the game or be something that is already solved internally. These are potential issues we have identified that might help development and the community.

    Hiding Exploits

    Based on recent findings, this org believes that there is an issue with the community hiding exploits. On paper, stopping people from being able to bring attention to exploits does prevent people from acquiring things (or kills) they should not be able to. The idea is that if there is some exploit, you do not want everyone doing it or knowing about it.

    While this sounds good on paper, the reality is far different. For a finished product, perhaps it makes sense. For a game in heavy development like Star Citizen, game breaking bugs and exploits should have attention brought to them by the community. This allows developers to fully understand the severity of the issue by the community testing it extensively. It also allows more of the community to be aware of the issue. In fact, the benefits of bringing attention to these issues are many. While the benefits of hiding these issues in practice are few, if any.

    Another suggestion here is to have take the opposite approach of what is currently being done. Offer bug bounties to players who identify and help solve exploits. Perhaps even create a new section in the issue council for the most “dangerous” bugs such as item duping and player/ship invisibility.

    Having content creators and players be afraid to highlight these issues in fear of being banned, at this early stage of development, is contrary to this game’s goals.

    Reporting Exploiters – Baiting

    A new phenomenon is also occurring with Star Citizen that we have not noticed before. There are groups of players who are abusing the fact they know of certain bugs and exploits (which the general community might not be aware of). These players use these exploits in initial encounters with other foes. They then start recording footage when they are responded to with the same exploit. These players will then report the victims for exploiting and show clipped footage as evidence.

    There is at least one dogfighting org that is starting these engagements and then start threatening their enemies with bans. These players are often highly skilled dogfighters who dedicate many hours and then use the exploits in secret only to then threaten bans to other players.

    Why is this bad for the community?

    If the reasons are not obvious, the main reason is that this overloads CIG moderators with ban requests. Additionally, players that might not be even aware they are being report-baited or even know they are bugged (such as the invisible bug). The community should be vigilant on groups that are consistently engaged with combat, followed by ban threats. Especially if these groups are doing the same exploits in private (or to cause an engagement) and then show clipped footage as “proof” of their opponents cheating.

    There have been far too many incidents of this observed now (by the same group and others) in game for this to be ignored.

    Scripted Missions (Issue persists from previous reports)

    At first glance these scripted mission types might seem like a good idea. Sure, adding mining claims is required so if they make missions with mining claim mechanics this feature can be tested. Or perhaps the data mission sounds like it helps to bring in data running.

    But the Author of this articles believes it would be easier, better and more fun, if the first thing added was the simple mechanics, instead of more scripted missions. Scripted missions create complexity that must be bug fixed later on. Consider the case for Mining Claims.

    CIG’s approach according to the roadmap: Create a special cluster of asteroids with special rules surrounding it. Mining claims give controlled access for a period of time. Resources can deplete selectively at this location.

    Consider a proposed organic approach: Define probability rules for a location having the required conditions. In this case heavy density of asteroid mineables. Have the game pick one of these locations and generate mining claims players can accept. Location and mission are dynamic. NPCs react accordingly. No special rules required, mining claim is random location so might naturally end up somewhere interesting. This approach allows for more player freedom, less code to maintain, and development of fixes that apply to all missions not just custom created ones.

    The main point being, the Author’s advice is to move away from scripted missions and integrate the organic nature of play with the mechanics and NPC behaviors. Scripted missions are less fun, likely to break (think box delivery) and do not offer the potential for unimagined gameplay.

    Even if scripted missions are a must for this game, the Author still thinks that adding the procedural version first would be better. The scripted missions can come later.

    If this was the approach, we believe the economy, mining, and many other aspects of the game would have better / truer economy. Scripted missions seem to have taken over Star Citizen as can be seen in the mobiglas. The space freedom aspect to the game taking a backseat.

    Going forward the Author advocates procedural first, scripted second. With this approach, who knows, perhaps quanta might even finish sooner as it wouldn’t conflict with the scripted aspects of the game.

    In summary, less boxing-in of players, more dynamic and procedural events. Missions should be a sauce not a main ingredient. Perhaps Squadron 42 missions (single payer game) are what is causing the “Unlimited Universe” to be limited.

    In any case, the Author expects scripted missions to become even more a thing going forward. Players looking for a universe of freelancers making their own fun will probably have to look elsewhere.

    Scripted Missions Update From Previous Report

    Ghost Hollow is a good example of a lightly scripted dynamic event location. A fine blend between mission scripting and player driven action. Notice that the issues that break the “Money from nothing” mission have to do with the scripted (terminal event sequences) parts of the mission. Breakability of chains of sequential events for missions needs to be strengthened or reduced generally.

    Caveats

    The list of 104 features used to track “progress” in this report are listed at the Star Citizen Completion Features Percentage Page. This is a highly simplified list of features out of thousands of technical, art and gameplay features that the game(s) will end up having. 104 features were chosen as a simplified average set of gameplay features that the author guesses are plausibly required in the final games to be considered “complete”.

    The data is gathered as objectively as possible and is non-promotional in nature. This information is purely speculative based on personal criteria. Opinion can and should vary. It is provided for free and actually costs time and money to maintain.

    Disclaimer

    As always, this article does not represent the official views of Star Citizen. It is provided as speculation to help SC FOCUS org plan the strategy going forward. This information is provided to readers openly and freely and each reader is free to form their own opinion.

  • Star Citizen Progress Report April 2023

    Star Citizen Progress Report April 2023

    Welcome to the April 2023 Star Citizen Progress Report

    This is the 15th progress report about Star Citizen & Squadron 42 in the series.

    Information for this report comes from the SC FOCUS features completion page which has been updated again here: https://scfocus.org/star-citizen-s42-features-complete/

    Stretch Goal Completion Scoring

    Completion for Star Citizen & Squardon 42 is scored based on a total of 104 features that were chosen to represent major gameplay milestones for both projects. The 104 features were selected from the official Stretch Goals.

    Previous Star Citizen & S42 reports:

    Progress in this reporting period

    This progress report contains feature completion available from Alpha 3.18.1. The previous year has seen development delays due to the introduction of Persistent Entity Streaming as well as a buildup of completed teams all having to introduce features into the same patch which led to high amounts of bugs and instability. This led to the game even being totally unplayable for days. Additionally, CIG has been employing a 3 patch system where there is a Live version (the most stable), a PTU version as well as a ePTU (experimental PTU).

    Previous reports hinted at development speeding up, however the past year has shown that development appears to be as slow as ever.

    There has been no progress since the last report which covered up until Alpha 3.18.0 PTU.

    The last time (first time) a report had no progress was November 2020 where delays then were caused somewhat by the pandemic.

    Star Citizen & Squadron 42 Report Conclusion

    Star Citizen is roughly 58% complete as of April 2023 (Alpha 3.18.1).

    The pace of progress seems as slow as it has ever been.

     

    Playability Score

    Playability Score: 4/5 – Somewhat Playable

    • Player Count (2/5)
    • The Economy (3/5)
    • Flight Model (4/5)
    • Dogfighting (4/5)
    • FPS Combat (4/5)
    • AI (3/5)

     

    Playability – How Playable is Star Citizen Alpha 3.18.1?

    Persistent Entity Streaming introduced massive amounts of stability issues for the game. The game even was completely unplayable for a while. Latest versions seem somewhat better as seen during the Star Citizen Alpha 3.18.1 Freefly 2023. From what can be played at least, it seems to be somewhat playable again.

     

    Bugs and Instability

    Star Citizen Alpha 3.18.1 still has the Alpha label. As such instability is expected as the game is still some time away from feature complete. Alpha 3.18.1 only introduced fixes and no new major gamplay features from Alpha 3.18. This is normal for small patches. What was not normal was the large amount of time taken to fix most of the game breaking issues from the Live test build.

    The score remains unchanged.

     

    4/5

    Player Count

    Player counts during the April Freefly were seen as high as 150 players per server again. This score remains unchanged. For this score to be a 3/5 player counts per shard will need to be over or near 1000. For a score of 4/5 over 10,000. A 5 out of 5 score represents the maximum universe size for seamless play (100,000s or millions).

     

    2/5

    The Economy

    The economy in Star Citizen is still barely functional and almost entirely game-controlled. However, players do trade items but the current server issues are causing Balance, Item, Ship and Reputation wipes. Read our article about Wipes and see Star Citizen wipe history and estimates.

     

    3/5

    Flight Model

    Flight model score from last report is unchanged. Atmospheric control surfaces and a few other things are still missing. Some dogfighting tournaments have been spotted. Also racing continues to grow. Perfection is near?

    4/5

    Dogfighting

    Dogfighting has continued to be in a better state for regular play. More changes to dogfighting have been announced. This rating is unchanged at 4/5.

    Fighting ships against ships (players or NPCs) is a playable experience though still unfinished.

    4/5

    FPS Combat

    Score unchanged. Certainly playable. Still needs some work to reach fully playable levels but this might be due to server / network issues.

    4/5

    AI

    In the last report we expected little progress in terms of AI in the Persistent Universe and little to no progress was noticed. This score remains unchanged. For a score of 4/5 the universe will need to feel more alive with NPCs and fauna. For a score of 5/5 NPC will be able to be hired as crew on ships and perform useful functions. This score is expected to remain unchanged beyond 2023.

    3/5

    April 2023 Report Conclusion

    Progress has been slow in regards to major features tracked by this reporting. For all of 2023 progress is expected to be minimal based on the Roadmap and announced upcoming features.

    It appears some development efforts are being overly spent on scripting missions and limiting gameplay instead of allowing the procedural universe tech to allow for emergent gameplay. Boxed missions (pun intended) are too heavily being focused on in this Author’s opinion. This can clearly be seen in the Roadmap Roundup this month.

    Boxed Mission Problem vs Procedural Missions

    The April roadmap roundup has missions being developed for Alpha 3.19 which include the following:

    • Mining Resource Rush – “Various large clusters of asteroids around Stanton are being sold off by several organizations. For a fee, civilians are given access to these spatial mining claims and allowed to mine until the cluster is depleted, drawing many mining crews, and occasionally pirates, to these hotspots. This deliverable has been added to the Mission Feature Team’s schedule.”
    • Package Extraction – “A new multiplayer mission where players will work together to recover stolen prototype ship components. Crusader Security tasks players with extracting these highly-classified components from the Nine Tails transport ships before they can escape off-world. This deliverable has been added to the Mission Feature and Narrative Teams’ schedules.”
    • Data Heist – “Implementing missions that task players with infiltrating locations (often held by NPCs), reaching data stores, and setting data to upload to offsite handlers. This deliverable has been added to the Mission Feature, Narrative, and VFX Teams’ schedules.”

    At first glance these scripted mission types might seem like a good idea. Sure, adding mining claims is required so if they make missions with mining claim mechanics this feature can be tested. Or perhaps the data mission sounds like it helps to bring in data running.

    But the Author of this articles believes it would be easier, better and more fun, if the first thing added was the simple mechanics, instead of more scripted missions. Scripted missions create complexity that must be bug fixed later on. Consider the case for Mining Claims.

    CIG’s approach according to the roadmap: Create a special cluster of asteroids with special rules surrounding it. Mining claims give controlled access for a period of time. Resources can deplete selectively at this location.

    Consider a proposed organic approach: Define probability rules for a location having the required conditions. In this case heavy density of asteroid mineables. Have the game pick one of these locations and generate mining claims players can accept. Location and mission are dynamic. NPCs react accordingly. No special rules required, mining claim is random location so might naturally end up somewhere interesting. This approach allows for more player freedom, less code to maintain, and development of fixes that apply to all missions not just custom created ones.

    The main point being, the Author’s advice is to move away from scripted missions and integrate the organic nature of play with the mechanics and NPC behaviors. Scripted missions are less fun, likely to break (think box delivery) and do not offer the potential for unimagined gameplay.

    Even if scripted missions are a must for this game, the Author still thinks that adding the procedural version first would be better. The scripted missions can come later.

    If this was the approach, we believe the economy, mining, and many other aspects of the game would have better / truer economy. Scripted missions seem to have taken over Star Citizen as can be seen in the mobiglas. The space freedom aspect to the game taking a backseat.

    Going forward the Author advocates procedural first, scripted second. With this approach, who knows, perhaps quanta might even finish sooner as it wouldn’t conflict with the scripted aspects of the game.

    In summary, less boxing-in of players, more dynamic and procedural events. Missions should be a sauce not a main ingredient. Perhaps Squadron 42 missions (single payer game) are what is causing the “Unlimited Universe” to be limited.

    In any case, the Author expects scripted missions to become even more a thing going forward. Players looking for a universe of freelancers making their own fun will probably have to look elsewhere.

    Upcoming Features

    Some features on the roadmap that are coming up that could be completed within 12 months:

    • Escape Pods
    • Tutorial or Improved New Player Experience
    • Playable Hangars
    • Repair
    • Hull Series
    • Water
    • Component Tuning

     

    These features are nearing completion. Some might still be far away but are urgent such as Escape Pods. Nearly every ship will need to be reworked for this feature. Even if all these features make it within 12 months and a few more it will still mark a year of slow progress for Star Citizen.

    Caveats

    The list of 104 features used to track “progress” in this report are listed at the Star Citizen Completion Features Percentage Page. This is a highly simplified list of features out of thousands of technical, art and gameplay features that the game(s) will end up having. 104 features were chosen as a simplified average set of gameplay features that the author guesses are plausibly required in the final games to be considered “complete”.

    The data is gathered as objectively as possible and is non-promotional in nature. This information is purely speculative based on personal criteria. Opinion can and should vary. It is provided for free and actually costs time and money to maintain.

    Disclaimer

    As always, this article does not represent the official views of Star Citizen. It is provided as speculation to help SC FOCUS org plan the strategy going forward. This information is provided to readers openly and freely and each reader is free to form their own opinion.

  • Star Citizen Progress Report December 2022

    Star Citizen Progress Report December 2022

    Update: January 4 2023

    After further testing of 3.18 and looking over the feature completion list again – Factories, Flotilla Trade and Ship Stealing are actually technically playable. Fuel and Repair are also really close to being considered playable with their precursor elements being in game.  This report has been heavily edited to reflect these realizations.

    Welcome to the December 2022 Star Citizen Progress Report

    This is the 14th progress report about Star Citizen & Squadron 42 in the series.

    Information for this report comes from the SC FOCUS features completion page which has been updated again here: https://scfocus.org/star-citizen-s42-features-complete/

    Stretch Goal Completion Scoring

    Completion for Star Citizen & Squardon 42 is scored based on a total of 104 features that were chosen to represent major gameplay milestones for both projects. The 104 features were selected from the official Stretch Goals.

    Previous Star Citizen & S42 reports:

    Progress in this reporting period

    This report was due in November but due to life circumstances was delayed until December. This also gave us time to check out 3.18 and update the following features as being testable. Therefore this represents completion of these milestones with polish and enhancement being what is left for these features.

    Star Citizen & Squadron 42 features completed since last report:

    • Ship Boarding
    • Ship Zero G
    • Persistent Wreckage
    • Factories

     

    Star Citizen Only Features:

    • Salvage
    • Flotilla Trade
    • Ship Stealing

     

    Alpha 3.18 brings with it the ability to disable a ship before blowing it up and therefore allowing for boarding / breaching. Salvage is now also in the game with the Reclaimer and Vulture able to turn the outside of ships into scrap. Another major milestone is the release of Persistent Entity Streaming (PES) which allows objects in the Star Citizen universe to persist between sessions and servers. Ships can now lose gravity and the physics grid transformations brought by the delivery of the Hull-A show that foundational tech for the game is pretty much in place. This represents a major milestone as from here on the only technological obstacle left is putting the network together to allow for battles with thousands of players. The rest is content and optimization. The completion of tools required for fast design of the rest of the game seem to be mostly in place. Progress might finally be speeding up (yes this has been said before). The next reports should show if this is, indeed, the case.

    Salvage

    Alpha 3.18 introduces the Vulture and Reclaimer as well as a hand salvage attachment for the multi tool. This means that players can now salvage wrecks (or soon to be wrecks with their shields down).

    Flotilla Trade

    Players have been able to use crates with items to sell to other players from their ships. Technically flotilla trade is working.

    Ship Stealing

    With PES it is now possible to steal a player’s ship, hide it and use it or salvage it later.

    Ship Boarding

    Ship soft death makes it possible to board unwilling ships.

    Factories

    Ships like the Reclaimer and Vulture are Star Citizen’s first version of crafting. Players can salvage material and choose to craft items (such as the multi-tool) that can be used, traded or sold. This functionality can easily be built into outposts or stations so this feature is marked as technically complete / in game.

     

    Update January 4th 2023

    PES has actually enabled some more gameplay features we had not originally considered. Also, since quite a while now people have been able to flotilla trade. Players sometimes pull up ships and use ship storage and tractor beams as well as item crates to sell equipment / stuff to each other. Flotilla trade should have been added some time so apologies for this omission. In similar fashion, it is now technically possible to steal and hide or scrap another player’s ship. Ship Zero G has been in game since the reclaimer mission where the gravity generator can be deactivated which came out in a Alpha 3.17.x patch and this technology will no doubt be rolled further. This progress tracker tracks technology features that are complete to an acceptable state so these features are being marked as complete.

    Star Citizen & Squadron 42 Report Conclusion

    Star Citizen is roughly 54% 58% complete as of December 2022 (Alpha 3.18).

    The pace of progress seems to be similar to other reports. Keep in mind that this report was a month late which allowed 3.18 to be included in the report. The purpose of these reports is to produce a linear regression based on dates and completion to better predict future progress and completion.

    Not included in the features are net technology. Alpha 3.18 brings new rendering tech as well that is not covered in this progress. These progress reports look at content and network technology to measure pace of development but it is worth mentioning that there have been graphical improvements and optimizations ongoing throughout.

     

    Playability Score

    Playability Score: 4/5 – Somewhat Playable

    • Player Count (2/5)
    • The Economy (3/5)
    • Flight Model (4/5)
    • Dogfighting (4/5)
    • FPS Combat (4/5)
    • AI (3/5)

     

    Playability – How Playable is Star Citizen Alpha 3.18?

    Previous reports predicted and noted improvements in gameplay and stability and this trend continues. Even though the experience is starting to feel more like a game the bugs still remind us that we are in Alpha development cycle.

     

    Bugs and Instability

    Star Citizen Alpha 3.18 still has the Alpha label. As such instability is expected as the game is still some time away from feature complete. Alpha 3.18 brings technology that allows entities to persist between gameplay sessions. This is expected to cause instability during the transition but will be optimized and fixed during the Alpha 3.18.x patch cycle and beyond.

    Overall playability score for Star Citizen stays in this report at 4/5. With Alpha 3.18 bringing many new major and smaller features there is a lot to do in game (when it is working).

    2022 was another record year in funding for Star Citizen and the trend is expected to continue as more gameplay features come online.

    The game continues to be for testers due to bugs and fast development cycle (including resets) but the proportion of non-testers looking just to play the game as it is continues to grow.

    Alpha 3.18 brings the foundations for things like Server Meshing that will allow for Pyro and other star systems to be added. Additionally, it brings foundational tech that allows for wrecks to persist and in the future for features like escape pods. While the game is still very unstable, gameplay and features are given a score of 4/5. For a 5/5 score the game will have to become stable for long play sessions and with enough features for the base game to be there. This update shows that it is getting close to feature complete. Feature complete means the start of Beta (after 4.0). Star Citizen is currently mid-alpha on the way to late-alpha development.

     

    4/5

    Player Count

    Player counts were increased during this reporting period from 50 to between 75 and 160 but usually 100. This is still far from being an MMORPG but progress seems to have resumed on the network side of things.

    This is no longer the area of this report with least progress. This score was increased from 1/5 to 2/5.

     

    2/5

    The Economy

    The economy in Star Citizen is still a mess. Alpha 3.18 brings salvage and new cargo refactor but mission pricing models seem largely unchanged. Fake supply and demand in the Persistent Universe was making trading commodities very unprofitable and too unrewarding. Hopefully this changes with the Alpha 3.18 series of patches. Purchase limits, bugs and piracy might completely kill off trading in Star Citizen.

    The score from the last report was not increased as the changes have not been enough to warrant it but this might change (up or down) in the next report.

     

    3/5

    Flight Model

    Flight model score from last report unchanged. Atmospheric control surfaces and a few other things are still missing.

    4/5

    Dogfighting

    Dogfighting has continued to be in a better state for regular play. More changes to dogfighting have been announced. This rating is unchanged at 4/5.

    Fighting ships against ships (players or NPCs) is a playable experience though still unfinished.

    4/5

    FPS Combat

    Certainly playable. Still needs some work to reach fully playable levels but this might be due to server / network issues.

    4/5

    AI

    In the last report we expected little progress in terms of AI in the Persistent Universe and little to no progress was noticed. This score remains unchanged. For a score of 4/5 the universe will need to feel more alive with NPCs and fauna. For a score of 5/5 NPC will be able to be hired as crew on ships and perform useful functions. This score is expected to remain unchanged beyond 2023.

    3/5

    December 2022 Report Conclusion

    Alpha 3.18 brings major required tech online to push Star Citizen to new levels. Lots of instability is expected during the next few months but should result in a near-beta state in terms of performance and playability.

    Progress seems about on par considering the longer delay between patches during 2022 than recent years.

    This brings the total completion for both games to 58%.

    Progress had been estimated to be speeding up but only hints of this being the case were noticed. Will progress be shown to be speeding up in the next report?

    Release Date Estimate Changes

    We are moving away from a release date estimate model (not before dates). Instead, we will be showing feature completion estimates for both games. In this case Star Citizen will go from Not Before 2025 to 58% complete and Squadron 42 from Soon to 69% complete. These numbers might better represent progress and completion estimate time frames than just saying that either game might not be finished before a certain date with confidence.

    Caveats

    The list of 104 features used to track “progress” in this report are listed at the Star Citizen Completion Features Percentage Page. This is a highly simplified list of features out of thousands of technical, art and gameplay features that the game(s) will end up having. 104 features were chosen as a simplified average set of gameplay features that the author guesses are plausibly required in the final games to be considered “complete”.

    The data is gathered as objectively as possible and is non-promotional in nature. This information is purely speculative based on personal criteria. Opinion can and should vary. It is provided for free and actually costs time and money to maintain.

    Disclaimer

    As always, this article does not represent the official views of Star Citizen. It is provided as speculation to help SC FOCUS org plan the strategy going forward. This information is provided to readers openly and freely and each reader is free to form their own opinion.

  • Star Citizen Progress Report November 2019

    Star Citizen Progress Report November 2019

    Welcome to the November 2019 Star Citizen Progress Report

    This is the 5th progress report about Star Citizen & Squadron 42 in the series since November 2018.

     

    Information for this report comes from the SC FOCUS features completion page which has been updated again here: https://scfocus.org/star-citizen-s42-features-complete/

    New in this Report

    This report introduces Playability Score for progress reports.  This part of the report aims to score playability in different areas at the time of the report.

    Stretch Goal Completion Scoring

    Completion for Star Citizen & Squardon 42 is scored based on a total of 104 features that were chosen to represent major gameplay milestones for both projects.

    Previous Star Citizen & S42 reports:

    Star Citizen & Squadron 42 Report Conclusion

    Star Citizen is roughly 34% complete as of November 2019.

    This represents an increase of 3% on the previous report in July 2019.

    In this report there was 1 Star Citizen & Squadron 42 feature changed to playable which is the rentals system. 2 Star Citizen only features were updated: Group Missions and Fees & Tariffs.

    November 2019 Progress Report (Details)

    Squadron 42

    Since the previous report, Alpha 3.7 has added significant quality of life fixes. Only 1 feature deemed for Squadron 42 and Star Citizen was changed to “Playable”:

    • Rentals System

     

    Star Citizen

    Two features were changed to “Playable”:

    • Group Missoins
    • Fees & Tariffs

    Group missions were added which adds a good milestone for the future of the MMO. Fees & Tariffs also changed to “Playable” because fines of various types are now in the game.

     

    Feature Completion

    Alpha 3.7 brings total tracked feature completion for both games to 34%.

     

    Browse the list of 104 Star Citizen & Squadron 42 Features for Tracking.

    Progress Velocity

    Alpha 3.7 brings mostly quality of life improvements to the playability of Star Citizen. This update improved playability so significantly that playtesters are able to earn aUEC various ways and progress their economy (until the next economy reset) with relative stability.

    Project Progress Velocity seems at the current time to be “Slow”.

    Release Dates

    SC FOCUS Release Date Estimates for both games remain:

    Current S42 release date guesstimate: No Sooner Than Q3 of 2021 is likely.

    Star Citizen “feature complete” version: No Sooner Than 2022.

     

    Playability Score

    In the last Progress Report of July 2019 the Playability Score was introduced and the score for 3.6 was Barely Playable.

    For Alpha 3.7 there were significant quality of life improvements that included bug fixes and framerate improvements. As such the Playability score has been expanded with additional categories:

    • Playability (2/5)
    • Player Count (1/5)
    • The Economy (2/5)
    • Dogfighting (3/5)
    • Flight Model (3/5)
    • FPS Combat (2/5)
    • AI (1/5)

     

     

    Playability – How Playable is Star Citizen Alpha 3.7?

    Playable but with stuttering and crashes. Though the crashes seem far less frequent than previous patches. It is stable enough to earn credits in game and upgrade the character, until the next  major patch and account reset.

    The game is still very much for testers who want to see the game grow or check in to try out the new stuff every once in a while.

    2/5

    Player Count

    Player counts are still 50 players per server. Far from anything that can be considered an MMO. This shows the infancy of the Alpha still.

    1/5

    The Economy

    The economy feels faked. Also some core elements are missing like salvage and piracy. Pricing for ships and items in game seems OK. Earning credits feels accelerated and it is possible to earn credits via bounty hunting, cargo delivery, cargo running and other ways. Ship renting is possible and ship buying seems difficult but achievable between patch resets for all but the most expensive ships in game. Read more about the Star Citizen in game economy.

    2/5

    Flight Model

    Alpha 3.7 saw the removal of Hover mode that was introduced in 3.6. The flight system in general seems better but still not great. Arena Commander racing seems to have almost no participation with players choosing the PU.

    Flying around seems ok. Ships don’t really feel like the weight changes much with cargo.

    Flight model seems like it’s in the final phase of tuning and polish.

    3/5

    Dogfighting

    Alpha 3.7 saw the addition of Auto Gimbals which have caused some controversy. Dog fighting in Alpha 3.7 still cannot be considered to be great but is getting better? The video below seems to showcase well the current state.

    3/5

    Example of Alpha 3.7.1 Dog Fighting

    FPS Combat

    FPS Combat saw the addition of a new Star Marine map for Alpha 3.7. However, player activity in Star Marine has been very low. Movement in the PU seems clunky.

    2/5

    AI

    The AI still show a lot of desynch and even though AI NPCs in Bunkers have improved the state is still not good. NPCs at points of interest continue to display no unique activities.

    1/5

    November 2019 Report Conclusion

    The game is still very much in an early alpha state of testing. Not recommended for new players due to estimation of 34% completion of major features required as chosen for illustration purposes.

    Enough quality of life features are in the game to make it feel playable at some level. Playtesting could be more gameplay focused than technical bug focused going forward.

    Caveats

    The list of 104 features used to track “progress” in this report are listed at the Star Citizen Completion Features Percentage Page. This is a highly simplified list of features out of thousands of technical, art and gameplay features that the game(s) will end up having. 104 the author has chosen as a simplified average set of gameplay features that the author guesses are probably required in the final games to be considered “complete”.

    The data is gathered as objectively as possible and is non-promotional in nature. This information is purely speculative based on personal criteria. Opinion can and should vary. It is provided for free and actually costs time and money to maintain.

    Disclaimer

    As always, this article does not represent the official views of Star Citizen. It is provided as speculation to help SC FOCUS org plan the strategy going forward. This information is provided to readers openly and freely and each reader is free to form their own opinion.