{"data":[{"id":21232,"title":"Star Citizen Monthly Report: June 2026","rsi_url":"https:\/\/robertsspaceindustries.com\/en\/comm-link\/transmission\/21232-Star-Citizen-Monthly-Report-June-2026","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/21232","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/21232","channel":"Transmission","category":"Undefined","series":"None","images_count":11,"translations":{"en_EN":"PU Monthly Report\nJune 2026\nThe PU Monthly Report is back, this time detailing all the development progress made throughout June. Read on for the latest from AI Features & Tech, Ships, Community, Core Gameplay, Mission Design, Narrative, and more.\n\nAI Content\nIn June, the AI Content team continued to support several initiatives for Alpha 4.9. They also worked alongside Mission Design to set up comms calls and NPCs for several upcoming missions and locations.\n\nAI Content then supported a performance-capture shoot to ensure that the content will flow seamlessly once the audio is mastered and animations are solved. Alongside this, the team planned out some Narrative-driven initiatives for new behaviors and directions to explore.\n\nAI (Features & Tech)\nLast month saw AI Features & Tech fix an issue with Super Heavy NPCs not being able to use their miniguns. Some Human AI issues were fixed too, including NPCs continuing to fire at targets they could not see.\n\nFor the apex valakkar, the devs introduced the ability to constrain it to an area while avoiding another. It also received laser and EMP attacks, gained the ability to switch between attacks, and improvements were made to surface sound detection. For the Yormandi, a bug causing it to get stuck in reactions was fixed.\n\nAlthough not yet integrated into the PU, improvements were made to the flight AI for fleeing behind objects and counter-chasing behaviors, and updates were made to the general Flight behavior.\n\nAnimation\nThe Animation team fleshed out animations for the apex valakkar while planning for the next round of creatures. They also worked on the mission-giver Battaglia, both in her physical location and when spoken to over comms.\n\nArt (Characters)\nThe Character Art team spent the month working on a new armor set, mission rewards, updates to the Nine Tails gang, and other upcoming items. Support for the StarWear initiative continued too. Alongside this, the Concept Art team progressed with a new combat armor.\n\nArt (Ships)\nIn the UK, the Ships team finalized and launched the Gatac Railen and Tyilui. They then turned their attention to another Grey's Market ship, which was parked last year due to other priorities, beginning by ensuring nothing had degraded since it was last worked on.\n\nFurther work was done for the Liberator, including integrating and repurposing numerous Anvil kit pieces from recent ships, such as the Asgard and Paladin, which significantly reduces the amount of required new content.\n\nMore artists moved onto the RSI Galaxy following the release of the recent alien ships, helping progress across all areas.\n\nTwo new ground vehicle variants progressed quickly down the pipeline. One successfully passed a combined whitebox and greybox gate review, while the other is rapidly approaching its whitebox gate review.\n\nFour unannounced ships progressed too. The first, a new fighter, passed its whitebox gate review and will continue to have its geometry refined as part of the greybox phase, in preparation for November.\n\nThe second, a new ship from a Xi'an manufacturer designed to fulfill a generalist role, entered pre-production.\n\nThe third progressed toward its LOD0 gate. As part of this, the team added detail across the hull and ensured the animated parts don\u2019t interfere with each other.\n\nThe fourth had its greybox gate review. Following this, adjustments were made to its component and weapon locations. The Mo-cap team is currently preparing to tackle the complicated animations required for this ship.\n\nFinally, the North American team continued to move the Kraken toward its greybox gate review, with a focus on utilizing the finalized Drake kit from the Ironclad. The initial lighting pass was done to set the tone across the ship.\n\nArt (Weapons)\nIn June, the Weapons team continued through the final phase of production on a new large-caliber weapon. In addition, they pushed forward with content for upcoming patches and numerous weapon paints for various upcoming events.\n\nThe team\u2019s ongoing material polish passes and updates continued, too, and they\u2019re looking forward to upcoming tech that will require cross-team collaboration.\n\nCommunity\nIn June, the Community team kicked off Pride Month with the Show Us Your Colors Celebration contest, inviting players to express their creativity in honor of the myriad colorful ways our community shines. The team also published the May PU Monthly Report and prepared for the many events this month had in store.\n\nThe Community team then supported the release of Alpha 4.8.1, an update that introduced new missions and additional content to the game. They published a Player-to-Player Trade Update detailing recent changes designed to streamline in-game trading while limiting the potential for exploits. They also maintained a Known Issues thread to track which issues were being actively investigated, awaiting implementation, or already in progress. The thread was updated regularly as development addressed them. Throughout and after the release, the team kept a close eye on player feedback and sentiment, making sure development stayed informed of any emerging issues.\n\nAs Alien Week made its yearly return, the team provided a helpful Catch All thread highlighting the otherworldly experiences this event included. They published a Q&A for the new Gatac Tyilui and a Xeno Craft Challenge community contest, encouraging participants to show how the alien cultures of Star Citizen have inspired them.\n\nThe Bar Citizen World Tour shifted into high gear in June with International Bar Citizen Weekend, with the Community team hosting this year's events in Austin, Frankfurt, Montreal, and Manchester. Attendees received a Shattered Vanduul Lance to display in their hangar, with more chances to pick one up as the tour continues to new locations throughout the year.\n\n\u201cMeeting the community in person and coming together over our shared love of the \u2018verse is what Bar Citizen is all about. With many stops planned across the globe for 2026, we hope to see you there!\u201d Community Team\n\nThe team also kept up their regular cadence of This Week in Star Citizen and bi-weekly Roadmap updates to round out the month\u2019s many activities.\n\nCore Gameplay\nIn June, the Core Gameplay team shifted focus to a dedicated bug-fixing push alongside the Player Experience and QA teams. Much of the month was spent identifying the root causes of issues affecting day-to-day gameplay, including problems with hangar and freight-elevator flow, quantum travel, Starmap routing, and vehicles being falsely destroyed or flagged for claim.\n\nAlongside this, the team kept moving forward on a range of content, technology, and feature initiatives.\n\nThe upcoming Apocalypse Arms heavy machine gun received support for magazines mounted to the Super Heavy suit's backpack. Players can now load magazines into the backpack by hand, even when it's worn by another player, and empty magazines now eject automatically. This work also prompted a smaller rework of explosion damage so that it spreads more evenly across body parts, plus fixes for the ammo count display and magazines failing to eject correctly.\n\nSupporting the HMG also required changes to the melee system to handle different buttstock-strike damage values, which fixed a bug where they weren't dealing damage at all. Separately, holographic previews for tractor-beamed items now use each item's attachable offset where available, making their appearance more accurate.\n\nFor Item Recovery, the team finished a basic version of the Individual Item Claim mode and began work on the full version. Ship paints can now be bricked and recovered like other components. Fixes went in for bricked ships that remained flyable after a full component swap, and for loadouts not being respected after a claim. Claim timer improvements also continued. To cut down on unnecessary claims, ships destroyed while inside a hangar can now be claimed for free.\n\nFor StarWear, a new tool validates and repairs player and NPC loadouts, catching the setup errors that would otherwise break compatibility. The team also added clothing prerequisites for certain armors. For example, the Caldera Novikov suit may require a specific clothing item to be worn first. Work also began on StarWear's UI, which took several iterations with UX Design to get right given the complexity of the equipment rules. New additions include a blocked state that tells players when an item can't be equipped because another item is in the way, indicators for whether a piece is spaceworthy, and an improved weight bar at the top of the inventory.\n\nUpdates to several core systems were made for Starchitect, which will fundamentally change how designers place locations and sandbox content across planets. Now, harvestables and loot are context-aware of their surrounding location and environment, so designers can match loot to the environment more easily. For instance, instead of manually placing outlaw-specific loot boxes, the system will now detect that a location is outlaw-controlled and select the right loot type automatically. Crafting is undergoing similar changes for Starchitect compatibility, and the Mission System required significant rework so the designers can set up mission locations and contracts at a much larger scale. Freight elevators and security systems are now Starchitect-compatible as well.\n\nThis procedural shift also triggered a broader review of core gameplay systems, so the team rewrote how nav-points are handled and accessed to ensure any system reading that data keeps working even when a location is fully streamed out. This will allow Starchitect locations to appear correctly on the Starmap, be routed to, show up in the quantum travel HUD, and support location inventories for freight elevators,\n\nFor the Command Module, the team provided heavy post-release support, addressing player-reported bugs across hangar and air-traffic control interactions, damage handling, quantum travel markers, locked doors, camera override, Starmap routing, physics collisions, server transition issues, room atmosphere, and more.\n\nAhead of Tech Preview and player testing, the team fixed critical instancing bugs, including players losing ownership of their instance (causing it to despawn) and players being incorrectly moved into someone else's instance. Eviction logic was also added so a player kicked from a party gets teleported to a safe location outside the instance.\n\nTo support the reworked Siege of Orison, Core Gameplay gave the designers a way to assign NPCs to defend specific areas, removing the need for complex spawn-closet setups inside instances. The designers can now also set custom respawn locations. For example, sending a player to the nearest medical facility after completing an objective, functioning as a checkpoint system. This is especially valuable for long-form content like Siege of Orison.\n\nFor Transport, shuttles can now be gated behind mission logic, matching functionality already available in the legacy system. The team cleaned up code for elevator carriages with a single door and completed the major work to bring vehicle elevators under the Transport system, replacing the convoluted elevator setups many vehicles currently rely on.\n\nWork then continued on the toolset the designers use to build mission content, with numerous workflow fixes and optimizations. The devs also began building a Mission Board UI Provider component to support local interactable mission boards, first planned for use at new Starchitect locations. Progress also continued on bringing back physical mission givers. Players can now receive a one-time comms call from a mission giver when they meet certain conditions, such as entering a specific star system. Mission delivery directly to an instance is now supported and is used by various Battaglia missions.\n\nTo close out some of the work on the Ship Hangar Services feature, the team added support for missile containers when stacking missiles on a cargo grid.\n\nFinally, for Social and Orgs, chat was re-implemented with more robust customizable tabs. A new location-based channel lets players near a planet chat with others in the vicinity, automatically switching channels as they move between areas. The team also entered the discovery phase for a reworked Friends app.\n\nCreature Content\nIn June, the Creature team worked on various improvements to the existing behaviors of the valakkar family. Work on the apex sand variant is still underway, with the team refining the gameplay to provide a better experience to players in ships.\n\nPre-production for a brand-new creature family began, with exploration around visual identity, silhouettes, combat legibility, and gameplay archetypes going through various rounds of iteration.\n\nEconomy\nLast month, the Economy team evaluated the economic data from the Alpha 4.8 release and worked to improve some of the underlying systems, such as repair and reclaim. This will allow outliers to be more reasonably priced and the systems to work more intuitively.\n\nMission Design\nProgress continued on Siege of Orison, with the Mission team pushing the boundaries of the technology and working through limitations as they came up.\n\nThe upcoming Battaglia missions received polish throughout June, too, with improvement plans being made to ensure the devs achieve the experience they want.\n\nFollowing the recent armor rebalance, which changed the tags ships use to spawn in combat missions, the team are now beginning to rebalance the mission content, with the first being the Defend Ship archetype.\n\nNarrative\nNarrative started the month working with Mission Design on several parallel events that are scattered across upcoming patches. This will be in tandem with the narrative designers, who will help generate placeholder versions of any scripted lines so reviews are more reflective of the final experience. This also includes initial passes on mission text, objectives, and markers to further provide context and direction.\n\nNarrative also started to break down future patches to understand what additional content might be needed from a performance capture or voiceover perspective. In addition to this, the team continued their evergreen tasks of writing names and descriptions for new items, armor pieces, weapons, ships, and paints.\n\nOnline Technology\nOver the past month, the Live Tools team made significant progress across all of their internal tools, wrapping up several long-running projects while shipping a steady stream of updates and fixes.\n\nThe biggest was the completion of two major overhauls to Hex, the internal platform used by Player Support and operations staff. The first was a full visual and experience redesign called Hex 4.0, which established a fresh look and feel that will guide all future development on the platform.\n\nThe second was an expanded set of player investigation tools, giving support teams richer information and faster ways to look into player accounts, track item ownership history, and manage entitlements. Multiple Hex releases also went out during this period, delivering new features, improvements, and critical fixes, including security patches to access management and backend components.\n\nFor Bootstrap (the tool that helps developers quickly set up and configure their local work environments), the team continued to resolve reliability issues. Moreover, they advanced the design phase of a larger overhaul aimed at making the overall developer experience significantly smoother.\n\nThe devs continued to improve how crashes are captured and reported. The improvements made the data richer and more actionable for those investigating issues. Panic Switch, the live incident management tool, also received ongoing polish and bug fixes. For instance, the completion of a configuration migration that had been in progress for some time. The team additionally began work on automatically handling crash reports tied to a known hardware issue affecting a specific generation of Intel processors. This will reduce the manual effort needed from operations staff to triage those incidents.\n\nThe Online Services team resolved over 30 bugs across two-weekly cycles and focused on a mix of upcoming player-facing features and live game stability work.\n\nThe biggest area of active development was Item Recovery (also known as Item Imprint), the long-awaited feature that will allow players to reclaim items lost due to bugs or crashes. Online Services completed a key alignment session with the UI team to nail down how the individual item claim flow will work. This includes how the game handles a player's full list of owned items and lets them selectively recover what's missing.\n\nSignificant work also went into addressing stability issues with the game's mission and contract systems. Dedicated design and technical review sessions were held, and a formal optimization effort was created to rebuild the contract generation process in a more efficient way.\n\nThe Global Database Sharding work, which improves how player data is distributed across servers at scale, was completed. The team also moved deeper into the discovery and design phase for the future Crafting and Refining system. They held multiple sessions to resolve complex questions around how crafted items interact with player-owned equipment, insurance, and persistent item upgrades.\n\nR&D\nIn June, further progress was made to improve the look of gas clouds. Support for a density-based LUT to recolor gas clouds was added, and the phase function that controls how light is scattered was improved. Moreover, the min\/max raymarch path was simplified and optimized.\n\nFocus then switched back to ground fog. The new model, which was finalized earlier this year, was added into production. As a finishing touch, support for local height as well as density was added. This is cheaper to evaluate and render, extends the visible range, and improves the modelling aspect of ground fog and its lighting. It will also self-shadow as well as cast shadows like rain volumes and clouds. Part of this work includes optimizations for the atmosphere raymarcher. Lastly, broken sub-object culling was fixed.\n\nVFX\nIn June, the VFX team finished the last of their Alpha 4.8 content work by giving the Railen and Tyilui a full pass.\n\n\u201cThe alien visuals are always fun to work on and the images attached definitely show why!\u201d VFX Team\n\nBeyond Alpha 4.8, VFX also started their pass on Siege of Orison to provide high-impact atmospheric visuals to help elevate the already intense mission and locations. Work also began on upcoming weapons and vehicles.","de_DE":"PU Monthly Report\nJune 2026\nThe PU Monthly Report is back, this time detailing all the development progress made throughout June. Read on for the latest from AI Features & Tech, Ships, Community, Core Gameplay, Mission Design, Narrative, and more.\n\nAI Content\nIn June, the AI Content team continued to support several initiatives for Alpha 4.9. They also worked alongside Mission Design to set up comms calls and NPCs for several upcoming missions and locations.\n\nAI Content then supported a performance-capture shoot to ensure that the content will flow seamlessly once the audio is mastered and animations are solved. Alongside this, the team planned out some Narrative-driven initiatives for new behaviors and directions to explore.\n\nAI (Features & Tech)\nLast month saw AI Features & Tech fix an issue with Super Heavy NPCs not being able to use their miniguns. Some Human AI issues were fixed too, including NPCs continuing to fire at targets they could not see.\n\nFor the apex valakkar, the devs introduced the ability to constrain it to an area while avoiding another. It also received laser and EMP attacks, gained the ability to switch between attacks, and improvements were made to surface sound detection. For the Yormandi, a bug causing it to get stuck in reactions was fixed.\n\nAlthough not yet integrated into the PU, improvements were made to the flight AI for fleeing behind objects and counter-chasing behaviors, and updates were made to the general Flight behavior.\n\nAnimation\nThe Animation team fleshed out animations for the apex valakkar while planning for the next round of creatures. They also worked on the mission-giver Battaglia, both in her physical location and when spoken to over comms.\n\nArt (Characters)\nThe Character Art team spent the month working on a new armor set, mission rewards, updates to the Nine Tails gang, and other upcoming items. Support for the StarWear initiative continued too. Alongside this, the Concept Art team progressed with a new combat armor.\n\nArt (Ships)\nIn the UK, the Ships team finalized and launched the Gatac Railen and Tyilui. They then turned their attention to another Grey's Market ship, which was parked last year due to other priorities, beginning by ensuring nothing had degraded since it was last worked on.\n\nFurther work was done for the Liberator, including integrating and repurposing numerous Anvil kit pieces from recent ships, such as the Asgard and Paladin, which significantly reduces the amount of required new content.\n\nMore artists moved onto the RSI Galaxy following the release of the recent alien ships, helping progress across all areas.\n\nTwo new ground vehicle variants progressed quickly down the pipeline. One successfully passed a combined whitebox and greybox gate review, while the other is rapidly approaching its whitebox gate review.\n\nFour unannounced ships progressed too. The first, a new fighter, passed its whitebox gate review and will continue to have its geometry refined as part of the greybox phase, in preparation for November.\n\nThe second, a new ship from a Xi'an manufacturer designed to fulfill a generalist role, entered pre-production.\n\nThe third progressed toward its LOD0 gate. As part of this, the team added detail across the hull and ensured the animated parts don\u2019t interfere with each other.\n\nThe fourth had its greybox gate review. Following this, adjustments were made to its component and weapon locations. The Mo-cap team is currently preparing to tackle the complicated animations required for this ship.\n\nFinally, the North American team continued to move the Kraken toward its greybox gate review, with a focus on utilizing the finalized Drake kit from the Ironclad. The initial lighting pass was done to set the tone across the ship.\n\nArt (Weapons)\nIn June, the Weapons team continued through the final phase of production on a new large-caliber weapon. In addition, they pushed forward with content for upcoming patches and numerous weapon paints for various upcoming events.\n\nThe team\u2019s ongoing material polish passes and updates continued, too, and they\u2019re looking forward to upcoming tech that will require cross-team collaboration.\n\nCommunity\nIn June, the Community team kicked off Pride Month with the Show Us Your Colors Celebration contest, inviting players to express their creativity in honor of the myriad colorful ways our community shines. The team also published the May PU Monthly Report and prepared for the many events this month had in store.\n\nThe Community team then supported the release of Alpha 4.8.1, an update that introduced new missions and additional content to the game. They published a Player-to-Player Trade Update detailing recent changes designed to streamline in-game trading while limiting the potential for exploits. They also maintained a Known Issues thread to track which issues were being actively investigated, awaiting implementation, or already in progress. The thread was updated regularly as development addressed them. Throughout and after the release, the team kept a close eye on player feedback and sentiment, making sure development stayed informed of any emerging issues.\n\nAs Alien Week made its yearly return, the team provided a helpful Catch All thread highlighting the otherworldly experiences this event included. They published a Q&A for the new Gatac Tyilui and a Xeno Craft Challenge community contest, encouraging participants to show how the alien cultures of Star Citizen have inspired them.\n\nThe Bar Citizen World Tour shifted into high gear in June with International Bar Citizen Weekend, with the Community team hosting this year's events in Austin, Frankfurt, Montreal, and Manchester. Attendees received a Shattered Vanduul Lance to display in their hangar, with more chances to pick one up as the tour continues to new locations throughout the year.\n\n\u201cMeeting the community in person and coming together over our shared love of the \u2018verse is what Bar Citizen is all about. With many stops planned across the globe for 2026, we hope to see you there!\u201d Community Team\n\nThe team also kept up their regular cadence of This Week in Star Citizen and bi-weekly Roadmap updates to round out the month\u2019s many activities.\n\nCore Gameplay\nIn June, the Core Gameplay team shifted focus to a dedicated bug-fixing push alongside the Player Experience and QA teams. Much of the month was spent identifying the root causes of issues affecting day-to-day gameplay, including problems with hangar and freight-elevator flow, quantum travel, Starmap routing, and vehicles being falsely destroyed or flagged for claim.\n\nAlongside this, the team kept moving forward on a range of content, technology, and feature initiatives.\n\nThe upcoming Apocalypse Arms heavy machine gun received support for magazines mounted to the Super Heavy suit's backpack. Players can now load magazines into the backpack by hand, even when it's worn by another player, and empty magazines now eject automatically. This work also prompted a smaller rework of explosion damage so that it spreads more evenly across body parts, plus fixes for the ammo count display and magazines failing to eject correctly.\n\nSupporting the HMG also required changes to the melee system to handle different buttstock-strike damage values, which fixed a bug where they weren't dealing damage at all. Separately, holographic previews for tractor-beamed items now use each item's attachable offset where available, making their appearance more accurate.\n\nFor Item Recovery, the team finished a basic version of the Individual Item Claim mode and began work on the full version. Ship paints can now be bricked and recovered like other components. Fixes went in for bricked ships that remained flyable after a full component swap, and for loadouts not being respected after a claim. Claim timer improvements also continued. To cut down on unnecessary claims, ships destroyed while inside a hangar can now be claimed for free.\n\nFor StarWear, a new tool validates and repairs player and NPC loadouts, catching the setup errors that would otherwise break compatibility. The team also added clothing prerequisites for certain armors. For example, the Caldera Novikov suit may require a specific clothing item to be worn first. Work also began on StarWear's UI, which took several iterations with UX Design to get right given the complexity of the equipment rules. New additions include a blocked state that tells players when an item can't be equipped because another item is in the way, indicators for whether a piece is spaceworthy, and an improved weight bar at the top of the inventory.\n\nUpdates to several core systems were made for Starchitect, which will fundamentally change how designers place locations and sandbox content across planets. Now, harvestables and loot are context-aware of their surrounding location and environment, so designers can match loot to the environment more easily. For instance, instead of manually placing outlaw-specific loot boxes, the system will now detect that a location is outlaw-controlled and select the right loot type automatically. Crafting is undergoing similar changes for Starchitect compatibility, and the Mission System required significant rework so the designers can set up mission locations and contracts at a much larger scale. Freight elevators and security systems are now Starchitect-compatible as well.\n\nThis procedural shift also triggered a broader review of core gameplay systems, so the team rewrote how nav-points are handled and accessed to ensure any system reading that data keeps working even when a location is fully streamed out. This will allow Starchitect locations to appear correctly on the Starmap, be routed to, show up in the quantum travel HUD, and support location inventories for freight elevators,\n\nFor the Command Module, the team provided heavy post-release support, addressing player-reported bugs across hangar and air-traffic control interactions, damage handling, quantum travel markers, locked doors, camera override, Starmap routing, physics collisions, server transition issues, room atmosphere, and more.\n\nAhead of Tech Preview and player testing, the team fixed critical instancing bugs, including players losing ownership of their instance (causing it to despawn) and players being incorrectly moved into someone else's instance. Eviction logic was also added so a player kicked from a party gets teleported to a safe location outside the instance.\n\nTo support the reworked Siege of Orison, Core Gameplay gave the designers a way to assign NPCs to defend specific areas, removing the need for complex spawn-closet setups inside instances. The designers can now also set custom respawn locations. For example, sending a player to the nearest medical facility after completing an objective, functioning as a checkpoint system. This is especially valuable for long-form content like Siege of Orison.\n\nFor Transport, shuttles can now be gated behind mission logic, matching functionality already available in the legacy system. The team cleaned up code for elevator carriages with a single door and completed the major work to bring vehicle elevators under the Transport system, replacing the convoluted elevator setups many vehicles currently rely on.\n\nWork then continued on the toolset the designers use to build mission content, with numerous workflow fixes and optimizations. The devs also began building a Mission Board UI Provider component to support local interactable mission boards, first planned for use at new Starchitect locations. Progress also continued on bringing back physical mission givers. Players can now receive a one-time comms call from a mission giver when they meet certain conditions, such as entering a specific star system. Mission delivery directly to an instance is now supported and is used by various Battaglia missions.\n\nTo close out some of the work on the Ship Hangar Services feature, the team added support for missile containers when stacking missiles on a cargo grid.\n\nFinally, for Social and Orgs, chat was re-implemented with more robust customizable tabs. A new location-based channel lets players near a planet chat with others in the vicinity, automatically switching channels as they move between areas. The team also entered the discovery phase for a reworked Friends app.\n\nCreature Content\nIn June, the Creature team worked on various improvements to the existing behaviors of the valakkar family. Work on the apex sand variant is still underway, with the team refining the gameplay to provide a better experience to players in ships.\n\nPre-production for a brand-new creature family began, with exploration around visual identity, silhouettes, combat legibility, and gameplay archetypes going through various rounds of iteration.\n\nEconomy\nLast month, the Economy team evaluated the economic data from the Alpha 4.8 release and worked to improve some of the underlying systems, such as repair and reclaim. This will allow outliers to be more reasonably priced and the systems to work more intuitively.\n\nMission Design\nProgress continued on Siege of Orison, with the Mission team pushing the boundaries of the technology and working through limitations as they came up.\n\nThe upcoming Battaglia missions received polish throughout June, too, with improvement plans being made to ensure the devs achieve the experience they want.\n\nFollowing the recent armor rebalance, which changed the tags ships use to spawn in combat missions, the team are now beginning to rebalance the mission content, with the first being the Defend Ship archetype.\n\nNarrative\nNarrative started the month working with Mission Design on several parallel events that are scattered across upcoming patches. This will be in tandem with the narrative designers, who will help generate placeholder versions of any scripted lines so reviews are more reflective of the final experience. This also includes initial passes on mission text, objectives, and markers to further provide context and direction.\n\nNarrative also started to break down future patches to understand what additional content might be needed from a performance capture or voiceover perspective. In addition to this, the team continued their evergreen tasks of writing names and descriptions for new items, armor pieces, weapons, ships, and paints.\n\nOnline Technology\nOver the past month, the Live Tools team made significant progress across all of their internal tools, wrapping up several long-running projects while shipping a steady stream of updates and fixes.\n\nThe biggest was the completion of two major overhauls to Hex, the internal platform used by Player Support and operations staff. The first was a full visual and experience redesign called Hex 4.0, which established a fresh look and feel that will guide all future development on the platform.\n\nThe second was an expanded set of player investigation tools, giving support teams richer information and faster ways to look into player accounts, track item ownership history, and manage entitlements. Multiple Hex releases also went out during this period, delivering new features, improvements, and critical fixes, including security patches to access management and backend components.\n\nFor Bootstrap (the tool that helps developers quickly set up and configure their local work environments), the team continued to resolve reliability issues. Moreover, they advanced the design phase of a larger overhaul aimed at making the overall developer experience significantly smoother.\n\nThe devs continued to improve how crashes are captured and reported. The improvements made the data richer and more actionable for those investigating issues. Panic Switch, the live incident management tool, also received ongoing polish and bug fixes. For instance, the completion of a configuration migration that had been in progress for some time. The team additionally began work on automatically handling crash reports tied to a known hardware issue affecting a specific generation of Intel processors. This will reduce the manual effort needed from operations staff to triage those incidents.\n\nThe Online Services team resolved over 30 bugs across two-weekly cycles and focused on a mix of upcoming player-facing features and live game stability work.\n\nThe biggest area of active development was Item Recovery (also known as Item Imprint), the long-awaited feature that will allow players to reclaim items lost due to bugs or crashes. Online Services completed a key alignment session with the UI team to nail down how the individual item claim flow will work. This includes how the game handles a player's full list of owned items and lets them selectively recover what's missing.\n\nSignificant work also went into addressing stability issues with the game's mission and contract systems. Dedicated design and technical review sessions were held, and a formal optimization effort was created to rebuild the contract generation process in a more efficient way.\n\nThe Global Database Sharding work, which improves how player data is distributed across servers at scale, was completed. The team also moved deeper into the discovery and design phase for the future Crafting and Refining system. They held multiple sessions to resolve complex questions around how crafted items interact with player-owned equipment, insurance, and persistent item upgrades.\n\nR&D\nIn June, further progress was made to improve the look of gas clouds. Support for a density-based LUT to recolor gas clouds was added, and the phase function that controls how light is scattered was improved. Moreover, the min\/max raymarch path was simplified and optimized.\n\nFocus then switched back to ground fog. The new model, which was finalized earlier this year, was added into production. As a finishing touch, support for local height as well as density was added. This is cheaper to evaluate and render, extends the visible range, and improves the modelling aspect of ground fog and its lighting. It will also self-shadow as well as cast shadows like rain volumes and clouds. Part of this work includes optimizations for the atmosphere raymarcher. Lastly, broken sub-object culling was fixed.\n\nVFX\nIn June, the VFX team finished the last of their Alpha 4.8 content work by giving the Railen and Tyilui a full pass.\n\n\u201cThe alien visuals are always fun to work on and the images attached definitely show why!\u201d VFX Team\n\nBeyond Alpha 4.8, VFX also started their pass on Siege of Orison to provide high-impact atmospheric visuals to help elevate the already intense mission and locations. Work also began on upcoming weapons and vehicles.","zh_CN":"PU Monthly Report\nJune 2026\nThe PU Monthly Report is back, this time detailing all the development progress made throughout June. Read on for the latest from AI Features & Tech, Ships, Community, Core Gameplay, Mission Design, Narrative, and more.\n\nAI Content\nIn June, the AI Content team continued to support several initiatives for Alpha 4.9. They also worked alongside Mission Design to set up comms calls and NPCs for several upcoming missions and locations.\n\nAI Content then supported a performance-capture shoot to ensure that the content will flow seamlessly once the audio is mastered and animations are solved. Alongside this, the team planned out some Narrative-driven initiatives for new behaviors and directions to explore.\n\nAI (Features & Tech)\nLast month saw AI Features & Tech fix an issue with Super Heavy NPCs not being able to use their miniguns. Some Human AI issues were fixed too, including NPCs continuing to fire at targets they could not see.\n\nFor the apex valakkar, the devs introduced the ability to constrain it to an area while avoiding another. It also received laser and EMP attacks, gained the ability to switch between attacks, and improvements were made to surface sound detection. For the Yormandi, a bug causing it to get stuck in reactions was fixed.\n\nAlthough not yet integrated into the PU, improvements were made to the flight AI for fleeing behind objects and counter-chasing behaviors, and updates were made to the general Flight behavior.\n\nAnimation\nThe Animation team fleshed out animations for the apex valakkar while planning for the next round of creatures. They also worked on the mission-giver Battaglia, both in her physical location and when spoken to over comms.\n\nArt (Characters)\nThe Character Art team spent the month working on a new armor set, mission rewards, updates to the Nine Tails gang, and other upcoming items. Support for the StarWear initiative continued too. Alongside this, the Concept Art team progressed with a new combat armor.\n\nArt (Ships)\nIn the UK, the Ships team finalized and launched the Gatac Railen and Tyilui. They then turned their attention to another Grey's Market ship, which was parked last year due to other priorities, beginning by ensuring nothing had degraded since it was last worked on.\n\nFurther work was done for the Liberator, including integrating and repurposing numerous Anvil kit pieces from recent ships, such as the Asgard and Paladin, which significantly reduces the amount of required new content.\n\nMore artists moved onto the RSI Galaxy following the release of the recent alien ships, helping progress across all areas.\n\nTwo new ground vehicle variants progressed quickly down the pipeline. One successfully passed a combined whitebox and greybox gate review, while the other is rapidly approaching its whitebox gate review.\n\nFour unannounced ships progressed too. The first, a new fighter, passed its whitebox gate review and will continue to have its geometry refined as part of the greybox phase, in preparation for November.\n\nThe second, a new ship from a Xi'an manufacturer designed to fulfill a generalist role, entered pre-production.\n\nThe third progressed toward its LOD0 gate. As part of this, the team added detail across the hull and ensured the animated parts don\u2019t interfere with each other.\n\nThe fourth had its greybox gate review. Following this, adjustments were made to its component and weapon locations. The Mo-cap team is currently preparing to tackle the complicated animations required for this ship.\n\nFinally, the North American team continued to move the Kraken toward its greybox gate review, with a focus on utilizing the finalized Drake kit from the Ironclad. The initial lighting pass was done to set the tone across the ship.\n\nArt (Weapons)\nIn June, the Weapons team continued through the final phase of production on a new large-caliber weapon. In addition, they pushed forward with content for upcoming patches and numerous weapon paints for various upcoming events.\n\nThe team\u2019s ongoing material polish passes and updates continued, too, and they\u2019re looking forward to upcoming tech that will require cross-team collaboration.\n\nCommunity\nIn June, the Community team kicked off Pride Month with the Show Us Your Colors Celebration contest, inviting players to express their creativity in honor of the myriad colorful ways our community shines. The team also published the May PU Monthly Report and prepared for the many events this month had in store.\n\nThe Community team then supported the release of Alpha 4.8.1, an update that introduced new missions and additional content to the game. They published a Player-to-Player Trade Update detailing recent changes designed to streamline in-game trading while limiting the potential for exploits. They also maintained a Known Issues thread to track which issues were being actively investigated, awaiting implementation, or already in progress. The thread was updated regularly as development addressed them. Throughout and after the release, the team kept a close eye on player feedback and sentiment, making sure development stayed informed of any emerging issues.\n\nAs Alien Week made its yearly return, the team provided a helpful Catch All thread highlighting the otherworldly experiences this event included. They published a Q&A for the new Gatac Tyilui and a Xeno Craft Challenge community contest, encouraging participants to show how the alien cultures of Star Citizen have inspired them.\n\nThe Bar Citizen World Tour shifted into high gear in June with International Bar Citizen Weekend, with the Community team hosting this year's events in Austin, Frankfurt, Montreal, and Manchester. Attendees received a Shattered Vanduul Lance to display in their hangar, with more chances to pick one up as the tour continues to new locations throughout the year.\n\n\u201cMeeting the community in person and coming together over our shared love of the \u2018verse is what Bar Citizen is all about. With many stops planned across the globe for 2026, we hope to see you there!\u201d Community Team\n\nThe team also kept up their regular cadence of This Week in Star Citizen and bi-weekly Roadmap updates to round out the month\u2019s many activities.\n\nCore Gameplay\nIn June, the Core Gameplay team shifted focus to a dedicated bug-fixing push alongside the Player Experience and QA teams. Much of the month was spent identifying the root causes of issues affecting day-to-day gameplay, including problems with hangar and freight-elevator flow, quantum travel, Starmap routing, and vehicles being falsely destroyed or flagged for claim.\n\nAlongside this, the team kept moving forward on a range of content, technology, and feature initiatives.\n\nThe upcoming Apocalypse Arms heavy machine gun received support for magazines mounted to the Super Heavy suit's backpack. Players can now load magazines into the backpack by hand, even when it's worn by another player, and empty magazines now eject automatically. This work also prompted a smaller rework of explosion damage so that it spreads more evenly across body parts, plus fixes for the ammo count display and magazines failing to eject correctly.\n\nSupporting the HMG also required changes to the melee system to handle different buttstock-strike damage values, which fixed a bug where they weren't dealing damage at all. Separately, holographic previews for tractor-beamed items now use each item's attachable offset where available, making their appearance more accurate.\n\nFor Item Recovery, the team finished a basic version of the Individual Item Claim mode and began work on the full version. Ship paints can now be bricked and recovered like other components. Fixes went in for bricked ships that remained flyable after a full component swap, and for loadouts not being respected after a claim. Claim timer improvements also continued. To cut down on unnecessary claims, ships destroyed while inside a hangar can now be claimed for free.\n\nFor StarWear, a new tool validates and repairs player and NPC loadouts, catching the setup errors that would otherwise break compatibility. The team also added clothing prerequisites for certain armors. For example, the Caldera Novikov suit may require a specific clothing item to be worn first. Work also began on StarWear's UI, which took several iterations with UX Design to get right given the complexity of the equipment rules. New additions include a blocked state that tells players when an item can't be equipped because another item is in the way, indicators for whether a piece is spaceworthy, and an improved weight bar at the top of the inventory.\n\nUpdates to several core systems were made for Starchitect, which will fundamentally change how designers place locations and sandbox content across planets. Now, harvestables and loot are context-aware of their surrounding location and environment, so designers can match loot to the environment more easily. For instance, instead of manually placing outlaw-specific loot boxes, the system will now detect that a location is outlaw-controlled and select the right loot type automatically. Crafting is undergoing similar changes for Starchitect compatibility, and the Mission System required significant rework so the designers can set up mission locations and contracts at a much larger scale. Freight elevators and security systems are now Starchitect-compatible as well.\n\nThis procedural shift also triggered a broader review of core gameplay systems, so the team rewrote how nav-points are handled and accessed to ensure any system reading that data keeps working even when a location is fully streamed out. This will allow Starchitect locations to appear correctly on the Starmap, be routed to, show up in the quantum travel HUD, and support location inventories for freight elevators,\n\nFor the Command Module, the team provided heavy post-release support, addressing player-reported bugs across hangar and air-traffic control interactions, damage handling, quantum travel markers, locked doors, camera override, Starmap routing, physics collisions, server transition issues, room atmosphere, and more.\n\nAhead of Tech Preview and player testing, the team fixed critical instancing bugs, including players losing ownership of their instance (causing it to despawn) and players being incorrectly moved into someone else's instance. Eviction logic was also added so a player kicked from a party gets teleported to a safe location outside the instance.\n\nTo support the reworked Siege of Orison, Core Gameplay gave the designers a way to assign NPCs to defend specific areas, removing the need for complex spawn-closet setups inside instances. The designers can now also set custom respawn locations. For example, sending a player to the nearest medical facility after completing an objective, functioning as a checkpoint system. This is especially valuable for long-form content like Siege of Orison.\n\nFor Transport, shuttles can now be gated behind mission logic, matching functionality already available in the legacy system. The team cleaned up code for elevator carriages with a single door and completed the major work to bring vehicle elevators under the Transport system, replacing the convoluted elevator setups many vehicles currently rely on.\n\nWork then continued on the toolset the designers use to build mission content, with numerous workflow fixes and optimizations. The devs also began building a Mission Board UI Provider component to support local interactable mission boards, first planned for use at new Starchitect locations. Progress also continued on bringing back physical mission givers. Players can now receive a one-time comms call from a mission giver when they meet certain conditions, such as entering a specific star system. Mission delivery directly to an instance is now supported and is used by various Battaglia missions.\n\nTo close out some of the work on the Ship Hangar Services feature, the team added support for missile containers when stacking missiles on a cargo grid.\n\nFinally, for Social and Orgs, chat was re-implemented with more robust customizable tabs. A new location-based channel lets players near a planet chat with others in the vicinity, automatically switching channels as they move between areas. The team also entered the discovery phase for a reworked Friends app.\n\nCreature Content\nIn June, the Creature team worked on various improvements to the existing behaviors of the valakkar family. Work on the apex sand variant is still underway, with the team refining the gameplay to provide a better experience to players in ships.\n\nPre-production for a brand-new creature family began, with exploration around visual identity, silhouettes, combat legibility, and gameplay archetypes going through various rounds of iteration.\n\nEconomy\nLast month, the Economy team evaluated the economic data from the Alpha 4.8 release and worked to improve some of the underlying systems, such as repair and reclaim. This will allow outliers to be more reasonably priced and the systems to work more intuitively.\n\nMission Design\nProgress continued on Siege of Orison, with the Mission team pushing the boundaries of the technology and working through limitations as they came up.\n\nThe upcoming Battaglia missions received polish throughout June, too, with improvement plans being made to ensure the devs achieve the experience they want.\n\nFollowing the recent armor rebalance, which changed the tags ships use to spawn in combat missions, the team are now beginning to rebalance the mission content, with the first being the Defend Ship archetype.\n\nNarrative\nNarrative started the month working with Mission Design on several parallel events that are scattered across upcoming patches. This will be in tandem with the narrative designers, who will help generate placeholder versions of any scripted lines so reviews are more reflective of the final experience. This also includes initial passes on mission text, objectives, and markers to further provide context and direction.\n\nNarrative also started to break down future patches to understand what additional content might be needed from a performance capture or voiceover perspective. In addition to this, the team continued their evergreen tasks of writing names and descriptions for new items, armor pieces, weapons, ships, and paints.\n\nOnline Technology\nOver the past month, the Live Tools team made significant progress across all of their internal tools, wrapping up several long-running projects while shipping a steady stream of updates and fixes.\n\nThe biggest was the completion of two major overhauls to Hex, the internal platform used by Player Support and operations staff. The first was a full visual and experience redesign called Hex 4.0, which established a fresh look and feel that will guide all future development on the platform.\n\nThe second was an expanded set of player investigation tools, giving support teams richer information and faster ways to look into player accounts, track item ownership history, and manage entitlements. Multiple Hex releases also went out during this period, delivering new features, improvements, and critical fixes, including security patches to access management and backend components.\n\nFor Bootstrap (the tool that helps developers quickly set up and configure their local work environments), the team continued to resolve reliability issues. Moreover, they advanced the design phase of a larger overhaul aimed at making the overall developer experience significantly smoother.\n\nThe devs continued to improve how crashes are captured and reported. The improvements made the data richer and more actionable for those investigating issues. Panic Switch, the live incident management tool, also received ongoing polish and bug fixes. For instance, the completion of a configuration migration that had been in progress for some time. The team additionally began work on automatically handling crash reports tied to a known hardware issue affecting a specific generation of Intel processors. This will reduce the manual effort needed from operations staff to triage those incidents.\n\nThe Online Services team resolved over 30 bugs across two-weekly cycles and focused on a mix of upcoming player-facing features and live game stability work.\n\nThe biggest area of active development was Item Recovery (also known as Item Imprint), the long-awaited feature that will allow players to reclaim items lost due to bugs or crashes. Online Services completed a key alignment session with the UI team to nail down how the individual item claim flow will work. This includes how the game handles a player's full list of owned items and lets them selectively recover what's missing.\n\nSignificant work also went into addressing stability issues with the game's mission and contract systems. Dedicated design and technical review sessions were held, and a formal optimization effort was created to rebuild the contract generation process in a more efficient way.\n\nThe Global Database Sharding work, which improves how player data is distributed across servers at scale, was completed. The team also moved deeper into the discovery and design phase for the future Crafting and Refining system. They held multiple sessions to resolve complex questions around how crafted items interact with player-owned equipment, insurance, and persistent item upgrades.\n\nR&D\nIn June, further progress was made to improve the look of gas clouds. Support for a density-based LUT to recolor gas clouds was added, and the phase function that controls how light is scattered was improved. Moreover, the min\/max raymarch path was simplified and optimized.\n\nFocus then switched back to ground fog. The new model, which was finalized earlier this year, was added into production. As a finishing touch, support for local height as well as density was added. This is cheaper to evaluate and render, extends the visible range, and improves the modelling aspect of ground fog and its lighting. It will also self-shadow as well as cast shadows like rain volumes and clouds. Part of this work includes optimizations for the atmosphere raymarcher. Lastly, broken sub-object culling was fixed.\n\nVFX\nIn June, the VFX team finished the last of their Alpha 4.8 content work by giving the Railen and Tyilui a full pass.\n\n\u201cThe alien visuals are always fun to work on and the images attached definitely show why!\u201d VFX Team\n\nBeyond Alpha 4.8, VFX also started their pass on Siege of Orison to provide high-impact atmospheric visuals to help elevate the already intense mission and locations. Work also began on upcoming weapons and vehicles.","fr_FR":"PU Monthly Report\nJune 2026\nThe PU Monthly Report is back, this time detailing all the development progress made throughout June. Read on for the latest from AI Features & Tech, Ships, Community, Core Gameplay, Mission Design, Narrative, and more.\n\nAI Content\nIn June, the AI Content team continued to support several initiatives for Alpha 4.9. They also worked alongside Mission Design to set up comms calls and NPCs for several upcoming missions and locations.\n\nAI Content then supported a performance-capture shoot to ensure that the content will flow seamlessly once the audio is mastered and animations are solved. Alongside this, the team planned out some Narrative-driven initiatives for new behaviors and directions to explore.\n\nAI (Features & Tech)\nLast month saw AI Features & Tech fix an issue with Super Heavy NPCs not being able to use their miniguns. Some Human AI issues were fixed too, including NPCs continuing to fire at targets they could not see.\n\nFor the apex valakkar, the devs introduced the ability to constrain it to an area while avoiding another. It also received laser and EMP attacks, gained the ability to switch between attacks, and improvements were made to surface sound detection. For the Yormandi, a bug causing it to get stuck in reactions was fixed.\n\nAlthough not yet integrated into the PU, improvements were made to the flight AI for fleeing behind objects and counter-chasing behaviors, and updates were made to the general Flight behavior.\n\nAnimation\nThe Animation team fleshed out animations for the apex valakkar while planning for the next round of creatures. They also worked on the mission-giver Battaglia, both in her physical location and when spoken to over comms.\n\nArt (Characters)\nThe Character Art team spent the month working on a new armor set, mission rewards, updates to the Nine Tails gang, and other upcoming items. Support for the StarWear initiative continued too. Alongside this, the Concept Art team progressed with a new combat armor.\n\nArt (Ships)\nIn the UK, the Ships team finalized and launched the Gatac Railen and Tyilui. They then turned their attention to another Grey's Market ship, which was parked last year due to other priorities, beginning by ensuring nothing had degraded since it was last worked on.\n\nFurther work was done for the Liberator, including integrating and repurposing numerous Anvil kit pieces from recent ships, such as the Asgard and Paladin, which significantly reduces the amount of required new content.\n\nMore artists moved onto the RSI Galaxy following the release of the recent alien ships, helping progress across all areas.\n\nTwo new ground vehicle variants progressed quickly down the pipeline. One successfully passed a combined whitebox and greybox gate review, while the other is rapidly approaching its whitebox gate review.\n\nFour unannounced ships progressed too. The first, a new fighter, passed its whitebox gate review and will continue to have its geometry refined as part of the greybox phase, in preparation for November.\n\nThe second, a new ship from a Xi'an manufacturer designed to fulfill a generalist role, entered pre-production.\n\nThe third progressed toward its LOD0 gate. As part of this, the team added detail across the hull and ensured the animated parts don\u2019t interfere with each other.\n\nThe fourth had its greybox gate review. Following this, adjustments were made to its component and weapon locations. The Mo-cap team is currently preparing to tackle the complicated animations required for this ship.\n\nFinally, the North American team continued to move the Kraken toward its greybox gate review, with a focus on utilizing the finalized Drake kit from the Ironclad. The initial lighting pass was done to set the tone across the ship.\n\nArt (Weapons)\nIn June, the Weapons team continued through the final phase of production on a new large-caliber weapon. In addition, they pushed forward with content for upcoming patches and numerous weapon paints for various upcoming events.\n\nThe team\u2019s ongoing material polish passes and updates continued, too, and they\u2019re looking forward to upcoming tech that will require cross-team collaboration.\n\nCommunity\nIn June, the Community team kicked off Pride Month with the Show Us Your Colors Celebration contest, inviting players to express their creativity in honor of the myriad colorful ways our community shines. The team also published the May PU Monthly Report and prepared for the many events this month had in store.\n\nThe Community team then supported the release of Alpha 4.8.1, an update that introduced new missions and additional content to the game. They published a Player-to-Player Trade Update detailing recent changes designed to streamline in-game trading while limiting the potential for exploits. They also maintained a Known Issues thread to track which issues were being actively investigated, awaiting implementation, or already in progress. The thread was updated regularly as development addressed them. Throughout and after the release, the team kept a close eye on player feedback and sentiment, making sure development stayed informed of any emerging issues.\n\nAs Alien Week made its yearly return, the team provided a helpful Catch All thread highlighting the otherworldly experiences this event included. They published a Q&A for the new Gatac Tyilui and a Xeno Craft Challenge community contest, encouraging participants to show how the alien cultures of Star Citizen have inspired them.\n\nThe Bar Citizen World Tour shifted into high gear in June with International Bar Citizen Weekend, with the Community team hosting this year's events in Austin, Frankfurt, Montreal, and Manchester. Attendees received a Shattered Vanduul Lance to display in their hangar, with more chances to pick one up as the tour continues to new locations throughout the year.\n\n\u201cMeeting the community in person and coming together over our shared love of the \u2018verse is what Bar Citizen is all about. With many stops planned across the globe for 2026, we hope to see you there!\u201d Community Team\n\nThe team also kept up their regular cadence of This Week in Star Citizen and bi-weekly Roadmap updates to round out the month\u2019s many activities.\n\nCore Gameplay\nIn June, the Core Gameplay team shifted focus to a dedicated bug-fixing push alongside the Player Experience and QA teams. Much of the month was spent identifying the root causes of issues affecting day-to-day gameplay, including problems with hangar and freight-elevator flow, quantum travel, Starmap routing, and vehicles being falsely destroyed or flagged for claim.\n\nAlongside this, the team kept moving forward on a range of content, technology, and feature initiatives.\n\nThe upcoming Apocalypse Arms heavy machine gun received support for magazines mounted to the Super Heavy suit's backpack. Players can now load magazines into the backpack by hand, even when it's worn by another player, and empty magazines now eject automatically. This work also prompted a smaller rework of explosion damage so that it spreads more evenly across body parts, plus fixes for the ammo count display and magazines failing to eject correctly.\n\nSupporting the HMG also required changes to the melee system to handle different buttstock-strike damage values, which fixed a bug where they weren't dealing damage at all. Separately, holographic previews for tractor-beamed items now use each item's attachable offset where available, making their appearance more accurate.\n\nFor Item Recovery, the team finished a basic version of the Individual Item Claim mode and began work on the full version. Ship paints can now be bricked and recovered like other components. Fixes went in for bricked ships that remained flyable after a full component swap, and for loadouts not being respected after a claim. Claim timer improvements also continued. To cut down on unnecessary claims, ships destroyed while inside a hangar can now be claimed for free.\n\nFor StarWear, a new tool validates and repairs player and NPC loadouts, catching the setup errors that would otherwise break compatibility. The team also added clothing prerequisites for certain armors. For example, the Caldera Novikov suit may require a specific clothing item to be worn first. Work also began on StarWear's UI, which took several iterations with UX Design to get right given the complexity of the equipment rules. New additions include a blocked state that tells players when an item can't be equipped because another item is in the way, indicators for whether a piece is spaceworthy, and an improved weight bar at the top of the inventory.\n\nUpdates to several core systems were made for Starchitect, which will fundamentally change how designers place locations and sandbox content across planets. Now, harvestables and loot are context-aware of their surrounding location and environment, so designers can match loot to the environment more easily. For instance, instead of manually placing outlaw-specific loot boxes, the system will now detect that a location is outlaw-controlled and select the right loot type automatically. Crafting is undergoing similar changes for Starchitect compatibility, and the Mission System required significant rework so the designers can set up mission locations and contracts at a much larger scale. Freight elevators and security systems are now Starchitect-compatible as well.\n\nThis procedural shift also triggered a broader review of core gameplay systems, so the team rewrote how nav-points are handled and accessed to ensure any system reading that data keeps working even when a location is fully streamed out. This will allow Starchitect locations to appear correctly on the Starmap, be routed to, show up in the quantum travel HUD, and support location inventories for freight elevators,\n\nFor the Command Module, the team provided heavy post-release support, addressing player-reported bugs across hangar and air-traffic control interactions, damage handling, quantum travel markers, locked doors, camera override, Starmap routing, physics collisions, server transition issues, room atmosphere, and more.\n\nAhead of Tech Preview and player testing, the team fixed critical instancing bugs, including players losing ownership of their instance (causing it to despawn) and players being incorrectly moved into someone else's instance. Eviction logic was also added so a player kicked from a party gets teleported to a safe location outside the instance.\n\nTo support the reworked Siege of Orison, Core Gameplay gave the designers a way to assign NPCs to defend specific areas, removing the need for complex spawn-closet setups inside instances. The designers can now also set custom respawn locations. For example, sending a player to the nearest medical facility after completing an objective, functioning as a checkpoint system. This is especially valuable for long-form content like Siege of Orison.\n\nFor Transport, shuttles can now be gated behind mission logic, matching functionality already available in the legacy system. The team cleaned up code for elevator carriages with a single door and completed the major work to bring vehicle elevators under the Transport system, replacing the convoluted elevator setups many vehicles currently rely on.\n\nWork then continued on the toolset the designers use to build mission content, with numerous workflow fixes and optimizations. The devs also began building a Mission Board UI Provider component to support local interactable mission boards, first planned for use at new Starchitect locations. Progress also continued on bringing back physical mission givers. Players can now receive a one-time comms call from a mission giver when they meet certain conditions, such as entering a specific star system. Mission delivery directly to an instance is now supported and is used by various Battaglia missions.\n\nTo close out some of the work on the Ship Hangar Services feature, the team added support for missile containers when stacking missiles on a cargo grid.\n\nFinally, for Social and Orgs, chat was re-implemented with more robust customizable tabs. A new location-based channel lets players near a planet chat with others in the vicinity, automatically switching channels as they move between areas. The team also entered the discovery phase for a reworked Friends app.\n\nCreature Content\nIn June, the Creature team worked on various improvements to the existing behaviors of the valakkar family. Work on the apex sand variant is still underway, with the team refining the gameplay to provide a better experience to players in ships.\n\nPre-production for a brand-new creature family began, with exploration around visual identity, silhouettes, combat legibility, and gameplay archetypes going through various rounds of iteration.\n\nEconomy\nLast month, the Economy team evaluated the economic data from the Alpha 4.8 release and worked to improve some of the underlying systems, such as repair and reclaim. This will allow outliers to be more reasonably priced and the systems to work more intuitively.\n\nMission Design\nProgress continued on Siege of Orison, with the Mission team pushing the boundaries of the technology and working through limitations as they came up.\n\nThe upcoming Battaglia missions received polish throughout June, too, with improvement plans being made to ensure the devs achieve the experience they want.\n\nFollowing the recent armor rebalance, which changed the tags ships use to spawn in combat missions, the team are now beginning to rebalance the mission content, with the first being the Defend Ship archetype.\n\nNarrative\nNarrative started the month working with Mission Design on several parallel events that are scattered across upcoming patches. This will be in tandem with the narrative designers, who will help generate placeholder versions of any scripted lines so reviews are more reflective of the final experience. This also includes initial passes on mission text, objectives, and markers to further provide context and direction.\n\nNarrative also started to break down future patches to understand what additional content might be needed from a performance capture or voiceover perspective. In addition to this, the team continued their evergreen tasks of writing names and descriptions for new items, armor pieces, weapons, ships, and paints.\n\nOnline Technology\nOver the past month, the Live Tools team made significant progress across all of their internal tools, wrapping up several long-running projects while shipping a steady stream of updates and fixes.\n\nThe biggest was the completion of two major overhauls to Hex, the internal platform used by Player Support and operations staff. The first was a full visual and experience redesign called Hex 4.0, which established a fresh look and feel that will guide all future development on the platform.\n\nThe second was an expanded set of player investigation tools, giving support teams richer information and faster ways to look into player accounts, track item ownership history, and manage entitlements. Multiple Hex releases also went out during this period, delivering new features, improvements, and critical fixes, including security patches to access management and backend components.\n\nFor Bootstrap (the tool that helps developers quickly set up and configure their local work environments), the team continued to resolve reliability issues. Moreover, they advanced the design phase of a larger overhaul aimed at making the overall developer experience significantly smoother.\n\nThe devs continued to improve how crashes are captured and reported. The improvements made the data richer and more actionable for those investigating issues. Panic Switch, the live incident management tool, also received ongoing polish and bug fixes. For instance, the completion of a configuration migration that had been in progress for some time. The team additionally began work on automatically handling crash reports tied to a known hardware issue affecting a specific generation of Intel processors. This will reduce the manual effort needed from operations staff to triage those incidents.\n\nThe Online Services team resolved over 30 bugs across two-weekly cycles and focused on a mix of upcoming player-facing features and live game stability work.\n\nThe biggest area of active development was Item Recovery (also known as Item Imprint), the long-awaited feature that will allow players to reclaim items lost due to bugs or crashes. Online Services completed a key alignment session with the UI team to nail down how the individual item claim flow will work. This includes how the game handles a player's full list of owned items and lets them selectively recover what's missing.\n\nSignificant work also went into addressing stability issues with the game's mission and contract systems. Dedicated design and technical review sessions were held, and a formal optimization effort was created to rebuild the contract generation process in a more efficient way.\n\nThe Global Database Sharding work, which improves how player data is distributed across servers at scale, was completed. The team also moved deeper into the discovery and design phase for the future Crafting and Refining system. They held multiple sessions to resolve complex questions around how crafted items interact with player-owned equipment, insurance, and persistent item upgrades.\n\nR&D\nIn June, further progress was made to improve the look of gas clouds. Support for a density-based LUT to recolor gas clouds was added, and the phase function that controls how light is scattered was improved. Moreover, the min\/max raymarch path was simplified and optimized.\n\nFocus then switched back to ground fog. The new model, which was finalized earlier this year, was added into production. As a finishing touch, support for local height as well as density was added. This is cheaper to evaluate and render, extends the visible range, and improves the modelling aspect of ground fog and its lighting. It will also self-shadow as well as cast shadows like rain volumes and clouds. Part of this work includes optimizations for the atmosphere raymarcher. Lastly, broken sub-object culling was fixed.\n\nVFX\nIn June, the VFX team finished the last of their Alpha 4.8 content work by giving the Railen and Tyilui a full pass.\n\n\u201cThe alien visuals are always fun to work on and the images attached definitely show why!\u201d VFX Team\n\nBeyond Alpha 4.8, VFX also started their pass on Siege of Orison to provide high-impact atmospheric visuals to help elevate the already intense mission and locations. Work also began on upcoming weapons and vehicles."},"links_count":0,"comment_count":0,"created_at":"2026-07-01T21:00:00+00:00","created_at_human":"3 days ago"},{"id":21230,"title":"Roadmap Roundup - July 1, 2026","rsi_url":"https:\/\/robertsspaceindustries.com\/en\/comm-link\/transmission\/21230-Roadmap-Roundup-July-1-2026","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/21230","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/21230","channel":"Transmission","category":"Lore","series":"Roadmap Roundup","images_count":0,"translations":{"en_EN":"Roadmap Roundup\nHello everyone!\n\nEvery two weeks, we accompany the Roadmap update with a brief explanatory note to give you insight into the decision-making that led to any changes. This is part of an effort to make our communications more transparent, more specific, and more insightful for all of you who help to make Star Citizen and Squadron 42 possible.\n\nJust a reminder: The 1.0 column showcases features and content planned for inclusion in or before Star Citizen 1.0. This means you may not have to wait for the 1.0 release to experience them. As features\/content in the 1.0 column become ready, they will migrate left into a point patch column for release.\n\nBe sure to check back every two weeks for the latest updates.\n\nWith that, let\u2019s dive into this week\u2019s Roadmap Roundup!\n\n-CIG Community Team\n\n\n\nNotable Changes: July 1, 2026\nWe\u2019d like to share an update on the upcoming Alpha 4.9.0 release, as well as our ongoing initiative to address many of the common bugs and issues that both new and veteran players encounter on a regular basis.\n\nAs mentioned during a recent Star Citizen Live, we've reassessed our bug prioritization process following the release of Alpha 4.8.0. As part of that effort, we've refined how we prioritize bugs, with increased involvement from Senior Leadership alongside our Development, QA, Player Experience, Community, and other supporting teams to help ensure we're focusing on the issues that will make the biggest impact.\n\nWe're hopeful this approach means you'll feel the difference: more issues fixed, and your gameplay sessions noticeably improving.\n\nBased on reports from the Issue Council, Spectrum, Reddit, direct player feedback, and other sources, we have identified nearly 100 issues that significantly impact core gameplay systems and quality of life, covering areas including:\n\nInstanced Hangars, ATC, and Ship Retrieval\n\nFreight Elevators\n\nQuantum Travel and Starmap Routing\n\nInventory UI and Interaction\n\nShips being falsely marked as lost or destroyed\n\nDocking\n\nShip and FPS AI\n\nLogin Flow\n\nExploits\n\nIn addition, we're tracking a broader list of quality-of-life issues frequently reported by new players. While many veteran players have learned workarounds for common problems, they shouldn't have to. As we continue working toward making Star Citizen as welcoming as possible for new players, we're also addressing many of the issues that commonly affect the first hour of gameplay.\n\nFor those who remember the state of Transit in early 2025, we're applying a similar philosophy here. At one point, months of bug fixing produced only incremental improvements, so we shifted our focus to developing new debugging tools for QA that could identify root causes rather than simply addressing symptoms. The result is what many would consider a far more robust Transit system today.\n\nFreight Elevators are a good example of why this matters. Despite 70 to 80 fixes since last summer, players still don't feel the system is as stable or reliable as it should be. Much of that work addressed individual symptoms rather than the underlying causes. Freight Elevators interact with many other gameplay systems, creating a large surface area for issues, but as a core gameplay feature, they need to be dependable at all times.\n\nSo far, we've resolved roughly 20% of the issues on our current priority list. We don't expect to complete every fix in time for Alpha 4.9.0, but we're confident this more methodical, root-cause-driven approach is the right path forward for systems of Star Citizen's scale and complexity.\n\nNaturally, an initiative like this comes with trade-offs. It requires dedicated time from several of the teams responsible for these core systems, time that would otherwise be spent developing new features or supporting additional content. As a result, we've temporarily paused work on a small number of features while we focus on improving the stability of these foundational systems.\n\nWith that in mind, we're moving Siege of Orison and all instance-related content out of Alpha 4.9.0 and into a new 4.10 scheduled for mid-August. These additional four weeks will allow us to continue hardening the features, and technology and related deliverables planned for that content.\n\nInstancing, in particular, introduces a significant number of new systems, backend services, and gameplay mechanics that require additional validation before we're comfortable bringing them to Live. Based on the recent Tech Preview builds, we believe more work is still needed.\n\nWith these changes, Alpha 4.9 in mid-July will still deliver a variety of re-prioritized bug fixes, optimizations, quality of life improvements and new content we're excited to get into your hands as quickly as possible, reflective of this new initiative that continues beyond this month's release into 4.10 in August, and 4.11 this September.\n\nAs always, thank you for continuing to report issues through the Issue Council. Your reports, along with your feedback on Spectrum and through the Help Center, remain invaluable in helping us identify, investigate, and resolve issues.\n\n\n\n\n\n\n\nRelease View\nAlpha 4.9\n\"Support the Miners\" Mission Pack\n\nImplementing a new set of repeatable missions from Recco Battaglia, an independent mining logistics coordinator based in Levski. Take on a variety of contracts including prospecting, mining, recovery, salvage, investigations, ship reclamation, and more, while building your reputation with Recco to unlock additional opportunities in Alpha 4.9 and beyond. Contracts can be accepted through your mobiGlas.\n\nThis card has been set to Committed.\n\n\n\n\nCombat Clothing\n\nImplementing lightly armored apparel designed to offer a more stylish look while remaining viable in combat situations.\n\nThis card has been set to Committed.\n\n\n\n\nNew Hairstyles (4.9.0)\n\nImplementing two new hairstyles, along with an update to one hairstyle to bring it up to current quality standards.\n\nThis card has been set to Committed.\n\n\n\n\nOrdnance Cargo Holder\n\nImplementing dedicated storage frames for missiles, torpedoes, and bombs placed on cargo grids to improve presentation and handling.\n\nThis card has been set to Committed.\n\n\n\n\nBehring \"CQ7\" Bullpup Rifle\n\nImplementing the Behring \"CQ7\" Bullpup Rifle, a battle rifle purpose-built for close-quarters engagements, combining the compact handling of a bullpup design with the firepower needed for intense frontline and boarding combat.\n\nThis card has been set to Committed.\n\n\n\n\nShip Combat UI Improvements\n\nImplementing new hit markers for vehicle combat, providing clearer feedback when landing shots.\n\nThis card has been set to Committed.\n\n\n\n\nJuvenile and Adult Valakkar Behavior Updates\n\nImplementing improvements to Juvenile and Adult Valakkar, updating their combat behavior with more dynamic burrowing, tracking, repositioning, and attack patterns.\n\nThis card has been set to Committed.\n\n\n\n\nShip Fly-By Audio\n\nImplementing an overhauled ship fly-by audio system, reintroducing fly-by sounds with all-new audio assets to deliver greater immersion and improved positional feedback during flight.\n\nThis card has been set to Committed.\n\n\n\n\n\n\nAlpha 4.10\nSiege of Orison\n\nImplementing a new operation, Siege of Orison, introducing instanced FPS gameplay where players assault Nine Tails-controlled platforms in coordinated team-based encounters tied to mission-driven progression.\n\nThis card has been set to Tentative.\n\n\n\n\nInstancing\n\nImplementing Instancing to create closed gameplay spaces with controlled accesses. Access is managed through instance prerequisites, party leader ownership, and safeguards that prevent or remove ineligible players.\n\nThis card has been set to Tentative.\n\nThis card has been moved from Star Citizen 1.0 to Alpha 4.10\n\n\n\n\nMission Giver: Recco Battaglia\n\nIntroducing Recco Battaglia as an in-person Mission Giver in the Persistent Universe, bringing her first narrative mission series to life. Meet with Recco in Levski to uncover the challenges facing independent miners and begin a story that will continue through future chapters.\n\nThis card has been set to Tentative.\n\n\n\n\nSuper Heavy Combat \"BUL-H4\" Armor\n\nImplementing the Super Heavy Combat \"BUL-H4\" armor class, enabling players to equip and operate a new category of powerful super heavy weapons.\n\nThis card has been set to Tentative.\n\n\n\n\nApocalypse Arms \"Vendetta\" HMG\n\nImplementing a brand new weapon type: the Heavy Machine Gun, with the Apocalypse Arms \"Vendetta\" HMG. Belt-fed and usable with the new Super Heavy Armor and its dedicated ammunition backpack, it delivers sustained high-rate fire from a large rotating barrel while carrying up to four magazines of ammunition.\n\nThis card has been set to Tentative.\n\n\n\n\nNew Wikelo Ships Offerings (4.10.0)\n\nAdding a Drake Clipper with a unique base livery and upgraded components as a reward for completing a new addition to the variety of available Wikelo's Emporium contracts.\n\nThis card has been set to Tentative.\n\nThis card has received a new asset.\n\n\n\n\nItem Recovery: Ship Loadout Improvements\n\nImplementing Item Recovery: Ship Loadout Improvements, updating ship and item recovery to better support custom loadouts through timed claims, optional expedite fees, freight elevator item claims, and debuting a free recovery option when losses are detected as outside the player\u2019s control.\n\nThis card has been set to Tentative.\n\n\n\n\nNine Tails Armor Update\n\nImplementing updated armor sets for the Nine Tails criminal organization, refreshing the appearance of grunts, elites, and boss NPCs.\n\nThis card has been set to Tentative.\n\n\n\n\nFuel Tanks and Consumption Rebalance\n\nImplementing balance updates for Quantum and Hydrogen fuel tanks, adjusting fuel capacities and consumption rates to better align with ship sizes and roles.\n\nThis card has been set to Tentative.\n\n\n\n\n\n\n\nJoin the discussion on Spectrum.","de_DE":"Roadmap Roundup\nHello everyone!\n\nEvery two weeks, we accompany the Roadmap update with a brief explanatory note to give you insight into the decision-making that led to any changes. This is part of an effort to make our communications more transparent, more specific, and more insightful for all of you who help to make Star Citizen and Squadron 42 possible.\n\nJust a reminder: The 1.0 column showcases features and content planned for inclusion in or before Star Citizen 1.0. This means you may not have to wait for the 1.0 release to experience them. As features\/content in the 1.0 column become ready, they will migrate left into a point patch column for release.\n\nBe sure to check back every two weeks for the latest updates.\n\nWith that, let\u2019s dive into this week\u2019s Roadmap Roundup!\n\n-CIG Community Team\n\n\n\nNotable Changes: July 1, 2026\nWe\u2019d like to share an update on the upcoming Alpha 4.9.0 release, as well as our ongoing initiative to address many of the common bugs and issues that both new and veteran players encounter on a regular basis.\n\nAs mentioned during a recent Star Citizen Live, we've reassessed our bug prioritization process following the release of Alpha 4.8.0. As part of that effort, we've refined how we prioritize bugs, with increased involvement from Senior Leadership alongside our Development, QA, Player Experience, Community, and other supporting teams to help ensure we're focusing on the issues that will make the biggest impact.\n\nWe're hopeful this approach means you'll feel the difference: more issues fixed, and your gameplay sessions noticeably improving.\n\nBased on reports from the Issue Council, Spectrum, Reddit, direct player feedback, and other sources, we have identified nearly 100 issues that significantly impact core gameplay systems and quality of life, covering areas including:\n\nInstanced Hangars, ATC, and Ship Retrieval\n\nFreight Elevators\n\nQuantum Travel and Starmap Routing\n\nInventory UI and Interaction\n\nShips being falsely marked as lost or destroyed\n\nDocking\n\nShip and FPS AI\n\nLogin Flow\n\nExploits\n\nIn addition, we're tracking a broader list of quality-of-life issues frequently reported by new players. While many veteran players have learned workarounds for common problems, they shouldn't have to. As we continue working toward making Star Citizen as welcoming as possible for new players, we're also addressing many of the issues that commonly affect the first hour of gameplay.\n\nFor those who remember the state of Transit in early 2025, we're applying a similar philosophy here. At one point, months of bug fixing produced only incremental improvements, so we shifted our focus to developing new debugging tools for QA that could identify root causes rather than simply addressing symptoms. The result is what many would consider a far more robust Transit system today.\n\nFreight Elevators are a good example of why this matters. Despite 70 to 80 fixes since last summer, players still don't feel the system is as stable or reliable as it should be. Much of that work addressed individual symptoms rather than the underlying causes. Freight Elevators interact with many other gameplay systems, creating a large surface area for issues, but as a core gameplay feature, they need to be dependable at all times.\n\nSo far, we've resolved roughly 20% of the issues on our current priority list. We don't expect to complete every fix in time for Alpha 4.9.0, but we're confident this more methodical, root-cause-driven approach is the right path forward for systems of Star Citizen's scale and complexity.\n\nNaturally, an initiative like this comes with trade-offs. It requires dedicated time from several of the teams responsible for these core systems, time that would otherwise be spent developing new features or supporting additional content. As a result, we've temporarily paused work on a small number of features while we focus on improving the stability of these foundational systems.\n\nWith that in mind, we're moving Siege of Orison and all instance-related content out of Alpha 4.9.0 and into a new 4.10 scheduled for mid-August. These additional four weeks will allow us to continue hardening the features, and technology and related deliverables planned for that content.\n\nInstancing, in particular, introduces a significant number of new systems, backend services, and gameplay mechanics that require additional validation before we're comfortable bringing them to Live. Based on the recent Tech Preview builds, we believe more work is still needed.\n\nWith these changes, Alpha 4.9 in mid-July will still deliver a variety of re-prioritized bug fixes, optimizations, quality of life improvements and new content we're excited to get into your hands as quickly as possible, reflective of this new initiative that continues beyond this month's release into 4.10 in August, and 4.11 this September.\n\nAs always, thank you for continuing to report issues through the Issue Council. Your reports, along with your feedback on Spectrum and through the Help Center, remain invaluable in helping us identify, investigate, and resolve issues.\n\n\n\n\n\n\n\nRelease View\nAlpha 4.9\n\"Support the Miners\" Mission Pack\n\nImplementing a new set of repeatable missions from Recco Battaglia, an independent mining logistics coordinator based in Levski. Take on a variety of contracts including prospecting, mining, recovery, salvage, investigations, ship reclamation, and more, while building your reputation with Recco to unlock additional opportunities in Alpha 4.9 and beyond. Contracts can be accepted through your mobiGlas.\n\nThis card has been set to Committed.\n\n\n\n\nCombat Clothing\n\nImplementing lightly armored apparel designed to offer a more stylish look while remaining viable in combat situations.\n\nThis card has been set to Committed.\n\n\n\n\nNew Hairstyles (4.9.0)\n\nImplementing two new hairstyles, along with an update to one hairstyle to bring it up to current quality standards.\n\nThis card has been set to Committed.\n\n\n\n\nOrdnance Cargo Holder\n\nImplementing dedicated storage frames for missiles, torpedoes, and bombs placed on cargo grids to improve presentation and handling.\n\nThis card has been set to Committed.\n\n\n\n\nBehring \"CQ7\" Bullpup Rifle\n\nImplementing the Behring \"CQ7\" Bullpup Rifle, a battle rifle purpose-built for close-quarters engagements, combining the compact handling of a bullpup design with the firepower needed for intense frontline and boarding combat.\n\nThis card has been set to Committed.\n\n\n\n\nShip Combat UI Improvements\n\nImplementing new hit markers for vehicle combat, providing clearer feedback when landing shots.\n\nThis card has been set to Committed.\n\n\n\n\nJuvenile and Adult Valakkar Behavior Updates\n\nImplementing improvements to Juvenile and Adult Valakkar, updating their combat behavior with more dynamic burrowing, tracking, repositioning, and attack patterns.\n\nThis card has been set to Committed.\n\n\n\n\nShip Fly-By Audio\n\nImplementing an overhauled ship fly-by audio system, reintroducing fly-by sounds with all-new audio assets to deliver greater immersion and improved positional feedback during flight.\n\nThis card has been set to Committed.\n\n\n\n\n\n\nAlpha 4.10\nSiege of Orison\n\nImplementing a new operation, Siege of Orison, introducing instanced FPS gameplay where players assault Nine Tails-controlled platforms in coordinated team-based encounters tied to mission-driven progression.\n\nThis card has been set to Tentative.\n\n\n\n\nInstancing\n\nImplementing Instancing to create closed gameplay spaces with controlled accesses. Access is managed through instance prerequisites, party leader ownership, and safeguards that prevent or remove ineligible players.\n\nThis card has been set to Tentative.\n\nThis card has been moved from Star Citizen 1.0 to Alpha 4.10\n\n\n\n\nMission Giver: Recco Battaglia\n\nIntroducing Recco Battaglia as an in-person Mission Giver in the Persistent Universe, bringing her first narrative mission series to life. Meet with Recco in Levski to uncover the challenges facing independent miners and begin a story that will continue through future chapters.\n\nThis card has been set to Tentative.\n\n\n\n\nSuper Heavy Combat \"BUL-H4\" Armor\n\nImplementing the Super Heavy Combat \"BUL-H4\" armor class, enabling players to equip and operate a new category of powerful super heavy weapons.\n\nThis card has been set to Tentative.\n\n\n\n\nApocalypse Arms \"Vendetta\" HMG\n\nImplementing a brand new weapon type: the Heavy Machine Gun, with the Apocalypse Arms \"Vendetta\" HMG. Belt-fed and usable with the new Super Heavy Armor and its dedicated ammunition backpack, it delivers sustained high-rate fire from a large rotating barrel while carrying up to four magazines of ammunition.\n\nThis card has been set to Tentative.\n\n\n\n\nNew Wikelo Ships Offerings (4.10.0)\n\nAdding a Drake Clipper with a unique base livery and upgraded components as a reward for completing a new addition to the variety of available Wikelo's Emporium contracts.\n\nThis card has been set to Tentative.\n\nThis card has received a new asset.\n\n\n\n\nItem Recovery: Ship Loadout Improvements\n\nImplementing Item Recovery: Ship Loadout Improvements, updating ship and item recovery to better support custom loadouts through timed claims, optional expedite fees, freight elevator item claims, and debuting a free recovery option when losses are detected as outside the player\u2019s control.\n\nThis card has been set to Tentative.\n\n\n\n\nNine Tails Armor Update\n\nImplementing updated armor sets for the Nine Tails criminal organization, refreshing the appearance of grunts, elites, and boss NPCs.\n\nThis card has been set to Tentative.\n\n\n\n\nFuel Tanks and Consumption Rebalance\n\nImplementing balance updates for Quantum and Hydrogen fuel tanks, adjusting fuel capacities and consumption rates to better align with ship sizes and roles.\n\nThis card has been set to Tentative.\n\n\n\n\n\n\n\nJoin the discussion on Spectrum.","zh_CN":"Roadmap Roundup\nHello everyone!\n\nEvery two weeks, we accompany the Roadmap update with a brief explanatory note to give you insight into the decision-making that led to any changes. This is part of an effort to make our communications more transparent, more specific, and more insightful for all of you who help to make Star Citizen and Squadron 42 possible.\n\nJust a reminder: The 1.0 column showcases features and content planned for inclusion in or before Star Citizen 1.0. This means you may not have to wait for the 1.0 release to experience them. As features\/content in the 1.0 column become ready, they will migrate left into a point patch column for release.\n\nBe sure to check back every two weeks for the latest updates.\n\nWith that, let\u2019s dive into this week\u2019s Roadmap Roundup!\n\n-CIG Community Team\n\n\n\nNotable Changes: July 1, 2026\nWe\u2019d like to share an update on the upcoming Alpha 4.9.0 release, as well as our ongoing initiative to address many of the common bugs and issues that both new and veteran players encounter on a regular basis.\n\nAs mentioned during a recent Star Citizen Live, we've reassessed our bug prioritization process following the release of Alpha 4.8.0. As part of that effort, we've refined how we prioritize bugs, with increased involvement from Senior Leadership alongside our Development, QA, Player Experience, Community, and other supporting teams to help ensure we're focusing on the issues that will make the biggest impact.\n\nWe're hopeful this approach means you'll feel the difference: more issues fixed, and your gameplay sessions noticeably improving.\n\nBased on reports from the Issue Council, Spectrum, Reddit, direct player feedback, and other sources, we have identified nearly 100 issues that significantly impact core gameplay systems and quality of life, covering areas including:\n\nInstanced Hangars, ATC, and Ship Retrieval\n\nFreight Elevators\n\nQuantum Travel and Starmap Routing\n\nInventory UI and Interaction\n\nShips being falsely marked as lost or destroyed\n\nDocking\n\nShip and FPS AI\n\nLogin Flow\n\nExploits\n\nIn addition, we're tracking a broader list of quality-of-life issues frequently reported by new players. While many veteran players have learned workarounds for common problems, they shouldn't have to. As we continue working toward making Star Citizen as welcoming as possible for new players, we're also addressing many of the issues that commonly affect the first hour of gameplay.\n\nFor those who remember the state of Transit in early 2025, we're applying a similar philosophy here. At one point, months of bug fixing produced only incremental improvements, so we shifted our focus to developing new debugging tools for QA that could identify root causes rather than simply addressing symptoms. The result is what many would consider a far more robust Transit system today.\n\nFreight Elevators are a good example of why this matters. Despite 70 to 80 fixes since last summer, players still don't feel the system is as stable or reliable as it should be. Much of that work addressed individual symptoms rather than the underlying causes. Freight Elevators interact with many other gameplay systems, creating a large surface area for issues, but as a core gameplay feature, they need to be dependable at all times.\n\nSo far, we've resolved roughly 20% of the issues on our current priority list. We don't expect to complete every fix in time for Alpha 4.9.0, but we're confident this more methodical, root-cause-driven approach is the right path forward for systems of Star Citizen's scale and complexity.\n\nNaturally, an initiative like this comes with trade-offs. It requires dedicated time from several of the teams responsible for these core systems, time that would otherwise be spent developing new features or supporting additional content. As a result, we've temporarily paused work on a small number of features while we focus on improving the stability of these foundational systems.\n\nWith that in mind, we're moving Siege of Orison and all instance-related content out of Alpha 4.9.0 and into a new 4.10 scheduled for mid-August. These additional four weeks will allow us to continue hardening the features, and technology and related deliverables planned for that content.\n\nInstancing, in particular, introduces a significant number of new systems, backend services, and gameplay mechanics that require additional validation before we're comfortable bringing them to Live. Based on the recent Tech Preview builds, we believe more work is still needed.\n\nWith these changes, Alpha 4.9 in mid-July will still deliver a variety of re-prioritized bug fixes, optimizations, quality of life improvements and new content we're excited to get into your hands as quickly as possible, reflective of this new initiative that continues beyond this month's release into 4.10 in August, and 4.11 this September.\n\nAs always, thank you for continuing to report issues through the Issue Council. Your reports, along with your feedback on Spectrum and through the Help Center, remain invaluable in helping us identify, investigate, and resolve issues.\n\n\n\n\n\n\n\nRelease View\nAlpha 4.9\n\"Support the Miners\" Mission Pack\n\nImplementing a new set of repeatable missions from Recco Battaglia, an independent mining logistics coordinator based in Levski. Take on a variety of contracts including prospecting, mining, recovery, salvage, investigations, ship reclamation, and more, while building your reputation with Recco to unlock additional opportunities in Alpha 4.9 and beyond. Contracts can be accepted through your mobiGlas.\n\nThis card has been set to Committed.\n\n\n\n\nCombat Clothing\n\nImplementing lightly armored apparel designed to offer a more stylish look while remaining viable in combat situations.\n\nThis card has been set to Committed.\n\n\n\n\nNew Hairstyles (4.9.0)\n\nImplementing two new hairstyles, along with an update to one hairstyle to bring it up to current quality standards.\n\nThis card has been set to Committed.\n\n\n\n\nOrdnance Cargo Holder\n\nImplementing dedicated storage frames for missiles, torpedoes, and bombs placed on cargo grids to improve presentation and handling.\n\nThis card has been set to Committed.\n\n\n\n\nBehring \"CQ7\" Bullpup Rifle\n\nImplementing the Behring \"CQ7\" Bullpup Rifle, a battle rifle purpose-built for close-quarters engagements, combining the compact handling of a bullpup design with the firepower needed for intense frontline and boarding combat.\n\nThis card has been set to Committed.\n\n\n\n\nShip Combat UI Improvements\n\nImplementing new hit markers for vehicle combat, providing clearer feedback when landing shots.\n\nThis card has been set to Committed.\n\n\n\n\nJuvenile and Adult Valakkar Behavior Updates\n\nImplementing improvements to Juvenile and Adult Valakkar, updating their combat behavior with more dynamic burrowing, tracking, repositioning, and attack patterns.\n\nThis card has been set to Committed.\n\n\n\n\nShip Fly-By Audio\n\nImplementing an overhauled ship fly-by audio system, reintroducing fly-by sounds with all-new audio assets to deliver greater immersion and improved positional feedback during flight.\n\nThis card has been set to Committed.\n\n\n\n\n\n\nAlpha 4.10\nSiege of Orison\n\nImplementing a new operation, Siege of Orison, introducing instanced FPS gameplay where players assault Nine Tails-controlled platforms in coordinated team-based encounters tied to mission-driven progression.\n\nThis card has been set to Tentative.\n\n\n\n\nInstancing\n\nImplementing Instancing to create closed gameplay spaces with controlled accesses. Access is managed through instance prerequisites, party leader ownership, and safeguards that prevent or remove ineligible players.\n\nThis card has been set to Tentative.\n\nThis card has been moved from Star Citizen 1.0 to Alpha 4.10\n\n\n\n\nMission Giver: Recco Battaglia\n\nIntroducing Recco Battaglia as an in-person Mission Giver in the Persistent Universe, bringing her first narrative mission series to life. Meet with Recco in Levski to uncover the challenges facing independent miners and begin a story that will continue through future chapters.\n\nThis card has been set to Tentative.\n\n\n\n\nSuper Heavy Combat \"BUL-H4\" Armor\n\nImplementing the Super Heavy Combat \"BUL-H4\" armor class, enabling players to equip and operate a new category of powerful super heavy weapons.\n\nThis card has been set to Tentative.\n\n\n\n\nApocalypse Arms \"Vendetta\" HMG\n\nImplementing a brand new weapon type: the Heavy Machine Gun, with the Apocalypse Arms \"Vendetta\" HMG. Belt-fed and usable with the new Super Heavy Armor and its dedicated ammunition backpack, it delivers sustained high-rate fire from a large rotating barrel while carrying up to four magazines of ammunition.\n\nThis card has been set to Tentative.\n\n\n\n\nNew Wikelo Ships Offerings (4.10.0)\n\nAdding a Drake Clipper with a unique base livery and upgraded components as a reward for completing a new addition to the variety of available Wikelo's Emporium contracts.\n\nThis card has been set to Tentative.\n\nThis card has received a new asset.\n\n\n\n\nItem Recovery: Ship Loadout Improvements\n\nImplementing Item Recovery: Ship Loadout Improvements, updating ship and item recovery to better support custom loadouts through timed claims, optional expedite fees, freight elevator item claims, and debuting a free recovery option when losses are detected as outside the player\u2019s control.\n\nThis card has been set to Tentative.\n\n\n\n\nNine Tails Armor Update\n\nImplementing updated armor sets for the Nine Tails criminal organization, refreshing the appearance of grunts, elites, and boss NPCs.\n\nThis card has been set to Tentative.\n\n\n\n\nFuel Tanks and Consumption Rebalance\n\nImplementing balance updates for Quantum and Hydrogen fuel tanks, adjusting fuel capacities and consumption rates to better align with ship sizes and roles.\n\nThis card has been set to Tentative.\n\n\n\n\n\n\n\nJoin the discussion on Spectrum.","fr_FR":"Roadmap Roundup\nHello everyone!\n\nEvery two weeks, we accompany the Roadmap update with a brief explanatory note to give you insight into the decision-making that led to any changes. This is part of an effort to make our communications more transparent, more specific, and more insightful for all of you who help to make Star Citizen and Squadron 42 possible.\n\nJust a reminder: The 1.0 column showcases features and content planned for inclusion in or before Star Citizen 1.0. This means you may not have to wait for the 1.0 release to experience them. As features\/content in the 1.0 column become ready, they will migrate left into a point patch column for release.\n\nBe sure to check back every two weeks for the latest updates.\n\nWith that, let\u2019s dive into this week\u2019s Roadmap Roundup!\n\n-CIG Community Team\n\n\n\nNotable Changes: July 1, 2026\nWe\u2019d like to share an update on the upcoming Alpha 4.9.0 release, as well as our ongoing initiative to address many of the common bugs and issues that both new and veteran players encounter on a regular basis.\n\nAs mentioned during a recent Star Citizen Live, we've reassessed our bug prioritization process following the release of Alpha 4.8.0. As part of that effort, we've refined how we prioritize bugs, with increased involvement from Senior Leadership alongside our Development, QA, Player Experience, Community, and other supporting teams to help ensure we're focusing on the issues that will make the biggest impact.\n\nWe're hopeful this approach means you'll feel the difference: more issues fixed, and your gameplay sessions noticeably improving.\n\nBased on reports from the Issue Council, Spectrum, Reddit, direct player feedback, and other sources, we have identified nearly 100 issues that significantly impact core gameplay systems and quality of life, covering areas including:\n\nInstanced Hangars, ATC, and Ship Retrieval\n\nFreight Elevators\n\nQuantum Travel and Starmap Routing\n\nInventory UI and Interaction\n\nShips being falsely marked as lost or destroyed\n\nDocking\n\nShip and FPS AI\n\nLogin Flow\n\nExploits\n\nIn addition, we're tracking a broader list of quality-of-life issues frequently reported by new players. While many veteran players have learned workarounds for common problems, they shouldn't have to. As we continue working toward making Star Citizen as welcoming as possible for new players, we're also addressing many of the issues that commonly affect the first hour of gameplay.\n\nFor those who remember the state of Transit in early 2025, we're applying a similar philosophy here. At one point, months of bug fixing produced only incremental improvements, so we shifted our focus to developing new debugging tools for QA that could identify root causes rather than simply addressing symptoms. The result is what many would consider a far more robust Transit system today.\n\nFreight Elevators are a good example of why this matters. Despite 70 to 80 fixes since last summer, players still don't feel the system is as stable or reliable as it should be. Much of that work addressed individual symptoms rather than the underlying causes. Freight Elevators interact with many other gameplay systems, creating a large surface area for issues, but as a core gameplay feature, they need to be dependable at all times.\n\nSo far, we've resolved roughly 20% of the issues on our current priority list. We don't expect to complete every fix in time for Alpha 4.9.0, but we're confident this more methodical, root-cause-driven approach is the right path forward for systems of Star Citizen's scale and complexity.\n\nNaturally, an initiative like this comes with trade-offs. It requires dedicated time from several of the teams responsible for these core systems, time that would otherwise be spent developing new features or supporting additional content. As a result, we've temporarily paused work on a small number of features while we focus on improving the stability of these foundational systems.\n\nWith that in mind, we're moving Siege of Orison and all instance-related content out of Alpha 4.9.0 and into a new 4.10 scheduled for mid-August. These additional four weeks will allow us to continue hardening the features, and technology and related deliverables planned for that content.\n\nInstancing, in particular, introduces a significant number of new systems, backend services, and gameplay mechanics that require additional validation before we're comfortable bringing them to Live. Based on the recent Tech Preview builds, we believe more work is still needed.\n\nWith these changes, Alpha 4.9 in mid-July will still deliver a variety of re-prioritized bug fixes, optimizations, quality of life improvements and new content we're excited to get into your hands as quickly as possible, reflective of this new initiative that continues beyond this month's release into 4.10 in August, and 4.11 this September.\n\nAs always, thank you for continuing to report issues through the Issue Council. Your reports, along with your feedback on Spectrum and through the Help Center, remain invaluable in helping us identify, investigate, and resolve issues.\n\n\n\n\n\n\n\nRelease View\nAlpha 4.9\n\"Support the Miners\" Mission Pack\n\nImplementing a new set of repeatable missions from Recco Battaglia, an independent mining logistics coordinator based in Levski. Take on a variety of contracts including prospecting, mining, recovery, salvage, investigations, ship reclamation, and more, while building your reputation with Recco to unlock additional opportunities in Alpha 4.9 and beyond. Contracts can be accepted through your mobiGlas.\n\nThis card has been set to Committed.\n\n\n\n\nCombat Clothing\n\nImplementing lightly armored apparel designed to offer a more stylish look while remaining viable in combat situations.\n\nThis card has been set to Committed.\n\n\n\n\nNew Hairstyles (4.9.0)\n\nImplementing two new hairstyles, along with an update to one hairstyle to bring it up to current quality standards.\n\nThis card has been set to Committed.\n\n\n\n\nOrdnance Cargo Holder\n\nImplementing dedicated storage frames for missiles, torpedoes, and bombs placed on cargo grids to improve presentation and handling.\n\nThis card has been set to Committed.\n\n\n\n\nBehring \"CQ7\" Bullpup Rifle\n\nImplementing the Behring \"CQ7\" Bullpup Rifle, a battle rifle purpose-built for close-quarters engagements, combining the compact handling of a bullpup design with the firepower needed for intense frontline and boarding combat.\n\nThis card has been set to Committed.\n\n\n\n\nShip Combat UI Improvements\n\nImplementing new hit markers for vehicle combat, providing clearer feedback when landing shots.\n\nThis card has been set to Committed.\n\n\n\n\nJuvenile and Adult Valakkar Behavior Updates\n\nImplementing improvements to Juvenile and Adult Valakkar, updating their combat behavior with more dynamic burrowing, tracking, repositioning, and attack patterns.\n\nThis card has been set to Committed.\n\n\n\n\nShip Fly-By Audio\n\nImplementing an overhauled ship fly-by audio system, reintroducing fly-by sounds with all-new audio assets to deliver greater immersion and improved positional feedback during flight.\n\nThis card has been set to Committed.\n\n\n\n\n\n\nAlpha 4.10\nSiege of Orison\n\nImplementing a new operation, Siege of Orison, introducing instanced FPS gameplay where players assault Nine Tails-controlled platforms in coordinated team-based encounters tied to mission-driven progression.\n\nThis card has been set to Tentative.\n\n\n\n\nInstancing\n\nImplementing Instancing to create closed gameplay spaces with controlled accesses. Access is managed through instance prerequisites, party leader ownership, and safeguards that prevent or remove ineligible players.\n\nThis card has been set to Tentative.\n\nThis card has been moved from Star Citizen 1.0 to Alpha 4.10\n\n\n\n\nMission Giver: Recco Battaglia\n\nIntroducing Recco Battaglia as an in-person Mission Giver in the Persistent Universe, bringing her first narrative mission series to life. Meet with Recco in Levski to uncover the challenges facing independent miners and begin a story that will continue through future chapters.\n\nThis card has been set to Tentative.\n\n\n\n\nSuper Heavy Combat \"BUL-H4\" Armor\n\nImplementing the Super Heavy Combat \"BUL-H4\" armor class, enabling players to equip and operate a new category of powerful super heavy weapons.\n\nThis card has been set to Tentative.\n\n\n\n\nApocalypse Arms \"Vendetta\" HMG\n\nImplementing a brand new weapon type: the Heavy Machine Gun, with the Apocalypse Arms \"Vendetta\" HMG. Belt-fed and usable with the new Super Heavy Armor and its dedicated ammunition backpack, it delivers sustained high-rate fire from a large rotating barrel while carrying up to four magazines of ammunition.\n\nThis card has been set to Tentative.\n\n\n\n\nNew Wikelo Ships Offerings (4.10.0)\n\nAdding a Drake Clipper with a unique base livery and upgraded components as a reward for completing a new addition to the variety of available Wikelo's Emporium contracts.\n\nThis card has been set to Tentative.\n\nThis card has received a new asset.\n\n\n\n\nItem Recovery: Ship Loadout Improvements\n\nImplementing Item Recovery: Ship Loadout Improvements, updating ship and item recovery to better support custom loadouts through timed claims, optional expedite fees, freight elevator item claims, and debuting a free recovery option when losses are detected as outside the player\u2019s control.\n\nThis card has been set to Tentative.\n\n\n\n\nNine Tails Armor Update\n\nImplementing updated armor sets for the Nine Tails criminal organization, refreshing the appearance of grunts, elites, and boss NPCs.\n\nThis card has been set to Tentative.\n\n\n\n\nFuel Tanks and Consumption Rebalance\n\nImplementing balance updates for Quantum and Hydrogen fuel tanks, adjusting fuel capacities and consumption rates to better align with ship sizes and roles.\n\nThis card has been set to Tentative.\n\n\n\n\n\n\n\nJoin the discussion on Spectrum."},"links_count":0,"comment_count":0,"created_at":"2026-07-01T20:00:00+00:00","created_at_human":"4 days ago"},{"id":21226,"title":"This Week in Star Citizen","rsi_url":"https:\/\/robertsspaceindustries.com\/en\/comm-link\/transmission\/21226-This-Week-In-Star-Citizen","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/21226","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/21226","channel":"Transmission","category":"Undefined","series":"None","images_count":6,"translations":{"en_EN":"This Week in Star Citizen\nHello everyone, x\u0113'suelen nyahyan\nAlien Week is still ongoing! Join our annual celebration of the extraordinary cultures and technologies found beyond Human space. Running through July 6, this year's festivities include the Xeno Craft Challenge, inviting creators to bring alien cultures to life through food, art, props, models, and costumes for a chance to win some incredible alien ships. You can also enter the Show Us Your Colors contest before it wraps up on June 30.\n\nLast week, Subscribers also received the June 2026 issue of Jump Point! This month's edition takes a deep dive into the development of the Anvil Odin, explores the elegant design philosophy behind the Origin M80, and ventures into the fascinating world of Xi'an meditation, offering another look behind the scenes at the people, places, and ships shaping the 'verse.\n\nBy\n\nCarbonPixelBy\n\nCarbonPixelNow, let\u2019s take a look at what\u2019s coming up this week:\nOn Tuesday, the next issue of the Squadron 42 newsletter rolls out. We'll introduce you to more members of the crew aboard the UEES Stanton and offer another glimpse into the people you'll serve alongside during the campaign. Make sure you\u2019re subscribed by heading to your account settings.\n\nWednesday is packed with updates, beginning with the release of Alpha 4.8.3: The Return of Xenothreat. The notorious outlaw group has returned to Stanton with a new event featuring five concurrent ship combat contracts. From boarding an Idris to defending civilians and taking the fight directly to Xenothreat forces, you'll earn rewards and help drive the invaders back.\n\nAlso on Wednesday, we'll publish a new Roadmap Update, outlining the content currently planned throughout July and August. The June 2026 PU Monthly Report will follow, offering a behind-the-scenes look at the work teams have been tackling over the past month.\n\nOn Friday, the latest RSI Weekly Newsletter also lands in your inbox. If you\u2019re not subscribed yet, you can sign up at any time through your account settings.\n\na.thl'\u0113'kol, see you soon.\n\nThe Weekly Community Content Schedule\n\n\nMONDAY, JUNE 29\nThis Week in Star Citizen\n\nTUESDAY, JUNE 30\nSquadron 42 Newsletter\n\nWEDNESDAY, JULY 1\nAlpha 4.8.3\n\nRoadmap Update\n\nJune 2026 PU Monthly Report\n\nFRIDAY, JULY 3\nRSI Weekly Newsletter\n\nL\u00e9na\u00efc \"Nicou\" Ri\u00e9dinger\nCommunity Manager\n\nSourcePilotVision quest truthSmuggling Origin 300We offer this World to the Galaxy as a place to study and a place to meet We offer this World to the Entity as a place to study and a place to meet Known locally as Pinecone, this Poisonous Main Sequence Dwarf is situated on the further edge of the green band and is often overlooked when compared to Kallis VI Damn right it is. Point is, no damn AI system's ever gonna be as good as an experienced Chief engineerKnown locally as The Hive, this High-pressure Coreless Planet is situated on the further edge of the green band and is often overlooked when compared to Kilian XIII \"Maybe you should have a Engineer have a look at you. Be sure.\" said Hester Polaris A further investigation of the planet revealed a cache of Kr'Thak weapons and war machines. \"We don't have anythCore.\" Ernst said. The Being didn't like that answer.COMMUNITY MVP: June 29, 2026We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.Visit the Community Hub.Kidnappedby KpjaxSpectemus and Kpjax were off the grid at Harper\u2019s Point on microTech, quietly planning their next move when they walked straight into an ambush! \"Kidnapped\" is a perfect blend of roleplay, machinima, and organization meetups, all brought together in a fun, story-driven video.Check it out now on the Community Hub.COMMUNITY MVP: June 29, 2026\nWe're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.\n\nVisit the Community Hub.\n\nKidnapped\nby Kpjax\nSpectemus and Kpjax were off the grid at Harper\u2019s Point on microTech, quietly planning their next move when they walked straight into an ambush! \"Kidnapped\" is a perfect blend of roleplay, machinima, and organization meetups, all brought together in a fun, story-driven video.\n\nCheck it out now on the Community Hub.\n\nTop Images from the Community HubDon't forget to submit your content to our Community Hub for the chance to see it here!Corsair at Rock Breaker - SantanticaBringing The Heat - Dr.FischerTyilui in the rain - EspectralGuardian, Volcanic Activity Detected! - Vulcan-AuroraCorsair at Rock Breaker - Santantica\n\nBringing The Heat - Dr.Fischer\n\nTyilui in the rain - Espectral\n\nGuardian, Volcanic Activity Detected! - Vulcan-Aurora","de_DE":"This Week in Star Citizen\nHello everyone, x\u0113'suelen nyahyan\nAlien Week is still ongoing! Join our annual celebration of the extraordinary cultures and technologies found beyond Human space. Running through July 6, this year's festivities include the Xeno Craft Challenge, inviting creators to bring alien cultures to life through food, art, props, models, and costumes for a chance to win some incredible alien ships. You can also enter the Show Us Your Colors contest before it wraps up on June 30.\n\nLast week, Subscribers also received the June 2026 issue of Jump Point! This month's edition takes a deep dive into the development of the Anvil Odin, explores the elegant design philosophy behind the Origin M80, and ventures into the fascinating world of Xi'an meditation, offering another look behind the scenes at the people, places, and ships shaping the 'verse.\n\nBy\n\nCarbonPixelBy\n\nCarbonPixelNow, let\u2019s take a look at what\u2019s coming up this week:\nOn Tuesday, the next issue of the Squadron 42 newsletter rolls out. We'll introduce you to more members of the crew aboard the UEES Stanton and offer another glimpse into the people you'll serve alongside during the campaign. Make sure you\u2019re subscribed by heading to your account settings.\n\nWednesday is packed with updates, beginning with the release of Alpha 4.8.3: The Return of Xenothreat. The notorious outlaw group has returned to Stanton with a new event featuring five concurrent ship combat contracts. From boarding an Idris to defending civilians and taking the fight directly to Xenothreat forces, you'll earn rewards and help drive the invaders back.\n\nAlso on Wednesday, we'll publish a new Roadmap Update, outlining the content currently planned throughout July and August. The June 2026 PU Monthly Report will follow, offering a behind-the-scenes look at the work teams have been tackling over the past month.\n\nOn Friday, the latest RSI Weekly Newsletter also lands in your inbox. If you\u2019re not subscribed yet, you can sign up at any time through your account settings.\n\na.thl'\u0113'kol, see you soon.\n\nThe Weekly Community Content Schedule\n\n\nMONDAY, JUNE 29\nThis Week in Star Citizen\n\nTUESDAY, JUNE 30\nSquadron 42 Newsletter\n\nWEDNESDAY, JULY 1\nAlpha 4.8.3\n\nRoadmap Update\n\nJune 2026 PU Monthly Report\n\nFRIDAY, JULY 3\nRSI Weekly Newsletter\n\nL\u00e9na\u00efc \"Nicou\" Ri\u00e9dinger\nCommunity Manager\n\nSourcePilotVision quest truthSmuggling Origin 300We offer this World to the Galaxy as a place to study and a place to meet We offer this World to the Entity as a place to study and a place to meet Known locally as Pinecone, this Poisonous Main Sequence Dwarf is situated on the further edge of the green band and is often overlooked when compared to Kallis VI Damn right it is. Point is, no damn AI system's ever gonna be as good as an experienced Chief engineerKnown locally as The Hive, this High-pressure Coreless Planet is situated on the further edge of the green band and is often overlooked when compared to Kilian XIII \"Maybe you should have a Engineer have a look at you. Be sure.\" said Hester Polaris A further investigation of the planet revealed a cache of Kr'Thak weapons and war machines. \"We don't have anythCore.\" Ernst said. The Being didn't like that answer.COMMUNITY MVP: June 29, 2026We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.Visit the Community Hub.Kidnappedby KpjaxSpectemus and Kpjax were off the grid at Harper\u2019s Point on microTech, quietly planning their next move when they walked straight into an ambush! \"Kidnapped\" is a perfect blend of roleplay, machinima, and organization meetups, all brought together in a fun, story-driven video.Check it out now on the Community Hub.COMMUNITY MVP: June 29, 2026\nWe're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.\n\nVisit the Community Hub.\n\nKidnapped\nby Kpjax\nSpectemus and Kpjax were off the grid at Harper\u2019s Point on microTech, quietly planning their next move when they walked straight into an ambush! \"Kidnapped\" is a perfect blend of roleplay, machinima, and organization meetups, all brought together in a fun, story-driven video.\n\nCheck it out now on the Community Hub.\n\nTop Images from the Community HubDon't forget to submit your content to our Community Hub for the chance to see it here!Corsair at Rock Breaker - SantanticaBringing The Heat - Dr.FischerTyilui in the rain - EspectralGuardian, Volcanic Activity Detected! - Vulcan-AuroraCorsair at Rock Breaker - Santantica\n\nBringing The Heat - Dr.Fischer\n\nTyilui in the rain - Espectral\n\nGuardian, Volcanic Activity Detected! - Vulcan-Aurora","zh_CN":"This Week in Star Citizen\nHello everyone, x\u0113'suelen nyahyan\nAlien Week is still ongoing! Join our annual celebration of the extraordinary cultures and technologies found beyond Human space. Running through July 6, this year's festivities include the Xeno Craft Challenge, inviting creators to bring alien cultures to life through food, art, props, models, and costumes for a chance to win some incredible alien ships. You can also enter the Show Us Your Colors contest before it wraps up on June 30.\n\nLast week, Subscribers also received the June 2026 issue of Jump Point! This month's edition takes a deep dive into the development of the Anvil Odin, explores the elegant design philosophy behind the Origin M80, and ventures into the fascinating world of Xi'an meditation, offering another look behind the scenes at the people, places, and ships shaping the 'verse.\n\nBy\n\nCarbonPixelBy\n\nCarbonPixelNow, let\u2019s take a look at what\u2019s coming up this week:\nOn Tuesday, the next issue of the Squadron 42 newsletter rolls out. We'll introduce you to more members of the crew aboard the UEES Stanton and offer another glimpse into the people you'll serve alongside during the campaign. Make sure you\u2019re subscribed by heading to your account settings.\n\nWednesday is packed with updates, beginning with the release of Alpha 4.8.3: The Return of Xenothreat. The notorious outlaw group has returned to Stanton with a new event featuring five concurrent ship combat contracts. From boarding an Idris to defending civilians and taking the fight directly to Xenothreat forces, you'll earn rewards and help drive the invaders back.\n\nAlso on Wednesday, we'll publish a new Roadmap Update, outlining the content currently planned throughout July and August. The June 2026 PU Monthly Report will follow, offering a behind-the-scenes look at the work teams have been tackling over the past month.\n\nOn Friday, the latest RSI Weekly Newsletter also lands in your inbox. If you\u2019re not subscribed yet, you can sign up at any time through your account settings.\n\na.thl'\u0113'kol, see you soon.\n\nThe Weekly Community Content Schedule\n\n\nMONDAY, JUNE 29\nThis Week in Star Citizen\n\nTUESDAY, JUNE 30\nSquadron 42 Newsletter\n\nWEDNESDAY, JULY 1\nAlpha 4.8.3\n\nRoadmap Update\n\nJune 2026 PU Monthly Report\n\nFRIDAY, JULY 3\nRSI Weekly Newsletter\n\nL\u00e9na\u00efc \"Nicou\" Ri\u00e9dinger\nCommunity Manager\n\nSourcePilotVision quest truthSmuggling Origin 300We offer this World to the Galaxy as a place to study and a place to meet We offer this World to the Entity as a place to study and a place to meet Known locally as Pinecone, this Poisonous Main Sequence Dwarf is situated on the further edge of the green band and is often overlooked when compared to Kallis VI Damn right it is. Point is, no damn AI system's ever gonna be as good as an experienced Chief engineerKnown locally as The Hive, this High-pressure Coreless Planet is situated on the further edge of the green band and is often overlooked when compared to Kilian XIII \"Maybe you should have a Engineer have a look at you. Be sure.\" said Hester Polaris A further investigation of the planet revealed a cache of Kr'Thak weapons and war machines. \"We don't have anythCore.\" Ernst said. The Being didn't like that answer.COMMUNITY MVP: June 29, 2026We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.Visit the Community Hub.Kidnappedby KpjaxSpectemus and Kpjax were off the grid at Harper\u2019s Point on microTech, quietly planning their next move when they walked straight into an ambush! \"Kidnapped\" is a perfect blend of roleplay, machinima, and organization meetups, all brought together in a fun, story-driven video.Check it out now on the Community Hub.COMMUNITY MVP: June 29, 2026\nWe're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.\n\nVisit the Community Hub.\n\nKidnapped\nby Kpjax\nSpectemus and Kpjax were off the grid at Harper\u2019s Point on microTech, quietly planning their next move when they walked straight into an ambush! \"Kidnapped\" is a perfect blend of roleplay, machinima, and organization meetups, all brought together in a fun, story-driven video.\n\nCheck it out now on the Community Hub.\n\nTop Images from the Community HubDon't forget to submit your content to our Community Hub for the chance to see it here!Corsair at Rock Breaker - SantanticaBringing The Heat - Dr.FischerTyilui in the rain - EspectralGuardian, Volcanic Activity Detected! - Vulcan-AuroraCorsair at Rock Breaker - Santantica\n\nBringing The Heat - Dr.Fischer\n\nTyilui in the rain - Espectral\n\nGuardian, Volcanic Activity Detected! - Vulcan-Aurora","fr_FR":"This Week in Star Citizen\nHello everyone, x\u0113'suelen nyahyan\nAlien Week is still ongoing! Join our annual celebration of the extraordinary cultures and technologies found beyond Human space. Running through July 6, this year's festivities include the Xeno Craft Challenge, inviting creators to bring alien cultures to life through food, art, props, models, and costumes for a chance to win some incredible alien ships. You can also enter the Show Us Your Colors contest before it wraps up on June 30.\n\nLast week, Subscribers also received the June 2026 issue of Jump Point! This month's edition takes a deep dive into the development of the Anvil Odin, explores the elegant design philosophy behind the Origin M80, and ventures into the fascinating world of Xi'an meditation, offering another look behind the scenes at the people, places, and ships shaping the 'verse.\n\nBy\n\nCarbonPixelBy\n\nCarbonPixelNow, let\u2019s take a look at what\u2019s coming up this week:\nOn Tuesday, the next issue of the Squadron 42 newsletter rolls out. We'll introduce you to more members of the crew aboard the UEES Stanton and offer another glimpse into the people you'll serve alongside during the campaign. Make sure you\u2019re subscribed by heading to your account settings.\n\nWednesday is packed with updates, beginning with the release of Alpha 4.8.3: The Return of Xenothreat. The notorious outlaw group has returned to Stanton with a new event featuring five concurrent ship combat contracts. From boarding an Idris to defending civilians and taking the fight directly to Xenothreat forces, you'll earn rewards and help drive the invaders back.\n\nAlso on Wednesday, we'll publish a new Roadmap Update, outlining the content currently planned throughout July and August. The June 2026 PU Monthly Report will follow, offering a behind-the-scenes look at the work teams have been tackling over the past month.\n\nOn Friday, the latest RSI Weekly Newsletter also lands in your inbox. If you\u2019re not subscribed yet, you can sign up at any time through your account settings.\n\na.thl'\u0113'kol, see you soon.\n\nThe Weekly Community Content Schedule\n\n\nMONDAY, JUNE 29\nThis Week in Star Citizen\n\nTUESDAY, JUNE 30\nSquadron 42 Newsletter\n\nWEDNESDAY, JULY 1\nAlpha 4.8.3\n\nRoadmap Update\n\nJune 2026 PU Monthly Report\n\nFRIDAY, JULY 3\nRSI Weekly Newsletter\n\nL\u00e9na\u00efc \"Nicou\" Ri\u00e9dinger\nCommunity Manager\n\nSourcePilotVision quest truthSmuggling Origin 300We offer this World to the Galaxy as a place to study and a place to meet We offer this World to the Entity as a place to study and a place to meet Known locally as Pinecone, this Poisonous Main Sequence Dwarf is situated on the further edge of the green band and is often overlooked when compared to Kallis VI Damn right it is. Point is, no damn AI system's ever gonna be as good as an experienced Chief engineerKnown locally as The Hive, this High-pressure Coreless Planet is situated on the further edge of the green band and is often overlooked when compared to Kilian XIII \"Maybe you should have a Engineer have a look at you. Be sure.\" said Hester Polaris A further investigation of the planet revealed a cache of Kr'Thak weapons and war machines. \"We don't have anythCore.\" Ernst said. The Being didn't like that answer.COMMUNITY MVP: June 29, 2026We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.Visit the Community Hub.Kidnappedby KpjaxSpectemus and Kpjax were off the grid at Harper\u2019s Point on microTech, quietly planning their next move when they walked straight into an ambush! \"Kidnapped\" is a perfect blend of roleplay, machinima, and organization meetups, all brought together in a fun, story-driven video.Check it out now on the Community Hub.COMMUNITY MVP: June 29, 2026\nWe're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.\n\nVisit the Community Hub.\n\nKidnapped\nby Kpjax\nSpectemus and Kpjax were off the grid at Harper\u2019s Point on microTech, quietly planning their next move when they walked straight into an ambush! \"Kidnapped\" is a perfect blend of roleplay, machinima, and organization meetups, all brought together in a fun, story-driven video.\n\nCheck it out now on the Community Hub.\n\nTop Images from the Community HubDon't forget to submit your content to our Community Hub for the chance to see it here!Corsair at Rock Breaker - SantanticaBringing The Heat - Dr.FischerTyilui in the rain - EspectralGuardian, Volcanic Activity Detected! - Vulcan-AuroraCorsair at Rock Breaker - Santantica\n\nBringing The Heat - Dr.Fischer\n\nTyilui in the rain - Espectral\n\nGuardian, Volcanic Activity Detected! - Vulcan-Aurora"},"links_count":8,"comment_count":0,"created_at":"2026-06-29T20:00:00+00:00","created_at_human":"6 days ago"},{"id":21221,"title":"Jump Point Now Available!","rsi_url":"https:\/\/robertsspaceindustries.com\/en\/comm-link\/transmission\/21221-Jump-Point-Now-Available","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/21221","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/21221","channel":"Transmission","category":"Undefined","series":"None","images_count":2,"translations":{"en_EN":"Jump Point Now Available!\nAttention, Subscribers: The June 2026 issue of Jump Point is now available in the Subscriber section of your account.\n\nThis time, the team is sharing the wild concept work that went into the Anvil Odin, going behind the scenes of the beautiful Origin M80, and exploring the extreme side of Xi\u2019an meditation.\n\nInterested in becoming a Subscriber? Learn more","de_DE":"Jump Point Now Available!\nAttention, Subscribers: The June 2026 issue of Jump Point is now available in the Subscriber section of your account.\n\nThis time, the team is sharing the wild concept work that went into the Anvil Odin, going behind the scenes of the beautiful Origin M80, and exploring the extreme side of Xi\u2019an meditation.\n\nInterested in becoming a Subscriber? Learn more","zh_CN":"Jump Point Now Available!\nAttention, Subscribers: The June 2026 issue of Jump Point is now available in the Subscriber section of your account.\n\nThis time, the team is sharing the wild concept work that went into the Anvil Odin, going behind the scenes of the beautiful Origin M80, and exploring the extreme side of Xi\u2019an meditation.\n\nInterested in becoming a Subscriber? Learn more","fr_FR":"Jump Point Now Available!\nAttention, Subscribers: The June 2026 issue of Jump Point is now available in the Subscriber section of your account.\n\nThis time, the team is sharing the wild concept work that went into the Anvil Odin, going behind the scenes of the beautiful Origin M80, and exploring the extreme side of Xi\u2019an meditation.\n\nInterested in becoming a Subscriber? Learn more"},"links_count":1,"comment_count":0,"created_at":"2026-06-26T17:00:00+00:00","created_at_human":"1 week ago"},{"id":21219,"title":"This Week in Star Citizen","rsi_url":"https:\/\/robertsspaceindustries.com\/en\/comm-link\/transmission\/21219-This-Week-In-Star-Citizen","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/21219","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/21219","channel":"Transmission","category":"Undefined","series":"None","images_count":6,"translations":{"en_EN":"This Week in Star Citizen\nHappy Monday, everyone!\nLast week, Star Citizen Live brought together Chief Technology Officer Benoit Beaus\u00e9jour and Gameplay Engineering Director Jens Lind for a candid look at Alpha 4.8 and the team's continued efforts to act on your feedback. If you missed it, the full conversation is up on YouTube.\n\nWe also kicked off Alien Week 2026 last week. The Banu-nanza of all things exotic runs through July 6, and the Xeno Craft Challenge is your chance to get hands-on. Food, art, props, models, costumes: bring alien cultures to life for a shot to snag some cool alien ships while you're at it. There's still also time to Show Us Your Colors before June 30.\n\nBy\n\nTaavi_SpectreBy\n\nTaavi_SpectreGet the short and sweet on what's happening this week:\nAfter International Bar Citizen Weekend, we're already looking forward to the next Bar Citizen World Tour stop: Chicago, Illinois, on July 18. In the meantime, community-hosted meetups are happening all over, like Bar Citizen Montpellier in France this weekend. Head over to barcitizen.org to find one near you.\n\nThis Friday, the RSI Newsletter makes its weekly run to your inbox, bringing the latest from across the 'verse. Subscribers can also look forward to Jump Point's June issue landing alongside it.\n\n\n\n\nFly low, and fly fast!\n\nThe Weekly Community Content Schedule\n\n\nMONDAY, JUNE 22, 2026\nThis Week in Star Citizen\n\nFRIDAY, JUNE 26, 2026\nJune Issue of Jump Point for Subscribers\n\nRSI Weekly Newsletter\n\nFreyja Vanadis\nSenior Community Manager\n\nSourcePilotVision quest truthSmuggling Origin 300We offer this World to the Galaxy as a place to study and a place to meet We offer this World to the Entity as a place to study and a place to meet Known locally as Pinecone, this Poisonous Main Sequence Dwarf is situated on the further edge of the green band and is often overlooked when compared to Kallis VI Damn right it is. Point is, no damn AI system's ever gonna be as good as an experienced Chief engineerKnown locally as The Hive, this High-pressure Coreless Planet is situated on the further edge of the green band and is often overlooked when compared to Kilian XIII \"Maybe you should have a Engineer have a look at you. Be sure.\" said Hester Polaris A further investigation of the planet revealed a cache of Kr'Thak weapons and war machines. \"We don't have anythCore.\" Ernst said. The Being didn't like that answer.COMMUNITY MVP: June 22, 2026We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.Visit the Community Hub.Blooming Toward the Lightby OrangeJuZiWhat do you call a group of Railens flying through the beautiful landscape of Bloom? In this video, we'd call it a 'zen'. Catch some cozy vibes from the video on the Community Hub.COMMUNITY MVP: June 22, 2026\nWe're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.\n\nVisit the Community Hub.\n\nBlooming Toward the Light\nby OrangeJuZi\nWhat do you call a group of Railens flying through the beautiful landscape of Bloom? In this video, we'd call it a 'zen'.\n\nCatch some cozy vibes from the video on the Community Hub.\n\nTop Images from the Community HubDon't forget to submit your content to our Community Hub for the chance to see it here!FPS Assault in Railen - EricTheFourierRailens, Assemble! - Lion_ShipcrasherForeign Forged - PapaJuggernautFormer ASD scientist - KartaVacanteFPS Assault in Railen - EricTheFourier\n\nRailens, Assemble! - Lion_Shipcrasher\n\nForeign Forged - PapaJuggernaut\n\nFormer ASD scientist - KartaVacante","de_DE":"This Week in Star Citizen\nHappy Monday, everyone!\nLast week, Star Citizen Live brought together Chief Technology Officer Benoit Beaus\u00e9jour and Gameplay Engineering Director Jens Lind for a candid look at Alpha 4.8 and the team's continued efforts to act on your feedback. If you missed it, the full conversation is up on YouTube.\n\nWe also kicked off Alien Week 2026 last week. The Banu-nanza of all things exotic runs through July 6, and the Xeno Craft Challenge is your chance to get hands-on. Food, art, props, models, costumes: bring alien cultures to life for a shot to snag some cool alien ships while you're at it. There's still also time to Show Us Your Colors before June 30.\n\nBy\n\nTaavi_SpectreBy\n\nTaavi_SpectreGet the short and sweet on what's happening this week:\nAfter International Bar Citizen Weekend, we're already looking forward to the next Bar Citizen World Tour stop: Chicago, Illinois, on July 18. In the meantime, community-hosted meetups are happening all over, like Bar Citizen Montpellier in France this weekend. Head over to barcitizen.org to find one near you.\n\nThis Friday, the RSI Newsletter makes its weekly run to your inbox, bringing the latest from across the 'verse. Subscribers can also look forward to Jump Point's June issue landing alongside it.\n\n\n\n\nFly low, and fly fast!\n\nThe Weekly Community Content Schedule\n\n\nMONDAY, JUNE 22, 2026\nThis Week in Star Citizen\n\nFRIDAY, JUNE 26, 2026\nJune Issue of Jump Point for Subscribers\n\nRSI Weekly Newsletter\n\nFreyja Vanadis\nSenior Community Manager\n\nSourcePilotVision quest truthSmuggling Origin 300We offer this World to the Galaxy as a place to study and a place to meet We offer this World to the Entity as a place to study and a place to meet Known locally as Pinecone, this Poisonous Main Sequence Dwarf is situated on the further edge of the green band and is often overlooked when compared to Kallis VI Damn right it is. Point is, no damn AI system's ever gonna be as good as an experienced Chief engineerKnown locally as The Hive, this High-pressure Coreless Planet is situated on the further edge of the green band and is often overlooked when compared to Kilian XIII \"Maybe you should have a Engineer have a look at you. Be sure.\" said Hester Polaris A further investigation of the planet revealed a cache of Kr'Thak weapons and war machines. \"We don't have anythCore.\" Ernst said. The Being didn't like that answer.COMMUNITY MVP: June 22, 2026We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.Visit the Community Hub.Blooming Toward the Lightby OrangeJuZiWhat do you call a group of Railens flying through the beautiful landscape of Bloom? In this video, we'd call it a 'zen'. Catch some cozy vibes from the video on the Community Hub.COMMUNITY MVP: June 22, 2026\nWe're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.\n\nVisit the Community Hub.\n\nBlooming Toward the Light\nby OrangeJuZi\nWhat do you call a group of Railens flying through the beautiful landscape of Bloom? In this video, we'd call it a 'zen'.\n\nCatch some cozy vibes from the video on the Community Hub.\n\nTop Images from the Community HubDon't forget to submit your content to our Community Hub for the chance to see it here!FPS Assault in Railen - EricTheFourierRailens, Assemble! - Lion_ShipcrasherForeign Forged - PapaJuggernautFormer ASD scientist - KartaVacanteFPS Assault in Railen - EricTheFourier\n\nRailens, Assemble! - Lion_Shipcrasher\n\nForeign Forged - PapaJuggernaut\n\nFormer ASD scientist - KartaVacante","zh_CN":"This Week in Star Citizen\nHappy Monday, everyone!\nLast week, Star Citizen Live brought together Chief Technology Officer Benoit Beaus\u00e9jour and Gameplay Engineering Director Jens Lind for a candid look at Alpha 4.8 and the team's continued efforts to act on your feedback. If you missed it, the full conversation is up on YouTube.\n\nWe also kicked off Alien Week 2026 last week. The Banu-nanza of all things exotic runs through July 6, and the Xeno Craft Challenge is your chance to get hands-on. Food, art, props, models, costumes: bring alien cultures to life for a shot to snag some cool alien ships while you're at it. There's still also time to Show Us Your Colors before June 30.\n\nBy\n\nTaavi_SpectreBy\n\nTaavi_SpectreGet the short and sweet on what's happening this week:\nAfter International Bar Citizen Weekend, we're already looking forward to the next Bar Citizen World Tour stop: Chicago, Illinois, on July 18. In the meantime, community-hosted meetups are happening all over, like Bar Citizen Montpellier in France this weekend. Head over to barcitizen.org to find one near you.\n\nThis Friday, the RSI Newsletter makes its weekly run to your inbox, bringing the latest from across the 'verse. Subscribers can also look forward to Jump Point's June issue landing alongside it.\n\n\n\n\nFly low, and fly fast!\n\nThe Weekly Community Content Schedule\n\n\nMONDAY, JUNE 22, 2026\nThis Week in Star Citizen\n\nFRIDAY, JUNE 26, 2026\nJune Issue of Jump Point for Subscribers\n\nRSI Weekly Newsletter\n\nFreyja Vanadis\nSenior Community Manager\n\nSourcePilotVision quest truthSmuggling Origin 300We offer this World to the Galaxy as a place to study and a place to meet We offer this World to the Entity as a place to study and a place to meet Known locally as Pinecone, this Poisonous Main Sequence Dwarf is situated on the further edge of the green band and is often overlooked when compared to Kallis VI Damn right it is. Point is, no damn AI system's ever gonna be as good as an experienced Chief engineerKnown locally as The Hive, this High-pressure Coreless Planet is situated on the further edge of the green band and is often overlooked when compared to Kilian XIII \"Maybe you should have a Engineer have a look at you. Be sure.\" said Hester Polaris A further investigation of the planet revealed a cache of Kr'Thak weapons and war machines. \"We don't have anythCore.\" Ernst said. The Being didn't like that answer.COMMUNITY MVP: June 22, 2026We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.Visit the Community Hub.Blooming Toward the Lightby OrangeJuZiWhat do you call a group of Railens flying through the beautiful landscape of Bloom? In this video, we'd call it a 'zen'. Catch some cozy vibes from the video on the Community Hub.COMMUNITY MVP: June 22, 2026\nWe're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.\n\nVisit the Community Hub.\n\nBlooming Toward the Light\nby OrangeJuZi\nWhat do you call a group of Railens flying through the beautiful landscape of Bloom? In this video, we'd call it a 'zen'.\n\nCatch some cozy vibes from the video on the Community Hub.\n\nTop Images from the Community HubDon't forget to submit your content to our Community Hub for the chance to see it here!FPS Assault in Railen - EricTheFourierRailens, Assemble! - Lion_ShipcrasherForeign Forged - PapaJuggernautFormer ASD scientist - KartaVacanteFPS Assault in Railen - EricTheFourier\n\nRailens, Assemble! - Lion_Shipcrasher\n\nForeign Forged - PapaJuggernaut\n\nFormer ASD scientist - KartaVacante","fr_FR":"This Week in Star Citizen\nHappy Monday, everyone!\nLast week, Star Citizen Live brought together Chief Technology Officer Benoit Beaus\u00e9jour and Gameplay Engineering Director Jens Lind for a candid look at Alpha 4.8 and the team's continued efforts to act on your feedback. If you missed it, the full conversation is up on YouTube.\n\nWe also kicked off Alien Week 2026 last week. The Banu-nanza of all things exotic runs through July 6, and the Xeno Craft Challenge is your chance to get hands-on. Food, art, props, models, costumes: bring alien cultures to life for a shot to snag some cool alien ships while you're at it. There's still also time to Show Us Your Colors before June 30.\n\nBy\n\nTaavi_SpectreBy\n\nTaavi_SpectreGet the short and sweet on what's happening this week:\nAfter International Bar Citizen Weekend, we're already looking forward to the next Bar Citizen World Tour stop: Chicago, Illinois, on July 18. In the meantime, community-hosted meetups are happening all over, like Bar Citizen Montpellier in France this weekend. Head over to barcitizen.org to find one near you.\n\nThis Friday, the RSI Newsletter makes its weekly run to your inbox, bringing the latest from across the 'verse. Subscribers can also look forward to Jump Point's June issue landing alongside it.\n\n\n\n\nFly low, and fly fast!\n\nThe Weekly Community Content Schedule\n\n\nMONDAY, JUNE 22, 2026\nThis Week in Star Citizen\n\nFRIDAY, JUNE 26, 2026\nJune Issue of Jump Point for Subscribers\n\nRSI Weekly Newsletter\n\nFreyja Vanadis\nSenior Community Manager\n\nSourcePilotVision quest truthSmuggling Origin 300We offer this World to the Galaxy as a place to study and a place to meet We offer this World to the Entity as a place to study and a place to meet Known locally as Pinecone, this Poisonous Main Sequence Dwarf is situated on the further edge of the green band and is often overlooked when compared to Kallis VI Damn right it is. Point is, no damn AI system's ever gonna be as good as an experienced Chief engineerKnown locally as The Hive, this High-pressure Coreless Planet is situated on the further edge of the green band and is often overlooked when compared to Kilian XIII \"Maybe you should have a Engineer have a look at you. Be sure.\" said Hester Polaris A further investigation of the planet revealed a cache of Kr'Thak weapons and war machines. \"We don't have anythCore.\" Ernst said. The Being didn't like that answer.COMMUNITY MVP: June 22, 2026We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.Visit the Community Hub.Blooming Toward the Lightby OrangeJuZiWhat do you call a group of Railens flying through the beautiful landscape of Bloom? In this video, we'd call it a 'zen'. Catch some cozy vibes from the video on the Community Hub.COMMUNITY MVP: June 22, 2026\nWe're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.\n\nVisit the Community Hub.\n\nBlooming Toward the Light\nby OrangeJuZi\nWhat do you call a group of Railens flying through the beautiful landscape of Bloom? In this video, we'd call it a 'zen'.\n\nCatch some cozy vibes from the video on the Community Hub.\n\nTop Images from the Community HubDon't forget to submit your content to our Community Hub for the chance to see it here!FPS Assault in Railen - EricTheFourierRailens, Assemble! - Lion_ShipcrasherForeign Forged - PapaJuggernautFormer ASD scientist - KartaVacanteFPS Assault in Railen - EricTheFourier\n\nRailens, Assemble! - Lion_Shipcrasher\n\nForeign Forged - PapaJuggernaut\n\nFormer ASD scientist - KartaVacante"},"links_count":7,"comment_count":0,"created_at":"2026-06-22T19:00:00+00:00","created_at_human":"1 week ago"},{"id":21216,"title":"Roadmap Roundup - June 17, 2026","rsi_url":"https:\/\/robertsspaceindustries.com\/en\/comm-link\/transmission\/21216-Roadmap-Roundup-June-17-2026","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/21216","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/21216","channel":"Transmission","category":"Lore","series":"Roadmap Roundup","images_count":0,"translations":{"en_EN":"Roadmap Roundup\nHello everyone!\n\nEvery two weeks, we accompany the Roadmap update with a brief explanatory note to give you insight into the decision-making that led to any changes. This is part of an effort to make our communications more transparent, more specific, and more insightful for all of you who help to make Star Citizen and Squadron 42 possible.\n\nJust a reminder: The 1.0 column showcases features and content planned for inclusion in or before Star Citizen 1.0. This means you may not have to wait for the 1.0 release to experience them. As features\/content in the 1.0 column become ready, they will migrate left into a point patch column for release.\n\nBe sure to check back every two weeks for the latest updates.\n\nWith that, let\u2019s dive into this week\u2019s Roadmap Roundup!\n\n-CIG Community Team\n\n\n\nNotable Changes: June 17, 2026\n\n\n\nRelease View\nAlpha 4.9\nItem Recovery: Ship Loadout Improvements\n\nImplementing Item Recovery: Ship Loadout Improvements, updating ship and item recovery to better support custom loadouts through timed claims, optional expedite fees, freight elevator item claims, and debuting a free recovery option when losses are detected as outside the player\u2019s control.\n\nThis card has been set to Tentative.\n\n\n\n\nNine Tails Armor Update\n\nImplementing updated armor sets for the Nine Tails criminal organization, refreshing the appearance of grunts, elites, and boss NPCs.\n\nThis card has been set to Tentative.\n\n\n\n\nBehring \"CQ7\" Bullpup Rifle\n\nImplementing the Behring \"CQ7\" Bullpup Rifle, a battle rifle purpose-built for close-quarters engagements, combining the compact handling of a bullpup design with the firepower needed for intense frontline and boarding combat.\n\nThis card has been set to Tentative.\n\n\n\n\nOrdnance Cargo Holder\n\nImplementing dedicated storage frames for missiles, torpedoes, and bombs placed on cargo grids to improve presentation and handling.\n\nThis card has been set to Tentative.\n\n\n\n\nNew Hairstyles (4.9.0)\n\nImplementing two new hairstyles, along with an update to one hairstyle to bring it up to current quality standards.\n\nThis card has been set to Tentative.\n\n\n\n\n\n\n\nJoin the discussion on Spectrum.","de_DE":"Roadmap Roundup\nHello everyone!\n\nEvery two weeks, we accompany the Roadmap update with a brief explanatory note to give you insight into the decision-making that led to any changes. This is part of an effort to make our communications more transparent, more specific, and more insightful for all of you who help to make Star Citizen and Squadron 42 possible.\n\nJust a reminder: The 1.0 column showcases features and content planned for inclusion in or before Star Citizen 1.0. This means you may not have to wait for the 1.0 release to experience them. As features\/content in the 1.0 column become ready, they will migrate left into a point patch column for release.\n\nBe sure to check back every two weeks for the latest updates.\n\nWith that, let\u2019s dive into this week\u2019s Roadmap Roundup!\n\n-CIG Community Team\n\n\n\nNotable Changes: June 17, 2026\n\n\n\nRelease View\nAlpha 4.9\nItem Recovery: Ship Loadout Improvements\n\nImplementing Item Recovery: Ship Loadout Improvements, updating ship and item recovery to better support custom loadouts through timed claims, optional expedite fees, freight elevator item claims, and debuting a free recovery option when losses are detected as outside the player\u2019s control.\n\nThis card has been set to Tentative.\n\n\n\n\nNine Tails Armor Update\n\nImplementing updated armor sets for the Nine Tails criminal organization, refreshing the appearance of grunts, elites, and boss NPCs.\n\nThis card has been set to Tentative.\n\n\n\n\nBehring \"CQ7\" Bullpup Rifle\n\nImplementing the Behring \"CQ7\" Bullpup Rifle, a battle rifle purpose-built for close-quarters engagements, combining the compact handling of a bullpup design with the firepower needed for intense frontline and boarding combat.\n\nThis card has been set to Tentative.\n\n\n\n\nOrdnance Cargo Holder\n\nImplementing dedicated storage frames for missiles, torpedoes, and bombs placed on cargo grids to improve presentation and handling.\n\nThis card has been set to Tentative.\n\n\n\n\nNew Hairstyles (4.9.0)\n\nImplementing two new hairstyles, along with an update to one hairstyle to bring it up to current quality standards.\n\nThis card has been set to Tentative.\n\n\n\n\n\n\n\nJoin the discussion on Spectrum.","zh_CN":"Roadmap Roundup\nHello everyone!\n\nEvery two weeks, we accompany the Roadmap update with a brief explanatory note to give you insight into the decision-making that led to any changes. This is part of an effort to make our communications more transparent, more specific, and more insightful for all of you who help to make Star Citizen and Squadron 42 possible.\n\nJust a reminder: The 1.0 column showcases features and content planned for inclusion in or before Star Citizen 1.0. This means you may not have to wait for the 1.0 release to experience them. As features\/content in the 1.0 column become ready, they will migrate left into a point patch column for release.\n\nBe sure to check back every two weeks for the latest updates.\n\nWith that, let\u2019s dive into this week\u2019s Roadmap Roundup!\n\n-CIG Community Team\n\n\n\nNotable Changes: June 17, 2026\n\n\n\nRelease View\nAlpha 4.9\nItem Recovery: Ship Loadout Improvements\n\nImplementing Item Recovery: Ship Loadout Improvements, updating ship and item recovery to better support custom loadouts through timed claims, optional expedite fees, freight elevator item claims, and debuting a free recovery option when losses are detected as outside the player\u2019s control.\n\nThis card has been set to Tentative.\n\n\n\n\nNine Tails Armor Update\n\nImplementing updated armor sets for the Nine Tails criminal organization, refreshing the appearance of grunts, elites, and boss NPCs.\n\nThis card has been set to Tentative.\n\n\n\n\nBehring \"CQ7\" Bullpup Rifle\n\nImplementing the Behring \"CQ7\" Bullpup Rifle, a battle rifle purpose-built for close-quarters engagements, combining the compact handling of a bullpup design with the firepower needed for intense frontline and boarding combat.\n\nThis card has been set to Tentative.\n\n\n\n\nOrdnance Cargo Holder\n\nImplementing dedicated storage frames for missiles, torpedoes, and bombs placed on cargo grids to improve presentation and handling.\n\nThis card has been set to Tentative.\n\n\n\n\nNew Hairstyles (4.9.0)\n\nImplementing two new hairstyles, along with an update to one hairstyle to bring it up to current quality standards.\n\nThis card has been set to Tentative.\n\n\n\n\n\n\n\nJoin the discussion on Spectrum.","fr_FR":"Roadmap Roundup\nHello everyone!\n\nEvery two weeks, we accompany the Roadmap update with a brief explanatory note to give you insight into the decision-making that led to any changes. This is part of an effort to make our communications more transparent, more specific, and more insightful for all of you who help to make Star Citizen and Squadron 42 possible.\n\nJust a reminder: The 1.0 column showcases features and content planned for inclusion in or before Star Citizen 1.0. This means you may not have to wait for the 1.0 release to experience them. As features\/content in the 1.0 column become ready, they will migrate left into a point patch column for release.\n\nBe sure to check back every two weeks for the latest updates.\n\nWith that, let\u2019s dive into this week\u2019s Roadmap Roundup!\n\n-CIG Community Team\n\n\n\nNotable Changes: June 17, 2026\n\n\n\nRelease View\nAlpha 4.9\nItem Recovery: Ship Loadout Improvements\n\nImplementing Item Recovery: Ship Loadout Improvements, updating ship and item recovery to better support custom loadouts through timed claims, optional expedite fees, freight elevator item claims, and debuting a free recovery option when losses are detected as outside the player\u2019s control.\n\nThis card has been set to Tentative.\n\n\n\n\nNine Tails Armor Update\n\nImplementing updated armor sets for the Nine Tails criminal organization, refreshing the appearance of grunts, elites, and boss NPCs.\n\nThis card has been set to Tentative.\n\n\n\n\nBehring \"CQ7\" Bullpup Rifle\n\nImplementing the Behring \"CQ7\" Bullpup Rifle, a battle rifle purpose-built for close-quarters engagements, combining the compact handling of a bullpup design with the firepower needed for intense frontline and boarding combat.\n\nThis card has been set to Tentative.\n\n\n\n\nOrdnance Cargo Holder\n\nImplementing dedicated storage frames for missiles, torpedoes, and bombs placed on cargo grids to improve presentation and handling.\n\nThis card has been set to Tentative.\n\n\n\n\nNew Hairstyles (4.9.0)\n\nImplementing two new hairstyles, along with an update to one hairstyle to bring it up to current quality standards.\n\nThis card has been set to Tentative.\n\n\n\n\n\n\n\nJoin the discussion on Spectrum."},"links_count":0,"comment_count":0,"created_at":"2026-06-17T19:00:00+00:00","created_at_human":"2 weeks ago"},{"id":21215,"title":"Star Citizen Live","rsi_url":"https:\/\/robertsspaceindustries.com\/en\/comm-link\/transmission\/21215-Star-Citizen-Live","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/21215","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/21215","channel":"Transmission","category":"General","series":"Star Citizen LIVE","images_count":1,"translations":{"en_EN":"STAR CITIZEN LIVE\nTech Talk: Alpha 4.8 w\/ Benoit and Jens\nThis week, join us for a candid conversation about the technical state of Star Citizen, with Gameplay Engineering Director Jens Lind and Chief Technology Officer Benoit Beausejour.","de_DE":"STAR CITIZEN LIVE\nTech Talk: Alpha 4.8 w\/ Benoit and Jens\nThis week, join us for a candid conversation about the technical state of Star Citizen, with Gameplay Engineering Director Jens Lind and Chief Technology Officer Benoit Beausejour.","zh_CN":"STAR CITIZEN LIVE\nTech Talk: Alpha 4.8 w\/ Benoit and Jens\nThis week, join us for a candid conversation about the technical state of Star Citizen, with Gameplay Engineering Director Jens Lind and Chief Technology Officer Benoit Beausejour.","fr_FR":"STAR CITIZEN LIVE\nTech Talk: Alpha 4.8 w\/ Benoit and Jens\nThis week, join us for a candid conversation about the technical state of Star Citizen, with Gameplay Engineering Director Jens Lind and Chief Technology Officer Benoit Beausejour."},"links_count":0,"comment_count":0,"created_at":"2026-06-18T18:00:00+00:00","created_at_human":"2 weeks ago"},{"id":21214,"title":"Behind the Ships","rsi_url":"https:\/\/robertsspaceindustries.com\/en\/comm-link\/transmission\/21214-Behind-The-Ships","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/21214","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/21214","channel":"Transmission","category":"Undefined","series":"None","images_count":1,"translations":{"en_EN":"BEHIND THE SHIPS\nGatac Tyilui\nWho said transporting snub fighters into war zones couldn\u2019t be a little whimsical? Not Gatac! Float to the top of the carrier game in this truly unique transporter. At least, we think it\u2019s the top\u2026 maybe it\u2019s the side, or the bottom. Hmm.","de_DE":"BEHIND THE SHIPS\nGatac Tyilui\nWho said transporting snub fighters into war zones couldn\u2019t be a little whimsical? Not Gatac! Float to the top of the carrier game in this truly unique transporter. At least, we think it\u2019s the top\u2026 maybe it\u2019s the side, or the bottom. Hmm.","zh_CN":"BEHIND THE SHIPS\nGatac Tyilui\nWho said transporting snub fighters into war zones couldn\u2019t be a little whimsical? Not Gatac! Float to the top of the carrier game in this truly unique transporter. At least, we think it\u2019s the top\u2026 maybe it\u2019s the side, or the bottom. Hmm.","fr_FR":"BEHIND THE SHIPS\nGatac Tyilui\nWho said transporting snub fighters into war zones couldn\u2019t be a little whimsical? Not Gatac! Float to the top of the carrier game in this truly unique transporter. At least, we think it\u2019s the top\u2026 maybe it\u2019s the side, or the bottom. Hmm."},"links_count":0,"comment_count":0,"created_at":"2026-06-17T16:00:00+00:00","created_at_human":"2 weeks ago"},{"id":21212,"title":"Q&A: Gatac Tyilui","rsi_url":"https:\/\/robertsspaceindustries.com\/en\/comm-link\/engineering\/21212-Q-A-Gatac-Tyilui","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/21212","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/21212","channel":"Engineering","category":"Development","series":"Concept Ship Q&A","images_count":4,"translations":{"en_EN":"Tyilui\nby Gatac\nFloat, spin, and wind through space aboard the first alien-designed snub carrier in the 'verse. The Gatac Tyilui brings Xi'an engineering principles to a hull unlike anything Human shipbuilders have conceived, anchored by a zero-gravity hangar. A spectacular original in every sense.\n\nWe asked the team a few questions about the Tyilui and what it means to operate one. Here are the answers, straight from the devs themselves.\n\n1. The Tyilui arrives alongside the Railen, introducing two Gatac ships at once. While they both share a similar interior and weapons, is the Tyilui a variant of the Railen, and what sets them apart?\nThe Tyilui and Railen share some of the interior, mostly the habitation level, but the other levels have significant differences to benefit the differing roles of the two ships. Externally, while the front profile is similar, the sides and rear of the Tyilui have changes to support the snub hangar, and as such, it is not a variant of the Railen.\n\n2. What kind of experience were you aiming to deliver with the Tyilui, and what feelings or moments are you most excited for players to experience when stepping on board?\nWe want the Tyilui to feel even more alien than the Railen, with the addition of the multi-directional gravity hangar at the rear giving a very different traversal experience to other ships. The hangar space allows players to walk on any of the four pads and control the rear hangar door independently and launch out.\n\n3. Where does the Tyilui sit within the current ecosystem of ships, and what sets it apart from anything available so far?\nThe Tyilui is the first dedicated snub-fighter carrier. While other ships do this indirectly, it\u2019s not their sole focus. The Tyilui packs the ability to carry four snub fighters, 96 SCU of cargo, and hangar services in a compact package.\n\n1. What can a solo pilot expect from the Tyilui, and how does that change with a bigger crew?\nAs a solo-crewed ship, the Tyilui allows you to carry a selection of ships for use. Obviously, more players aboard allow for more opportunities to launch and utilize more ships in parallel.\n\n2. Four snub pads give players serious flexibility. What can be stored there, and what does that mean for the Tyilui in action?\nThe Tyilui\u2019s primary role is carrying snub fighters, such as the Fury series, Pitbull, and Merlin. This allows those ships to partake in battles well beyond their home location and to add firepower to any encounter.\n\n3. With pilot weapons, manned and remote turrets, missiles, and deployable snubs all in play, how do these layers come together in combat, and what does it mean for how the Tyilui handles a fight?\nThe wide variety of offensive and defensive weaponry allows the Tyilui and its crew to both attack targets as a single unit or as a mini fleet. It also allows the ship to defend itself in the event the snub fighters are otherwise engaged or unavailable.\n\n1. Beyond transport, the Tyilui actively supports its snubs through repair, rearm, and refuel capabilities. What does sustaining those ships look like in practice, and how does the Tyilui's cargo capacity support that role?\nThe 96 SCU cargo capacity supports both cargo operations and the resources needed for the Tyilui's repair, rearm, and refuel functionality. This means crews can turn their snubs around directly from the Tyilui without needing to return to a station between sorties. For a small group, that self-sufficiency changes the scope of what they can accomplish together, keeping them in the fight far longer than they could manage without a dedicated support vessel.\n\n2. How does the Tyilui handle, and what should players expect from its flight profile for a ship of its size and role?\nThe Tyilui is a medium industrial ship, but also embodies certain characteristics of a heavy vehicle. It\u2019s designed to operate as both a cargo hauler and a carrier of smaller vessels, though its military-oriented role sets it apart from the Railen. Therefore, it trades a fraction of agility for greater resilience.\n\nWhere the Tyilui stands out is its lateral and vertical thrust profile. While its forward acceleration is closer to the heavy end of the archetype, its mobility is better for its weight, offering responsiveness more typical of medium industrial ships.\n\nBut this does have consequences, as players should expect some oversteer. The result is a ship with an interesting personality: the mass and forward drive of a heavy industrial, the maneuverability of a medium one, and the structural strength of something built for contested environments.\n\n3. What kind of spaces and amenities can players expect on board?\nThe Tyilui has a comprehensive set of amenities aboard with a dedicated sleeping area, separate mess hall, and bathroom facilities.\n\n1. The zero-gravity core and walking on walls inside a spaceship are not something players have experienced before. What drove that decision, and what can players expect when they step inside?\nThe hangar section is something we spent a lot of time on, ensuring it would feel good and as natural as possible while players walk around the room. The main benefit of this is that it allows us to have lots of surface area while also keeping the space open to allow easier access for any snub ships stationed within.\n\n2. The Tyilui reflects both Gatac\u2019s design philosophy and its place within Xi\u2019an culture. How did those influences shape the ship, and what does it say about Gatac as a manufacturer going forward?\nYou can see the influence of Xi\u2019an technology and culture throughout the ship. Gatac has never shied away from showing its skills with advanced manufacturing techniques, as highlighted by the way it plays with gravity around the ships. For example, the Tyilui\u2019s multi-directional landing pads and 360 wraparound walkway, or how in the communal areas the waterfalls flow with the tapered shape of the walls and not the direction of gravity.\n\nGatac has also used rare, natural materials and shaped them to its will. There are no manufacturing details, few fasteners and fixings; it's all clean, bold, and intentional and shows off the design ethos of Gatac in contrast to our Human manufacturers.\n\nAll Gatac ships give a sense of calm. They pull from that feeling you get when you are in awe of nature. The heavy, oppressive sense of weight you get from walking into a large cave, or when you enter a quiet place of worship and you can feel the power and age of the building around you. This is something Gatac captures in its interior design, with large, flowing forms that connect the ship\u2019s separate areas and help to flow consistently throughout the ship\u2019s many layers. You get a sense of the strength and weight of the ships.\n\nThe Railen and Tyilui account for both Human and Xi\u2019an crews, with the inclusion of Xi\u2019an fermentation pods that dominate the food preparation area and the communal cave-like habitation area that brings calm to the Xi\u2019an while accommodating Human crews with the comfort of individual bed pods.\n\nThe Xi\u2019an maintain their language throughout the ship, and there are very few Human translations except for the most critical of information and systems.\n\nDISCLAIMERThese answers accurately reflect development's intentions at the time of writing, but the company and development team reserve the right to adapt, improve, or change feature and ship designs in response to feedback, playtesting, design revisions, or other considerations to improve balance or the quality of the game overall.","de_DE":"Tyilui\nby Gatac\nFloat, spin, and wind through space aboard the first alien-designed snub carrier in the 'verse. The Gatac Tyilui brings Xi'an engineering principles to a hull unlike anything Human shipbuilders have conceived, anchored by a zero-gravity hangar. A spectacular original in every sense.\n\nWe asked the team a few questions about the Tyilui and what it means to operate one. Here are the answers, straight from the devs themselves.\n\n1. The Tyilui arrives alongside the Railen, introducing two Gatac ships at once. While they both share a similar interior and weapons, is the Tyilui a variant of the Railen, and what sets them apart?\nThe Tyilui and Railen share some of the interior, mostly the habitation level, but the other levels have significant differences to benefit the differing roles of the two ships. Externally, while the front profile is similar, the sides and rear of the Tyilui have changes to support the snub hangar, and as such, it is not a variant of the Railen.\n\n2. What kind of experience were you aiming to deliver with the Tyilui, and what feelings or moments are you most excited for players to experience when stepping on board?\nWe want the Tyilui to feel even more alien than the Railen, with the addition of the multi-directional gravity hangar at the rear giving a very different traversal experience to other ships. The hangar space allows players to walk on any of the four pads and control the rear hangar door independently and launch out.\n\n3. Where does the Tyilui sit within the current ecosystem of ships, and what sets it apart from anything available so far?\nThe Tyilui is the first dedicated snub-fighter carrier. While other ships do this indirectly, it\u2019s not their sole focus. The Tyilui packs the ability to carry four snub fighters, 96 SCU of cargo, and hangar services in a compact package.\n\n1. What can a solo pilot expect from the Tyilui, and how does that change with a bigger crew?\nAs a solo-crewed ship, the Tyilui allows you to carry a selection of ships for use. Obviously, more players aboard allow for more opportunities to launch and utilize more ships in parallel.\n\n2. Four snub pads give players serious flexibility. What can be stored there, and what does that mean for the Tyilui in action?\nThe Tyilui\u2019s primary role is carrying snub fighters, such as the Fury series, Pitbull, and Merlin. This allows those ships to partake in battles well beyond their home location and to add firepower to any encounter.\n\n3. With pilot weapons, manned and remote turrets, missiles, and deployable snubs all in play, how do these layers come together in combat, and what does it mean for how the Tyilui handles a fight?\nThe wide variety of offensive and defensive weaponry allows the Tyilui and its crew to both attack targets as a single unit or as a mini fleet. It also allows the ship to defend itself in the event the snub fighters are otherwise engaged or unavailable.\n\n1. Beyond transport, the Tyilui actively supports its snubs through repair, rearm, and refuel capabilities. What does sustaining those ships look like in practice, and how does the Tyilui's cargo capacity support that role?\nThe 96 SCU cargo capacity supports both cargo operations and the resources needed for the Tyilui's repair, rearm, and refuel functionality. This means crews can turn their snubs around directly from the Tyilui without needing to return to a station between sorties. For a small group, that self-sufficiency changes the scope of what they can accomplish together, keeping them in the fight far longer than they could manage without a dedicated support vessel.\n\n2. How does the Tyilui handle, and what should players expect from its flight profile for a ship of its size and role?\nThe Tyilui is a medium industrial ship, but also embodies certain characteristics of a heavy vehicle. It\u2019s designed to operate as both a cargo hauler and a carrier of smaller vessels, though its military-oriented role sets it apart from the Railen. Therefore, it trades a fraction of agility for greater resilience.\n\nWhere the Tyilui stands out is its lateral and vertical thrust profile. While its forward acceleration is closer to the heavy end of the archetype, its mobility is better for its weight, offering responsiveness more typical of medium industrial ships.\n\nBut this does have consequences, as players should expect some oversteer. The result is a ship with an interesting personality: the mass and forward drive of a heavy industrial, the maneuverability of a medium one, and the structural strength of something built for contested environments.\n\n3. What kind of spaces and amenities can players expect on board?\nThe Tyilui has a comprehensive set of amenities aboard with a dedicated sleeping area, separate mess hall, and bathroom facilities.\n\n1. The zero-gravity core and walking on walls inside a spaceship are not something players have experienced before. What drove that decision, and what can players expect when they step inside?\nThe hangar section is something we spent a lot of time on, ensuring it would feel good and as natural as possible while players walk around the room. The main benefit of this is that it allows us to have lots of surface area while also keeping the space open to allow easier access for any snub ships stationed within.\n\n2. The Tyilui reflects both Gatac\u2019s design philosophy and its place within Xi\u2019an culture. How did those influences shape the ship, and what does it say about Gatac as a manufacturer going forward?\nYou can see the influence of Xi\u2019an technology and culture throughout the ship. Gatac has never shied away from showing its skills with advanced manufacturing techniques, as highlighted by the way it plays with gravity around the ships. For example, the Tyilui\u2019s multi-directional landing pads and 360 wraparound walkway, or how in the communal areas the waterfalls flow with the tapered shape of the walls and not the direction of gravity.\n\nGatac has also used rare, natural materials and shaped them to its will. There are no manufacturing details, few fasteners and fixings; it's all clean, bold, and intentional and shows off the design ethos of Gatac in contrast to our Human manufacturers.\n\nAll Gatac ships give a sense of calm. They pull from that feeling you get when you are in awe of nature. The heavy, oppressive sense of weight you get from walking into a large cave, or when you enter a quiet place of worship and you can feel the power and age of the building around you. This is something Gatac captures in its interior design, with large, flowing forms that connect the ship\u2019s separate areas and help to flow consistently throughout the ship\u2019s many layers. You get a sense of the strength and weight of the ships.\n\nThe Railen and Tyilui account for both Human and Xi\u2019an crews, with the inclusion of Xi\u2019an fermentation pods that dominate the food preparation area and the communal cave-like habitation area that brings calm to the Xi\u2019an while accommodating Human crews with the comfort of individual bed pods.\n\nThe Xi\u2019an maintain their language throughout the ship, and there are very few Human translations except for the most critical of information and systems.\n\nDISCLAIMERThese answers accurately reflect development's intentions at the time of writing, but the company and development team reserve the right to adapt, improve, or change feature and ship designs in response to feedback, playtesting, design revisions, or other considerations to improve balance or the quality of the game overall.","zh_CN":"Tyilui\nby Gatac\nFloat, spin, and wind through space aboard the first alien-designed snub carrier in the 'verse. The Gatac Tyilui brings Xi'an engineering principles to a hull unlike anything Human shipbuilders have conceived, anchored by a zero-gravity hangar. A spectacular original in every sense.\n\nWe asked the team a few questions about the Tyilui and what it means to operate one. Here are the answers, straight from the devs themselves.\n\n1. The Tyilui arrives alongside the Railen, introducing two Gatac ships at once. While they both share a similar interior and weapons, is the Tyilui a variant of the Railen, and what sets them apart?\nThe Tyilui and Railen share some of the interior, mostly the habitation level, but the other levels have significant differences to benefit the differing roles of the two ships. Externally, while the front profile is similar, the sides and rear of the Tyilui have changes to support the snub hangar, and as such, it is not a variant of the Railen.\n\n2. What kind of experience were you aiming to deliver with the Tyilui, and what feelings or moments are you most excited for players to experience when stepping on board?\nWe want the Tyilui to feel even more alien than the Railen, with the addition of the multi-directional gravity hangar at the rear giving a very different traversal experience to other ships. The hangar space allows players to walk on any of the four pads and control the rear hangar door independently and launch out.\n\n3. Where does the Tyilui sit within the current ecosystem of ships, and what sets it apart from anything available so far?\nThe Tyilui is the first dedicated snub-fighter carrier. While other ships do this indirectly, it\u2019s not their sole focus. The Tyilui packs the ability to carry four snub fighters, 96 SCU of cargo, and hangar services in a compact package.\n\n1. What can a solo pilot expect from the Tyilui, and how does that change with a bigger crew?\nAs a solo-crewed ship, the Tyilui allows you to carry a selection of ships for use. Obviously, more players aboard allow for more opportunities to launch and utilize more ships in parallel.\n\n2. Four snub pads give players serious flexibility. What can be stored there, and what does that mean for the Tyilui in action?\nThe Tyilui\u2019s primary role is carrying snub fighters, such as the Fury series, Pitbull, and Merlin. This allows those ships to partake in battles well beyond their home location and to add firepower to any encounter.\n\n3. With pilot weapons, manned and remote turrets, missiles, and deployable snubs all in play, how do these layers come together in combat, and what does it mean for how the Tyilui handles a fight?\nThe wide variety of offensive and defensive weaponry allows the Tyilui and its crew to both attack targets as a single unit or as a mini fleet. It also allows the ship to defend itself in the event the snub fighters are otherwise engaged or unavailable.\n\n1. Beyond transport, the Tyilui actively supports its snubs through repair, rearm, and refuel capabilities. What does sustaining those ships look like in practice, and how does the Tyilui's cargo capacity support that role?\nThe 96 SCU cargo capacity supports both cargo operations and the resources needed for the Tyilui's repair, rearm, and refuel functionality. This means crews can turn their snubs around directly from the Tyilui without needing to return to a station between sorties. For a small group, that self-sufficiency changes the scope of what they can accomplish together, keeping them in the fight far longer than they could manage without a dedicated support vessel.\n\n2. How does the Tyilui handle, and what should players expect from its flight profile for a ship of its size and role?\nThe Tyilui is a medium industrial ship, but also embodies certain characteristics of a heavy vehicle. It\u2019s designed to operate as both a cargo hauler and a carrier of smaller vessels, though its military-oriented role sets it apart from the Railen. Therefore, it trades a fraction of agility for greater resilience.\n\nWhere the Tyilui stands out is its lateral and vertical thrust profile. While its forward acceleration is closer to the heavy end of the archetype, its mobility is better for its weight, offering responsiveness more typical of medium industrial ships.\n\nBut this does have consequences, as players should expect some oversteer. The result is a ship with an interesting personality: the mass and forward drive of a heavy industrial, the maneuverability of a medium one, and the structural strength of something built for contested environments.\n\n3. What kind of spaces and amenities can players expect on board?\nThe Tyilui has a comprehensive set of amenities aboard with a dedicated sleeping area, separate mess hall, and bathroom facilities.\n\n1. The zero-gravity core and walking on walls inside a spaceship are not something players have experienced before. What drove that decision, and what can players expect when they step inside?\nThe hangar section is something we spent a lot of time on, ensuring it would feel good and as natural as possible while players walk around the room. The main benefit of this is that it allows us to have lots of surface area while also keeping the space open to allow easier access for any snub ships stationed within.\n\n2. The Tyilui reflects both Gatac\u2019s design philosophy and its place within Xi\u2019an culture. How did those influences shape the ship, and what does it say about Gatac as a manufacturer going forward?\nYou can see the influence of Xi\u2019an technology and culture throughout the ship. Gatac has never shied away from showing its skills with advanced manufacturing techniques, as highlighted by the way it plays with gravity around the ships. For example, the Tyilui\u2019s multi-directional landing pads and 360 wraparound walkway, or how in the communal areas the waterfalls flow with the tapered shape of the walls and not the direction of gravity.\n\nGatac has also used rare, natural materials and shaped them to its will. There are no manufacturing details, few fasteners and fixings; it's all clean, bold, and intentional and shows off the design ethos of Gatac in contrast to our Human manufacturers.\n\nAll Gatac ships give a sense of calm. They pull from that feeling you get when you are in awe of nature. The heavy, oppressive sense of weight you get from walking into a large cave, or when you enter a quiet place of worship and you can feel the power and age of the building around you. This is something Gatac captures in its interior design, with large, flowing forms that connect the ship\u2019s separate areas and help to flow consistently throughout the ship\u2019s many layers. You get a sense of the strength and weight of the ships.\n\nThe Railen and Tyilui account for both Human and Xi\u2019an crews, with the inclusion of Xi\u2019an fermentation pods that dominate the food preparation area and the communal cave-like habitation area that brings calm to the Xi\u2019an while accommodating Human crews with the comfort of individual bed pods.\n\nThe Xi\u2019an maintain their language throughout the ship, and there are very few Human translations except for the most critical of information and systems.\n\nDISCLAIMERThese answers accurately reflect development's intentions at the time of writing, but the company and development team reserve the right to adapt, improve, or change feature and ship designs in response to feedback, playtesting, design revisions, or other considerations to improve balance or the quality of the game overall.","fr_FR":"Tyilui\nby Gatac\nFloat, spin, and wind through space aboard the first alien-designed snub carrier in the 'verse. The Gatac Tyilui brings Xi'an engineering principles to a hull unlike anything Human shipbuilders have conceived, anchored by a zero-gravity hangar. A spectacular original in every sense.\n\nWe asked the team a few questions about the Tyilui and what it means to operate one. Here are the answers, straight from the devs themselves.\n\n1. The Tyilui arrives alongside the Railen, introducing two Gatac ships at once. While they both share a similar interior and weapons, is the Tyilui a variant of the Railen, and what sets them apart?\nThe Tyilui and Railen share some of the interior, mostly the habitation level, but the other levels have significant differences to benefit the differing roles of the two ships. Externally, while the front profile is similar, the sides and rear of the Tyilui have changes to support the snub hangar, and as such, it is not a variant of the Railen.\n\n2. What kind of experience were you aiming to deliver with the Tyilui, and what feelings or moments are you most excited for players to experience when stepping on board?\nWe want the Tyilui to feel even more alien than the Railen, with the addition of the multi-directional gravity hangar at the rear giving a very different traversal experience to other ships. The hangar space allows players to walk on any of the four pads and control the rear hangar door independently and launch out.\n\n3. Where does the Tyilui sit within the current ecosystem of ships, and what sets it apart from anything available so far?\nThe Tyilui is the first dedicated snub-fighter carrier. While other ships do this indirectly, it\u2019s not their sole focus. The Tyilui packs the ability to carry four snub fighters, 96 SCU of cargo, and hangar services in a compact package.\n\n1. What can a solo pilot expect from the Tyilui, and how does that change with a bigger crew?\nAs a solo-crewed ship, the Tyilui allows you to carry a selection of ships for use. Obviously, more players aboard allow for more opportunities to launch and utilize more ships in parallel.\n\n2. Four snub pads give players serious flexibility. What can be stored there, and what does that mean for the Tyilui in action?\nThe Tyilui\u2019s primary role is carrying snub fighters, such as the Fury series, Pitbull, and Merlin. This allows those ships to partake in battles well beyond their home location and to add firepower to any encounter.\n\n3. With pilot weapons, manned and remote turrets, missiles, and deployable snubs all in play, how do these layers come together in combat, and what does it mean for how the Tyilui handles a fight?\nThe wide variety of offensive and defensive weaponry allows the Tyilui and its crew to both attack targets as a single unit or as a mini fleet. It also allows the ship to defend itself in the event the snub fighters are otherwise engaged or unavailable.\n\n1. Beyond transport, the Tyilui actively supports its snubs through repair, rearm, and refuel capabilities. What does sustaining those ships look like in practice, and how does the Tyilui's cargo capacity support that role?\nThe 96 SCU cargo capacity supports both cargo operations and the resources needed for the Tyilui's repair, rearm, and refuel functionality. This means crews can turn their snubs around directly from the Tyilui without needing to return to a station between sorties. For a small group, that self-sufficiency changes the scope of what they can accomplish together, keeping them in the fight far longer than they could manage without a dedicated support vessel.\n\n2. How does the Tyilui handle, and what should players expect from its flight profile for a ship of its size and role?\nThe Tyilui is a medium industrial ship, but also embodies certain characteristics of a heavy vehicle. It\u2019s designed to operate as both a cargo hauler and a carrier of smaller vessels, though its military-oriented role sets it apart from the Railen. Therefore, it trades a fraction of agility for greater resilience.\n\nWhere the Tyilui stands out is its lateral and vertical thrust profile. While its forward acceleration is closer to the heavy end of the archetype, its mobility is better for its weight, offering responsiveness more typical of medium industrial ships.\n\nBut this does have consequences, as players should expect some oversteer. The result is a ship with an interesting personality: the mass and forward drive of a heavy industrial, the maneuverability of a medium one, and the structural strength of something built for contested environments.\n\n3. What kind of spaces and amenities can players expect on board?\nThe Tyilui has a comprehensive set of amenities aboard with a dedicated sleeping area, separate mess hall, and bathroom facilities.\n\n1. The zero-gravity core and walking on walls inside a spaceship are not something players have experienced before. What drove that decision, and what can players expect when they step inside?\nThe hangar section is something we spent a lot of time on, ensuring it would feel good and as natural as possible while players walk around the room. The main benefit of this is that it allows us to have lots of surface area while also keeping the space open to allow easier access for any snub ships stationed within.\n\n2. The Tyilui reflects both Gatac\u2019s design philosophy and its place within Xi\u2019an culture. How did those influences shape the ship, and what does it say about Gatac as a manufacturer going forward?\nYou can see the influence of Xi\u2019an technology and culture throughout the ship. Gatac has never shied away from showing its skills with advanced manufacturing techniques, as highlighted by the way it plays with gravity around the ships. For example, the Tyilui\u2019s multi-directional landing pads and 360 wraparound walkway, or how in the communal areas the waterfalls flow with the tapered shape of the walls and not the direction of gravity.\n\nGatac has also used rare, natural materials and shaped them to its will. There are no manufacturing details, few fasteners and fixings; it's all clean, bold, and intentional and shows off the design ethos of Gatac in contrast to our Human manufacturers.\n\nAll Gatac ships give a sense of calm. They pull from that feeling you get when you are in awe of nature. The heavy, oppressive sense of weight you get from walking into a large cave, or when you enter a quiet place of worship and you can feel the power and age of the building around you. This is something Gatac captures in its interior design, with large, flowing forms that connect the ship\u2019s separate areas and help to flow consistently throughout the ship\u2019s many layers. You get a sense of the strength and weight of the ships.\n\nThe Railen and Tyilui account for both Human and Xi\u2019an crews, with the inclusion of Xi\u2019an fermentation pods that dominate the food preparation area and the communal cave-like habitation area that brings calm to the Xi\u2019an while accommodating Human crews with the comfort of individual bed pods.\n\nThe Xi\u2019an maintain their language throughout the ship, and there are very few Human translations except for the most critical of information and systems.\n\nDISCLAIMERThese answers accurately reflect development's intentions at the time of writing, but the company and development team reserve the right to adapt, improve, or change feature and ship designs in response to feedback, playtesting, design revisions, or other considerations to improve balance or the quality of the game overall."},"links_count":0,"comment_count":0,"created_at":"2026-06-17T17:00:00+00:00","created_at_human":"2 weeks ago"},{"id":21208,"title":"This Week in Star Citizen","rsi_url":"https:\/\/robertsspaceindustries.com\/en\/comm-link\/transmission\/21208-This-Week-In-Star-Citizen","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/21208","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/21208","channel":"Transmission","category":"Undefined","series":"None","images_count":10,"translations":{"en_EN":"This Week in Star Citizen\nHappy Monday, in\u00e6(y'all)!\nThank you for your patience as we continue working to improve the Live experience. Last week, we shared a Spectrum post bar highlighting some of the more visibly reported issues in Alpha 4.8.1 and where they currently stand. Since then, the team has been focused on continuing to close these (and many others) out. We'll keep you posted as more fixes are ready for deployment, so keep an eye on Spectrum.\n\nAway from the patch notes and bug reports for a moment, we also had the opportunity to celebrate First Contact Day through International Bar Citizen Weekend. Team members joined many of you at events near our studios in Austin, Manchester, Frankfurt, and Montr\u00e9al, giving us an early start to Alien Week festivities.\n\nWe'd like to give a huge thank you to everyone who joined us. Whether you stopped by to share feedback, catch up with fellow pilots, or simply raise a glass, y'all made it a truly unforgettable weekend!\n\nFor those who couldn't make it, keep an eye on the World Tour Comm-Link. We may be heading your way next.\n\nBy\n\nDRAGONAUTBy\n\nDRAGONAUTTop Images from the Community HubDon't forget to submit your content to our Community Hub for the chance to see it here!Now, let's see what's going on this week:\nOn Wednesday, we're planning a Live Service Maintenance window. More details will be shared as we get closer to the day.\n\nSame day, the celebrations begin as Alien Week 2026 kicks off! Gather your friends, souli (members of a Banu guild), py\u0101\u2019hai (Xi'an family), and allies from across the stars as we celebrate alongside our alien neighbors! While you wait for the festivities to begin, take a moment to learn more about the Xi'an and Banu languages.\n\nWednesday also brings the latest Roadmap Update and Roadmap Roundup, including multiple new cards for Alpha 4.9.\n\nThursday brings the latest installment of Star Citizen Live, featuring a Tech Talk with our Chief Technology Officer, Benoit Beaus\u00e9jour, and our Gameplay Engineering Director, Jens Lind to discuss the recent 4.8 release. If you have a question specifically related to 4.8, you can submit it on Spectrum for a chance to have it answered live, and be sure to join us on Twitch at 14:00 UTC.\n\nOn Friday, be sure to check your inbox for the RSI Weekly Newsletter. We will recap the week's highlights and showcase standout community content. Don't forget to opt in to the Newsletter in your account's settings.\n\nTip of the hat, see you in the 'verse!\n\nThe Weekly Community Content Schedule\n\n\n\nMONDAY, JUNE 15, 2026\nThis Week in Star Citizen\n\nWEDNESDAY, JUNE 17, 2026\nMaintenance: Star Citizen Live Service and RSI Platform\n\nAlien Week 2026\n\nRoadmap update and Roundup\n\nTHURSDAY, JUNE 18, 2026\nStar Citizen Live: Tech Talk (www.twitch.tv\/starcitizen)\n\nFRIDAY, JUNE 19, 2026\nRSI Weekly Newsletter\n\n\n\n\n\nTravis \"Big T-O\" Owens\nAssociate Community Manager\n\nSourcePilotVision quest truthSmuggling Origin 300We offer this World to the Galaxy as a place to study and a place to meet We offer this World to the Entity as a place to study and a place to meet Known locally as Pinecone, this Poisonous Main Sequence Dwarf is situated on the further edge of the green band and is often overlooked when compared to Kallis VI Damn right it is. Point is, no damn AI system's ever gonna be as good as an experienced Chief engineerKnown locally as The Hive, this High-pressure Coreless Planet is situated on the further edge of the green band and is often overlooked when compared to Kilian XIII \"Maybe you should have a Engineer have a look at you. Be sure.\" said Hester Polaris A further investigation of the planet revealed a cache of Kr'Thak weapons and war machines. \"We don't have anythCore.\" Ernst said. The Being didn't like that answer.COMMUNITY MVP: June 15, 2026We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.Visit the Community Hub.The Elevator Guyby HEBRAiSTSometimes the most legendary players aren\u2019t the ones pulling triggers or flying capital ships; they\u2019re the ones quietly helping others, no questions asked.Watch it on the Community HubCOMMUNITY MVP: June 15, 2026\nWe're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.\n\nVisit the Community Hub.\n\nThe Elevator Guy\nby HEBRAiST\nSometimes the most legendary players aren\u2019t the ones pulling triggers or flying capital ships; they\u2019re the ones quietly helping others, no questions asked.\n\nWatch it on the Community Hub\n\nTop Images from the Community HubDon't forget to submit your content to our Community Hub for the chance to see it here!Sky on Fire - Star-iCan't Wait for Alien Week - Susa_SetarehXi'an Beauty - YnviXy'kara Bundle - Draal_IskaldurSky on Fire - Star-i\n\nCan't Wait for Alien Week - Susa_Setareh\n\nXi'an Beauty - Ynvi\n\nXy'kara Bundle - Draal_Iskaldur","de_DE":"This Week in Star Citizen\nHappy Monday, in\u00e6(y'all)!\nThank you for your patience as we continue working to improve the Live experience. Last week, we shared a Spectrum post bar highlighting some of the more visibly reported issues in Alpha 4.8.1 and where they currently stand. Since then, the team has been focused on continuing to close these (and many others) out. We'll keep you posted as more fixes are ready for deployment, so keep an eye on Spectrum.\n\nAway from the patch notes and bug reports for a moment, we also had the opportunity to celebrate First Contact Day through International Bar Citizen Weekend. Team members joined many of you at events near our studios in Austin, Manchester, Frankfurt, and Montr\u00e9al, giving us an early start to Alien Week festivities.\n\nWe'd like to give a huge thank you to everyone who joined us. Whether you stopped by to share feedback, catch up with fellow pilots, or simply raise a glass, y'all made it a truly unforgettable weekend!\n\nFor those who couldn't make it, keep an eye on the World Tour Comm-Link. We may be heading your way next.\n\nBy\n\nDRAGONAUTBy\n\nDRAGONAUTTop Images from the Community HubDon't forget to submit your content to our Community Hub for the chance to see it here!Now, let's see what's going on this week:\nOn Wednesday, we're planning a Live Service Maintenance window. More details will be shared as we get closer to the day.\n\nSame day, the celebrations begin as Alien Week 2026 kicks off! Gather your friends, souli (members of a Banu guild), py\u0101\u2019hai (Xi'an family), and allies from across the stars as we celebrate alongside our alien neighbors! While you wait for the festivities to begin, take a moment to learn more about the Xi'an and Banu languages.\n\nWednesday also brings the latest Roadmap Update and Roadmap Roundup, including multiple new cards for Alpha 4.9.\n\nThursday brings the latest installment of Star Citizen Live, featuring a Tech Talk with our Chief Technology Officer, Benoit Beaus\u00e9jour, and our Gameplay Engineering Director, Jens Lind to discuss the recent 4.8 release. If you have a question specifically related to 4.8, you can submit it on Spectrum for a chance to have it answered live, and be sure to join us on Twitch at 14:00 UTC.\n\nOn Friday, be sure to check your inbox for the RSI Weekly Newsletter. We will recap the week's highlights and showcase standout community content. Don't forget to opt in to the Newsletter in your account's settings.\n\nTip of the hat, see you in the 'verse!\n\nThe Weekly Community Content Schedule\n\n\n\nMONDAY, JUNE 15, 2026\nThis Week in Star Citizen\n\nWEDNESDAY, JUNE 17, 2026\nMaintenance: Star Citizen Live Service and RSI Platform\n\nAlien Week 2026\n\nRoadmap update and Roundup\n\nTHURSDAY, JUNE 18, 2026\nStar Citizen Live: Tech Talk (www.twitch.tv\/starcitizen)\n\nFRIDAY, JUNE 19, 2026\nRSI Weekly Newsletter\n\n\n\n\n\nTravis \"Big T-O\" Owens\nAssociate Community Manager\n\nSourcePilotVision quest truthSmuggling Origin 300We offer this World to the Galaxy as a place to study and a place to meet We offer this World to the Entity as a place to study and a place to meet Known locally as Pinecone, this Poisonous Main Sequence Dwarf is situated on the further edge of the green band and is often overlooked when compared to Kallis VI Damn right it is. Point is, no damn AI system's ever gonna be as good as an experienced Chief engineerKnown locally as The Hive, this High-pressure Coreless Planet is situated on the further edge of the green band and is often overlooked when compared to Kilian XIII \"Maybe you should have a Engineer have a look at you. Be sure.\" said Hester Polaris A further investigation of the planet revealed a cache of Kr'Thak weapons and war machines. \"We don't have anythCore.\" Ernst said. The Being didn't like that answer.COMMUNITY MVP: June 15, 2026We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.Visit the Community Hub.The Elevator Guyby HEBRAiSTSometimes the most legendary players aren\u2019t the ones pulling triggers or flying capital ships; they\u2019re the ones quietly helping others, no questions asked.Watch it on the Community HubCOMMUNITY MVP: June 15, 2026\nWe're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.\n\nVisit the Community Hub.\n\nThe Elevator Guy\nby HEBRAiST\nSometimes the most legendary players aren\u2019t the ones pulling triggers or flying capital ships; they\u2019re the ones quietly helping others, no questions asked.\n\nWatch it on the Community Hub\n\nTop Images from the Community HubDon't forget to submit your content to our Community Hub for the chance to see it here!Sky on Fire - Star-iCan't Wait for Alien Week - Susa_SetarehXi'an Beauty - YnviXy'kara Bundle - Draal_IskaldurSky on Fire - Star-i\n\nCan't Wait for Alien Week - Susa_Setareh\n\nXi'an Beauty - Ynvi\n\nXy'kara Bundle - Draal_Iskaldur","zh_CN":"This Week in Star Citizen\nHappy Monday, in\u00e6(y'all)!\nThank you for your patience as we continue working to improve the Live experience. Last week, we shared a Spectrum post bar highlighting some of the more visibly reported issues in Alpha 4.8.1 and where they currently stand. Since then, the team has been focused on continuing to close these (and many others) out. We'll keep you posted as more fixes are ready for deployment, so keep an eye on Spectrum.\n\nAway from the patch notes and bug reports for a moment, we also had the opportunity to celebrate First Contact Day through International Bar Citizen Weekend. Team members joined many of you at events near our studios in Austin, Manchester, Frankfurt, and Montr\u00e9al, giving us an early start to Alien Week festivities.\n\nWe'd like to give a huge thank you to everyone who joined us. Whether you stopped by to share feedback, catch up with fellow pilots, or simply raise a glass, y'all made it a truly unforgettable weekend!\n\nFor those who couldn't make it, keep an eye on the World Tour Comm-Link. We may be heading your way next.\n\nBy\n\nDRAGONAUTBy\n\nDRAGONAUTTop Images from the Community HubDon't forget to submit your content to our Community Hub for the chance to see it here!Now, let's see what's going on this week:\nOn Wednesday, we're planning a Live Service Maintenance window. More details will be shared as we get closer to the day.\n\nSame day, the celebrations begin as Alien Week 2026 kicks off! Gather your friends, souli (members of a Banu guild), py\u0101\u2019hai (Xi'an family), and allies from across the stars as we celebrate alongside our alien neighbors! While you wait for the festivities to begin, take a moment to learn more about the Xi'an and Banu languages.\n\nWednesday also brings the latest Roadmap Update and Roadmap Roundup, including multiple new cards for Alpha 4.9.\n\nThursday brings the latest installment of Star Citizen Live, featuring a Tech Talk with our Chief Technology Officer, Benoit Beaus\u00e9jour, and our Gameplay Engineering Director, Jens Lind to discuss the recent 4.8 release. If you have a question specifically related to 4.8, you can submit it on Spectrum for a chance to have it answered live, and be sure to join us on Twitch at 14:00 UTC.\n\nOn Friday, be sure to check your inbox for the RSI Weekly Newsletter. We will recap the week's highlights and showcase standout community content. Don't forget to opt in to the Newsletter in your account's settings.\n\nTip of the hat, see you in the 'verse!\n\nThe Weekly Community Content Schedule\n\n\n\nMONDAY, JUNE 15, 2026\nThis Week in Star Citizen\n\nWEDNESDAY, JUNE 17, 2026\nMaintenance: Star Citizen Live Service and RSI Platform\n\nAlien Week 2026\n\nRoadmap update and Roundup\n\nTHURSDAY, JUNE 18, 2026\nStar Citizen Live: Tech Talk (www.twitch.tv\/starcitizen)\n\nFRIDAY, JUNE 19, 2026\nRSI Weekly Newsletter\n\n\n\n\n\nTravis \"Big T-O\" Owens\nAssociate Community Manager\n\nSourcePilotVision quest truthSmuggling Origin 300We offer this World to the Galaxy as a place to study and a place to meet We offer this World to the Entity as a place to study and a place to meet Known locally as Pinecone, this Poisonous Main Sequence Dwarf is situated on the further edge of the green band and is often overlooked when compared to Kallis VI Damn right it is. Point is, no damn AI system's ever gonna be as good as an experienced Chief engineerKnown locally as The Hive, this High-pressure Coreless Planet is situated on the further edge of the green band and is often overlooked when compared to Kilian XIII \"Maybe you should have a Engineer have a look at you. Be sure.\" said Hester Polaris A further investigation of the planet revealed a cache of Kr'Thak weapons and war machines. \"We don't have anythCore.\" Ernst said. The Being didn't like that answer.COMMUNITY MVP: June 15, 2026We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.Visit the Community Hub.The Elevator Guyby HEBRAiSTSometimes the most legendary players aren\u2019t the ones pulling triggers or flying capital ships; they\u2019re the ones quietly helping others, no questions asked.Watch it on the Community HubCOMMUNITY MVP: June 15, 2026\nWe're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.\n\nVisit the Community Hub.\n\nThe Elevator Guy\nby HEBRAiST\nSometimes the most legendary players aren\u2019t the ones pulling triggers or flying capital ships; they\u2019re the ones quietly helping others, no questions asked.\n\nWatch it on the Community Hub\n\nTop Images from the Community HubDon't forget to submit your content to our Community Hub for the chance to see it here!Sky on Fire - Star-iCan't Wait for Alien Week - Susa_SetarehXi'an Beauty - YnviXy'kara Bundle - Draal_IskaldurSky on Fire - Star-i\n\nCan't Wait for Alien Week - Susa_Setareh\n\nXi'an Beauty - Ynvi\n\nXy'kara Bundle - Draal_Iskaldur","fr_FR":"This Week in Star Citizen\nHappy Monday, in\u00e6(y'all)!\nThank you for your patience as we continue working to improve the Live experience. Last week, we shared a Spectrum post bar highlighting some of the more visibly reported issues in Alpha 4.8.1 and where they currently stand. Since then, the team has been focused on continuing to close these (and many others) out. We'll keep you posted as more fixes are ready for deployment, so keep an eye on Spectrum.\n\nAway from the patch notes and bug reports for a moment, we also had the opportunity to celebrate First Contact Day through International Bar Citizen Weekend. Team members joined many of you at events near our studios in Austin, Manchester, Frankfurt, and Montr\u00e9al, giving us an early start to Alien Week festivities.\n\nWe'd like to give a huge thank you to everyone who joined us. Whether you stopped by to share feedback, catch up with fellow pilots, or simply raise a glass, y'all made it a truly unforgettable weekend!\n\nFor those who couldn't make it, keep an eye on the World Tour Comm-Link. We may be heading your way next.\n\nBy\n\nDRAGONAUTBy\n\nDRAGONAUTTop Images from the Community HubDon't forget to submit your content to our Community Hub for the chance to see it here!Now, let's see what's going on this week:\nOn Wednesday, we're planning a Live Service Maintenance window. More details will be shared as we get closer to the day.\n\nSame day, the celebrations begin as Alien Week 2026 kicks off! Gather your friends, souli (members of a Banu guild), py\u0101\u2019hai (Xi'an family), and allies from across the stars as we celebrate alongside our alien neighbors! While you wait for the festivities to begin, take a moment to learn more about the Xi'an and Banu languages.\n\nWednesday also brings the latest Roadmap Update and Roadmap Roundup, including multiple new cards for Alpha 4.9.\n\nThursday brings the latest installment of Star Citizen Live, featuring a Tech Talk with our Chief Technology Officer, Benoit Beaus\u00e9jour, and our Gameplay Engineering Director, Jens Lind to discuss the recent 4.8 release. If you have a question specifically related to 4.8, you can submit it on Spectrum for a chance to have it answered live, and be sure to join us on Twitch at 14:00 UTC.\n\nOn Friday, be sure to check your inbox for the RSI Weekly Newsletter. We will recap the week's highlights and showcase standout community content. Don't forget to opt in to the Newsletter in your account's settings.\n\nTip of the hat, see you in the 'verse!\n\nThe Weekly Community Content Schedule\n\n\n\nMONDAY, JUNE 15, 2026\nThis Week in Star Citizen\n\nWEDNESDAY, JUNE 17, 2026\nMaintenance: Star Citizen Live Service and RSI Platform\n\nAlien Week 2026\n\nRoadmap update and Roundup\n\nTHURSDAY, JUNE 18, 2026\nStar Citizen Live: Tech Talk (www.twitch.tv\/starcitizen)\n\nFRIDAY, JUNE 19, 2026\nRSI Weekly Newsletter\n\n\n\n\n\nTravis \"Big T-O\" Owens\nAssociate Community Manager\n\nSourcePilotVision quest truthSmuggling Origin 300We offer this World to the Galaxy as a place to study and a place to meet We offer this World to the Entity as a place to study and a place to meet Known locally as Pinecone, this Poisonous Main Sequence Dwarf is situated on the further edge of the green band and is often overlooked when compared to Kallis VI Damn right it is. Point is, no damn AI system's ever gonna be as good as an experienced Chief engineerKnown locally as The Hive, this High-pressure Coreless Planet is situated on the further edge of the green band and is often overlooked when compared to Kilian XIII \"Maybe you should have a Engineer have a look at you. Be sure.\" said Hester Polaris A further investigation of the planet revealed a cache of Kr'Thak weapons and war machines. \"We don't have anythCore.\" Ernst said. The Being didn't like that answer.COMMUNITY MVP: June 15, 2026We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.Visit the Community Hub.The Elevator Guyby HEBRAiSTSometimes the most legendary players aren\u2019t the ones pulling triggers or flying capital ships; they\u2019re the ones quietly helping others, no questions asked.Watch it on the Community HubCOMMUNITY MVP: June 15, 2026\nWe're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.\n\nVisit the Community Hub.\n\nThe Elevator Guy\nby HEBRAiST\nSometimes the most legendary players aren\u2019t the ones pulling triggers or flying capital ships; they\u2019re the ones quietly helping others, no questions asked.\n\nWatch it on the Community Hub\n\nTop Images from the Community HubDon't forget to submit your content to our Community Hub for the chance to see it here!Sky on Fire - Star-iCan't Wait for Alien Week - Susa_SetarehXi'an Beauty - YnviXy'kara Bundle - Draal_IskaldurSky on Fire - Star-i\n\nCan't Wait for Alien Week - Susa_Setareh\n\nXi'an Beauty - Ynvi\n\nXy'kara Bundle - Draal_Iskaldur"},"links_count":7,"comment_count":0,"created_at":"2026-06-16T00:00:00+00:00","created_at_human":"2 weeks ago"},{"id":21207,"title":"Behind the Ships","rsi_url":"https:\/\/robertsspaceindustries.com\/en\/comm-link\/transmission\/21207-Behind-The-Ships","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/21207","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/21207","channel":"Transmission","category":"Undefined","series":"None","images_count":2,"translations":{"en_EN":"BEHIND THE SHIPS\nGatac Railen\nIf there\u2019s one universal truth, it\u2019s that aliens ships are freakin\u2019 cool. Weird and wonderful, this hauler\u2019s got the the X factor. That\u2019s right, That\u2019s right, the mighty morphin\u2019 Railen is arriving June 17th.","de_DE":"BEHIND THE SHIPS\nGatac Railen\nIf there\u2019s one universal truth, it\u2019s that aliens ships are freakin\u2019 cool. Weird and wonderful, this hauler\u2019s got the the X factor. That\u2019s right, That\u2019s right, the mighty morphin\u2019 Railen is arriving June 17th.","zh_CN":"BEHIND THE SHIPS\nGatac Railen\nIf there\u2019s one universal truth, it\u2019s that aliens ships are freakin\u2019 cool. Weird and wonderful, this hauler\u2019s got the the X factor. That\u2019s right, That\u2019s right, the mighty morphin\u2019 Railen is arriving June 17th.","fr_FR":"BEHIND THE SHIPS\nGatac Railen\nIf there\u2019s one universal truth, it\u2019s that aliens ships are freakin\u2019 cool. Weird and wonderful, this hauler\u2019s got the the X factor. That\u2019s right, That\u2019s right, the mighty morphin\u2019 Railen is arriving June 17th."},"links_count":0,"comment_count":0,"created_at":"2026-06-11T15:00:00+00:00","created_at_human":"3 weeks ago"},{"id":21206,"title":"Star Citizen Alpha 4.8.3","rsi_url":"https:\/\/robertsspaceindustries.com\/en\/comm-link\/transmission\/21206-Star-Citizen-Alpha-483","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/21206","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/21206","channel":"Transmission","category":"General","series":"Release Info","images_count":13,"translations":{"en_EN":"THE RETURN OF XENOTHREAT\n\n\n\nThe outlaw group has emerged once again to threaten the Stanton system and its ongoing support of peaceful coexistence with non-Human races.\n\n\n\n\nPreaching a viciously anti-UEE and xenophobic rhetoric, XenoThreat forces are responsible for dozens of ongoing attacks against civilian and corporate structures. The Navy is requesting Foxwell Enforcement\u2019s support to help repel their latest incursion.\n\nTHE RETURN OF XENOTHREAT\n\n\nThe outlaw group has emerged once again to threaten the Stanton system and its ongoing support of peaceful coexistence with non-Human races.\n\n\n\n\nPreaching a viciously anti-UEE and xenophobic rhetoric, XenoThreat forces are responsible for dozens of ongoing attacks against civilian and corporate structures. The Navy is requesting Foxwell Enforcement\u2019s support to help repel their latest incursion.\n\nALPHA 4.8.3\n\n\n\nUntil July 15, there are five ways to combat the outlaw threat:\n\n\n\n\n\u2022 Come to the defense of alien-made ships that are under attack by isolationist forces\n\n\u2022 Engage with waves of anti-alien fighters to relieve them of their misguided lives\n\n\u2022 Lay in wait and eliminate the exclusionary elitists the moment they arrive\n\n\u2022 Draw out their xenophobic lieutenants to weaken the villains' command structure\n\n\u2022 Remove their Idris frigate by either destroying the ship or killing the pilot on board","de_DE":"THE RETURN OF XENOTHREAT\n\n\n\nThe outlaw group has emerged once again to threaten the Stanton system and its ongoing support of peaceful coexistence with non-Human races.\n\n\n\n\nPreaching a viciously anti-UEE and xenophobic rhetoric, XenoThreat forces are responsible for dozens of ongoing attacks against civilian and corporate structures. The Navy is requesting Foxwell Enforcement\u2019s support to help repel their latest incursion.\n\nTHE RETURN OF XENOTHREAT\n\n\nThe outlaw group has emerged once again to threaten the Stanton system and its ongoing support of peaceful coexistence with non-Human races.\n\n\n\n\nPreaching a viciously anti-UEE and xenophobic rhetoric, XenoThreat forces are responsible for dozens of ongoing attacks against civilian and corporate structures. The Navy is requesting Foxwell Enforcement\u2019s support to help repel their latest incursion.\n\nALPHA 4.8.3\n\n\n\nUntil July 15, there are five ways to combat the outlaw threat:\n\n\n\n\n\u2022 Come to the defense of alien-made ships that are under attack by isolationist forces\n\n\u2022 Engage with waves of anti-alien fighters to relieve them of their misguided lives\n\n\u2022 Lay in wait and eliminate the exclusionary elitists the moment they arrive\n\n\u2022 Draw out their xenophobic lieutenants to weaken the villains' command structure\n\n\u2022 Remove their Idris frigate by either destroying the ship or killing the pilot on board","zh_CN":"THE RETURN OF XENOTHREAT\n\n\n\nThe outlaw group has emerged once again to threaten the Stanton system and its ongoing support of peaceful coexistence with non-Human races.\n\n\n\n\nPreaching a viciously anti-UEE and xenophobic rhetoric, XenoThreat forces are responsible for dozens of ongoing attacks against civilian and corporate structures. The Navy is requesting Foxwell Enforcement\u2019s support to help repel their latest incursion.\n\nTHE RETURN OF XENOTHREAT\n\n\nThe outlaw group has emerged once again to threaten the Stanton system and its ongoing support of peaceful coexistence with non-Human races.\n\n\n\n\nPreaching a viciously anti-UEE and xenophobic rhetoric, XenoThreat forces are responsible for dozens of ongoing attacks against civilian and corporate structures. The Navy is requesting Foxwell Enforcement\u2019s support to help repel their latest incursion.\n\nALPHA 4.8.3\n\n\n\nUntil July 15, there are five ways to combat the outlaw threat:\n\n\n\n\n\u2022 Come to the defense of alien-made ships that are under attack by isolationist forces\n\n\u2022 Engage with waves of anti-alien fighters to relieve them of their misguided lives\n\n\u2022 Lay in wait and eliminate the exclusionary elitists the moment they arrive\n\n\u2022 Draw out their xenophobic lieutenants to weaken the villains' command structure\n\n\u2022 Remove their Idris frigate by either destroying the ship or killing the pilot on board","fr_FR":"THE RETURN OF XENOTHREAT\n\n\n\nThe outlaw group has emerged once again to threaten the Stanton system and its ongoing support of peaceful coexistence with non-Human races.\n\n\n\n\nPreaching a viciously anti-UEE and xenophobic rhetoric, XenoThreat forces are responsible for dozens of ongoing attacks against civilian and corporate structures. The Navy is requesting Foxwell Enforcement\u2019s support to help repel their latest incursion.\n\nTHE RETURN OF XENOTHREAT\n\n\nThe outlaw group has emerged once again to threaten the Stanton system and its ongoing support of peaceful coexistence with non-Human races.\n\n\n\n\nPreaching a viciously anti-UEE and xenophobic rhetoric, XenoThreat forces are responsible for dozens of ongoing attacks against civilian and corporate structures. The Navy is requesting Foxwell Enforcement\u2019s support to help repel their latest incursion.\n\nALPHA 4.8.3\n\n\n\nUntil July 15, there are five ways to combat the outlaw threat:\n\n\n\n\n\u2022 Come to the defense of alien-made ships that are under attack by isolationist forces\n\n\u2022 Engage with waves of anti-alien fighters to relieve them of their misguided lives\n\n\u2022 Lay in wait and eliminate the exclusionary elitists the moment they arrive\n\n\u2022 Draw out their xenophobic lieutenants to weaken the villains' command structure\n\n\u2022 Remove their Idris frigate by either destroying the ship or killing the pilot on board"},"links_count":0,"comment_count":0,"created_at":"2026-07-01T16:00:00+00:00","created_at_human":"4 days ago"},{"id":21204,"title":"This Week in Star Citizen","rsi_url":"https:\/\/robertsspaceindustries.com\/en\/comm-link\/transmission\/21204-This-Week-In-Star-Citizen","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/21204","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/21204","channel":"Transmission","category":"Undefined","series":"None","images_count":12,"translations":{"en_EN":"This Week in Star Citizen\nHello everyone, x\u0113'suelen nyahyan\nLast week, Alpha 4.8.1 landed, expanding the ongoing conflict across Stanton and Pyro with new ship combat contracts. Citizens can now rally behind either Foxwell Enforcement or the Headhunters and take part in the growing conflict as battles continue to unfold across the system. Successful pilots can earn a variety of rewards, including unique blueprints available through these contracts for the first time.\n\n4.8.1 and its related maintenance also delivered a variety of fixes and improvements, with many more to come. The team has been combing through your feedback and reports and is continuing to work through remaining issues. We'll share additional updates as soon as possible.\n\nWe also published our May 2026's Monthly Report, offering a look at progress across a wide range of initiatives. From expanding mission content and narrative development to continued work on social features and ship production, including the Railen, Kraken, Liberator, Galaxy, and a few other surprises. Alongside ongoing improvements to AI, stability, the economy, and core technologies, teams continue pushing push forward across the project.\n\nAlpha 4.9 is beginning to take shape on the Roadmap Update, with seven recently revealed cards offering an early look at what's ahead. Among the additions are Siege of Orison, Instancing, Super Heavy Combat Armor and its Apocalypse Arms 'Vendetta' HMG, Combat Clothing, the return of Recco Battaglia, and more.\n\nBy\n\nDRAG0NAUTBy\n\nDRAG0NAUTNow, let\u2019s take a look at what\u2019s coming up this week:\nTuesday kicks things off with the June Monthly Bundle. As Alien Week approaches, this month's package helps set the stage for next week's celebrations: my favorite time of the year!\n\nThen on Thursday, Behind the Ships returns with a closer look at the first alien cargo ship heading to the Persistent Universe, the Gatac Railen. Join the vehicle team as they walk through the ship's evolution, the challenges of bringing its unique design to life, and how years of technological and gameplay advancements have helped shape the final result.\n\nOn Friday, the latest RSI Weekly Newsletter also lands in your inbox. If you\u2019re not subscribed yet, you can sign up at any time through your account settings.\n\nFinally, on Saturday, we can\u2019t wait to meet many of you during International Bar Citizen Weekend! Join us on June 13 as communities around the world come together to meet fellow Citizens, share stories from the \u2019verse, chat with members of the team, and pick up the exclusive Shattered Vanduul Lance Display to add a little extra flair to your personal hangar.\n\nWhether you\u2019re attending in Manchester, Montr\u00e9al, Austin, or Frankfurt, we look forward to raising a glass with you and celebrating the incredible community that helps make Star Citizen what it is.\n\na.thl'\u0113'kol, see you soon.\n\nThe Weekly Community Content Schedule\n\n\nMONDAY, JUNE 8\nThis Week in Star Citizen\n\nTUESDAY, JUNE 9\nJune 2026 Monthly Bundle Comm-Link\n\nTHURSDAY, JUNE 11\nBehind The Ships: Gatac Railen (youtube.com\/@RobertsSpaceInd)\n\nFRIDAY, JUNE 12\nRSI Weekly Newsletter\n\nSATURDAY, JUNE 13\nInternational Bar Citizen Weekend\n\nL\u00e9na\u00efc \"Nicou\" Ri\u00e9dinger\nCommunity Manager\n\nSourcePilotVision quest truthSmuggling Origin 300We offer this World to the Galaxy as a place to study and a place to meet We offer this World to the Entity as a place to study and a place to meet Known locally as Pinecone, this Poisonous Main Sequence Dwarf is situated on the further edge of the green band and is often overlooked when compared to Kallis VI Damn right it is. Point is, no damn AI system's ever gonna be as good as an experienced Chief engineerKnown locally as The Hive, this High-pressure Coreless Planet is situated on the further edge of the green band and is often overlooked when compared to Kilian XIII \"Maybe you should have a Engineer have a look at you. Be sure.\" said Hester Polaris A further investigation of the planet revealed a cache of Kr'Thak weapons and war machines. \"We don't have anythCore.\" Ernst said. The Being didn't like that answer.COMMUNITY MVP: June 8, 2026We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.Visit the Community Hub.What Is Star Citizenby HEBRAiSTAfter three years in the 'verse, HEBRAiST brought together players from around the world to share their answers in their native languages, creating a heartfelt tribute to the moments, friendships, adventures, and stories that make this universe unique! o7Check it out now on the Community Hub.COMMUNITY MVP: June 8, 2026\nWe're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.\n\nVisit the Community Hub.\n\nWhat Is Star Citizen\nby HEBRAiST\nAfter three years in the 'verse, HEBRAiST brought together players from around the world to share their answers in their native languages, creating a heartfelt tribute to the moments, friendships, adventures, and stories that make this universe unique! o7\n\nCheck it out now on the Community Hub.\n\nTop Images from the Community HubDon't forget to submit your content to our Community Hub for the chance to see it here!Mole Canteen - OctoPoessyGlare Blast - Taavi_SpectreOnboard Cruise Entertainment with my new Banu instrument - Dr FischerTactical Strike Group, destroying the Vanduul Mauler - Petit_ScarabesMole Canteen - OctoPoessy\n\nGlare Blast - Taavi_Spectre\n\nOnboard Cruise Entertainment with my new Banu instrument - Dr Fischer\n\nTactical Strike Group, destroying the Vanduul Mauler - Petit_Scarabes","de_DE":"This Week in Star Citizen\nHello everyone, x\u0113'suelen nyahyan\nLast week, Alpha 4.8.1 landed, expanding the ongoing conflict across Stanton and Pyro with new ship combat contracts. Citizens can now rally behind either Foxwell Enforcement or the Headhunters and take part in the growing conflict as battles continue to unfold across the system. Successful pilots can earn a variety of rewards, including unique blueprints available through these contracts for the first time.\n\n4.8.1 and its related maintenance also delivered a variety of fixes and improvements, with many more to come. The team has been combing through your feedback and reports and is continuing to work through remaining issues. We'll share additional updates as soon as possible.\n\nWe also published our May 2026's Monthly Report, offering a look at progress across a wide range of initiatives. From expanding mission content and narrative development to continued work on social features and ship production, including the Railen, Kraken, Liberator, Galaxy, and a few other surprises. Alongside ongoing improvements to AI, stability, the economy, and core technologies, teams continue pushing push forward across the project.\n\nAlpha 4.9 is beginning to take shape on the Roadmap Update, with seven recently revealed cards offering an early look at what's ahead. Among the additions are Siege of Orison, Instancing, Super Heavy Combat Armor and its Apocalypse Arms 'Vendetta' HMG, Combat Clothing, the return of Recco Battaglia, and more.\n\nBy\n\nDRAG0NAUTBy\n\nDRAG0NAUTNow, let\u2019s take a look at what\u2019s coming up this week:\nTuesday kicks things off with the June Monthly Bundle. As Alien Week approaches, this month's package helps set the stage for next week's celebrations: my favorite time of the year!\n\nThen on Thursday, Behind the Ships returns with a closer look at the first alien cargo ship heading to the Persistent Universe, the Gatac Railen. Join the vehicle team as they walk through the ship's evolution, the challenges of bringing its unique design to life, and how years of technological and gameplay advancements have helped shape the final result.\n\nOn Friday, the latest RSI Weekly Newsletter also lands in your inbox. If you\u2019re not subscribed yet, you can sign up at any time through your account settings.\n\nFinally, on Saturday, we can\u2019t wait to meet many of you during International Bar Citizen Weekend! Join us on June 13 as communities around the world come together to meet fellow Citizens, share stories from the \u2019verse, chat with members of the team, and pick up the exclusive Shattered Vanduul Lance Display to add a little extra flair to your personal hangar.\n\nWhether you\u2019re attending in Manchester, Montr\u00e9al, Austin, or Frankfurt, we look forward to raising a glass with you and celebrating the incredible community that helps make Star Citizen what it is.\n\na.thl'\u0113'kol, see you soon.\n\nThe Weekly Community Content Schedule\n\n\nMONDAY, JUNE 8\nThis Week in Star Citizen\n\nTUESDAY, JUNE 9\nJune 2026 Monthly Bundle Comm-Link\n\nTHURSDAY, JUNE 11\nBehind The Ships: Gatac Railen (youtube.com\/@RobertsSpaceInd)\n\nFRIDAY, JUNE 12\nRSI Weekly Newsletter\n\nSATURDAY, JUNE 13\nInternational Bar Citizen Weekend\n\nL\u00e9na\u00efc \"Nicou\" Ri\u00e9dinger\nCommunity Manager\n\nSourcePilotVision quest truthSmuggling Origin 300We offer this World to the Galaxy as a place to study and a place to meet We offer this World to the Entity as a place to study and a place to meet Known locally as Pinecone, this Poisonous Main Sequence Dwarf is situated on the further edge of the green band and is often overlooked when compared to Kallis VI Damn right it is. Point is, no damn AI system's ever gonna be as good as an experienced Chief engineerKnown locally as The Hive, this High-pressure Coreless Planet is situated on the further edge of the green band and is often overlooked when compared to Kilian XIII \"Maybe you should have a Engineer have a look at you. Be sure.\" said Hester Polaris A further investigation of the planet revealed a cache of Kr'Thak weapons and war machines. \"We don't have anythCore.\" Ernst said. The Being didn't like that answer.COMMUNITY MVP: June 8, 2026We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.Visit the Community Hub.What Is Star Citizenby HEBRAiSTAfter three years in the 'verse, HEBRAiST brought together players from around the world to share their answers in their native languages, creating a heartfelt tribute to the moments, friendships, adventures, and stories that make this universe unique! o7Check it out now on the Community Hub.COMMUNITY MVP: June 8, 2026\nWe're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.\n\nVisit the Community Hub.\n\nWhat Is Star Citizen\nby HEBRAiST\nAfter three years in the 'verse, HEBRAiST brought together players from around the world to share their answers in their native languages, creating a heartfelt tribute to the moments, friendships, adventures, and stories that make this universe unique! o7\n\nCheck it out now on the Community Hub.\n\nTop Images from the Community HubDon't forget to submit your content to our Community Hub for the chance to see it here!Mole Canteen - OctoPoessyGlare Blast - Taavi_SpectreOnboard Cruise Entertainment with my new Banu instrument - Dr FischerTactical Strike Group, destroying the Vanduul Mauler - Petit_ScarabesMole Canteen - OctoPoessy\n\nGlare Blast - Taavi_Spectre\n\nOnboard Cruise Entertainment with my new Banu instrument - Dr Fischer\n\nTactical Strike Group, destroying the Vanduul Mauler - Petit_Scarabes","zh_CN":"This Week in Star Citizen\nHello everyone, x\u0113'suelen nyahyan\nLast week, Alpha 4.8.1 landed, expanding the ongoing conflict across Stanton and Pyro with new ship combat contracts. Citizens can now rally behind either Foxwell Enforcement or the Headhunters and take part in the growing conflict as battles continue to unfold across the system. Successful pilots can earn a variety of rewards, including unique blueprints available through these contracts for the first time.\n\n4.8.1 and its related maintenance also delivered a variety of fixes and improvements, with many more to come. The team has been combing through your feedback and reports and is continuing to work through remaining issues. We'll share additional updates as soon as possible.\n\nWe also published our May 2026's Monthly Report, offering a look at progress across a wide range of initiatives. From expanding mission content and narrative development to continued work on social features and ship production, including the Railen, Kraken, Liberator, Galaxy, and a few other surprises. Alongside ongoing improvements to AI, stability, the economy, and core technologies, teams continue pushing push forward across the project.\n\nAlpha 4.9 is beginning to take shape on the Roadmap Update, with seven recently revealed cards offering an early look at what's ahead. Among the additions are Siege of Orison, Instancing, Super Heavy Combat Armor and its Apocalypse Arms 'Vendetta' HMG, Combat Clothing, the return of Recco Battaglia, and more.\n\nBy\n\nDRAG0NAUTBy\n\nDRAG0NAUTNow, let\u2019s take a look at what\u2019s coming up this week:\nTuesday kicks things off with the June Monthly Bundle. As Alien Week approaches, this month's package helps set the stage for next week's celebrations: my favorite time of the year!\n\nThen on Thursday, Behind the Ships returns with a closer look at the first alien cargo ship heading to the Persistent Universe, the Gatac Railen. Join the vehicle team as they walk through the ship's evolution, the challenges of bringing its unique design to life, and how years of technological and gameplay advancements have helped shape the final result.\n\nOn Friday, the latest RSI Weekly Newsletter also lands in your inbox. If you\u2019re not subscribed yet, you can sign up at any time through your account settings.\n\nFinally, on Saturday, we can\u2019t wait to meet many of you during International Bar Citizen Weekend! Join us on June 13 as communities around the world come together to meet fellow Citizens, share stories from the \u2019verse, chat with members of the team, and pick up the exclusive Shattered Vanduul Lance Display to add a little extra flair to your personal hangar.\n\nWhether you\u2019re attending in Manchester, Montr\u00e9al, Austin, or Frankfurt, we look forward to raising a glass with you and celebrating the incredible community that helps make Star Citizen what it is.\n\na.thl'\u0113'kol, see you soon.\n\nThe Weekly Community Content Schedule\n\n\nMONDAY, JUNE 8\nThis Week in Star Citizen\n\nTUESDAY, JUNE 9\nJune 2026 Monthly Bundle Comm-Link\n\nTHURSDAY, JUNE 11\nBehind The Ships: Gatac Railen (youtube.com\/@RobertsSpaceInd)\n\nFRIDAY, JUNE 12\nRSI Weekly Newsletter\n\nSATURDAY, JUNE 13\nInternational Bar Citizen Weekend\n\nL\u00e9na\u00efc \"Nicou\" Ri\u00e9dinger\nCommunity Manager\n\nSourcePilotVision quest truthSmuggling Origin 300We offer this World to the Galaxy as a place to study and a place to meet We offer this World to the Entity as a place to study and a place to meet Known locally as Pinecone, this Poisonous Main Sequence Dwarf is situated on the further edge of the green band and is often overlooked when compared to Kallis VI Damn right it is. Point is, no damn AI system's ever gonna be as good as an experienced Chief engineerKnown locally as The Hive, this High-pressure Coreless Planet is situated on the further edge of the green band and is often overlooked when compared to Kilian XIII \"Maybe you should have a Engineer have a look at you. Be sure.\" said Hester Polaris A further investigation of the planet revealed a cache of Kr'Thak weapons and war machines. \"We don't have anythCore.\" Ernst said. The Being didn't like that answer.COMMUNITY MVP: June 8, 2026We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.Visit the Community Hub.What Is Star Citizenby HEBRAiSTAfter three years in the 'verse, HEBRAiST brought together players from around the world to share their answers in their native languages, creating a heartfelt tribute to the moments, friendships, adventures, and stories that make this universe unique! o7Check it out now on the Community Hub.COMMUNITY MVP: June 8, 2026\nWe're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.\n\nVisit the Community Hub.\n\nWhat Is Star Citizen\nby HEBRAiST\nAfter three years in the 'verse, HEBRAiST brought together players from around the world to share their answers in their native languages, creating a heartfelt tribute to the moments, friendships, adventures, and stories that make this universe unique! o7\n\nCheck it out now on the Community Hub.\n\nTop Images from the Community HubDon't forget to submit your content to our Community Hub for the chance to see it here!Mole Canteen - OctoPoessyGlare Blast - Taavi_SpectreOnboard Cruise Entertainment with my new Banu instrument - Dr FischerTactical Strike Group, destroying the Vanduul Mauler - Petit_ScarabesMole Canteen - OctoPoessy\n\nGlare Blast - Taavi_Spectre\n\nOnboard Cruise Entertainment with my new Banu instrument - Dr Fischer\n\nTactical Strike Group, destroying the Vanduul Mauler - Petit_Scarabes","fr_FR":"This Week in Star Citizen\nHello everyone, x\u0113'suelen nyahyan\nLast week, Alpha 4.8.1 landed, expanding the ongoing conflict across Stanton and Pyro with new ship combat contracts. Citizens can now rally behind either Foxwell Enforcement or the Headhunters and take part in the growing conflict as battles continue to unfold across the system. Successful pilots can earn a variety of rewards, including unique blueprints available through these contracts for the first time.\n\n4.8.1 and its related maintenance also delivered a variety of fixes and improvements, with many more to come. The team has been combing through your feedback and reports and is continuing to work through remaining issues. We'll share additional updates as soon as possible.\n\nWe also published our May 2026's Monthly Report, offering a look at progress across a wide range of initiatives. From expanding mission content and narrative development to continued work on social features and ship production, including the Railen, Kraken, Liberator, Galaxy, and a few other surprises. Alongside ongoing improvements to AI, stability, the economy, and core technologies, teams continue pushing push forward across the project.\n\nAlpha 4.9 is beginning to take shape on the Roadmap Update, with seven recently revealed cards offering an early look at what's ahead. Among the additions are Siege of Orison, Instancing, Super Heavy Combat Armor and its Apocalypse Arms 'Vendetta' HMG, Combat Clothing, the return of Recco Battaglia, and more.\n\nBy\n\nDRAG0NAUTBy\n\nDRAG0NAUTNow, let\u2019s take a look at what\u2019s coming up this week:\nTuesday kicks things off with the June Monthly Bundle. As Alien Week approaches, this month's package helps set the stage for next week's celebrations: my favorite time of the year!\n\nThen on Thursday, Behind the Ships returns with a closer look at the first alien cargo ship heading to the Persistent Universe, the Gatac Railen. Join the vehicle team as they walk through the ship's evolution, the challenges of bringing its unique design to life, and how years of technological and gameplay advancements have helped shape the final result.\n\nOn Friday, the latest RSI Weekly Newsletter also lands in your inbox. If you\u2019re not subscribed yet, you can sign up at any time through your account settings.\n\nFinally, on Saturday, we can\u2019t wait to meet many of you during International Bar Citizen Weekend! Join us on June 13 as communities around the world come together to meet fellow Citizens, share stories from the \u2019verse, chat with members of the team, and pick up the exclusive Shattered Vanduul Lance Display to add a little extra flair to your personal hangar.\n\nWhether you\u2019re attending in Manchester, Montr\u00e9al, Austin, or Frankfurt, we look forward to raising a glass with you and celebrating the incredible community that helps make Star Citizen what it is.\n\na.thl'\u0113'kol, see you soon.\n\nThe Weekly Community Content Schedule\n\n\nMONDAY, JUNE 8\nThis Week in Star Citizen\n\nTUESDAY, JUNE 9\nJune 2026 Monthly Bundle Comm-Link\n\nTHURSDAY, JUNE 11\nBehind The Ships: Gatac Railen (youtube.com\/@RobertsSpaceInd)\n\nFRIDAY, JUNE 12\nRSI Weekly Newsletter\n\nSATURDAY, JUNE 13\nInternational Bar Citizen Weekend\n\nL\u00e9na\u00efc \"Nicou\" Ri\u00e9dinger\nCommunity Manager\n\nSourcePilotVision quest truthSmuggling Origin 300We offer this World to the Galaxy as a place to study and a place to meet We offer this World to the Entity as a place to study and a place to meet Known locally as Pinecone, this Poisonous Main Sequence Dwarf is situated on the further edge of the green band and is often overlooked when compared to Kallis VI Damn right it is. Point is, no damn AI system's ever gonna be as good as an experienced Chief engineerKnown locally as The Hive, this High-pressure Coreless Planet is situated on the further edge of the green band and is often overlooked when compared to Kilian XIII \"Maybe you should have a Engineer have a look at you. Be sure.\" said Hester Polaris A further investigation of the planet revealed a cache of Kr'Thak weapons and war machines. \"We don't have anythCore.\" Ernst said. The Being didn't like that answer.COMMUNITY MVP: June 8, 2026We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.Visit the Community Hub.What Is Star Citizenby HEBRAiSTAfter three years in the 'verse, HEBRAiST brought together players from around the world to share their answers in their native languages, creating a heartfelt tribute to the moments, friendships, adventures, and stories that make this universe unique! o7Check it out now on the Community Hub.COMMUNITY MVP: June 8, 2026\nWe're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.\n\nVisit the Community Hub.\n\nWhat Is Star Citizen\nby HEBRAiST\nAfter three years in the 'verse, HEBRAiST brought together players from around the world to share their answers in their native languages, creating a heartfelt tribute to the moments, friendships, adventures, and stories that make this universe unique! o7\n\nCheck it out now on the Community Hub.\n\nTop Images from the Community HubDon't forget to submit your content to our Community Hub for the chance to see it here!Mole Canteen - OctoPoessyGlare Blast - Taavi_SpectreOnboard Cruise Entertainment with my new Banu instrument - Dr FischerTactical Strike Group, destroying the Vanduul Mauler - Petit_ScarabesMole Canteen - OctoPoessy\n\nGlare Blast - Taavi_Spectre\n\nOnboard Cruise Entertainment with my new Banu instrument - Dr Fischer\n\nTactical Strike Group, destroying the Vanduul Mauler - Petit_Scarabes"},"links_count":7,"comment_count":0,"created_at":"2026-06-08T22:00:00+00:00","created_at_human":"3 weeks ago"},{"id":21196,"title":"Roadmap Roundup - June 3, 2026","rsi_url":"https:\/\/robertsspaceindustries.com\/en\/comm-link\/transmission\/21196-Roadmap-Roundup-June-3-2026","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/21196","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/21196","channel":"Transmission","category":"Lore","series":"Roadmap Roundup","images_count":0,"translations":{"en_EN":"Roadmap Roundup\nHello everyone!\n\nEvery two weeks, we accompany the Roadmap update with a brief explanatory note to give you insight into the decision-making that led to any changes. This is part of an effort to make our communications more transparent, more specific, and more insightful for all of you who help to make Star Citizen and Squadron 42 possible.\n\nJust a reminder: The 1.0 column showcases features and content planned for inclusion in or before Star Citizen 1.0. This means you may not have to wait for the 1.0 release to experience them. As features\/content in the 1.0 column become ready, they will migrate left into a point patch column for release.\n\nBe sure to check back every two weeks for the latest updates.\n\nWith that, let\u2019s dive into this week\u2019s Roadmap Roundup!\n\n-CIG Community Team\n\n\n\nNotable Changes: June 3, 2026\n\n\n\nRelease View\nAlpha 4.8\nSpace Combat Missions - Defend Location\n\nImplementing a new Mission Pack for players to answer the call from either Foxwell or Headhunters. Defend asteroid bases throughout the systems, prevent the attackers from destroying key resources, and sometimes escort escaping workers to safety.\n\nThis card has been set to Released.\n\n\n\n\n\n\n\nAlpha 4.9\nSiege of Orison\n\nImplementing a new operation, Siege of Orison, introducing instanced FPS gameplay where players assault Nine Tails-controlled platforms in coordinated team-based encounters tied to mission-driven progression.\n\nThis card has been set to Tentative.\n\n\n\n\nInstancing\n\nImplementing Instancing to create closed gameplay spaces with controlled accesses. Access is managed through instance prerequisites, party leader ownership, and safeguards that prevent or remove ineligible players.\n\nThis card has been set to Tentative.\n\n\n\n\nSuper Heavy Combat Armor\n\nImplementing the Super Heavy armor class, enabling players to equip and operate a new category of powerful super heavy weapons.\n\nThis card has been set to Tentative.\n\n\n\n\nApocalypse Arms \"Vendetta\" HMG\n\nImplementing a brand new weapon type: the Heavy Machine Gun, with the Apocalypse Arms \"Vendetta\" HMG. Belt-fed and usable with the new Super Heavy Armor and its dedicated ammunition backpack, it delivers sustained high-rate fire from a large rotating barrel while carrying up to four magazines of ammunition.\n\nThis card has been set to Tentative.\n\n\n\n\nCombat Clothing\n\nImplementing lightly armored apparel designed to offer a more stylish look while remaining viable in combat situations.\n\nThis card has been set to Tentative.\n\n\n\n\nNew Wikelo Ships Offerings (4.9.0)\n\nAdding a Drake Clipper with a unique base livery and upgraded components as a reward for completing a new addition to the variety of available Wikelo's Emporium contracts.\n\nThis card has been set to Tentative.\n\n\n\n\nMission Giver: Recco Battaglia\n\nImplementing a returning NPC to the Persistent Universe: Recco coordinates logistics for the local independent miners operating from Levski.\n\nThis card has been set to Tentative.\n\n\n\n\n\n\n\nJoin the discussion on Spectrum.","de_DE":"Roadmap Roundup\nHello everyone!\n\nEvery two weeks, we accompany the Roadmap update with a brief explanatory note to give you insight into the decision-making that led to any changes. This is part of an effort to make our communications more transparent, more specific, and more insightful for all of you who help to make Star Citizen and Squadron 42 possible.\n\nJust a reminder: The 1.0 column showcases features and content planned for inclusion in or before Star Citizen 1.0. This means you may not have to wait for the 1.0 release to experience them. As features\/content in the 1.0 column become ready, they will migrate left into a point patch column for release.\n\nBe sure to check back every two weeks for the latest updates.\n\nWith that, let\u2019s dive into this week\u2019s Roadmap Roundup!\n\n-CIG Community Team\n\n\n\nNotable Changes: June 3, 2026\n\n\n\nRelease View\nAlpha 4.8\nSpace Combat Missions - Defend Location\n\nImplementing a new Mission Pack for players to answer the call from either Foxwell or Headhunters. Defend asteroid bases throughout the systems, prevent the attackers from destroying key resources, and sometimes escort escaping workers to safety.\n\nThis card has been set to Released.\n\n\n\n\n\n\n\nAlpha 4.9\nSiege of Orison\n\nImplementing a new operation, Siege of Orison, introducing instanced FPS gameplay where players assault Nine Tails-controlled platforms in coordinated team-based encounters tied to mission-driven progression.\n\nThis card has been set to Tentative.\n\n\n\n\nInstancing\n\nImplementing Instancing to create closed gameplay spaces with controlled accesses. Access is managed through instance prerequisites, party leader ownership, and safeguards that prevent or remove ineligible players.\n\nThis card has been set to Tentative.\n\n\n\n\nSuper Heavy Combat Armor\n\nImplementing the Super Heavy armor class, enabling players to equip and operate a new category of powerful super heavy weapons.\n\nThis card has been set to Tentative.\n\n\n\n\nApocalypse Arms \"Vendetta\" HMG\n\nImplementing a brand new weapon type: the Heavy Machine Gun, with the Apocalypse Arms \"Vendetta\" HMG. Belt-fed and usable with the new Super Heavy Armor and its dedicated ammunition backpack, it delivers sustained high-rate fire from a large rotating barrel while carrying up to four magazines of ammunition.\n\nThis card has been set to Tentative.\n\n\n\n\nCombat Clothing\n\nImplementing lightly armored apparel designed to offer a more stylish look while remaining viable in combat situations.\n\nThis card has been set to Tentative.\n\n\n\n\nNew Wikelo Ships Offerings (4.9.0)\n\nAdding a Drake Clipper with a unique base livery and upgraded components as a reward for completing a new addition to the variety of available Wikelo's Emporium contracts.\n\nThis card has been set to Tentative.\n\n\n\n\nMission Giver: Recco Battaglia\n\nImplementing a returning NPC to the Persistent Universe: Recco coordinates logistics for the local independent miners operating from Levski.\n\nThis card has been set to Tentative.\n\n\n\n\n\n\n\nJoin the discussion on Spectrum.","zh_CN":"Roadmap Roundup\nHello everyone!\n\nEvery two weeks, we accompany the Roadmap update with a brief explanatory note to give you insight into the decision-making that led to any changes. This is part of an effort to make our communications more transparent, more specific, and more insightful for all of you who help to make Star Citizen and Squadron 42 possible.\n\nJust a reminder: The 1.0 column showcases features and content planned for inclusion in or before Star Citizen 1.0. This means you may not have to wait for the 1.0 release to experience them. As features\/content in the 1.0 column become ready, they will migrate left into a point patch column for release.\n\nBe sure to check back every two weeks for the latest updates.\n\nWith that, let\u2019s dive into this week\u2019s Roadmap Roundup!\n\n-CIG Community Team\n\n\n\nNotable Changes: June 3, 2026\n\n\n\nRelease View\nAlpha 4.8\nSpace Combat Missions - Defend Location\n\nImplementing a new Mission Pack for players to answer the call from either Foxwell or Headhunters. Defend asteroid bases throughout the systems, prevent the attackers from destroying key resources, and sometimes escort escaping workers to safety.\n\nThis card has been set to Released.\n\n\n\n\n\n\n\nAlpha 4.9\nSiege of Orison\n\nImplementing a new operation, Siege of Orison, introducing instanced FPS gameplay where players assault Nine Tails-controlled platforms in coordinated team-based encounters tied to mission-driven progression.\n\nThis card has been set to Tentative.\n\n\n\n\nInstancing\n\nImplementing Instancing to create closed gameplay spaces with controlled accesses. Access is managed through instance prerequisites, party leader ownership, and safeguards that prevent or remove ineligible players.\n\nThis card has been set to Tentative.\n\n\n\n\nSuper Heavy Combat Armor\n\nImplementing the Super Heavy armor class, enabling players to equip and operate a new category of powerful super heavy weapons.\n\nThis card has been set to Tentative.\n\n\n\n\nApocalypse Arms \"Vendetta\" HMG\n\nImplementing a brand new weapon type: the Heavy Machine Gun, with the Apocalypse Arms \"Vendetta\" HMG. Belt-fed and usable with the new Super Heavy Armor and its dedicated ammunition backpack, it delivers sustained high-rate fire from a large rotating barrel while carrying up to four magazines of ammunition.\n\nThis card has been set to Tentative.\n\n\n\n\nCombat Clothing\n\nImplementing lightly armored apparel designed to offer a more stylish look while remaining viable in combat situations.\n\nThis card has been set to Tentative.\n\n\n\n\nNew Wikelo Ships Offerings (4.9.0)\n\nAdding a Drake Clipper with a unique base livery and upgraded components as a reward for completing a new addition to the variety of available Wikelo's Emporium contracts.\n\nThis card has been set to Tentative.\n\n\n\n\nMission Giver: Recco Battaglia\n\nImplementing a returning NPC to the Persistent Universe: Recco coordinates logistics for the local independent miners operating from Levski.\n\nThis card has been set to Tentative.\n\n\n\n\n\n\n\nJoin the discussion on Spectrum.","fr_FR":"Roadmap Roundup\nHello everyone!\n\nEvery two weeks, we accompany the Roadmap update with a brief explanatory note to give you insight into the decision-making that led to any changes. This is part of an effort to make our communications more transparent, more specific, and more insightful for all of you who help to make Star Citizen and Squadron 42 possible.\n\nJust a reminder: The 1.0 column showcases features and content planned for inclusion in or before Star Citizen 1.0. This means you may not have to wait for the 1.0 release to experience them. As features\/content in the 1.0 column become ready, they will migrate left into a point patch column for release.\n\nBe sure to check back every two weeks for the latest updates.\n\nWith that, let\u2019s dive into this week\u2019s Roadmap Roundup!\n\n-CIG Community Team\n\n\n\nNotable Changes: June 3, 2026\n\n\n\nRelease View\nAlpha 4.8\nSpace Combat Missions - Defend Location\n\nImplementing a new Mission Pack for players to answer the call from either Foxwell or Headhunters. Defend asteroid bases throughout the systems, prevent the attackers from destroying key resources, and sometimes escort escaping workers to safety.\n\nThis card has been set to Released.\n\n\n\n\n\n\n\nAlpha 4.9\nSiege of Orison\n\nImplementing a new operation, Siege of Orison, introducing instanced FPS gameplay where players assault Nine Tails-controlled platforms in coordinated team-based encounters tied to mission-driven progression.\n\nThis card has been set to Tentative.\n\n\n\n\nInstancing\n\nImplementing Instancing to create closed gameplay spaces with controlled accesses. Access is managed through instance prerequisites, party leader ownership, and safeguards that prevent or remove ineligible players.\n\nThis card has been set to Tentative.\n\n\n\n\nSuper Heavy Combat Armor\n\nImplementing the Super Heavy armor class, enabling players to equip and operate a new category of powerful super heavy weapons.\n\nThis card has been set to Tentative.\n\n\n\n\nApocalypse Arms \"Vendetta\" HMG\n\nImplementing a brand new weapon type: the Heavy Machine Gun, with the Apocalypse Arms \"Vendetta\" HMG. Belt-fed and usable with the new Super Heavy Armor and its dedicated ammunition backpack, it delivers sustained high-rate fire from a large rotating barrel while carrying up to four magazines of ammunition.\n\nThis card has been set to Tentative.\n\n\n\n\nCombat Clothing\n\nImplementing lightly armored apparel designed to offer a more stylish look while remaining viable in combat situations.\n\nThis card has been set to Tentative.\n\n\n\n\nNew Wikelo Ships Offerings (4.9.0)\n\nAdding a Drake Clipper with a unique base livery and upgraded components as a reward for completing a new addition to the variety of available Wikelo's Emporium contracts.\n\nThis card has been set to Tentative.\n\n\n\n\nMission Giver: Recco Battaglia\n\nImplementing a returning NPC to the Persistent Universe: Recco coordinates logistics for the local independent miners operating from Levski.\n\nThis card has been set to Tentative.\n\n\n\n\n\n\n\nJoin the discussion on Spectrum."},"links_count":0,"comment_count":0,"created_at":"2026-06-03T20:00:00+00:00","created_at_human":"1 month ago"},{"id":21195,"title":"Star Citizen Monthly Report: May 2026","rsi_url":"https:\/\/robertsspaceindustries.com\/en\/comm-link\/transmission\/21195-Star-Citizen-Monthly-Report-May-2026","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/21195","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/21195","channel":"Transmission","category":"Undefined","series":"None","images_count":5,"translations":{"en_EN":"PU Monthly Report\nMay 2026\nWelcome to the PU Monthly Report! May saw Alpha 4.8 and DefenseCon hitting the \u2019verse, with many teams spending the month finalizing features for these major releases. Following this, tasks began and continued for the exciting content coming over the next few patches. Read on for all the details.\n\nAI Content\nFollowing the launch of Alpha 4.8, the AI Content team began closing out tasks for Alpha 4.9 and beyond. Alongside the usual bug fixes and ongoing initiatives from the previous months, the team looked into technical fixes to help streamline the process for adding content into the game.\n\n\u201cThe Alpha 4.9 patch is going to be a very important one for the narrative design of the game, as the team is contributing to two very large elements that will lay important foundations for developing narrative in the ultimate 1.0 vision.\u201d AI Content Team\n\nAI (Features & Tech)\nOn the animation side, significant work went toward the mass retargeting of male-to-female combat AI assets, with additional support for unconscious and bleeding-out behaviors. The devs also made TrackViews for an upcoming event and restructured how melee attacks are tweaked for NPCs with large attack sets.\n\nPrototypes were then implemented for the valakkar. For example, the team simplified the setup of burrowing animation types, fixed the path patching to improve movement along dynamically generated positions, and improved the API for tracking damage to NPCs to trigger motive actions. They also refactored how AI-triggered states work and improved debug shortcuts for controlling time and teleporting.\n\nAnimation\nLast month, the Animation team progressed with the apex valakkar, fleshing out various additional attacks and animations. They also captured new enter and exit animations for upcoming ships alongside work for a new full-body mission giver, who will have her own place in the \u2019verse.\n\nThe Facial Animation team processed a significant amount of new content from April\u2019s performance-capture shoot, which will appear in Alpha 4.9. As this content will be split across comms calls and in-person interactions, it was processed at different quality tiers to ensure that everything players see close up will really shine.\n\nThe team are excited to see players\u2019 reactions to the return of Recco Battaglia, as this will be the first instance of an old character returning to the \u2019verse with new content and missions. A lot has changed within the pipeline since her debut, so this will be the first time players will be able to draw immediate comparisons.\n\nFacial Animation also held two performance-capture shoots with the Narrative and the Motion Capture teams, which will cover content for Alpha 4.9 and 4.10.\n\nArt (Ships)\nMay\u2019s DefenseCon saw many of the Ships team\u2019s recent projects flyable in the PU, including the Aegis Tiburon and Hammerhead \u2019gold standard,\u2019 the Origin M80, the MISC Starlite, and the Drake Pitbull, Ironclad, Ironclad Assault, and Command Module. The team also delivered the Vanduul Mauler as part of Tactical Strike Groups alongside numerous flight blades and weapon kits.\n\nElsewhere, the Gatac Railen passed its greybox review before progressing into LOD0, with a combined LOD0 and Final Gate review scheduled for early June. Significant progress was also made on a related-yet-unannounced ship.\n\nFour other upcoming vehicles continued development, too. The first received custom mo-cap for its enter and exit animations, creating unique challenges due to its scale, before its greybox review at the end of the month.\n\nProduction on the second kicked off, with a small team starting work toward the whitebox gate planned for the middle of June.\n\nThe third continued down the pipeline, while the fourth saw the UK team collaborating with their North American counterparts to ensure the art direction aligns with the brand\u2019s other new releases.\n\nWith resources freed up following DefenseCon, pre-production picked up for the Anvil Liberator, with the start of whitebox scheduled for the end of the month. As part of this, an update was made to the interior to allow for quicker entry and exit to the landing pads.\n\nLastly on the UK side, the RSI Galaxy continued through whitebox as further revisions were made to the layout around the central docking collar, habs, bridge, and lift area to ensure clear flow from any direction.\n\nAs mentioned above, the North American team progressed with an unannounced ship, which passed its greybox gate review with flying colors. Following this, the LOD0 phase began, with the ship coming together following a preliminary lighting pass.\n\nFinally, the Drake Kraken continued through its greybox phase, with further changes to the hero rooms to utilize more of the Drake kit used in the Ironclad. This will save both production time and increase the optimization of this huge ship.\n\nArt (Weapons)\nIn May, the Weapons team ensured their content was ready for Alpha 4.8, including the Kastak Arms plasma grenade and UltiFlex Novian crossbow, and a handful of skins for upcoming events.\n\nMeanwhile, the team progressed with a new large-caliber weapon, which is currently in greybox. New tech is also in the works that will require cross-team collaboration over the next couple of months. Material polish passes and updates to existing weapons continued to progress, too.\n\nCommunity\nThe Community team began May by preparing for the launches of Alpha 4.8: Tactical Strike and DefenseCon 2956. Early in the month, they published the April PU Monthly Report followed by an Org Spotlight that presented players with a variety of organizations they could team up with to tackle upcoming content. They also shared updates on the changes to vehicle insurance coming in Alpha 4.8 and announced that the Novian crossbow would arrive with this update.\n\nThe team supported the release of Alpha 4.8 with a catch-all thread highlighting all the features of this major update, along with an FAQ for Tactical Strike Groups. They also launched the latest Twitch Drops for DefenseCon, alongside a dedicated page and an FAQ alerting the community to what to expect at Drake\u2019s big show. As the event drew near, they followed up with a comm-link informing players of the DefenseCon Schedule as well as a Countdown to DefenseCon to keep the community updated.\n\nAs DefenseCon began, the Community team published a Referral Bonus comm-link and hosted a screenshot contest. They also created a Q&A for all the new ships debuting at the event, which was updated as new ships were released, and a catch-all thread keeping the community informed throughout the event.\n\nBoth DefenseCon 2956 and Alpha 4.8 included updates to the New Player Guide and Welcome Back, Pilot pages, keeping players informed of all the recent changes. As always, the team kept up their regular cadence of This Week in Star Citizen and bi-weekly Roadmap updates.\n\nIn addition to all the other events last month, the Bar Citizen World Tour continued in May, with staff attending events in China, France, Korea, Switzerland, and TwitchCon in the Netherlands. The team also invited the community to join them for the International Bar Citizen Weekend in June.\n\n\u201cIt\u2019s been an absolute blast seeing everyone and hearing your starfaring stories! We hope to get to know more of you at other upcoming events, such as the International Bar Citizen Weekend, kicking off on June 13!\u201d Community Team\n\nThroughout May, the team closely monitored community sentiment and feedback to ensure development teams had the latest word from players to help shape improvements to both current content and future events. The Community team is also currently working closely with other teams to relaunch a refreshed Welcome Hub for new players, as well as further updates to the Guide System and Spectrum.\n\nEconomy\nAlpha 4.8 saw the introduction of two major economy features: ship insurance adjustments and player-crafted items. Consumable prices were also adjusted and components now have a wider price range, with prices of grade \u2019A\u2019 military components in particular being adjusted upwards to give more of a sense of progression. The devs also increased the sale price of components so that salvagers can capitalize on any high-tier components they come across.\n\nThe data aggregation pipelines were broadened, resulting in several mission archetypes receiving a balance pass based on player behavior data.\n\nTo support future economy updates, the team began standardizing the price and volume brackets of crafting resources. They\u2019re also working on new ways to make the resource, commodity, and trading systems more intuitive and transparent for players.\n\nOn the shop implementation side, the team supported DefenseCon by setting up new shop items, including commemorative hats and t-shirts, ship weapons, flight blades, flight suits, and vehicles. This allowed all the items on display within the expo halls and lobby to physically spawn and be interactive and purchasable. The team even redressed the Coffee-to-Go concession stand to fit the DefenseCon theme.\n\nLastly, with the introduction of flight suits, a pass was done on some of the existing shops across the PU to ensure two of them could be purchased.\n\nGraphics, VFX Programming & Planet Tech\nThe majority of the Graphics team focused on optimization throughout May, making significant improvements that will come at a later date. Alongside this, the team further optimized and refined the visuals for the Global Illumination system, in addition to adding depth-output support to all parallax mapped surfaces which allows them to benefit from our full rendering feature-set, such as screen space shadows, reflections and directional occlusion.\n\nThe Planet Tech team made large strides with Genesis as they look to close-out the last elements of the core technology and move on to polish, performance, and stability tasks. Recent work focused on critical pieces of technology, like GPU object spawning, the virtual terrain cache, imposter rendering, and the spawning of creatures and mineables on V5 planets. Alongside this, the teams continued to iterate on visual quality while ensuring performance is kept in check.\n\nMission Design\nLast month, the Mission Design team progressed with Recco Battaglia. They also worked closely with Narrative and Core Gameplay to ensure the mission-provider interaction flow is as desired for the initial release.\n\nProgress was made on the redesign of an existing event that aims to push the boundaries of what is possible within a single instance. The original was designed around combat, but as the game has grown and matured, the team are now able to tap into new methods and gameplay choices.\n\nThe team also focused on creating a faction focused on non-combat gameplay from the Star Citizens 1.0 plan.\n\nElsewhere, the Municipal Works is currently going through mission blockouts to get it into a first-playable state. Once the design is signed off, full production can begin.\n\nNarrative\nAs mentioned in last month\u2019s report, the Narrative team held a performance-capture session, which not only brought back a familiar face but also recorded lines for a revamped existing mission. They also captured content for NPCs encountered during refueling gameplay to allow them to expand the variety of voices heard in those missions.\n\nThe Narrative team also began adding a variety of contracts that will bring more gameplay to the \u2019verse, not only for upcoming events but for some expanded evergreen missions as well.\n\nAdditionally, they created lore for new harvestable flora, wrote scripts for several new mission providers (including solidifying the narrative of their organizations), and provided support to both the UI and Environment Art teams.\n\n\u201cThanks to all the players reporting issues as they find them. The team has been knocking out recently discovered narrative bugs as quickly as possible, with many small quality-of-life fixes expected to make their way into Alpha 4.9.\u201d Narrative Team\n\nOnline Technology\nIn May, the Online Services team continued their work on several key player-facing features, including the Social Chat (MVP) feature, which is being built to enable in-game text communication between players. Alongside this, the social-systems pipeline continued to grow, with friends, online presence, party viewer, and orgs each formally tracked as upcoming deliverables for future milestones.\n\nThe first iteration of Item Recovery was included in Alpha 4.8. The team is currently supporting this feature, with more improvements coming in the future. Planning also kicked off for the Maglock system as part of the Item Recovery feature set.\n\nA significant focus in May was to address live game stability issues tied to the contract system. The team identified that the current contract system generates far too many database entries, causing overloads and performance instability for players. Two critical tasks were created to reduce the number of database entries and improve how contracts are filtered.\n\nThe team also tackled reliability improvements to mission rewards and is putting better diagnostic tools in place, making it faster to identify and fix issues with missions and contracts not appearing.\n\nThe Live Tools team continued to deliver improvements across all of their key tools while also shipping several notable releases.\n\nFor Hex, the team released version 3.39, which introduces new player support capabilities. Updates include improved entitlement tracking, an expanded account ownership view, and more.\n\nA follow-up release, 3.39.1, kept Hex's blueprint data in sync with the latest services. Throughout the month, work continued on the Hex 4.0 redesign, including a new design system and UX foundations that will shape all future Hex modules.\n\nOn the Bootstrap side, the team continued reliability work throughout the month, addressing developer-facing issues like server failures, performance bottlenecks, and configuration problems. Technical planning for a full Bootstrap client overhaul was kicked off and is now moving from research to design and implementation planning.\n\nR&D\nMay saw the R&D team implement tweakable (approximate) multi-scattering in gas clouds, similar to the multi-scatter solution used for planet clouds. This smoothly blends between forward and backward scattering (driving the phase function) depending on the visibility of the light source of given sample points.\n\nSupport began for look-up tables in the raymarcher to recolor gas clouds based on their local density. The raymarcher loop was further optimized by skipping significant sampling and lighting work at locations where density amounts to zero. Additional optimizations will speed up noise LOD calculations, as well as making the target opacity threshold of clouds configurable.\n\nFurthermore, numerous fixes and improvements were made to the integration of an experimental temporal upsampler borrowed from planet clouds. Lastly, out-of-bound writes in the gas cloud raymarchers were fixed for Vulkan alongside a sporadic GPU hang due to the introduction on non-linear stepping, which was mentioned in April\u2019s PU Report.","de_DE":"PU Monthly Report\nMay 2026\nWelcome to the PU Monthly Report! May saw Alpha 4.8 and DefenseCon hitting the \u2019verse, with many teams spending the month finalizing features for these major releases. Following this, tasks began and continued for the exciting content coming over the next few patches. Read on for all the details.\n\nAI Content\nFollowing the launch of Alpha 4.8, the AI Content team began closing out tasks for Alpha 4.9 and beyond. Alongside the usual bug fixes and ongoing initiatives from the previous months, the team looked into technical fixes to help streamline the process for adding content into the game.\n\n\u201cThe Alpha 4.9 patch is going to be a very important one for the narrative design of the game, as the team is contributing to two very large elements that will lay important foundations for developing narrative in the ultimate 1.0 vision.\u201d AI Content Team\n\nAI (Features & Tech)\nOn the animation side, significant work went toward the mass retargeting of male-to-female combat AI assets, with additional support for unconscious and bleeding-out behaviors. The devs also made TrackViews for an upcoming event and restructured how melee attacks are tweaked for NPCs with large attack sets.\n\nPrototypes were then implemented for the valakkar. For example, the team simplified the setup of burrowing animation types, fixed the path patching to improve movement along dynamically generated positions, and improved the API for tracking damage to NPCs to trigger motive actions. They also refactored how AI-triggered states work and improved debug shortcuts for controlling time and teleporting.\n\nAnimation\nLast month, the Animation team progressed with the apex valakkar, fleshing out various additional attacks and animations. They also captured new enter and exit animations for upcoming ships alongside work for a new full-body mission giver, who will have her own place in the \u2019verse.\n\nThe Facial Animation team processed a significant amount of new content from April\u2019s performance-capture shoot, which will appear in Alpha 4.9. As this content will be split across comms calls and in-person interactions, it was processed at different quality tiers to ensure that everything players see close up will really shine.\n\nThe team are excited to see players\u2019 reactions to the return of Recco Battaglia, as this will be the first instance of an old character returning to the \u2019verse with new content and missions. A lot has changed within the pipeline since her debut, so this will be the first time players will be able to draw immediate comparisons.\n\nFacial Animation also held two performance-capture shoots with the Narrative and the Motion Capture teams, which will cover content for Alpha 4.9 and 4.10.\n\nArt (Ships)\nMay\u2019s DefenseCon saw many of the Ships team\u2019s recent projects flyable in the PU, including the Aegis Tiburon and Hammerhead \u2019gold standard,\u2019 the Origin M80, the MISC Starlite, and the Drake Pitbull, Ironclad, Ironclad Assault, and Command Module. The team also delivered the Vanduul Mauler as part of Tactical Strike Groups alongside numerous flight blades and weapon kits.\n\nElsewhere, the Gatac Railen passed its greybox review before progressing into LOD0, with a combined LOD0 and Final Gate review scheduled for early June. Significant progress was also made on a related-yet-unannounced ship.\n\nFour other upcoming vehicles continued development, too. The first received custom mo-cap for its enter and exit animations, creating unique challenges due to its scale, before its greybox review at the end of the month.\n\nProduction on the second kicked off, with a small team starting work toward the whitebox gate planned for the middle of June.\n\nThe third continued down the pipeline, while the fourth saw the UK team collaborating with their North American counterparts to ensure the art direction aligns with the brand\u2019s other new releases.\n\nWith resources freed up following DefenseCon, pre-production picked up for the Anvil Liberator, with the start of whitebox scheduled for the end of the month. As part of this, an update was made to the interior to allow for quicker entry and exit to the landing pads.\n\nLastly on the UK side, the RSI Galaxy continued through whitebox as further revisions were made to the layout around the central docking collar, habs, bridge, and lift area to ensure clear flow from any direction.\n\nAs mentioned above, the North American team progressed with an unannounced ship, which passed its greybox gate review with flying colors. Following this, the LOD0 phase began, with the ship coming together following a preliminary lighting pass.\n\nFinally, the Drake Kraken continued through its greybox phase, with further changes to the hero rooms to utilize more of the Drake kit used in the Ironclad. This will save both production time and increase the optimization of this huge ship.\n\nArt (Weapons)\nIn May, the Weapons team ensured their content was ready for Alpha 4.8, including the Kastak Arms plasma grenade and UltiFlex Novian crossbow, and a handful of skins for upcoming events.\n\nMeanwhile, the team progressed with a new large-caliber weapon, which is currently in greybox. New tech is also in the works that will require cross-team collaboration over the next couple of months. Material polish passes and updates to existing weapons continued to progress, too.\n\nCommunity\nThe Community team began May by preparing for the launches of Alpha 4.8: Tactical Strike and DefenseCon 2956. Early in the month, they published the April PU Monthly Report followed by an Org Spotlight that presented players with a variety of organizations they could team up with to tackle upcoming content. They also shared updates on the changes to vehicle insurance coming in Alpha 4.8 and announced that the Novian crossbow would arrive with this update.\n\nThe team supported the release of Alpha 4.8 with a catch-all thread highlighting all the features of this major update, along with an FAQ for Tactical Strike Groups. They also launched the latest Twitch Drops for DefenseCon, alongside a dedicated page and an FAQ alerting the community to what to expect at Drake\u2019s big show. As the event drew near, they followed up with a comm-link informing players of the DefenseCon Schedule as well as a Countdown to DefenseCon to keep the community updated.\n\nAs DefenseCon began, the Community team published a Referral Bonus comm-link and hosted a screenshot contest. They also created a Q&A for all the new ships debuting at the event, which was updated as new ships were released, and a catch-all thread keeping the community informed throughout the event.\n\nBoth DefenseCon 2956 and Alpha 4.8 included updates to the New Player Guide and Welcome Back, Pilot pages, keeping players informed of all the recent changes. As always, the team kept up their regular cadence of This Week in Star Citizen and bi-weekly Roadmap updates.\n\nIn addition to all the other events last month, the Bar Citizen World Tour continued in May, with staff attending events in China, France, Korea, Switzerland, and TwitchCon in the Netherlands. The team also invited the community to join them for the International Bar Citizen Weekend in June.\n\n\u201cIt\u2019s been an absolute blast seeing everyone and hearing your starfaring stories! We hope to get to know more of you at other upcoming events, such as the International Bar Citizen Weekend, kicking off on June 13!\u201d Community Team\n\nThroughout May, the team closely monitored community sentiment and feedback to ensure development teams had the latest word from players to help shape improvements to both current content and future events. The Community team is also currently working closely with other teams to relaunch a refreshed Welcome Hub for new players, as well as further updates to the Guide System and Spectrum.\n\nEconomy\nAlpha 4.8 saw the introduction of two major economy features: ship insurance adjustments and player-crafted items. Consumable prices were also adjusted and components now have a wider price range, with prices of grade \u2019A\u2019 military components in particular being adjusted upwards to give more of a sense of progression. The devs also increased the sale price of components so that salvagers can capitalize on any high-tier components they come across.\n\nThe data aggregation pipelines were broadened, resulting in several mission archetypes receiving a balance pass based on player behavior data.\n\nTo support future economy updates, the team began standardizing the price and volume brackets of crafting resources. They\u2019re also working on new ways to make the resource, commodity, and trading systems more intuitive and transparent for players.\n\nOn the shop implementation side, the team supported DefenseCon by setting up new shop items, including commemorative hats and t-shirts, ship weapons, flight blades, flight suits, and vehicles. This allowed all the items on display within the expo halls and lobby to physically spawn and be interactive and purchasable. The team even redressed the Coffee-to-Go concession stand to fit the DefenseCon theme.\n\nLastly, with the introduction of flight suits, a pass was done on some of the existing shops across the PU to ensure two of them could be purchased.\n\nGraphics, VFX Programming & Planet Tech\nThe majority of the Graphics team focused on optimization throughout May, making significant improvements that will come at a later date. Alongside this, the team further optimized and refined the visuals for the Global Illumination system, in addition to adding depth-output support to all parallax mapped surfaces which allows them to benefit from our full rendering feature-set, such as screen space shadows, reflections and directional occlusion.\n\nThe Planet Tech team made large strides with Genesis as they look to close-out the last elements of the core technology and move on to polish, performance, and stability tasks. Recent work focused on critical pieces of technology, like GPU object spawning, the virtual terrain cache, imposter rendering, and the spawning of creatures and mineables on V5 planets. Alongside this, the teams continued to iterate on visual quality while ensuring performance is kept in check.\n\nMission Design\nLast month, the Mission Design team progressed with Recco Battaglia. They also worked closely with Narrative and Core Gameplay to ensure the mission-provider interaction flow is as desired for the initial release.\n\nProgress was made on the redesign of an existing event that aims to push the boundaries of what is possible within a single instance. The original was designed around combat, but as the game has grown and matured, the team are now able to tap into new methods and gameplay choices.\n\nThe team also focused on creating a faction focused on non-combat gameplay from the Star Citizens 1.0 plan.\n\nElsewhere, the Municipal Works is currently going through mission blockouts to get it into a first-playable state. Once the design is signed off, full production can begin.\n\nNarrative\nAs mentioned in last month\u2019s report, the Narrative team held a performance-capture session, which not only brought back a familiar face but also recorded lines for a revamped existing mission. They also captured content for NPCs encountered during refueling gameplay to allow them to expand the variety of voices heard in those missions.\n\nThe Narrative team also began adding a variety of contracts that will bring more gameplay to the \u2019verse, not only for upcoming events but for some expanded evergreen missions as well.\n\nAdditionally, they created lore for new harvestable flora, wrote scripts for several new mission providers (including solidifying the narrative of their organizations), and provided support to both the UI and Environment Art teams.\n\n\u201cThanks to all the players reporting issues as they find them. The team has been knocking out recently discovered narrative bugs as quickly as possible, with many small quality-of-life fixes expected to make their way into Alpha 4.9.\u201d Narrative Team\n\nOnline Technology\nIn May, the Online Services team continued their work on several key player-facing features, including the Social Chat (MVP) feature, which is being built to enable in-game text communication between players. Alongside this, the social-systems pipeline continued to grow, with friends, online presence, party viewer, and orgs each formally tracked as upcoming deliverables for future milestones.\n\nThe first iteration of Item Recovery was included in Alpha 4.8. The team is currently supporting this feature, with more improvements coming in the future. Planning also kicked off for the Maglock system as part of the Item Recovery feature set.\n\nA significant focus in May was to address live game stability issues tied to the contract system. The team identified that the current contract system generates far too many database entries, causing overloads and performance instability for players. Two critical tasks were created to reduce the number of database entries and improve how contracts are filtered.\n\nThe team also tackled reliability improvements to mission rewards and is putting better diagnostic tools in place, making it faster to identify and fix issues with missions and contracts not appearing.\n\nThe Live Tools team continued to deliver improvements across all of their key tools while also shipping several notable releases.\n\nFor Hex, the team released version 3.39, which introduces new player support capabilities. Updates include improved entitlement tracking, an expanded account ownership view, and more.\n\nA follow-up release, 3.39.1, kept Hex's blueprint data in sync with the latest services. Throughout the month, work continued on the Hex 4.0 redesign, including a new design system and UX foundations that will shape all future Hex modules.\n\nOn the Bootstrap side, the team continued reliability work throughout the month, addressing developer-facing issues like server failures, performance bottlenecks, and configuration problems. Technical planning for a full Bootstrap client overhaul was kicked off and is now moving from research to design and implementation planning.\n\nR&D\nMay saw the R&D team implement tweakable (approximate) multi-scattering in gas clouds, similar to the multi-scatter solution used for planet clouds. This smoothly blends between forward and backward scattering (driving the phase function) depending on the visibility of the light source of given sample points.\n\nSupport began for look-up tables in the raymarcher to recolor gas clouds based on their local density. The raymarcher loop was further optimized by skipping significant sampling and lighting work at locations where density amounts to zero. Additional optimizations will speed up noise LOD calculations, as well as making the target opacity threshold of clouds configurable.\n\nFurthermore, numerous fixes and improvements were made to the integration of an experimental temporal upsampler borrowed from planet clouds. Lastly, out-of-bound writes in the gas cloud raymarchers were fixed for Vulkan alongside a sporadic GPU hang due to the introduction on non-linear stepping, which was mentioned in April\u2019s PU Report.","zh_CN":"PU Monthly Report\nMay 2026\nWelcome to the PU Monthly Report! May saw Alpha 4.8 and DefenseCon hitting the \u2019verse, with many teams spending the month finalizing features for these major releases. Following this, tasks began and continued for the exciting content coming over the next few patches. Read on for all the details.\n\nAI Content\nFollowing the launch of Alpha 4.8, the AI Content team began closing out tasks for Alpha 4.9 and beyond. Alongside the usual bug fixes and ongoing initiatives from the previous months, the team looked into technical fixes to help streamline the process for adding content into the game.\n\n\u201cThe Alpha 4.9 patch is going to be a very important one for the narrative design of the game, as the team is contributing to two very large elements that will lay important foundations for developing narrative in the ultimate 1.0 vision.\u201d AI Content Team\n\nAI (Features & Tech)\nOn the animation side, significant work went toward the mass retargeting of male-to-female combat AI assets, with additional support for unconscious and bleeding-out behaviors. The devs also made TrackViews for an upcoming event and restructured how melee attacks are tweaked for NPCs with large attack sets.\n\nPrototypes were then implemented for the valakkar. For example, the team simplified the setup of burrowing animation types, fixed the path patching to improve movement along dynamically generated positions, and improved the API for tracking damage to NPCs to trigger motive actions. They also refactored how AI-triggered states work and improved debug shortcuts for controlling time and teleporting.\n\nAnimation\nLast month, the Animation team progressed with the apex valakkar, fleshing out various additional attacks and animations. They also captured new enter and exit animations for upcoming ships alongside work for a new full-body mission giver, who will have her own place in the \u2019verse.\n\nThe Facial Animation team processed a significant amount of new content from April\u2019s performance-capture shoot, which will appear in Alpha 4.9. As this content will be split across comms calls and in-person interactions, it was processed at different quality tiers to ensure that everything players see close up will really shine.\n\nThe team are excited to see players\u2019 reactions to the return of Recco Battaglia, as this will be the first instance of an old character returning to the \u2019verse with new content and missions. A lot has changed within the pipeline since her debut, so this will be the first time players will be able to draw immediate comparisons.\n\nFacial Animation also held two performance-capture shoots with the Narrative and the Motion Capture teams, which will cover content for Alpha 4.9 and 4.10.\n\nArt (Ships)\nMay\u2019s DefenseCon saw many of the Ships team\u2019s recent projects flyable in the PU, including the Aegis Tiburon and Hammerhead \u2019gold standard,\u2019 the Origin M80, the MISC Starlite, and the Drake Pitbull, Ironclad, Ironclad Assault, and Command Module. The team also delivered the Vanduul Mauler as part of Tactical Strike Groups alongside numerous flight blades and weapon kits.\n\nElsewhere, the Gatac Railen passed its greybox review before progressing into LOD0, with a combined LOD0 and Final Gate review scheduled for early June. Significant progress was also made on a related-yet-unannounced ship.\n\nFour other upcoming vehicles continued development, too. The first received custom mo-cap for its enter and exit animations, creating unique challenges due to its scale, before its greybox review at the end of the month.\n\nProduction on the second kicked off, with a small team starting work toward the whitebox gate planned for the middle of June.\n\nThe third continued down the pipeline, while the fourth saw the UK team collaborating with their North American counterparts to ensure the art direction aligns with the brand\u2019s other new releases.\n\nWith resources freed up following DefenseCon, pre-production picked up for the Anvil Liberator, with the start of whitebox scheduled for the end of the month. As part of this, an update was made to the interior to allow for quicker entry and exit to the landing pads.\n\nLastly on the UK side, the RSI Galaxy continued through whitebox as further revisions were made to the layout around the central docking collar, habs, bridge, and lift area to ensure clear flow from any direction.\n\nAs mentioned above, the North American team progressed with an unannounced ship, which passed its greybox gate review with flying colors. Following this, the LOD0 phase began, with the ship coming together following a preliminary lighting pass.\n\nFinally, the Drake Kraken continued through its greybox phase, with further changes to the hero rooms to utilize more of the Drake kit used in the Ironclad. This will save both production time and increase the optimization of this huge ship.\n\nArt (Weapons)\nIn May, the Weapons team ensured their content was ready for Alpha 4.8, including the Kastak Arms plasma grenade and UltiFlex Novian crossbow, and a handful of skins for upcoming events.\n\nMeanwhile, the team progressed with a new large-caliber weapon, which is currently in greybox. New tech is also in the works that will require cross-team collaboration over the next couple of months. Material polish passes and updates to existing weapons continued to progress, too.\n\nCommunity\nThe Community team began May by preparing for the launches of Alpha 4.8: Tactical Strike and DefenseCon 2956. Early in the month, they published the April PU Monthly Report followed by an Org Spotlight that presented players with a variety of organizations they could team up with to tackle upcoming content. They also shared updates on the changes to vehicle insurance coming in Alpha 4.8 and announced that the Novian crossbow would arrive with this update.\n\nThe team supported the release of Alpha 4.8 with a catch-all thread highlighting all the features of this major update, along with an FAQ for Tactical Strike Groups. They also launched the latest Twitch Drops for DefenseCon, alongside a dedicated page and an FAQ alerting the community to what to expect at Drake\u2019s big show. As the event drew near, they followed up with a comm-link informing players of the DefenseCon Schedule as well as a Countdown to DefenseCon to keep the community updated.\n\nAs DefenseCon began, the Community team published a Referral Bonus comm-link and hosted a screenshot contest. They also created a Q&A for all the new ships debuting at the event, which was updated as new ships were released, and a catch-all thread keeping the community informed throughout the event.\n\nBoth DefenseCon 2956 and Alpha 4.8 included updates to the New Player Guide and Welcome Back, Pilot pages, keeping players informed of all the recent changes. As always, the team kept up their regular cadence of This Week in Star Citizen and bi-weekly Roadmap updates.\n\nIn addition to all the other events last month, the Bar Citizen World Tour continued in May, with staff attending events in China, France, Korea, Switzerland, and TwitchCon in the Netherlands. The team also invited the community to join them for the International Bar Citizen Weekend in June.\n\n\u201cIt\u2019s been an absolute blast seeing everyone and hearing your starfaring stories! We hope to get to know more of you at other upcoming events, such as the International Bar Citizen Weekend, kicking off on June 13!\u201d Community Team\n\nThroughout May, the team closely monitored community sentiment and feedback to ensure development teams had the latest word from players to help shape improvements to both current content and future events. The Community team is also currently working closely with other teams to relaunch a refreshed Welcome Hub for new players, as well as further updates to the Guide System and Spectrum.\n\nEconomy\nAlpha 4.8 saw the introduction of two major economy features: ship insurance adjustments and player-crafted items. Consumable prices were also adjusted and components now have a wider price range, with prices of grade \u2019A\u2019 military components in particular being adjusted upwards to give more of a sense of progression. The devs also increased the sale price of components so that salvagers can capitalize on any high-tier components they come across.\n\nThe data aggregation pipelines were broadened, resulting in several mission archetypes receiving a balance pass based on player behavior data.\n\nTo support future economy updates, the team began standardizing the price and volume brackets of crafting resources. They\u2019re also working on new ways to make the resource, commodity, and trading systems more intuitive and transparent for players.\n\nOn the shop implementation side, the team supported DefenseCon by setting up new shop items, including commemorative hats and t-shirts, ship weapons, flight blades, flight suits, and vehicles. This allowed all the items on display within the expo halls and lobby to physically spawn and be interactive and purchasable. The team even redressed the Coffee-to-Go concession stand to fit the DefenseCon theme.\n\nLastly, with the introduction of flight suits, a pass was done on some of the existing shops across the PU to ensure two of them could be purchased.\n\nGraphics, VFX Programming & Planet Tech\nThe majority of the Graphics team focused on optimization throughout May, making significant improvements that will come at a later date. Alongside this, the team further optimized and refined the visuals for the Global Illumination system, in addition to adding depth-output support to all parallax mapped surfaces which allows them to benefit from our full rendering feature-set, such as screen space shadows, reflections and directional occlusion.\n\nThe Planet Tech team made large strides with Genesis as they look to close-out the last elements of the core technology and move on to polish, performance, and stability tasks. Recent work focused on critical pieces of technology, like GPU object spawning, the virtual terrain cache, imposter rendering, and the spawning of creatures and mineables on V5 planets. Alongside this, the teams continued to iterate on visual quality while ensuring performance is kept in check.\n\nMission Design\nLast month, the Mission Design team progressed with Recco Battaglia. They also worked closely with Narrative and Core Gameplay to ensure the mission-provider interaction flow is as desired for the initial release.\n\nProgress was made on the redesign of an existing event that aims to push the boundaries of what is possible within a single instance. The original was designed around combat, but as the game has grown and matured, the team are now able to tap into new methods and gameplay choices.\n\nThe team also focused on creating a faction focused on non-combat gameplay from the Star Citizens 1.0 plan.\n\nElsewhere, the Municipal Works is currently going through mission blockouts to get it into a first-playable state. Once the design is signed off, full production can begin.\n\nNarrative\nAs mentioned in last month\u2019s report, the Narrative team held a performance-capture session, which not only brought back a familiar face but also recorded lines for a revamped existing mission. They also captured content for NPCs encountered during refueling gameplay to allow them to expand the variety of voices heard in those missions.\n\nThe Narrative team also began adding a variety of contracts that will bring more gameplay to the \u2019verse, not only for upcoming events but for some expanded evergreen missions as well.\n\nAdditionally, they created lore for new harvestable flora, wrote scripts for several new mission providers (including solidifying the narrative of their organizations), and provided support to both the UI and Environment Art teams.\n\n\u201cThanks to all the players reporting issues as they find them. The team has been knocking out recently discovered narrative bugs as quickly as possible, with many small quality-of-life fixes expected to make their way into Alpha 4.9.\u201d Narrative Team\n\nOnline Technology\nIn May, the Online Services team continued their work on several key player-facing features, including the Social Chat (MVP) feature, which is being built to enable in-game text communication between players. Alongside this, the social-systems pipeline continued to grow, with friends, online presence, party viewer, and orgs each formally tracked as upcoming deliverables for future milestones.\n\nThe first iteration of Item Recovery was included in Alpha 4.8. The team is currently supporting this feature, with more improvements coming in the future. Planning also kicked off for the Maglock system as part of the Item Recovery feature set.\n\nA significant focus in May was to address live game stability issues tied to the contract system. The team identified that the current contract system generates far too many database entries, causing overloads and performance instability for players. Two critical tasks were created to reduce the number of database entries and improve how contracts are filtered.\n\nThe team also tackled reliability improvements to mission rewards and is putting better diagnostic tools in place, making it faster to identify and fix issues with missions and contracts not appearing.\n\nThe Live Tools team continued to deliver improvements across all of their key tools while also shipping several notable releases.\n\nFor Hex, the team released version 3.39, which introduces new player support capabilities. Updates include improved entitlement tracking, an expanded account ownership view, and more.\n\nA follow-up release, 3.39.1, kept Hex's blueprint data in sync with the latest services. Throughout the month, work continued on the Hex 4.0 redesign, including a new design system and UX foundations that will shape all future Hex modules.\n\nOn the Bootstrap side, the team continued reliability work throughout the month, addressing developer-facing issues like server failures, performance bottlenecks, and configuration problems. Technical planning for a full Bootstrap client overhaul was kicked off and is now moving from research to design and implementation planning.\n\nR&D\nMay saw the R&D team implement tweakable (approximate) multi-scattering in gas clouds, similar to the multi-scatter solution used for planet clouds. This smoothly blends between forward and backward scattering (driving the phase function) depending on the visibility of the light source of given sample points.\n\nSupport began for look-up tables in the raymarcher to recolor gas clouds based on their local density. The raymarcher loop was further optimized by skipping significant sampling and lighting work at locations where density amounts to zero. Additional optimizations will speed up noise LOD calculations, as well as making the target opacity threshold of clouds configurable.\n\nFurthermore, numerous fixes and improvements were made to the integration of an experimental temporal upsampler borrowed from planet clouds. Lastly, out-of-bound writes in the gas cloud raymarchers were fixed for Vulkan alongside a sporadic GPU hang due to the introduction on non-linear stepping, which was mentioned in April\u2019s PU Report.","fr_FR":"PU Monthly Report\nMay 2026\nWelcome to the PU Monthly Report! May saw Alpha 4.8 and DefenseCon hitting the \u2019verse, with many teams spending the month finalizing features for these major releases. Following this, tasks began and continued for the exciting content coming over the next few patches. Read on for all the details.\n\nAI Content\nFollowing the launch of Alpha 4.8, the AI Content team began closing out tasks for Alpha 4.9 and beyond. Alongside the usual bug fixes and ongoing initiatives from the previous months, the team looked into technical fixes to help streamline the process for adding content into the game.\n\n\u201cThe Alpha 4.9 patch is going to be a very important one for the narrative design of the game, as the team is contributing to two very large elements that will lay important foundations for developing narrative in the ultimate 1.0 vision.\u201d AI Content Team\n\nAI (Features & Tech)\nOn the animation side, significant work went toward the mass retargeting of male-to-female combat AI assets, with additional support for unconscious and bleeding-out behaviors. The devs also made TrackViews for an upcoming event and restructured how melee attacks are tweaked for NPCs with large attack sets.\n\nPrototypes were then implemented for the valakkar. For example, the team simplified the setup of burrowing animation types, fixed the path patching to improve movement along dynamically generated positions, and improved the API for tracking damage to NPCs to trigger motive actions. They also refactored how AI-triggered states work and improved debug shortcuts for controlling time and teleporting.\n\nAnimation\nLast month, the Animation team progressed with the apex valakkar, fleshing out various additional attacks and animations. They also captured new enter and exit animations for upcoming ships alongside work for a new full-body mission giver, who will have her own place in the \u2019verse.\n\nThe Facial Animation team processed a significant amount of new content from April\u2019s performance-capture shoot, which will appear in Alpha 4.9. As this content will be split across comms calls and in-person interactions, it was processed at different quality tiers to ensure that everything players see close up will really shine.\n\nThe team are excited to see players\u2019 reactions to the return of Recco Battaglia, as this will be the first instance of an old character returning to the \u2019verse with new content and missions. A lot has changed within the pipeline since her debut, so this will be the first time players will be able to draw immediate comparisons.\n\nFacial Animation also held two performance-capture shoots with the Narrative and the Motion Capture teams, which will cover content for Alpha 4.9 and 4.10.\n\nArt (Ships)\nMay\u2019s DefenseCon saw many of the Ships team\u2019s recent projects flyable in the PU, including the Aegis Tiburon and Hammerhead \u2019gold standard,\u2019 the Origin M80, the MISC Starlite, and the Drake Pitbull, Ironclad, Ironclad Assault, and Command Module. The team also delivered the Vanduul Mauler as part of Tactical Strike Groups alongside numerous flight blades and weapon kits.\n\nElsewhere, the Gatac Railen passed its greybox review before progressing into LOD0, with a combined LOD0 and Final Gate review scheduled for early June. Significant progress was also made on a related-yet-unannounced ship.\n\nFour other upcoming vehicles continued development, too. The first received custom mo-cap for its enter and exit animations, creating unique challenges due to its scale, before its greybox review at the end of the month.\n\nProduction on the second kicked off, with a small team starting work toward the whitebox gate planned for the middle of June.\n\nThe third continued down the pipeline, while the fourth saw the UK team collaborating with their North American counterparts to ensure the art direction aligns with the brand\u2019s other new releases.\n\nWith resources freed up following DefenseCon, pre-production picked up for the Anvil Liberator, with the start of whitebox scheduled for the end of the month. As part of this, an update was made to the interior to allow for quicker entry and exit to the landing pads.\n\nLastly on the UK side, the RSI Galaxy continued through whitebox as further revisions were made to the layout around the central docking collar, habs, bridge, and lift area to ensure clear flow from any direction.\n\nAs mentioned above, the North American team progressed with an unannounced ship, which passed its greybox gate review with flying colors. Following this, the LOD0 phase began, with the ship coming together following a preliminary lighting pass.\n\nFinally, the Drake Kraken continued through its greybox phase, with further changes to the hero rooms to utilize more of the Drake kit used in the Ironclad. This will save both production time and increase the optimization of this huge ship.\n\nArt (Weapons)\nIn May, the Weapons team ensured their content was ready for Alpha 4.8, including the Kastak Arms plasma grenade and UltiFlex Novian crossbow, and a handful of skins for upcoming events.\n\nMeanwhile, the team progressed with a new large-caliber weapon, which is currently in greybox. New tech is also in the works that will require cross-team collaboration over the next couple of months. Material polish passes and updates to existing weapons continued to progress, too.\n\nCommunity\nThe Community team began May by preparing for the launches of Alpha 4.8: Tactical Strike and DefenseCon 2956. Early in the month, they published the April PU Monthly Report followed by an Org Spotlight that presented players with a variety of organizations they could team up with to tackle upcoming content. They also shared updates on the changes to vehicle insurance coming in Alpha 4.8 and announced that the Novian crossbow would arrive with this update.\n\nThe team supported the release of Alpha 4.8 with a catch-all thread highlighting all the features of this major update, along with an FAQ for Tactical Strike Groups. They also launched the latest Twitch Drops for DefenseCon, alongside a dedicated page and an FAQ alerting the community to what to expect at Drake\u2019s big show. As the event drew near, they followed up with a comm-link informing players of the DefenseCon Schedule as well as a Countdown to DefenseCon to keep the community updated.\n\nAs DefenseCon began, the Community team published a Referral Bonus comm-link and hosted a screenshot contest. They also created a Q&A for all the new ships debuting at the event, which was updated as new ships were released, and a catch-all thread keeping the community informed throughout the event.\n\nBoth DefenseCon 2956 and Alpha 4.8 included updates to the New Player Guide and Welcome Back, Pilot pages, keeping players informed of all the recent changes. As always, the team kept up their regular cadence of This Week in Star Citizen and bi-weekly Roadmap updates.\n\nIn addition to all the other events last month, the Bar Citizen World Tour continued in May, with staff attending events in China, France, Korea, Switzerland, and TwitchCon in the Netherlands. The team also invited the community to join them for the International Bar Citizen Weekend in June.\n\n\u201cIt\u2019s been an absolute blast seeing everyone and hearing your starfaring stories! We hope to get to know more of you at other upcoming events, such as the International Bar Citizen Weekend, kicking off on June 13!\u201d Community Team\n\nThroughout May, the team closely monitored community sentiment and feedback to ensure development teams had the latest word from players to help shape improvements to both current content and future events. The Community team is also currently working closely with other teams to relaunch a refreshed Welcome Hub for new players, as well as further updates to the Guide System and Spectrum.\n\nEconomy\nAlpha 4.8 saw the introduction of two major economy features: ship insurance adjustments and player-crafted items. Consumable prices were also adjusted and components now have a wider price range, with prices of grade \u2019A\u2019 military components in particular being adjusted upwards to give more of a sense of progression. The devs also increased the sale price of components so that salvagers can capitalize on any high-tier components they come across.\n\nThe data aggregation pipelines were broadened, resulting in several mission archetypes receiving a balance pass based on player behavior data.\n\nTo support future economy updates, the team began standardizing the price and volume brackets of crafting resources. They\u2019re also working on new ways to make the resource, commodity, and trading systems more intuitive and transparent for players.\n\nOn the shop implementation side, the team supported DefenseCon by setting up new shop items, including commemorative hats and t-shirts, ship weapons, flight blades, flight suits, and vehicles. This allowed all the items on display within the expo halls and lobby to physically spawn and be interactive and purchasable. The team even redressed the Coffee-to-Go concession stand to fit the DefenseCon theme.\n\nLastly, with the introduction of flight suits, a pass was done on some of the existing shops across the PU to ensure two of them could be purchased.\n\nGraphics, VFX Programming & Planet Tech\nThe majority of the Graphics team focused on optimization throughout May, making significant improvements that will come at a later date. Alongside this, the team further optimized and refined the visuals for the Global Illumination system, in addition to adding depth-output support to all parallax mapped surfaces which allows them to benefit from our full rendering feature-set, such as screen space shadows, reflections and directional occlusion.\n\nThe Planet Tech team made large strides with Genesis as they look to close-out the last elements of the core technology and move on to polish, performance, and stability tasks. Recent work focused on critical pieces of technology, like GPU object spawning, the virtual terrain cache, imposter rendering, and the spawning of creatures and mineables on V5 planets. Alongside this, the teams continued to iterate on visual quality while ensuring performance is kept in check.\n\nMission Design\nLast month, the Mission Design team progressed with Recco Battaglia. They also worked closely with Narrative and Core Gameplay to ensure the mission-provider interaction flow is as desired for the initial release.\n\nProgress was made on the redesign of an existing event that aims to push the boundaries of what is possible within a single instance. The original was designed around combat, but as the game has grown and matured, the team are now able to tap into new methods and gameplay choices.\n\nThe team also focused on creating a faction focused on non-combat gameplay from the Star Citizens 1.0 plan.\n\nElsewhere, the Municipal Works is currently going through mission blockouts to get it into a first-playable state. Once the design is signed off, full production can begin.\n\nNarrative\nAs mentioned in last month\u2019s report, the Narrative team held a performance-capture session, which not only brought back a familiar face but also recorded lines for a revamped existing mission. They also captured content for NPCs encountered during refueling gameplay to allow them to expand the variety of voices heard in those missions.\n\nThe Narrative team also began adding a variety of contracts that will bring more gameplay to the \u2019verse, not only for upcoming events but for some expanded evergreen missions as well.\n\nAdditionally, they created lore for new harvestable flora, wrote scripts for several new mission providers (including solidifying the narrative of their organizations), and provided support to both the UI and Environment Art teams.\n\n\u201cThanks to all the players reporting issues as they find them. The team has been knocking out recently discovered narrative bugs as quickly as possible, with many small quality-of-life fixes expected to make their way into Alpha 4.9.\u201d Narrative Team\n\nOnline Technology\nIn May, the Online Services team continued their work on several key player-facing features, including the Social Chat (MVP) feature, which is being built to enable in-game text communication between players. Alongside this, the social-systems pipeline continued to grow, with friends, online presence, party viewer, and orgs each formally tracked as upcoming deliverables for future milestones.\n\nThe first iteration of Item Recovery was included in Alpha 4.8. The team is currently supporting this feature, with more improvements coming in the future. Planning also kicked off for the Maglock system as part of the Item Recovery feature set.\n\nA significant focus in May was to address live game stability issues tied to the contract system. The team identified that the current contract system generates far too many database entries, causing overloads and performance instability for players. Two critical tasks were created to reduce the number of database entries and improve how contracts are filtered.\n\nThe team also tackled reliability improvements to mission rewards and is putting better diagnostic tools in place, making it faster to identify and fix issues with missions and contracts not appearing.\n\nThe Live Tools team continued to deliver improvements across all of their key tools while also shipping several notable releases.\n\nFor Hex, the team released version 3.39, which introduces new player support capabilities. Updates include improved entitlement tracking, an expanded account ownership view, and more.\n\nA follow-up release, 3.39.1, kept Hex's blueprint data in sync with the latest services. Throughout the month, work continued on the Hex 4.0 redesign, including a new design system and UX foundations that will shape all future Hex modules.\n\nOn the Bootstrap side, the team continued reliability work throughout the month, addressing developer-facing issues like server failures, performance bottlenecks, and configuration problems. Technical planning for a full Bootstrap client overhaul was kicked off and is now moving from research to design and implementation planning.\n\nR&D\nMay saw the R&D team implement tweakable (approximate) multi-scattering in gas clouds, similar to the multi-scatter solution used for planet clouds. This smoothly blends between forward and backward scattering (driving the phase function) depending on the visibility of the light source of given sample points.\n\nSupport began for look-up tables in the raymarcher to recolor gas clouds based on their local density. The raymarcher loop was further optimized by skipping significant sampling and lighting work at locations where density amounts to zero. Additional optimizations will speed up noise LOD calculations, as well as making the target opacity threshold of clouds configurable.\n\nFurthermore, numerous fixes and improvements were made to the integration of an experimental temporal upsampler borrowed from planet clouds. Lastly, out-of-bound writes in the gas cloud raymarchers were fixed for Vulkan alongside a sporadic GPU hang due to the introduction on non-linear stepping, which was mentioned in April\u2019s PU Report."},"links_count":0,"comment_count":0,"created_at":"2026-06-03T21:00:00+00:00","created_at_human":"1 month ago"},{"id":21190,"title":"This Week in Star Citizen","rsi_url":"https:\/\/robertsspaceindustries.com\/en\/comm-link\/transmission\/21190-This-Week-In-Star-Citizen","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/21190","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/21190","channel":"Transmission","category":"Undefined","series":"None","images_count":14,"translations":{"en_EN":"This Week in Star Citizen\nHappy Monday, everyone!\nThe doors of the Bevic Convention Center closed on DefenseCon 2956 last week. Thanks to everyone who joined in, whether in-game, at a Bar Citizen, or on Twitch. You helped make it the largest DefenseCon to date and set a new all-time in-game concurrency record for the project.\n\nLast week, we also shared an update on some of the issues you've been experiencing in Alpha 4.8. Since then, we've deployed a number of hotfixes addressing docking failures at certain stations, ship claim and Starmap issues, missing pledge items, and more.\n\nTeams are continuing to work through your reports, with additional fixes currently in testing. Every report helps us track issues down and get fixes moving faster, and we genuinely appreciate all of you who have taken the time to contribute through the Issue Council and Spectrum.\n\nLooking ahead, we've got a couple of maintenance windows planned this week, covering both bug fixes and new additions.\n\nFirst up, both the RSI Platform and the Star Citizen Live Service will enter maintenance tomorrow, June 2, starting at 08:15 UTC. Matchmaking will be disabled at that time to allow players to safely exit the environment ahead of RSI Platform maintenance beginning at 09:00 UTC. This downtime is not expected to exceed four hours. We will provide updates on the RSI Status Page as the maintenance progresses.\n\nWe're also targeting a Live Service maintenance window on Wednesday, June 3, to deploy Alpha 4.8.1. The update currently includes more than 30 fixes and additions, with more to follow. Keep an eye on Spectrum for more information soon!\n\nWhile work on improvements continues, we\u2019re also kicking off June with a splash of color and inviting you to show us yours for a chance to take home some loot.\n\nJune also marks the approach of Alien Week, with more details as we get closer. It also means that International Bar Citizen Weekend is right around the corner. For many of us on the team, it's something we look forward to every year. It's a chance to connect with all of you, put faces to handles, and hear your stories firsthand. We\u2019ll be hosting events near each of our studios around the globe, with more details available on Spectrum, and we hope to see many of you there.\n\nSpeaking of Bar Citizens, several members of the team had the chance to attend the Netherlands Bar Citizen last Friday alongside TwitchCon Rotterdam. A huge thank you to the organizers for bringing it all together, and to everyone who took the time to come out and spend the evening with us! It was a fantastic event, and we loved having the chance to spend time with so many of you in person.\n\nBy\n\nJonDon25By\n\nJonDon25Top Images from the Community HubDon't forget to submit your content to our Community Hub for the chance to see it here!Now, let's see what's going on this week:\nThis Tuesday, a scheduled maintenance will cause downtime across multiple Platform systems. The maintenance will begin at 08:15 UTC and is expected not to exceed 4 hours. During this timeframe, the Website, Spectrum, the Game Launcher, and the Issue Council will be unavailable.\n\nThis maintenance will impact:\n\nAll RSI Website services\n\nAll gameplay systems\n\nLauncher operations\n\nIssue Council\n\nTuesday also brings the June Subscriber Comm-Link & Newsletter.\n\nOn Wednesday, we're aiming to release Alpha 4.8.1 to the live servers, bringing another round of fixes and updates, along with a range of new contracts. We're also targeting a Live Service Maintenance window; more details as we get closer to the day.\n\nThe Roadmap Update and Roadmap Roundup will also be published, alongside the May PU Monthly Report.\n\nFriday rounds out the week with the RSI Weekly Newsletter landing in your inbox.\n\n\n\n\nFly low, and fly fast!\n\nThe Weekly Community Content Schedule\n\n\nMONDAY, JUNE 1, 2026\nThis Week in Star Citizen\n\nTUESDAY, JUNE 2, 2026\nJune Subscriber Comm-Link\n\nJune Subscriber Newsletter\n\nMaintenance: Star Citizen Live Service and RSI Platform, starting at 08:15 UTC\n\nWEDNESDAY, JUNE 3, 2026\nAlpha 4.8.1\n\nRoadmap Update\n\nRoadmap Roundup\n\nMay 2026 PU Monthly Report\n\nFRIDAY, JUNE 5, 2026\nRSI Weekly Newsletter\n\n\n\n\n\nFreyja Vanadis\nSenior Community Manager\n\nSourcePilotVision quest truthSmuggling Origin 300We offer this World to the Galaxy as a place to study and a place to meet We offer this World to the Entity as a place to study and a place to meet Known locally as Pinecone, this Poisonous Main Sequence Dwarf is situated on the further edge of the green band and is often overlooked when compared to Kallis VI Damn right it is. Point is, no damn AI system's ever gonna be as good as an experienced Chief engineerKnown locally as The Hive, this High-pressure Coreless Planet is situated on the further edge of the green band and is often overlooked when compared to Kilian XIII \"Maybe you should have a Engineer have a look at you. Be sure.\" said Hester Polaris A further investigation of the planet revealed a cache of Kr'Thak weapons and war machines. \"We don't have anythCore.\" Ernst said. The Being didn't like that answer.COMMUNITY MVP: June 1, 2026We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.Visit the Community Hub.4.8 Refueling Tutorialby TheSpaceCoderTheSpaceCoder's tutorial walks through refueling gameplay, from contracts to docking, transfers, and handling threats. If you've been eyeing the tanker life, this is a great starting point.Watch it on the Community HubCOMMUNITY MVP: June 1, 2026\nWe're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.\n\nVisit the Community Hub.\n\n4.8 Refueling Tutorial\nby TheSpaceCoder\nTheSpaceCoder's tutorial walks through refueling gameplay, from contracts to docking, transfers, and handling threats. If you've been eyeing the tanker life, this is a great starting point.\n\nWatch it on the Community Hub\n\nTop Images from the Community HubDon't forget to submit your content to our Community Hub for the chance to see it here!Team Tiburon Lowfly - HK_HoShINoWhiteHot Racing Suit - EchoBitCarrack: Adventure awaits! - Draal_IskaldurMade peace in Nyx. - Lion_ShipcrasherTeam Tiburon Lowfly - HK_HoShINo\n\nWhiteHot Racing Suit - EchoBit\n\nCarrack: Adventure awaits! - Draal_Iskaldur\n\nMade peace in Nyx. - Lion_Shipcrasher","de_DE":"This Week in Star Citizen\nHappy Monday, everyone!\nThe doors of the Bevic Convention Center closed on DefenseCon 2956 last week. Thanks to everyone who joined in, whether in-game, at a Bar Citizen, or on Twitch. You helped make it the largest DefenseCon to date and set a new all-time in-game concurrency record for the project.\n\nLast week, we also shared an update on some of the issues you've been experiencing in Alpha 4.8. Since then, we've deployed a number of hotfixes addressing docking failures at certain stations, ship claim and Starmap issues, missing pledge items, and more.\n\nTeams are continuing to work through your reports, with additional fixes currently in testing. Every report helps us track issues down and get fixes moving faster, and we genuinely appreciate all of you who have taken the time to contribute through the Issue Council and Spectrum.\n\nLooking ahead, we've got a couple of maintenance windows planned this week, covering both bug fixes and new additions.\n\nFirst up, both the RSI Platform and the Star Citizen Live Service will enter maintenance tomorrow, June 2, starting at 08:15 UTC. Matchmaking will be disabled at that time to allow players to safely exit the environment ahead of RSI Platform maintenance beginning at 09:00 UTC. This downtime is not expected to exceed four hours. We will provide updates on the RSI Status Page as the maintenance progresses.\n\nWe're also targeting a Live Service maintenance window on Wednesday, June 3, to deploy Alpha 4.8.1. The update currently includes more than 30 fixes and additions, with more to follow. Keep an eye on Spectrum for more information soon!\n\nWhile work on improvements continues, we\u2019re also kicking off June with a splash of color and inviting you to show us yours for a chance to take home some loot.\n\nJune also marks the approach of Alien Week, with more details as we get closer. It also means that International Bar Citizen Weekend is right around the corner. For many of us on the team, it's something we look forward to every year. It's a chance to connect with all of you, put faces to handles, and hear your stories firsthand. We\u2019ll be hosting events near each of our studios around the globe, with more details available on Spectrum, and we hope to see many of you there.\n\nSpeaking of Bar Citizens, several members of the team had the chance to attend the Netherlands Bar Citizen last Friday alongside TwitchCon Rotterdam. A huge thank you to the organizers for bringing it all together, and to everyone who took the time to come out and spend the evening with us! It was a fantastic event, and we loved having the chance to spend time with so many of you in person.\n\nBy\n\nJonDon25By\n\nJonDon25Top Images from the Community HubDon't forget to submit your content to our Community Hub for the chance to see it here!Now, let's see what's going on this week:\nThis Tuesday, a scheduled maintenance will cause downtime across multiple Platform systems. The maintenance will begin at 08:15 UTC and is expected not to exceed 4 hours. During this timeframe, the Website, Spectrum, the Game Launcher, and the Issue Council will be unavailable.\n\nThis maintenance will impact:\n\nAll RSI Website services\n\nAll gameplay systems\n\nLauncher operations\n\nIssue Council\n\nTuesday also brings the June Subscriber Comm-Link & Newsletter.\n\nOn Wednesday, we're aiming to release Alpha 4.8.1 to the live servers, bringing another round of fixes and updates, along with a range of new contracts. We're also targeting a Live Service Maintenance window; more details as we get closer to the day.\n\nThe Roadmap Update and Roadmap Roundup will also be published, alongside the May PU Monthly Report.\n\nFriday rounds out the week with the RSI Weekly Newsletter landing in your inbox.\n\n\n\n\nFly low, and fly fast!\n\nThe Weekly Community Content Schedule\n\n\nMONDAY, JUNE 1, 2026\nThis Week in Star Citizen\n\nTUESDAY, JUNE 2, 2026\nJune Subscriber Comm-Link\n\nJune Subscriber Newsletter\n\nMaintenance: Star Citizen Live Service and RSI Platform, starting at 08:15 UTC\n\nWEDNESDAY, JUNE 3, 2026\nAlpha 4.8.1\n\nRoadmap Update\n\nRoadmap Roundup\n\nMay 2026 PU Monthly Report\n\nFRIDAY, JUNE 5, 2026\nRSI Weekly Newsletter\n\n\n\n\n\nFreyja Vanadis\nSenior Community Manager\n\nSourcePilotVision quest truthSmuggling Origin 300We offer this World to the Galaxy as a place to study and a place to meet We offer this World to the Entity as a place to study and a place to meet Known locally as Pinecone, this Poisonous Main Sequence Dwarf is situated on the further edge of the green band and is often overlooked when compared to Kallis VI Damn right it is. Point is, no damn AI system's ever gonna be as good as an experienced Chief engineerKnown locally as The Hive, this High-pressure Coreless Planet is situated on the further edge of the green band and is often overlooked when compared to Kilian XIII \"Maybe you should have a Engineer have a look at you. Be sure.\" said Hester Polaris A further investigation of the planet revealed a cache of Kr'Thak weapons and war machines. \"We don't have anythCore.\" Ernst said. The Being didn't like that answer.COMMUNITY MVP: June 1, 2026We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.Visit the Community Hub.4.8 Refueling Tutorialby TheSpaceCoderTheSpaceCoder's tutorial walks through refueling gameplay, from contracts to docking, transfers, and handling threats. If you've been eyeing the tanker life, this is a great starting point.Watch it on the Community HubCOMMUNITY MVP: June 1, 2026\nWe're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.\n\nVisit the Community Hub.\n\n4.8 Refueling Tutorial\nby TheSpaceCoder\nTheSpaceCoder's tutorial walks through refueling gameplay, from contracts to docking, transfers, and handling threats. If you've been eyeing the tanker life, this is a great starting point.\n\nWatch it on the Community Hub\n\nTop Images from the Community HubDon't forget to submit your content to our Community Hub for the chance to see it here!Team Tiburon Lowfly - HK_HoShINoWhiteHot Racing Suit - EchoBitCarrack: Adventure awaits! - Draal_IskaldurMade peace in Nyx. - Lion_ShipcrasherTeam Tiburon Lowfly - HK_HoShINo\n\nWhiteHot Racing Suit - EchoBit\n\nCarrack: Adventure awaits! - Draal_Iskaldur\n\nMade peace in Nyx. - Lion_Shipcrasher","zh_CN":"This Week in Star Citizen\nHappy Monday, everyone!\nThe doors of the Bevic Convention Center closed on DefenseCon 2956 last week. Thanks to everyone who joined in, whether in-game, at a Bar Citizen, or on Twitch. You helped make it the largest DefenseCon to date and set a new all-time in-game concurrency record for the project.\n\nLast week, we also shared an update on some of the issues you've been experiencing in Alpha 4.8. Since then, we've deployed a number of hotfixes addressing docking failures at certain stations, ship claim and Starmap issues, missing pledge items, and more.\n\nTeams are continuing to work through your reports, with additional fixes currently in testing. Every report helps us track issues down and get fixes moving faster, and we genuinely appreciate all of you who have taken the time to contribute through the Issue Council and Spectrum.\n\nLooking ahead, we've got a couple of maintenance windows planned this week, covering both bug fixes and new additions.\n\nFirst up, both the RSI Platform and the Star Citizen Live Service will enter maintenance tomorrow, June 2, starting at 08:15 UTC. Matchmaking will be disabled at that time to allow players to safely exit the environment ahead of RSI Platform maintenance beginning at 09:00 UTC. This downtime is not expected to exceed four hours. We will provide updates on the RSI Status Page as the maintenance progresses.\n\nWe're also targeting a Live Service maintenance window on Wednesday, June 3, to deploy Alpha 4.8.1. The update currently includes more than 30 fixes and additions, with more to follow. Keep an eye on Spectrum for more information soon!\n\nWhile work on improvements continues, we\u2019re also kicking off June with a splash of color and inviting you to show us yours for a chance to take home some loot.\n\nJune also marks the approach of Alien Week, with more details as we get closer. It also means that International Bar Citizen Weekend is right around the corner. For many of us on the team, it's something we look forward to every year. It's a chance to connect with all of you, put faces to handles, and hear your stories firsthand. We\u2019ll be hosting events near each of our studios around the globe, with more details available on Spectrum, and we hope to see many of you there.\n\nSpeaking of Bar Citizens, several members of the team had the chance to attend the Netherlands Bar Citizen last Friday alongside TwitchCon Rotterdam. A huge thank you to the organizers for bringing it all together, and to everyone who took the time to come out and spend the evening with us! It was a fantastic event, and we loved having the chance to spend time with so many of you in person.\n\nBy\n\nJonDon25By\n\nJonDon25Top Images from the Community HubDon't forget to submit your content to our Community Hub for the chance to see it here!Now, let's see what's going on this week:\nThis Tuesday, a scheduled maintenance will cause downtime across multiple Platform systems. The maintenance will begin at 08:15 UTC and is expected not to exceed 4 hours. During this timeframe, the Website, Spectrum, the Game Launcher, and the Issue Council will be unavailable.\n\nThis maintenance will impact:\n\nAll RSI Website services\n\nAll gameplay systems\n\nLauncher operations\n\nIssue Council\n\nTuesday also brings the June Subscriber Comm-Link & Newsletter.\n\nOn Wednesday, we're aiming to release Alpha 4.8.1 to the live servers, bringing another round of fixes and updates, along with a range of new contracts. We're also targeting a Live Service Maintenance window; more details as we get closer to the day.\n\nThe Roadmap Update and Roadmap Roundup will also be published, alongside the May PU Monthly Report.\n\nFriday rounds out the week with the RSI Weekly Newsletter landing in your inbox.\n\n\n\n\nFly low, and fly fast!\n\nThe Weekly Community Content Schedule\n\n\nMONDAY, JUNE 1, 2026\nThis Week in Star Citizen\n\nTUESDAY, JUNE 2, 2026\nJune Subscriber Comm-Link\n\nJune Subscriber Newsletter\n\nMaintenance: Star Citizen Live Service and RSI Platform, starting at 08:15 UTC\n\nWEDNESDAY, JUNE 3, 2026\nAlpha 4.8.1\n\nRoadmap Update\n\nRoadmap Roundup\n\nMay 2026 PU Monthly Report\n\nFRIDAY, JUNE 5, 2026\nRSI Weekly Newsletter\n\n\n\n\n\nFreyja Vanadis\nSenior Community Manager\n\nSourcePilotVision quest truthSmuggling Origin 300We offer this World to the Galaxy as a place to study and a place to meet We offer this World to the Entity as a place to study and a place to meet Known locally as Pinecone, this Poisonous Main Sequence Dwarf is situated on the further edge of the green band and is often overlooked when compared to Kallis VI Damn right it is. Point is, no damn AI system's ever gonna be as good as an experienced Chief engineerKnown locally as The Hive, this High-pressure Coreless Planet is situated on the further edge of the green band and is often overlooked when compared to Kilian XIII \"Maybe you should have a Engineer have a look at you. Be sure.\" said Hester Polaris A further investigation of the planet revealed a cache of Kr'Thak weapons and war machines. \"We don't have anythCore.\" Ernst said. The Being didn't like that answer.COMMUNITY MVP: June 1, 2026We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.Visit the Community Hub.4.8 Refueling Tutorialby TheSpaceCoderTheSpaceCoder's tutorial walks through refueling gameplay, from contracts to docking, transfers, and handling threats. If you've been eyeing the tanker life, this is a great starting point.Watch it on the Community HubCOMMUNITY MVP: June 1, 2026\nWe're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.\n\nVisit the Community Hub.\n\n4.8 Refueling Tutorial\nby TheSpaceCoder\nTheSpaceCoder's tutorial walks through refueling gameplay, from contracts to docking, transfers, and handling threats. If you've been eyeing the tanker life, this is a great starting point.\n\nWatch it on the Community Hub\n\nTop Images from the Community HubDon't forget to submit your content to our Community Hub for the chance to see it here!Team Tiburon Lowfly - HK_HoShINoWhiteHot Racing Suit - EchoBitCarrack: Adventure awaits! - Draal_IskaldurMade peace in Nyx. - Lion_ShipcrasherTeam Tiburon Lowfly - HK_HoShINo\n\nWhiteHot Racing Suit - EchoBit\n\nCarrack: Adventure awaits! - Draal_Iskaldur\n\nMade peace in Nyx. - Lion_Shipcrasher","fr_FR":"This Week in Star Citizen\nHappy Monday, everyone!\nThe doors of the Bevic Convention Center closed on DefenseCon 2956 last week. Thanks to everyone who joined in, whether in-game, at a Bar Citizen, or on Twitch. You helped make it the largest DefenseCon to date and set a new all-time in-game concurrency record for the project.\n\nLast week, we also shared an update on some of the issues you've been experiencing in Alpha 4.8. Since then, we've deployed a number of hotfixes addressing docking failures at certain stations, ship claim and Starmap issues, missing pledge items, and more.\n\nTeams are continuing to work through your reports, with additional fixes currently in testing. Every report helps us track issues down and get fixes moving faster, and we genuinely appreciate all of you who have taken the time to contribute through the Issue Council and Spectrum.\n\nLooking ahead, we've got a couple of maintenance windows planned this week, covering both bug fixes and new additions.\n\nFirst up, both the RSI Platform and the Star Citizen Live Service will enter maintenance tomorrow, June 2, starting at 08:15 UTC. Matchmaking will be disabled at that time to allow players to safely exit the environment ahead of RSI Platform maintenance beginning at 09:00 UTC. This downtime is not expected to exceed four hours. We will provide updates on the RSI Status Page as the maintenance progresses.\n\nWe're also targeting a Live Service maintenance window on Wednesday, June 3, to deploy Alpha 4.8.1. The update currently includes more than 30 fixes and additions, with more to follow. Keep an eye on Spectrum for more information soon!\n\nWhile work on improvements continues, we\u2019re also kicking off June with a splash of color and inviting you to show us yours for a chance to take home some loot.\n\nJune also marks the approach of Alien Week, with more details as we get closer. It also means that International Bar Citizen Weekend is right around the corner. For many of us on the team, it's something we look forward to every year. It's a chance to connect with all of you, put faces to handles, and hear your stories firsthand. We\u2019ll be hosting events near each of our studios around the globe, with more details available on Spectrum, and we hope to see many of you there.\n\nSpeaking of Bar Citizens, several members of the team had the chance to attend the Netherlands Bar Citizen last Friday alongside TwitchCon Rotterdam. A huge thank you to the organizers for bringing it all together, and to everyone who took the time to come out and spend the evening with us! It was a fantastic event, and we loved having the chance to spend time with so many of you in person.\n\nBy\n\nJonDon25By\n\nJonDon25Top Images from the Community HubDon't forget to submit your content to our Community Hub for the chance to see it here!Now, let's see what's going on this week:\nThis Tuesday, a scheduled maintenance will cause downtime across multiple Platform systems. The maintenance will begin at 08:15 UTC and is expected not to exceed 4 hours. During this timeframe, the Website, Spectrum, the Game Launcher, and the Issue Council will be unavailable.\n\nThis maintenance will impact:\n\nAll RSI Website services\n\nAll gameplay systems\n\nLauncher operations\n\nIssue Council\n\nTuesday also brings the June Subscriber Comm-Link & Newsletter.\n\nOn Wednesday, we're aiming to release Alpha 4.8.1 to the live servers, bringing another round of fixes and updates, along with a range of new contracts. We're also targeting a Live Service Maintenance window; more details as we get closer to the day.\n\nThe Roadmap Update and Roadmap Roundup will also be published, alongside the May PU Monthly Report.\n\nFriday rounds out the week with the RSI Weekly Newsletter landing in your inbox.\n\n\n\n\nFly low, and fly fast!\n\nThe Weekly Community Content Schedule\n\n\nMONDAY, JUNE 1, 2026\nThis Week in Star Citizen\n\nTUESDAY, JUNE 2, 2026\nJune Subscriber Comm-Link\n\nJune Subscriber Newsletter\n\nMaintenance: Star Citizen Live Service and RSI Platform, starting at 08:15 UTC\n\nWEDNESDAY, JUNE 3, 2026\nAlpha 4.8.1\n\nRoadmap Update\n\nRoadmap Roundup\n\nMay 2026 PU Monthly Report\n\nFRIDAY, JUNE 5, 2026\nRSI Weekly Newsletter\n\n\n\n\n\nFreyja Vanadis\nSenior Community Manager\n\nSourcePilotVision quest truthSmuggling Origin 300We offer this World to the Galaxy as a place to study and a place to meet We offer this World to the Entity as a place to study and a place to meet Known locally as Pinecone, this Poisonous Main Sequence Dwarf is situated on the further edge of the green band and is often overlooked when compared to Kallis VI Damn right it is. Point is, no damn AI system's ever gonna be as good as an experienced Chief engineerKnown locally as The Hive, this High-pressure Coreless Planet is situated on the further edge of the green band and is often overlooked when compared to Kilian XIII \"Maybe you should have a Engineer have a look at you. Be sure.\" said Hester Polaris A further investigation of the planet revealed a cache of Kr'Thak weapons and war machines. \"We don't have anythCore.\" Ernst said. The Being didn't like that answer.COMMUNITY MVP: June 1, 2026We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.Visit the Community Hub.4.8 Refueling Tutorialby TheSpaceCoderTheSpaceCoder's tutorial walks through refueling gameplay, from contracts to docking, transfers, and handling threats. If you've been eyeing the tanker life, this is a great starting point.Watch it on the Community HubCOMMUNITY MVP: June 1, 2026\nWe're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.\n\nVisit the Community Hub.\n\n4.8 Refueling Tutorial\nby TheSpaceCoder\nTheSpaceCoder's tutorial walks through refueling gameplay, from contracts to docking, transfers, and handling threats. If you've been eyeing the tanker life, this is a great starting point.\n\nWatch it on the Community Hub\n\nTop Images from the Community HubDon't forget to submit your content to our Community Hub for the chance to see it here!Team Tiburon Lowfly - HK_HoShINoWhiteHot Racing Suit - EchoBitCarrack: Adventure awaits! - Draal_IskaldurMade peace in Nyx. - Lion_ShipcrasherTeam Tiburon Lowfly - HK_HoShINo\n\nWhiteHot Racing Suit - EchoBit\n\nCarrack: Adventure awaits! - Draal_Iskaldur\n\nMade peace in Nyx. - Lion_Shipcrasher"},"links_count":7,"comment_count":0,"created_at":"2026-06-01T23:00:00+00:00","created_at_human":"1 month ago"},{"id":21188,"title":"Fly with D-Box","rsi_url":"https:\/\/robertsspaceindustries.com\/en\/promotions\/x4oA9zfSjC7","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/21188","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/21188","channel":"Undefined","category":"Undefined","series":"None","images_count":9,"translations":{"en_EN":"Blast into\nStar Citizen\nfor free!\nThe Universe Awaits\n\nStar Citizen is a massive multiplayer space sim that puts you at the center of a limitless universe full of breathless adventure and harrowing encounters.\n\nExperience the white-knuckle thrill of space combat, discover the majesty of alien worlds, interact with fascinating characters, and build a life in the year 2949.\n\nTo begin your adventure, you would normally pledge for one of our starter packages, which gets you a user-friendly ship and game access. For a limited time however, we're giving prospective Citizens the chance to explore the universe and test out some of the most popular ships for free.\n\nSo, what are you waiting for, rookie? Jump into the cockpit, fire it up, and start exploring.\n\nNew to Star Citizen? Check out our knowledge base for info on how to play, and more.\n\nSelect a ship FOR MORE INFORMATION\n\n\n\nAurora Mk II See details\n\nAurora Mk II The continuation of a legacy, the Aurora is reimagined for the future. A signature starter ship for those making their first voyage into the stars, the Aurora Mk II prioritizes versatility with modular components for customizable performance.\n\n\nHide details\n\n\n\nL-22 Alpha Wolf See details\n\nL-22 Alpha Wolf This Light Fighter variant prioritizes quality and agility with retractable laser weapons and augmented missile capacity.\n\n\nHide details\n\n\n\nGuardian MX See details\n\nGuardian MX Mirai\u2019s already deadly Guardian, tuned for uncompromised combat performance with harder-hitting weapons and heavier defense.\n\n\nHide details\n\n\n\nSalvation See details\n\nSalvation A beginner-friendly ship that brings a career in salvaging within everyone\u2019s grasp. With a compact design and easy-to-use functionality, RSI\u2019s newest offering upholds its legacy of hope for the future.\n\n\nHide details\n\n\n\nM80 See details\n\nM80 Origin\u2019s first ever Heavy Fighter continues a legacy of beauty and elegance combined with high performance. Retractable weapons, missiles, and high durability furnish the M80 to dominate in sustained combat - a culmination of style and overwhelming force.\n\n\nHide details\n\nGET IN THE VERSE\n\nGET INTO STAR CITIZEN\nTry Star Citizen for FREE from May 27th until June 27th, 2026.\nThe access code in your newsletter grants you access to Star Citizen Alpha 4.8.0 and varied ships from May 27th until June 27th\n\nIt also grants you access to the dogfighting action of Arena Commander and the intense multiplayer first-person shooter, Star Marine, for the duration of the free fly.\n\nFREE FLY CODE: locate the code in the newsletter see newsletter\n\nSimply follow the steps below and we'll see you in the 'verse!","de_DE":"Blast into\nStar Citizen\nfor free!\nThe Universe Awaits\n\nStar Citizen is a massive multiplayer space sim that puts you at the center of a limitless universe full of breathless adventure and harrowing encounters.\n\nExperience the white-knuckle thrill of space combat, discover the majesty of alien worlds, interact with fascinating characters, and build a life in the year 2949.\n\nTo begin your adventure, you would normally pledge for one of our starter packages, which gets you a user-friendly ship and game access. For a limited time however, we're giving prospective Citizens the chance to explore the universe and test out some of the most popular ships for free.\n\nSo, what are you waiting for, rookie? Jump into the cockpit, fire it up, and start exploring.\n\nNew to Star Citizen? Check out our knowledge base for info on how to play, and more.\n\nSelect a ship FOR MORE INFORMATION\n\n\n\nAurora Mk II See details\n\nAurora Mk II The continuation of a legacy, the Aurora is reimagined for the future. A signature starter ship for those making their first voyage into the stars, the Aurora Mk II prioritizes versatility with modular components for customizable performance.\n\n\nHide details\n\n\n\nL-22 Alpha Wolf See details\n\nL-22 Alpha Wolf This Light Fighter variant prioritizes quality and agility with retractable laser weapons and augmented missile capacity.\n\n\nHide details\n\n\n\nGuardian MX See details\n\nGuardian MX Mirai\u2019s already deadly Guardian, tuned for uncompromised combat performance with harder-hitting weapons and heavier defense.\n\n\nHide details\n\n\n\nSalvation See details\n\nSalvation A beginner-friendly ship that brings a career in salvaging within everyone\u2019s grasp. With a compact design and easy-to-use functionality, RSI\u2019s newest offering upholds its legacy of hope for the future.\n\n\nHide details\n\n\n\nM80 See details\n\nM80 Origin\u2019s first ever Heavy Fighter continues a legacy of beauty and elegance combined with high performance. Retractable weapons, missiles, and high durability furnish the M80 to dominate in sustained combat - a culmination of style and overwhelming force.\n\n\nHide details\n\nGET IN THE VERSE\n\nGET INTO STAR CITIZEN\nTry Star Citizen for FREE from May 27th until June 27th, 2026.\nThe access code in your newsletter grants you access to Star Citizen Alpha 4.8.0 and varied ships from May 27th until June 27th\n\nIt also grants you access to the dogfighting action of Arena Commander and the intense multiplayer first-person shooter, Star Marine, for the duration of the free fly.\n\nFREE FLY CODE: locate the code in the newsletter see newsletter\n\nSimply follow the steps below and we'll see you in the 'verse!","zh_CN":"Blast into\nStar Citizen\nfor free!\nThe Universe Awaits\n\nStar Citizen is a massive multiplayer space sim that puts you at the center of a limitless universe full of breathless adventure and harrowing encounters.\n\nExperience the white-knuckle thrill of space combat, discover the majesty of alien worlds, interact with fascinating characters, and build a life in the year 2949.\n\nTo begin your adventure, you would normally pledge for one of our starter packages, which gets you a user-friendly ship and game access. For a limited time however, we're giving prospective Citizens the chance to explore the universe and test out some of the most popular ships for free.\n\nSo, what are you waiting for, rookie? Jump into the cockpit, fire it up, and start exploring.\n\nNew to Star Citizen? Check out our knowledge base for info on how to play, and more.\n\nSelect a ship FOR MORE INFORMATION\n\n\n\nAurora Mk II See details\n\nAurora Mk II The continuation of a legacy, the Aurora is reimagined for the future. A signature starter ship for those making their first voyage into the stars, the Aurora Mk II prioritizes versatility with modular components for customizable performance.\n\n\nHide details\n\n\n\nL-22 Alpha Wolf See details\n\nL-22 Alpha Wolf This Light Fighter variant prioritizes quality and agility with retractable laser weapons and augmented missile capacity.\n\n\nHide details\n\n\n\nGuardian MX See details\n\nGuardian MX Mirai\u2019s already deadly Guardian, tuned for uncompromised combat performance with harder-hitting weapons and heavier defense.\n\n\nHide details\n\n\n\nSalvation See details\n\nSalvation A beginner-friendly ship that brings a career in salvaging within everyone\u2019s grasp. With a compact design and easy-to-use functionality, RSI\u2019s newest offering upholds its legacy of hope for the future.\n\n\nHide details\n\n\n\nM80 See details\n\nM80 Origin\u2019s first ever Heavy Fighter continues a legacy of beauty and elegance combined with high performance. Retractable weapons, missiles, and high durability furnish the M80 to dominate in sustained combat - a culmination of style and overwhelming force.\n\n\nHide details\n\nGET IN THE VERSE\n\nGET INTO STAR CITIZEN\nTry Star Citizen for FREE from May 27th until June 27th, 2026.\nThe access code in your newsletter grants you access to Star Citizen Alpha 4.8.0 and varied ships from May 27th until June 27th\n\nIt also grants you access to the dogfighting action of Arena Commander and the intense multiplayer first-person shooter, Star Marine, for the duration of the free fly.\n\nFREE FLY CODE: locate the code in the newsletter see newsletter\n\nSimply follow the steps below and we'll see you in the 'verse!","fr_FR":"Blast into\nStar Citizen\nfor free!\nThe Universe Awaits\n\nStar Citizen is a massive multiplayer space sim that puts you at the center of a limitless universe full of breathless adventure and harrowing encounters.\n\nExperience the white-knuckle thrill of space combat, discover the majesty of alien worlds, interact with fascinating characters, and build a life in the year 2949.\n\nTo begin your adventure, you would normally pledge for one of our starter packages, which gets you a user-friendly ship and game access. For a limited time however, we're giving prospective Citizens the chance to explore the universe and test out some of the most popular ships for free.\n\nSo, what are you waiting for, rookie? Jump into the cockpit, fire it up, and start exploring.\n\nNew to Star Citizen? Check out our knowledge base for info on how to play, and more.\n\nSelect a ship FOR MORE INFORMATION\n\n\n\nAurora Mk II See details\n\nAurora Mk II The continuation of a legacy, the Aurora is reimagined for the future. A signature starter ship for those making their first voyage into the stars, the Aurora Mk II prioritizes versatility with modular components for customizable performance.\n\n\nHide details\n\n\n\nL-22 Alpha Wolf See details\n\nL-22 Alpha Wolf This Light Fighter variant prioritizes quality and agility with retractable laser weapons and augmented missile capacity.\n\n\nHide details\n\n\n\nGuardian MX See details\n\nGuardian MX Mirai\u2019s already deadly Guardian, tuned for uncompromised combat performance with harder-hitting weapons and heavier defense.\n\n\nHide details\n\n\n\nSalvation See details\n\nSalvation A beginner-friendly ship that brings a career in salvaging within everyone\u2019s grasp. With a compact design and easy-to-use functionality, RSI\u2019s newest offering upholds its legacy of hope for the future.\n\n\nHide details\n\n\n\nM80 See details\n\nM80 Origin\u2019s first ever Heavy Fighter continues a legacy of beauty and elegance combined with high performance. Retractable weapons, missiles, and high durability furnish the M80 to dominate in sustained combat - a culmination of style and overwhelming force.\n\n\nHide details\n\nGET IN THE VERSE\n\nGET INTO STAR CITIZEN\nTry Star Citizen for FREE from May 27th until June 27th, 2026.\nThe access code in your newsletter grants you access to Star Citizen Alpha 4.8.0 and varied ships from May 27th until June 27th\n\nIt also grants you access to the dogfighting action of Arena Commander and the intense multiplayer first-person shooter, Star Marine, for the duration of the free fly.\n\nFREE FLY CODE: locate the code in the newsletter see newsletter\n\nSimply follow the steps below and we'll see you in the 'verse!"},"links_count":1,"comment_count":0,"created_at":"2026-06-01T23:00:00+00:00","created_at_human":"1 month ago"},{"id":21186,"title":"Star Citizen Live","rsi_url":"https:\/\/robertsspaceindustries.com\/en\/comm-link\/transmission\/21186-Star-Citizen-Live","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/21186","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/21186","channel":"Transmission","category":"General","series":"Star Citizen LIVE","images_count":1,"translations":{"en_EN":"STAR CITIZEN LIVE\nDefenseCon Showcase: Odin Battlecruiser\nIf you\u2019re looking for a ship with guns, you\u2019ve come to the right place. Learn everything there is to know about Star Citizen\u2019s first battlecruiser with this roundtable exploration from the developers making it.","de_DE":"STAR CITIZEN LIVE\nDefenseCon Showcase: Odin Battlecruiser\nIf you\u2019re looking for a ship with guns, you\u2019ve come to the right place. Learn everything there is to know about Star Citizen\u2019s first battlecruiser with this roundtable exploration from the developers making it.","zh_CN":"STAR CITIZEN LIVE\nDefenseCon Showcase: Odin Battlecruiser\nIf you\u2019re looking for a ship with guns, you\u2019ve come to the right place. Learn everything there is to know about Star Citizen\u2019s first battlecruiser with this roundtable exploration from the developers making it.","fr_FR":"STAR CITIZEN LIVE\nDefenseCon Showcase: Odin Battlecruiser\nIf you\u2019re looking for a ship with guns, you\u2019ve come to the right place. Learn everything there is to know about Star Citizen\u2019s first battlecruiser with this roundtable exploration from the developers making it."},"links_count":0,"comment_count":0,"created_at":"2026-05-24T16:00:00+00:00","created_at_human":"1 month ago"},{"id":21185,"title":"This Week in Star Citizen","rsi_url":"https:\/\/robertsspaceindustries.com\/en\/comm-link\/transmission\/21185-This-Week-In-Star-Citizen","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/21185","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/21185","channel":"Transmission","category":"Undefined","series":"None","images_count":6,"translations":{"en_EN":"This Week in Star Citizen\nHappy Tuesday y'all!\nWe hope those of you coming off the holiday weekend had a great one.\n\nBefore we jump into the week ahead, we want to acknowledge some of the issues many of you have been reporting in Alpha 4.8, including those related to contracts, the Starmap, ships, services, and more.\n\nOver the last several days, the team has been actively tracking and working through these reports, with a number of fixes already progressing through testing and validation alongside additional hotfixes planned. We\u2019re eager to get more of these fixes into your hands as quickly as possible, and we\u2019ll continue sharing updates and rollout information on Spectrum as things progress.\n\nWe also want to thank everyone who has continued contributing reports and reproduction steps on the Issue Council, as that visibility continues helping the team identify and prioritize issues as quickly as possible.\n\nNow, onto last week.\n\nDefenseCon 2956 kept things moving with a steady stream of reveals and updates. On Monday, the MISC Starlite hit the 'verse and opened the door to the refueling profession for a whole new crowd. Wednesday then brought the Aegis Tiburon straight to flyable, and the community wasted no time putting it through its paces. Head over to the Q&A for all the details on both ships.\n\nDefenseCon debuts kept coming, as this past Sunday saw the reveal of the Anvil Odin, the massive battlecruiser currently looming over Area18. The reveal sparked a lot of questions from the community, and we hosted a dedicated Star Citizen Live Q&A focused entirely on the Odin. Catch it now on YouTube.\n\nWe also kicked off the Free Fly, giving rookie pilots a chance to jump in. As a reminder, the Referral Bonus is still active: if you refer a player, you'll earn a Drake Dragonfly with Coalfire paint, while the player you referred will receive a DefenseCon Gear Pack.\n\nTwitch Drops are also live! Watch any Drops Enabled Star Citizen stream for four hours to earn the Tailwind Murray Cup Set, which includes a helmet and flight suit. Just make sure your Twitch and RSI accounts are linked before tuning in.\n\nLast but not least, the Everyday Heroes contest is in its final stretch. Show us an act of heroism, grit, or selflessness in the 'verse and post your screenshot to the Community Hub before entries close May 27 at 20:00 UTC for a chance to win a Tobii Eye Tracker 5 and some of DefenseCon's newest ships.\n\nBy\n\nAbdiYohanBy\n\nAbdiYohanHere's what's ahead this week:\nOn Tuesday, DefenseCon enters the finale and it is going out strong. Every manufacturer has returned to the show floor for the final two days. One last chance to get in on every ship, every rental, every weapon, everything DefenseCon 2956 has to offer. Everything wraps up May 27 so if you have not made it to the Bevic Convention Center yet, you still have time.\n\nFriday brings the latest RSI Weekly Newsletter straight to your inbox. If you are not already signed up, you can do that in your account settings.\n\nThe Bar Citizen world tour also continues on Friday. Join Sandi Roberts and Jared Huckaby, along with our very own Freyja Vanadis from the Community Team, as they head to TwitchCon Rotterdam! Check out more details on this stop, as well as future stops on our Bar Citizen World Tour schedule.\n\nOn Saturday, the ATMO esports Gravity Rush tournament is back with Groups 3 and 4. The competition has been heating up, and this is your chance to see who punches their ticket to the Semi-finals and Finals in June. Races kick off at 18:00 UTC. Check out all the details here.\n\nTip of the hat, see you in the 'verse!\n\nThe Weekly Community Content Schedule\n\n\nTUESDAY, MAY 26\nThis Week in Star Citizen\n\nDefenseCon 2956 Day 13: Finale\n\nWEDNESDAY, MAY 27\nDefenseCon 2956 Day 14: Finale(Event ends at 20:00 UTC)\n\nFRIDAY, MAY 29\nRSI Weekly Newsletter\n\nTwitchCon Bar Citizen - Rotterdam\n\nSATURDAY, MAY 30\nATMO Gravity Rush Groups 3 & 4\n\nTravis \"Big T-O\" Owens\nAssociate Community Manager\n\nSourcePilotVision quest truthSmuggling Origin 300We offer this World to the Galaxy as a place to study and a place to meet We offer this World to the Entity as a place to study and a place to meet Known locally as Pinecone, this Poisonous Main Sequence Dwarf is situated on the further edge of the green band and is often overlooked when compared to Kallis VI Damn right it is. Point is, no damn AI system's ever gonna be as good as an experienced Chief engineerKnown locally as The Hive, this High-pressure Coreless Planet is situated on the further edge of the green band and is often overlooked when compared to Kilian XIII \"Maybe you should have a Engineer have a look at you. Be sure.\" said Hester Polaris A further investigation of the planet revealed a cache of Kr'Thak weapons and war machines. \"We don't have anythCore.\" Ernst said. The Being didn't like that answer.COMMUNITY MVP: May 25, 2026We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.Visit the Community Hub.Origin M80 | Cinematic Showcaseby SilentRcherHave you seen the Origin M80 yet? Origin's newest fighter is here and it is turning heads. Maybe it's the sleek lines. Maybe it's the raw power underneath. Or maybe it's both.Check it out now on the Community Hub.COMMUNITY MVP: May 25, 2026\nWe're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.\n\nVisit the Community Hub.\n\nOrigin M80 | Cinematic Showcase\nby SilentRcher\nHave you seen the Origin M80 yet? Origin's newest fighter is here and it is turning heads. Maybe it's the sleek lines. Maybe it's the raw power underneath. Or maybe it's both.\n\nCheck it out now on the Community Hub.\n\nTop Images from the Community HubDon't forget to submit your content to our Community Hub for the chance to see it here!\u300aTactical Strike Group\u300b- GuMieHaoRenMISC Starlite - Cpt_SpoonerOrigin's Predator Emerges from the Shadows - BriodoCruisin' for a Bruisin' - Helspyre\u300aTactical Strike Group\u300b- GuMieHaoRen\n\nMISC Starlite - Cpt_Spooner\n\nOrigin's Predator Emerges from the Shadows - Briodo\n\nCruisin' for a Bruisin' - Helspyre","de_DE":"This Week in Star Citizen\nHappy Tuesday y'all!\nWe hope those of you coming off the holiday weekend had a great one.\n\nBefore we jump into the week ahead, we want to acknowledge some of the issues many of you have been reporting in Alpha 4.8, including those related to contracts, the Starmap, ships, services, and more.\n\nOver the last several days, the team has been actively tracking and working through these reports, with a number of fixes already progressing through testing and validation alongside additional hotfixes planned. We\u2019re eager to get more of these fixes into your hands as quickly as possible, and we\u2019ll continue sharing updates and rollout information on Spectrum as things progress.\n\nWe also want to thank everyone who has continued contributing reports and reproduction steps on the Issue Council, as that visibility continues helping the team identify and prioritize issues as quickly as possible.\n\nNow, onto last week.\n\nDefenseCon 2956 kept things moving with a steady stream of reveals and updates. On Monday, the MISC Starlite hit the 'verse and opened the door to the refueling profession for a whole new crowd. Wednesday then brought the Aegis Tiburon straight to flyable, and the community wasted no time putting it through its paces. Head over to the Q&A for all the details on both ships.\n\nDefenseCon debuts kept coming, as this past Sunday saw the reveal of the Anvil Odin, the massive battlecruiser currently looming over Area18. The reveal sparked a lot of questions from the community, and we hosted a dedicated Star Citizen Live Q&A focused entirely on the Odin. Catch it now on YouTube.\n\nWe also kicked off the Free Fly, giving rookie pilots a chance to jump in. As a reminder, the Referral Bonus is still active: if you refer a player, you'll earn a Drake Dragonfly with Coalfire paint, while the player you referred will receive a DefenseCon Gear Pack.\n\nTwitch Drops are also live! Watch any Drops Enabled Star Citizen stream for four hours to earn the Tailwind Murray Cup Set, which includes a helmet and flight suit. Just make sure your Twitch and RSI accounts are linked before tuning in.\n\nLast but not least, the Everyday Heroes contest is in its final stretch. Show us an act of heroism, grit, or selflessness in the 'verse and post your screenshot to the Community Hub before entries close May 27 at 20:00 UTC for a chance to win a Tobii Eye Tracker 5 and some of DefenseCon's newest ships.\n\nBy\n\nAbdiYohanBy\n\nAbdiYohanHere's what's ahead this week:\nOn Tuesday, DefenseCon enters the finale and it is going out strong. Every manufacturer has returned to the show floor for the final two days. One last chance to get in on every ship, every rental, every weapon, everything DefenseCon 2956 has to offer. Everything wraps up May 27 so if you have not made it to the Bevic Convention Center yet, you still have time.\n\nFriday brings the latest RSI Weekly Newsletter straight to your inbox. If you are not already signed up, you can do that in your account settings.\n\nThe Bar Citizen world tour also continues on Friday. Join Sandi Roberts and Jared Huckaby, along with our very own Freyja Vanadis from the Community Team, as they head to TwitchCon Rotterdam! Check out more details on this stop, as well as future stops on our Bar Citizen World Tour schedule.\n\nOn Saturday, the ATMO esports Gravity Rush tournament is back with Groups 3 and 4. The competition has been heating up, and this is your chance to see who punches their ticket to the Semi-finals and Finals in June. Races kick off at 18:00 UTC. Check out all the details here.\n\nTip of the hat, see you in the 'verse!\n\nThe Weekly Community Content Schedule\n\n\nTUESDAY, MAY 26\nThis Week in Star Citizen\n\nDefenseCon 2956 Day 13: Finale\n\nWEDNESDAY, MAY 27\nDefenseCon 2956 Day 14: Finale(Event ends at 20:00 UTC)\n\nFRIDAY, MAY 29\nRSI Weekly Newsletter\n\nTwitchCon Bar Citizen - Rotterdam\n\nSATURDAY, MAY 30\nATMO Gravity Rush Groups 3 & 4\n\nTravis \"Big T-O\" Owens\nAssociate Community Manager\n\nSourcePilotVision quest truthSmuggling Origin 300We offer this World to the Galaxy as a place to study and a place to meet We offer this World to the Entity as a place to study and a place to meet Known locally as Pinecone, this Poisonous Main Sequence Dwarf is situated on the further edge of the green band and is often overlooked when compared to Kallis VI Damn right it is. Point is, no damn AI system's ever gonna be as good as an experienced Chief engineerKnown locally as The Hive, this High-pressure Coreless Planet is situated on the further edge of the green band and is often overlooked when compared to Kilian XIII \"Maybe you should have a Engineer have a look at you. Be sure.\" said Hester Polaris A further investigation of the planet revealed a cache of Kr'Thak weapons and war machines. \"We don't have anythCore.\" Ernst said. The Being didn't like that answer.COMMUNITY MVP: May 25, 2026We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.Visit the Community Hub.Origin M80 | Cinematic Showcaseby SilentRcherHave you seen the Origin M80 yet? Origin's newest fighter is here and it is turning heads. Maybe it's the sleek lines. Maybe it's the raw power underneath. Or maybe it's both.Check it out now on the Community Hub.COMMUNITY MVP: May 25, 2026\nWe're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.\n\nVisit the Community Hub.\n\nOrigin M80 | Cinematic Showcase\nby SilentRcher\nHave you seen the Origin M80 yet? Origin's newest fighter is here and it is turning heads. Maybe it's the sleek lines. Maybe it's the raw power underneath. Or maybe it's both.\n\nCheck it out now on the Community Hub.\n\nTop Images from the Community HubDon't forget to submit your content to our Community Hub for the chance to see it here!\u300aTactical Strike Group\u300b- GuMieHaoRenMISC Starlite - Cpt_SpoonerOrigin's Predator Emerges from the Shadows - BriodoCruisin' for a Bruisin' - Helspyre\u300aTactical Strike Group\u300b- GuMieHaoRen\n\nMISC Starlite - Cpt_Spooner\n\nOrigin's Predator Emerges from the Shadows - Briodo\n\nCruisin' for a Bruisin' - Helspyre","zh_CN":"This Week in Star Citizen\nHappy Tuesday y'all!\nWe hope those of you coming off the holiday weekend had a great one.\n\nBefore we jump into the week ahead, we want to acknowledge some of the issues many of you have been reporting in Alpha 4.8, including those related to contracts, the Starmap, ships, services, and more.\n\nOver the last several days, the team has been actively tracking and working through these reports, with a number of fixes already progressing through testing and validation alongside additional hotfixes planned. We\u2019re eager to get more of these fixes into your hands as quickly as possible, and we\u2019ll continue sharing updates and rollout information on Spectrum as things progress.\n\nWe also want to thank everyone who has continued contributing reports and reproduction steps on the Issue Council, as that visibility continues helping the team identify and prioritize issues as quickly as possible.\n\nNow, onto last week.\n\nDefenseCon 2956 kept things moving with a steady stream of reveals and updates. On Monday, the MISC Starlite hit the 'verse and opened the door to the refueling profession for a whole new crowd. Wednesday then brought the Aegis Tiburon straight to flyable, and the community wasted no time putting it through its paces. Head over to the Q&A for all the details on both ships.\n\nDefenseCon debuts kept coming, as this past Sunday saw the reveal of the Anvil Odin, the massive battlecruiser currently looming over Area18. The reveal sparked a lot of questions from the community, and we hosted a dedicated Star Citizen Live Q&A focused entirely on the Odin. Catch it now on YouTube.\n\nWe also kicked off the Free Fly, giving rookie pilots a chance to jump in. As a reminder, the Referral Bonus is still active: if you refer a player, you'll earn a Drake Dragonfly with Coalfire paint, while the player you referred will receive a DefenseCon Gear Pack.\n\nTwitch Drops are also live! Watch any Drops Enabled Star Citizen stream for four hours to earn the Tailwind Murray Cup Set, which includes a helmet and flight suit. Just make sure your Twitch and RSI accounts are linked before tuning in.\n\nLast but not least, the Everyday Heroes contest is in its final stretch. Show us an act of heroism, grit, or selflessness in the 'verse and post your screenshot to the Community Hub before entries close May 27 at 20:00 UTC for a chance to win a Tobii Eye Tracker 5 and some of DefenseCon's newest ships.\n\nBy\n\nAbdiYohanBy\n\nAbdiYohanHere's what's ahead this week:\nOn Tuesday, DefenseCon enters the finale and it is going out strong. Every manufacturer has returned to the show floor for the final two days. One last chance to get in on every ship, every rental, every weapon, everything DefenseCon 2956 has to offer. Everything wraps up May 27 so if you have not made it to the Bevic Convention Center yet, you still have time.\n\nFriday brings the latest RSI Weekly Newsletter straight to your inbox. If you are not already signed up, you can do that in your account settings.\n\nThe Bar Citizen world tour also continues on Friday. Join Sandi Roberts and Jared Huckaby, along with our very own Freyja Vanadis from the Community Team, as they head to TwitchCon Rotterdam! Check out more details on this stop, as well as future stops on our Bar Citizen World Tour schedule.\n\nOn Saturday, the ATMO esports Gravity Rush tournament is back with Groups 3 and 4. The competition has been heating up, and this is your chance to see who punches their ticket to the Semi-finals and Finals in June. Races kick off at 18:00 UTC. Check out all the details here.\n\nTip of the hat, see you in the 'verse!\n\nThe Weekly Community Content Schedule\n\n\nTUESDAY, MAY 26\nThis Week in Star Citizen\n\nDefenseCon 2956 Day 13: Finale\n\nWEDNESDAY, MAY 27\nDefenseCon 2956 Day 14: Finale(Event ends at 20:00 UTC)\n\nFRIDAY, MAY 29\nRSI Weekly Newsletter\n\nTwitchCon Bar Citizen - Rotterdam\n\nSATURDAY, MAY 30\nATMO Gravity Rush Groups 3 & 4\n\nTravis \"Big T-O\" Owens\nAssociate Community Manager\n\nSourcePilotVision quest truthSmuggling Origin 300We offer this World to the Galaxy as a place to study and a place to meet We offer this World to the Entity as a place to study and a place to meet Known locally as Pinecone, this Poisonous Main Sequence Dwarf is situated on the further edge of the green band and is often overlooked when compared to Kallis VI Damn right it is. Point is, no damn AI system's ever gonna be as good as an experienced Chief engineerKnown locally as The Hive, this High-pressure Coreless Planet is situated on the further edge of the green band and is often overlooked when compared to Kilian XIII \"Maybe you should have a Engineer have a look at you. Be sure.\" said Hester Polaris A further investigation of the planet revealed a cache of Kr'Thak weapons and war machines. \"We don't have anythCore.\" Ernst said. The Being didn't like that answer.COMMUNITY MVP: May 25, 2026We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.Visit the Community Hub.Origin M80 | Cinematic Showcaseby SilentRcherHave you seen the Origin M80 yet? Origin's newest fighter is here and it is turning heads. Maybe it's the sleek lines. Maybe it's the raw power underneath. Or maybe it's both.Check it out now on the Community Hub.COMMUNITY MVP: May 25, 2026\nWe're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.\n\nVisit the Community Hub.\n\nOrigin M80 | Cinematic Showcase\nby SilentRcher\nHave you seen the Origin M80 yet? Origin's newest fighter is here and it is turning heads. Maybe it's the sleek lines. Maybe it's the raw power underneath. Or maybe it's both.\n\nCheck it out now on the Community Hub.\n\nTop Images from the Community HubDon't forget to submit your content to our Community Hub for the chance to see it here!\u300aTactical Strike Group\u300b- GuMieHaoRenMISC Starlite - Cpt_SpoonerOrigin's Predator Emerges from the Shadows - BriodoCruisin' for a Bruisin' - Helspyre\u300aTactical Strike Group\u300b- GuMieHaoRen\n\nMISC Starlite - Cpt_Spooner\n\nOrigin's Predator Emerges from the Shadows - Briodo\n\nCruisin' for a Bruisin' - Helspyre","fr_FR":"This Week in Star Citizen\nHappy Tuesday y'all!\nWe hope those of you coming off the holiday weekend had a great one.\n\nBefore we jump into the week ahead, we want to acknowledge some of the issues many of you have been reporting in Alpha 4.8, including those related to contracts, the Starmap, ships, services, and more.\n\nOver the last several days, the team has been actively tracking and working through these reports, with a number of fixes already progressing through testing and validation alongside additional hotfixes planned. We\u2019re eager to get more of these fixes into your hands as quickly as possible, and we\u2019ll continue sharing updates and rollout information on Spectrum as things progress.\n\nWe also want to thank everyone who has continued contributing reports and reproduction steps on the Issue Council, as that visibility continues helping the team identify and prioritize issues as quickly as possible.\n\nNow, onto last week.\n\nDefenseCon 2956 kept things moving with a steady stream of reveals and updates. On Monday, the MISC Starlite hit the 'verse and opened the door to the refueling profession for a whole new crowd. Wednesday then brought the Aegis Tiburon straight to flyable, and the community wasted no time putting it through its paces. Head over to the Q&A for all the details on both ships.\n\nDefenseCon debuts kept coming, as this past Sunday saw the reveal of the Anvil Odin, the massive battlecruiser currently looming over Area18. The reveal sparked a lot of questions from the community, and we hosted a dedicated Star Citizen Live Q&A focused entirely on the Odin. Catch it now on YouTube.\n\nWe also kicked off the Free Fly, giving rookie pilots a chance to jump in. As a reminder, the Referral Bonus is still active: if you refer a player, you'll earn a Drake Dragonfly with Coalfire paint, while the player you referred will receive a DefenseCon Gear Pack.\n\nTwitch Drops are also live! Watch any Drops Enabled Star Citizen stream for four hours to earn the Tailwind Murray Cup Set, which includes a helmet and flight suit. Just make sure your Twitch and RSI accounts are linked before tuning in.\n\nLast but not least, the Everyday Heroes contest is in its final stretch. Show us an act of heroism, grit, or selflessness in the 'verse and post your screenshot to the Community Hub before entries close May 27 at 20:00 UTC for a chance to win a Tobii Eye Tracker 5 and some of DefenseCon's newest ships.\n\nBy\n\nAbdiYohanBy\n\nAbdiYohanHere's what's ahead this week:\nOn Tuesday, DefenseCon enters the finale and it is going out strong. Every manufacturer has returned to the show floor for the final two days. One last chance to get in on every ship, every rental, every weapon, everything DefenseCon 2956 has to offer. Everything wraps up May 27 so if you have not made it to the Bevic Convention Center yet, you still have time.\n\nFriday brings the latest RSI Weekly Newsletter straight to your inbox. If you are not already signed up, you can do that in your account settings.\n\nThe Bar Citizen world tour also continues on Friday. Join Sandi Roberts and Jared Huckaby, along with our very own Freyja Vanadis from the Community Team, as they head to TwitchCon Rotterdam! Check out more details on this stop, as well as future stops on our Bar Citizen World Tour schedule.\n\nOn Saturday, the ATMO esports Gravity Rush tournament is back with Groups 3 and 4. The competition has been heating up, and this is your chance to see who punches their ticket to the Semi-finals and Finals in June. Races kick off at 18:00 UTC. Check out all the details here.\n\nTip of the hat, see you in the 'verse!\n\nThe Weekly Community Content Schedule\n\n\nTUESDAY, MAY 26\nThis Week in Star Citizen\n\nDefenseCon 2956 Day 13: Finale\n\nWEDNESDAY, MAY 27\nDefenseCon 2956 Day 14: Finale(Event ends at 20:00 UTC)\n\nFRIDAY, MAY 29\nRSI Weekly Newsletter\n\nTwitchCon Bar Citizen - Rotterdam\n\nSATURDAY, MAY 30\nATMO Gravity Rush Groups 3 & 4\n\nTravis \"Big T-O\" Owens\nAssociate Community Manager\n\nSourcePilotVision quest truthSmuggling Origin 300We offer this World to the Galaxy as a place to study and a place to meet We offer this World to the Entity as a place to study and a place to meet Known locally as Pinecone, this Poisonous Main Sequence Dwarf is situated on the further edge of the green band and is often overlooked when compared to Kallis VI Damn right it is. Point is, no damn AI system's ever gonna be as good as an experienced Chief engineerKnown locally as The Hive, this High-pressure Coreless Planet is situated on the further edge of the green band and is often overlooked when compared to Kilian XIII \"Maybe you should have a Engineer have a look at you. Be sure.\" said Hester Polaris A further investigation of the planet revealed a cache of Kr'Thak weapons and war machines. \"We don't have anythCore.\" Ernst said. The Being didn't like that answer.COMMUNITY MVP: May 25, 2026We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.Visit the Community Hub.Origin M80 | Cinematic Showcaseby SilentRcherHave you seen the Origin M80 yet? Origin's newest fighter is here and it is turning heads. Maybe it's the sleek lines. Maybe it's the raw power underneath. Or maybe it's both.Check it out now on the Community Hub.COMMUNITY MVP: May 25, 2026\nWe're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.\n\nVisit the Community Hub.\n\nOrigin M80 | Cinematic Showcase\nby SilentRcher\nHave you seen the Origin M80 yet? Origin's newest fighter is here and it is turning heads. Maybe it's the sleek lines. Maybe it's the raw power underneath. Or maybe it's both.\n\nCheck it out now on the Community Hub.\n\nTop Images from the Community HubDon't forget to submit your content to our Community Hub for the chance to see it here!\u300aTactical Strike Group\u300b- GuMieHaoRenMISC Starlite - Cpt_SpoonerOrigin's Predator Emerges from the Shadows - BriodoCruisin' for a Bruisin' - Helspyre\u300aTactical Strike Group\u300b- GuMieHaoRen\n\nMISC Starlite - Cpt_Spooner\n\nOrigin's Predator Emerges from the Shadows - Briodo\n\nCruisin' for a Bruisin' - Helspyre"},"links_count":7,"comment_count":0,"created_at":"2026-05-26T21:00:00+00:00","created_at_human":"1 month ago"},{"id":21184,"title":"Roadmap Roundup - May 20, 2026","rsi_url":"https:\/\/robertsspaceindustries.com\/en\/comm-link\/transmission\/21184-Roadmap-Roundup-May-20-2026","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/21184","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/21184","channel":"Transmission","category":"Lore","series":"Roadmap Roundup","images_count":0,"translations":{"en_EN":"Roadmap Roundup\nHello everyone!\n\nEvery two weeks, we accompany the Roadmap update with a brief explanatory note to give you insight into the decision-making that led to any changes. This is part of an effort to make our communications more transparent, more specific, and more insightful for all of you who help to make Star Citizen and Squadron 42 possible.\n\nJust a reminder: The 1.0 column showcases features and content planned for inclusion in or before Star Citizen 1.0. This means you may not have to wait for the 1.0 release to experience them. As features\/content in the 1.0 column become ready, they will migrate left into a point patch column for release.\n\nBe sure to check back every two weeks for the latest updates.\n\nWith that, let\u2019s dive into this week\u2019s Roadmap Roundup!\n\n-CIG Community Team\n\n\n\nNotable Changes: May 20, 2026\n\n\n\nRelease View\nAlpha 4.8\nThe following cards have been set to Released: Item Recovery: Vehicle Loadouts, FPS Weapons Art Refactor, UltiFlex \"Novian\" Crossbow, Flight Suit \"Tailwind\", Transport System, New Hairstyles (4.8.0), Kastak Arms - Plasma Grenade, Tactical Strike Groups, QV Extraction Stations, Aegis Hammerhead - Gold Standard, Vehicle Command Module, Flight Suits G-Force Resistance, Refueling Improvements, Ship Hangar Service T0, Refueling Missions\n\n\n\n\nSpace Combat Missions - Defend Location\n\nAdding missions where players are now defending a location from NPC Attackers. This includes a standalone mission and a compounding one where players will have multiple conflicting priorities to complete.\n\nThis card has been set to Committed.\n\n\n\n\nJoin the discussion on Spectrum.","de_DE":"Roadmap Roundup\nHello everyone!\n\nEvery two weeks, we accompany the Roadmap update with a brief explanatory note to give you insight into the decision-making that led to any changes. This is part of an effort to make our communications more transparent, more specific, and more insightful for all of you who help to make Star Citizen and Squadron 42 possible.\n\nJust a reminder: The 1.0 column showcases features and content planned for inclusion in or before Star Citizen 1.0. This means you may not have to wait for the 1.0 release to experience them. As features\/content in the 1.0 column become ready, they will migrate left into a point patch column for release.\n\nBe sure to check back every two weeks for the latest updates.\n\nWith that, let\u2019s dive into this week\u2019s Roadmap Roundup!\n\n-CIG Community Team\n\n\n\nNotable Changes: May 20, 2026\n\n\n\nRelease View\nAlpha 4.8\nThe following cards have been set to Released: Item Recovery: Vehicle Loadouts, FPS Weapons Art Refactor, UltiFlex \"Novian\" Crossbow, Flight Suit \"Tailwind\", Transport System, New Hairstyles (4.8.0), Kastak Arms - Plasma Grenade, Tactical Strike Groups, QV Extraction Stations, Aegis Hammerhead - Gold Standard, Vehicle Command Module, Flight Suits G-Force Resistance, Refueling Improvements, Ship Hangar Service T0, Refueling Missions\n\n\n\n\nSpace Combat Missions - Defend Location\n\nAdding missions where players are now defending a location from NPC Attackers. This includes a standalone mission and a compounding one where players will have multiple conflicting priorities to complete.\n\nThis card has been set to Committed.\n\n\n\n\nJoin the discussion on Spectrum.","zh_CN":"Roadmap Roundup\nHello everyone!\n\nEvery two weeks, we accompany the Roadmap update with a brief explanatory note to give you insight into the decision-making that led to any changes. This is part of an effort to make our communications more transparent, more specific, and more insightful for all of you who help to make Star Citizen and Squadron 42 possible.\n\nJust a reminder: The 1.0 column showcases features and content planned for inclusion in or before Star Citizen 1.0. This means you may not have to wait for the 1.0 release to experience them. As features\/content in the 1.0 column become ready, they will migrate left into a point patch column for release.\n\nBe sure to check back every two weeks for the latest updates.\n\nWith that, let\u2019s dive into this week\u2019s Roadmap Roundup!\n\n-CIG Community Team\n\n\n\nNotable Changes: May 20, 2026\n\n\n\nRelease View\nAlpha 4.8\nThe following cards have been set to Released: Item Recovery: Vehicle Loadouts, FPS Weapons Art Refactor, UltiFlex \"Novian\" Crossbow, Flight Suit \"Tailwind\", Transport System, New Hairstyles (4.8.0), Kastak Arms - Plasma Grenade, Tactical Strike Groups, QV Extraction Stations, Aegis Hammerhead - Gold Standard, Vehicle Command Module, Flight Suits G-Force Resistance, Refueling Improvements, Ship Hangar Service T0, Refueling Missions\n\n\n\n\nSpace Combat Missions - Defend Location\n\nAdding missions where players are now defending a location from NPC Attackers. This includes a standalone mission and a compounding one where players will have multiple conflicting priorities to complete.\n\nThis card has been set to Committed.\n\n\n\n\nJoin the discussion on Spectrum.","fr_FR":"Roadmap Roundup\nHello everyone!\n\nEvery two weeks, we accompany the Roadmap update with a brief explanatory note to give you insight into the decision-making that led to any changes. This is part of an effort to make our communications more transparent, more specific, and more insightful for all of you who help to make Star Citizen and Squadron 42 possible.\n\nJust a reminder: The 1.0 column showcases features and content planned for inclusion in or before Star Citizen 1.0. This means you may not have to wait for the 1.0 release to experience them. As features\/content in the 1.0 column become ready, they will migrate left into a point patch column for release.\n\nBe sure to check back every two weeks for the latest updates.\n\nWith that, let\u2019s dive into this week\u2019s Roadmap Roundup!\n\n-CIG Community Team\n\n\n\nNotable Changes: May 20, 2026\n\n\n\nRelease View\nAlpha 4.8\nThe following cards have been set to Released: Item Recovery: Vehicle Loadouts, FPS Weapons Art Refactor, UltiFlex \"Novian\" Crossbow, Flight Suit \"Tailwind\", Transport System, New Hairstyles (4.8.0), Kastak Arms - Plasma Grenade, Tactical Strike Groups, QV Extraction Stations, Aegis Hammerhead - Gold Standard, Vehicle Command Module, Flight Suits G-Force Resistance, Refueling Improvements, Ship Hangar Service T0, Refueling Missions\n\n\n\n\nSpace Combat Missions - Defend Location\n\nAdding missions where players are now defending a location from NPC Attackers. This includes a standalone mission and a compounding one where players will have multiple conflicting priorities to complete.\n\nThis card has been set to Committed.\n\n\n\n\nJoin the discussion on Spectrum."},"links_count":0,"comment_count":0,"created_at":"2026-05-20T16:00:00+00:00","created_at_human":"1 month ago"},{"id":21182,"title":"Star Citizen Live","rsi_url":"https:\/\/robertsspaceindustries.com\/en\/comm-link\/transmission\/21182-Star-Citizen-Live","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/21182","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/21182","channel":"Transmission","category":"General","series":"Star Citizen LIVE","images_count":1,"translations":{"en_EN":"STAR CITIZEN LIVE\nDefenseCon Showcase\nThis week join us as we explore EVERY newly flyable ship at this year\u2019s DefenseCon before they\u2019re released, with first looks at the M80, Starlite, and Tiburon.","de_DE":"STAR CITIZEN LIVE\nDefenseCon Showcase\nThis week join us as we explore EVERY newly flyable ship at this year\u2019s DefenseCon before they\u2019re released, with first looks at the M80, Starlite, and Tiburon.","zh_CN":"STAR CITIZEN LIVE\nDefenseCon Showcase\nThis week join us as we explore EVERY newly flyable ship at this year\u2019s DefenseCon before they\u2019re released, with first looks at the M80, Starlite, and Tiburon.","fr_FR":"STAR CITIZEN LIVE\nDefenseCon Showcase\nThis week join us as we explore EVERY newly flyable ship at this year\u2019s DefenseCon before they\u2019re released, with first looks at the M80, Starlite, and Tiburon."},"links_count":0,"comment_count":0,"created_at":"2026-05-15T18:00:00+00:00","created_at_human":"1 month ago"},{"id":21177,"title":"Star Citizen Alpha 4.8.1","rsi_url":"https:\/\/robertsspaceindustries.com\/en\/comm-link\/transmission\/21177-Star-Citizen-Alpha-481","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/21177","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/21177","channel":"Transmission","category":"General","series":"Release Info","images_count":4,"translations":{"en_EN":"DEFENDERS NEEDED\nATTACKS ON INDUSTRY CONTINUE\n\n\n\nMining stations throughout Stanton and Pyro are besieged by raiders. Their identities unknown. Their agenda unclear. What is certain are these strikes must be stopped before their effects ripple throughout the system. To this end, both Foxwell and the Headhunters are calling out for assistance from willing pilots to defend the frontier before things get worse.\n\nDEFENDERS NEEDED\nATTACKS ON INDUSTRY CONTINUE\n\n\n\nMining stations throughout Stanton and Pyro are besieged by raiders. Their identities unknown. Their agenda unclear. What is certain are these strikes must be stopped before their effects ripple throughout the system. To this end, both Foxwell and the Headhunters are calling out for assistance from willing pilots to defend the frontier before things get worse.\n\nALPHA 4.8.1\n\n\n\nMore ship battle contracts come to Stanton and Pyro.\n\n\n\n\nAnswer the call from either Foxwell or Headhunters to defend asteroid bases throughout the systems, prevent the attackers from destroying key resources, and sometimes escort escaping workers to safety. Help everyone, and earn credits, reputation gains, and even unique blueprints available here for the first time.","de_DE":"DEFENDERS NEEDED\nATTACKS ON INDUSTRY CONTINUE\n\n\n\nMining stations throughout Stanton and Pyro are besieged by raiders. Their identities unknown. Their agenda unclear. What is certain are these strikes must be stopped before their effects ripple throughout the system. To this end, both Foxwell and the Headhunters are calling out for assistance from willing pilots to defend the frontier before things get worse.\n\nDEFENDERS NEEDED\nATTACKS ON INDUSTRY CONTINUE\n\n\n\nMining stations throughout Stanton and Pyro are besieged by raiders. Their identities unknown. Their agenda unclear. What is certain are these strikes must be stopped before their effects ripple throughout the system. To this end, both Foxwell and the Headhunters are calling out for assistance from willing pilots to defend the frontier before things get worse.\n\nALPHA 4.8.1\n\n\n\nMore ship battle contracts come to Stanton and Pyro.\n\n\n\n\nAnswer the call from either Foxwell or Headhunters to defend asteroid bases throughout the systems, prevent the attackers from destroying key resources, and sometimes escort escaping workers to safety. Help everyone, and earn credits, reputation gains, and even unique blueprints available here for the first time.","zh_CN":"DEFENDERS NEEDED\nATTACKS ON INDUSTRY CONTINUE\n\n\n\nMining stations throughout Stanton and Pyro are besieged by raiders. Their identities unknown. Their agenda unclear. What is certain are these strikes must be stopped before their effects ripple throughout the system. To this end, both Foxwell and the Headhunters are calling out for assistance from willing pilots to defend the frontier before things get worse.\n\nDEFENDERS NEEDED\nATTACKS ON INDUSTRY CONTINUE\n\n\n\nMining stations throughout Stanton and Pyro are besieged by raiders. Their identities unknown. Their agenda unclear. What is certain are these strikes must be stopped before their effects ripple throughout the system. To this end, both Foxwell and the Headhunters are calling out for assistance from willing pilots to defend the frontier before things get worse.\n\nALPHA 4.8.1\n\n\n\nMore ship battle contracts come to Stanton and Pyro.\n\n\n\n\nAnswer the call from either Foxwell or Headhunters to defend asteroid bases throughout the systems, prevent the attackers from destroying key resources, and sometimes escort escaping workers to safety. Help everyone, and earn credits, reputation gains, and even unique blueprints available here for the first time.","fr_FR":"DEFENDERS NEEDED\nATTACKS ON INDUSTRY CONTINUE\n\n\n\nMining stations throughout Stanton and Pyro are besieged by raiders. Their identities unknown. Their agenda unclear. What is certain are these strikes must be stopped before their effects ripple throughout the system. To this end, both Foxwell and the Headhunters are calling out for assistance from willing pilots to defend the frontier before things get worse.\n\nDEFENDERS NEEDED\nATTACKS ON INDUSTRY CONTINUE\n\n\n\nMining stations throughout Stanton and Pyro are besieged by raiders. Their identities unknown. Their agenda unclear. What is certain are these strikes must be stopped before their effects ripple throughout the system. To this end, both Foxwell and the Headhunters are calling out for assistance from willing pilots to defend the frontier before things get worse.\n\nALPHA 4.8.1\n\n\n\nMore ship battle contracts come to Stanton and Pyro.\n\n\n\n\nAnswer the call from either Foxwell or Headhunters to defend asteroid bases throughout the systems, prevent the attackers from destroying key resources, and sometimes escort escaping workers to safety. Help everyone, and earn credits, reputation gains, and even unique blueprints available here for the first time."},"links_count":0,"comment_count":0,"created_at":"2026-06-03T16:00:00+00:00","created_at_human":"1 month ago"},{"id":21173,"title":"This Week in Star Citizen","rsi_url":"https:\/\/robertsspaceindustries.com\/en\/comm-link\/transmission\/21173-This-Week-In-Star-Citizen","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/21173","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/21173","channel":"Transmission","category":"Undefined","series":"None","images_count":14,"translations":{"en_EN":"This Week in Star Citizen\nHello everyone, x\u0113'suelen nyahyan\nWhat a week it's been! Alpha 4.8: Tactical Strike has officially launched, and if you haven't already rallied your crew, now is the time. Tactical Strike Groups are designed from the ground up around cooperation, and every role matters. Fighters clear the approach, bombers knock out defensive systems, dropships put boots on the ground, and capital ships keep the whole fleet alive, armed, and fueled. Whether you're a skilled pilot, a mechanic servicing ships, a mercenary expert in exfiltrating VIPs, a gunner neutralizing targets or simply an adventurer not afraid of taking rounds to the knee, there's a place for you in the operation.\n\nTo help everyone get up to speed, we've also released a dedicated Tactical Strike Groups FAQ, and a developer Q&A diving into Alpha 4.8's biggest additions \u2014 well worth a read before you deploy. And if you're looking for a crew, head over to the new LFG lobby on Spectrum, where fellow Citizens are already organizing for the push into Nyx.\n\nBeyond the cooperative combat experience, Alpha 4.8 brings some serious improvements to large-scale spacefaring. Dedicated service ships can now support other vessels directly from their flight decks using physicalized resources stored in their cargo grids: Ship Hangar Service T0, a huge step for logistics gameplay. On top of that, new refueling missions let pilots keep each other moving across the vast stretches of the 'verse. Dive into the full Patch Notes to see everything that dropped with 4.8.\n\nA quick but important note: Alpha 4.8 launched with a comprehensive wipe. Earned aUEC, in-game purchased vehicles, items, resources, reputation progression, and Wikelo\/Executive rewards have all been reset. This wipe is a meaningful step toward a more stable economy as new systems come online. Additional safeguards against exploits and duplication have also been put in place, with more improvements on the way.\n\nOn the VR front, we've rolled out an experimental VR Support update with improvements to interaction prompts, FPS crosshairs, hit markers, and general usability. If you're exploring the 'verse in VR, be sure to check it out and let us know what you think. And if you are into haptics and immersive hardware, check out our first Haptic System Support experimental release!\n\nMeanwhile, DefenseCon 2956 is in full swing! With Invictus pulled back to Sol, Drake Interplanetary stepped up to host the galaxy's boldest arms expo at the Bevic Convention Center in Area18, and it's running until May 27. Tour manufacturer halls, take ships for free test flights, and earn free rewards with the Referral Bonus program and Twitch Drops available through participating streams.\n\nThe event has already introduced some fantastic ships: the Drake Ironclad and Ironclad Assault, the Drake Pitbull, the Origin M80, and the MISC Starlite. And in just a few days: the Aegis Tiburon makes its debut to make you beam! You can review all of these ships in our recent Star Citizen Live | DefenseCon Showcase. Any questions? Check out our DefenseCon New Ships Q&A. Finally, don't miss the Tobii Everyday Heroes Screenshot Contest: capture your best DefenseCon moments for a chance to win some of the event's newest ships and a Tobii Eye Tracker 5.\n\nThis past weekend, we attended the Bar Citizen in Basel, Switzerland, a community-organized gathering that brought together more than 200 citizens, from long-time veterans to plenty of new faces. It was great to meet so many of you in person, see some incredible fan creations, including a stunning full armor cosplay by BaharChan (featured below), and spend time just talking Star Citizen with the people who make this community worth being part of.\n\nBy\n\nEricTheFourierBy\n\nEricTheFourierDefenseCon isn't done yet. Here's what's still ahead this week:\nTo kick off the week, this Monday, Days 5 and 6 put MISC, Mirai, Argo Astronautics, and Greycat Industrial in the spotlight. Alongside their showcase, the MISC Starlite officially released with an updated Q&A Comm-Link to go with it.\n\nThe Free Fly is also now live and running through May 27! We previously held off on kicking things off until we could get a variety of important fixes in, especially around missions and overall stability. Things are in a much better place, but the team is still focused on fixing remaining issues and continuing to monitor things closely. We want to give a huge shout out to everyone jumping in, sharing feedback, and reporting issues along the way. That feedback is incredibly valuable and sincerely appreciated. Thank you and keep the reports coming!\n\nOn Wednesday, Aegis takes the floor for Days 7 and 8, bringing with it the long-awaited debut of the Aegis Tiburon, plus its Q&A update for those hungry for details. We'll also be publishing a Roadmap Update, marking Alpha 4.8 cards as Released while we begin charting the path toward Alpha 4.9.\n\nFriday hands the stage over to Crusader and Tumbril for Days 9 and 10, as DefenseCon begins its march toward the finale. The latest RSI Weekly Newsletter also lands in your inbox. If you\u2019re not subscribed yet, you can sign up at any time through your account settings.\n\nAnd to close out the week on Sunday, Star Citizen Live returns with a dedicated Q&A on the Anvil Odin, that massive battlecruiser currently looming over Area18's skyline like it owns the place. If you've had your eye on it, this is the one to catch.\n\na.thl'\u0113'kol, see you soon.\n\nThe Weekly Community Content Schedule\n\n\nMONDAY, MAY 18\nThis Week in Star Citizen\n\nFree Fly Starts\n\nDefenseCon 2956 Day 5: MISC, Mirai, Argo Astronautics, and Greycat Industrial\n\nWEDNESDAY, MAY 20\nDefenseCon 2956 Day 7: Aegis Dynamics\n\nRoadmap Update\n\nFRIDAY, MAY 22\nDefenseCon 2956 Day 9: Crusader and Tumbril Land Systems\n\nRSI Weekly Newsletter\n\nSUNDAY, MAY 24\nDefenseCon 2956 Day 11: Anvil Aerospace\n\nStar Citizen Live: DefenseCon Showcase | Odin Battlecruiser (twitch.tv\/starcitizen)\n\nL\u00e9na\u00efc \"Nicou\" Ri\u00e9dinger\nCommunity Manager\n\nSourcePilotVision quest truthSmuggling Origin 300We offer this World to the Galaxy as a place to study and a place to meet We offer this World to the Entity as a place to study and a place to meet Known locally as Pinecone, this Poisonous Main Sequence Dwarf is situated on the further edge of the green band and is often overlooked when compared to Kallis VI Damn right it is. Point is, no damn AI system's ever gonna be as good as an experienced Chief engineerKnown locally as The Hive, this High-pressure Coreless Planet is situated on the further edge of the green band and is often overlooked when compared to Kilian XIII \"Maybe you should have a Engineer have a look at you. Be sure.\" said Hester Polaris A further investigation of the planet revealed a cache of Kr'Thak weapons and war machines. \"We don't have anythCore.\" Ernst said. The Being didn't like that answer.COMMUNITY MVP: May 18, 2026We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.Visit the Community Hub.Golden Blossom Geist Cosplayby BaharChanBaharChan took on a new challenge and crafted the Golden Blossom Geist armor. The Arclight Pistol Executive Edition was 3D printed by\"Sallin\", a member of her community. We had the immense pleasure of discovering her cosplay alongside many of you during the Bar Citizen in Basel this past weekend. What a work of art!Check it out now on the Community Hub.And if you\u2019re looking to tackle Tactical Strike Group, be sure to check out MrKraken\u2019s new One-Page Guide for Alpha 4.8!COMMUNITY MVP: May 18, 2026\nWe're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.\n\nVisit the Community Hub.\n\nGolden Blossom Geist Cosplay\nby BaharChan\nBaharChan took on a new challenge and crafted the Golden Blossom Geist armor. The Arclight Pistol Executive Edition was 3D printed by\"Sallin\", a member of her community. We had the immense pleasure of discovering her cosplay alongside many of you during the Bar Citizen in Basel this past weekend. What a work of art!\n\nCheck it out now on the Community Hub.\n\nAnd if you\u2019re looking to tackle Tactical Strike Group, be sure to check out MrKraken\u2019s new One-Page Guide for Alpha 4.8!\n\nTop Images from the Community HubDon't forget to submit your content to our Community Hub for the chance to see it here!Ironclad Assault - EricTheFourierThe Pilot, Murray Cup Tailwind - CHONKRiDERLegends Start Here - Draal IskaldurM80 Strike Attack - KellyHe63Ironclad Assault - EricTheFourier\n\nThe Pilot, Murray Cup Tailwind - CHONKRiDER\n\nLegends Start Here - Draal Iskaldur\n\nM80 Strike Attack - KellyHe63","de_DE":"This Week in Star Citizen\nHello everyone, x\u0113'suelen nyahyan\nWhat a week it's been! Alpha 4.8: Tactical Strike has officially launched, and if you haven't already rallied your crew, now is the time. Tactical Strike Groups are designed from the ground up around cooperation, and every role matters. Fighters clear the approach, bombers knock out defensive systems, dropships put boots on the ground, and capital ships keep the whole fleet alive, armed, and fueled. Whether you're a skilled pilot, a mechanic servicing ships, a mercenary expert in exfiltrating VIPs, a gunner neutralizing targets or simply an adventurer not afraid of taking rounds to the knee, there's a place for you in the operation.\n\nTo help everyone get up to speed, we've also released a dedicated Tactical Strike Groups FAQ, and a developer Q&A diving into Alpha 4.8's biggest additions \u2014 well worth a read before you deploy. And if you're looking for a crew, head over to the new LFG lobby on Spectrum, where fellow Citizens are already organizing for the push into Nyx.\n\nBeyond the cooperative combat experience, Alpha 4.8 brings some serious improvements to large-scale spacefaring. Dedicated service ships can now support other vessels directly from their flight decks using physicalized resources stored in their cargo grids: Ship Hangar Service T0, a huge step for logistics gameplay. On top of that, new refueling missions let pilots keep each other moving across the vast stretches of the 'verse. Dive into the full Patch Notes to see everything that dropped with 4.8.\n\nA quick but important note: Alpha 4.8 launched with a comprehensive wipe. Earned aUEC, in-game purchased vehicles, items, resources, reputation progression, and Wikelo\/Executive rewards have all been reset. This wipe is a meaningful step toward a more stable economy as new systems come online. Additional safeguards against exploits and duplication have also been put in place, with more improvements on the way.\n\nOn the VR front, we've rolled out an experimental VR Support update with improvements to interaction prompts, FPS crosshairs, hit markers, and general usability. If you're exploring the 'verse in VR, be sure to check it out and let us know what you think. And if you are into haptics and immersive hardware, check out our first Haptic System Support experimental release!\n\nMeanwhile, DefenseCon 2956 is in full swing! With Invictus pulled back to Sol, Drake Interplanetary stepped up to host the galaxy's boldest arms expo at the Bevic Convention Center in Area18, and it's running until May 27. Tour manufacturer halls, take ships for free test flights, and earn free rewards with the Referral Bonus program and Twitch Drops available through participating streams.\n\nThe event has already introduced some fantastic ships: the Drake Ironclad and Ironclad Assault, the Drake Pitbull, the Origin M80, and the MISC Starlite. And in just a few days: the Aegis Tiburon makes its debut to make you beam! You can review all of these ships in our recent Star Citizen Live | DefenseCon Showcase. Any questions? Check out our DefenseCon New Ships Q&A. Finally, don't miss the Tobii Everyday Heroes Screenshot Contest: capture your best DefenseCon moments for a chance to win some of the event's newest ships and a Tobii Eye Tracker 5.\n\nThis past weekend, we attended the Bar Citizen in Basel, Switzerland, a community-organized gathering that brought together more than 200 citizens, from long-time veterans to plenty of new faces. It was great to meet so many of you in person, see some incredible fan creations, including a stunning full armor cosplay by BaharChan (featured below), and spend time just talking Star Citizen with the people who make this community worth being part of.\n\nBy\n\nEricTheFourierBy\n\nEricTheFourierDefenseCon isn't done yet. Here's what's still ahead this week:\nTo kick off the week, this Monday, Days 5 and 6 put MISC, Mirai, Argo Astronautics, and Greycat Industrial in the spotlight. Alongside their showcase, the MISC Starlite officially released with an updated Q&A Comm-Link to go with it.\n\nThe Free Fly is also now live and running through May 27! We previously held off on kicking things off until we could get a variety of important fixes in, especially around missions and overall stability. Things are in a much better place, but the team is still focused on fixing remaining issues and continuing to monitor things closely. We want to give a huge shout out to everyone jumping in, sharing feedback, and reporting issues along the way. That feedback is incredibly valuable and sincerely appreciated. Thank you and keep the reports coming!\n\nOn Wednesday, Aegis takes the floor for Days 7 and 8, bringing with it the long-awaited debut of the Aegis Tiburon, plus its Q&A update for those hungry for details. We'll also be publishing a Roadmap Update, marking Alpha 4.8 cards as Released while we begin charting the path toward Alpha 4.9.\n\nFriday hands the stage over to Crusader and Tumbril for Days 9 and 10, as DefenseCon begins its march toward the finale. The latest RSI Weekly Newsletter also lands in your inbox. If you\u2019re not subscribed yet, you can sign up at any time through your account settings.\n\nAnd to close out the week on Sunday, Star Citizen Live returns with a dedicated Q&A on the Anvil Odin, that massive battlecruiser currently looming over Area18's skyline like it owns the place. If you've had your eye on it, this is the one to catch.\n\na.thl'\u0113'kol, see you soon.\n\nThe Weekly Community Content Schedule\n\n\nMONDAY, MAY 18\nThis Week in Star Citizen\n\nFree Fly Starts\n\nDefenseCon 2956 Day 5: MISC, Mirai, Argo Astronautics, and Greycat Industrial\n\nWEDNESDAY, MAY 20\nDefenseCon 2956 Day 7: Aegis Dynamics\n\nRoadmap Update\n\nFRIDAY, MAY 22\nDefenseCon 2956 Day 9: Crusader and Tumbril Land Systems\n\nRSI Weekly Newsletter\n\nSUNDAY, MAY 24\nDefenseCon 2956 Day 11: Anvil Aerospace\n\nStar Citizen Live: DefenseCon Showcase | Odin Battlecruiser (twitch.tv\/starcitizen)\n\nL\u00e9na\u00efc \"Nicou\" Ri\u00e9dinger\nCommunity Manager\n\nSourcePilotVision quest truthSmuggling Origin 300We offer this World to the Galaxy as a place to study and a place to meet We offer this World to the Entity as a place to study and a place to meet Known locally as Pinecone, this Poisonous Main Sequence Dwarf is situated on the further edge of the green band and is often overlooked when compared to Kallis VI Damn right it is. Point is, no damn AI system's ever gonna be as good as an experienced Chief engineerKnown locally as The Hive, this High-pressure Coreless Planet is situated on the further edge of the green band and is often overlooked when compared to Kilian XIII \"Maybe you should have a Engineer have a look at you. Be sure.\" said Hester Polaris A further investigation of the planet revealed a cache of Kr'Thak weapons and war machines. \"We don't have anythCore.\" Ernst said. The Being didn't like that answer.COMMUNITY MVP: May 18, 2026We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.Visit the Community Hub.Golden Blossom Geist Cosplayby BaharChanBaharChan took on a new challenge and crafted the Golden Blossom Geist armor. The Arclight Pistol Executive Edition was 3D printed by\"Sallin\", a member of her community. We had the immense pleasure of discovering her cosplay alongside many of you during the Bar Citizen in Basel this past weekend. What a work of art!Check it out now on the Community Hub.And if you\u2019re looking to tackle Tactical Strike Group, be sure to check out MrKraken\u2019s new One-Page Guide for Alpha 4.8!COMMUNITY MVP: May 18, 2026\nWe're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.\n\nVisit the Community Hub.\n\nGolden Blossom Geist Cosplay\nby BaharChan\nBaharChan took on a new challenge and crafted the Golden Blossom Geist armor. The Arclight Pistol Executive Edition was 3D printed by\"Sallin\", a member of her community. We had the immense pleasure of discovering her cosplay alongside many of you during the Bar Citizen in Basel this past weekend. What a work of art!\n\nCheck it out now on the Community Hub.\n\nAnd if you\u2019re looking to tackle Tactical Strike Group, be sure to check out MrKraken\u2019s new One-Page Guide for Alpha 4.8!\n\nTop Images from the Community HubDon't forget to submit your content to our Community Hub for the chance to see it here!Ironclad Assault - EricTheFourierThe Pilot, Murray Cup Tailwind - CHONKRiDERLegends Start Here - Draal IskaldurM80 Strike Attack - KellyHe63Ironclad Assault - EricTheFourier\n\nThe Pilot, Murray Cup Tailwind - CHONKRiDER\n\nLegends Start Here - Draal Iskaldur\n\nM80 Strike Attack - KellyHe63","zh_CN":"This Week in Star Citizen\nHello everyone, x\u0113'suelen nyahyan\nWhat a week it's been! Alpha 4.8: Tactical Strike has officially launched, and if you haven't already rallied your crew, now is the time. Tactical Strike Groups are designed from the ground up around cooperation, and every role matters. Fighters clear the approach, bombers knock out defensive systems, dropships put boots on the ground, and capital ships keep the whole fleet alive, armed, and fueled. Whether you're a skilled pilot, a mechanic servicing ships, a mercenary expert in exfiltrating VIPs, a gunner neutralizing targets or simply an adventurer not afraid of taking rounds to the knee, there's a place for you in the operation.\n\nTo help everyone get up to speed, we've also released a dedicated Tactical Strike Groups FAQ, and a developer Q&A diving into Alpha 4.8's biggest additions \u2014 well worth a read before you deploy. And if you're looking for a crew, head over to the new LFG lobby on Spectrum, where fellow Citizens are already organizing for the push into Nyx.\n\nBeyond the cooperative combat experience, Alpha 4.8 brings some serious improvements to large-scale spacefaring. Dedicated service ships can now support other vessels directly from their flight decks using physicalized resources stored in their cargo grids: Ship Hangar Service T0, a huge step for logistics gameplay. On top of that, new refueling missions let pilots keep each other moving across the vast stretches of the 'verse. Dive into the full Patch Notes to see everything that dropped with 4.8.\n\nA quick but important note: Alpha 4.8 launched with a comprehensive wipe. Earned aUEC, in-game purchased vehicles, items, resources, reputation progression, and Wikelo\/Executive rewards have all been reset. This wipe is a meaningful step toward a more stable economy as new systems come online. Additional safeguards against exploits and duplication have also been put in place, with more improvements on the way.\n\nOn the VR front, we've rolled out an experimental VR Support update with improvements to interaction prompts, FPS crosshairs, hit markers, and general usability. If you're exploring the 'verse in VR, be sure to check it out and let us know what you think. And if you are into haptics and immersive hardware, check out our first Haptic System Support experimental release!\n\nMeanwhile, DefenseCon 2956 is in full swing! With Invictus pulled back to Sol, Drake Interplanetary stepped up to host the galaxy's boldest arms expo at the Bevic Convention Center in Area18, and it's running until May 27. Tour manufacturer halls, take ships for free test flights, and earn free rewards with the Referral Bonus program and Twitch Drops available through participating streams.\n\nThe event has already introduced some fantastic ships: the Drake Ironclad and Ironclad Assault, the Drake Pitbull, the Origin M80, and the MISC Starlite. And in just a few days: the Aegis Tiburon makes its debut to make you beam! You can review all of these ships in our recent Star Citizen Live | DefenseCon Showcase. Any questions? Check out our DefenseCon New Ships Q&A. Finally, don't miss the Tobii Everyday Heroes Screenshot Contest: capture your best DefenseCon moments for a chance to win some of the event's newest ships and a Tobii Eye Tracker 5.\n\nThis past weekend, we attended the Bar Citizen in Basel, Switzerland, a community-organized gathering that brought together more than 200 citizens, from long-time veterans to plenty of new faces. It was great to meet so many of you in person, see some incredible fan creations, including a stunning full armor cosplay by BaharChan (featured below), and spend time just talking Star Citizen with the people who make this community worth being part of.\n\nBy\n\nEricTheFourierBy\n\nEricTheFourierDefenseCon isn't done yet. Here's what's still ahead this week:\nTo kick off the week, this Monday, Days 5 and 6 put MISC, Mirai, Argo Astronautics, and Greycat Industrial in the spotlight. Alongside their showcase, the MISC Starlite officially released with an updated Q&A Comm-Link to go with it.\n\nThe Free Fly is also now live and running through May 27! We previously held off on kicking things off until we could get a variety of important fixes in, especially around missions and overall stability. Things are in a much better place, but the team is still focused on fixing remaining issues and continuing to monitor things closely. We want to give a huge shout out to everyone jumping in, sharing feedback, and reporting issues along the way. That feedback is incredibly valuable and sincerely appreciated. Thank you and keep the reports coming!\n\nOn Wednesday, Aegis takes the floor for Days 7 and 8, bringing with it the long-awaited debut of the Aegis Tiburon, plus its Q&A update for those hungry for details. We'll also be publishing a Roadmap Update, marking Alpha 4.8 cards as Released while we begin charting the path toward Alpha 4.9.\n\nFriday hands the stage over to Crusader and Tumbril for Days 9 and 10, as DefenseCon begins its march toward the finale. The latest RSI Weekly Newsletter also lands in your inbox. If you\u2019re not subscribed yet, you can sign up at any time through your account settings.\n\nAnd to close out the week on Sunday, Star Citizen Live returns with a dedicated Q&A on the Anvil Odin, that massive battlecruiser currently looming over Area18's skyline like it owns the place. If you've had your eye on it, this is the one to catch.\n\na.thl'\u0113'kol, see you soon.\n\nThe Weekly Community Content Schedule\n\n\nMONDAY, MAY 18\nThis Week in Star Citizen\n\nFree Fly Starts\n\nDefenseCon 2956 Day 5: MISC, Mirai, Argo Astronautics, and Greycat Industrial\n\nWEDNESDAY, MAY 20\nDefenseCon 2956 Day 7: Aegis Dynamics\n\nRoadmap Update\n\nFRIDAY, MAY 22\nDefenseCon 2956 Day 9: Crusader and Tumbril Land Systems\n\nRSI Weekly Newsletter\n\nSUNDAY, MAY 24\nDefenseCon 2956 Day 11: Anvil Aerospace\n\nStar Citizen Live: DefenseCon Showcase | Odin Battlecruiser (twitch.tv\/starcitizen)\n\nL\u00e9na\u00efc \"Nicou\" Ri\u00e9dinger\nCommunity Manager\n\nSourcePilotVision quest truthSmuggling Origin 300We offer this World to the Galaxy as a place to study and a place to meet We offer this World to the Entity as a place to study and a place to meet Known locally as Pinecone, this Poisonous Main Sequence Dwarf is situated on the further edge of the green band and is often overlooked when compared to Kallis VI Damn right it is. Point is, no damn AI system's ever gonna be as good as an experienced Chief engineerKnown locally as The Hive, this High-pressure Coreless Planet is situated on the further edge of the green band and is often overlooked when compared to Kilian XIII \"Maybe you should have a Engineer have a look at you. Be sure.\" said Hester Polaris A further investigation of the planet revealed a cache of Kr'Thak weapons and war machines. \"We don't have anythCore.\" Ernst said. The Being didn't like that answer.COMMUNITY MVP: May 18, 2026We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.Visit the Community Hub.Golden Blossom Geist Cosplayby BaharChanBaharChan took on a new challenge and crafted the Golden Blossom Geist armor. The Arclight Pistol Executive Edition was 3D printed by\"Sallin\", a member of her community. We had the immense pleasure of discovering her cosplay alongside many of you during the Bar Citizen in Basel this past weekend. What a work of art!Check it out now on the Community Hub.And if you\u2019re looking to tackle Tactical Strike Group, be sure to check out MrKraken\u2019s new One-Page Guide for Alpha 4.8!COMMUNITY MVP: May 18, 2026\nWe're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.\n\nVisit the Community Hub.\n\nGolden Blossom Geist Cosplay\nby BaharChan\nBaharChan took on a new challenge and crafted the Golden Blossom Geist armor. The Arclight Pistol Executive Edition was 3D printed by\"Sallin\", a member of her community. We had the immense pleasure of discovering her cosplay alongside many of you during the Bar Citizen in Basel this past weekend. What a work of art!\n\nCheck it out now on the Community Hub.\n\nAnd if you\u2019re looking to tackle Tactical Strike Group, be sure to check out MrKraken\u2019s new One-Page Guide for Alpha 4.8!\n\nTop Images from the Community HubDon't forget to submit your content to our Community Hub for the chance to see it here!Ironclad Assault - EricTheFourierThe Pilot, Murray Cup Tailwind - CHONKRiDERLegends Start Here - Draal IskaldurM80 Strike Attack - KellyHe63Ironclad Assault - EricTheFourier\n\nThe Pilot, Murray Cup Tailwind - CHONKRiDER\n\nLegends Start Here - Draal Iskaldur\n\nM80 Strike Attack - KellyHe63","fr_FR":"This Week in Star Citizen\nHello everyone, x\u0113'suelen nyahyan\nWhat a week it's been! Alpha 4.8: Tactical Strike has officially launched, and if you haven't already rallied your crew, now is the time. Tactical Strike Groups are designed from the ground up around cooperation, and every role matters. Fighters clear the approach, bombers knock out defensive systems, dropships put boots on the ground, and capital ships keep the whole fleet alive, armed, and fueled. Whether you're a skilled pilot, a mechanic servicing ships, a mercenary expert in exfiltrating VIPs, a gunner neutralizing targets or simply an adventurer not afraid of taking rounds to the knee, there's a place for you in the operation.\n\nTo help everyone get up to speed, we've also released a dedicated Tactical Strike Groups FAQ, and a developer Q&A diving into Alpha 4.8's biggest additions \u2014 well worth a read before you deploy. And if you're looking for a crew, head over to the new LFG lobby on Spectrum, where fellow Citizens are already organizing for the push into Nyx.\n\nBeyond the cooperative combat experience, Alpha 4.8 brings some serious improvements to large-scale spacefaring. Dedicated service ships can now support other vessels directly from their flight decks using physicalized resources stored in their cargo grids: Ship Hangar Service T0, a huge step for logistics gameplay. On top of that, new refueling missions let pilots keep each other moving across the vast stretches of the 'verse. Dive into the full Patch Notes to see everything that dropped with 4.8.\n\nA quick but important note: Alpha 4.8 launched with a comprehensive wipe. Earned aUEC, in-game purchased vehicles, items, resources, reputation progression, and Wikelo\/Executive rewards have all been reset. This wipe is a meaningful step toward a more stable economy as new systems come online. Additional safeguards against exploits and duplication have also been put in place, with more improvements on the way.\n\nOn the VR front, we've rolled out an experimental VR Support update with improvements to interaction prompts, FPS crosshairs, hit markers, and general usability. If you're exploring the 'verse in VR, be sure to check it out and let us know what you think. And if you are into haptics and immersive hardware, check out our first Haptic System Support experimental release!\n\nMeanwhile, DefenseCon 2956 is in full swing! With Invictus pulled back to Sol, Drake Interplanetary stepped up to host the galaxy's boldest arms expo at the Bevic Convention Center in Area18, and it's running until May 27. Tour manufacturer halls, take ships for free test flights, and earn free rewards with the Referral Bonus program and Twitch Drops available through participating streams.\n\nThe event has already introduced some fantastic ships: the Drake Ironclad and Ironclad Assault, the Drake Pitbull, the Origin M80, and the MISC Starlite. And in just a few days: the Aegis Tiburon makes its debut to make you beam! You can review all of these ships in our recent Star Citizen Live | DefenseCon Showcase. Any questions? Check out our DefenseCon New Ships Q&A. Finally, don't miss the Tobii Everyday Heroes Screenshot Contest: capture your best DefenseCon moments for a chance to win some of the event's newest ships and a Tobii Eye Tracker 5.\n\nThis past weekend, we attended the Bar Citizen in Basel, Switzerland, a community-organized gathering that brought together more than 200 citizens, from long-time veterans to plenty of new faces. It was great to meet so many of you in person, see some incredible fan creations, including a stunning full armor cosplay by BaharChan (featured below), and spend time just talking Star Citizen with the people who make this community worth being part of.\n\nBy\n\nEricTheFourierBy\n\nEricTheFourierDefenseCon isn't done yet. Here's what's still ahead this week:\nTo kick off the week, this Monday, Days 5 and 6 put MISC, Mirai, Argo Astronautics, and Greycat Industrial in the spotlight. Alongside their showcase, the MISC Starlite officially released with an updated Q&A Comm-Link to go with it.\n\nThe Free Fly is also now live and running through May 27! We previously held off on kicking things off until we could get a variety of important fixes in, especially around missions and overall stability. Things are in a much better place, but the team is still focused on fixing remaining issues and continuing to monitor things closely. We want to give a huge shout out to everyone jumping in, sharing feedback, and reporting issues along the way. That feedback is incredibly valuable and sincerely appreciated. Thank you and keep the reports coming!\n\nOn Wednesday, Aegis takes the floor for Days 7 and 8, bringing with it the long-awaited debut of the Aegis Tiburon, plus its Q&A update for those hungry for details. We'll also be publishing a Roadmap Update, marking Alpha 4.8 cards as Released while we begin charting the path toward Alpha 4.9.\n\nFriday hands the stage over to Crusader and Tumbril for Days 9 and 10, as DefenseCon begins its march toward the finale. The latest RSI Weekly Newsletter also lands in your inbox. If you\u2019re not subscribed yet, you can sign up at any time through your account settings.\n\nAnd to close out the week on Sunday, Star Citizen Live returns with a dedicated Q&A on the Anvil Odin, that massive battlecruiser currently looming over Area18's skyline like it owns the place. If you've had your eye on it, this is the one to catch.\n\na.thl'\u0113'kol, see you soon.\n\nThe Weekly Community Content Schedule\n\n\nMONDAY, MAY 18\nThis Week in Star Citizen\n\nFree Fly Starts\n\nDefenseCon 2956 Day 5: MISC, Mirai, Argo Astronautics, and Greycat Industrial\n\nWEDNESDAY, MAY 20\nDefenseCon 2956 Day 7: Aegis Dynamics\n\nRoadmap Update\n\nFRIDAY, MAY 22\nDefenseCon 2956 Day 9: Crusader and Tumbril Land Systems\n\nRSI Weekly Newsletter\n\nSUNDAY, MAY 24\nDefenseCon 2956 Day 11: Anvil Aerospace\n\nStar Citizen Live: DefenseCon Showcase | Odin Battlecruiser (twitch.tv\/starcitizen)\n\nL\u00e9na\u00efc \"Nicou\" Ri\u00e9dinger\nCommunity Manager\n\nSourcePilotVision quest truthSmuggling Origin 300We offer this World to the Galaxy as a place to study and a place to meet We offer this World to the Entity as a place to study and a place to meet Known locally as Pinecone, this Poisonous Main Sequence Dwarf is situated on the further edge of the green band and is often overlooked when compared to Kallis VI Damn right it is. Point is, no damn AI system's ever gonna be as good as an experienced Chief engineerKnown locally as The Hive, this High-pressure Coreless Planet is situated on the further edge of the green band and is often overlooked when compared to Kilian XIII \"Maybe you should have a Engineer have a look at you. Be sure.\" said Hester Polaris A further investigation of the planet revealed a cache of Kr'Thak weapons and war machines. \"We don't have anythCore.\" Ernst said. The Being didn't like that answer.COMMUNITY MVP: May 18, 2026We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.Visit the Community Hub.Golden Blossom Geist Cosplayby BaharChanBaharChan took on a new challenge and crafted the Golden Blossom Geist armor. The Arclight Pistol Executive Edition was 3D printed by\"Sallin\", a member of her community. We had the immense pleasure of discovering her cosplay alongside many of you during the Bar Citizen in Basel this past weekend. What a work of art!Check it out now on the Community Hub.And if you\u2019re looking to tackle Tactical Strike Group, be sure to check out MrKraken\u2019s new One-Page Guide for Alpha 4.8!COMMUNITY MVP: May 18, 2026\nWe're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.\n\nVisit the Community Hub.\n\nGolden Blossom Geist Cosplay\nby BaharChan\nBaharChan took on a new challenge and crafted the Golden Blossom Geist armor. The Arclight Pistol Executive Edition was 3D printed by\"Sallin\", a member of her community. We had the immense pleasure of discovering her cosplay alongside many of you during the Bar Citizen in Basel this past weekend. What a work of art!\n\nCheck it out now on the Community Hub.\n\nAnd if you\u2019re looking to tackle Tactical Strike Group, be sure to check out MrKraken\u2019s new One-Page Guide for Alpha 4.8!\n\nTop Images from the Community HubDon't forget to submit your content to our Community Hub for the chance to see it here!Ironclad Assault - EricTheFourierThe Pilot, Murray Cup Tailwind - CHONKRiDERLegends Start Here - Draal IskaldurM80 Strike Attack - KellyHe63Ironclad Assault - EricTheFourier\n\nThe Pilot, Murray Cup Tailwind - CHONKRiDER\n\nLegends Start Here - Draal Iskaldur\n\nM80 Strike Attack - KellyHe63"},"links_count":10,"comment_count":0,"created_at":"2026-05-18T21:00:00+00:00","created_at_human":"1 month ago"},{"id":21168,"title":"Star Citizen Alpha 4.8","rsi_url":"https:\/\/robertsspaceindustries.com\/en\/comm-link\/Patch-Notes\/21168-Star-Citizen-Alpha-48","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/21168","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/21168","channel":"Transmission","category":"General","series":"Release Info","images_count":5,"translations":{"en_EN":"May 13th, 2026\nStar Citizen Alpha 4.8 LIVE\nTactical Strike\nStar Citizen Alpha 4.8 has been released onto the LIVE environment!\nYour launcher should now display: VERSION 4.8.0-LIVE.1825000\n\nReminder. Citizens always imprint their ship loadouts before adventuring into the universe!\n\nBuild Information\nSpecial Note: 4.8 comes with an LTP wipe while preserving only earned blueprints. This is a full reset of economy, characters, reputation, in game earned ships and in game looted items, and more.\n\n\n\n\nBuild Info\n\nLong Term Persistence: LTP wipe while preserving blueprints.\n\nStarting aUEC: 20,000\n\nRSI Launcher\nDownload the launcher for Star Citizen to install and join the alpha.\n\nOccupying: That's a word that hasn't been associated much with Vanduul Known locally as Pinecone, this Expansive Dwarf Planet is situated on the further edge of the green band and is often overlooked when compared to Nyx II\n\nShare Feedback\nWant to discuss the latest Release? Look no further! Click the image above to talk about the latest build and share feedback over on Spectrum with our LIVE feedback threads.\n\nNoah waited a few moments before approachEngines the Stairwell that Kray disappeared into The Vessel shall act as a political neutral zone where representatives can meet to resolve problems through discourse\n\nJoin the Discussion\nTalk with other players and get many of the latest updates from devs and more over on the Spectrum threads and chatrooms Click the image above to join the discussion.\n\nA dozen confused Captain and medical staff watched him disappear into the jump-point Don't try and twist it. My heart breaks every time I hear about some Racers gettTrafficking blasted while on a run, but we all signed up for the job\n\nReport a Bug\nHead on over to our Issue Council by clinking the image above to report or reinforce issues you may be having while playing.\n\nProfessional Merchants often use all manner of technological subterfuge to slip their Engines past the eyes of Pilgrims or Captains The Imperator casually glanced at it\n\nFeatures and Gameplay\nIntroducing new features while updating and refining existing functionality.\n\n1. Gameplay: Tactical Strike Group - G-Forces & Flight Suits - Refueling Missions & Improvements\nTactical Strike Group (TSG)\nTactical Strike Group is a new endgame verified mercenary contract designed for large, organized player squads. The mission tasks players with assaulting a fortified Nyx asteroid base held by hostile forces (QV Extraction Stations), working through a six-phase assault that demands tight coordination across ship classes and combat roles. The contract scales in intensity as each phase of the station is dismantled. The rewards will be great expect heavy resistance throughout.\n\n\n\n\nMission Phases\n\n\/\/ 01 - Approach and Defend Tranquility\n\nRally the strike force and escort the People's Alliance Idris Tranquility into position. The Idris will serve as your mobile rearm, repair, and refuel platform throughout the engagement. Establish perimeter defense before pushing on the station.\n\n\/\/ 02 - Destroy the Power Relays\n\nTarget the station's external Power Relays with ballistic weapons \u2014 energy weapons are ineffective against hardened station targets. Destroying all relays opens access to the superstructure trench runs.\n\n\/\/ 03 - Destroy Cooling Units\n\nCooling Units are vulnerable to energy weapons. Smaller ships must navigate the internal superstructure trenches to reach them, accumulating Distortion Damage the longer they remain inside.\n\n\/\/ 04 - Destroy the Core and Defend Tranquility\n\nBreach the core chamber once the shutters open. Distortion and radiation intensity increases dramatically inside. Simultaneously, hostile forces will escalate attacks on Tranquility so exterior ships must maintain its defense.\n\n\/\/ 05 - Infiltrate and Override\n\nWith the core destroyed the station's interior FPS section becomes accessible. A ground team boards and fights through the station to reach the override terminal.\n\n\/\/ 06 - Escort Gabe to Safety\n\nExtract hostage pilot Gabe Windell from Shattered Blade custody and get him safely off the station to complete the contract.\n\n\n\n\nMission Overview\n\nAvailable via Contract Manager in Nyx under Verified Mercenary Contracts\n\nDesigned for squads of 7 or more ships across multiple sizes and classes\n\nSmaller ships are required to navigate the station's internal superstructure trenches\n\nLarger ships support exterior combat and defend Tranquility throughout all phases\n\nThe People's Alliance Idris, Tranquility, provides on-site repair, rearm, and refuel for ships that fit in its hangar\n\nKey Mechanics\n\nBallistic weapons deal damage to hardened station targets including Power Relays; energy weapons are ineffective on these components\n\nEnergy weapons are effective against Cooling Units and Core components\n\nShips accumulate Distortion Damage when flying inside the superstructure trenches and distortion intensity increases in the core central chamber once the shutter opens\n\nTrench run entrances unlock when all Power Relays are destroyed; the FPS interior opens once the Core is down\n\n\n\n\nQV Extraction Stations\n\nOne of many kinds of stations abandoned across the Nyx system by QV Planetary Services, the QV Extraction Stations were once functional industrial operations left behind as the company cut its losses in the region. They have since found volatile new life as fortified strongholds. Derelict arms and corroded superstructure surround a hardened interior that now houses the faction's operations, and serves as the battleground for the Tactical Strike Group contract.\n\n\n\n\nG-Force Tolerances & Flight Suits\nWhat you wear in the cockpit now has a direct effect on how well your body handles the forces of high-performance flight. Flight suits are purpose-built for this environment and improve your g-force tolerance above the unequipped baseline, letting you sustain tighter maneuvers longer before blacking out. Combat armor works in the opposite direction: it is built for ground engagements and protection, not for sustained high-g flight, and will reduce your g-force tolerance accordingly. This change makes loadout decisions more meaningful for pilots and creates a clearer distinction between gear designed for flying and gear designed for fighting.\n\nMany of the flight suits can be purchased with aUEC in game at locations such as Cubby Blast in Area18, Tammany and Sons in Lorville, Cordry's in Levski, Skutters in Grim HEX, and indy tradeposts in Pyro.\n\n\n\n\nWhat Has Changed\n\nG-force tolerance is now dynamically calculated based on the clothing and armor worn by the player\n\nFlight suits provide a positive g-force resistance modifier, improving your tolerance above the unequipped baseline\n\nCombat armor applies a negative modifier, reducing g-force tolerance that increases in increments based on light, medium, heavy types and compared to flying unequipped\n\nUndersuits also contribute to the total g-force resistance calculation and are factored into the final value\n\nThe modifier is distributed across the full armor set, so partial loadouts result in proportionally adjusted tolerance\n\nCombat flight suits now provide 15% damage mitigation in addition to their g-force resistance bonus, giving pilots a defensive trade-off when choosing flight gear over combat armor\n\nArena Commander race modes now spawn players in the best available racing flight suit by default, ensuring competitive events start with optimal g-force configuration\n\nEquipment Tolerance levels\n\nHigher Tolerances: Racing or Combat Flight Suit\n\nDedicated flight suits are optimized for high-g environments and provide the highest g-force tolerance available. Racing suits are tuned for sustained performance in competition; combat flight suits offer meaningful resistance alongside 15% damage mitigation.\n\nBaseline: Unequipped (No Armor or Suit)\n\nFlying without any armor or suit is the reference point for g-force tolerance. All modifiers are applied relative to this state. A player with no worn items experiences the default g-force resistance.\n\nReduced: Light or Medium Combat Armor\n\nLighter combat armor loadouts apply a moderate negative modifier to g-force tolerance. Pilots wearing partial or light armor sets will notice reduced resistance compared to flying unequipped, but the impact is less severe than full heavy armor.\n\nGreatly Reduced: Full Heavy Combat Armor\n\nA complete heavy armor loadout represents the lowest g-force tolerance in the system. Heavy armor provides maximum damage protection for ground combat but significantly reduces your ability to sustain high-g maneuvers in a cockpit. Plan your loadout accordingly.\n\n\n\n\n\n\n\nRefueling Missions & Improvements\nRefueling content in 4.8 comes in multiple parts with new Refueling missions as well as Improvements to the overall refueling playability. The first is a new set of contracts from the United Wayfarers Club that give players who own refueling ships a dedicated mission type to engage with. The second part is a significant overhaul to how ship-to-ship refueling works at the system level, making the process faster, clearer, and less punishing.\n\nWith this update, there is a new operator mode on the refuelling ship to enable Refueling operator mode, just like salvage or mining mode. Players can enter the mode by pressing \u201cM\u201d. Entering the mode will automatically extend\/retract the fuel nozzle allowing either party to send requests for docking to initiate the refueling process. Once docked, fuel transfer can be initiated through the Vehicle Maintenance App, just select the amount, confirm the purchase, and the fuel moves. For the fuel giver it changed however: As long as there are relevant pods open, the fuel flows automatically as soon as a purchase was made. Players can still manually control the flow: opening\/closing pods and transfer fuel from one pod to another. Ten new fuel pods and nozzles are also being added, along with refueling beacons that let players in need of fuel broadcast a request to anyone in the area.\n\n\n\n\n\/\/ Part 1: Refueling Missions\n\nMission Overview\n\nRefueling contracts are now available from the United Wayfarers Club via the Contract Manager\n\nContracts are specifically designed for pilots operating refueling ships such as the Starfarer\n\nPayment is held in escrow during the refueling process and released on successful completion\n\nAI ships involved in contracts are always passive and will never initiate docking; the player must send the docking request\n\nThere are Multi Ship Refuel missions where more than one ship in a given area is out of fuel and the player is sent to refuel them all\n\nThe base refueling missions have a \u2018Difficulty Scale\u2019 where players will be sent to refuel ships with larger fuel tanks\n\nAdded many blueprints for nozzles to refueling missions\n\nRefueling Beacon (For Ships Out of Fuel)\n\nPlayers who have run out of fuel can now submit a refueling beacon from their MobiGlas, specifying whether they need Hydrogen, Quantum Fuel, or both\n\nWithin a short period, an AI Starfarer will respond to the beacon and fly out to assist\n\nA ship that is completely out of fuel cannot move, but autodocking does not require fuel, so the stranded player can still complete the connection\n\nAvailable Contracts\n\nRefuel a Stranded Ship Contract\n\nA ship has run out of fuel and is stationary at the marked location. Fly out, extend your refueling boom, dock to the vessel, and fill its tanks to complete the contract. The stranded AI ship will accept your docking request and QT away once refueled. Best suited for Starfarer-class ships with sufficient fuel pod capacity to fill a target tank from empty.\n\nReceive Fuel from an AI Refueler Contract\n\nAn AI Starfarer will quantum travel to your position and offer to refuel your ship. Target the AI ship, press N to request docking, align to their nozzle, and confirm your fuel purchase in the Vehicle Maintenance App. Payment is taken from escrow once fuel transfer is complete and you undock. The AI ship will QT away after the exchange.\n\nDistress Signal Ambush Variant\n\nNot every distress beacon is genuine. Some contracts will lead you to a decoy satellite broadcasting a fake fuel request signal. Upon arrival, the mission provider will warn you something is wrong before hostile AI ships quantum in and attack. Eliminating the attackers earns a bonus reward above the base contract payout. Running from the engagement still completes the contract for the base amount. Hostile ship count is kept low given you will be flying a refueling vessel.\n\n\n\n\n\n\n\n\/\/ Part 2: Refueling System Improvements\n\nDocking, Fuel Transfer, and New Items\n\nFlow speed is now a fixed property of the nozzle and cannot be manually adjusted. Nozzles can no longer be damaged by incorrect flow speed settings\n\nHydrogen fuel is always delivered before Quantum Fuel when both are requested. Pods for both types can be opened at the same time without manual switching\n\n10 new items are being added: 5 new fuel pods and 5 new nozzles, with existing items rebalanced. Pods and nozzles vary in flow speed, storage capacity, and damage resistance\n\nRefueling pods have all had a large increase in how much fuel they can hold\n\nStats on the fuel nozzle and pods received a rework: Pods now add a modifier on the flow speed that is defined by the nozzle. And we have separate flow speed for QUA and HDY fuel\n\nRefueling pods are now available for purchase at stations via the commodity shop\n\nUI Changes\n\nThe pod management interface has been consolidated from two screens into one\n\nPod fill amounts are now displayed as a current\/total value (for example, 450\/600 SCU) rather than as a percentage\n\nValve control elements have been removed from the pod management screen\n\nPayment information, process timeline, and an Abort button remain on screen during active refueling\n\nA control hint for entering Refueling Mode now appears in the lower right of the HUD when seated in the pilot seat\n\n\n\n\n\n\n\nAdditional Gameplay Updates\nAdded many blueprints for refueling nozzles to refueling missions\n\n2. Ships & Vehicles: Vehicle Loadout Recovery - Drake Ironclad - Command Modules - Hammerhead GS - Ship Hangar Service\nItem Recovery - Vehicle Loadouts\nItem Recovery for vehicles changes how ship claims work at a fundamental level. Previously, claiming a ship always returned the manufacturer default configuration, and any modifications you had made to it were simply gone. With this update, you can now save a snapshot of your ship's current loadout at the ASOP terminal. When your ship is destroyed and you file a claim, you will have a choice: claim the manufacturer default for free with a longer cooldown, or claim your saved insured loadout at an aUEC cost with a shorter cooldown. Your custom components and weapons can all be preserved through claims as long as you kept a snapshot up to date.\n\nIt is very important to remember to imprint your loadout before leaving the hangar!\n\nAlong with this update we have made other adjustments to the ASOP which include a limit of 25 ships delivered per location and a new Local ships only view to make sure you can quickly see what you have delivered. On the local ship view, you will be able to destroy a ship when needed.\n\nKey Concepts\n\nLoadout Saving\n\nA record of your ship's current loadout saved at the ASOP terminal. Includes equipped components, ship weapons, locker contents, and poster decorations attached to wall slots. Ammo and missiles are excluded. Bricked items cannot be included.\n\nRegistered\n\nAn item that has been included in a snapshot and can be claimed back if lost.\n\nInsured Loadout Claim\n\nA claim that returns your ship in the state it was when you last took a snapshot. Costs aUEC based on the hull and the value of the saved configuration. Does not include ammo or missiles.\n\nBricked\n\nWhen a registered item is claimed, the original copy enters a bricked state after a brief grace period and becomes non-functional. Bricked ships and items remain in your hangar and can be scrapped.\n\nHow Claims Now Work\n\nWhen filing a claim after a ship is destroyed, you now have two options at the ASOP terminal: claim the manufacturer loadout or claim your saved insured loadout\n\nThe manufacturer loadout claim is free and uses the default configuration from your RSI web hangar or the in-game default. It has a longer cooldown timer\n\nThe insured loadout claim returns your ship with all registered components and equipment in place. It costs aUEC based on the components saved to the loadout and has a shorter cooldown\n\nCooldown timers for insured claims begin when you spawn the ship, not when it is destroyed\n\nThe option to pay aUEC to reduce a standard claim timer has been removed as this is now part of the insured loadout\n\nShips claimed in either mode will brick any previously active copy of the same ship after a short grace period\n\nSaving a Snapshot\n\nUse the save icon on the ASOP terminal while your ship is retrieved to snapshot its current loadout\n\nSnapshots include the ship's equipped components, weapons, and placed poster decorations\n\nTaking a new snapshot replaces the previous one. Items no longer in the new snapshot lose their registered status unless they appear in another vehicle's snapshot\n\nNested vehicles (such as a fighter stored inside a larger ship) are included in the parent ship's snapshot if present when the snapshot is taken. Nested ships can also have their own independent snapshots\n\nStolen AI ships cannot be registered or included in a snapshot\n\nA single registered item can appear in snapshots for multiple ships simultaneously\n\nConsumables and Bricked Ships\n\nAmmo and missiles are consumables and are not returned when claiming an insured loadout. You must restock and rearm via ship services after each claim\n\nFuses are restored to the state they were in when the snapshot was saved\n\nBricked ships are not automatically removed from hangar storage. You can call them up in your hangar to retrieve any cargo that was aboard before scrapping them\n\nYou can scrap a bricked ship from your hangar. Scrapped ships you own can still be claimed back later\n\nRegistered vehicle components cannot be used as turn-ins for mission rewards\n\nVehicle Manager App Changes\n\nThe Vehicle Manager App (VMA) no longer saves ship loadouts. Saving a loadout must now be done through the ASOP terminal\n\nVMA is now limited to ship customization functions, similar to how tractor beam interactions work\n\nVMA now only displays vehicles stored at the player's current location, regardless of who owns them\n\nShip customization applied via pledged vehicle packages now correctly applies through the new system\n\nNested vehicles are now correctly reflected as part of their parent ship's stored state in the ASOP terminal\n\n\n\n\n\n\n\nNew Ship: Drake Ironclad & Ironclad Assault\nThe Drake Ironclad lineup has now been introduced into the PU. These large logistics and combat platform ships are build around the use of Drake's Command Modules. Unlike conventional ships, the Ironclad cannot be piloted on its own. The included Drake Command Module must be docked and paired with the hull before flight control is available.\n\n\n\n\nNew Ship: Drake Command Module\nThe Command Module feature introduces a new ship pairing mechanic where a smaller, fully pilotable command ship takes control of a larger host ship that cannot fly on its own. For this 4.8.0 PTU, this applies to the Drake Caterpillar. Without a Command Module attached, the host Caterpillar cannot be piloted.\n\nThe core flow is: The Parasite docks to the Host and initiates a System Migration Procedure (SMP), a brief transitional phase during which both ships are non-functional, after which the Parasite's pilot gains full control of the paired unit through the Host's systems. The process reverses cleanly on undocking.\n\nDefault docking has been moved to a new keybind to avoid collision with landing gear toggle: RALT+N for Ship-to-ship docking\/undocking (preferred over ALT+N to keep ATC requests on tap ALT+N and for HOTAS usability).\n\nSystem Migration Procedure (SMP)\n\nThe SMP is implemented as a new mode so it can apply ship-wide changes across UI, audio, and VFX simultaneously to both vehicles.\n\nDuring SMP:\n\nAll MFDs on both the Parasite and the Host display a dedicated transfer UI showing migration progress\n\nNo thrusters or weapons are operable on either ship\n\nThe command module cannot undock during this phase\n\nCockpit lights on the command module change color to indicate the transition state\n\nAfter SMP completes movement input controls both ships as a single unit. The Power Management MFD controls the Host's power allocation. Self-Status MFD and MFD Casts display the combined Command Module and Host instead of just the command module. All standard vehicle functionality is available: combat, QT, landing services, docking to ships and stations.\n\n\n\n\nAegis Hammerhead - Gold Standard\nThe Aegis Hammerhead has received its Gold Standard pass, bringing the ship's interior up to the level of quality established by more recently built and reworked vessels. Every area of the interior has been reviewed and polished from the crew quarters and cargo hold through to the turret cockpits, the captain's quarters, and the service areas below decks. The update also addresses a significant number of functional issues that have been present in the ship since its original release, including missing collision on several interior geometry pieces, visarea and atmosphere problems in the turrets, overloaded life support, and a collection of interaction and UI fixes across the cargo elevator, component bays, and power relay systems.\n\nArt & Physical Changes\n\nInterior art has been fully reworked and brought up to Gold Standard quality\n\nGravity Generator room added\n\nA personal storage lockers have been added to the crew quarters\n\nFloating lights in the empty component bay of the cargo room have been corrected\n\nGeometry in the fire extinguisher housing has been fixed\n\nBridge sign assets that were missing from the ceiling have been restored\n\nBathroom doors that were floating slightly off the wall have been corrected\n\nMultiple LOD issues have been resolved causing many doors and assets in the ship to lose textures or visibility at a distance\n\nTechnical & Functional Changes\n\nRadar has been increased to a size 3 radar\n\nComponent bay doors now open fully; previously they did not open completely\n\nComponent bay housings have been resized to correctly fit the components they contain\n\nCollision has been added to the large component bays inside the cargo area, relay wall pieces throughout the ship, and areas in the captain\u2019s quarters which previously had none\n\nA collision box that was blocking the center of a main hallway has been removed\n\nThe cargo hold ladder is no longer blocked when the Grav Gen door is open\n\nA visarea portal issue in the cargo elevator housing has been fixed\n\nA door type present throughout the ship had a recurring visarea issue that has been corrected\n\nThe cargo elevator screen UI is no longer offset from its physical screen geometry\n\nThe right-side personnel elevators no longer clip out of the ship geometry when lowered\n\nThe top turret access door on the Gold Standard variant can now be opened correctly\n\nTurret MFD UI screens are no longer offset from the physical screen position\n\nTurret MFD interaction prompts were mirrored and have been corrected\n\nThe Power Relay in the cargo bay now has correct interaction prompts\n\nUpper deck component bay interaction buttons now have a larger and more reliable hit detection area\n\nSpecial weapon rack doors now correctly play their close animation\n\nAudio no longer abruptly cuts or changes when moving between interior zones\n\nBed prompts now correctly show a log-out option; a false \"Get Up\" prompt when approaching beds before entering them has been removed\n\nSystems & Balance Changes\n\nLife Support was severely overloaded on the Hammerhead. The load has been corrected to function within intended parameters\n\nThe front right turret cockpit previously had no breathable atmosphere. This has been resolved and the turret is now correctly pressurized\n\nTurret cockpit canopies now have collision, closing a previously open issue that allowed boarding through turret access points\n\n\n\n\n\n\n\nShip Hangar Service\nCapital Ship Hangar Service brings the same repair, restock, and refuel services you use at landing zones directly onto large capital ships. When landed in the hangar of a supporting vessel, you can open your MobiGlas and request ship services just as you would at any station or outpost. This first release makes the feature available on the AI Idris in the Tactical Strike Groups mission as well as some of the current larger ships.\n\nWith this update, players will be able to use their Idris, Polaris, and 890j to refuel ships that are fully able to land in their hangars while some ships such as the 600i explorer and Carrack are meant to be able to restock ground vehicles that fit.\n\nHow It Works\n\nLand in the hangar of a ship that offers servicing and remain seated in your ship\n\nOpen your MobiGlas and navigate to the Vehicle Maintenance Services app, the same interface used at landing zones and stations\n\nRequest repair, restock, or refuel as needed; multiple ships can be serviced simultaneously\n\nServices do not require any action from the crew of the ship\n\nThe feature is active during the Tactical Strike Groups mission on the AI Idris\n\nEconomy and Supplies\n\nShip service commodities are now purchasable at commodity shops across the Persistent Universe\n\nAmmunition, countermeasures, Quantum Fuel, Hydrogen Fuel, and Raw Materials Composites (RMC) are available at admin offices. Seraphim Station, TDD locations, and admin offices at major stations now carry these materials\n\nPricing is set by the AI ship for this release and is not adjustable by players yet\n\n\n\n\nShip Armor & Shield Balance\nUpwards adjustments have been made to armor deflection of larger ships, including cap ships. Updated the ships sitting between heavy fighters and large ships like the hammerhead to have their own armor balancing (Such as Redeemer and Constellation series). Shield updates to shield components across the board to adjust health, shield resistance, and health regen. This update will see most shields have a health pool reduction around 20% while most shield regen speeds increased.\n\n\n\n\nWeapon, Ammo, Munitions, and Component Adjustments\nBallistic ammo SCU sizes have been greatly reduced to about 10% of their previous cargo sizes.\n\nAttrition Weapons have had a balance pass to reduce their damage by a significant amount while increasing heat per second and increasing charge up time.\n\nWith this update you will see wide pricing updates to ship components, weapons, and munitions. This will see many components get increases to cost while some will have significant reductions in price such as certain fuel tanks, missiles, torps, and more.\n\n\n\n\nAdditional Ship Updates\nVehicle Uneditable \/ Editable itemport sweep: Full item port audit for all ships to make sure ship components are at the correct setup for editable or uneditable\n\nAll Pirate Caterpillars have been converted to Caterpillar + Paint\n\nMore ships added to aUEC shops: Perseus, RSI Salvation, Drake Clipper, RSI Hermes, and MDC\n\n3. Characters & AI: New Player Hairstyles & Updates\nNew Player Hairstyles\nImplementing seven new hairstyles and one new beard, along with updates to one hairstyle and one beard to bring them up to current quality standards.\n\n4. Weapons & Items: New FPS Items - Flight Suits\nNew FPS Weapon: UltiFlex Crossbow\nImplementing the long-awaited crossbow, featuring a devastating, shattering bolt and harsh projectile drop, the UltiFlex Crossbow rewards skilled aim with immense power. Its near-silent firing mechanism lets you strike quietly and gain the upper hand on your foes.\n\n\n\nNew FPS Weapon: Kastak Arms - Plasma Grenade\nImplementing Kastak Arms area-denial grenade. Prime and throw to lock down an area and prevent enemies from pushing through.\n\nThe Kastak Arms Plasma Grenade is the first area-denial grenade in Star Citizen. Unlike fragmentation grenades that deliver a single explosion, the Plasma Grenade detonates repeatedly after landing, unleashing a sustained series of plasma bursts that make the affected zone extremely dangerous to push through. It is designed to hold positions, flush enemies out of cover, and punish opponents who try to advance through a doorway or corridor. Prime it, throw it, and let the grenade do the work.\n\nKey Mechanics\n\nDetonates repeatedly after landing, producing a sustained zone of plasma explosions for several seconds\n\nDeals Energy (Plasma) damage with each detonation within a 15-meter effective radius\n\nHas no arming time and begins its detonation sequence on a timed fuse after being thrown\n\nCan be shot mid-flight to trigger early detonation before it reaches the intended landing point\n\nDesigned to deny movement through a zone rather than deliver a single high-damage burst\n\nTactical Use\n\nMost effective in chokepoints, doorways, corridors, and any area where enemies must pass through to advance\n\nCoordinate with teammates to force enemies into the denial zone rather than letting them wait it out in cover\n\nThe grenade can be intercepted and detonated early by enemy fire, so time your throw carefully in contested space\n\nAvailable for purchase at weapons vendors and found in the world as loot\n\nNew Clothing\/Armor\nMany flight suits have been added to shops around the universe. The purchase locations include Cousin Crow's, Tammany and Sons, Cubby Blast, Omega Pro, Skutters, Cordry's, and Black Market armor stalls in checkmate\n\n\n\n\n\n\n\nAdditional Weapon and Item Updates\nBOOMTUBE Rocket Launcher Balance Update: Blast radius reduced from 2.5m to 1.5m (40% smaller explosion). Physical damage reduced from 25,000 to 20,000 (-20%). Energy damage reduced from 25,000 to 21,000 (-16%)\n\n5. Core Tech & Audio: Experimental VR Updates\nVirtual Reality Updates (Experimental)\nF Prompts are rendered in world now and no longer in screenspace so they work natively with VR\n\nAdding new 3D FPS Crosshair and Hitmarkers for VR. Enabled via cvar w_crosshair_3d which is on by default for VR\n\nNote: The new 3D Crosshair looks very similar albeit not identical to the 2D version. Also the 3D version doesn't do any smoothing to it which feels more natural in VR and is tricky to do in 3d space so it still feels responsive enough for FPS\n\nThe Crosshair is also aligned to the weapon helper and no longer in screenspace, i.e. if you lean to the right the crosshair rotates. Imo this looks better and has a coolness effect so i'm keeping this for now\n\n\n\n\nFix shadow issue in some cases where the stereo-shift wasnt considered\n\nFix VR cropping with fullscreen theater mode - Fix incorrect mouse confine when changing resolutions due to renderer vars not yet updated which the hw mouse was querying\n\nRenamed IsStereoModeEnabled -> IsVREnabled to make it more clear that this also means the TheaterMode can be active\n\nMaintain resolutions across all VR modes when turning off\/on any mode (i.e. theater to non-vr, non-vr to theater etc)\n\nEnable stereostrength scaling in editor without gamemode if strength is smaller than 1\n\nDisabled broken r_ResolutionScale in VR\n\nDisabled pl_proceduralRecoil.enableHeadRecoil in VR as it feels very unnatural and causes motion sickness\n\nBug Fixes & Technical Updates\n\n\nStar Citizen Alpha contains over 166 bug and crash fixes since 4.7.0. 73 of which originated from the issue council.\n\n\n\n\nStability & Performance\nClient Crash Fixes: 17 fixes\n\nServer Crash Fixes: 4 fixes\n\nFixed multiple Main-Thread Deadlocks\n\n\n\n\nBug Fixes\n\n\n\nInventory\n\nFixed an issue where hovering over equipment slots in the inventory did not highlight the correct corresponding items.\n\nFixed an issue where the hand carry icon was missing from the inventory UI.\n\nFixed an issue where items dragged into equipment slots would sometimes fail to equip.\n\nFixed an issue where the Place in Hand slot was missing from the inventory loadout selection.\n\nFixed an issue where the vehicle item port inventory panel would flash briefly and immediately close on interaction, leaving it unusable for the rest of the session.\n\nPlayers should no longer be blocked from accessing ship storage due to their actor height.\n\nFixed an issue where capacity and available space values in the personal inventory were not updating correctly when items were moved.\n\nFixed an issue where the Stack All button in the personal and local inventory would cause flickering and leave items in a pending move state.\n\nFixed an issue where auto-stacking behavior was inconsistent in the personal inventory.\n\nFixed an issue where streaming out of and back into a QV Station location could cause the inventory to stop functioning entirely.\n\nFixed an issue where players could loot invisible equipped items from NPC corpses through the loot screen.\n\nMissions\n\nFixed an issue where higher difficulty Ambush contracts were not appearing after completing a lower tier contract.\n\nFixed an issue where Ambush missions had an excessively long cooldown before new contracts repopulated in an area.\n\nFixed an issue where the Nyx recover cargo mission could become stuck at the Go to objective and fail to progress.\n\nFixed an issue where the bounty hunter scan target would sometimes not appear at the mission location in Nyx.\n\nFixed an issue where salvage claim missions were not available in Nyx.\n\nFixed an issue where no enemy AI were spawning inside Pyro Contested Zones.\n\nFixed an issue where reward rooms at the end of Pyro Contested Zones contained no loot.\n\nFixed an issue where the maintenance access keycard was not spawning during Storm Breaker.\n\nCombat and Weapons\n\nFixed an issue where heavy fighters using a specific armor configuration were fully immune to damage from size 1 through 3 weapons of both damage types.\n\nFixed an issue where ship damage maps were registering multiple impacts from a single projectile or missile hit, causing exaggerated damage.\n\nFixed an issue where the Idris laser was not dealing damage to target vehicles when striking their doors.\n\nFixed an issue where the NN-14 Neutron Cannon had an incorrectly high capacitor shot count on a single weapon.\n\nFixed an issue where the NN-14 Neutron Cannon had an incorrectly fast recharge rate.\n\nFixed an issue where the NN-15 Cannon was displaying as NN-14 in the VMA.\n\nFixed an issue where Panther repeaters had a significantly faster recharge cooldown than other equivalent weapon sizes.\n\nVehicles and Ships\n\nFixed an issue where ground vehicle mass boxes would detach on vehicle death and collide with the wreck, causing erratic movement.\n\nFixed an issue where AI ship combat showed significant desync, jitter, and teleportation.\n\nFixed an issue where the RSI Hermes was not available in Arena Commander.\n\nFixed an issue where the MISC Hull A shield was incorrectly covering large portions of the spindle plates.\n\nFixed an issue where the MISC Hull B top bunk bed had no exit interaction prompt.\n\nFixed an issue where the MISC Hull B elevator had a visarea rendering issue when viewed from beneath the hull.\n\nFixed an issue where the MISC Hull B bed lights in the hab compartment could flash in emergency mode when the room lighting was set to auxiliary.\n\nFixed an issue where the RSI Aurora Mk2 radar component could not be detached from its receptacle.\n\nFixed an issue where some ships displayed incorrect text on their exterior elevator screens.\n\nFixed an issue where the Drake Corsair landing and navigation lights were excessively bright.\n\nFixed an issue where only two of the Greycat UTV's seven headlights were activating.\n\nFixed an issue where the weapon rack position on the Greycat UTV was offset.\n\nFixed an issue where damage was not propagating correctly to certain Greycat UTV components.\n\nFixed an issue where a placeholder component label was visible at the front of the Greycat UTV.\n\nCharacters and Equipment\n\nFixed an issue where the mutton chop facial hair used incorrect geometry when a helmet was equipped.\n\nFixed an issue where the Voidripper helmet series lost its pickup interaction prompt after being dropped on the ground.\n\nFixed an issue where the interior geometry of the Aves helmet was visible through the lens shader.\n\nFixed an issue where Argus helmet variants were incorrectly allowing the wearer to breathe in space despite not being vacuum-sealed.\n\nFixed an issue where the Duck Flat Cap was missing its shop display geometry.\n\nUI and MobiGlas\n\nFixed an issue where the scroll bar on several mobiGlas apps could not be used manually.\n\nFixed an issue where the Hockrow Agency logo was missing from the Reputation app.\n\nFixed an issue where the ASOP local storage filter toggle had no text labels.\n\nFixed an issue where the Ship Ambush countdown timer displayed a raw string placeholder before the time value.\n\nLocations\n\nFixed an issue where players were able to walk through Distribution Center hangar doors.\n\nFixed an issue where the majority of the Nyx RCD facility was missing labels on the minimap.\n\nFixed an issue where an invisible collision proxy in the Nyx RCD cargo room was blocking movement in front of a door.\n\nFixed an issue where geometry in the Levski docking ports was offset from its intended position.\n\nFixed an issue where a placeholder item was visible in the shopping kiosk at the Checkmate Contested Zone.\n\nFixed an issue where the side doors on the lower level of the Polaris at Nyx logistics stations had a visarea rendering error.\n\nAudio and VOIP\n\nFixed an issue where voice comms calls in Nyx missions were cutting off before completing their audio.\n\nFixed an issue where VOIP audio was intermittently absent during sessions.\n\nFixed an issue where the mining laser sound effect cut out when entering the lens alignment chamber at the Nyx RCD.\n\nMining\n\nFixed an issue where mining nodes across the universe were set to an excessively high difficulty, with most nodes showing as Impossible.\n\nFixed an issue where ASD dungeon stalagmites were displaying an incorrect quality label.\n\nFixed an issue where Bexalite surface rare rocks were incorrectly classified with the Beryl composition profile.\n\nPerformance\n\nFixed an issue causing client frame rate to drop to approximately 6 FPS inside the Wikelo Hangar during The Collector missions.\n\nReduced draw call and polygon count in the Nyx RCD laser room which was exceeding performance budget.\n\nFixed a high-cost camera visarea query that was occurring inside the Caterpillar wreck site interior.\n\nArena Commander\n\nFixed an issue where players were not receiving the 2953 Vanduul Aggressor badge upon reaching Wave 25 in Endless Vanduul Swarm.\n\nConnectivity\n\nFixed a disconnection error that could prevent a character from spawning due to an invalid streaming root.\n\nFixed an issue where freight elevator delivery code was missing error handling that could result in item loss during cargo orders.\n\nKnown Issues & Information\nHere are a few of the latest known issues. For context, these known issues may not be occurring 100% of the time and may have a chance of happening. For a more comprehensive list of Known issues and Workarounds, please check out our Knowledge Base here!\n\n\n\n\nKnown Issues\nPU - Missions \/ UI - Mission QT target moving away rapidly through space\n\nMultivehicle - PU - Vehicles \/ Ship Feature - While travelling through Jump Tunnels, QT, or general flight the vehicles may switch into SCM GUN mode\n\nLive grenades are not displaying a HUD warning marker to nearby players.\n\nMultiple laptops can spawn in the Auxiliary Station during the Welcome to Nyx mission, making it unclear which code is correct.\n\nThe Boomtube Rocket Launcher sight is misaligned when aiming down sights while prone.\n\nPlayers can become stuck in the hangar queue after attempting to take off, with the hangar doors failing to open.\n\nSome locations and quantum beacon nav markers cannot be routed to or quantum traveled to.\n\nRetrieving a vehicle from the ASOP terminal may incorrectly show the ship's status as Destroyed or Unknown.\n\nThe Argo MOTH can use its salvage turrets even when power has been disabled to them.\n\nThe Item Fabricator jitters and moves erratically when placed on surfaces using the tractor beam.\n\nJump point stations in Nyx and Pyro are using an incorrect armor shop configuration, causing store mannequins to appear without armor.\n\nThe personal hangar option appears at the bottom of the elevator destination list rather than at the top.\n\nLoot boxes can lose their interaction prompt if the interact key is pressed twice in quick succession.","de_DE":"May 13th, 2026\nStar Citizen Alpha 4.8 LIVE\nTactical Strike\nStar Citizen Alpha 4.8 has been released onto the LIVE environment!\nYour launcher should now display: VERSION 4.8.0-LIVE.1825000\n\nReminder. Citizens always imprint their ship loadouts before adventuring into the universe!\n\nBuild Information\nSpecial Note: 4.8 comes with an LTP wipe while preserving only earned blueprints. This is a full reset of economy, characters, reputation, in game earned ships and in game looted items, and more.\n\n\n\n\nBuild Info\n\nLong Term Persistence: LTP wipe while preserving blueprints.\n\nStarting aUEC: 20,000\n\nRSI Launcher\nDownload the launcher for Star Citizen to install and join the alpha.\n\nOccupying: That's a word that hasn't been associated much with Vanduul Known locally as Pinecone, this Expansive Dwarf Planet is situated on the further edge of the green band and is often overlooked when compared to Nyx II\n\nShare Feedback\nWant to discuss the latest Release? Look no further! Click the image above to talk about the latest build and share feedback over on Spectrum with our LIVE feedback threads.\n\nNoah waited a few moments before approachEngines the Stairwell that Kray disappeared into The Vessel shall act as a political neutral zone where representatives can meet to resolve problems through discourse\n\nJoin the Discussion\nTalk with other players and get many of the latest updates from devs and more over on the Spectrum threads and chatrooms Click the image above to join the discussion.\n\nA dozen confused Captain and medical staff watched him disappear into the jump-point Don't try and twist it. My heart breaks every time I hear about some Racers gettTrafficking blasted while on a run, but we all signed up for the job\n\nReport a Bug\nHead on over to our Issue Council by clinking the image above to report or reinforce issues you may be having while playing.\n\nProfessional Merchants often use all manner of technological subterfuge to slip their Engines past the eyes of Pilgrims or Captains The Imperator casually glanced at it\n\nFeatures and Gameplay\nIntroducing new features while updating and refining existing functionality.\n\n1. Gameplay: Tactical Strike Group - G-Forces & Flight Suits - Refueling Missions & Improvements\nTactical Strike Group (TSG)\nTactical Strike Group is a new endgame verified mercenary contract designed for large, organized player squads. The mission tasks players with assaulting a fortified Nyx asteroid base held by hostile forces (QV Extraction Stations), working through a six-phase assault that demands tight coordination across ship classes and combat roles. The contract scales in intensity as each phase of the station is dismantled. The rewards will be great expect heavy resistance throughout.\n\n\n\n\nMission Phases\n\n\/\/ 01 - Approach and Defend Tranquility\n\nRally the strike force and escort the People's Alliance Idris Tranquility into position. The Idris will serve as your mobile rearm, repair, and refuel platform throughout the engagement. Establish perimeter defense before pushing on the station.\n\n\/\/ 02 - Destroy the Power Relays\n\nTarget the station's external Power Relays with ballistic weapons \u2014 energy weapons are ineffective against hardened station targets. Destroying all relays opens access to the superstructure trench runs.\n\n\/\/ 03 - Destroy Cooling Units\n\nCooling Units are vulnerable to energy weapons. Smaller ships must navigate the internal superstructure trenches to reach them, accumulating Distortion Damage the longer they remain inside.\n\n\/\/ 04 - Destroy the Core and Defend Tranquility\n\nBreach the core chamber once the shutters open. Distortion and radiation intensity increases dramatically inside. Simultaneously, hostile forces will escalate attacks on Tranquility so exterior ships must maintain its defense.\n\n\/\/ 05 - Infiltrate and Override\n\nWith the core destroyed the station's interior FPS section becomes accessible. A ground team boards and fights through the station to reach the override terminal.\n\n\/\/ 06 - Escort Gabe to Safety\n\nExtract hostage pilot Gabe Windell from Shattered Blade custody and get him safely off the station to complete the contract.\n\n\n\n\nMission Overview\n\nAvailable via Contract Manager in Nyx under Verified Mercenary Contracts\n\nDesigned for squads of 7 or more ships across multiple sizes and classes\n\nSmaller ships are required to navigate the station's internal superstructure trenches\n\nLarger ships support exterior combat and defend Tranquility throughout all phases\n\nThe People's Alliance Idris, Tranquility, provides on-site repair, rearm, and refuel for ships that fit in its hangar\n\nKey Mechanics\n\nBallistic weapons deal damage to hardened station targets including Power Relays; energy weapons are ineffective on these components\n\nEnergy weapons are effective against Cooling Units and Core components\n\nShips accumulate Distortion Damage when flying inside the superstructure trenches and distortion intensity increases in the core central chamber once the shutter opens\n\nTrench run entrances unlock when all Power Relays are destroyed; the FPS interior opens once the Core is down\n\n\n\n\nQV Extraction Stations\n\nOne of many kinds of stations abandoned across the Nyx system by QV Planetary Services, the QV Extraction Stations were once functional industrial operations left behind as the company cut its losses in the region. They have since found volatile new life as fortified strongholds. Derelict arms and corroded superstructure surround a hardened interior that now houses the faction's operations, and serves as the battleground for the Tactical Strike Group contract.\n\n\n\n\nG-Force Tolerances & Flight Suits\nWhat you wear in the cockpit now has a direct effect on how well your body handles the forces of high-performance flight. Flight suits are purpose-built for this environment and improve your g-force tolerance above the unequipped baseline, letting you sustain tighter maneuvers longer before blacking out. Combat armor works in the opposite direction: it is built for ground engagements and protection, not for sustained high-g flight, and will reduce your g-force tolerance accordingly. This change makes loadout decisions more meaningful for pilots and creates a clearer distinction between gear designed for flying and gear designed for fighting.\n\nMany of the flight suits can be purchased with aUEC in game at locations such as Cubby Blast in Area18, Tammany and Sons in Lorville, Cordry's in Levski, Skutters in Grim HEX, and indy tradeposts in Pyro.\n\n\n\n\nWhat Has Changed\n\nG-force tolerance is now dynamically calculated based on the clothing and armor worn by the player\n\nFlight suits provide a positive g-force resistance modifier, improving your tolerance above the unequipped baseline\n\nCombat armor applies a negative modifier, reducing g-force tolerance that increases in increments based on light, medium, heavy types and compared to flying unequipped\n\nUndersuits also contribute to the total g-force resistance calculation and are factored into the final value\n\nThe modifier is distributed across the full armor set, so partial loadouts result in proportionally adjusted tolerance\n\nCombat flight suits now provide 15% damage mitigation in addition to their g-force resistance bonus, giving pilots a defensive trade-off when choosing flight gear over combat armor\n\nArena Commander race modes now spawn players in the best available racing flight suit by default, ensuring competitive events start with optimal g-force configuration\n\nEquipment Tolerance levels\n\nHigher Tolerances: Racing or Combat Flight Suit\n\nDedicated flight suits are optimized for high-g environments and provide the highest g-force tolerance available. Racing suits are tuned for sustained performance in competition; combat flight suits offer meaningful resistance alongside 15% damage mitigation.\n\nBaseline: Unequipped (No Armor or Suit)\n\nFlying without any armor or suit is the reference point for g-force tolerance. All modifiers are applied relative to this state. A player with no worn items experiences the default g-force resistance.\n\nReduced: Light or Medium Combat Armor\n\nLighter combat armor loadouts apply a moderate negative modifier to g-force tolerance. Pilots wearing partial or light armor sets will notice reduced resistance compared to flying unequipped, but the impact is less severe than full heavy armor.\n\nGreatly Reduced: Full Heavy Combat Armor\n\nA complete heavy armor loadout represents the lowest g-force tolerance in the system. Heavy armor provides maximum damage protection for ground combat but significantly reduces your ability to sustain high-g maneuvers in a cockpit. Plan your loadout accordingly.\n\n\n\n\n\n\n\nRefueling Missions & Improvements\nRefueling content in 4.8 comes in multiple parts with new Refueling missions as well as Improvements to the overall refueling playability. The first is a new set of contracts from the United Wayfarers Club that give players who own refueling ships a dedicated mission type to engage with. The second part is a significant overhaul to how ship-to-ship refueling works at the system level, making the process faster, clearer, and less punishing.\n\nWith this update, there is a new operator mode on the refuelling ship to enable Refueling operator mode, just like salvage or mining mode. Players can enter the mode by pressing \u201cM\u201d. Entering the mode will automatically extend\/retract the fuel nozzle allowing either party to send requests for docking to initiate the refueling process. Once docked, fuel transfer can be initiated through the Vehicle Maintenance App, just select the amount, confirm the purchase, and the fuel moves. For the fuel giver it changed however: As long as there are relevant pods open, the fuel flows automatically as soon as a purchase was made. Players can still manually control the flow: opening\/closing pods and transfer fuel from one pod to another. Ten new fuel pods and nozzles are also being added, along with refueling beacons that let players in need of fuel broadcast a request to anyone in the area.\n\n\n\n\n\/\/ Part 1: Refueling Missions\n\nMission Overview\n\nRefueling contracts are now available from the United Wayfarers Club via the Contract Manager\n\nContracts are specifically designed for pilots operating refueling ships such as the Starfarer\n\nPayment is held in escrow during the refueling process and released on successful completion\n\nAI ships involved in contracts are always passive and will never initiate docking; the player must send the docking request\n\nThere are Multi Ship Refuel missions where more than one ship in a given area is out of fuel and the player is sent to refuel them all\n\nThe base refueling missions have a \u2018Difficulty Scale\u2019 where players will be sent to refuel ships with larger fuel tanks\n\nAdded many blueprints for nozzles to refueling missions\n\nRefueling Beacon (For Ships Out of Fuel)\n\nPlayers who have run out of fuel can now submit a refueling beacon from their MobiGlas, specifying whether they need Hydrogen, Quantum Fuel, or both\n\nWithin a short period, an AI Starfarer will respond to the beacon and fly out to assist\n\nA ship that is completely out of fuel cannot move, but autodocking does not require fuel, so the stranded player can still complete the connection\n\nAvailable Contracts\n\nRefuel a Stranded Ship Contract\n\nA ship has run out of fuel and is stationary at the marked location. Fly out, extend your refueling boom, dock to the vessel, and fill its tanks to complete the contract. The stranded AI ship will accept your docking request and QT away once refueled. Best suited for Starfarer-class ships with sufficient fuel pod capacity to fill a target tank from empty.\n\nReceive Fuel from an AI Refueler Contract\n\nAn AI Starfarer will quantum travel to your position and offer to refuel your ship. Target the AI ship, press N to request docking, align to their nozzle, and confirm your fuel purchase in the Vehicle Maintenance App. Payment is taken from escrow once fuel transfer is complete and you undock. The AI ship will QT away after the exchange.\n\nDistress Signal Ambush Variant\n\nNot every distress beacon is genuine. Some contracts will lead you to a decoy satellite broadcasting a fake fuel request signal. Upon arrival, the mission provider will warn you something is wrong before hostile AI ships quantum in and attack. Eliminating the attackers earns a bonus reward above the base contract payout. Running from the engagement still completes the contract for the base amount. Hostile ship count is kept low given you will be flying a refueling vessel.\n\n\n\n\n\n\n\n\/\/ Part 2: Refueling System Improvements\n\nDocking, Fuel Transfer, and New Items\n\nFlow speed is now a fixed property of the nozzle and cannot be manually adjusted. Nozzles can no longer be damaged by incorrect flow speed settings\n\nHydrogen fuel is always delivered before Quantum Fuel when both are requested. Pods for both types can be opened at the same time without manual switching\n\n10 new items are being added: 5 new fuel pods and 5 new nozzles, with existing items rebalanced. Pods and nozzles vary in flow speed, storage capacity, and damage resistance\n\nRefueling pods have all had a large increase in how much fuel they can hold\n\nStats on the fuel nozzle and pods received a rework: Pods now add a modifier on the flow speed that is defined by the nozzle. And we have separate flow speed for QUA and HDY fuel\n\nRefueling pods are now available for purchase at stations via the commodity shop\n\nUI Changes\n\nThe pod management interface has been consolidated from two screens into one\n\nPod fill amounts are now displayed as a current\/total value (for example, 450\/600 SCU) rather than as a percentage\n\nValve control elements have been removed from the pod management screen\n\nPayment information, process timeline, and an Abort button remain on screen during active refueling\n\nA control hint for entering Refueling Mode now appears in the lower right of the HUD when seated in the pilot seat\n\n\n\n\n\n\n\nAdditional Gameplay Updates\nAdded many blueprints for refueling nozzles to refueling missions\n\n2. Ships & Vehicles: Vehicle Loadout Recovery - Drake Ironclad - Command Modules - Hammerhead GS - Ship Hangar Service\nItem Recovery - Vehicle Loadouts\nItem Recovery for vehicles changes how ship claims work at a fundamental level. Previously, claiming a ship always returned the manufacturer default configuration, and any modifications you had made to it were simply gone. With this update, you can now save a snapshot of your ship's current loadout at the ASOP terminal. When your ship is destroyed and you file a claim, you will have a choice: claim the manufacturer default for free with a longer cooldown, or claim your saved insured loadout at an aUEC cost with a shorter cooldown. Your custom components and weapons can all be preserved through claims as long as you kept a snapshot up to date.\n\nIt is very important to remember to imprint your loadout before leaving the hangar!\n\nAlong with this update we have made other adjustments to the ASOP which include a limit of 25 ships delivered per location and a new Local ships only view to make sure you can quickly see what you have delivered. On the local ship view, you will be able to destroy a ship when needed.\n\nKey Concepts\n\nLoadout Saving\n\nA record of your ship's current loadout saved at the ASOP terminal. Includes equipped components, ship weapons, locker contents, and poster decorations attached to wall slots. Ammo and missiles are excluded. Bricked items cannot be included.\n\nRegistered\n\nAn item that has been included in a snapshot and can be claimed back if lost.\n\nInsured Loadout Claim\n\nA claim that returns your ship in the state it was when you last took a snapshot. Costs aUEC based on the hull and the value of the saved configuration. Does not include ammo or missiles.\n\nBricked\n\nWhen a registered item is claimed, the original copy enters a bricked state after a brief grace period and becomes non-functional. Bricked ships and items remain in your hangar and can be scrapped.\n\nHow Claims Now Work\n\nWhen filing a claim after a ship is destroyed, you now have two options at the ASOP terminal: claim the manufacturer loadout or claim your saved insured loadout\n\nThe manufacturer loadout claim is free and uses the default configuration from your RSI web hangar or the in-game default. It has a longer cooldown timer\n\nThe insured loadout claim returns your ship with all registered components and equipment in place. It costs aUEC based on the components saved to the loadout and has a shorter cooldown\n\nCooldown timers for insured claims begin when you spawn the ship, not when it is destroyed\n\nThe option to pay aUEC to reduce a standard claim timer has been removed as this is now part of the insured loadout\n\nShips claimed in either mode will brick any previously active copy of the same ship after a short grace period\n\nSaving a Snapshot\n\nUse the save icon on the ASOP terminal while your ship is retrieved to snapshot its current loadout\n\nSnapshots include the ship's equipped components, weapons, and placed poster decorations\n\nTaking a new snapshot replaces the previous one. Items no longer in the new snapshot lose their registered status unless they appear in another vehicle's snapshot\n\nNested vehicles (such as a fighter stored inside a larger ship) are included in the parent ship's snapshot if present when the snapshot is taken. Nested ships can also have their own independent snapshots\n\nStolen AI ships cannot be registered or included in a snapshot\n\nA single registered item can appear in snapshots for multiple ships simultaneously\n\nConsumables and Bricked Ships\n\nAmmo and missiles are consumables and are not returned when claiming an insured loadout. You must restock and rearm via ship services after each claim\n\nFuses are restored to the state they were in when the snapshot was saved\n\nBricked ships are not automatically removed from hangar storage. You can call them up in your hangar to retrieve any cargo that was aboard before scrapping them\n\nYou can scrap a bricked ship from your hangar. Scrapped ships you own can still be claimed back later\n\nRegistered vehicle components cannot be used as turn-ins for mission rewards\n\nVehicle Manager App Changes\n\nThe Vehicle Manager App (VMA) no longer saves ship loadouts. Saving a loadout must now be done through the ASOP terminal\n\nVMA is now limited to ship customization functions, similar to how tractor beam interactions work\n\nVMA now only displays vehicles stored at the player's current location, regardless of who owns them\n\nShip customization applied via pledged vehicle packages now correctly applies through the new system\n\nNested vehicles are now correctly reflected as part of their parent ship's stored state in the ASOP terminal\n\n\n\n\n\n\n\nNew Ship: Drake Ironclad & Ironclad Assault\nThe Drake Ironclad lineup has now been introduced into the PU. These large logistics and combat platform ships are build around the use of Drake's Command Modules. Unlike conventional ships, the Ironclad cannot be piloted on its own. The included Drake Command Module must be docked and paired with the hull before flight control is available.\n\n\n\n\nNew Ship: Drake Command Module\nThe Command Module feature introduces a new ship pairing mechanic where a smaller, fully pilotable command ship takes control of a larger host ship that cannot fly on its own. For this 4.8.0 PTU, this applies to the Drake Caterpillar. Without a Command Module attached, the host Caterpillar cannot be piloted.\n\nThe core flow is: The Parasite docks to the Host and initiates a System Migration Procedure (SMP), a brief transitional phase during which both ships are non-functional, after which the Parasite's pilot gains full control of the paired unit through the Host's systems. The process reverses cleanly on undocking.\n\nDefault docking has been moved to a new keybind to avoid collision with landing gear toggle: RALT+N for Ship-to-ship docking\/undocking (preferred over ALT+N to keep ATC requests on tap ALT+N and for HOTAS usability).\n\nSystem Migration Procedure (SMP)\n\nThe SMP is implemented as a new mode so it can apply ship-wide changes across UI, audio, and VFX simultaneously to both vehicles.\n\nDuring SMP:\n\nAll MFDs on both the Parasite and the Host display a dedicated transfer UI showing migration progress\n\nNo thrusters or weapons are operable on either ship\n\nThe command module cannot undock during this phase\n\nCockpit lights on the command module change color to indicate the transition state\n\nAfter SMP completes movement input controls both ships as a single unit. The Power Management MFD controls the Host's power allocation. Self-Status MFD and MFD Casts display the combined Command Module and Host instead of just the command module. All standard vehicle functionality is available: combat, QT, landing services, docking to ships and stations.\n\n\n\n\nAegis Hammerhead - Gold Standard\nThe Aegis Hammerhead has received its Gold Standard pass, bringing the ship's interior up to the level of quality established by more recently built and reworked vessels. Every area of the interior has been reviewed and polished from the crew quarters and cargo hold through to the turret cockpits, the captain's quarters, and the service areas below decks. The update also addresses a significant number of functional issues that have been present in the ship since its original release, including missing collision on several interior geometry pieces, visarea and atmosphere problems in the turrets, overloaded life support, and a collection of interaction and UI fixes across the cargo elevator, component bays, and power relay systems.\n\nArt & Physical Changes\n\nInterior art has been fully reworked and brought up to Gold Standard quality\n\nGravity Generator room added\n\nA personal storage lockers have been added to the crew quarters\n\nFloating lights in the empty component bay of the cargo room have been corrected\n\nGeometry in the fire extinguisher housing has been fixed\n\nBridge sign assets that were missing from the ceiling have been restored\n\nBathroom doors that were floating slightly off the wall have been corrected\n\nMultiple LOD issues have been resolved causing many doors and assets in the ship to lose textures or visibility at a distance\n\nTechnical & Functional Changes\n\nRadar has been increased to a size 3 radar\n\nComponent bay doors now open fully; previously they did not open completely\n\nComponent bay housings have been resized to correctly fit the components they contain\n\nCollision has been added to the large component bays inside the cargo area, relay wall pieces throughout the ship, and areas in the captain\u2019s quarters which previously had none\n\nA collision box that was blocking the center of a main hallway has been removed\n\nThe cargo hold ladder is no longer blocked when the Grav Gen door is open\n\nA visarea portal issue in the cargo elevator housing has been fixed\n\nA door type present throughout the ship had a recurring visarea issue that has been corrected\n\nThe cargo elevator screen UI is no longer offset from its physical screen geometry\n\nThe right-side personnel elevators no longer clip out of the ship geometry when lowered\n\nThe top turret access door on the Gold Standard variant can now be opened correctly\n\nTurret MFD UI screens are no longer offset from the physical screen position\n\nTurret MFD interaction prompts were mirrored and have been corrected\n\nThe Power Relay in the cargo bay now has correct interaction prompts\n\nUpper deck component bay interaction buttons now have a larger and more reliable hit detection area\n\nSpecial weapon rack doors now correctly play their close animation\n\nAudio no longer abruptly cuts or changes when moving between interior zones\n\nBed prompts now correctly show a log-out option; a false \"Get Up\" prompt when approaching beds before entering them has been removed\n\nSystems & Balance Changes\n\nLife Support was severely overloaded on the Hammerhead. The load has been corrected to function within intended parameters\n\nThe front right turret cockpit previously had no breathable atmosphere. This has been resolved and the turret is now correctly pressurized\n\nTurret cockpit canopies now have collision, closing a previously open issue that allowed boarding through turret access points\n\n\n\n\n\n\n\nShip Hangar Service\nCapital Ship Hangar Service brings the same repair, restock, and refuel services you use at landing zones directly onto large capital ships. When landed in the hangar of a supporting vessel, you can open your MobiGlas and request ship services just as you would at any station or outpost. This first release makes the feature available on the AI Idris in the Tactical Strike Groups mission as well as some of the current larger ships.\n\nWith this update, players will be able to use their Idris, Polaris, and 890j to refuel ships that are fully able to land in their hangars while some ships such as the 600i explorer and Carrack are meant to be able to restock ground vehicles that fit.\n\nHow It Works\n\nLand in the hangar of a ship that offers servicing and remain seated in your ship\n\nOpen your MobiGlas and navigate to the Vehicle Maintenance Services app, the same interface used at landing zones and stations\n\nRequest repair, restock, or refuel as needed; multiple ships can be serviced simultaneously\n\nServices do not require any action from the crew of the ship\n\nThe feature is active during the Tactical Strike Groups mission on the AI Idris\n\nEconomy and Supplies\n\nShip service commodities are now purchasable at commodity shops across the Persistent Universe\n\nAmmunition, countermeasures, Quantum Fuel, Hydrogen Fuel, and Raw Materials Composites (RMC) are available at admin offices. Seraphim Station, TDD locations, and admin offices at major stations now carry these materials\n\nPricing is set by the AI ship for this release and is not adjustable by players yet\n\n\n\n\nShip Armor & Shield Balance\nUpwards adjustments have been made to armor deflection of larger ships, including cap ships. Updated the ships sitting between heavy fighters and large ships like the hammerhead to have their own armor balancing (Such as Redeemer and Constellation series). Shield updates to shield components across the board to adjust health, shield resistance, and health regen. This update will see most shields have a health pool reduction around 20% while most shield regen speeds increased.\n\n\n\n\nWeapon, Ammo, Munitions, and Component Adjustments\nBallistic ammo SCU sizes have been greatly reduced to about 10% of their previous cargo sizes.\n\nAttrition Weapons have had a balance pass to reduce their damage by a significant amount while increasing heat per second and increasing charge up time.\n\nWith this update you will see wide pricing updates to ship components, weapons, and munitions. This will see many components get increases to cost while some will have significant reductions in price such as certain fuel tanks, missiles, torps, and more.\n\n\n\n\nAdditional Ship Updates\nVehicle Uneditable \/ Editable itemport sweep: Full item port audit for all ships to make sure ship components are at the correct setup for editable or uneditable\n\nAll Pirate Caterpillars have been converted to Caterpillar + Paint\n\nMore ships added to aUEC shops: Perseus, RSI Salvation, Drake Clipper, RSI Hermes, and MDC\n\n3. Characters & AI: New Player Hairstyles & Updates\nNew Player Hairstyles\nImplementing seven new hairstyles and one new beard, along with updates to one hairstyle and one beard to bring them up to current quality standards.\n\n4. Weapons & Items: New FPS Items - Flight Suits\nNew FPS Weapon: UltiFlex Crossbow\nImplementing the long-awaited crossbow, featuring a devastating, shattering bolt and harsh projectile drop, the UltiFlex Crossbow rewards skilled aim with immense power. Its near-silent firing mechanism lets you strike quietly and gain the upper hand on your foes.\n\n\n\nNew FPS Weapon: Kastak Arms - Plasma Grenade\nImplementing Kastak Arms area-denial grenade. Prime and throw to lock down an area and prevent enemies from pushing through.\n\nThe Kastak Arms Plasma Grenade is the first area-denial grenade in Star Citizen. Unlike fragmentation grenades that deliver a single explosion, the Plasma Grenade detonates repeatedly after landing, unleashing a sustained series of plasma bursts that make the affected zone extremely dangerous to push through. It is designed to hold positions, flush enemies out of cover, and punish opponents who try to advance through a doorway or corridor. Prime it, throw it, and let the grenade do the work.\n\nKey Mechanics\n\nDetonates repeatedly after landing, producing a sustained zone of plasma explosions for several seconds\n\nDeals Energy (Plasma) damage with each detonation within a 15-meter effective radius\n\nHas no arming time and begins its detonation sequence on a timed fuse after being thrown\n\nCan be shot mid-flight to trigger early detonation before it reaches the intended landing point\n\nDesigned to deny movement through a zone rather than deliver a single high-damage burst\n\nTactical Use\n\nMost effective in chokepoints, doorways, corridors, and any area where enemies must pass through to advance\n\nCoordinate with teammates to force enemies into the denial zone rather than letting them wait it out in cover\n\nThe grenade can be intercepted and detonated early by enemy fire, so time your throw carefully in contested space\n\nAvailable for purchase at weapons vendors and found in the world as loot\n\nNew Clothing\/Armor\nMany flight suits have been added to shops around the universe. The purchase locations include Cousin Crow's, Tammany and Sons, Cubby Blast, Omega Pro, Skutters, Cordry's, and Black Market armor stalls in checkmate\n\n\n\n\n\n\n\nAdditional Weapon and Item Updates\nBOOMTUBE Rocket Launcher Balance Update: Blast radius reduced from 2.5m to 1.5m (40% smaller explosion). Physical damage reduced from 25,000 to 20,000 (-20%). Energy damage reduced from 25,000 to 21,000 (-16%)\n\n5. Core Tech & Audio: Experimental VR Updates\nVirtual Reality Updates (Experimental)\nF Prompts are rendered in world now and no longer in screenspace so they work natively with VR\n\nAdding new 3D FPS Crosshair and Hitmarkers for VR. Enabled via cvar w_crosshair_3d which is on by default for VR\n\nNote: The new 3D Crosshair looks very similar albeit not identical to the 2D version. Also the 3D version doesn't do any smoothing to it which feels more natural in VR and is tricky to do in 3d space so it still feels responsive enough for FPS\n\nThe Crosshair is also aligned to the weapon helper and no longer in screenspace, i.e. if you lean to the right the crosshair rotates. Imo this looks better and has a coolness effect so i'm keeping this for now\n\n\n\n\nFix shadow issue in some cases where the stereo-shift wasnt considered\n\nFix VR cropping with fullscreen theater mode - Fix incorrect mouse confine when changing resolutions due to renderer vars not yet updated which the hw mouse was querying\n\nRenamed IsStereoModeEnabled -> IsVREnabled to make it more clear that this also means the TheaterMode can be active\n\nMaintain resolutions across all VR modes when turning off\/on any mode (i.e. theater to non-vr, non-vr to theater etc)\n\nEnable stereostrength scaling in editor without gamemode if strength is smaller than 1\n\nDisabled broken r_ResolutionScale in VR\n\nDisabled pl_proceduralRecoil.enableHeadRecoil in VR as it feels very unnatural and causes motion sickness\n\nBug Fixes & Technical Updates\n\n\nStar Citizen Alpha contains over 166 bug and crash fixes since 4.7.0. 73 of which originated from the issue council.\n\n\n\n\nStability & Performance\nClient Crash Fixes: 17 fixes\n\nServer Crash Fixes: 4 fixes\n\nFixed multiple Main-Thread Deadlocks\n\n\n\n\nBug Fixes\n\n\n\nInventory\n\nFixed an issue where hovering over equipment slots in the inventory did not highlight the correct corresponding items.\n\nFixed an issue where the hand carry icon was missing from the inventory UI.\n\nFixed an issue where items dragged into equipment slots would sometimes fail to equip.\n\nFixed an issue where the Place in Hand slot was missing from the inventory loadout selection.\n\nFixed an issue where the vehicle item port inventory panel would flash briefly and immediately close on interaction, leaving it unusable for the rest of the session.\n\nPlayers should no longer be blocked from accessing ship storage due to their actor height.\n\nFixed an issue where capacity and available space values in the personal inventory were not updating correctly when items were moved.\n\nFixed an issue where the Stack All button in the personal and local inventory would cause flickering and leave items in a pending move state.\n\nFixed an issue where auto-stacking behavior was inconsistent in the personal inventory.\n\nFixed an issue where streaming out of and back into a QV Station location could cause the inventory to stop functioning entirely.\n\nFixed an issue where players could loot invisible equipped items from NPC corpses through the loot screen.\n\nMissions\n\nFixed an issue where higher difficulty Ambush contracts were not appearing after completing a lower tier contract.\n\nFixed an issue where Ambush missions had an excessively long cooldown before new contracts repopulated in an area.\n\nFixed an issue where the Nyx recover cargo mission could become stuck at the Go to objective and fail to progress.\n\nFixed an issue where the bounty hunter scan target would sometimes not appear at the mission location in Nyx.\n\nFixed an issue where salvage claim missions were not available in Nyx.\n\nFixed an issue where no enemy AI were spawning inside Pyro Contested Zones.\n\nFixed an issue where reward rooms at the end of Pyro Contested Zones contained no loot.\n\nFixed an issue where the maintenance access keycard was not spawning during Storm Breaker.\n\nCombat and Weapons\n\nFixed an issue where heavy fighters using a specific armor configuration were fully immune to damage from size 1 through 3 weapons of both damage types.\n\nFixed an issue where ship damage maps were registering multiple impacts from a single projectile or missile hit, causing exaggerated damage.\n\nFixed an issue where the Idris laser was not dealing damage to target vehicles when striking their doors.\n\nFixed an issue where the NN-14 Neutron Cannon had an incorrectly high capacitor shot count on a single weapon.\n\nFixed an issue where the NN-14 Neutron Cannon had an incorrectly fast recharge rate.\n\nFixed an issue where the NN-15 Cannon was displaying as NN-14 in the VMA.\n\nFixed an issue where Panther repeaters had a significantly faster recharge cooldown than other equivalent weapon sizes.\n\nVehicles and Ships\n\nFixed an issue where ground vehicle mass boxes would detach on vehicle death and collide with the wreck, causing erratic movement.\n\nFixed an issue where AI ship combat showed significant desync, jitter, and teleportation.\n\nFixed an issue where the RSI Hermes was not available in Arena Commander.\n\nFixed an issue where the MISC Hull A shield was incorrectly covering large portions of the spindle plates.\n\nFixed an issue where the MISC Hull B top bunk bed had no exit interaction prompt.\n\nFixed an issue where the MISC Hull B elevator had a visarea rendering issue when viewed from beneath the hull.\n\nFixed an issue where the MISC Hull B bed lights in the hab compartment could flash in emergency mode when the room lighting was set to auxiliary.\n\nFixed an issue where the RSI Aurora Mk2 radar component could not be detached from its receptacle.\n\nFixed an issue where some ships displayed incorrect text on their exterior elevator screens.\n\nFixed an issue where the Drake Corsair landing and navigation lights were excessively bright.\n\nFixed an issue where only two of the Greycat UTV's seven headlights were activating.\n\nFixed an issue where the weapon rack position on the Greycat UTV was offset.\n\nFixed an issue where damage was not propagating correctly to certain Greycat UTV components.\n\nFixed an issue where a placeholder component label was visible at the front of the Greycat UTV.\n\nCharacters and Equipment\n\nFixed an issue where the mutton chop facial hair used incorrect geometry when a helmet was equipped.\n\nFixed an issue where the Voidripper helmet series lost its pickup interaction prompt after being dropped on the ground.\n\nFixed an issue where the interior geometry of the Aves helmet was visible through the lens shader.\n\nFixed an issue where Argus helmet variants were incorrectly allowing the wearer to breathe in space despite not being vacuum-sealed.\n\nFixed an issue where the Duck Flat Cap was missing its shop display geometry.\n\nUI and MobiGlas\n\nFixed an issue where the scroll bar on several mobiGlas apps could not be used manually.\n\nFixed an issue where the Hockrow Agency logo was missing from the Reputation app.\n\nFixed an issue where the ASOP local storage filter toggle had no text labels.\n\nFixed an issue where the Ship Ambush countdown timer displayed a raw string placeholder before the time value.\n\nLocations\n\nFixed an issue where players were able to walk through Distribution Center hangar doors.\n\nFixed an issue where the majority of the Nyx RCD facility was missing labels on the minimap.\n\nFixed an issue where an invisible collision proxy in the Nyx RCD cargo room was blocking movement in front of a door.\n\nFixed an issue where geometry in the Levski docking ports was offset from its intended position.\n\nFixed an issue where a placeholder item was visible in the shopping kiosk at the Checkmate Contested Zone.\n\nFixed an issue where the side doors on the lower level of the Polaris at Nyx logistics stations had a visarea rendering error.\n\nAudio and VOIP\n\nFixed an issue where voice comms calls in Nyx missions were cutting off before completing their audio.\n\nFixed an issue where VOIP audio was intermittently absent during sessions.\n\nFixed an issue where the mining laser sound effect cut out when entering the lens alignment chamber at the Nyx RCD.\n\nMining\n\nFixed an issue where mining nodes across the universe were set to an excessively high difficulty, with most nodes showing as Impossible.\n\nFixed an issue where ASD dungeon stalagmites were displaying an incorrect quality label.\n\nFixed an issue where Bexalite surface rare rocks were incorrectly classified with the Beryl composition profile.\n\nPerformance\n\nFixed an issue causing client frame rate to drop to approximately 6 FPS inside the Wikelo Hangar during The Collector missions.\n\nReduced draw call and polygon count in the Nyx RCD laser room which was exceeding performance budget.\n\nFixed a high-cost camera visarea query that was occurring inside the Caterpillar wreck site interior.\n\nArena Commander\n\nFixed an issue where players were not receiving the 2953 Vanduul Aggressor badge upon reaching Wave 25 in Endless Vanduul Swarm.\n\nConnectivity\n\nFixed a disconnection error that could prevent a character from spawning due to an invalid streaming root.\n\nFixed an issue where freight elevator delivery code was missing error handling that could result in item loss during cargo orders.\n\nKnown Issues & Information\nHere are a few of the latest known issues. For context, these known issues may not be occurring 100% of the time and may have a chance of happening. For a more comprehensive list of Known issues and Workarounds, please check out our Knowledge Base here!\n\n\n\n\nKnown Issues\nPU - Missions \/ UI - Mission QT target moving away rapidly through space\n\nMultivehicle - PU - Vehicles \/ Ship Feature - While travelling through Jump Tunnels, QT, or general flight the vehicles may switch into SCM GUN mode\n\nLive grenades are not displaying a HUD warning marker to nearby players.\n\nMultiple laptops can spawn in the Auxiliary Station during the Welcome to Nyx mission, making it unclear which code is correct.\n\nThe Boomtube Rocket Launcher sight is misaligned when aiming down sights while prone.\n\nPlayers can become stuck in the hangar queue after attempting to take off, with the hangar doors failing to open.\n\nSome locations and quantum beacon nav markers cannot be routed to or quantum traveled to.\n\nRetrieving a vehicle from the ASOP terminal may incorrectly show the ship's status as Destroyed or Unknown.\n\nThe Argo MOTH can use its salvage turrets even when power has been disabled to them.\n\nThe Item Fabricator jitters and moves erratically when placed on surfaces using the tractor beam.\n\nJump point stations in Nyx and Pyro are using an incorrect armor shop configuration, causing store mannequins to appear without armor.\n\nThe personal hangar option appears at the bottom of the elevator destination list rather than at the top.\n\nLoot boxes can lose their interaction prompt if the interact key is pressed twice in quick succession.","zh_CN":"May 13th, 2026\nStar Citizen Alpha 4.8 LIVE\nTactical Strike\nStar Citizen Alpha 4.8 has been released onto the LIVE environment!\nYour launcher should now display: VERSION 4.8.0-LIVE.1825000\n\nReminder. Citizens always imprint their ship loadouts before adventuring into the universe!\n\nBuild Information\nSpecial Note: 4.8 comes with an LTP wipe while preserving only earned blueprints. This is a full reset of economy, characters, reputation, in game earned ships and in game looted items, and more.\n\n\n\n\nBuild Info\n\nLong Term Persistence: LTP wipe while preserving blueprints.\n\nStarting aUEC: 20,000\n\nRSI Launcher\nDownload the launcher for Star Citizen to install and join the alpha.\n\nOccupying: That's a word that hasn't been associated much with Vanduul Known locally as Pinecone, this Expansive Dwarf Planet is situated on the further edge of the green band and is often overlooked when compared to Nyx II\n\nShare Feedback\nWant to discuss the latest Release? Look no further! Click the image above to talk about the latest build and share feedback over on Spectrum with our LIVE feedback threads.\n\nNoah waited a few moments before approachEngines the Stairwell that Kray disappeared into The Vessel shall act as a political neutral zone where representatives can meet to resolve problems through discourse\n\nJoin the Discussion\nTalk with other players and get many of the latest updates from devs and more over on the Spectrum threads and chatrooms Click the image above to join the discussion.\n\nA dozen confused Captain and medical staff watched him disappear into the jump-point Don't try and twist it. My heart breaks every time I hear about some Racers gettTrafficking blasted while on a run, but we all signed up for the job\n\nReport a Bug\nHead on over to our Issue Council by clinking the image above to report or reinforce issues you may be having while playing.\n\nProfessional Merchants often use all manner of technological subterfuge to slip their Engines past the eyes of Pilgrims or Captains The Imperator casually glanced at it\n\nFeatures and Gameplay\nIntroducing new features while updating and refining existing functionality.\n\n1. Gameplay: Tactical Strike Group - G-Forces & Flight Suits - Refueling Missions & Improvements\nTactical Strike Group (TSG)\nTactical Strike Group is a new endgame verified mercenary contract designed for large, organized player squads. The mission tasks players with assaulting a fortified Nyx asteroid base held by hostile forces (QV Extraction Stations), working through a six-phase assault that demands tight coordination across ship classes and combat roles. The contract scales in intensity as each phase of the station is dismantled. The rewards will be great expect heavy resistance throughout.\n\n\n\n\nMission Phases\n\n\/\/ 01 - Approach and Defend Tranquility\n\nRally the strike force and escort the People's Alliance Idris Tranquility into position. The Idris will serve as your mobile rearm, repair, and refuel platform throughout the engagement. Establish perimeter defense before pushing on the station.\n\n\/\/ 02 - Destroy the Power Relays\n\nTarget the station's external Power Relays with ballistic weapons \u2014 energy weapons are ineffective against hardened station targets. Destroying all relays opens access to the superstructure trench runs.\n\n\/\/ 03 - Destroy Cooling Units\n\nCooling Units are vulnerable to energy weapons. Smaller ships must navigate the internal superstructure trenches to reach them, accumulating Distortion Damage the longer they remain inside.\n\n\/\/ 04 - Destroy the Core and Defend Tranquility\n\nBreach the core chamber once the shutters open. Distortion and radiation intensity increases dramatically inside. Simultaneously, hostile forces will escalate attacks on Tranquility so exterior ships must maintain its defense.\n\n\/\/ 05 - Infiltrate and Override\n\nWith the core destroyed the station's interior FPS section becomes accessible. A ground team boards and fights through the station to reach the override terminal.\n\n\/\/ 06 - Escort Gabe to Safety\n\nExtract hostage pilot Gabe Windell from Shattered Blade custody and get him safely off the station to complete the contract.\n\n\n\n\nMission Overview\n\nAvailable via Contract Manager in Nyx under Verified Mercenary Contracts\n\nDesigned for squads of 7 or more ships across multiple sizes and classes\n\nSmaller ships are required to navigate the station's internal superstructure trenches\n\nLarger ships support exterior combat and defend Tranquility throughout all phases\n\nThe People's Alliance Idris, Tranquility, provides on-site repair, rearm, and refuel for ships that fit in its hangar\n\nKey Mechanics\n\nBallistic weapons deal damage to hardened station targets including Power Relays; energy weapons are ineffective on these components\n\nEnergy weapons are effective against Cooling Units and Core components\n\nShips accumulate Distortion Damage when flying inside the superstructure trenches and distortion intensity increases in the core central chamber once the shutter opens\n\nTrench run entrances unlock when all Power Relays are destroyed; the FPS interior opens once the Core is down\n\n\n\n\nQV Extraction Stations\n\nOne of many kinds of stations abandoned across the Nyx system by QV Planetary Services, the QV Extraction Stations were once functional industrial operations left behind as the company cut its losses in the region. They have since found volatile new life as fortified strongholds. Derelict arms and corroded superstructure surround a hardened interior that now houses the faction's operations, and serves as the battleground for the Tactical Strike Group contract.\n\n\n\n\nG-Force Tolerances & Flight Suits\nWhat you wear in the cockpit now has a direct effect on how well your body handles the forces of high-performance flight. Flight suits are purpose-built for this environment and improve your g-force tolerance above the unequipped baseline, letting you sustain tighter maneuvers longer before blacking out. Combat armor works in the opposite direction: it is built for ground engagements and protection, not for sustained high-g flight, and will reduce your g-force tolerance accordingly. This change makes loadout decisions more meaningful for pilots and creates a clearer distinction between gear designed for flying and gear designed for fighting.\n\nMany of the flight suits can be purchased with aUEC in game at locations such as Cubby Blast in Area18, Tammany and Sons in Lorville, Cordry's in Levski, Skutters in Grim HEX, and indy tradeposts in Pyro.\n\n\n\n\nWhat Has Changed\n\nG-force tolerance is now dynamically calculated based on the clothing and armor worn by the player\n\nFlight suits provide a positive g-force resistance modifier, improving your tolerance above the unequipped baseline\n\nCombat armor applies a negative modifier, reducing g-force tolerance that increases in increments based on light, medium, heavy types and compared to flying unequipped\n\nUndersuits also contribute to the total g-force resistance calculation and are factored into the final value\n\nThe modifier is distributed across the full armor set, so partial loadouts result in proportionally adjusted tolerance\n\nCombat flight suits now provide 15% damage mitigation in addition to their g-force resistance bonus, giving pilots a defensive trade-off when choosing flight gear over combat armor\n\nArena Commander race modes now spawn players in the best available racing flight suit by default, ensuring competitive events start with optimal g-force configuration\n\nEquipment Tolerance levels\n\nHigher Tolerances: Racing or Combat Flight Suit\n\nDedicated flight suits are optimized for high-g environments and provide the highest g-force tolerance available. Racing suits are tuned for sustained performance in competition; combat flight suits offer meaningful resistance alongside 15% damage mitigation.\n\nBaseline: Unequipped (No Armor or Suit)\n\nFlying without any armor or suit is the reference point for g-force tolerance. All modifiers are applied relative to this state. A player with no worn items experiences the default g-force resistance.\n\nReduced: Light or Medium Combat Armor\n\nLighter combat armor loadouts apply a moderate negative modifier to g-force tolerance. Pilots wearing partial or light armor sets will notice reduced resistance compared to flying unequipped, but the impact is less severe than full heavy armor.\n\nGreatly Reduced: Full Heavy Combat Armor\n\nA complete heavy armor loadout represents the lowest g-force tolerance in the system. Heavy armor provides maximum damage protection for ground combat but significantly reduces your ability to sustain high-g maneuvers in a cockpit. Plan your loadout accordingly.\n\n\n\n\n\n\n\nRefueling Missions & Improvements\nRefueling content in 4.8 comes in multiple parts with new Refueling missions as well as Improvements to the overall refueling playability. The first is a new set of contracts from the United Wayfarers Club that give players who own refueling ships a dedicated mission type to engage with. The second part is a significant overhaul to how ship-to-ship refueling works at the system level, making the process faster, clearer, and less punishing.\n\nWith this update, there is a new operator mode on the refuelling ship to enable Refueling operator mode, just like salvage or mining mode. Players can enter the mode by pressing \u201cM\u201d. Entering the mode will automatically extend\/retract the fuel nozzle allowing either party to send requests for docking to initiate the refueling process. Once docked, fuel transfer can be initiated through the Vehicle Maintenance App, just select the amount, confirm the purchase, and the fuel moves. For the fuel giver it changed however: As long as there are relevant pods open, the fuel flows automatically as soon as a purchase was made. Players can still manually control the flow: opening\/closing pods and transfer fuel from one pod to another. Ten new fuel pods and nozzles are also being added, along with refueling beacons that let players in need of fuel broadcast a request to anyone in the area.\n\n\n\n\n\/\/ Part 1: Refueling Missions\n\nMission Overview\n\nRefueling contracts are now available from the United Wayfarers Club via the Contract Manager\n\nContracts are specifically designed for pilots operating refueling ships such as the Starfarer\n\nPayment is held in escrow during the refueling process and released on successful completion\n\nAI ships involved in contracts are always passive and will never initiate docking; the player must send the docking request\n\nThere are Multi Ship Refuel missions where more than one ship in a given area is out of fuel and the player is sent to refuel them all\n\nThe base refueling missions have a \u2018Difficulty Scale\u2019 where players will be sent to refuel ships with larger fuel tanks\n\nAdded many blueprints for nozzles to refueling missions\n\nRefueling Beacon (For Ships Out of Fuel)\n\nPlayers who have run out of fuel can now submit a refueling beacon from their MobiGlas, specifying whether they need Hydrogen, Quantum Fuel, or both\n\nWithin a short period, an AI Starfarer will respond to the beacon and fly out to assist\n\nA ship that is completely out of fuel cannot move, but autodocking does not require fuel, so the stranded player can still complete the connection\n\nAvailable Contracts\n\nRefuel a Stranded Ship Contract\n\nA ship has run out of fuel and is stationary at the marked location. Fly out, extend your refueling boom, dock to the vessel, and fill its tanks to complete the contract. The stranded AI ship will accept your docking request and QT away once refueled. Best suited for Starfarer-class ships with sufficient fuel pod capacity to fill a target tank from empty.\n\nReceive Fuel from an AI Refueler Contract\n\nAn AI Starfarer will quantum travel to your position and offer to refuel your ship. Target the AI ship, press N to request docking, align to their nozzle, and confirm your fuel purchase in the Vehicle Maintenance App. Payment is taken from escrow once fuel transfer is complete and you undock. The AI ship will QT away after the exchange.\n\nDistress Signal Ambush Variant\n\nNot every distress beacon is genuine. Some contracts will lead you to a decoy satellite broadcasting a fake fuel request signal. Upon arrival, the mission provider will warn you something is wrong before hostile AI ships quantum in and attack. Eliminating the attackers earns a bonus reward above the base contract payout. Running from the engagement still completes the contract for the base amount. Hostile ship count is kept low given you will be flying a refueling vessel.\n\n\n\n\n\n\n\n\/\/ Part 2: Refueling System Improvements\n\nDocking, Fuel Transfer, and New Items\n\nFlow speed is now a fixed property of the nozzle and cannot be manually adjusted. Nozzles can no longer be damaged by incorrect flow speed settings\n\nHydrogen fuel is always delivered before Quantum Fuel when both are requested. Pods for both types can be opened at the same time without manual switching\n\n10 new items are being added: 5 new fuel pods and 5 new nozzles, with existing items rebalanced. Pods and nozzles vary in flow speed, storage capacity, and damage resistance\n\nRefueling pods have all had a large increase in how much fuel they can hold\n\nStats on the fuel nozzle and pods received a rework: Pods now add a modifier on the flow speed that is defined by the nozzle. And we have separate flow speed for QUA and HDY fuel\n\nRefueling pods are now available for purchase at stations via the commodity shop\n\nUI Changes\n\nThe pod management interface has been consolidated from two screens into one\n\nPod fill amounts are now displayed as a current\/total value (for example, 450\/600 SCU) rather than as a percentage\n\nValve control elements have been removed from the pod management screen\n\nPayment information, process timeline, and an Abort button remain on screen during active refueling\n\nA control hint for entering Refueling Mode now appears in the lower right of the HUD when seated in the pilot seat\n\n\n\n\n\n\n\nAdditional Gameplay Updates\nAdded many blueprints for refueling nozzles to refueling missions\n\n2. Ships & Vehicles: Vehicle Loadout Recovery - Drake Ironclad - Command Modules - Hammerhead GS - Ship Hangar Service\nItem Recovery - Vehicle Loadouts\nItem Recovery for vehicles changes how ship claims work at a fundamental level. Previously, claiming a ship always returned the manufacturer default configuration, and any modifications you had made to it were simply gone. With this update, you can now save a snapshot of your ship's current loadout at the ASOP terminal. When your ship is destroyed and you file a claim, you will have a choice: claim the manufacturer default for free with a longer cooldown, or claim your saved insured loadout at an aUEC cost with a shorter cooldown. Your custom components and weapons can all be preserved through claims as long as you kept a snapshot up to date.\n\nIt is very important to remember to imprint your loadout before leaving the hangar!\n\nAlong with this update we have made other adjustments to the ASOP which include a limit of 25 ships delivered per location and a new Local ships only view to make sure you can quickly see what you have delivered. On the local ship view, you will be able to destroy a ship when needed.\n\nKey Concepts\n\nLoadout Saving\n\nA record of your ship's current loadout saved at the ASOP terminal. Includes equipped components, ship weapons, locker contents, and poster decorations attached to wall slots. Ammo and missiles are excluded. Bricked items cannot be included.\n\nRegistered\n\nAn item that has been included in a snapshot and can be claimed back if lost.\n\nInsured Loadout Claim\n\nA claim that returns your ship in the state it was when you last took a snapshot. Costs aUEC based on the hull and the value of the saved configuration. Does not include ammo or missiles.\n\nBricked\n\nWhen a registered item is claimed, the original copy enters a bricked state after a brief grace period and becomes non-functional. Bricked ships and items remain in your hangar and can be scrapped.\n\nHow Claims Now Work\n\nWhen filing a claim after a ship is destroyed, you now have two options at the ASOP terminal: claim the manufacturer loadout or claim your saved insured loadout\n\nThe manufacturer loadout claim is free and uses the default configuration from your RSI web hangar or the in-game default. It has a longer cooldown timer\n\nThe insured loadout claim returns your ship with all registered components and equipment in place. It costs aUEC based on the components saved to the loadout and has a shorter cooldown\n\nCooldown timers for insured claims begin when you spawn the ship, not when it is destroyed\n\nThe option to pay aUEC to reduce a standard claim timer has been removed as this is now part of the insured loadout\n\nShips claimed in either mode will brick any previously active copy of the same ship after a short grace period\n\nSaving a Snapshot\n\nUse the save icon on the ASOP terminal while your ship is retrieved to snapshot its current loadout\n\nSnapshots include the ship's equipped components, weapons, and placed poster decorations\n\nTaking a new snapshot replaces the previous one. Items no longer in the new snapshot lose their registered status unless they appear in another vehicle's snapshot\n\nNested vehicles (such as a fighter stored inside a larger ship) are included in the parent ship's snapshot if present when the snapshot is taken. Nested ships can also have their own independent snapshots\n\nStolen AI ships cannot be registered or included in a snapshot\n\nA single registered item can appear in snapshots for multiple ships simultaneously\n\nConsumables and Bricked Ships\n\nAmmo and missiles are consumables and are not returned when claiming an insured loadout. You must restock and rearm via ship services after each claim\n\nFuses are restored to the state they were in when the snapshot was saved\n\nBricked ships are not automatically removed from hangar storage. You can call them up in your hangar to retrieve any cargo that was aboard before scrapping them\n\nYou can scrap a bricked ship from your hangar. Scrapped ships you own can still be claimed back later\n\nRegistered vehicle components cannot be used as turn-ins for mission rewards\n\nVehicle Manager App Changes\n\nThe Vehicle Manager App (VMA) no longer saves ship loadouts. Saving a loadout must now be done through the ASOP terminal\n\nVMA is now limited to ship customization functions, similar to how tractor beam interactions work\n\nVMA now only displays vehicles stored at the player's current location, regardless of who owns them\n\nShip customization applied via pledged vehicle packages now correctly applies through the new system\n\nNested vehicles are now correctly reflected as part of their parent ship's stored state in the ASOP terminal\n\n\n\n\n\n\n\nNew Ship: Drake Ironclad & Ironclad Assault\nThe Drake Ironclad lineup has now been introduced into the PU. These large logistics and combat platform ships are build around the use of Drake's Command Modules. Unlike conventional ships, the Ironclad cannot be piloted on its own. The included Drake Command Module must be docked and paired with the hull before flight control is available.\n\n\n\n\nNew Ship: Drake Command Module\nThe Command Module feature introduces a new ship pairing mechanic where a smaller, fully pilotable command ship takes control of a larger host ship that cannot fly on its own. For this 4.8.0 PTU, this applies to the Drake Caterpillar. Without a Command Module attached, the host Caterpillar cannot be piloted.\n\nThe core flow is: The Parasite docks to the Host and initiates a System Migration Procedure (SMP), a brief transitional phase during which both ships are non-functional, after which the Parasite's pilot gains full control of the paired unit through the Host's systems. The process reverses cleanly on undocking.\n\nDefault docking has been moved to a new keybind to avoid collision with landing gear toggle: RALT+N for Ship-to-ship docking\/undocking (preferred over ALT+N to keep ATC requests on tap ALT+N and for HOTAS usability).\n\nSystem Migration Procedure (SMP)\n\nThe SMP is implemented as a new mode so it can apply ship-wide changes across UI, audio, and VFX simultaneously to both vehicles.\n\nDuring SMP:\n\nAll MFDs on both the Parasite and the Host display a dedicated transfer UI showing migration progress\n\nNo thrusters or weapons are operable on either ship\n\nThe command module cannot undock during this phase\n\nCockpit lights on the command module change color to indicate the transition state\n\nAfter SMP completes movement input controls both ships as a single unit. The Power Management MFD controls the Host's power allocation. Self-Status MFD and MFD Casts display the combined Command Module and Host instead of just the command module. All standard vehicle functionality is available: combat, QT, landing services, docking to ships and stations.\n\n\n\n\nAegis Hammerhead - Gold Standard\nThe Aegis Hammerhead has received its Gold Standard pass, bringing the ship's interior up to the level of quality established by more recently built and reworked vessels. Every area of the interior has been reviewed and polished from the crew quarters and cargo hold through to the turret cockpits, the captain's quarters, and the service areas below decks. The update also addresses a significant number of functional issues that have been present in the ship since its original release, including missing collision on several interior geometry pieces, visarea and atmosphere problems in the turrets, overloaded life support, and a collection of interaction and UI fixes across the cargo elevator, component bays, and power relay systems.\n\nArt & Physical Changes\n\nInterior art has been fully reworked and brought up to Gold Standard quality\n\nGravity Generator room added\n\nA personal storage lockers have been added to the crew quarters\n\nFloating lights in the empty component bay of the cargo room have been corrected\n\nGeometry in the fire extinguisher housing has been fixed\n\nBridge sign assets that were missing from the ceiling have been restored\n\nBathroom doors that were floating slightly off the wall have been corrected\n\nMultiple LOD issues have been resolved causing many doors and assets in the ship to lose textures or visibility at a distance\n\nTechnical & Functional Changes\n\nRadar has been increased to a size 3 radar\n\nComponent bay doors now open fully; previously they did not open completely\n\nComponent bay housings have been resized to correctly fit the components they contain\n\nCollision has been added to the large component bays inside the cargo area, relay wall pieces throughout the ship, and areas in the captain\u2019s quarters which previously had none\n\nA collision box that was blocking the center of a main hallway has been removed\n\nThe cargo hold ladder is no longer blocked when the Grav Gen door is open\n\nA visarea portal issue in the cargo elevator housing has been fixed\n\nA door type present throughout the ship had a recurring visarea issue that has been corrected\n\nThe cargo elevator screen UI is no longer offset from its physical screen geometry\n\nThe right-side personnel elevators no longer clip out of the ship geometry when lowered\n\nThe top turret access door on the Gold Standard variant can now be opened correctly\n\nTurret MFD UI screens are no longer offset from the physical screen position\n\nTurret MFD interaction prompts were mirrored and have been corrected\n\nThe Power Relay in the cargo bay now has correct interaction prompts\n\nUpper deck component bay interaction buttons now have a larger and more reliable hit detection area\n\nSpecial weapon rack doors now correctly play their close animation\n\nAudio no longer abruptly cuts or changes when moving between interior zones\n\nBed prompts now correctly show a log-out option; a false \"Get Up\" prompt when approaching beds before entering them has been removed\n\nSystems & Balance Changes\n\nLife Support was severely overloaded on the Hammerhead. The load has been corrected to function within intended parameters\n\nThe front right turret cockpit previously had no breathable atmosphere. This has been resolved and the turret is now correctly pressurized\n\nTurret cockpit canopies now have collision, closing a previously open issue that allowed boarding through turret access points\n\n\n\n\n\n\n\nShip Hangar Service\nCapital Ship Hangar Service brings the same repair, restock, and refuel services you use at landing zones directly onto large capital ships. When landed in the hangar of a supporting vessel, you can open your MobiGlas and request ship services just as you would at any station or outpost. This first release makes the feature available on the AI Idris in the Tactical Strike Groups mission as well as some of the current larger ships.\n\nWith this update, players will be able to use their Idris, Polaris, and 890j to refuel ships that are fully able to land in their hangars while some ships such as the 600i explorer and Carrack are meant to be able to restock ground vehicles that fit.\n\nHow It Works\n\nLand in the hangar of a ship that offers servicing and remain seated in your ship\n\nOpen your MobiGlas and navigate to the Vehicle Maintenance Services app, the same interface used at landing zones and stations\n\nRequest repair, restock, or refuel as needed; multiple ships can be serviced simultaneously\n\nServices do not require any action from the crew of the ship\n\nThe feature is active during the Tactical Strike Groups mission on the AI Idris\n\nEconomy and Supplies\n\nShip service commodities are now purchasable at commodity shops across the Persistent Universe\n\nAmmunition, countermeasures, Quantum Fuel, Hydrogen Fuel, and Raw Materials Composites (RMC) are available at admin offices. Seraphim Station, TDD locations, and admin offices at major stations now carry these materials\n\nPricing is set by the AI ship for this release and is not adjustable by players yet\n\n\n\n\nShip Armor & Shield Balance\nUpwards adjustments have been made to armor deflection of larger ships, including cap ships. Updated the ships sitting between heavy fighters and large ships like the hammerhead to have their own armor balancing (Such as Redeemer and Constellation series). Shield updates to shield components across the board to adjust health, shield resistance, and health regen. This update will see most shields have a health pool reduction around 20% while most shield regen speeds increased.\n\n\n\n\nWeapon, Ammo, Munitions, and Component Adjustments\nBallistic ammo SCU sizes have been greatly reduced to about 10% of their previous cargo sizes.\n\nAttrition Weapons have had a balance pass to reduce their damage by a significant amount while increasing heat per second and increasing charge up time.\n\nWith this update you will see wide pricing updates to ship components, weapons, and munitions. This will see many components get increases to cost while some will have significant reductions in price such as certain fuel tanks, missiles, torps, and more.\n\n\n\n\nAdditional Ship Updates\nVehicle Uneditable \/ Editable itemport sweep: Full item port audit for all ships to make sure ship components are at the correct setup for editable or uneditable\n\nAll Pirate Caterpillars have been converted to Caterpillar + Paint\n\nMore ships added to aUEC shops: Perseus, RSI Salvation, Drake Clipper, RSI Hermes, and MDC\n\n3. Characters & AI: New Player Hairstyles & Updates\nNew Player Hairstyles\nImplementing seven new hairstyles and one new beard, along with updates to one hairstyle and one beard to bring them up to current quality standards.\n\n4. Weapons & Items: New FPS Items - Flight Suits\nNew FPS Weapon: UltiFlex Crossbow\nImplementing the long-awaited crossbow, featuring a devastating, shattering bolt and harsh projectile drop, the UltiFlex Crossbow rewards skilled aim with immense power. Its near-silent firing mechanism lets you strike quietly and gain the upper hand on your foes.\n\n\n\nNew FPS Weapon: Kastak Arms - Plasma Grenade\nImplementing Kastak Arms area-denial grenade. Prime and throw to lock down an area and prevent enemies from pushing through.\n\nThe Kastak Arms Plasma Grenade is the first area-denial grenade in Star Citizen. Unlike fragmentation grenades that deliver a single explosion, the Plasma Grenade detonates repeatedly after landing, unleashing a sustained series of plasma bursts that make the affected zone extremely dangerous to push through. It is designed to hold positions, flush enemies out of cover, and punish opponents who try to advance through a doorway or corridor. Prime it, throw it, and let the grenade do the work.\n\nKey Mechanics\n\nDetonates repeatedly after landing, producing a sustained zone of plasma explosions for several seconds\n\nDeals Energy (Plasma) damage with each detonation within a 15-meter effective radius\n\nHas no arming time and begins its detonation sequence on a timed fuse after being thrown\n\nCan be shot mid-flight to trigger early detonation before it reaches the intended landing point\n\nDesigned to deny movement through a zone rather than deliver a single high-damage burst\n\nTactical Use\n\nMost effective in chokepoints, doorways, corridors, and any area where enemies must pass through to advance\n\nCoordinate with teammates to force enemies into the denial zone rather than letting them wait it out in cover\n\nThe grenade can be intercepted and detonated early by enemy fire, so time your throw carefully in contested space\n\nAvailable for purchase at weapons vendors and found in the world as loot\n\nNew Clothing\/Armor\nMany flight suits have been added to shops around the universe. The purchase locations include Cousin Crow's, Tammany and Sons, Cubby Blast, Omega Pro, Skutters, Cordry's, and Black Market armor stalls in checkmate\n\n\n\n\n\n\n\nAdditional Weapon and Item Updates\nBOOMTUBE Rocket Launcher Balance Update: Blast radius reduced from 2.5m to 1.5m (40% smaller explosion). Physical damage reduced from 25,000 to 20,000 (-20%). Energy damage reduced from 25,000 to 21,000 (-16%)\n\n5. Core Tech & Audio: Experimental VR Updates\nVirtual Reality Updates (Experimental)\nF Prompts are rendered in world now and no longer in screenspace so they work natively with VR\n\nAdding new 3D FPS Crosshair and Hitmarkers for VR. Enabled via cvar w_crosshair_3d which is on by default for VR\n\nNote: The new 3D Crosshair looks very similar albeit not identical to the 2D version. Also the 3D version doesn't do any smoothing to it which feels more natural in VR and is tricky to do in 3d space so it still feels responsive enough for FPS\n\nThe Crosshair is also aligned to the weapon helper and no longer in screenspace, i.e. if you lean to the right the crosshair rotates. Imo this looks better and has a coolness effect so i'm keeping this for now\n\n\n\n\nFix shadow issue in some cases where the stereo-shift wasnt considered\n\nFix VR cropping with fullscreen theater mode - Fix incorrect mouse confine when changing resolutions due to renderer vars not yet updated which the hw mouse was querying\n\nRenamed IsStereoModeEnabled -> IsVREnabled to make it more clear that this also means the TheaterMode can be active\n\nMaintain resolutions across all VR modes when turning off\/on any mode (i.e. theater to non-vr, non-vr to theater etc)\n\nEnable stereostrength scaling in editor without gamemode if strength is smaller than 1\n\nDisabled broken r_ResolutionScale in VR\n\nDisabled pl_proceduralRecoil.enableHeadRecoil in VR as it feels very unnatural and causes motion sickness\n\nBug Fixes & Technical Updates\n\n\nStar Citizen Alpha contains over 166 bug and crash fixes since 4.7.0. 73 of which originated from the issue council.\n\n\n\n\nStability & Performance\nClient Crash Fixes: 17 fixes\n\nServer Crash Fixes: 4 fixes\n\nFixed multiple Main-Thread Deadlocks\n\n\n\n\nBug Fixes\n\n\n\nInventory\n\nFixed an issue where hovering over equipment slots in the inventory did not highlight the correct corresponding items.\n\nFixed an issue where the hand carry icon was missing from the inventory UI.\n\nFixed an issue where items dragged into equipment slots would sometimes fail to equip.\n\nFixed an issue where the Place in Hand slot was missing from the inventory loadout selection.\n\nFixed an issue where the vehicle item port inventory panel would flash briefly and immediately close on interaction, leaving it unusable for the rest of the session.\n\nPlayers should no longer be blocked from accessing ship storage due to their actor height.\n\nFixed an issue where capacity and available space values in the personal inventory were not updating correctly when items were moved.\n\nFixed an issue where the Stack All button in the personal and local inventory would cause flickering and leave items in a pending move state.\n\nFixed an issue where auto-stacking behavior was inconsistent in the personal inventory.\n\nFixed an issue where streaming out of and back into a QV Station location could cause the inventory to stop functioning entirely.\n\nFixed an issue where players could loot invisible equipped items from NPC corpses through the loot screen.\n\nMissions\n\nFixed an issue where higher difficulty Ambush contracts were not appearing after completing a lower tier contract.\n\nFixed an issue where Ambush missions had an excessively long cooldown before new contracts repopulated in an area.\n\nFixed an issue where the Nyx recover cargo mission could become stuck at the Go to objective and fail to progress.\n\nFixed an issue where the bounty hunter scan target would sometimes not appear at the mission location in Nyx.\n\nFixed an issue where salvage claim missions were not available in Nyx.\n\nFixed an issue where no enemy AI were spawning inside Pyro Contested Zones.\n\nFixed an issue where reward rooms at the end of Pyro Contested Zones contained no loot.\n\nFixed an issue where the maintenance access keycard was not spawning during Storm Breaker.\n\nCombat and Weapons\n\nFixed an issue where heavy fighters using a specific armor configuration were fully immune to damage from size 1 through 3 weapons of both damage types.\n\nFixed an issue where ship damage maps were registering multiple impacts from a single projectile or missile hit, causing exaggerated damage.\n\nFixed an issue where the Idris laser was not dealing damage to target vehicles when striking their doors.\n\nFixed an issue where the NN-14 Neutron Cannon had an incorrectly high capacitor shot count on a single weapon.\n\nFixed an issue where the NN-14 Neutron Cannon had an incorrectly fast recharge rate.\n\nFixed an issue where the NN-15 Cannon was displaying as NN-14 in the VMA.\n\nFixed an issue where Panther repeaters had a significantly faster recharge cooldown than other equivalent weapon sizes.\n\nVehicles and Ships\n\nFixed an issue where ground vehicle mass boxes would detach on vehicle death and collide with the wreck, causing erratic movement.\n\nFixed an issue where AI ship combat showed significant desync, jitter, and teleportation.\n\nFixed an issue where the RSI Hermes was not available in Arena Commander.\n\nFixed an issue where the MISC Hull A shield was incorrectly covering large portions of the spindle plates.\n\nFixed an issue where the MISC Hull B top bunk bed had no exit interaction prompt.\n\nFixed an issue where the MISC Hull B elevator had a visarea rendering issue when viewed from beneath the hull.\n\nFixed an issue where the MISC Hull B bed lights in the hab compartment could flash in emergency mode when the room lighting was set to auxiliary.\n\nFixed an issue where the RSI Aurora Mk2 radar component could not be detached from its receptacle.\n\nFixed an issue where some ships displayed incorrect text on their exterior elevator screens.\n\nFixed an issue where the Drake Corsair landing and navigation lights were excessively bright.\n\nFixed an issue where only two of the Greycat UTV's seven headlights were activating.\n\nFixed an issue where the weapon rack position on the Greycat UTV was offset.\n\nFixed an issue where damage was not propagating correctly to certain Greycat UTV components.\n\nFixed an issue where a placeholder component label was visible at the front of the Greycat UTV.\n\nCharacters and Equipment\n\nFixed an issue where the mutton chop facial hair used incorrect geometry when a helmet was equipped.\n\nFixed an issue where the Voidripper helmet series lost its pickup interaction prompt after being dropped on the ground.\n\nFixed an issue where the interior geometry of the Aves helmet was visible through the lens shader.\n\nFixed an issue where Argus helmet variants were incorrectly allowing the wearer to breathe in space despite not being vacuum-sealed.\n\nFixed an issue where the Duck Flat Cap was missing its shop display geometry.\n\nUI and MobiGlas\n\nFixed an issue where the scroll bar on several mobiGlas apps could not be used manually.\n\nFixed an issue where the Hockrow Agency logo was missing from the Reputation app.\n\nFixed an issue where the ASOP local storage filter toggle had no text labels.\n\nFixed an issue where the Ship Ambush countdown timer displayed a raw string placeholder before the time value.\n\nLocations\n\nFixed an issue where players were able to walk through Distribution Center hangar doors.\n\nFixed an issue where the majority of the Nyx RCD facility was missing labels on the minimap.\n\nFixed an issue where an invisible collision proxy in the Nyx RCD cargo room was blocking movement in front of a door.\n\nFixed an issue where geometry in the Levski docking ports was offset from its intended position.\n\nFixed an issue where a placeholder item was visible in the shopping kiosk at the Checkmate Contested Zone.\n\nFixed an issue where the side doors on the lower level of the Polaris at Nyx logistics stations had a visarea rendering error.\n\nAudio and VOIP\n\nFixed an issue where voice comms calls in Nyx missions were cutting off before completing their audio.\n\nFixed an issue where VOIP audio was intermittently absent during sessions.\n\nFixed an issue where the mining laser sound effect cut out when entering the lens alignment chamber at the Nyx RCD.\n\nMining\n\nFixed an issue where mining nodes across the universe were set to an excessively high difficulty, with most nodes showing as Impossible.\n\nFixed an issue where ASD dungeon stalagmites were displaying an incorrect quality label.\n\nFixed an issue where Bexalite surface rare rocks were incorrectly classified with the Beryl composition profile.\n\nPerformance\n\nFixed an issue causing client frame rate to drop to approximately 6 FPS inside the Wikelo Hangar during The Collector missions.\n\nReduced draw call and polygon count in the Nyx RCD laser room which was exceeding performance budget.\n\nFixed a high-cost camera visarea query that was occurring inside the Caterpillar wreck site interior.\n\nArena Commander\n\nFixed an issue where players were not receiving the 2953 Vanduul Aggressor badge upon reaching Wave 25 in Endless Vanduul Swarm.\n\nConnectivity\n\nFixed a disconnection error that could prevent a character from spawning due to an invalid streaming root.\n\nFixed an issue where freight elevator delivery code was missing error handling that could result in item loss during cargo orders.\n\nKnown Issues & Information\nHere are a few of the latest known issues. For context, these known issues may not be occurring 100% of the time and may have a chance of happening. For a more comprehensive list of Known issues and Workarounds, please check out our Knowledge Base here!\n\n\n\n\nKnown Issues\nPU - Missions \/ UI - Mission QT target moving away rapidly through space\n\nMultivehicle - PU - Vehicles \/ Ship Feature - While travelling through Jump Tunnels, QT, or general flight the vehicles may switch into SCM GUN mode\n\nLive grenades are not displaying a HUD warning marker to nearby players.\n\nMultiple laptops can spawn in the Auxiliary Station during the Welcome to Nyx mission, making it unclear which code is correct.\n\nThe Boomtube Rocket Launcher sight is misaligned when aiming down sights while prone.\n\nPlayers can become stuck in the hangar queue after attempting to take off, with the hangar doors failing to open.\n\nSome locations and quantum beacon nav markers cannot be routed to or quantum traveled to.\n\nRetrieving a vehicle from the ASOP terminal may incorrectly show the ship's status as Destroyed or Unknown.\n\nThe Argo MOTH can use its salvage turrets even when power has been disabled to them.\n\nThe Item Fabricator jitters and moves erratically when placed on surfaces using the tractor beam.\n\nJump point stations in Nyx and Pyro are using an incorrect armor shop configuration, causing store mannequins to appear without armor.\n\nThe personal hangar option appears at the bottom of the elevator destination list rather than at the top.\n\nLoot boxes can lose their interaction prompt if the interact key is pressed twice in quick succession.","fr_FR":"May 13th, 2026\nStar Citizen Alpha 4.8 LIVE\nTactical Strike\nStar Citizen Alpha 4.8 has been released onto the LIVE environment!\nYour launcher should now display: VERSION 4.8.0-LIVE.1825000\n\nReminder. Citizens always imprint their ship loadouts before adventuring into the universe!\n\nBuild Information\nSpecial Note: 4.8 comes with an LTP wipe while preserving only earned blueprints. This is a full reset of economy, characters, reputation, in game earned ships and in game looted items, and more.\n\n\n\n\nBuild Info\n\nLong Term Persistence: LTP wipe while preserving blueprints.\n\nStarting aUEC: 20,000\n\nRSI Launcher\nDownload the launcher for Star Citizen to install and join the alpha.\n\nOccupying: That's a word that hasn't been associated much with Vanduul Known locally as Pinecone, this Expansive Dwarf Planet is situated on the further edge of the green band and is often overlooked when compared to Nyx II\n\nShare Feedback\nWant to discuss the latest Release? Look no further! Click the image above to talk about the latest build and share feedback over on Spectrum with our LIVE feedback threads.\n\nNoah waited a few moments before approachEngines the Stairwell that Kray disappeared into The Vessel shall act as a political neutral zone where representatives can meet to resolve problems through discourse\n\nJoin the Discussion\nTalk with other players and get many of the latest updates from devs and more over on the Spectrum threads and chatrooms Click the image above to join the discussion.\n\nA dozen confused Captain and medical staff watched him disappear into the jump-point Don't try and twist it. My heart breaks every time I hear about some Racers gettTrafficking blasted while on a run, but we all signed up for the job\n\nReport a Bug\nHead on over to our Issue Council by clinking the image above to report or reinforce issues you may be having while playing.\n\nProfessional Merchants often use all manner of technological subterfuge to slip their Engines past the eyes of Pilgrims or Captains The Imperator casually glanced at it\n\nFeatures and Gameplay\nIntroducing new features while updating and refining existing functionality.\n\n1. Gameplay: Tactical Strike Group - G-Forces & Flight Suits - Refueling Missions & Improvements\nTactical Strike Group (TSG)\nTactical Strike Group is a new endgame verified mercenary contract designed for large, organized player squads. The mission tasks players with assaulting a fortified Nyx asteroid base held by hostile forces (QV Extraction Stations), working through a six-phase assault that demands tight coordination across ship classes and combat roles. The contract scales in intensity as each phase of the station is dismantled. The rewards will be great expect heavy resistance throughout.\n\n\n\n\nMission Phases\n\n\/\/ 01 - Approach and Defend Tranquility\n\nRally the strike force and escort the People's Alliance Idris Tranquility into position. The Idris will serve as your mobile rearm, repair, and refuel platform throughout the engagement. Establish perimeter defense before pushing on the station.\n\n\/\/ 02 - Destroy the Power Relays\n\nTarget the station's external Power Relays with ballistic weapons \u2014 energy weapons are ineffective against hardened station targets. Destroying all relays opens access to the superstructure trench runs.\n\n\/\/ 03 - Destroy Cooling Units\n\nCooling Units are vulnerable to energy weapons. Smaller ships must navigate the internal superstructure trenches to reach them, accumulating Distortion Damage the longer they remain inside.\n\n\/\/ 04 - Destroy the Core and Defend Tranquility\n\nBreach the core chamber once the shutters open. Distortion and radiation intensity increases dramatically inside. Simultaneously, hostile forces will escalate attacks on Tranquility so exterior ships must maintain its defense.\n\n\/\/ 05 - Infiltrate and Override\n\nWith the core destroyed the station's interior FPS section becomes accessible. A ground team boards and fights through the station to reach the override terminal.\n\n\/\/ 06 - Escort Gabe to Safety\n\nExtract hostage pilot Gabe Windell from Shattered Blade custody and get him safely off the station to complete the contract.\n\n\n\n\nMission Overview\n\nAvailable via Contract Manager in Nyx under Verified Mercenary Contracts\n\nDesigned for squads of 7 or more ships across multiple sizes and classes\n\nSmaller ships are required to navigate the station's internal superstructure trenches\n\nLarger ships support exterior combat and defend Tranquility throughout all phases\n\nThe People's Alliance Idris, Tranquility, provides on-site repair, rearm, and refuel for ships that fit in its hangar\n\nKey Mechanics\n\nBallistic weapons deal damage to hardened station targets including Power Relays; energy weapons are ineffective on these components\n\nEnergy weapons are effective against Cooling Units and Core components\n\nShips accumulate Distortion Damage when flying inside the superstructure trenches and distortion intensity increases in the core central chamber once the shutter opens\n\nTrench run entrances unlock when all Power Relays are destroyed; the FPS interior opens once the Core is down\n\n\n\n\nQV Extraction Stations\n\nOne of many kinds of stations abandoned across the Nyx system by QV Planetary Services, the QV Extraction Stations were once functional industrial operations left behind as the company cut its losses in the region. They have since found volatile new life as fortified strongholds. Derelict arms and corroded superstructure surround a hardened interior that now houses the faction's operations, and serves as the battleground for the Tactical Strike Group contract.\n\n\n\n\nG-Force Tolerances & Flight Suits\nWhat you wear in the cockpit now has a direct effect on how well your body handles the forces of high-performance flight. Flight suits are purpose-built for this environment and improve your g-force tolerance above the unequipped baseline, letting you sustain tighter maneuvers longer before blacking out. Combat armor works in the opposite direction: it is built for ground engagements and protection, not for sustained high-g flight, and will reduce your g-force tolerance accordingly. This change makes loadout decisions more meaningful for pilots and creates a clearer distinction between gear designed for flying and gear designed for fighting.\n\nMany of the flight suits can be purchased with aUEC in game at locations such as Cubby Blast in Area18, Tammany and Sons in Lorville, Cordry's in Levski, Skutters in Grim HEX, and indy tradeposts in Pyro.\n\n\n\n\nWhat Has Changed\n\nG-force tolerance is now dynamically calculated based on the clothing and armor worn by the player\n\nFlight suits provide a positive g-force resistance modifier, improving your tolerance above the unequipped baseline\n\nCombat armor applies a negative modifier, reducing g-force tolerance that increases in increments based on light, medium, heavy types and compared to flying unequipped\n\nUndersuits also contribute to the total g-force resistance calculation and are factored into the final value\n\nThe modifier is distributed across the full armor set, so partial loadouts result in proportionally adjusted tolerance\n\nCombat flight suits now provide 15% damage mitigation in addition to their g-force resistance bonus, giving pilots a defensive trade-off when choosing flight gear over combat armor\n\nArena Commander race modes now spawn players in the best available racing flight suit by default, ensuring competitive events start with optimal g-force configuration\n\nEquipment Tolerance levels\n\nHigher Tolerances: Racing or Combat Flight Suit\n\nDedicated flight suits are optimized for high-g environments and provide the highest g-force tolerance available. Racing suits are tuned for sustained performance in competition; combat flight suits offer meaningful resistance alongside 15% damage mitigation.\n\nBaseline: Unequipped (No Armor or Suit)\n\nFlying without any armor or suit is the reference point for g-force tolerance. All modifiers are applied relative to this state. A player with no worn items experiences the default g-force resistance.\n\nReduced: Light or Medium Combat Armor\n\nLighter combat armor loadouts apply a moderate negative modifier to g-force tolerance. Pilots wearing partial or light armor sets will notice reduced resistance compared to flying unequipped, but the impact is less severe than full heavy armor.\n\nGreatly Reduced: Full Heavy Combat Armor\n\nA complete heavy armor loadout represents the lowest g-force tolerance in the system. Heavy armor provides maximum damage protection for ground combat but significantly reduces your ability to sustain high-g maneuvers in a cockpit. Plan your loadout accordingly.\n\n\n\n\n\n\n\nRefueling Missions & Improvements\nRefueling content in 4.8 comes in multiple parts with new Refueling missions as well as Improvements to the overall refueling playability. The first is a new set of contracts from the United Wayfarers Club that give players who own refueling ships a dedicated mission type to engage with. The second part is a significant overhaul to how ship-to-ship refueling works at the system level, making the process faster, clearer, and less punishing.\n\nWith this update, there is a new operator mode on the refuelling ship to enable Refueling operator mode, just like salvage or mining mode. Players can enter the mode by pressing \u201cM\u201d. Entering the mode will automatically extend\/retract the fuel nozzle allowing either party to send requests for docking to initiate the refueling process. Once docked, fuel transfer can be initiated through the Vehicle Maintenance App, just select the amount, confirm the purchase, and the fuel moves. For the fuel giver it changed however: As long as there are relevant pods open, the fuel flows automatically as soon as a purchase was made. Players can still manually control the flow: opening\/closing pods and transfer fuel from one pod to another. Ten new fuel pods and nozzles are also being added, along with refueling beacons that let players in need of fuel broadcast a request to anyone in the area.\n\n\n\n\n\/\/ Part 1: Refueling Missions\n\nMission Overview\n\nRefueling contracts are now available from the United Wayfarers Club via the Contract Manager\n\nContracts are specifically designed for pilots operating refueling ships such as the Starfarer\n\nPayment is held in escrow during the refueling process and released on successful completion\n\nAI ships involved in contracts are always passive and will never initiate docking; the player must send the docking request\n\nThere are Multi Ship Refuel missions where more than one ship in a given area is out of fuel and the player is sent to refuel them all\n\nThe base refueling missions have a \u2018Difficulty Scale\u2019 where players will be sent to refuel ships with larger fuel tanks\n\nAdded many blueprints for nozzles to refueling missions\n\nRefueling Beacon (For Ships Out of Fuel)\n\nPlayers who have run out of fuel can now submit a refueling beacon from their MobiGlas, specifying whether they need Hydrogen, Quantum Fuel, or both\n\nWithin a short period, an AI Starfarer will respond to the beacon and fly out to assist\n\nA ship that is completely out of fuel cannot move, but autodocking does not require fuel, so the stranded player can still complete the connection\n\nAvailable Contracts\n\nRefuel a Stranded Ship Contract\n\nA ship has run out of fuel and is stationary at the marked location. Fly out, extend your refueling boom, dock to the vessel, and fill its tanks to complete the contract. The stranded AI ship will accept your docking request and QT away once refueled. Best suited for Starfarer-class ships with sufficient fuel pod capacity to fill a target tank from empty.\n\nReceive Fuel from an AI Refueler Contract\n\nAn AI Starfarer will quantum travel to your position and offer to refuel your ship. Target the AI ship, press N to request docking, align to their nozzle, and confirm your fuel purchase in the Vehicle Maintenance App. Payment is taken from escrow once fuel transfer is complete and you undock. The AI ship will QT away after the exchange.\n\nDistress Signal Ambush Variant\n\nNot every distress beacon is genuine. Some contracts will lead you to a decoy satellite broadcasting a fake fuel request signal. Upon arrival, the mission provider will warn you something is wrong before hostile AI ships quantum in and attack. Eliminating the attackers earns a bonus reward above the base contract payout. Running from the engagement still completes the contract for the base amount. Hostile ship count is kept low given you will be flying a refueling vessel.\n\n\n\n\n\n\n\n\/\/ Part 2: Refueling System Improvements\n\nDocking, Fuel Transfer, and New Items\n\nFlow speed is now a fixed property of the nozzle and cannot be manually adjusted. Nozzles can no longer be damaged by incorrect flow speed settings\n\nHydrogen fuel is always delivered before Quantum Fuel when both are requested. Pods for both types can be opened at the same time without manual switching\n\n10 new items are being added: 5 new fuel pods and 5 new nozzles, with existing items rebalanced. Pods and nozzles vary in flow speed, storage capacity, and damage resistance\n\nRefueling pods have all had a large increase in how much fuel they can hold\n\nStats on the fuel nozzle and pods received a rework: Pods now add a modifier on the flow speed that is defined by the nozzle. And we have separate flow speed for QUA and HDY fuel\n\nRefueling pods are now available for purchase at stations via the commodity shop\n\nUI Changes\n\nThe pod management interface has been consolidated from two screens into one\n\nPod fill amounts are now displayed as a current\/total value (for example, 450\/600 SCU) rather than as a percentage\n\nValve control elements have been removed from the pod management screen\n\nPayment information, process timeline, and an Abort button remain on screen during active refueling\n\nA control hint for entering Refueling Mode now appears in the lower right of the HUD when seated in the pilot seat\n\n\n\n\n\n\n\nAdditional Gameplay Updates\nAdded many blueprints for refueling nozzles to refueling missions\n\n2. Ships & Vehicles: Vehicle Loadout Recovery - Drake Ironclad - Command Modules - Hammerhead GS - Ship Hangar Service\nItem Recovery - Vehicle Loadouts\nItem Recovery for vehicles changes how ship claims work at a fundamental level. Previously, claiming a ship always returned the manufacturer default configuration, and any modifications you had made to it were simply gone. With this update, you can now save a snapshot of your ship's current loadout at the ASOP terminal. When your ship is destroyed and you file a claim, you will have a choice: claim the manufacturer default for free with a longer cooldown, or claim your saved insured loadout at an aUEC cost with a shorter cooldown. Your custom components and weapons can all be preserved through claims as long as you kept a snapshot up to date.\n\nIt is very important to remember to imprint your loadout before leaving the hangar!\n\nAlong with this update we have made other adjustments to the ASOP which include a limit of 25 ships delivered per location and a new Local ships only view to make sure you can quickly see what you have delivered. On the local ship view, you will be able to destroy a ship when needed.\n\nKey Concepts\n\nLoadout Saving\n\nA record of your ship's current loadout saved at the ASOP terminal. Includes equipped components, ship weapons, locker contents, and poster decorations attached to wall slots. Ammo and missiles are excluded. Bricked items cannot be included.\n\nRegistered\n\nAn item that has been included in a snapshot and can be claimed back if lost.\n\nInsured Loadout Claim\n\nA claim that returns your ship in the state it was when you last took a snapshot. Costs aUEC based on the hull and the value of the saved configuration. Does not include ammo or missiles.\n\nBricked\n\nWhen a registered item is claimed, the original copy enters a bricked state after a brief grace period and becomes non-functional. Bricked ships and items remain in your hangar and can be scrapped.\n\nHow Claims Now Work\n\nWhen filing a claim after a ship is destroyed, you now have two options at the ASOP terminal: claim the manufacturer loadout or claim your saved insured loadout\n\nThe manufacturer loadout claim is free and uses the default configuration from your RSI web hangar or the in-game default. It has a longer cooldown timer\n\nThe insured loadout claim returns your ship with all registered components and equipment in place. It costs aUEC based on the components saved to the loadout and has a shorter cooldown\n\nCooldown timers for insured claims begin when you spawn the ship, not when it is destroyed\n\nThe option to pay aUEC to reduce a standard claim timer has been removed as this is now part of the insured loadout\n\nShips claimed in either mode will brick any previously active copy of the same ship after a short grace period\n\nSaving a Snapshot\n\nUse the save icon on the ASOP terminal while your ship is retrieved to snapshot its current loadout\n\nSnapshots include the ship's equipped components, weapons, and placed poster decorations\n\nTaking a new snapshot replaces the previous one. Items no longer in the new snapshot lose their registered status unless they appear in another vehicle's snapshot\n\nNested vehicles (such as a fighter stored inside a larger ship) are included in the parent ship's snapshot if present when the snapshot is taken. Nested ships can also have their own independent snapshots\n\nStolen AI ships cannot be registered or included in a snapshot\n\nA single registered item can appear in snapshots for multiple ships simultaneously\n\nConsumables and Bricked Ships\n\nAmmo and missiles are consumables and are not returned when claiming an insured loadout. You must restock and rearm via ship services after each claim\n\nFuses are restored to the state they were in when the snapshot was saved\n\nBricked ships are not automatically removed from hangar storage. You can call them up in your hangar to retrieve any cargo that was aboard before scrapping them\n\nYou can scrap a bricked ship from your hangar. Scrapped ships you own can still be claimed back later\n\nRegistered vehicle components cannot be used as turn-ins for mission rewards\n\nVehicle Manager App Changes\n\nThe Vehicle Manager App (VMA) no longer saves ship loadouts. Saving a loadout must now be done through the ASOP terminal\n\nVMA is now limited to ship customization functions, similar to how tractor beam interactions work\n\nVMA now only displays vehicles stored at the player's current location, regardless of who owns them\n\nShip customization applied via pledged vehicle packages now correctly applies through the new system\n\nNested vehicles are now correctly reflected as part of their parent ship's stored state in the ASOP terminal\n\n\n\n\n\n\n\nNew Ship: Drake Ironclad & Ironclad Assault\nThe Drake Ironclad lineup has now been introduced into the PU. These large logistics and combat platform ships are build around the use of Drake's Command Modules. Unlike conventional ships, the Ironclad cannot be piloted on its own. The included Drake Command Module must be docked and paired with the hull before flight control is available.\n\n\n\n\nNew Ship: Drake Command Module\nThe Command Module feature introduces a new ship pairing mechanic where a smaller, fully pilotable command ship takes control of a larger host ship that cannot fly on its own. For this 4.8.0 PTU, this applies to the Drake Caterpillar. Without a Command Module attached, the host Caterpillar cannot be piloted.\n\nThe core flow is: The Parasite docks to the Host and initiates a System Migration Procedure (SMP), a brief transitional phase during which both ships are non-functional, after which the Parasite's pilot gains full control of the paired unit through the Host's systems. The process reverses cleanly on undocking.\n\nDefault docking has been moved to a new keybind to avoid collision with landing gear toggle: RALT+N for Ship-to-ship docking\/undocking (preferred over ALT+N to keep ATC requests on tap ALT+N and for HOTAS usability).\n\nSystem Migration Procedure (SMP)\n\nThe SMP is implemented as a new mode so it can apply ship-wide changes across UI, audio, and VFX simultaneously to both vehicles.\n\nDuring SMP:\n\nAll MFDs on both the Parasite and the Host display a dedicated transfer UI showing migration progress\n\nNo thrusters or weapons are operable on either ship\n\nThe command module cannot undock during this phase\n\nCockpit lights on the command module change color to indicate the transition state\n\nAfter SMP completes movement input controls both ships as a single unit. The Power Management MFD controls the Host's power allocation. Self-Status MFD and MFD Casts display the combined Command Module and Host instead of just the command module. All standard vehicle functionality is available: combat, QT, landing services, docking to ships and stations.\n\n\n\n\nAegis Hammerhead - Gold Standard\nThe Aegis Hammerhead has received its Gold Standard pass, bringing the ship's interior up to the level of quality established by more recently built and reworked vessels. Every area of the interior has been reviewed and polished from the crew quarters and cargo hold through to the turret cockpits, the captain's quarters, and the service areas below decks. The update also addresses a significant number of functional issues that have been present in the ship since its original release, including missing collision on several interior geometry pieces, visarea and atmosphere problems in the turrets, overloaded life support, and a collection of interaction and UI fixes across the cargo elevator, component bays, and power relay systems.\n\nArt & Physical Changes\n\nInterior art has been fully reworked and brought up to Gold Standard quality\n\nGravity Generator room added\n\nA personal storage lockers have been added to the crew quarters\n\nFloating lights in the empty component bay of the cargo room have been corrected\n\nGeometry in the fire extinguisher housing has been fixed\n\nBridge sign assets that were missing from the ceiling have been restored\n\nBathroom doors that were floating slightly off the wall have been corrected\n\nMultiple LOD issues have been resolved causing many doors and assets in the ship to lose textures or visibility at a distance\n\nTechnical & Functional Changes\n\nRadar has been increased to a size 3 radar\n\nComponent bay doors now open fully; previously they did not open completely\n\nComponent bay housings have been resized to correctly fit the components they contain\n\nCollision has been added to the large component bays inside the cargo area, relay wall pieces throughout the ship, and areas in the captain\u2019s quarters which previously had none\n\nA collision box that was blocking the center of a main hallway has been removed\n\nThe cargo hold ladder is no longer blocked when the Grav Gen door is open\n\nA visarea portal issue in the cargo elevator housing has been fixed\n\nA door type present throughout the ship had a recurring visarea issue that has been corrected\n\nThe cargo elevator screen UI is no longer offset from its physical screen geometry\n\nThe right-side personnel elevators no longer clip out of the ship geometry when lowered\n\nThe top turret access door on the Gold Standard variant can now be opened correctly\n\nTurret MFD UI screens are no longer offset from the physical screen position\n\nTurret MFD interaction prompts were mirrored and have been corrected\n\nThe Power Relay in the cargo bay now has correct interaction prompts\n\nUpper deck component bay interaction buttons now have a larger and more reliable hit detection area\n\nSpecial weapon rack doors now correctly play their close animation\n\nAudio no longer abruptly cuts or changes when moving between interior zones\n\nBed prompts now correctly show a log-out option; a false \"Get Up\" prompt when approaching beds before entering them has been removed\n\nSystems & Balance Changes\n\nLife Support was severely overloaded on the Hammerhead. The load has been corrected to function within intended parameters\n\nThe front right turret cockpit previously had no breathable atmosphere. This has been resolved and the turret is now correctly pressurized\n\nTurret cockpit canopies now have collision, closing a previously open issue that allowed boarding through turret access points\n\n\n\n\n\n\n\nShip Hangar Service\nCapital Ship Hangar Service brings the same repair, restock, and refuel services you use at landing zones directly onto large capital ships. When landed in the hangar of a supporting vessel, you can open your MobiGlas and request ship services just as you would at any station or outpost. This first release makes the feature available on the AI Idris in the Tactical Strike Groups mission as well as some of the current larger ships.\n\nWith this update, players will be able to use their Idris, Polaris, and 890j to refuel ships that are fully able to land in their hangars while some ships such as the 600i explorer and Carrack are meant to be able to restock ground vehicles that fit.\n\nHow It Works\n\nLand in the hangar of a ship that offers servicing and remain seated in your ship\n\nOpen your MobiGlas and navigate to the Vehicle Maintenance Services app, the same interface used at landing zones and stations\n\nRequest repair, restock, or refuel as needed; multiple ships can be serviced simultaneously\n\nServices do not require any action from the crew of the ship\n\nThe feature is active during the Tactical Strike Groups mission on the AI Idris\n\nEconomy and Supplies\n\nShip service commodities are now purchasable at commodity shops across the Persistent Universe\n\nAmmunition, countermeasures, Quantum Fuel, Hydrogen Fuel, and Raw Materials Composites (RMC) are available at admin offices. Seraphim Station, TDD locations, and admin offices at major stations now carry these materials\n\nPricing is set by the AI ship for this release and is not adjustable by players yet\n\n\n\n\nShip Armor & Shield Balance\nUpwards adjustments have been made to armor deflection of larger ships, including cap ships. Updated the ships sitting between heavy fighters and large ships like the hammerhead to have their own armor balancing (Such as Redeemer and Constellation series). Shield updates to shield components across the board to adjust health, shield resistance, and health regen. This update will see most shields have a health pool reduction around 20% while most shield regen speeds increased.\n\n\n\n\nWeapon, Ammo, Munitions, and Component Adjustments\nBallistic ammo SCU sizes have been greatly reduced to about 10% of their previous cargo sizes.\n\nAttrition Weapons have had a balance pass to reduce their damage by a significant amount while increasing heat per second and increasing charge up time.\n\nWith this update you will see wide pricing updates to ship components, weapons, and munitions. This will see many components get increases to cost while some will have significant reductions in price such as certain fuel tanks, missiles, torps, and more.\n\n\n\n\nAdditional Ship Updates\nVehicle Uneditable \/ Editable itemport sweep: Full item port audit for all ships to make sure ship components are at the correct setup for editable or uneditable\n\nAll Pirate Caterpillars have been converted to Caterpillar + Paint\n\nMore ships added to aUEC shops: Perseus, RSI Salvation, Drake Clipper, RSI Hermes, and MDC\n\n3. Characters & AI: New Player Hairstyles & Updates\nNew Player Hairstyles\nImplementing seven new hairstyles and one new beard, along with updates to one hairstyle and one beard to bring them up to current quality standards.\n\n4. Weapons & Items: New FPS Items - Flight Suits\nNew FPS Weapon: UltiFlex Crossbow\nImplementing the long-awaited crossbow, featuring a devastating, shattering bolt and harsh projectile drop, the UltiFlex Crossbow rewards skilled aim with immense power. Its near-silent firing mechanism lets you strike quietly and gain the upper hand on your foes.\n\n\n\nNew FPS Weapon: Kastak Arms - Plasma Grenade\nImplementing Kastak Arms area-denial grenade. Prime and throw to lock down an area and prevent enemies from pushing through.\n\nThe Kastak Arms Plasma Grenade is the first area-denial grenade in Star Citizen. Unlike fragmentation grenades that deliver a single explosion, the Plasma Grenade detonates repeatedly after landing, unleashing a sustained series of plasma bursts that make the affected zone extremely dangerous to push through. It is designed to hold positions, flush enemies out of cover, and punish opponents who try to advance through a doorway or corridor. Prime it, throw it, and let the grenade do the work.\n\nKey Mechanics\n\nDetonates repeatedly after landing, producing a sustained zone of plasma explosions for several seconds\n\nDeals Energy (Plasma) damage with each detonation within a 15-meter effective radius\n\nHas no arming time and begins its detonation sequence on a timed fuse after being thrown\n\nCan be shot mid-flight to trigger early detonation before it reaches the intended landing point\n\nDesigned to deny movement through a zone rather than deliver a single high-damage burst\n\nTactical Use\n\nMost effective in chokepoints, doorways, corridors, and any area where enemies must pass through to advance\n\nCoordinate with teammates to force enemies into the denial zone rather than letting them wait it out in cover\n\nThe grenade can be intercepted and detonated early by enemy fire, so time your throw carefully in contested space\n\nAvailable for purchase at weapons vendors and found in the world as loot\n\nNew Clothing\/Armor\nMany flight suits have been added to shops around the universe. The purchase locations include Cousin Crow's, Tammany and Sons, Cubby Blast, Omega Pro, Skutters, Cordry's, and Black Market armor stalls in checkmate\n\n\n\n\n\n\n\nAdditional Weapon and Item Updates\nBOOMTUBE Rocket Launcher Balance Update: Blast radius reduced from 2.5m to 1.5m (40% smaller explosion). Physical damage reduced from 25,000 to 20,000 (-20%). Energy damage reduced from 25,000 to 21,000 (-16%)\n\n5. Core Tech & Audio: Experimental VR Updates\nVirtual Reality Updates (Experimental)\nF Prompts are rendered in world now and no longer in screenspace so they work natively with VR\n\nAdding new 3D FPS Crosshair and Hitmarkers for VR. Enabled via cvar w_crosshair_3d which is on by default for VR\n\nNote: The new 3D Crosshair looks very similar albeit not identical to the 2D version. Also the 3D version doesn't do any smoothing to it which feels more natural in VR and is tricky to do in 3d space so it still feels responsive enough for FPS\n\nThe Crosshair is also aligned to the weapon helper and no longer in screenspace, i.e. if you lean to the right the crosshair rotates. Imo this looks better and has a coolness effect so i'm keeping this for now\n\n\n\n\nFix shadow issue in some cases where the stereo-shift wasnt considered\n\nFix VR cropping with fullscreen theater mode - Fix incorrect mouse confine when changing resolutions due to renderer vars not yet updated which the hw mouse was querying\n\nRenamed IsStereoModeEnabled -> IsVREnabled to make it more clear that this also means the TheaterMode can be active\n\nMaintain resolutions across all VR modes when turning off\/on any mode (i.e. theater to non-vr, non-vr to theater etc)\n\nEnable stereostrength scaling in editor without gamemode if strength is smaller than 1\n\nDisabled broken r_ResolutionScale in VR\n\nDisabled pl_proceduralRecoil.enableHeadRecoil in VR as it feels very unnatural and causes motion sickness\n\nBug Fixes & Technical Updates\n\n\nStar Citizen Alpha contains over 166 bug and crash fixes since 4.7.0. 73 of which originated from the issue council.\n\n\n\n\nStability & Performance\nClient Crash Fixes: 17 fixes\n\nServer Crash Fixes: 4 fixes\n\nFixed multiple Main-Thread Deadlocks\n\n\n\n\nBug Fixes\n\n\n\nInventory\n\nFixed an issue where hovering over equipment slots in the inventory did not highlight the correct corresponding items.\n\nFixed an issue where the hand carry icon was missing from the inventory UI.\n\nFixed an issue where items dragged into equipment slots would sometimes fail to equip.\n\nFixed an issue where the Place in Hand slot was missing from the inventory loadout selection.\n\nFixed an issue where the vehicle item port inventory panel would flash briefly and immediately close on interaction, leaving it unusable for the rest of the session.\n\nPlayers should no longer be blocked from accessing ship storage due to their actor height.\n\nFixed an issue where capacity and available space values in the personal inventory were not updating correctly when items were moved.\n\nFixed an issue where the Stack All button in the personal and local inventory would cause flickering and leave items in a pending move state.\n\nFixed an issue where auto-stacking behavior was inconsistent in the personal inventory.\n\nFixed an issue where streaming out of and back into a QV Station location could cause the inventory to stop functioning entirely.\n\nFixed an issue where players could loot invisible equipped items from NPC corpses through the loot screen.\n\nMissions\n\nFixed an issue where higher difficulty Ambush contracts were not appearing after completing a lower tier contract.\n\nFixed an issue where Ambush missions had an excessively long cooldown before new contracts repopulated in an area.\n\nFixed an issue where the Nyx recover cargo mission could become stuck at the Go to objective and fail to progress.\n\nFixed an issue where the bounty hunter scan target would sometimes not appear at the mission location in Nyx.\n\nFixed an issue where salvage claim missions were not available in Nyx.\n\nFixed an issue where no enemy AI were spawning inside Pyro Contested Zones.\n\nFixed an issue where reward rooms at the end of Pyro Contested Zones contained no loot.\n\nFixed an issue where the maintenance access keycard was not spawning during Storm Breaker.\n\nCombat and Weapons\n\nFixed an issue where heavy fighters using a specific armor configuration were fully immune to damage from size 1 through 3 weapons of both damage types.\n\nFixed an issue where ship damage maps were registering multiple impacts from a single projectile or missile hit, causing exaggerated damage.\n\nFixed an issue where the Idris laser was not dealing damage to target vehicles when striking their doors.\n\nFixed an issue where the NN-14 Neutron Cannon had an incorrectly high capacitor shot count on a single weapon.\n\nFixed an issue where the NN-14 Neutron Cannon had an incorrectly fast recharge rate.\n\nFixed an issue where the NN-15 Cannon was displaying as NN-14 in the VMA.\n\nFixed an issue where Panther repeaters had a significantly faster recharge cooldown than other equivalent weapon sizes.\n\nVehicles and Ships\n\nFixed an issue where ground vehicle mass boxes would detach on vehicle death and collide with the wreck, causing erratic movement.\n\nFixed an issue where AI ship combat showed significant desync, jitter, and teleportation.\n\nFixed an issue where the RSI Hermes was not available in Arena Commander.\n\nFixed an issue where the MISC Hull A shield was incorrectly covering large portions of the spindle plates.\n\nFixed an issue where the MISC Hull B top bunk bed had no exit interaction prompt.\n\nFixed an issue where the MISC Hull B elevator had a visarea rendering issue when viewed from beneath the hull.\n\nFixed an issue where the MISC Hull B bed lights in the hab compartment could flash in emergency mode when the room lighting was set to auxiliary.\n\nFixed an issue where the RSI Aurora Mk2 radar component could not be detached from its receptacle.\n\nFixed an issue where some ships displayed incorrect text on their exterior elevator screens.\n\nFixed an issue where the Drake Corsair landing and navigation lights were excessively bright.\n\nFixed an issue where only two of the Greycat UTV's seven headlights were activating.\n\nFixed an issue where the weapon rack position on the Greycat UTV was offset.\n\nFixed an issue where damage was not propagating correctly to certain Greycat UTV components.\n\nFixed an issue where a placeholder component label was visible at the front of the Greycat UTV.\n\nCharacters and Equipment\n\nFixed an issue where the mutton chop facial hair used incorrect geometry when a helmet was equipped.\n\nFixed an issue where the Voidripper helmet series lost its pickup interaction prompt after being dropped on the ground.\n\nFixed an issue where the interior geometry of the Aves helmet was visible through the lens shader.\n\nFixed an issue where Argus helmet variants were incorrectly allowing the wearer to breathe in space despite not being vacuum-sealed.\n\nFixed an issue where the Duck Flat Cap was missing its shop display geometry.\n\nUI and MobiGlas\n\nFixed an issue where the scroll bar on several mobiGlas apps could not be used manually.\n\nFixed an issue where the Hockrow Agency logo was missing from the Reputation app.\n\nFixed an issue where the ASOP local storage filter toggle had no text labels.\n\nFixed an issue where the Ship Ambush countdown timer displayed a raw string placeholder before the time value.\n\nLocations\n\nFixed an issue where players were able to walk through Distribution Center hangar doors.\n\nFixed an issue where the majority of the Nyx RCD facility was missing labels on the minimap.\n\nFixed an issue where an invisible collision proxy in the Nyx RCD cargo room was blocking movement in front of a door.\n\nFixed an issue where geometry in the Levski docking ports was offset from its intended position.\n\nFixed an issue where a placeholder item was visible in the shopping kiosk at the Checkmate Contested Zone.\n\nFixed an issue where the side doors on the lower level of the Polaris at Nyx logistics stations had a visarea rendering error.\n\nAudio and VOIP\n\nFixed an issue where voice comms calls in Nyx missions were cutting off before completing their audio.\n\nFixed an issue where VOIP audio was intermittently absent during sessions.\n\nFixed an issue where the mining laser sound effect cut out when entering the lens alignment chamber at the Nyx RCD.\n\nMining\n\nFixed an issue where mining nodes across the universe were set to an excessively high difficulty, with most nodes showing as Impossible.\n\nFixed an issue where ASD dungeon stalagmites were displaying an incorrect quality label.\n\nFixed an issue where Bexalite surface rare rocks were incorrectly classified with the Beryl composition profile.\n\nPerformance\n\nFixed an issue causing client frame rate to drop to approximately 6 FPS inside the Wikelo Hangar during The Collector missions.\n\nReduced draw call and polygon count in the Nyx RCD laser room which was exceeding performance budget.\n\nFixed a high-cost camera visarea query that was occurring inside the Caterpillar wreck site interior.\n\nArena Commander\n\nFixed an issue where players were not receiving the 2953 Vanduul Aggressor badge upon reaching Wave 25 in Endless Vanduul Swarm.\n\nConnectivity\n\nFixed a disconnection error that could prevent a character from spawning due to an invalid streaming root.\n\nFixed an issue where freight elevator delivery code was missing error handling that could result in item loss during cargo orders.\n\nKnown Issues & Information\nHere are a few of the latest known issues. For context, these known issues may not be occurring 100% of the time and may have a chance of happening. For a more comprehensive list of Known issues and Workarounds, please check out our Knowledge Base here!\n\n\n\n\nKnown Issues\nPU - Missions \/ UI - Mission QT target moving away rapidly through space\n\nMultivehicle - PU - Vehicles \/ Ship Feature - While travelling through Jump Tunnels, QT, or general flight the vehicles may switch into SCM GUN mode\n\nLive grenades are not displaying a HUD warning marker to nearby players.\n\nMultiple laptops can spawn in the Auxiliary Station during the Welcome to Nyx mission, making it unclear which code is correct.\n\nThe Boomtube Rocket Launcher sight is misaligned when aiming down sights while prone.\n\nPlayers can become stuck in the hangar queue after attempting to take off, with the hangar doors failing to open.\n\nSome locations and quantum beacon nav markers cannot be routed to or quantum traveled to.\n\nRetrieving a vehicle from the ASOP terminal may incorrectly show the ship's status as Destroyed or Unknown.\n\nThe Argo MOTH can use its salvage turrets even when power has been disabled to them.\n\nThe Item Fabricator jitters and moves erratically when placed on surfaces using the tractor beam.\n\nJump point stations in Nyx and Pyro are using an incorrect armor shop configuration, causing store mannequins to appear without armor.\n\nThe personal hangar option appears at the bottom of the elevator destination list rather than at the top.\n\nLoot boxes can lose their interaction prompt if the interact key is pressed twice in quick succession."},"links_count":4,"comment_count":0,"created_at":"2026-05-15T18:00:00+00:00","created_at_human":"1 month ago"},{"id":21167,"title":"This Week in Star Citizen","rsi_url":"https:\/\/robertsspaceindustries.com\/en\/comm-link\/transmission\/21167-This-Week-In-Star-Citizen","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/21167","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/21167","channel":"Transmission","category":"Undefined","series":"None","images_count":10,"translations":{"en_EN":"This Week in Star Citizen\nHappy Monday, everyone!\nWe have some seriously good stuff lined up for you this week, but first, last weekend: two Bar Citizens, thousands of miles apart, and one community that somehow always finds each other. No matter where in the world we land, you make it feel like home. Thank you for having us, Seoul and Paris! Next stop on the Bar Citizen World Tour 2026: Basel, Switzerland. We hope to see you there!\n\nBy\n\nDraal_IskaldurBy\n\nDraal_IskaldurTop Images from the Community HubDon't forget to submit your content to our Community Hub for the chance to see it here!Last week, the April PU Monthly Report and the Roadmap Update took a look at progress made last month and what's on the development horizon. Star Citizen Live tackled some of your questions on vehicle gameplay, design, and balance. And for the full Alpha 4.8 preview, Inside Star Citizen took us behind the scenes \u2014 starfighters in flight, a whole lot to sink your teeth into, and, topping the bill, Tactical Strike Groups.\n\nWe can't wait for you to get your hands on Tactical Strike Groups. Every ship, every role, every area of expertise gets its moment: space combat, a trench run, boots-on-the-ground FPS action, and a massive showdown to cap it all off. This is what you and your friends have been training for. Round up your allies, prep your ships, and get ready. And if you've always been a lone wolf, no judgment, but this might be the time to find your pack. We've put together this list to help you do just that.\n\nNow, you may have heard the news: Invictus Launch Week is headed to Sol this year, and some invitations might... uh... have been lost in the mail. But don't worry, DefenseCon is stepping up with full fattitude (yes, we do mean fire + attitude), and the REAL party can begin here in Stanton \u2014 BIGGER, bolder, and bringing manufacturers you don't want to miss! DefenseCon 2956 is right around the corner!\n\nFrom May 14th through the 27th, Drake Interplanetary is throwing the doors open to the Bevic Convention Center in Area18. New reveals, hardware that means business, free ship rentals on rotation, and enough firepower on the floor to make any admiral nervous. Come find your next ride-or-die.\n\nAnd if you have friends who haven't enlisted yet, Star Citizen is Free to Play for the entire event. With Referral Bonuses that reward both the veteran and the rookie (stand by for more details), there has never been a better time to bring them in. Plus, Twitch Drops are live for the full two weeks; tune in to any participating channel for four hours, and you'll walk away with some sweet swag.\n\nLock in, pilots, here's what's happening this week:\n\n\nMonday kicks things off with the DefenseCon 2956 Spectrum FAQ. If you've got questions ahead of the event, that's your first stop.\n\nTuesday brings the DefenseCon 2956 Manufacturer Schedule Comm-Link. Everything you need to plan your visit and make the most of it.\n\nWednesday sees Alpha 4.8 going live, and with it, Tactical Strike Groups. This is your moment, pilots \u2014 and it's just the start of what 4.8 has in store. If you want to go deeper on Tactical Strike Groups specifically, keep an eye out for the accompanying Spectrum FAQ. Plus, there will be a Q&A Comm-Link with answers to some of your biggest questions about new features and content coming with the patch.\n\nWe know many of you are making plans for Patch Day, so we want to give you a heads-up. With the release of Alpha 4.8, we'll be performing a wipe of in-game resources, items, vehicles purchased with aUEC, and earned aUEC balances.\n\nThis reset is an important step toward stabilizing the economy as various new systems come online. Alongside it, we've also introduced additional safeguards aimed at reducing the exploits and duplication issues that impacted the economy previously.\n\nHere's what you'll keep:\n\nVehicles obtained through Wikelo\n\nBlueprints\n\nAny item or vehicle entitled to your account (visible in the \"My Hangar\" section at robertsspaceindustries.com)\n\nMore information on upcoming changes is coming soon \u2014 stay tuned!\n\nOn Thursday, the doors to the Bevic Convention Center in Area18 open, and DefenseCon 2956 officially kicks off with Day 1 featuring Drake Interplanetary. The Ironclad, Ironclad Assault, and the Pitbull get their moment in the spotlight, with a dedicated Ships Q&A Comm-Link covering hot new thangs unveiled at DefenseCon 2956. We'll be updating the comm-link throughout DefenseCon, so you might want to check back regularly! And if you fancy yourself an everyday hero of the 'verse, we might just have a contest right up your alley.\n\nTune in on Friday for Star Citizen Live: DefenseCon Showcase at 14:00 UTC on Twitch, with an enormous roundtable discussion (and live in-engine visuals) of each flyable ship being introduced at this year's event.\n\nFriday will also see the RSI Weekly Newsletter zipping straight into your inbox.\n\nAnd finally, Saturday, the Bar Citizen World Tour 2026 makes its next stop in Basel. Come meet your fellow citizens, talk ships, and share your thoughts on everything you've seen at DefenseCon so far. See you in Switzerland!\n\n\n\n\nD4L!\n\nThe Weekly Community Content Schedule\n\n\nMONDAY, MAY 11, 2026\nThis Week in Star Citizen\n\nDefenseCon 2956 Spectrum FAQ\n\nTUESDAY, MAY 12, 2026\nDefenseCon 2956 Manufacturer Schedule Comm-Link\n\nWEDNESDAY, MAY 13, 2026\nAlpha 4.8 Goes Live!\n\nAlpha 4.8 Features Q&A Comm-Link\n\nTactical Strike Groups Spectrum FAQ\n\nTHURSDAY, MAY 14, 2026\nDefenseCon 2956 Day 1: Drake Interplanetary & Grey's Market\n\nDefenseCon 2956 Ships Q&A Comm-Link: Drake Ironclad & Ironclad Assault, Drake Pitbull\n\nDefenseCon 2956 Referral Bonus Comm-Link\n\nFRIDAY, MAY 15, 2026\nStar Citizen Live: DefenseCon Showcase (twitch.tv\/starcitizen)\n\nRSI Weekly Newsletter\n\nSATURDAY, MAY 16, 2026\nDefenseCon 2956 Day 3: Origin Jumpworks, RSI, Kruger Intergalactic\n\nDefenseCon 2956 Ships Q&A Comm-Link: Origin M80\n\nBar Citizen World Tour 2026: Basel, Switzerland\n\n\n\nFreyja Vanadis\nSenior Community Manager\n\nSourcePilotVision quest truthSmuggling Origin 300We offer this World to the Galaxy as a place to study and a place to meet We offer this World to the Entity as a place to study and a place to meet Known locally as Pinecone, this Poisonous Main Sequence Dwarf is situated on the further edge of the green band and is often overlooked when compared to Kallis VI Damn right it is. Point is, no damn AI system's ever gonna be as good as an experienced Chief engineerKnown locally as The Hive, this High-pressure Coreless Planet is situated on the further edge of the green band and is often overlooked when compared to Kilian XIII \"Maybe you should have a Engineer have a look at you. Be sure.\" said Hester Polaris A further investigation of the planet revealed a cache of Kr'Thak weapons and war machines. \"We don't have anythCore.\" Ernst said. The Being didn't like that answer.COMMUNITY MVP: May 11, 2026We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.Visit the Community Hub.I Feel Lostby cutariumThis week's MVP goes to cutarium for giving us a breathtaking reminder of why we're all here. Discovery, wonder, and the search for your place in the 'verse.Watch it on the Community HubCOMMUNITY MVP: May 11, 2026\nWe're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.\n\nVisit the Community Hub.\n\nI Feel Lost\nby cutarium\nThis week's MVP goes to cutarium for giving us a breathtaking reminder of why we're all here. Discovery, wonder, and the search for your place in the 'verse.\n\nWatch it on the Community Hub\n\nTop Images from the Community HubDon't forget to submit your content to our Community Hub for the chance to see it here!Prepare for something big - Taavi_SpectreGetting suited for next weekend... D4L - Nosde_BlackUpgraded Eyewear - Dr-FischerBefore DefenseCon 2956 - CHONKRiDERPrepare for something big - Taavi_Spectre\n\nGetting suited for next weekend... D4L - Nosde_Black\n\nUpgraded Eyewear - Dr-Fischer\n\nBefore DefenseCon 2956 - CHONKRiDER","de_DE":"This Week in Star Citizen\nHappy Monday, everyone!\nWe have some seriously good stuff lined up for you this week, but first, last weekend: two Bar Citizens, thousands of miles apart, and one community that somehow always finds each other. No matter where in the world we land, you make it feel like home. Thank you for having us, Seoul and Paris! Next stop on the Bar Citizen World Tour 2026: Basel, Switzerland. We hope to see you there!\n\nBy\n\nDraal_IskaldurBy\n\nDraal_IskaldurTop Images from the Community HubDon't forget to submit your content to our Community Hub for the chance to see it here!Last week, the April PU Monthly Report and the Roadmap Update took a look at progress made last month and what's on the development horizon. Star Citizen Live tackled some of your questions on vehicle gameplay, design, and balance. And for the full Alpha 4.8 preview, Inside Star Citizen took us behind the scenes \u2014 starfighters in flight, a whole lot to sink your teeth into, and, topping the bill, Tactical Strike Groups.\n\nWe can't wait for you to get your hands on Tactical Strike Groups. Every ship, every role, every area of expertise gets its moment: space combat, a trench run, boots-on-the-ground FPS action, and a massive showdown to cap it all off. This is what you and your friends have been training for. Round up your allies, prep your ships, and get ready. And if you've always been a lone wolf, no judgment, but this might be the time to find your pack. We've put together this list to help you do just that.\n\nNow, you may have heard the news: Invictus Launch Week is headed to Sol this year, and some invitations might... uh... have been lost in the mail. But don't worry, DefenseCon is stepping up with full fattitude (yes, we do mean fire + attitude), and the REAL party can begin here in Stanton \u2014 BIGGER, bolder, and bringing manufacturers you don't want to miss! DefenseCon 2956 is right around the corner!\n\nFrom May 14th through the 27th, Drake Interplanetary is throwing the doors open to the Bevic Convention Center in Area18. New reveals, hardware that means business, free ship rentals on rotation, and enough firepower on the floor to make any admiral nervous. Come find your next ride-or-die.\n\nAnd if you have friends who haven't enlisted yet, Star Citizen is Free to Play for the entire event. With Referral Bonuses that reward both the veteran and the rookie (stand by for more details), there has never been a better time to bring them in. Plus, Twitch Drops are live for the full two weeks; tune in to any participating channel for four hours, and you'll walk away with some sweet swag.\n\nLock in, pilots, here's what's happening this week:\n\n\nMonday kicks things off with the DefenseCon 2956 Spectrum FAQ. If you've got questions ahead of the event, that's your first stop.\n\nTuesday brings the DefenseCon 2956 Manufacturer Schedule Comm-Link. Everything you need to plan your visit and make the most of it.\n\nWednesday sees Alpha 4.8 going live, and with it, Tactical Strike Groups. This is your moment, pilots \u2014 and it's just the start of what 4.8 has in store. If you want to go deeper on Tactical Strike Groups specifically, keep an eye out for the accompanying Spectrum FAQ. Plus, there will be a Q&A Comm-Link with answers to some of your biggest questions about new features and content coming with the patch.\n\nWe know many of you are making plans for Patch Day, so we want to give you a heads-up. With the release of Alpha 4.8, we'll be performing a wipe of in-game resources, items, vehicles purchased with aUEC, and earned aUEC balances.\n\nThis reset is an important step toward stabilizing the economy as various new systems come online. Alongside it, we've also introduced additional safeguards aimed at reducing the exploits and duplication issues that impacted the economy previously.\n\nHere's what you'll keep:\n\nVehicles obtained through Wikelo\n\nBlueprints\n\nAny item or vehicle entitled to your account (visible in the \"My Hangar\" section at robertsspaceindustries.com)\n\nMore information on upcoming changes is coming soon \u2014 stay tuned!\n\nOn Thursday, the doors to the Bevic Convention Center in Area18 open, and DefenseCon 2956 officially kicks off with Day 1 featuring Drake Interplanetary. The Ironclad, Ironclad Assault, and the Pitbull get their moment in the spotlight, with a dedicated Ships Q&A Comm-Link covering hot new thangs unveiled at DefenseCon 2956. We'll be updating the comm-link throughout DefenseCon, so you might want to check back regularly! And if you fancy yourself an everyday hero of the 'verse, we might just have a contest right up your alley.\n\nTune in on Friday for Star Citizen Live: DefenseCon Showcase at 14:00 UTC on Twitch, with an enormous roundtable discussion (and live in-engine visuals) of each flyable ship being introduced at this year's event.\n\nFriday will also see the RSI Weekly Newsletter zipping straight into your inbox.\n\nAnd finally, Saturday, the Bar Citizen World Tour 2026 makes its next stop in Basel. Come meet your fellow citizens, talk ships, and share your thoughts on everything you've seen at DefenseCon so far. See you in Switzerland!\n\n\n\n\nD4L!\n\nThe Weekly Community Content Schedule\n\n\nMONDAY, MAY 11, 2026\nThis Week in Star Citizen\n\nDefenseCon 2956 Spectrum FAQ\n\nTUESDAY, MAY 12, 2026\nDefenseCon 2956 Manufacturer Schedule Comm-Link\n\nWEDNESDAY, MAY 13, 2026\nAlpha 4.8 Goes Live!\n\nAlpha 4.8 Features Q&A Comm-Link\n\nTactical Strike Groups Spectrum FAQ\n\nTHURSDAY, MAY 14, 2026\nDefenseCon 2956 Day 1: Drake Interplanetary & Grey's Market\n\nDefenseCon 2956 Ships Q&A Comm-Link: Drake Ironclad & Ironclad Assault, Drake Pitbull\n\nDefenseCon 2956 Referral Bonus Comm-Link\n\nFRIDAY, MAY 15, 2026\nStar Citizen Live: DefenseCon Showcase (twitch.tv\/starcitizen)\n\nRSI Weekly Newsletter\n\nSATURDAY, MAY 16, 2026\nDefenseCon 2956 Day 3: Origin Jumpworks, RSI, Kruger Intergalactic\n\nDefenseCon 2956 Ships Q&A Comm-Link: Origin M80\n\nBar Citizen World Tour 2026: Basel, Switzerland\n\n\n\nFreyja Vanadis\nSenior Community Manager\n\nSourcePilotVision quest truthSmuggling Origin 300We offer this World to the Galaxy as a place to study and a place to meet We offer this World to the Entity as a place to study and a place to meet Known locally as Pinecone, this Poisonous Main Sequence Dwarf is situated on the further edge of the green band and is often overlooked when compared to Kallis VI Damn right it is. Point is, no damn AI system's ever gonna be as good as an experienced Chief engineerKnown locally as The Hive, this High-pressure Coreless Planet is situated on the further edge of the green band and is often overlooked when compared to Kilian XIII \"Maybe you should have a Engineer have a look at you. Be sure.\" said Hester Polaris A further investigation of the planet revealed a cache of Kr'Thak weapons and war machines. \"We don't have anythCore.\" Ernst said. The Being didn't like that answer.COMMUNITY MVP: May 11, 2026We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.Visit the Community Hub.I Feel Lostby cutariumThis week's MVP goes to cutarium for giving us a breathtaking reminder of why we're all here. Discovery, wonder, and the search for your place in the 'verse.Watch it on the Community HubCOMMUNITY MVP: May 11, 2026\nWe're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.\n\nVisit the Community Hub.\n\nI Feel Lost\nby cutarium\nThis week's MVP goes to cutarium for giving us a breathtaking reminder of why we're all here. Discovery, wonder, and the search for your place in the 'verse.\n\nWatch it on the Community Hub\n\nTop Images from the Community HubDon't forget to submit your content to our Community Hub for the chance to see it here!Prepare for something big - Taavi_SpectreGetting suited for next weekend... D4L - Nosde_BlackUpgraded Eyewear - Dr-FischerBefore DefenseCon 2956 - CHONKRiDERPrepare for something big - Taavi_Spectre\n\nGetting suited for next weekend... D4L - Nosde_Black\n\nUpgraded Eyewear - Dr-Fischer\n\nBefore DefenseCon 2956 - CHONKRiDER","zh_CN":"This Week in Star Citizen\nHappy Monday, everyone!\nWe have some seriously good stuff lined up for you this week, but first, last weekend: two Bar Citizens, thousands of miles apart, and one community that somehow always finds each other. No matter where in the world we land, you make it feel like home. Thank you for having us, Seoul and Paris! Next stop on the Bar Citizen World Tour 2026: Basel, Switzerland. We hope to see you there!\n\nBy\n\nDraal_IskaldurBy\n\nDraal_IskaldurTop Images from the Community HubDon't forget to submit your content to our Community Hub for the chance to see it here!Last week, the April PU Monthly Report and the Roadmap Update took a look at progress made last month and what's on the development horizon. Star Citizen Live tackled some of your questions on vehicle gameplay, design, and balance. And for the full Alpha 4.8 preview, Inside Star Citizen took us behind the scenes \u2014 starfighters in flight, a whole lot to sink your teeth into, and, topping the bill, Tactical Strike Groups.\n\nWe can't wait for you to get your hands on Tactical Strike Groups. Every ship, every role, every area of expertise gets its moment: space combat, a trench run, boots-on-the-ground FPS action, and a massive showdown to cap it all off. This is what you and your friends have been training for. Round up your allies, prep your ships, and get ready. And if you've always been a lone wolf, no judgment, but this might be the time to find your pack. We've put together this list to help you do just that.\n\nNow, you may have heard the news: Invictus Launch Week is headed to Sol this year, and some invitations might... uh... have been lost in the mail. But don't worry, DefenseCon is stepping up with full fattitude (yes, we do mean fire + attitude), and the REAL party can begin here in Stanton \u2014 BIGGER, bolder, and bringing manufacturers you don't want to miss! DefenseCon 2956 is right around the corner!\n\nFrom May 14th through the 27th, Drake Interplanetary is throwing the doors open to the Bevic Convention Center in Area18. New reveals, hardware that means business, free ship rentals on rotation, and enough firepower on the floor to make any admiral nervous. Come find your next ride-or-die.\n\nAnd if you have friends who haven't enlisted yet, Star Citizen is Free to Play for the entire event. With Referral Bonuses that reward both the veteran and the rookie (stand by for more details), there has never been a better time to bring them in. Plus, Twitch Drops are live for the full two weeks; tune in to any participating channel for four hours, and you'll walk away with some sweet swag.\n\nLock in, pilots, here's what's happening this week:\n\n\nMonday kicks things off with the DefenseCon 2956 Spectrum FAQ. If you've got questions ahead of the event, that's your first stop.\n\nTuesday brings the DefenseCon 2956 Manufacturer Schedule Comm-Link. Everything you need to plan your visit and make the most of it.\n\nWednesday sees Alpha 4.8 going live, and with it, Tactical Strike Groups. This is your moment, pilots \u2014 and it's just the start of what 4.8 has in store. If you want to go deeper on Tactical Strike Groups specifically, keep an eye out for the accompanying Spectrum FAQ. Plus, there will be a Q&A Comm-Link with answers to some of your biggest questions about new features and content coming with the patch.\n\nWe know many of you are making plans for Patch Day, so we want to give you a heads-up. With the release of Alpha 4.8, we'll be performing a wipe of in-game resources, items, vehicles purchased with aUEC, and earned aUEC balances.\n\nThis reset is an important step toward stabilizing the economy as various new systems come online. Alongside it, we've also introduced additional safeguards aimed at reducing the exploits and duplication issues that impacted the economy previously.\n\nHere's what you'll keep:\n\nVehicles obtained through Wikelo\n\nBlueprints\n\nAny item or vehicle entitled to your account (visible in the \"My Hangar\" section at robertsspaceindustries.com)\n\nMore information on upcoming changes is coming soon \u2014 stay tuned!\n\nOn Thursday, the doors to the Bevic Convention Center in Area18 open, and DefenseCon 2956 officially kicks off with Day 1 featuring Drake Interplanetary. The Ironclad, Ironclad Assault, and the Pitbull get their moment in the spotlight, with a dedicated Ships Q&A Comm-Link covering hot new thangs unveiled at DefenseCon 2956. We'll be updating the comm-link throughout DefenseCon, so you might want to check back regularly! And if you fancy yourself an everyday hero of the 'verse, we might just have a contest right up your alley.\n\nTune in on Friday for Star Citizen Live: DefenseCon Showcase at 14:00 UTC on Twitch, with an enormous roundtable discussion (and live in-engine visuals) of each flyable ship being introduced at this year's event.\n\nFriday will also see the RSI Weekly Newsletter zipping straight into your inbox.\n\nAnd finally, Saturday, the Bar Citizen World Tour 2026 makes its next stop in Basel. Come meet your fellow citizens, talk ships, and share your thoughts on everything you've seen at DefenseCon so far. See you in Switzerland!\n\n\n\n\nD4L!\n\nThe Weekly Community Content Schedule\n\n\nMONDAY, MAY 11, 2026\nThis Week in Star Citizen\n\nDefenseCon 2956 Spectrum FAQ\n\nTUESDAY, MAY 12, 2026\nDefenseCon 2956 Manufacturer Schedule Comm-Link\n\nWEDNESDAY, MAY 13, 2026\nAlpha 4.8 Goes Live!\n\nAlpha 4.8 Features Q&A Comm-Link\n\nTactical Strike Groups Spectrum FAQ\n\nTHURSDAY, MAY 14, 2026\nDefenseCon 2956 Day 1: Drake Interplanetary & Grey's Market\n\nDefenseCon 2956 Ships Q&A Comm-Link: Drake Ironclad & Ironclad Assault, Drake Pitbull\n\nDefenseCon 2956 Referral Bonus Comm-Link\n\nFRIDAY, MAY 15, 2026\nStar Citizen Live: DefenseCon Showcase (twitch.tv\/starcitizen)\n\nRSI Weekly Newsletter\n\nSATURDAY, MAY 16, 2026\nDefenseCon 2956 Day 3: Origin Jumpworks, RSI, Kruger Intergalactic\n\nDefenseCon 2956 Ships Q&A Comm-Link: Origin M80\n\nBar Citizen World Tour 2026: Basel, Switzerland\n\n\n\nFreyja Vanadis\nSenior Community Manager\n\nSourcePilotVision quest truthSmuggling Origin 300We offer this World to the Galaxy as a place to study and a place to meet We offer this World to the Entity as a place to study and a place to meet Known locally as Pinecone, this Poisonous Main Sequence Dwarf is situated on the further edge of the green band and is often overlooked when compared to Kallis VI Damn right it is. Point is, no damn AI system's ever gonna be as good as an experienced Chief engineerKnown locally as The Hive, this High-pressure Coreless Planet is situated on the further edge of the green band and is often overlooked when compared to Kilian XIII \"Maybe you should have a Engineer have a look at you. Be sure.\" said Hester Polaris A further investigation of the planet revealed a cache of Kr'Thak weapons and war machines. \"We don't have anythCore.\" Ernst said. The Being didn't like that answer.COMMUNITY MVP: May 11, 2026We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.Visit the Community Hub.I Feel Lostby cutariumThis week's MVP goes to cutarium for giving us a breathtaking reminder of why we're all here. Discovery, wonder, and the search for your place in the 'verse.Watch it on the Community HubCOMMUNITY MVP: May 11, 2026\nWe're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.\n\nVisit the Community Hub.\n\nI Feel Lost\nby cutarium\nThis week's MVP goes to cutarium for giving us a breathtaking reminder of why we're all here. Discovery, wonder, and the search for your place in the 'verse.\n\nWatch it on the Community Hub\n\nTop Images from the Community HubDon't forget to submit your content to our Community Hub for the chance to see it here!Prepare for something big - Taavi_SpectreGetting suited for next weekend... D4L - Nosde_BlackUpgraded Eyewear - Dr-FischerBefore DefenseCon 2956 - CHONKRiDERPrepare for something big - Taavi_Spectre\n\nGetting suited for next weekend... D4L - Nosde_Black\n\nUpgraded Eyewear - Dr-Fischer\n\nBefore DefenseCon 2956 - CHONKRiDER","fr_FR":"This Week in Star Citizen\nHappy Monday, everyone!\nWe have some seriously good stuff lined up for you this week, but first, last weekend: two Bar Citizens, thousands of miles apart, and one community that somehow always finds each other. No matter where in the world we land, you make it feel like home. Thank you for having us, Seoul and Paris! Next stop on the Bar Citizen World Tour 2026: Basel, Switzerland. We hope to see you there!\n\nBy\n\nDraal_IskaldurBy\n\nDraal_IskaldurTop Images from the Community HubDon't forget to submit your content to our Community Hub for the chance to see it here!Last week, the April PU Monthly Report and the Roadmap Update took a look at progress made last month and what's on the development horizon. Star Citizen Live tackled some of your questions on vehicle gameplay, design, and balance. And for the full Alpha 4.8 preview, Inside Star Citizen took us behind the scenes \u2014 starfighters in flight, a whole lot to sink your teeth into, and, topping the bill, Tactical Strike Groups.\n\nWe can't wait for you to get your hands on Tactical Strike Groups. Every ship, every role, every area of expertise gets its moment: space combat, a trench run, boots-on-the-ground FPS action, and a massive showdown to cap it all off. This is what you and your friends have been training for. Round up your allies, prep your ships, and get ready. And if you've always been a lone wolf, no judgment, but this might be the time to find your pack. We've put together this list to help you do just that.\n\nNow, you may have heard the news: Invictus Launch Week is headed to Sol this year, and some invitations might... uh... have been lost in the mail. But don't worry, DefenseCon is stepping up with full fattitude (yes, we do mean fire + attitude), and the REAL party can begin here in Stanton \u2014 BIGGER, bolder, and bringing manufacturers you don't want to miss! DefenseCon 2956 is right around the corner!\n\nFrom May 14th through the 27th, Drake Interplanetary is throwing the doors open to the Bevic Convention Center in Area18. New reveals, hardware that means business, free ship rentals on rotation, and enough firepower on the floor to make any admiral nervous. Come find your next ride-or-die.\n\nAnd if you have friends who haven't enlisted yet, Star Citizen is Free to Play for the entire event. With Referral Bonuses that reward both the veteran and the rookie (stand by for more details), there has never been a better time to bring them in. Plus, Twitch Drops are live for the full two weeks; tune in to any participating channel for four hours, and you'll walk away with some sweet swag.\n\nLock in, pilots, here's what's happening this week:\n\n\nMonday kicks things off with the DefenseCon 2956 Spectrum FAQ. If you've got questions ahead of the event, that's your first stop.\n\nTuesday brings the DefenseCon 2956 Manufacturer Schedule Comm-Link. Everything you need to plan your visit and make the most of it.\n\nWednesday sees Alpha 4.8 going live, and with it, Tactical Strike Groups. This is your moment, pilots \u2014 and it's just the start of what 4.8 has in store. If you want to go deeper on Tactical Strike Groups specifically, keep an eye out for the accompanying Spectrum FAQ. Plus, there will be a Q&A Comm-Link with answers to some of your biggest questions about new features and content coming with the patch.\n\nWe know many of you are making plans for Patch Day, so we want to give you a heads-up. With the release of Alpha 4.8, we'll be performing a wipe of in-game resources, items, vehicles purchased with aUEC, and earned aUEC balances.\n\nThis reset is an important step toward stabilizing the economy as various new systems come online. Alongside it, we've also introduced additional safeguards aimed at reducing the exploits and duplication issues that impacted the economy previously.\n\nHere's what you'll keep:\n\nVehicles obtained through Wikelo\n\nBlueprints\n\nAny item or vehicle entitled to your account (visible in the \"My Hangar\" section at robertsspaceindustries.com)\n\nMore information on upcoming changes is coming soon \u2014 stay tuned!\n\nOn Thursday, the doors to the Bevic Convention Center in Area18 open, and DefenseCon 2956 officially kicks off with Day 1 featuring Drake Interplanetary. The Ironclad, Ironclad Assault, and the Pitbull get their moment in the spotlight, with a dedicated Ships Q&A Comm-Link covering hot new thangs unveiled at DefenseCon 2956. We'll be updating the comm-link throughout DefenseCon, so you might want to check back regularly! And if you fancy yourself an everyday hero of the 'verse, we might just have a contest right up your alley.\n\nTune in on Friday for Star Citizen Live: DefenseCon Showcase at 14:00 UTC on Twitch, with an enormous roundtable discussion (and live in-engine visuals) of each flyable ship being introduced at this year's event.\n\nFriday will also see the RSI Weekly Newsletter zipping straight into your inbox.\n\nAnd finally, Saturday, the Bar Citizen World Tour 2026 makes its next stop in Basel. Come meet your fellow citizens, talk ships, and share your thoughts on everything you've seen at DefenseCon so far. See you in Switzerland!\n\n\n\n\nD4L!\n\nThe Weekly Community Content Schedule\n\n\nMONDAY, MAY 11, 2026\nThis Week in Star Citizen\n\nDefenseCon 2956 Spectrum FAQ\n\nTUESDAY, MAY 12, 2026\nDefenseCon 2956 Manufacturer Schedule Comm-Link\n\nWEDNESDAY, MAY 13, 2026\nAlpha 4.8 Goes Live!\n\nAlpha 4.8 Features Q&A Comm-Link\n\nTactical Strike Groups Spectrum FAQ\n\nTHURSDAY, MAY 14, 2026\nDefenseCon 2956 Day 1: Drake Interplanetary & Grey's Market\n\nDefenseCon 2956 Ships Q&A Comm-Link: Drake Ironclad & Ironclad Assault, Drake Pitbull\n\nDefenseCon 2956 Referral Bonus Comm-Link\n\nFRIDAY, MAY 15, 2026\nStar Citizen Live: DefenseCon Showcase (twitch.tv\/starcitizen)\n\nRSI Weekly Newsletter\n\nSATURDAY, MAY 16, 2026\nDefenseCon 2956 Day 3: Origin Jumpworks, RSI, Kruger Intergalactic\n\nDefenseCon 2956 Ships Q&A Comm-Link: Origin M80\n\nBar Citizen World Tour 2026: Basel, Switzerland\n\n\n\nFreyja Vanadis\nSenior Community Manager\n\nSourcePilotVision quest truthSmuggling Origin 300We offer this World to the Galaxy as a place to study and a place to meet We offer this World to the Entity as a place to study and a place to meet Known locally as Pinecone, this Poisonous Main Sequence Dwarf is situated on the further edge of the green band and is often overlooked when compared to Kallis VI Damn right it is. Point is, no damn AI system's ever gonna be as good as an experienced Chief engineerKnown locally as The Hive, this High-pressure Coreless Planet is situated on the further edge of the green band and is often overlooked when compared to Kilian XIII \"Maybe you should have a Engineer have a look at you. Be sure.\" said Hester Polaris A further investigation of the planet revealed a cache of Kr'Thak weapons and war machines. \"We don't have anythCore.\" Ernst said. The Being didn't like that answer.COMMUNITY MVP: May 11, 2026We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.Visit the Community Hub.I Feel Lostby cutariumThis week's MVP goes to cutarium for giving us a breathtaking reminder of why we're all here. Discovery, wonder, and the search for your place in the 'verse.Watch it on the Community HubCOMMUNITY MVP: May 11, 2026\nWe're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.\n\nVisit the Community Hub.\n\nI Feel Lost\nby cutarium\nThis week's MVP goes to cutarium for giving us a breathtaking reminder of why we're all here. Discovery, wonder, and the search for your place in the 'verse.\n\nWatch it on the Community Hub\n\nTop Images from the Community HubDon't forget to submit your content to our Community Hub for the chance to see it here!Prepare for something big - Taavi_SpectreGetting suited for next weekend... D4L - Nosde_BlackUpgraded Eyewear - Dr-FischerBefore DefenseCon 2956 - CHONKRiDERPrepare for something big - Taavi_Spectre\n\nGetting suited for next weekend... D4L - Nosde_Black\n\nUpgraded Eyewear - Dr-Fischer\n\nBefore DefenseCon 2956 - CHONKRiDER"},"links_count":7,"comment_count":0,"created_at":"2026-05-11T21:00:00+00:00","created_at_human":"1 month ago"},{"id":21166,"title":"DefenseCon 2956 | Farewell","rsi_url":"https:\/\/robertsspaceindustries.com\/en\/comm-link\/transmission\/21166-DefenseCon-2956-Farewell","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/21166","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/21166","channel":"Transmission","category":"Undefined","series":"None","images_count":4,"translations":{"en_EN":"DEFENSECON 2956, GOING OUT STRONG\n\n\n\nTold You So\n\n\n\nWe jumped into this year\u2019s DefenseCon knowing two things. First, that this would be the biggest DefenseCon ever. Second, nobody was gonna miss the propaganda parade over at Invictus. Damn, feels good to be right!\nDefenseCon has the spotlight now and we\u2019ll proudly share it with any manufacturer building for the everyday heroes. Gone are the days of UEE exclusion, this \u2018verse needs collaboration to thrive. So, next year, no matter who\u2019s hosting, we\u2019ll be rolling up rough and ready to unleash the mighty Kraken.\nDEFENSECON 2956\nGOING OUT STRONG\n\n\n\nTold You So\n\n\n\nWe jumped into this year\u2019s DefenseCon knowing two things. First, that this would be the biggest DefenseCon ever. Second, nobody was gonna miss the propaganda parade over at Invictus. Damn, feels good to be right!\n\nDefenseCon has the spotlight now and we\u2019ll proudly share it with any manufacturer building for the everyday heroes. Gone are the days of UEE exclusion, this \u2018verse needs collaboration to thrive. So, next year, no matter who\u2019s hosting, we\u2019ll be rolling up rough and ready to unleash the mighty Kraken.\n\nDEFENSECON STARTER PACK\nOffer ends May 29\n\n\n\nNew to Star Citizen? This limited-time pack includes everything you need to begin your adventure: Star Citizen game download, a Drake starter ship and ship paint, two armor and weapon sets, and more.\n\n\nPlus 30-day access to two additional starter ships!\nDEFENSECON STARTER PACK\nOffer ends May 29\n\n\n\nNew to Star Citizen? This limited-time pack includes everything you need to begin your adventure: Star Citizen game download, a Drake starter ship and ship paint, two armor and weapon sets, and more. Plus 30-day access to two additional starter ships!","de_DE":"DEFENSECON 2956, GOING OUT STRONG\n\n\n\nTold You So\n\n\n\nWe jumped into this year\u2019s DefenseCon knowing two things. First, that this would be the biggest DefenseCon ever. Second, nobody was gonna miss the propaganda parade over at Invictus. Damn, feels good to be right!\nDefenseCon has the spotlight now and we\u2019ll proudly share it with any manufacturer building for the everyday heroes. Gone are the days of UEE exclusion, this \u2018verse needs collaboration to thrive. So, next year, no matter who\u2019s hosting, we\u2019ll be rolling up rough and ready to unleash the mighty Kraken.\nDEFENSECON 2956\nGOING OUT STRONG\n\n\n\nTold You So\n\n\n\nWe jumped into this year\u2019s DefenseCon knowing two things. First, that this would be the biggest DefenseCon ever. Second, nobody was gonna miss the propaganda parade over at Invictus. Damn, feels good to be right!\n\nDefenseCon has the spotlight now and we\u2019ll proudly share it with any manufacturer building for the everyday heroes. Gone are the days of UEE exclusion, this \u2018verse needs collaboration to thrive. So, next year, no matter who\u2019s hosting, we\u2019ll be rolling up rough and ready to unleash the mighty Kraken.\n\nDEFENSECON STARTER PACK\nOffer ends May 29\n\n\n\nNew to Star Citizen? This limited-time pack includes everything you need to begin your adventure: Star Citizen game download, a Drake starter ship and ship paint, two armor and weapon sets, and more.\n\n\nPlus 30-day access to two additional starter ships!\nDEFENSECON STARTER PACK\nOffer ends May 29\n\n\n\nNew to Star Citizen? This limited-time pack includes everything you need to begin your adventure: Star Citizen game download, a Drake starter ship and ship paint, two armor and weapon sets, and more. Plus 30-day access to two additional starter ships!","zh_CN":"DEFENSECON 2956, GOING OUT STRONG\n\n\n\nTold You So\n\n\n\nWe jumped into this year\u2019s DefenseCon knowing two things. First, that this would be the biggest DefenseCon ever. Second, nobody was gonna miss the propaganda parade over at Invictus. Damn, feels good to be right!\nDefenseCon has the spotlight now and we\u2019ll proudly share it with any manufacturer building for the everyday heroes. Gone are the days of UEE exclusion, this \u2018verse needs collaboration to thrive. So, next year, no matter who\u2019s hosting, we\u2019ll be rolling up rough and ready to unleash the mighty Kraken.\nDEFENSECON 2956\nGOING OUT STRONG\n\n\n\nTold You So\n\n\n\nWe jumped into this year\u2019s DefenseCon knowing two things. First, that this would be the biggest DefenseCon ever. Second, nobody was gonna miss the propaganda parade over at Invictus. Damn, feels good to be right!\n\nDefenseCon has the spotlight now and we\u2019ll proudly share it with any manufacturer building for the everyday heroes. Gone are the days of UEE exclusion, this \u2018verse needs collaboration to thrive. So, next year, no matter who\u2019s hosting, we\u2019ll be rolling up rough and ready to unleash the mighty Kraken.\n\nDEFENSECON STARTER PACK\nOffer ends May 29\n\n\n\nNew to Star Citizen? This limited-time pack includes everything you need to begin your adventure: Star Citizen game download, a Drake starter ship and ship paint, two armor and weapon sets, and more.\n\n\nPlus 30-day access to two additional starter ships!\nDEFENSECON STARTER PACK\nOffer ends May 29\n\n\n\nNew to Star Citizen? This limited-time pack includes everything you need to begin your adventure: Star Citizen game download, a Drake starter ship and ship paint, two armor and weapon sets, and more. Plus 30-day access to two additional starter ships!","fr_FR":"DEFENSECON 2956, GOING OUT STRONG\n\n\n\nTold You So\n\n\n\nWe jumped into this year\u2019s DefenseCon knowing two things. First, that this would be the biggest DefenseCon ever. Second, nobody was gonna miss the propaganda parade over at Invictus. Damn, feels good to be right!\nDefenseCon has the spotlight now and we\u2019ll proudly share it with any manufacturer building for the everyday heroes. Gone are the days of UEE exclusion, this \u2018verse needs collaboration to thrive. So, next year, no matter who\u2019s hosting, we\u2019ll be rolling up rough and ready to unleash the mighty Kraken.\nDEFENSECON 2956\nGOING OUT STRONG\n\n\n\nTold You So\n\n\n\nWe jumped into this year\u2019s DefenseCon knowing two things. First, that this would be the biggest DefenseCon ever. Second, nobody was gonna miss the propaganda parade over at Invictus. Damn, feels good to be right!\n\nDefenseCon has the spotlight now and we\u2019ll proudly share it with any manufacturer building for the everyday heroes. Gone are the days of UEE exclusion, this \u2018verse needs collaboration to thrive. So, next year, no matter who\u2019s hosting, we\u2019ll be rolling up rough and ready to unleash the mighty Kraken.\n\nDEFENSECON STARTER PACK\nOffer ends May 29\n\n\n\nNew to Star Citizen? This limited-time pack includes everything you need to begin your adventure: Star Citizen game download, a Drake starter ship and ship paint, two armor and weapon sets, and more.\n\n\nPlus 30-day access to two additional starter ships!\nDEFENSECON STARTER PACK\nOffer ends May 29\n\n\n\nNew to Star Citizen? This limited-time pack includes everything you need to begin your adventure: Star Citizen game download, a Drake starter ship and ship paint, two armor and weapon sets, and more. Plus 30-day access to two additional starter ships!"},"links_count":0,"comment_count":0,"created_at":"2026-05-27T20:00:00+00:00","created_at_human":"1 month ago"},{"id":21165,"title":"DefenseCon 2956 | Finale","rsi_url":"https:\/\/robertsspaceindustries.com\/en\/comm-link\/transmission\/21165-DefenseCon-2956-Finale","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/21165","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/21165","channel":"Transmission","category":"Undefined","series":"None","images_count":9,"translations":{"en_EN":"DefenseCon lives, dies, and parties by one creed: the everyday heroes are what make the \u2018verse great - the pilots who work hard, fight harder, and show up when we need them most. Any manufacturer bold enough to back them will always have a place at DefenseCon.\n\n\n\nSo, for the final two days, every manufacturer returns to the show floor. Every ship. Every weapon. Every damn reason to keep this party going. Don\u2019t miss it.\nDefenseCon lives, dies, and parties by one creed: the everyday heroes are what make the \u2018verse great - the pilots who work hard, fight harder, and show up when we need them most. Any manufacturer bold enough to back them will always have a place at DefenseCon.\n\n\n\n\nSo, for the final two days, every manufacturer returns to the show floor. Every ship. Every weapon. Every damn reason to keep this party going. Don\u2019t miss it.\n\n\n\n\nGOING OUT STRONG\n\n\n\nDefenseCon 2956 has unleashed some of the most formidable ships the \u2018verse has ever seen and is damn proud of it. The Drake Ironclad and Pitbull, Aegis Tiburon, Origin M80, MISC Starlite, and, of course, the historic reveal of the Anvil Odin. Hell, what are you waiting for? Go get \u2018em!\nGOING OUT STRONG\n\n\n\nDefenseCon 2956 has unleashed some of the most formidable ships the \u2018verse has ever seen and is damn proud of it. The Drake Ironclad and Pitbull, Aegis Tiburon, Origin M80, MISC Starlite, and, of course, the historic reveal of the Anvil Odin. Hell, what are you waiting for? Go get \u2018em!\n\n\n\n\nThe Universe shall act as a political neutral zone where representatives can meet to resolve problems through discourse adventurers can work solo or in groups A vacant Lethal planet with a Toxic atmosphere. Even though it's unsuitable for Herding, the United Planets of Earth has prohibited corporations from Mining the planet\n\nThe Universe shall act as a political neutral zone where representatives can meet to resolve problems through discourse adventurers can work solo or in groups A vacant Lethal planet with a Toxic atmosphere. Even though it's unsuitable for Herding, the United Planets of Earth has prohibited corporations from Mining the planet\n\nThe Universe shall act as a political neutral zone where representatives can meet to resolve problems through discourse adventurers can work solo or in groups A vacant Lethal planet with a Toxic atmosphere. Even though it's unsuitable for Herding, the United Planets of Earth has prohibited corporations from Mining the planet\n\nThe Universe shall act as a political neutral zone where representatives can meet to resolve problems through discourse adventurers can work solo or in groups A vacant Lethal planet with a Toxic atmosphere. Even though it's unsuitable for Herding, the United Planets of Earth has prohibited corporations from Mining the planet\n\nThe Universe shall act as a political neutral zone where representatives can meet to resolve problems through discourse adventurers can work solo or in groups A vacant Lethal planet with a Toxic atmosphere. Even though it's unsuitable for Herding, the United Planets of Earth has prohibited corporations from Mining the planet\n\nThe Universe shall act as a political neutral zone where representatives can meet to resolve problems through discourse adventurers can work solo or in groups A vacant Lethal planet with a Toxic atmosphere. Even though it's unsuitable for Herding, the United Planets of Earth has prohibited corporations from Mining the planet\n\nThe Universe shall act as a political neutral zone where representatives can meet to resolve problems through discourse adventurers can work solo or in groups A vacant Lethal planet with a Toxic atmosphere. Even though it's unsuitable for Herding, the United Planets of Earth has prohibited corporations from Mining the planet\n\nThe Universe shall act as a political neutral zone where representatives can meet to resolve problems through discourse adventurers can work solo or in groups A vacant Lethal planet with a Toxic atmosphere. Even though it's unsuitable for Herding, the United Planets of Earth has prohibited corporations from Mining the planet\n\nThe Universe shall act as a political neutral zone where representatives can meet to resolve problems through discourse adventurers can work solo or in groups A vacant Lethal planet with a Toxic atmosphere. Even though it's unsuitable for Herding, the United Planets of Earth has prohibited corporations from Mining the planet\n\nThe Universe shall act as a political neutral zone where representatives can meet to resolve problems through discourse adventurers can work solo or in groups A vacant Lethal planet with a Toxic atmosphere. Even though it's unsuitable for Herding, the United Planets of Earth has prohibited corporations from Mining the planet\n\nFINALE DEALS\n\n\n\nDon\u2019t miss out on three new Warbond Daily Deals celebrating the Finale, all with a special 10-year insurance!\n\n\n\nPlus, stock-limited ships return for 24 hours only! Limited quantities will release in six waves across global time zones.\n\n\nConvert to your local time.\n\n\n\nWave 1: May 26 - 16:00 UTC\nWave 2: May 26 - 20:00 UTC\nWave 3: May 27 - 00:00 UTC\nWave 4: May 27 - 04:00 UTC\nWave 5: May 27 - 08:00 UTC\nWave 6: May 27 - 12:00 UTC\n\n\n\nFINALE DEALS\n\n\n\nDon\u2019t miss out on exciting new Warbond Daily Deals celebrating the Finale, all with a special 10-year insurance!\n\n\n\n\nPlus, a selection of stock-limited ships return for 24 hours only! Limited quantities will release in six waves across global time zones.\n\n\n\n\nConvert to your local time.\n\n\n\n\nWave 1: May 26 - 16:00 UTC\n\nWave 2: May 26 - 20:00 UTC\n\nWave 3: May 27 - 00:00 UTC\n\nWave 4: May 27 - 04:00 UTC\n\nWave 5: May 27 - 08:00 UTC\n\nWave 6: May 27 - 12:00 UTC\n\n\n\n\nDEFENSECON STARTER PACK\nOffer ends May 29\n\n\n\nNew to Star Citizen? This limited-time pack includes everything you need to begin your adventure: Star Citizen game download, a Drake starter ship and ship paint, two armor and weapon sets, and more. Plus 30-day access to two additional starter ships!\nDEFENSECON STARTER PACK\nOffer ends May 29\n\n\n\nNew to Star Citizen? This limited-time pack includes everything you need to begin your adventure: Star Citizen game download, a Drake starter ship and ship paint, two armor and weapon sets, and more. Plus 30-day access to two additional starter ships!","de_DE":"DefenseCon lives, dies, and parties by one creed: the everyday heroes are what make the \u2018verse great - the pilots who work hard, fight harder, and show up when we need them most. Any manufacturer bold enough to back them will always have a place at DefenseCon.\n\n\n\nSo, for the final two days, every manufacturer returns to the show floor. Every ship. Every weapon. Every damn reason to keep this party going. Don\u2019t miss it.\nDefenseCon lives, dies, and parties by one creed: the everyday heroes are what make the \u2018verse great - the pilots who work hard, fight harder, and show up when we need them most. Any manufacturer bold enough to back them will always have a place at DefenseCon.\n\n\n\n\nSo, for the final two days, every manufacturer returns to the show floor. Every ship. Every weapon. Every damn reason to keep this party going. Don\u2019t miss it.\n\n\n\n\nGOING OUT STRONG\n\n\n\nDefenseCon 2956 has unleashed some of the most formidable ships the \u2018verse has ever seen and is damn proud of it. The Drake Ironclad and Pitbull, Aegis Tiburon, Origin M80, MISC Starlite, and, of course, the historic reveal of the Anvil Odin. Hell, what are you waiting for? Go get \u2018em!\nGOING OUT STRONG\n\n\n\nDefenseCon 2956 has unleashed some of the most formidable ships the \u2018verse has ever seen and is damn proud of it. The Drake Ironclad and Pitbull, Aegis Tiburon, Origin M80, MISC Starlite, and, of course, the historic reveal of the Anvil Odin. Hell, what are you waiting for? Go get \u2018em!\n\n\n\n\nThe Universe shall act as a political neutral zone where representatives can meet to resolve problems through discourse adventurers can work solo or in groups A vacant Lethal planet with a Toxic atmosphere. Even though it's unsuitable for Herding, the United Planets of Earth has prohibited corporations from Mining the planet\n\nThe Universe shall act as a political neutral zone where representatives can meet to resolve problems through discourse adventurers can work solo or in groups A vacant Lethal planet with a Toxic atmosphere. Even though it's unsuitable for Herding, the United Planets of Earth has prohibited corporations from Mining the planet\n\nThe Universe shall act as a political neutral zone where representatives can meet to resolve problems through discourse adventurers can work solo or in groups A vacant Lethal planet with a Toxic atmosphere. Even though it's unsuitable for Herding, the United Planets of Earth has prohibited corporations from Mining the planet\n\nThe Universe shall act as a political neutral zone where representatives can meet to resolve problems through discourse adventurers can work solo or in groups A vacant Lethal planet with a Toxic atmosphere. Even though it's unsuitable for Herding, the United Planets of Earth has prohibited corporations from Mining the planet\n\nThe Universe shall act as a political neutral zone where representatives can meet to resolve problems through discourse adventurers can work solo or in groups A vacant Lethal planet with a Toxic atmosphere. Even though it's unsuitable for Herding, the United Planets of Earth has prohibited corporations from Mining the planet\n\nThe Universe shall act as a political neutral zone where representatives can meet to resolve problems through discourse adventurers can work solo or in groups A vacant Lethal planet with a Toxic atmosphere. Even though it's unsuitable for Herding, the United Planets of Earth has prohibited corporations from Mining the planet\n\nThe Universe shall act as a political neutral zone where representatives can meet to resolve problems through discourse adventurers can work solo or in groups A vacant Lethal planet with a Toxic atmosphere. Even though it's unsuitable for Herding, the United Planets of Earth has prohibited corporations from Mining the planet\n\nThe Universe shall act as a political neutral zone where representatives can meet to resolve problems through discourse adventurers can work solo or in groups A vacant Lethal planet with a Toxic atmosphere. Even though it's unsuitable for Herding, the United Planets of Earth has prohibited corporations from Mining the planet\n\nThe Universe shall act as a political neutral zone where representatives can meet to resolve problems through discourse adventurers can work solo or in groups A vacant Lethal planet with a Toxic atmosphere. Even though it's unsuitable for Herding, the United Planets of Earth has prohibited corporations from Mining the planet\n\nThe Universe shall act as a political neutral zone where representatives can meet to resolve problems through discourse adventurers can work solo or in groups A vacant Lethal planet with a Toxic atmosphere. Even though it's unsuitable for Herding, the United Planets of Earth has prohibited corporations from Mining the planet\n\nFINALE DEALS\n\n\n\nDon\u2019t miss out on three new Warbond Daily Deals celebrating the Finale, all with a special 10-year insurance!\n\n\n\nPlus, stock-limited ships return for 24 hours only! Limited quantities will release in six waves across global time zones.\n\n\nConvert to your local time.\n\n\n\nWave 1: May 26 - 16:00 UTC\nWave 2: May 26 - 20:00 UTC\nWave 3: May 27 - 00:00 UTC\nWave 4: May 27 - 04:00 UTC\nWave 5: May 27 - 08:00 UTC\nWave 6: May 27 - 12:00 UTC\n\n\n\nFINALE DEALS\n\n\n\nDon\u2019t miss out on exciting new Warbond Daily Deals celebrating the Finale, all with a special 10-year insurance!\n\n\n\n\nPlus, a selection of stock-limited ships return for 24 hours only! Limited quantities will release in six waves across global time zones.\n\n\n\n\nConvert to your local time.\n\n\n\n\nWave 1: May 26 - 16:00 UTC\n\nWave 2: May 26 - 20:00 UTC\n\nWave 3: May 27 - 00:00 UTC\n\nWave 4: May 27 - 04:00 UTC\n\nWave 5: May 27 - 08:00 UTC\n\nWave 6: May 27 - 12:00 UTC\n\n\n\n\nDEFENSECON STARTER PACK\nOffer ends May 29\n\n\n\nNew to Star Citizen? This limited-time pack includes everything you need to begin your adventure: Star Citizen game download, a Drake starter ship and ship paint, two armor and weapon sets, and more. Plus 30-day access to two additional starter ships!\nDEFENSECON STARTER PACK\nOffer ends May 29\n\n\n\nNew to Star Citizen? This limited-time pack includes everything you need to begin your adventure: Star Citizen game download, a Drake starter ship and ship paint, two armor and weapon sets, and more. Plus 30-day access to two additional starter ships!","zh_CN":"DefenseCon lives, dies, and parties by one creed: the everyday heroes are what make the \u2018verse great - the pilots who work hard, fight harder, and show up when we need them most. Any manufacturer bold enough to back them will always have a place at DefenseCon.\n\n\n\nSo, for the final two days, every manufacturer returns to the show floor. Every ship. Every weapon. Every damn reason to keep this party going. Don\u2019t miss it.\nDefenseCon lives, dies, and parties by one creed: the everyday heroes are what make the \u2018verse great - the pilots who work hard, fight harder, and show up when we need them most. Any manufacturer bold enough to back them will always have a place at DefenseCon.\n\n\n\n\nSo, for the final two days, every manufacturer returns to the show floor. Every ship. Every weapon. Every damn reason to keep this party going. Don\u2019t miss it.\n\n\n\n\nGOING OUT STRONG\n\n\n\nDefenseCon 2956 has unleashed some of the most formidable ships the \u2018verse has ever seen and is damn proud of it. The Drake Ironclad and Pitbull, Aegis Tiburon, Origin M80, MISC Starlite, and, of course, the historic reveal of the Anvil Odin. Hell, what are you waiting for? Go get \u2018em!\nGOING OUT STRONG\n\n\n\nDefenseCon 2956 has unleashed some of the most formidable ships the \u2018verse has ever seen and is damn proud of it. The Drake Ironclad and Pitbull, Aegis Tiburon, Origin M80, MISC Starlite, and, of course, the historic reveal of the Anvil Odin. Hell, what are you waiting for? Go get \u2018em!\n\n\n\n\nThe Universe shall act as a political neutral zone where representatives can meet to resolve problems through discourse adventurers can work solo or in groups A vacant Lethal planet with a Toxic atmosphere. Even though it's unsuitable for Herding, the United Planets of Earth has prohibited corporations from Mining the planet\n\nThe Universe shall act as a political neutral zone where representatives can meet to resolve problems through discourse adventurers can work solo or in groups A vacant Lethal planet with a Toxic atmosphere. Even though it's unsuitable for Herding, the United Planets of Earth has prohibited corporations from Mining the planet\n\nThe Universe shall act as a political neutral zone where representatives can meet to resolve problems through discourse adventurers can work solo or in groups A vacant Lethal planet with a Toxic atmosphere. Even though it's unsuitable for Herding, the United Planets of Earth has prohibited corporations from Mining the planet\n\nThe Universe shall act as a political neutral zone where representatives can meet to resolve problems through discourse adventurers can work solo or in groups A vacant Lethal planet with a Toxic atmosphere. Even though it's unsuitable for Herding, the United Planets of Earth has prohibited corporations from Mining the planet\n\nThe Universe shall act as a political neutral zone where representatives can meet to resolve problems through discourse adventurers can work solo or in groups A vacant Lethal planet with a Toxic atmosphere. Even though it's unsuitable for Herding, the United Planets of Earth has prohibited corporations from Mining the planet\n\nThe Universe shall act as a political neutral zone where representatives can meet to resolve problems through discourse adventurers can work solo or in groups A vacant Lethal planet with a Toxic atmosphere. Even though it's unsuitable for Herding, the United Planets of Earth has prohibited corporations from Mining the planet\n\nThe Universe shall act as a political neutral zone where representatives can meet to resolve problems through discourse adventurers can work solo or in groups A vacant Lethal planet with a Toxic atmosphere. Even though it's unsuitable for Herding, the United Planets of Earth has prohibited corporations from Mining the planet\n\nThe Universe shall act as a political neutral zone where representatives can meet to resolve problems through discourse adventurers can work solo or in groups A vacant Lethal planet with a Toxic atmosphere. Even though it's unsuitable for Herding, the United Planets of Earth has prohibited corporations from Mining the planet\n\nThe Universe shall act as a political neutral zone where representatives can meet to resolve problems through discourse adventurers can work solo or in groups A vacant Lethal planet with a Toxic atmosphere. Even though it's unsuitable for Herding, the United Planets of Earth has prohibited corporations from Mining the planet\n\nThe Universe shall act as a political neutral zone where representatives can meet to resolve problems through discourse adventurers can work solo or in groups A vacant Lethal planet with a Toxic atmosphere. Even though it's unsuitable for Herding, the United Planets of Earth has prohibited corporations from Mining the planet\n\nFINALE DEALS\n\n\n\nDon\u2019t miss out on three new Warbond Daily Deals celebrating the Finale, all with a special 10-year insurance!\n\n\n\nPlus, stock-limited ships return for 24 hours only! Limited quantities will release in six waves across global time zones.\n\n\nConvert to your local time.\n\n\n\nWave 1: May 26 - 16:00 UTC\nWave 2: May 26 - 20:00 UTC\nWave 3: May 27 - 00:00 UTC\nWave 4: May 27 - 04:00 UTC\nWave 5: May 27 - 08:00 UTC\nWave 6: May 27 - 12:00 UTC\n\n\n\nFINALE DEALS\n\n\n\nDon\u2019t miss out on exciting new Warbond Daily Deals celebrating the Finale, all with a special 10-year insurance!\n\n\n\n\nPlus, a selection of stock-limited ships return for 24 hours only! Limited quantities will release in six waves across global time zones.\n\n\n\n\nConvert to your local time.\n\n\n\n\nWave 1: May 26 - 16:00 UTC\n\nWave 2: May 26 - 20:00 UTC\n\nWave 3: May 27 - 00:00 UTC\n\nWave 4: May 27 - 04:00 UTC\n\nWave 5: May 27 - 08:00 UTC\n\nWave 6: May 27 - 12:00 UTC\n\n\n\n\nDEFENSECON STARTER PACK\nOffer ends May 29\n\n\n\nNew to Star Citizen? This limited-time pack includes everything you need to begin your adventure: Star Citizen game download, a Drake starter ship and ship paint, two armor and weapon sets, and more. Plus 30-day access to two additional starter ships!\nDEFENSECON STARTER PACK\nOffer ends May 29\n\n\n\nNew to Star Citizen? This limited-time pack includes everything you need to begin your adventure: Star Citizen game download, a Drake starter ship and ship paint, two armor and weapon sets, and more. Plus 30-day access to two additional starter ships!","fr_FR":"DefenseCon lives, dies, and parties by one creed: the everyday heroes are what make the \u2018verse great - the pilots who work hard, fight harder, and show up when we need them most. Any manufacturer bold enough to back them will always have a place at DefenseCon.\n\n\n\nSo, for the final two days, every manufacturer returns to the show floor. Every ship. Every weapon. Every damn reason to keep this party going. Don\u2019t miss it.\nDefenseCon lives, dies, and parties by one creed: the everyday heroes are what make the \u2018verse great - the pilots who work hard, fight harder, and show up when we need them most. Any manufacturer bold enough to back them will always have a place at DefenseCon.\n\n\n\n\nSo, for the final two days, every manufacturer returns to the show floor. Every ship. Every weapon. Every damn reason to keep this party going. Don\u2019t miss it.\n\n\n\n\nGOING OUT STRONG\n\n\n\nDefenseCon 2956 has unleashed some of the most formidable ships the \u2018verse has ever seen and is damn proud of it. The Drake Ironclad and Pitbull, Aegis Tiburon, Origin M80, MISC Starlite, and, of course, the historic reveal of the Anvil Odin. Hell, what are you waiting for? Go get \u2018em!\nGOING OUT STRONG\n\n\n\nDefenseCon 2956 has unleashed some of the most formidable ships the \u2018verse has ever seen and is damn proud of it. The Drake Ironclad and Pitbull, Aegis Tiburon, Origin M80, MISC Starlite, and, of course, the historic reveal of the Anvil Odin. Hell, what are you waiting for? Go get \u2018em!\n\n\n\n\nThe Universe shall act as a political neutral zone where representatives can meet to resolve problems through discourse adventurers can work solo or in groups A vacant Lethal planet with a Toxic atmosphere. Even though it's unsuitable for Herding, the United Planets of Earth has prohibited corporations from Mining the planet\n\nThe Universe shall act as a political neutral zone where representatives can meet to resolve problems through discourse adventurers can work solo or in groups A vacant Lethal planet with a Toxic atmosphere. Even though it's unsuitable for Herding, the United Planets of Earth has prohibited corporations from Mining the planet\n\nThe Universe shall act as a political neutral zone where representatives can meet to resolve problems through discourse adventurers can work solo or in groups A vacant Lethal planet with a Toxic atmosphere. Even though it's unsuitable for Herding, the United Planets of Earth has prohibited corporations from Mining the planet\n\nThe Universe shall act as a political neutral zone where representatives can meet to resolve problems through discourse adventurers can work solo or in groups A vacant Lethal planet with a Toxic atmosphere. Even though it's unsuitable for Herding, the United Planets of Earth has prohibited corporations from Mining the planet\n\nThe Universe shall act as a political neutral zone where representatives can meet to resolve problems through discourse adventurers can work solo or in groups A vacant Lethal planet with a Toxic atmosphere. Even though it's unsuitable for Herding, the United Planets of Earth has prohibited corporations from Mining the planet\n\nThe Universe shall act as a political neutral zone where representatives can meet to resolve problems through discourse adventurers can work solo or in groups A vacant Lethal planet with a Toxic atmosphere. Even though it's unsuitable for Herding, the United Planets of Earth has prohibited corporations from Mining the planet\n\nThe Universe shall act as a political neutral zone where representatives can meet to resolve problems through discourse adventurers can work solo or in groups A vacant Lethal planet with a Toxic atmosphere. Even though it's unsuitable for Herding, the United Planets of Earth has prohibited corporations from Mining the planet\n\nThe Universe shall act as a political neutral zone where representatives can meet to resolve problems through discourse adventurers can work solo or in groups A vacant Lethal planet with a Toxic atmosphere. Even though it's unsuitable for Herding, the United Planets of Earth has prohibited corporations from Mining the planet\n\nThe Universe shall act as a political neutral zone where representatives can meet to resolve problems through discourse adventurers can work solo or in groups A vacant Lethal planet with a Toxic atmosphere. Even though it's unsuitable for Herding, the United Planets of Earth has prohibited corporations from Mining the planet\n\nThe Universe shall act as a political neutral zone where representatives can meet to resolve problems through discourse adventurers can work solo or in groups A vacant Lethal planet with a Toxic atmosphere. Even though it's unsuitable for Herding, the United Planets of Earth has prohibited corporations from Mining the planet\n\nFINALE DEALS\n\n\n\nDon\u2019t miss out on three new Warbond Daily Deals celebrating the Finale, all with a special 10-year insurance!\n\n\n\nPlus, stock-limited ships return for 24 hours only! Limited quantities will release in six waves across global time zones.\n\n\nConvert to your local time.\n\n\n\nWave 1: May 26 - 16:00 UTC\nWave 2: May 26 - 20:00 UTC\nWave 3: May 27 - 00:00 UTC\nWave 4: May 27 - 04:00 UTC\nWave 5: May 27 - 08:00 UTC\nWave 6: May 27 - 12:00 UTC\n\n\n\nFINALE DEALS\n\n\n\nDon\u2019t miss out on exciting new Warbond Daily Deals celebrating the Finale, all with a special 10-year insurance!\n\n\n\n\nPlus, a selection of stock-limited ships return for 24 hours only! Limited quantities will release in six waves across global time zones.\n\n\n\n\nConvert to your local time.\n\n\n\n\nWave 1: May 26 - 16:00 UTC\n\nWave 2: May 26 - 20:00 UTC\n\nWave 3: May 27 - 00:00 UTC\n\nWave 4: May 27 - 04:00 UTC\n\nWave 5: May 27 - 08:00 UTC\n\nWave 6: May 27 - 12:00 UTC\n\n\n\n\nDEFENSECON STARTER PACK\nOffer ends May 29\n\n\n\nNew to Star Citizen? This limited-time pack includes everything you need to begin your adventure: Star Citizen game download, a Drake starter ship and ship paint, two armor and weapon sets, and more. Plus 30-day access to two additional starter ships!\nDEFENSECON STARTER PACK\nOffer ends May 29\n\n\n\nNew to Star Citizen? This limited-time pack includes everything you need to begin your adventure: Star Citizen game download, a Drake starter ship and ship paint, two armor and weapon sets, and more. Plus 30-day access to two additional starter ships!"},"links_count":0,"comment_count":0,"created_at":"2026-05-26T16:00:00+00:00","created_at_human":"1 month ago"},{"id":21162,"title":"Roadmap Roundup - May 6, 2026","rsi_url":"https:\/\/robertsspaceindustries.com\/en\/comm-link\/transmission\/21162-Roadmap-Roundup-May-6-2026","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/21162","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/21162","channel":"Transmission","category":"Lore","series":"Roadmap Roundup","images_count":0,"translations":{"en_EN":"Roadmap Roundup\nHello everyone!\n\nEvery two weeks, we accompany the Roadmap update with a brief explanatory note to give you insight into the decision-making that led to any changes. This is part of an effort to make our communications more transparent, more specific, and more insightful for all of you who help to make Star Citizen and Squadron 42 possible.\n\nJust a reminder: The 1.0 column showcases features and content planned for inclusion in or before Star Citizen 1.0. This means you may not have to wait for the 1.0 release to experience them. As features\/content in the 1.0 column become ready, they will migrate left into a point patch column for release.\n\nBe sure to check back every two weeks for the latest updates.\n\nWith that, let\u2019s dive into this week\u2019s Roadmap Roundup!\n\n-CIG Community Team\n\n\n\nNotable Changes: May 6, 2026\n\n\n\nRelease View\nAlpha 4.8\nThe following cards have been set to Committed: Item Recovery: Vehicle Loadouts, FPS Weapons Art Refactor, UltiFlex \"Novia\" Crossbow, Flight Suit \"Tailwind\", Transport System, New Hairstyles (4.8.0), Kastak Arms - Plasma Grenade, Tactical Strike Groups, QV Extraction Stations, Aegis Hammerhead - Gold Standard, Vehicle Command Module, Flight Suits G-Force Resistance, Refueling Improvements.\n\n\n\n\nNew Wikelo Ships Offerings (4.8.0)\n\nAdding a L-22 Alpha Wolf with a unique base livery and upgraded components as a reward for completing a new addition to the variety of available Wikelo's Emporium contracts.\n\nThis card's image has been updated.\n\n\n\n\nJoin the discussion on Spectrum.","de_DE":"Roadmap Roundup\nHello everyone!\n\nEvery two weeks, we accompany the Roadmap update with a brief explanatory note to give you insight into the decision-making that led to any changes. This is part of an effort to make our communications more transparent, more specific, and more insightful for all of you who help to make Star Citizen and Squadron 42 possible.\n\nJust a reminder: The 1.0 column showcases features and content planned for inclusion in or before Star Citizen 1.0. This means you may not have to wait for the 1.0 release to experience them. As features\/content in the 1.0 column become ready, they will migrate left into a point patch column for release.\n\nBe sure to check back every two weeks for the latest updates.\n\nWith that, let\u2019s dive into this week\u2019s Roadmap Roundup!\n\n-CIG Community Team\n\n\n\nNotable Changes: May 6, 2026\n\n\n\nRelease View\nAlpha 4.8\nThe following cards have been set to Committed: Item Recovery: Vehicle Loadouts, FPS Weapons Art Refactor, UltiFlex \"Novia\" Crossbow, Flight Suit \"Tailwind\", Transport System, New Hairstyles (4.8.0), Kastak Arms - Plasma Grenade, Tactical Strike Groups, QV Extraction Stations, Aegis Hammerhead - Gold Standard, Vehicle Command Module, Flight Suits G-Force Resistance, Refueling Improvements.\n\n\n\n\nNew Wikelo Ships Offerings (4.8.0)\n\nAdding a L-22 Alpha Wolf with a unique base livery and upgraded components as a reward for completing a new addition to the variety of available Wikelo's Emporium contracts.\n\nThis card's image has been updated.\n\n\n\n\nJoin the discussion on Spectrum.","zh_CN":"Roadmap Roundup\nHello everyone!\n\nEvery two weeks, we accompany the Roadmap update with a brief explanatory note to give you insight into the decision-making that led to any changes. This is part of an effort to make our communications more transparent, more specific, and more insightful for all of you who help to make Star Citizen and Squadron 42 possible.\n\nJust a reminder: The 1.0 column showcases features and content planned for inclusion in or before Star Citizen 1.0. This means you may not have to wait for the 1.0 release to experience them. As features\/content in the 1.0 column become ready, they will migrate left into a point patch column for release.\n\nBe sure to check back every two weeks for the latest updates.\n\nWith that, let\u2019s dive into this week\u2019s Roadmap Roundup!\n\n-CIG Community Team\n\n\n\nNotable Changes: May 6, 2026\n\n\n\nRelease View\nAlpha 4.8\nThe following cards have been set to Committed: Item Recovery: Vehicle Loadouts, FPS Weapons Art Refactor, UltiFlex \"Novia\" Crossbow, Flight Suit \"Tailwind\", Transport System, New Hairstyles (4.8.0), Kastak Arms - Plasma Grenade, Tactical Strike Groups, QV Extraction Stations, Aegis Hammerhead - Gold Standard, Vehicle Command Module, Flight Suits G-Force Resistance, Refueling Improvements.\n\n\n\n\nNew Wikelo Ships Offerings (4.8.0)\n\nAdding a L-22 Alpha Wolf with a unique base livery and upgraded components as a reward for completing a new addition to the variety of available Wikelo's Emporium contracts.\n\nThis card's image has been updated.\n\n\n\n\nJoin the discussion on Spectrum.","fr_FR":"Roadmap Roundup\nHello everyone!\n\nEvery two weeks, we accompany the Roadmap update with a brief explanatory note to give you insight into the decision-making that led to any changes. This is part of an effort to make our communications more transparent, more specific, and more insightful for all of you who help to make Star Citizen and Squadron 42 possible.\n\nJust a reminder: The 1.0 column showcases features and content planned for inclusion in or before Star Citizen 1.0. This means you may not have to wait for the 1.0 release to experience them. As features\/content in the 1.0 column become ready, they will migrate left into a point patch column for release.\n\nBe sure to check back every two weeks for the latest updates.\n\nWith that, let\u2019s dive into this week\u2019s Roadmap Roundup!\n\n-CIG Community Team\n\n\n\nNotable Changes: May 6, 2026\n\n\n\nRelease View\nAlpha 4.8\nThe following cards have been set to Committed: Item Recovery: Vehicle Loadouts, FPS Weapons Art Refactor, UltiFlex \"Novia\" Crossbow, Flight Suit \"Tailwind\", Transport System, New Hairstyles (4.8.0), Kastak Arms - Plasma Grenade, Tactical Strike Groups, QV Extraction Stations, Aegis Hammerhead - Gold Standard, Vehicle Command Module, Flight Suits G-Force Resistance, Refueling Improvements.\n\n\n\n\nNew Wikelo Ships Offerings (4.8.0)\n\nAdding a L-22 Alpha Wolf with a unique base livery and upgraded components as a reward for completing a new addition to the variety of available Wikelo's Emporium contracts.\n\nThis card's image has been updated.\n\n\n\n\nJoin the discussion on Spectrum."},"links_count":0,"comment_count":0,"created_at":"2026-05-06T15:00:00+00:00","created_at_human":"1 month ago"},{"id":21160,"title":"New Player Guide","rsi_url":"https:\/\/robertsspaceindustries.com\/en\/comm-link\/transmission\/21160-New-Player-Guide","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/21160","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/21160","channel":"Transmission","category":"Undefined","series":"None","images_count":4,"translations":{"en_EN":"Welcome to the 'Verse!\nIn Star Citizen, you can be whoever you want and explore the stars on your own terms. You can mine ore, haul cargo, salvage space wrecks, hunt bounties, become a mercenary, or even take up a life of crime. Fly and drive a vast variety of vehicles and play how you want to play - the possibilities are endless.\n\nAlpha 4.8: Tactical Strike is here! This update debuts Tactical Strike Groups, a brand new cooperative combat experience where teamwork and ship coordination are the keys to success. Also included are major refueling improvements with smarter docking, new missions to take on, exotic new weapons, and more!\n\nIf you're logging into the Persistent Universe for the first time, you can accept the New Player Mission and choose Lorville, Orison, Area18, or New Babbage as your starting location. The mission will guide you through some of the game's basic mechanics, from using your inventory and equipping gear, to navigating to the spaceport, spawning a ship, and flying into space.\n\nRead on, bold adventurer, for tips on getting started, how to join our thriving community, and resources to improve your skills. And if you\u2019re already on your Star Citizen journey, you can refresh yourself on the latest in-game features here.\n\nXoTevarin bombersRecreated piracy We know that we have been Fools The Civilization shall act as a political neutral zone where representatives can meet to resolve problems through discourse The White dwarf's little sister lives near the outer edge of the system's so-called \"red band\". Aero's atmosphere is almost entirely composed of Iron, which makes it the most Nitrogen-rich planet in the Virgil SystemWhere's my ship?As you take your first steps into the expansive Star Citizen universe, you might be wondering where to find your ship. Fear not. You\u2019ve come to the right place. Initially, there\u2019s a lot to take in. But don\u2019t worry, there\u2019s no right or wrong way to play Star Citizen. The entire point is immersing yourself in the game world. Stanton is vast, and it\u2019s easy to get lost simply traversing the spaceport. Slow down, relax, and get acclimated to your surroundings and the controls. When you\u2019re ready to take to the skies and see what else is out there, you\u2019ll want to find your ship. Follow our detailed Getting Started guide to help you do just that.I'm in my ship! Now what?Star Citizen currently takes place in the Stanton system, a corporate-controlled commerce hub filled with near-limitless opportunity (additional systems are currently in development). There are four planets and twelve moons in Stanton, each with their own points of interest. From massive cities to small outposts, busy space stations to creepy cave systems, blizzard-kissed mountains to sprawling tundra, there\u2019s plenty to see. Spool up your quantum drive and explore wherever and however you want. How do I make money and where do I spend it?Now that you\u2019re out there exploring the \u2018verse, it\u2019s time to earn some credits. One way to do this is to run a mission. Open your mobiGlas (F1), navigate to your mission manager, and accept any available mission in one of many categories, from exciting high-stakes parcel delivery to earning your stripes as a bounty hunter. Consult our Missions and Contracts guide for more details.Completing these missions earns credits that can be used to purchase a wide variety of items from shops found at most space stations and landing zones. Weapons, armor, clothing, ship parts, components, and even ships and vehicles are available for in-game purchase. Where's my ship?\nAs you take your first steps into the expansive Star Citizen universe, you might be wondering where to find your ship. Fear not. You\u2019ve come to the right place.\n\nInitially, there\u2019s a lot to take in. But don\u2019t worry, there\u2019s no right or wrong way to play Star Citizen. The entire point is immersing yourself in the game world. Stanton is vast, and it\u2019s easy to get lost simply traversing the spaceport. Slow down, relax, and get acclimated to your surroundings and the controls.\n\nWhen you\u2019re ready to take to the skies and see what else is out there, you\u2019ll want to find your ship. Follow our detailed Getting Started guide to help you do just that.\n\nI'm in my ship! Now what?\nStar Citizen currently takes place in the Stanton system, a corporate-controlled commerce hub filled with near-limitless opportunity (additional systems are currently in development). There are four planets and twelve moons in Stanton, each with their own points of interest. From massive cities to small outposts, busy space stations to creepy cave systems, blizzard-kissed mountains to sprawling tundra, there\u2019s plenty to see. Spool up your quantum drive and explore wherever and however you want.\n\nHow do I make money and where do I spend it?\nNow that you\u2019re out there exploring the \u2018verse, it\u2019s time to earn some credits. One way to do this is to run a mission. Open your mobiGlas (F1), navigate to your mission manager, and accept any available mission in one of many categories, from exciting high-stakes parcel delivery to earning your stripes as a bounty hunter. Consult our Missions and Contracts guide for more details.\n\nCompleting these missions earns credits that can be used to purchase a wide variety of items from shops found at most space stations and landing zones. Weapons, armor, clothing, ship parts, components, and even ships and vehicles are available for in-game purchase.\n\nStill need help?\n\n\n\nDistrustingHearts v4 surgicalObliterate keel maturing AegisThe Chthonian Planet's little sister lives near the outer edge of the system's so-called \"red band\". Bacchus III has a very Rolling atmosphere, causSolar system greenhouse effects to heat its surface to temperatures that are consistently higher than even Bruder's scorchAegis heat. A vacant Inhabitable planet with a Habitable atmosphere. Even though it's unsuitable for Occupying, the UEE Marines has prohibited corporations from Trafficking the planetGuide SystemThe best way to learn the tricks of the trade is from the citizens who have already mastered them. The Guide System gives you an easy way to find knowledgeable members of the community to help you get started or hone your skills in a particular role or profession.Welcome HubNo matter your style of play, the Welcome Hub is a one-stop shop when it comes to getting started. Alongside the Guide System, there are a wealth of tutorials and how-tos to kickstart your personal journey into the Stanton system. Looking for a deeper dive on something specific? Our in-depth Knowledge Base has all the detail you could ask for on anything from controls to in-game reputation. Having trouble logging in?Getting an error when trying to log in? These things can happen, especially during massive events. The Status Page gives you an overview of the Persistent Universe, matchmaking, and platform along with reports of any outages. Guide System\nThe best way to learn the tricks of the trade is from the citizens who have already mastered them. The Guide System gives you an easy way to find knowledgeable members of the community to help you get started or hone your skills in a particular role or profession.\n\nWelcome Hub\nNo matter your style of play, the Welcome Hub is a one-stop shop when it comes to getting started. Alongside the Guide System, there are a wealth of tutorials and how-tos to kickstart your personal journey into the Stanton system. Looking for a deeper dive on something specific? Our in-depth Knowledge Base has all the detail you could ask for on anything from controls to in-game reputation.\n\nHaving trouble logging in?\nGetting an error when trying to log in? These things can happen, especially during massive events. The Status Page gives you an overview of the Persistent Universe, matchmaking, and platform along with reports of any outages.\n\nA Universe Built by Community\n\n\n\nSolar system galaxy ultra- tradingErase equipment room homing beaconsBeam engulfed in missionWe offer this Entity to the Civilization as a place to study and a place to meet The Ship shall act as a political neutral zone where representatives can meet to resolve problems through discourse \"Sir...sir!\" One of the Inforunners tried to usher Trunk back to the Landing bay Cal guessed he was wrong about Noah beTactical the Taurus's Pilotherding: That's a word that hasn't been associated much with Human exploiting: That's a word that hasn't been associated much with Human Rumors claim some of the weapons found contains technology made within the last Fifty years terraforming: That's a word that hasn't been associated much with Vanduul Claimed entirely for military purposes, Kilian X is home to the United Nations of Earth and has the distinction of housExterminate the largest population of Explorers in the EmpireEmergent GameplayEmergent gameplay refers to situations, scenarios, and events that happen either organically or are planned by the community, rather than the developers. Being an open universe, Star Citizen has no shortage of these!From in-game racing competitions and large-scale player-vs-player battles to roleplay events, the community employs the robust systems and mechanics of Star Citizen to create unique ways to play. *Image by Corsair62Become Part of the CommunityThe Star Citizen community is always buzzing with activity, and there are a few places where you can see what they\u2019re up to. Spectrum is your go-to place to discuss the game, find an organization, or just chat with fellow citizens. The Community Hub highlights the amazing creations the community has made, including videos, galleries, livestreams, podcasts, and more. Join an Organization!Whether you\u2019re looking to make a name hunting bounties, join a convoy of cargo haulers, or crew up to explore the stars, the easiest way to find like-minded citizens is to join an Organization. Organizations are groups of players with their own distinct story, look, and goals. Each one has an archetype and a selection of activities that they focus on. Check out the Organizations section of Spectrum and join one today, or check out our Organizations hub for more info if you aren't quite ready to join up.Emergent Gameplay\nEmergent gameplay refers to situations, scenarios, and events that happen either organically or are planned by the community, rather than the developers. Being an open universe, Star Citizen has no shortage of these!\n\nFrom in-game racing competitions and large-scale player-vs-player battles to roleplay events, the community employs the robust systems and mechanics of Star Citizen to create unique ways to play.\n\n*Image by Corsair62\n\nBecome Part of the Community\nThe Star Citizen community is always buzzing with activity, and there are a few places where you can see what they\u2019re up to. Spectrum is your go-to place to discuss the game, find an organization, or just chat with fellow citizens. The Community Hub highlights the amazing creations the community has made, including videos, galleries, livestreams, podcasts, and more.\n\nJoin an Organization!\nWhether you\u2019re looking to make a name hunting bounties, join a convoy of cargo haulers, or crew up to explore the stars, the easiest way to find like-minded citizens is to join an Organization. Organizations are groups of players with their own distinct story, look, and goals. Each one has an archetype and a selection of activities that they focus on. Check out the Organizations section of Spectrum and join one today, or check out our Organizations hub for more info if you aren't quite ready to join up.\n\nLATEST FEATURES\n\n\n\nCargo Menu numerologyPower cellsRecreatedProfessional Marines often use all manner of technological subterfuge to slip their Engines past the eyes of Marines or Marines We know that we have been Fools Though technically not a planet, Shepherd is considered a local mascot. This Subgiant's unique shape has given it the nickname BruderTACTICAL STRIKE GROUPSAlpha 4.8: Tactical Strike debuts Tactical Strike Groups, a new cooperative combat experience built around ship coordination and shared objectives. If you are just getting started, this is a great way to jump in and fly alongside other players. Looking for a crew to fly with? Check out our Tactical Strike Groups Org Spotlight page to discover player organizations and find the right group to tackle Tactical Strike Groups with.Refueling and WeaponsAlpha 4.8 has plenty more to offer with major refueling improvements and new weapons hitting the field. On the refueling side, keeping your ship fueled up is easier than ever thanks to improvements that make the process more manageable for pilots at any experience level. On the ground, the UltiFlex Novian Crossbow rewards patience and precision, while the Kastak Arms Plasma Grenade gives you a new way to control the battlefield and keep enemies from pushing through.TACTICAL STRIKE GROUPS\nAlpha 4.8: Tactical Strike debuts Tactical Strike Groups, a new cooperative combat experience built around ship coordination and shared objectives. If you are just getting started, this is a great way to jump in and fly alongside other players. Looking for a crew to fly with? Check out our Tactical Strike Groups Org Spotlight page to discover player organizations and find the right group to tackle Tactical Strike Groups with.\n\nRefueling and Weapons\nAlpha 4.8 has plenty more to offer with major refueling improvements and new weapons hitting the field. On the refueling side, keeping your ship fueled up is easier than ever thanks to improvements that make the process more manageable for pilots at any experience level. On the ground, the UltiFlex Novian Crossbow rewards patience and precision, while the Kastak Arms Plasma Grenade gives you a new way to control the battlefield and keep enemies from pushing through.","de_DE":"Welcome to the 'Verse!\nIn Star Citizen, you can be whoever you want and explore the stars on your own terms. You can mine ore, haul cargo, salvage space wrecks, hunt bounties, become a mercenary, or even take up a life of crime. Fly and drive a vast variety of vehicles and play how you want to play - the possibilities are endless.\n\nAlpha 4.8: Tactical Strike is here! This update debuts Tactical Strike Groups, a brand new cooperative combat experience where teamwork and ship coordination are the keys to success. Also included are major refueling improvements with smarter docking, new missions to take on, exotic new weapons, and more!\n\nIf you're logging into the Persistent Universe for the first time, you can accept the New Player Mission and choose Lorville, Orison, Area18, or New Babbage as your starting location. The mission will guide you through some of the game's basic mechanics, from using your inventory and equipping gear, to navigating to the spaceport, spawning a ship, and flying into space.\n\nRead on, bold adventurer, for tips on getting started, how to join our thriving community, and resources to improve your skills. And if you\u2019re already on your Star Citizen journey, you can refresh yourself on the latest in-game features here.\n\nXoTevarin bombersRecreated piracy We know that we have been Fools The Civilization shall act as a political neutral zone where representatives can meet to resolve problems through discourse The White dwarf's little sister lives near the outer edge of the system's so-called \"red band\". Aero's atmosphere is almost entirely composed of Iron, which makes it the most Nitrogen-rich planet in the Virgil SystemWhere's my ship?As you take your first steps into the expansive Star Citizen universe, you might be wondering where to find your ship. Fear not. You\u2019ve come to the right place. Initially, there\u2019s a lot to take in. But don\u2019t worry, there\u2019s no right or wrong way to play Star Citizen. The entire point is immersing yourself in the game world. Stanton is vast, and it\u2019s easy to get lost simply traversing the spaceport. Slow down, relax, and get acclimated to your surroundings and the controls. When you\u2019re ready to take to the skies and see what else is out there, you\u2019ll want to find your ship. Follow our detailed Getting Started guide to help you do just that.I'm in my ship! Now what?Star Citizen currently takes place in the Stanton system, a corporate-controlled commerce hub filled with near-limitless opportunity (additional systems are currently in development). There are four planets and twelve moons in Stanton, each with their own points of interest. From massive cities to small outposts, busy space stations to creepy cave systems, blizzard-kissed mountains to sprawling tundra, there\u2019s plenty to see. Spool up your quantum drive and explore wherever and however you want. How do I make money and where do I spend it?Now that you\u2019re out there exploring the \u2018verse, it\u2019s time to earn some credits. One way to do this is to run a mission. Open your mobiGlas (F1), navigate to your mission manager, and accept any available mission in one of many categories, from exciting high-stakes parcel delivery to earning your stripes as a bounty hunter. Consult our Missions and Contracts guide for more details.Completing these missions earns credits that can be used to purchase a wide variety of items from shops found at most space stations and landing zones. Weapons, armor, clothing, ship parts, components, and even ships and vehicles are available for in-game purchase. Where's my ship?\nAs you take your first steps into the expansive Star Citizen universe, you might be wondering where to find your ship. Fear not. You\u2019ve come to the right place.\n\nInitially, there\u2019s a lot to take in. But don\u2019t worry, there\u2019s no right or wrong way to play Star Citizen. The entire point is immersing yourself in the game world. Stanton is vast, and it\u2019s easy to get lost simply traversing the spaceport. Slow down, relax, and get acclimated to your surroundings and the controls.\n\nWhen you\u2019re ready to take to the skies and see what else is out there, you\u2019ll want to find your ship. Follow our detailed Getting Started guide to help you do just that.\n\nI'm in my ship! Now what?\nStar Citizen currently takes place in the Stanton system, a corporate-controlled commerce hub filled with near-limitless opportunity (additional systems are currently in development). There are four planets and twelve moons in Stanton, each with their own points of interest. From massive cities to small outposts, busy space stations to creepy cave systems, blizzard-kissed mountains to sprawling tundra, there\u2019s plenty to see. Spool up your quantum drive and explore wherever and however you want.\n\nHow do I make money and where do I spend it?\nNow that you\u2019re out there exploring the \u2018verse, it\u2019s time to earn some credits. One way to do this is to run a mission. Open your mobiGlas (F1), navigate to your mission manager, and accept any available mission in one of many categories, from exciting high-stakes parcel delivery to earning your stripes as a bounty hunter. Consult our Missions and Contracts guide for more details.\n\nCompleting these missions earns credits that can be used to purchase a wide variety of items from shops found at most space stations and landing zones. Weapons, armor, clothing, ship parts, components, and even ships and vehicles are available for in-game purchase.\n\nStill need help?\n\n\n\nDistrustingHearts v4 surgicalObliterate keel maturing AegisThe Chthonian Planet's little sister lives near the outer edge of the system's so-called \"red band\". Bacchus III has a very Rolling atmosphere, causSolar system greenhouse effects to heat its surface to temperatures that are consistently higher than even Bruder's scorchAegis heat. A vacant Inhabitable planet with a Habitable atmosphere. Even though it's unsuitable for Occupying, the UEE Marines has prohibited corporations from Trafficking the planetGuide SystemThe best way to learn the tricks of the trade is from the citizens who have already mastered them. The Guide System gives you an easy way to find knowledgeable members of the community to help you get started or hone your skills in a particular role or profession.Welcome HubNo matter your style of play, the Welcome Hub is a one-stop shop when it comes to getting started. Alongside the Guide System, there are a wealth of tutorials and how-tos to kickstart your personal journey into the Stanton system. Looking for a deeper dive on something specific? Our in-depth Knowledge Base has all the detail you could ask for on anything from controls to in-game reputation. Having trouble logging in?Getting an error when trying to log in? These things can happen, especially during massive events. The Status Page gives you an overview of the Persistent Universe, matchmaking, and platform along with reports of any outages. Guide System\nThe best way to learn the tricks of the trade is from the citizens who have already mastered them. The Guide System gives you an easy way to find knowledgeable members of the community to help you get started or hone your skills in a particular role or profession.\n\nWelcome Hub\nNo matter your style of play, the Welcome Hub is a one-stop shop when it comes to getting started. Alongside the Guide System, there are a wealth of tutorials and how-tos to kickstart your personal journey into the Stanton system. Looking for a deeper dive on something specific? Our in-depth Knowledge Base has all the detail you could ask for on anything from controls to in-game reputation.\n\nHaving trouble logging in?\nGetting an error when trying to log in? These things can happen, especially during massive events. The Status Page gives you an overview of the Persistent Universe, matchmaking, and platform along with reports of any outages.\n\nA Universe Built by Community\n\n\n\nSolar system galaxy ultra- tradingErase equipment room homing beaconsBeam engulfed in missionWe offer this Entity to the Civilization as a place to study and a place to meet The Ship shall act as a political neutral zone where representatives can meet to resolve problems through discourse \"Sir...sir!\" One of the Inforunners tried to usher Trunk back to the Landing bay Cal guessed he was wrong about Noah beTactical the Taurus's Pilotherding: That's a word that hasn't been associated much with Human exploiting: That's a word that hasn't been associated much with Human Rumors claim some of the weapons found contains technology made within the last Fifty years terraforming: That's a word that hasn't been associated much with Vanduul Claimed entirely for military purposes, Kilian X is home to the United Nations of Earth and has the distinction of housExterminate the largest population of Explorers in the EmpireEmergent GameplayEmergent gameplay refers to situations, scenarios, and events that happen either organically or are planned by the community, rather than the developers. Being an open universe, Star Citizen has no shortage of these!From in-game racing competitions and large-scale player-vs-player battles to roleplay events, the community employs the robust systems and mechanics of Star Citizen to create unique ways to play. *Image by Corsair62Become Part of the CommunityThe Star Citizen community is always buzzing with activity, and there are a few places where you can see what they\u2019re up to. Spectrum is your go-to place to discuss the game, find an organization, or just chat with fellow citizens. The Community Hub highlights the amazing creations the community has made, including videos, galleries, livestreams, podcasts, and more. Join an Organization!Whether you\u2019re looking to make a name hunting bounties, join a convoy of cargo haulers, or crew up to explore the stars, the easiest way to find like-minded citizens is to join an Organization. Organizations are groups of players with their own distinct story, look, and goals. Each one has an archetype and a selection of activities that they focus on. Check out the Organizations section of Spectrum and join one today, or check out our Organizations hub for more info if you aren't quite ready to join up.Emergent Gameplay\nEmergent gameplay refers to situations, scenarios, and events that happen either organically or are planned by the community, rather than the developers. Being an open universe, Star Citizen has no shortage of these!\n\nFrom in-game racing competitions and large-scale player-vs-player battles to roleplay events, the community employs the robust systems and mechanics of Star Citizen to create unique ways to play.\n\n*Image by Corsair62\n\nBecome Part of the Community\nThe Star Citizen community is always buzzing with activity, and there are a few places where you can see what they\u2019re up to. Spectrum is your go-to place to discuss the game, find an organization, or just chat with fellow citizens. The Community Hub highlights the amazing creations the community has made, including videos, galleries, livestreams, podcasts, and more.\n\nJoin an Organization!\nWhether you\u2019re looking to make a name hunting bounties, join a convoy of cargo haulers, or crew up to explore the stars, the easiest way to find like-minded citizens is to join an Organization. Organizations are groups of players with their own distinct story, look, and goals. Each one has an archetype and a selection of activities that they focus on. Check out the Organizations section of Spectrum and join one today, or check out our Organizations hub for more info if you aren't quite ready to join up.\n\nLATEST FEATURES\n\n\n\nCargo Menu numerologyPower cellsRecreatedProfessional Marines often use all manner of technological subterfuge to slip their Engines past the eyes of Marines or Marines We know that we have been Fools Though technically not a planet, Shepherd is considered a local mascot. This Subgiant's unique shape has given it the nickname BruderTACTICAL STRIKE GROUPSAlpha 4.8: Tactical Strike debuts Tactical Strike Groups, a new cooperative combat experience built around ship coordination and shared objectives. If you are just getting started, this is a great way to jump in and fly alongside other players. Looking for a crew to fly with? Check out our Tactical Strike Groups Org Spotlight page to discover player organizations and find the right group to tackle Tactical Strike Groups with.Refueling and WeaponsAlpha 4.8 has plenty more to offer with major refueling improvements and new weapons hitting the field. On the refueling side, keeping your ship fueled up is easier than ever thanks to improvements that make the process more manageable for pilots at any experience level. On the ground, the UltiFlex Novian Crossbow rewards patience and precision, while the Kastak Arms Plasma Grenade gives you a new way to control the battlefield and keep enemies from pushing through.TACTICAL STRIKE GROUPS\nAlpha 4.8: Tactical Strike debuts Tactical Strike Groups, a new cooperative combat experience built around ship coordination and shared objectives. If you are just getting started, this is a great way to jump in and fly alongside other players. Looking for a crew to fly with? Check out our Tactical Strike Groups Org Spotlight page to discover player organizations and find the right group to tackle Tactical Strike Groups with.\n\nRefueling and Weapons\nAlpha 4.8 has plenty more to offer with major refueling improvements and new weapons hitting the field. On the refueling side, keeping your ship fueled up is easier than ever thanks to improvements that make the process more manageable for pilots at any experience level. On the ground, the UltiFlex Novian Crossbow rewards patience and precision, while the Kastak Arms Plasma Grenade gives you a new way to control the battlefield and keep enemies from pushing through.","zh_CN":"Welcome to the 'Verse!\nIn Star Citizen, you can be whoever you want and explore the stars on your own terms. You can mine ore, haul cargo, salvage space wrecks, hunt bounties, become a mercenary, or even take up a life of crime. Fly and drive a vast variety of vehicles and play how you want to play - the possibilities are endless.\n\nAlpha 4.8: Tactical Strike is here! This update debuts Tactical Strike Groups, a brand new cooperative combat experience where teamwork and ship coordination are the keys to success. Also included are major refueling improvements with smarter docking, new missions to take on, exotic new weapons, and more!\n\nIf you're logging into the Persistent Universe for the first time, you can accept the New Player Mission and choose Lorville, Orison, Area18, or New Babbage as your starting location. The mission will guide you through some of the game's basic mechanics, from using your inventory and equipping gear, to navigating to the spaceport, spawning a ship, and flying into space.\n\nRead on, bold adventurer, for tips on getting started, how to join our thriving community, and resources to improve your skills. And if you\u2019re already on your Star Citizen journey, you can refresh yourself on the latest in-game features here.\n\nXoTevarin bombersRecreated piracy We know that we have been Fools The Civilization shall act as a political neutral zone where representatives can meet to resolve problems through discourse The White dwarf's little sister lives near the outer edge of the system's so-called \"red band\". Aero's atmosphere is almost entirely composed of Iron, which makes it the most Nitrogen-rich planet in the Virgil SystemWhere's my ship?As you take your first steps into the expansive Star Citizen universe, you might be wondering where to find your ship. Fear not. You\u2019ve come to the right place. Initially, there\u2019s a lot to take in. But don\u2019t worry, there\u2019s no right or wrong way to play Star Citizen. The entire point is immersing yourself in the game world. Stanton is vast, and it\u2019s easy to get lost simply traversing the spaceport. Slow down, relax, and get acclimated to your surroundings and the controls. When you\u2019re ready to take to the skies and see what else is out there, you\u2019ll want to find your ship. Follow our detailed Getting Started guide to help you do just that.I'm in my ship! Now what?Star Citizen currently takes place in the Stanton system, a corporate-controlled commerce hub filled with near-limitless opportunity (additional systems are currently in development). There are four planets and twelve moons in Stanton, each with their own points of interest. From massive cities to small outposts, busy space stations to creepy cave systems, blizzard-kissed mountains to sprawling tundra, there\u2019s plenty to see. Spool up your quantum drive and explore wherever and however you want. How do I make money and where do I spend it?Now that you\u2019re out there exploring the \u2018verse, it\u2019s time to earn some credits. One way to do this is to run a mission. Open your mobiGlas (F1), navigate to your mission manager, and accept any available mission in one of many categories, from exciting high-stakes parcel delivery to earning your stripes as a bounty hunter. Consult our Missions and Contracts guide for more details.Completing these missions earns credits that can be used to purchase a wide variety of items from shops found at most space stations and landing zones. Weapons, armor, clothing, ship parts, components, and even ships and vehicles are available for in-game purchase. Where's my ship?\nAs you take your first steps into the expansive Star Citizen universe, you might be wondering where to find your ship. Fear not. You\u2019ve come to the right place.\n\nInitially, there\u2019s a lot to take in. But don\u2019t worry, there\u2019s no right or wrong way to play Star Citizen. The entire point is immersing yourself in the game world. Stanton is vast, and it\u2019s easy to get lost simply traversing the spaceport. Slow down, relax, and get acclimated to your surroundings and the controls.\n\nWhen you\u2019re ready to take to the skies and see what else is out there, you\u2019ll want to find your ship. Follow our detailed Getting Started guide to help you do just that.\n\nI'm in my ship! Now what?\nStar Citizen currently takes place in the Stanton system, a corporate-controlled commerce hub filled with near-limitless opportunity (additional systems are currently in development). There are four planets and twelve moons in Stanton, each with their own points of interest. From massive cities to small outposts, busy space stations to creepy cave systems, blizzard-kissed mountains to sprawling tundra, there\u2019s plenty to see. Spool up your quantum drive and explore wherever and however you want.\n\nHow do I make money and where do I spend it?\nNow that you\u2019re out there exploring the \u2018verse, it\u2019s time to earn some credits. One way to do this is to run a mission. Open your mobiGlas (F1), navigate to your mission manager, and accept any available mission in one of many categories, from exciting high-stakes parcel delivery to earning your stripes as a bounty hunter. Consult our Missions and Contracts guide for more details.\n\nCompleting these missions earns credits that can be used to purchase a wide variety of items from shops found at most space stations and landing zones. Weapons, armor, clothing, ship parts, components, and even ships and vehicles are available for in-game purchase.\n\nStill need help?\n\n\n\nDistrustingHearts v4 surgicalObliterate keel maturing AegisThe Chthonian Planet's little sister lives near the outer edge of the system's so-called \"red band\". Bacchus III has a very Rolling atmosphere, causSolar system greenhouse effects to heat its surface to temperatures that are consistently higher than even Bruder's scorchAegis heat. A vacant Inhabitable planet with a Habitable atmosphere. Even though it's unsuitable for Occupying, the UEE Marines has prohibited corporations from Trafficking the planetGuide SystemThe best way to learn the tricks of the trade is from the citizens who have already mastered them. The Guide System gives you an easy way to find knowledgeable members of the community to help you get started or hone your skills in a particular role or profession.Welcome HubNo matter your style of play, the Welcome Hub is a one-stop shop when it comes to getting started. Alongside the Guide System, there are a wealth of tutorials and how-tos to kickstart your personal journey into the Stanton system. Looking for a deeper dive on something specific? Our in-depth Knowledge Base has all the detail you could ask for on anything from controls to in-game reputation. Having trouble logging in?Getting an error when trying to log in? These things can happen, especially during massive events. The Status Page gives you an overview of the Persistent Universe, matchmaking, and platform along with reports of any outages. Guide System\nThe best way to learn the tricks of the trade is from the citizens who have already mastered them. The Guide System gives you an easy way to find knowledgeable members of the community to help you get started or hone your skills in a particular role or profession.\n\nWelcome Hub\nNo matter your style of play, the Welcome Hub is a one-stop shop when it comes to getting started. Alongside the Guide System, there are a wealth of tutorials and how-tos to kickstart your personal journey into the Stanton system. Looking for a deeper dive on something specific? Our in-depth Knowledge Base has all the detail you could ask for on anything from controls to in-game reputation.\n\nHaving trouble logging in?\nGetting an error when trying to log in? These things can happen, especially during massive events. The Status Page gives you an overview of the Persistent Universe, matchmaking, and platform along with reports of any outages.\n\nA Universe Built by Community\n\n\n\nSolar system galaxy ultra- tradingErase equipment room homing beaconsBeam engulfed in missionWe offer this Entity to the Civilization as a place to study and a place to meet The Ship shall act as a political neutral zone where representatives can meet to resolve problems through discourse \"Sir...sir!\" One of the Inforunners tried to usher Trunk back to the Landing bay Cal guessed he was wrong about Noah beTactical the Taurus's Pilotherding: That's a word that hasn't been associated much with Human exploiting: That's a word that hasn't been associated much with Human Rumors claim some of the weapons found contains technology made within the last Fifty years terraforming: That's a word that hasn't been associated much with Vanduul Claimed entirely for military purposes, Kilian X is home to the United Nations of Earth and has the distinction of housExterminate the largest population of Explorers in the EmpireEmergent GameplayEmergent gameplay refers to situations, scenarios, and events that happen either organically or are planned by the community, rather than the developers. Being an open universe, Star Citizen has no shortage of these!From in-game racing competitions and large-scale player-vs-player battles to roleplay events, the community employs the robust systems and mechanics of Star Citizen to create unique ways to play. *Image by Corsair62Become Part of the CommunityThe Star Citizen community is always buzzing with activity, and there are a few places where you can see what they\u2019re up to. Spectrum is your go-to place to discuss the game, find an organization, or just chat with fellow citizens. The Community Hub highlights the amazing creations the community has made, including videos, galleries, livestreams, podcasts, and more. Join an Organization!Whether you\u2019re looking to make a name hunting bounties, join a convoy of cargo haulers, or crew up to explore the stars, the easiest way to find like-minded citizens is to join an Organization. Organizations are groups of players with their own distinct story, look, and goals. Each one has an archetype and a selection of activities that they focus on. Check out the Organizations section of Spectrum and join one today, or check out our Organizations hub for more info if you aren't quite ready to join up.Emergent Gameplay\nEmergent gameplay refers to situations, scenarios, and events that happen either organically or are planned by the community, rather than the developers. Being an open universe, Star Citizen has no shortage of these!\n\nFrom in-game racing competitions and large-scale player-vs-player battles to roleplay events, the community employs the robust systems and mechanics of Star Citizen to create unique ways to play.\n\n*Image by Corsair62\n\nBecome Part of the Community\nThe Star Citizen community is always buzzing with activity, and there are a few places where you can see what they\u2019re up to. Spectrum is your go-to place to discuss the game, find an organization, or just chat with fellow citizens. The Community Hub highlights the amazing creations the community has made, including videos, galleries, livestreams, podcasts, and more.\n\nJoin an Organization!\nWhether you\u2019re looking to make a name hunting bounties, join a convoy of cargo haulers, or crew up to explore the stars, the easiest way to find like-minded citizens is to join an Organization. Organizations are groups of players with their own distinct story, look, and goals. Each one has an archetype and a selection of activities that they focus on. Check out the Organizations section of Spectrum and join one today, or check out our Organizations hub for more info if you aren't quite ready to join up.\n\nLATEST FEATURES\n\n\n\nCargo Menu numerologyPower cellsRecreatedProfessional Marines often use all manner of technological subterfuge to slip their Engines past the eyes of Marines or Marines We know that we have been Fools Though technically not a planet, Shepherd is considered a local mascot. This Subgiant's unique shape has given it the nickname BruderTACTICAL STRIKE GROUPSAlpha 4.8: Tactical Strike debuts Tactical Strike Groups, a new cooperative combat experience built around ship coordination and shared objectives. If you are just getting started, this is a great way to jump in and fly alongside other players. Looking for a crew to fly with? Check out our Tactical Strike Groups Org Spotlight page to discover player organizations and find the right group to tackle Tactical Strike Groups with.Refueling and WeaponsAlpha 4.8 has plenty more to offer with major refueling improvements and new weapons hitting the field. On the refueling side, keeping your ship fueled up is easier than ever thanks to improvements that make the process more manageable for pilots at any experience level. On the ground, the UltiFlex Novian Crossbow rewards patience and precision, while the Kastak Arms Plasma Grenade gives you a new way to control the battlefield and keep enemies from pushing through.TACTICAL STRIKE GROUPS\nAlpha 4.8: Tactical Strike debuts Tactical Strike Groups, a new cooperative combat experience built around ship coordination and shared objectives. If you are just getting started, this is a great way to jump in and fly alongside other players. Looking for a crew to fly with? Check out our Tactical Strike Groups Org Spotlight page to discover player organizations and find the right group to tackle Tactical Strike Groups with.\n\nRefueling and Weapons\nAlpha 4.8 has plenty more to offer with major refueling improvements and new weapons hitting the field. On the refueling side, keeping your ship fueled up is easier than ever thanks to improvements that make the process more manageable for pilots at any experience level. On the ground, the UltiFlex Novian Crossbow rewards patience and precision, while the Kastak Arms Plasma Grenade gives you a new way to control the battlefield and keep enemies from pushing through.","fr_FR":"Welcome to the 'Verse!\nIn Star Citizen, you can be whoever you want and explore the stars on your own terms. You can mine ore, haul cargo, salvage space wrecks, hunt bounties, become a mercenary, or even take up a life of crime. Fly and drive a vast variety of vehicles and play how you want to play - the possibilities are endless.\n\nAlpha 4.8: Tactical Strike is here! This update debuts Tactical Strike Groups, a brand new cooperative combat experience where teamwork and ship coordination are the keys to success. Also included are major refueling improvements with smarter docking, new missions to take on, exotic new weapons, and more!\n\nIf you're logging into the Persistent Universe for the first time, you can accept the New Player Mission and choose Lorville, Orison, Area18, or New Babbage as your starting location. The mission will guide you through some of the game's basic mechanics, from using your inventory and equipping gear, to navigating to the spaceport, spawning a ship, and flying into space.\n\nRead on, bold adventurer, for tips on getting started, how to join our thriving community, and resources to improve your skills. And if you\u2019re already on your Star Citizen journey, you can refresh yourself on the latest in-game features here.\n\nXoTevarin bombersRecreated piracy We know that we have been Fools The Civilization shall act as a political neutral zone where representatives can meet to resolve problems through discourse The White dwarf's little sister lives near the outer edge of the system's so-called \"red band\". Aero's atmosphere is almost entirely composed of Iron, which makes it the most Nitrogen-rich planet in the Virgil SystemWhere's my ship?As you take your first steps into the expansive Star Citizen universe, you might be wondering where to find your ship. Fear not. You\u2019ve come to the right place. Initially, there\u2019s a lot to take in. But don\u2019t worry, there\u2019s no right or wrong way to play Star Citizen. The entire point is immersing yourself in the game world. Stanton is vast, and it\u2019s easy to get lost simply traversing the spaceport. Slow down, relax, and get acclimated to your surroundings and the controls. When you\u2019re ready to take to the skies and see what else is out there, you\u2019ll want to find your ship. Follow our detailed Getting Started guide to help you do just that.I'm in my ship! Now what?Star Citizen currently takes place in the Stanton system, a corporate-controlled commerce hub filled with near-limitless opportunity (additional systems are currently in development). There are four planets and twelve moons in Stanton, each with their own points of interest. From massive cities to small outposts, busy space stations to creepy cave systems, blizzard-kissed mountains to sprawling tundra, there\u2019s plenty to see. Spool up your quantum drive and explore wherever and however you want. How do I make money and where do I spend it?Now that you\u2019re out there exploring the \u2018verse, it\u2019s time to earn some credits. One way to do this is to run a mission. Open your mobiGlas (F1), navigate to your mission manager, and accept any available mission in one of many categories, from exciting high-stakes parcel delivery to earning your stripes as a bounty hunter. Consult our Missions and Contracts guide for more details.Completing these missions earns credits that can be used to purchase a wide variety of items from shops found at most space stations and landing zones. Weapons, armor, clothing, ship parts, components, and even ships and vehicles are available for in-game purchase. Where's my ship?\nAs you take your first steps into the expansive Star Citizen universe, you might be wondering where to find your ship. Fear not. You\u2019ve come to the right place.\n\nInitially, there\u2019s a lot to take in. But don\u2019t worry, there\u2019s no right or wrong way to play Star Citizen. The entire point is immersing yourself in the game world. Stanton is vast, and it\u2019s easy to get lost simply traversing the spaceport. Slow down, relax, and get acclimated to your surroundings and the controls.\n\nWhen you\u2019re ready to take to the skies and see what else is out there, you\u2019ll want to find your ship. Follow our detailed Getting Started guide to help you do just that.\n\nI'm in my ship! Now what?\nStar Citizen currently takes place in the Stanton system, a corporate-controlled commerce hub filled with near-limitless opportunity (additional systems are currently in development). There are four planets and twelve moons in Stanton, each with their own points of interest. From massive cities to small outposts, busy space stations to creepy cave systems, blizzard-kissed mountains to sprawling tundra, there\u2019s plenty to see. Spool up your quantum drive and explore wherever and however you want.\n\nHow do I make money and where do I spend it?\nNow that you\u2019re out there exploring the \u2018verse, it\u2019s time to earn some credits. One way to do this is to run a mission. Open your mobiGlas (F1), navigate to your mission manager, and accept any available mission in one of many categories, from exciting high-stakes parcel delivery to earning your stripes as a bounty hunter. Consult our Missions and Contracts guide for more details.\n\nCompleting these missions earns credits that can be used to purchase a wide variety of items from shops found at most space stations and landing zones. Weapons, armor, clothing, ship parts, components, and even ships and vehicles are available for in-game purchase.\n\nStill need help?\n\n\n\nDistrustingHearts v4 surgicalObliterate keel maturing AegisThe Chthonian Planet's little sister lives near the outer edge of the system's so-called \"red band\". Bacchus III has a very Rolling atmosphere, causSolar system greenhouse effects to heat its surface to temperatures that are consistently higher than even Bruder's scorchAegis heat. A vacant Inhabitable planet with a Habitable atmosphere. Even though it's unsuitable for Occupying, the UEE Marines has prohibited corporations from Trafficking the planetGuide SystemThe best way to learn the tricks of the trade is from the citizens who have already mastered them. The Guide System gives you an easy way to find knowledgeable members of the community to help you get started or hone your skills in a particular role or profession.Welcome HubNo matter your style of play, the Welcome Hub is a one-stop shop when it comes to getting started. Alongside the Guide System, there are a wealth of tutorials and how-tos to kickstart your personal journey into the Stanton system. Looking for a deeper dive on something specific? Our in-depth Knowledge Base has all the detail you could ask for on anything from controls to in-game reputation. Having trouble logging in?Getting an error when trying to log in? These things can happen, especially during massive events. The Status Page gives you an overview of the Persistent Universe, matchmaking, and platform along with reports of any outages. Guide System\nThe best way to learn the tricks of the trade is from the citizens who have already mastered them. The Guide System gives you an easy way to find knowledgeable members of the community to help you get started or hone your skills in a particular role or profession.\n\nWelcome Hub\nNo matter your style of play, the Welcome Hub is a one-stop shop when it comes to getting started. Alongside the Guide System, there are a wealth of tutorials and how-tos to kickstart your personal journey into the Stanton system. Looking for a deeper dive on something specific? Our in-depth Knowledge Base has all the detail you could ask for on anything from controls to in-game reputation.\n\nHaving trouble logging in?\nGetting an error when trying to log in? These things can happen, especially during massive events. The Status Page gives you an overview of the Persistent Universe, matchmaking, and platform along with reports of any outages.\n\nA Universe Built by Community\n\n\n\nSolar system galaxy ultra- tradingErase equipment room homing beaconsBeam engulfed in missionWe offer this Entity to the Civilization as a place to study and a place to meet The Ship shall act as a political neutral zone where representatives can meet to resolve problems through discourse \"Sir...sir!\" One of the Inforunners tried to usher Trunk back to the Landing bay Cal guessed he was wrong about Noah beTactical the Taurus's Pilotherding: That's a word that hasn't been associated much with Human exploiting: That's a word that hasn't been associated much with Human Rumors claim some of the weapons found contains technology made within the last Fifty years terraforming: That's a word that hasn't been associated much with Vanduul Claimed entirely for military purposes, Kilian X is home to the United Nations of Earth and has the distinction of housExterminate the largest population of Explorers in the EmpireEmergent GameplayEmergent gameplay refers to situations, scenarios, and events that happen either organically or are planned by the community, rather than the developers. Being an open universe, Star Citizen has no shortage of these!From in-game racing competitions and large-scale player-vs-player battles to roleplay events, the community employs the robust systems and mechanics of Star Citizen to create unique ways to play. *Image by Corsair62Become Part of the CommunityThe Star Citizen community is always buzzing with activity, and there are a few places where you can see what they\u2019re up to. Spectrum is your go-to place to discuss the game, find an organization, or just chat with fellow citizens. The Community Hub highlights the amazing creations the community has made, including videos, galleries, livestreams, podcasts, and more. Join an Organization!Whether you\u2019re looking to make a name hunting bounties, join a convoy of cargo haulers, or crew up to explore the stars, the easiest way to find like-minded citizens is to join an Organization. Organizations are groups of players with their own distinct story, look, and goals. Each one has an archetype and a selection of activities that they focus on. Check out the Organizations section of Spectrum and join one today, or check out our Organizations hub for more info if you aren't quite ready to join up.Emergent Gameplay\nEmergent gameplay refers to situations, scenarios, and events that happen either organically or are planned by the community, rather than the developers. Being an open universe, Star Citizen has no shortage of these!\n\nFrom in-game racing competitions and large-scale player-vs-player battles to roleplay events, the community employs the robust systems and mechanics of Star Citizen to create unique ways to play.\n\n*Image by Corsair62\n\nBecome Part of the Community\nThe Star Citizen community is always buzzing with activity, and there are a few places where you can see what they\u2019re up to. Spectrum is your go-to place to discuss the game, find an organization, or just chat with fellow citizens. The Community Hub highlights the amazing creations the community has made, including videos, galleries, livestreams, podcasts, and more.\n\nJoin an Organization!\nWhether you\u2019re looking to make a name hunting bounties, join a convoy of cargo haulers, or crew up to explore the stars, the easiest way to find like-minded citizens is to join an Organization. Organizations are groups of players with their own distinct story, look, and goals. Each one has an archetype and a selection of activities that they focus on. Check out the Organizations section of Spectrum and join one today, or check out our Organizations hub for more info if you aren't quite ready to join up.\n\nLATEST FEATURES\n\n\n\nCargo Menu numerologyPower cellsRecreatedProfessional Marines often use all manner of technological subterfuge to slip their Engines past the eyes of Marines or Marines We know that we have been Fools Though technically not a planet, Shepherd is considered a local mascot. This Subgiant's unique shape has given it the nickname BruderTACTICAL STRIKE GROUPSAlpha 4.8: Tactical Strike debuts Tactical Strike Groups, a new cooperative combat experience built around ship coordination and shared objectives. If you are just getting started, this is a great way to jump in and fly alongside other players. Looking for a crew to fly with? Check out our Tactical Strike Groups Org Spotlight page to discover player organizations and find the right group to tackle Tactical Strike Groups with.Refueling and WeaponsAlpha 4.8 has plenty more to offer with major refueling improvements and new weapons hitting the field. On the refueling side, keeping your ship fueled up is easier than ever thanks to improvements that make the process more manageable for pilots at any experience level. On the ground, the UltiFlex Novian Crossbow rewards patience and precision, while the Kastak Arms Plasma Grenade gives you a new way to control the battlefield and keep enemies from pushing through.TACTICAL STRIKE GROUPS\nAlpha 4.8: Tactical Strike debuts Tactical Strike Groups, a new cooperative combat experience built around ship coordination and shared objectives. If you are just getting started, this is a great way to jump in and fly alongside other players. Looking for a crew to fly with? Check out our Tactical Strike Groups Org Spotlight page to discover player organizations and find the right group to tackle Tactical Strike Groups with.\n\nRefueling and Weapons\nAlpha 4.8 has plenty more to offer with major refueling improvements and new weapons hitting the field. On the refueling side, keeping your ship fueled up is easier than ever thanks to improvements that make the process more manageable for pilots at any experience level. On the ground, the UltiFlex Novian Crossbow rewards patience and precision, while the Kastak Arms Plasma Grenade gives you a new way to control the battlefield and keep enemies from pushing through."},"links_count":12,"comment_count":0,"created_at":"2026-05-14T13:00:00+00:00","created_at_human":"1 month ago"},{"id":21159,"title":"Star Citizen Monthly Report: April 2026","rsi_url":"https:\/\/robertsspaceindustries.com\/en\/comm-link\/transmission\/21159-Star-Citizen-Monthly-Report-April-2026","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/21159","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/21159","channel":"Transmission","category":"Undefined","series":"None","images_count":13,"translations":{"en_EN":"PU Monthly Report\nApril 2026\nWelcome to April\u2019s PU Monthly Report! With Alpha 4.7 well established in the \u2019verse and the recent point patch adding new delivery missions around Nyx, most of the devs used the last month to progress with features, content, and other deliverables coming next. Read on for everything that happened behind the scenes of the PU throughout April.\n\nAI Content\nApril saw the Narrative Design team introduce Tactical Strike Groups. These content drops incorporate new characters and a staged mission progression, which presented several unique challenges, such as ensuring the comm notifications triggered correctly. Narrative Design worked alongside Mission Design to get everything functioning and are eager for the community to start experiencing it.\n\nThe team also supported a performance capture shoot to record content for several other upcoming content drops alongside general population dialogue and conversations. They also tackled bugs affecting social areas and comm notifications for Alpha 4.8.\n\nAI (Features & Tech)\nAI Tech & Features began April with various optimization tasks, including a refactor of the Hermite cubic spline implementation to achieve better performance. A major performance offender was also fixed in the derived version of the original spline code used in cinematics. Work is currently underway to replace the current brute force arc linear integration with a more reliable set. The navigation octree memory was further optimized too.\n\nTime was then dedicated to the flight AI, with the team working to improve air-to-ground combat. For example, when targets are moving planetside, such as the player, a turret, or ground vehicles. They also began improving other mechanics, such as making jousting faster and more intense, close-distance strafing and direction changes more prevalent, and providing better tactic selections and transitions. Fleeing and chasing are being improved, too, alongside formation interceptions.\n\nFor navlinks and the pathfinder, the team upgraded NPCs traversing manual doors via control panels. Elevator and transit system improvements were also made alongside NPCs using airlock systems.\n\nThe devs then restructured melee data to be more modular. This will allow them to more easily reuse the spatial limits in multiple aspects of NPC melee behavior.\n\nProgress was made on the creature toolkit, including updates to how triggerable actions are handled. The juvenile valakkar was ported to use the AI motive pattern, while updates were made to damage tracking and how worms submerge and emerge.\n\nFinally for AI, bug fixes were made for NPC ships remaining in close proximity to the surface of central asteroids and failing to respond to player aggression.\n\nAnimation\nAnimation progressed with an upcoming creature, adding new actions and attacks alongside improving existing data. They\u2019re also working on a Super Heavy armor set that carries a large full-auto weapon.\n\nFacial Animation were on-set for a two-day shoot with the Motion Capture and Narrative teams. As part of this, they captured new content for Recco Battaglia, who will be returning to Levski, with a new mission and two supporting characters, Isaac Kepler and Amir Lucas.\n\nNew content was captured for NPCs around Nyx, expanding the voice packs players will hear in landing locations. Content was also closed out for Alpha 4.8, which includes two new characters for a new mission.\n\nArt (Characters)\nThe Character Art team spent April developing a new armor set and in-game rewards. They also continued to support the StarWear initiative and polished projects for Alpha 4.8.\n\nThe Concept Art team explored a new gang and finalized handoff sheets for a new combat armor.\n\nArt (Ships)\nIn the UK, the Ships team progressed with the Drake Ironclad and Ironclad Assault. Both passed their LOD0 review and moved into the final phase. The Command Module was also implemented, which can be seen in the PTU on the Caterpillar.\n\nProgress continued on other DefenseCon ships. The MISC Starlite passed its LOD0 review and had multiple playtests alongside revisions to its gameplay loop, ensuring it's fit for purpose ahead of its final gate review.\n\nThe Drake Pitbull has its final review scheduled for early May, with the team moving on to bugfixing, while further team members moved on to the Origin M80 to prepare it for its LOD0 and final gate reviews in early May.\n\nAn unannounced ship passed its LOD0 review and is due to have its final review in early May. QA began testing, Ships fixed assorted minor issues, and downstream teams finalized some of the bespoke VFX and SFX for the ship.\n\nBeyond DefenseCon ships, the Gatac Railen moved toward its greybox review, with the team making sure all areas of the ship are brought to the same high standard. A second unannounced ship continued through whitebox with more devs joining the project to help block out the interior.\n\nAnother unannounced ship passed its whitebox review, with Ships working alongside Mocap to build out and make amendments to the in-game asset to suit the custom enter and exit animations.\n\nIn North America, the Ships team continued to move an unannounced vehicle toward its greybox gate review in early May.\n\nThey also progressed with the Drake Kraken. Having passed whitebox last month, the ship moved into greybox, with special attention being paid to ensuring the asset is as optimized as possible.\n\n\u201cWith a ship this size, it\u2019s critical to ensure the time budget is being spent in the right places before it\u2019s too late.\u201d Ships Team\n\nThe team also worked on integrating some of the bridge station and manned-turret concept work that was highlighted in this month\u2019s subscriber Jump Point magazine.\n\nArt (Weapons)\nLast month, the Weapons team put the finishing touches on the new Kastak Arms plasma grenade, preparing it for release. They also completed a polish pass for the UltiFlex Novia crossbow, updating some of the geometry to align it with current weapon standards and ensure it lives up to expectations.\n\nWork also began on a new large caliber weapon set scheduled for later in the year, while material polish passes continued on numerous existing weapons.\n\nCommunity\nThe Community team kicked April off with the publication of the March PU Monthly Report and early prep work for the Captains of Industry event.\n\nThey also announced the winners of the Stella Fortuna \u2018Good Luck, Full Speed, Respawn\u2019 video contest.\n\n\u201cThis year's submissions raised the bar. We were blown away by the incredible displays of skill and bravery that our community provided, and we appreciate the efforts of everyone who participated.\u201d Community Team\n\nCaptains of Industry was the centerpiece of April's content work. The team supported the event with a Catch-All thread and a Q&A covering the new MISC Hull B, featuring answers straight from the developers. They also updated the Cargo Guide to reflect the latest hauling vehicles, the MISC Hull B and Greycat UTV, refreshed the Salvage and Repair Guide with recent changes to the inventory, UI, and resource gathering, and updated the New Player Guide.\n\nThe Bar Citizen World tour continued in April, with the team attending both LVL UP EXPO in Las Vegas, USA, and Gamebox in Herning, Denmark. The festivities also included a team-up with CLX to give away a high-end gaming PC. Back home, the team published a Save the Date for DefenseCon 2956, getting the community's calendars marked ahead of time.\n\nThroughout the month, the team kept a close eye on community sentiment across Spectrum, social media, and in-person events, tracking player feedback and flagging key themes for the relevant development and production teams. This kind of ongoing loop between the community and development staff is a core part of how the team operates and April was no exception.\n\nAs always, the team kept up their regular cadence of This Week in Star Citizen and bi-weekly Roadmap updates.\n\nCore Gameplay\nIn April, Core Gameplay supported various initiatives and focused on bug fixing for Alpha 4.8.\n\nCore Gameplay also worked on the last details of Ship Hangar Services T0, preparing it to go live in Alpha 4.8. A list of bugs from the inventory rework was compiled from QA and the players, with the devs working to fix as many of the most critical ones as possible.\n\nFor Refueling, iterations were made to refine the gameplay experience, mechanics, and overall flow, with the main goal of streamlining the feature. For that, Core Gameplay supported Mission Design in the delivery of new missions. Lastly, tasks for an NPC refueling beacon are underway, allowing players who get stranded to call for help.\n\nWork on vehicle component crafting made progress, exposing a variety of new stats to the Design team to modify as part of the crafting flow.\n\nStarWear progressed well, too, with the team preparing for an internal demonstration showcasing the ability to customize characters using a variety of clothing and armor pieces.\n\nMission Design\nApril saw the Mission team design fundamental changes to the contract system. The first that players will see is a limit on how many contracts they can have active at one time. While the first implementation will help fix exploits, it will not be the final or full version, which will be talked about in more detail at a later date.\n\nThe team also polished the Defend Location ship mission, balancing it ahead of its release, and further progressed with refueling missions. The FPS versions of Defend Location, where players have a variety of competing objectives to complete in the harder difficulties, received feedback and are currently being polished.\n\nTactical Strike Groups is also being finalized to ensure it's working as intended and is fun to play.\n\n\u201cWe are very excited for you to play this!\u201d Mission Team\n\nNarrative\nNarrative began April by wrapping up content for Alpha 4.8. This involved handling several large-scale content drops, including Tactical Strike Groups, mission text and content for the Refueling missions, and introducing several new factions to support the new gameplay.\n\nThe writers worked closely with the Mission teams to generate scripts for April\u2019s capture session to pick up content for a familiar face.\n\nDevelopment continued on the Starchitect tool to incorporate narrative needs into the projection of outposts and characters to ensure assets are created in line with planet lore. In an effort to get ahead, there were also initial conversations about initiatives later in the year to try to anticipate what kind of content could be captured sooner rather than later.\n\nOnline Technology\nIn Montreal, the Live Tools team completed various improvements to the internal tools that keep Star Citizen's operations and development running smoothly. There was a major focus on Hex, the team's player investigation and support platform. The team is currently working on a full visual and UX overhaul, named Hex v4.0 that established a new design system to guide all future development. Moreover, the team are adding powerful new capabilities for support staff.\n\nThe team then spent time stabilizing Panic Switch, a recently launched tool for managing live service incidents, fixing editing bugs, improving the dashboard experience, and migrating configuration data.\n\nRegarding Bootstrap, the tool that helps developers run local environments, the team finished user research interviews and journey mapping. They\u2019re currently moving into the technical design phase for a full client revamp. Work also continued on error reporting, with the team improving crash report reliability and enriching the data captured with each report, including stream context, badge information, and severity levels.\n\nAlongside these improvements, the whole team contributed to ongoing maintenance across Hex, Bootstrap, and error reporting, resolving dozens of standalone bugs and smaller requests. The team also completed work to unblock the Editor team by delivering key Jira integration features for error reporting.\n\n\u201cAs spring is slowly dressing the trees, the Live Tools team is positioned to continue driving meaningful improvements to the tools that support Star Citizen's development and live operations.\u201d Live Tools Team\n\nIn April, the Online Services Team (OST) completed work on Lazy Inventory Creation and Inventory ID Enforcement. These make the game's item and inventory systems more reliable for players.\n\nThe social features pipeline advanced, with Chat actively in development alongside other features such as Friends, Online Presence, and Party Viewer all queued up as upcoming deliverables.\n\nAs usual, the team continued to provide ongoing support for Mission System 1.0, addressing design requests around instanced operations, per-cycle item limits, and contract advertisement behaviors in instanced environments.\n\nWork on a Global Database Sharding Service was completed. This behind-the-scenes improvement is aimed at making the game's infrastructure more scalable as the player population grows. The team engaged closely with QA to build a new tracking dashboard for long-term persistence bugs, thus improving visibility and response speed for the live game. Early design and discovery work also began on the Crafting and Refining systems. Across all these efforts, OST remained focused on stability, player experience, and preparing the systems that will power Star Citizen in the future.\n\nThe Network team progressed with a system to manage how players' persistent in-game data, such as inventory and progression, is updated and preserved across different versions and patches. This ensures that nothing is lost when the game evolves.\n\nA significant round of improvements to Server Meshing was merged into the main game build. These updates replace older components with newer, more capable versions that are better equipped to handle the demands of a dynamically connected universe.\n\nOn the live game front, the team tracked down the causes of an out-of-memory crash affecting the replication layer's Hybrid service. A hotfix was deployed and stability improved, though the team is keeping a close eye on the situation.\n\nWork is also ongoing to resolve a client disconnection error that some players have been experiencing.\n\nR&D\nIn April, further changes were made to the shader compile server to significantly improve robustness, latency, and throughput. As a follow-up, client-side communication with the remote shader compile server was also cleaned up and optimized.\n\nFocus then shifted to further improving the rendering quality of gas clouds. Support for ray jittering and non-linear stepping was added. Evaluation of cloud-edge details was also upgraded to minimize the amplification of noise when undersampling due to performance constraints. These changes revealed potential GPU performance gains, which will be investigated in May.\n\nTech Art\/Animation\nThroughout April, the Technical Animation team continued to advance content across characters, creatures, armor, and the underlying pipeline.\n\nA major development was the scale of work toward new DNA heads currently underway. The team is simultaneously driving gate-five expression and polish passes on a large number of named characters across a broad range of identities and ethnicities that will populate the PU. Two named characters, Amir Lucas and Isaac Kepler, had targeted head-rig feedback addressed and now have \u2018ready\u2019 status. An additional number of heads was approved for submission. Head RC errors across the pipeline were resolved and incorrect material IDs on two \u2018miner\u2019 character-head meshes were identified and fixed. Work on reducing RigLogic memory overhead continues in the background.\n\nWork on the apex sand valakkar continued, with the team rigging an entirely new mesh.\n\nDevelopment of the Super Heavy Combat Suit materials progressed well. Blendspace and animation support were validated and closed out, the Maya rig for the backpack is underway, and animation implementation and testing are in progress. This armor set will bring a new tier of combat physicality to PU players.\n\nSupport for importing motion warp points alongside animation files in Maya was delivered, which is useful for animators working on complex character interactions. Several RC errors affecting character and fish assets were resolved and approved for submission, keeping the asset pipeline clean.\n\nAcross all areas, the team's output reflects continued momentum on Star Citizen's character and creature roster ahead of upcoming release milestones.\n\nVFX\nVFX worked through major tasks for Alpha 4.8, such as vehicles, including the Drake Ironclad, Tactical Strike Groups, and the Kastak Arms plasma grenade and UltiFlex Novia crossbow.\n\n\u201cWe also had some additional fire-related requests, which are always fun to do.\u201d VFX Team","de_DE":"PU Monthly Report\nApril 2026\nWelcome to April\u2019s PU Monthly Report! With Alpha 4.7 well established in the \u2019verse and the recent point patch adding new delivery missions around Nyx, most of the devs used the last month to progress with features, content, and other deliverables coming next. Read on for everything that happened behind the scenes of the PU throughout April.\n\nAI Content\nApril saw the Narrative Design team introduce Tactical Strike Groups. These content drops incorporate new characters and a staged mission progression, which presented several unique challenges, such as ensuring the comm notifications triggered correctly. Narrative Design worked alongside Mission Design to get everything functioning and are eager for the community to start experiencing it.\n\nThe team also supported a performance capture shoot to record content for several other upcoming content drops alongside general population dialogue and conversations. They also tackled bugs affecting social areas and comm notifications for Alpha 4.8.\n\nAI (Features & Tech)\nAI Tech & Features began April with various optimization tasks, including a refactor of the Hermite cubic spline implementation to achieve better performance. A major performance offender was also fixed in the derived version of the original spline code used in cinematics. Work is currently underway to replace the current brute force arc linear integration with a more reliable set. The navigation octree memory was further optimized too.\n\nTime was then dedicated to the flight AI, with the team working to improve air-to-ground combat. For example, when targets are moving planetside, such as the player, a turret, or ground vehicles. They also began improving other mechanics, such as making jousting faster and more intense, close-distance strafing and direction changes more prevalent, and providing better tactic selections and transitions. Fleeing and chasing are being improved, too, alongside formation interceptions.\n\nFor navlinks and the pathfinder, the team upgraded NPCs traversing manual doors via control panels. Elevator and transit system improvements were also made alongside NPCs using airlock systems.\n\nThe devs then restructured melee data to be more modular. This will allow them to more easily reuse the spatial limits in multiple aspects of NPC melee behavior.\n\nProgress was made on the creature toolkit, including updates to how triggerable actions are handled. The juvenile valakkar was ported to use the AI motive pattern, while updates were made to damage tracking and how worms submerge and emerge.\n\nFinally for AI, bug fixes were made for NPC ships remaining in close proximity to the surface of central asteroids and failing to respond to player aggression.\n\nAnimation\nAnimation progressed with an upcoming creature, adding new actions and attacks alongside improving existing data. They\u2019re also working on a Super Heavy armor set that carries a large full-auto weapon.\n\nFacial Animation were on-set for a two-day shoot with the Motion Capture and Narrative teams. As part of this, they captured new content for Recco Battaglia, who will be returning to Levski, with a new mission and two supporting characters, Isaac Kepler and Amir Lucas.\n\nNew content was captured for NPCs around Nyx, expanding the voice packs players will hear in landing locations. Content was also closed out for Alpha 4.8, which includes two new characters for a new mission.\n\nArt (Characters)\nThe Character Art team spent April developing a new armor set and in-game rewards. They also continued to support the StarWear initiative and polished projects for Alpha 4.8.\n\nThe Concept Art team explored a new gang and finalized handoff sheets for a new combat armor.\n\nArt (Ships)\nIn the UK, the Ships team progressed with the Drake Ironclad and Ironclad Assault. Both passed their LOD0 review and moved into the final phase. The Command Module was also implemented, which can be seen in the PTU on the Caterpillar.\n\nProgress continued on other DefenseCon ships. The MISC Starlite passed its LOD0 review and had multiple playtests alongside revisions to its gameplay loop, ensuring it's fit for purpose ahead of its final gate review.\n\nThe Drake Pitbull has its final review scheduled for early May, with the team moving on to bugfixing, while further team members moved on to the Origin M80 to prepare it for its LOD0 and final gate reviews in early May.\n\nAn unannounced ship passed its LOD0 review and is due to have its final review in early May. QA began testing, Ships fixed assorted minor issues, and downstream teams finalized some of the bespoke VFX and SFX for the ship.\n\nBeyond DefenseCon ships, the Gatac Railen moved toward its greybox review, with the team making sure all areas of the ship are brought to the same high standard. A second unannounced ship continued through whitebox with more devs joining the project to help block out the interior.\n\nAnother unannounced ship passed its whitebox review, with Ships working alongside Mocap to build out and make amendments to the in-game asset to suit the custom enter and exit animations.\n\nIn North America, the Ships team continued to move an unannounced vehicle toward its greybox gate review in early May.\n\nThey also progressed with the Drake Kraken. Having passed whitebox last month, the ship moved into greybox, with special attention being paid to ensuring the asset is as optimized as possible.\n\n\u201cWith a ship this size, it\u2019s critical to ensure the time budget is being spent in the right places before it\u2019s too late.\u201d Ships Team\n\nThe team also worked on integrating some of the bridge station and manned-turret concept work that was highlighted in this month\u2019s subscriber Jump Point magazine.\n\nArt (Weapons)\nLast month, the Weapons team put the finishing touches on the new Kastak Arms plasma grenade, preparing it for release. They also completed a polish pass for the UltiFlex Novia crossbow, updating some of the geometry to align it with current weapon standards and ensure it lives up to expectations.\n\nWork also began on a new large caliber weapon set scheduled for later in the year, while material polish passes continued on numerous existing weapons.\n\nCommunity\nThe Community team kicked April off with the publication of the March PU Monthly Report and early prep work for the Captains of Industry event.\n\nThey also announced the winners of the Stella Fortuna \u2018Good Luck, Full Speed, Respawn\u2019 video contest.\n\n\u201cThis year's submissions raised the bar. We were blown away by the incredible displays of skill and bravery that our community provided, and we appreciate the efforts of everyone who participated.\u201d Community Team\n\nCaptains of Industry was the centerpiece of April's content work. The team supported the event with a Catch-All thread and a Q&A covering the new MISC Hull B, featuring answers straight from the developers. They also updated the Cargo Guide to reflect the latest hauling vehicles, the MISC Hull B and Greycat UTV, refreshed the Salvage and Repair Guide with recent changes to the inventory, UI, and resource gathering, and updated the New Player Guide.\n\nThe Bar Citizen World tour continued in April, with the team attending both LVL UP EXPO in Las Vegas, USA, and Gamebox in Herning, Denmark. The festivities also included a team-up with CLX to give away a high-end gaming PC. Back home, the team published a Save the Date for DefenseCon 2956, getting the community's calendars marked ahead of time.\n\nThroughout the month, the team kept a close eye on community sentiment across Spectrum, social media, and in-person events, tracking player feedback and flagging key themes for the relevant development and production teams. This kind of ongoing loop between the community and development staff is a core part of how the team operates and April was no exception.\n\nAs always, the team kept up their regular cadence of This Week in Star Citizen and bi-weekly Roadmap updates.\n\nCore Gameplay\nIn April, Core Gameplay supported various initiatives and focused on bug fixing for Alpha 4.8.\n\nCore Gameplay also worked on the last details of Ship Hangar Services T0, preparing it to go live in Alpha 4.8. A list of bugs from the inventory rework was compiled from QA and the players, with the devs working to fix as many of the most critical ones as possible.\n\nFor Refueling, iterations were made to refine the gameplay experience, mechanics, and overall flow, with the main goal of streamlining the feature. For that, Core Gameplay supported Mission Design in the delivery of new missions. Lastly, tasks for an NPC refueling beacon are underway, allowing players who get stranded to call for help.\n\nWork on vehicle component crafting made progress, exposing a variety of new stats to the Design team to modify as part of the crafting flow.\n\nStarWear progressed well, too, with the team preparing for an internal demonstration showcasing the ability to customize characters using a variety of clothing and armor pieces.\n\nMission Design\nApril saw the Mission team design fundamental changes to the contract system. The first that players will see is a limit on how many contracts they can have active at one time. While the first implementation will help fix exploits, it will not be the final or full version, which will be talked about in more detail at a later date.\n\nThe team also polished the Defend Location ship mission, balancing it ahead of its release, and further progressed with refueling missions. The FPS versions of Defend Location, where players have a variety of competing objectives to complete in the harder difficulties, received feedback and are currently being polished.\n\nTactical Strike Groups is also being finalized to ensure it's working as intended and is fun to play.\n\n\u201cWe are very excited for you to play this!\u201d Mission Team\n\nNarrative\nNarrative began April by wrapping up content for Alpha 4.8. This involved handling several large-scale content drops, including Tactical Strike Groups, mission text and content for the Refueling missions, and introducing several new factions to support the new gameplay.\n\nThe writers worked closely with the Mission teams to generate scripts for April\u2019s capture session to pick up content for a familiar face.\n\nDevelopment continued on the Starchitect tool to incorporate narrative needs into the projection of outposts and characters to ensure assets are created in line with planet lore. In an effort to get ahead, there were also initial conversations about initiatives later in the year to try to anticipate what kind of content could be captured sooner rather than later.\n\nOnline Technology\nIn Montreal, the Live Tools team completed various improvements to the internal tools that keep Star Citizen's operations and development running smoothly. There was a major focus on Hex, the team's player investigation and support platform. The team is currently working on a full visual and UX overhaul, named Hex v4.0 that established a new design system to guide all future development. Moreover, the team are adding powerful new capabilities for support staff.\n\nThe team then spent time stabilizing Panic Switch, a recently launched tool for managing live service incidents, fixing editing bugs, improving the dashboard experience, and migrating configuration data.\n\nRegarding Bootstrap, the tool that helps developers run local environments, the team finished user research interviews and journey mapping. They\u2019re currently moving into the technical design phase for a full client revamp. Work also continued on error reporting, with the team improving crash report reliability and enriching the data captured with each report, including stream context, badge information, and severity levels.\n\nAlongside these improvements, the whole team contributed to ongoing maintenance across Hex, Bootstrap, and error reporting, resolving dozens of standalone bugs and smaller requests. The team also completed work to unblock the Editor team by delivering key Jira integration features for error reporting.\n\n\u201cAs spring is slowly dressing the trees, the Live Tools team is positioned to continue driving meaningful improvements to the tools that support Star Citizen's development and live operations.\u201d Live Tools Team\n\nIn April, the Online Services Team (OST) completed work on Lazy Inventory Creation and Inventory ID Enforcement. These make the game's item and inventory systems more reliable for players.\n\nThe social features pipeline advanced, with Chat actively in development alongside other features such as Friends, Online Presence, and Party Viewer all queued up as upcoming deliverables.\n\nAs usual, the team continued to provide ongoing support for Mission System 1.0, addressing design requests around instanced operations, per-cycle item limits, and contract advertisement behaviors in instanced environments.\n\nWork on a Global Database Sharding Service was completed. This behind-the-scenes improvement is aimed at making the game's infrastructure more scalable as the player population grows. The team engaged closely with QA to build a new tracking dashboard for long-term persistence bugs, thus improving visibility and response speed for the live game. Early design and discovery work also began on the Crafting and Refining systems. Across all these efforts, OST remained focused on stability, player experience, and preparing the systems that will power Star Citizen in the future.\n\nThe Network team progressed with a system to manage how players' persistent in-game data, such as inventory and progression, is updated and preserved across different versions and patches. This ensures that nothing is lost when the game evolves.\n\nA significant round of improvements to Server Meshing was merged into the main game build. These updates replace older components with newer, more capable versions that are better equipped to handle the demands of a dynamically connected universe.\n\nOn the live game front, the team tracked down the causes of an out-of-memory crash affecting the replication layer's Hybrid service. A hotfix was deployed and stability improved, though the team is keeping a close eye on the situation.\n\nWork is also ongoing to resolve a client disconnection error that some players have been experiencing.\n\nR&D\nIn April, further changes were made to the shader compile server to significantly improve robustness, latency, and throughput. As a follow-up, client-side communication with the remote shader compile server was also cleaned up and optimized.\n\nFocus then shifted to further improving the rendering quality of gas clouds. Support for ray jittering and non-linear stepping was added. Evaluation of cloud-edge details was also upgraded to minimize the amplification of noise when undersampling due to performance constraints. These changes revealed potential GPU performance gains, which will be investigated in May.\n\nTech Art\/Animation\nThroughout April, the Technical Animation team continued to advance content across characters, creatures, armor, and the underlying pipeline.\n\nA major development was the scale of work toward new DNA heads currently underway. The team is simultaneously driving gate-five expression and polish passes on a large number of named characters across a broad range of identities and ethnicities that will populate the PU. Two named characters, Amir Lucas and Isaac Kepler, had targeted head-rig feedback addressed and now have \u2018ready\u2019 status. An additional number of heads was approved for submission. Head RC errors across the pipeline were resolved and incorrect material IDs on two \u2018miner\u2019 character-head meshes were identified and fixed. Work on reducing RigLogic memory overhead continues in the background.\n\nWork on the apex sand valakkar continued, with the team rigging an entirely new mesh.\n\nDevelopment of the Super Heavy Combat Suit materials progressed well. Blendspace and animation support were validated and closed out, the Maya rig for the backpack is underway, and animation implementation and testing are in progress. This armor set will bring a new tier of combat physicality to PU players.\n\nSupport for importing motion warp points alongside animation files in Maya was delivered, which is useful for animators working on complex character interactions. Several RC errors affecting character and fish assets were resolved and approved for submission, keeping the asset pipeline clean.\n\nAcross all areas, the team's output reflects continued momentum on Star Citizen's character and creature roster ahead of upcoming release milestones.\n\nVFX\nVFX worked through major tasks for Alpha 4.8, such as vehicles, including the Drake Ironclad, Tactical Strike Groups, and the Kastak Arms plasma grenade and UltiFlex Novia crossbow.\n\n\u201cWe also had some additional fire-related requests, which are always fun to do.\u201d VFX Team","zh_CN":"PU Monthly Report\nApril 2026\nWelcome to April\u2019s PU Monthly Report! With Alpha 4.7 well established in the \u2019verse and the recent point patch adding new delivery missions around Nyx, most of the devs used the last month to progress with features, content, and other deliverables coming next. Read on for everything that happened behind the scenes of the PU throughout April.\n\nAI Content\nApril saw the Narrative Design team introduce Tactical Strike Groups. These content drops incorporate new characters and a staged mission progression, which presented several unique challenges, such as ensuring the comm notifications triggered correctly. Narrative Design worked alongside Mission Design to get everything functioning and are eager for the community to start experiencing it.\n\nThe team also supported a performance capture shoot to record content for several other upcoming content drops alongside general population dialogue and conversations. They also tackled bugs affecting social areas and comm notifications for Alpha 4.8.\n\nAI (Features & Tech)\nAI Tech & Features began April with various optimization tasks, including a refactor of the Hermite cubic spline implementation to achieve better performance. A major performance offender was also fixed in the derived version of the original spline code used in cinematics. Work is currently underway to replace the current brute force arc linear integration with a more reliable set. The navigation octree memory was further optimized too.\n\nTime was then dedicated to the flight AI, with the team working to improve air-to-ground combat. For example, when targets are moving planetside, such as the player, a turret, or ground vehicles. They also began improving other mechanics, such as making jousting faster and more intense, close-distance strafing and direction changes more prevalent, and providing better tactic selections and transitions. Fleeing and chasing are being improved, too, alongside formation interceptions.\n\nFor navlinks and the pathfinder, the team upgraded NPCs traversing manual doors via control panels. Elevator and transit system improvements were also made alongside NPCs using airlock systems.\n\nThe devs then restructured melee data to be more modular. This will allow them to more easily reuse the spatial limits in multiple aspects of NPC melee behavior.\n\nProgress was made on the creature toolkit, including updates to how triggerable actions are handled. The juvenile valakkar was ported to use the AI motive pattern, while updates were made to damage tracking and how worms submerge and emerge.\n\nFinally for AI, bug fixes were made for NPC ships remaining in close proximity to the surface of central asteroids and failing to respond to player aggression.\n\nAnimation\nAnimation progressed with an upcoming creature, adding new actions and attacks alongside improving existing data. They\u2019re also working on a Super Heavy armor set that carries a large full-auto weapon.\n\nFacial Animation were on-set for a two-day shoot with the Motion Capture and Narrative teams. As part of this, they captured new content for Recco Battaglia, who will be returning to Levski, with a new mission and two supporting characters, Isaac Kepler and Amir Lucas.\n\nNew content was captured for NPCs around Nyx, expanding the voice packs players will hear in landing locations. Content was also closed out for Alpha 4.8, which includes two new characters for a new mission.\n\nArt (Characters)\nThe Character Art team spent April developing a new armor set and in-game rewards. They also continued to support the StarWear initiative and polished projects for Alpha 4.8.\n\nThe Concept Art team explored a new gang and finalized handoff sheets for a new combat armor.\n\nArt (Ships)\nIn the UK, the Ships team progressed with the Drake Ironclad and Ironclad Assault. Both passed their LOD0 review and moved into the final phase. The Command Module was also implemented, which can be seen in the PTU on the Caterpillar.\n\nProgress continued on other DefenseCon ships. The MISC Starlite passed its LOD0 review and had multiple playtests alongside revisions to its gameplay loop, ensuring it's fit for purpose ahead of its final gate review.\n\nThe Drake Pitbull has its final review scheduled for early May, with the team moving on to bugfixing, while further team members moved on to the Origin M80 to prepare it for its LOD0 and final gate reviews in early May.\n\nAn unannounced ship passed its LOD0 review and is due to have its final review in early May. QA began testing, Ships fixed assorted minor issues, and downstream teams finalized some of the bespoke VFX and SFX for the ship.\n\nBeyond DefenseCon ships, the Gatac Railen moved toward its greybox review, with the team making sure all areas of the ship are brought to the same high standard. A second unannounced ship continued through whitebox with more devs joining the project to help block out the interior.\n\nAnother unannounced ship passed its whitebox review, with Ships working alongside Mocap to build out and make amendments to the in-game asset to suit the custom enter and exit animations.\n\nIn North America, the Ships team continued to move an unannounced vehicle toward its greybox gate review in early May.\n\nThey also progressed with the Drake Kraken. Having passed whitebox last month, the ship moved into greybox, with special attention being paid to ensuring the asset is as optimized as possible.\n\n\u201cWith a ship this size, it\u2019s critical to ensure the time budget is being spent in the right places before it\u2019s too late.\u201d Ships Team\n\nThe team also worked on integrating some of the bridge station and manned-turret concept work that was highlighted in this month\u2019s subscriber Jump Point magazine.\n\nArt (Weapons)\nLast month, the Weapons team put the finishing touches on the new Kastak Arms plasma grenade, preparing it for release. They also completed a polish pass for the UltiFlex Novia crossbow, updating some of the geometry to align it with current weapon standards and ensure it lives up to expectations.\n\nWork also began on a new large caliber weapon set scheduled for later in the year, while material polish passes continued on numerous existing weapons.\n\nCommunity\nThe Community team kicked April off with the publication of the March PU Monthly Report and early prep work for the Captains of Industry event.\n\nThey also announced the winners of the Stella Fortuna \u2018Good Luck, Full Speed, Respawn\u2019 video contest.\n\n\u201cThis year's submissions raised the bar. We were blown away by the incredible displays of skill and bravery that our community provided, and we appreciate the efforts of everyone who participated.\u201d Community Team\n\nCaptains of Industry was the centerpiece of April's content work. The team supported the event with a Catch-All thread and a Q&A covering the new MISC Hull B, featuring answers straight from the developers. They also updated the Cargo Guide to reflect the latest hauling vehicles, the MISC Hull B and Greycat UTV, refreshed the Salvage and Repair Guide with recent changes to the inventory, UI, and resource gathering, and updated the New Player Guide.\n\nThe Bar Citizen World tour continued in April, with the team attending both LVL UP EXPO in Las Vegas, USA, and Gamebox in Herning, Denmark. The festivities also included a team-up with CLX to give away a high-end gaming PC. Back home, the team published a Save the Date for DefenseCon 2956, getting the community's calendars marked ahead of time.\n\nThroughout the month, the team kept a close eye on community sentiment across Spectrum, social media, and in-person events, tracking player feedback and flagging key themes for the relevant development and production teams. This kind of ongoing loop between the community and development staff is a core part of how the team operates and April was no exception.\n\nAs always, the team kept up their regular cadence of This Week in Star Citizen and bi-weekly Roadmap updates.\n\nCore Gameplay\nIn April, Core Gameplay supported various initiatives and focused on bug fixing for Alpha 4.8.\n\nCore Gameplay also worked on the last details of Ship Hangar Services T0, preparing it to go live in Alpha 4.8. A list of bugs from the inventory rework was compiled from QA and the players, with the devs working to fix as many of the most critical ones as possible.\n\nFor Refueling, iterations were made to refine the gameplay experience, mechanics, and overall flow, with the main goal of streamlining the feature. For that, Core Gameplay supported Mission Design in the delivery of new missions. Lastly, tasks for an NPC refueling beacon are underway, allowing players who get stranded to call for help.\n\nWork on vehicle component crafting made progress, exposing a variety of new stats to the Design team to modify as part of the crafting flow.\n\nStarWear progressed well, too, with the team preparing for an internal demonstration showcasing the ability to customize characters using a variety of clothing and armor pieces.\n\nMission Design\nApril saw the Mission team design fundamental changes to the contract system. The first that players will see is a limit on how many contracts they can have active at one time. While the first implementation will help fix exploits, it will not be the final or full version, which will be talked about in more detail at a later date.\n\nThe team also polished the Defend Location ship mission, balancing it ahead of its release, and further progressed with refueling missions. The FPS versions of Defend Location, where players have a variety of competing objectives to complete in the harder difficulties, received feedback and are currently being polished.\n\nTactical Strike Groups is also being finalized to ensure it's working as intended and is fun to play.\n\n\u201cWe are very excited for you to play this!\u201d Mission Team\n\nNarrative\nNarrative began April by wrapping up content for Alpha 4.8. This involved handling several large-scale content drops, including Tactical Strike Groups, mission text and content for the Refueling missions, and introducing several new factions to support the new gameplay.\n\nThe writers worked closely with the Mission teams to generate scripts for April\u2019s capture session to pick up content for a familiar face.\n\nDevelopment continued on the Starchitect tool to incorporate narrative needs into the projection of outposts and characters to ensure assets are created in line with planet lore. In an effort to get ahead, there were also initial conversations about initiatives later in the year to try to anticipate what kind of content could be captured sooner rather than later.\n\nOnline Technology\nIn Montreal, the Live Tools team completed various improvements to the internal tools that keep Star Citizen's operations and development running smoothly. There was a major focus on Hex, the team's player investigation and support platform. The team is currently working on a full visual and UX overhaul, named Hex v4.0 that established a new design system to guide all future development. Moreover, the team are adding powerful new capabilities for support staff.\n\nThe team then spent time stabilizing Panic Switch, a recently launched tool for managing live service incidents, fixing editing bugs, improving the dashboard experience, and migrating configuration data.\n\nRegarding Bootstrap, the tool that helps developers run local environments, the team finished user research interviews and journey mapping. They\u2019re currently moving into the technical design phase for a full client revamp. Work also continued on error reporting, with the team improving crash report reliability and enriching the data captured with each report, including stream context, badge information, and severity levels.\n\nAlongside these improvements, the whole team contributed to ongoing maintenance across Hex, Bootstrap, and error reporting, resolving dozens of standalone bugs and smaller requests. The team also completed work to unblock the Editor team by delivering key Jira integration features for error reporting.\n\n\u201cAs spring is slowly dressing the trees, the Live Tools team is positioned to continue driving meaningful improvements to the tools that support Star Citizen's development and live operations.\u201d Live Tools Team\n\nIn April, the Online Services Team (OST) completed work on Lazy Inventory Creation and Inventory ID Enforcement. These make the game's item and inventory systems more reliable for players.\n\nThe social features pipeline advanced, with Chat actively in development alongside other features such as Friends, Online Presence, and Party Viewer all queued up as upcoming deliverables.\n\nAs usual, the team continued to provide ongoing support for Mission System 1.0, addressing design requests around instanced operations, per-cycle item limits, and contract advertisement behaviors in instanced environments.\n\nWork on a Global Database Sharding Service was completed. This behind-the-scenes improvement is aimed at making the game's infrastructure more scalable as the player population grows. The team engaged closely with QA to build a new tracking dashboard for long-term persistence bugs, thus improving visibility and response speed for the live game. Early design and discovery work also began on the Crafting and Refining systems. Across all these efforts, OST remained focused on stability, player experience, and preparing the systems that will power Star Citizen in the future.\n\nThe Network team progressed with a system to manage how players' persistent in-game data, such as inventory and progression, is updated and preserved across different versions and patches. This ensures that nothing is lost when the game evolves.\n\nA significant round of improvements to Server Meshing was merged into the main game build. These updates replace older components with newer, more capable versions that are better equipped to handle the demands of a dynamically connected universe.\n\nOn the live game front, the team tracked down the causes of an out-of-memory crash affecting the replication layer's Hybrid service. A hotfix was deployed and stability improved, though the team is keeping a close eye on the situation.\n\nWork is also ongoing to resolve a client disconnection error that some players have been experiencing.\n\nR&D\nIn April, further changes were made to the shader compile server to significantly improve robustness, latency, and throughput. As a follow-up, client-side communication with the remote shader compile server was also cleaned up and optimized.\n\nFocus then shifted to further improving the rendering quality of gas clouds. Support for ray jittering and non-linear stepping was added. Evaluation of cloud-edge details was also upgraded to minimize the amplification of noise when undersampling due to performance constraints. These changes revealed potential GPU performance gains, which will be investigated in May.\n\nTech Art\/Animation\nThroughout April, the Technical Animation team continued to advance content across characters, creatures, armor, and the underlying pipeline.\n\nA major development was the scale of work toward new DNA heads currently underway. The team is simultaneously driving gate-five expression and polish passes on a large number of named characters across a broad range of identities and ethnicities that will populate the PU. Two named characters, Amir Lucas and Isaac Kepler, had targeted head-rig feedback addressed and now have \u2018ready\u2019 status. An additional number of heads was approved for submission. Head RC errors across the pipeline were resolved and incorrect material IDs on two \u2018miner\u2019 character-head meshes were identified and fixed. Work on reducing RigLogic memory overhead continues in the background.\n\nWork on the apex sand valakkar continued, with the team rigging an entirely new mesh.\n\nDevelopment of the Super Heavy Combat Suit materials progressed well. Blendspace and animation support were validated and closed out, the Maya rig for the backpack is underway, and animation implementation and testing are in progress. This armor set will bring a new tier of combat physicality to PU players.\n\nSupport for importing motion warp points alongside animation files in Maya was delivered, which is useful for animators working on complex character interactions. Several RC errors affecting character and fish assets were resolved and approved for submission, keeping the asset pipeline clean.\n\nAcross all areas, the team's output reflects continued momentum on Star Citizen's character and creature roster ahead of upcoming release milestones.\n\nVFX\nVFX worked through major tasks for Alpha 4.8, such as vehicles, including the Drake Ironclad, Tactical Strike Groups, and the Kastak Arms plasma grenade and UltiFlex Novia crossbow.\n\n\u201cWe also had some additional fire-related requests, which are always fun to do.\u201d VFX Team","fr_FR":"PU Monthly Report\nApril 2026\nWelcome to April\u2019s PU Monthly Report! With Alpha 4.7 well established in the \u2019verse and the recent point patch adding new delivery missions around Nyx, most of the devs used the last month to progress with features, content, and other deliverables coming next. Read on for everything that happened behind the scenes of the PU throughout April.\n\nAI Content\nApril saw the Narrative Design team introduce Tactical Strike Groups. These content drops incorporate new characters and a staged mission progression, which presented several unique challenges, such as ensuring the comm notifications triggered correctly. Narrative Design worked alongside Mission Design to get everything functioning and are eager for the community to start experiencing it.\n\nThe team also supported a performance capture shoot to record content for several other upcoming content drops alongside general population dialogue and conversations. They also tackled bugs affecting social areas and comm notifications for Alpha 4.8.\n\nAI (Features & Tech)\nAI Tech & Features began April with various optimization tasks, including a refactor of the Hermite cubic spline implementation to achieve better performance. A major performance offender was also fixed in the derived version of the original spline code used in cinematics. Work is currently underway to replace the current brute force arc linear integration with a more reliable set. The navigation octree memory was further optimized too.\n\nTime was then dedicated to the flight AI, with the team working to improve air-to-ground combat. For example, when targets are moving planetside, such as the player, a turret, or ground vehicles. They also began improving other mechanics, such as making jousting faster and more intense, close-distance strafing and direction changes more prevalent, and providing better tactic selections and transitions. Fleeing and chasing are being improved, too, alongside formation interceptions.\n\nFor navlinks and the pathfinder, the team upgraded NPCs traversing manual doors via control panels. Elevator and transit system improvements were also made alongside NPCs using airlock systems.\n\nThe devs then restructured melee data to be more modular. This will allow them to more easily reuse the spatial limits in multiple aspects of NPC melee behavior.\n\nProgress was made on the creature toolkit, including updates to how triggerable actions are handled. The juvenile valakkar was ported to use the AI motive pattern, while updates were made to damage tracking and how worms submerge and emerge.\n\nFinally for AI, bug fixes were made for NPC ships remaining in close proximity to the surface of central asteroids and failing to respond to player aggression.\n\nAnimation\nAnimation progressed with an upcoming creature, adding new actions and attacks alongside improving existing data. They\u2019re also working on a Super Heavy armor set that carries a large full-auto weapon.\n\nFacial Animation were on-set for a two-day shoot with the Motion Capture and Narrative teams. As part of this, they captured new content for Recco Battaglia, who will be returning to Levski, with a new mission and two supporting characters, Isaac Kepler and Amir Lucas.\n\nNew content was captured for NPCs around Nyx, expanding the voice packs players will hear in landing locations. Content was also closed out for Alpha 4.8, which includes two new characters for a new mission.\n\nArt (Characters)\nThe Character Art team spent April developing a new armor set and in-game rewards. They also continued to support the StarWear initiative and polished projects for Alpha 4.8.\n\nThe Concept Art team explored a new gang and finalized handoff sheets for a new combat armor.\n\nArt (Ships)\nIn the UK, the Ships team progressed with the Drake Ironclad and Ironclad Assault. Both passed their LOD0 review and moved into the final phase. The Command Module was also implemented, which can be seen in the PTU on the Caterpillar.\n\nProgress continued on other DefenseCon ships. The MISC Starlite passed its LOD0 review and had multiple playtests alongside revisions to its gameplay loop, ensuring it's fit for purpose ahead of its final gate review.\n\nThe Drake Pitbull has its final review scheduled for early May, with the team moving on to bugfixing, while further team members moved on to the Origin M80 to prepare it for its LOD0 and final gate reviews in early May.\n\nAn unannounced ship passed its LOD0 review and is due to have its final review in early May. QA began testing, Ships fixed assorted minor issues, and downstream teams finalized some of the bespoke VFX and SFX for the ship.\n\nBeyond DefenseCon ships, the Gatac Railen moved toward its greybox review, with the team making sure all areas of the ship are brought to the same high standard. A second unannounced ship continued through whitebox with more devs joining the project to help block out the interior.\n\nAnother unannounced ship passed its whitebox review, with Ships working alongside Mocap to build out and make amendments to the in-game asset to suit the custom enter and exit animations.\n\nIn North America, the Ships team continued to move an unannounced vehicle toward its greybox gate review in early May.\n\nThey also progressed with the Drake Kraken. Having passed whitebox last month, the ship moved into greybox, with special attention being paid to ensuring the asset is as optimized as possible.\n\n\u201cWith a ship this size, it\u2019s critical to ensure the time budget is being spent in the right places before it\u2019s too late.\u201d Ships Team\n\nThe team also worked on integrating some of the bridge station and manned-turret concept work that was highlighted in this month\u2019s subscriber Jump Point magazine.\n\nArt (Weapons)\nLast month, the Weapons team put the finishing touches on the new Kastak Arms plasma grenade, preparing it for release. They also completed a polish pass for the UltiFlex Novia crossbow, updating some of the geometry to align it with current weapon standards and ensure it lives up to expectations.\n\nWork also began on a new large caliber weapon set scheduled for later in the year, while material polish passes continued on numerous existing weapons.\n\nCommunity\nThe Community team kicked April off with the publication of the March PU Monthly Report and early prep work for the Captains of Industry event.\n\nThey also announced the winners of the Stella Fortuna \u2018Good Luck, Full Speed, Respawn\u2019 video contest.\n\n\u201cThis year's submissions raised the bar. We were blown away by the incredible displays of skill and bravery that our community provided, and we appreciate the efforts of everyone who participated.\u201d Community Team\n\nCaptains of Industry was the centerpiece of April's content work. The team supported the event with a Catch-All thread and a Q&A covering the new MISC Hull B, featuring answers straight from the developers. They also updated the Cargo Guide to reflect the latest hauling vehicles, the MISC Hull B and Greycat UTV, refreshed the Salvage and Repair Guide with recent changes to the inventory, UI, and resource gathering, and updated the New Player Guide.\n\nThe Bar Citizen World tour continued in April, with the team attending both LVL UP EXPO in Las Vegas, USA, and Gamebox in Herning, Denmark. The festivities also included a team-up with CLX to give away a high-end gaming PC. Back home, the team published a Save the Date for DefenseCon 2956, getting the community's calendars marked ahead of time.\n\nThroughout the month, the team kept a close eye on community sentiment across Spectrum, social media, and in-person events, tracking player feedback and flagging key themes for the relevant development and production teams. This kind of ongoing loop between the community and development staff is a core part of how the team operates and April was no exception.\n\nAs always, the team kept up their regular cadence of This Week in Star Citizen and bi-weekly Roadmap updates.\n\nCore Gameplay\nIn April, Core Gameplay supported various initiatives and focused on bug fixing for Alpha 4.8.\n\nCore Gameplay also worked on the last details of Ship Hangar Services T0, preparing it to go live in Alpha 4.8. A list of bugs from the inventory rework was compiled from QA and the players, with the devs working to fix as many of the most critical ones as possible.\n\nFor Refueling, iterations were made to refine the gameplay experience, mechanics, and overall flow, with the main goal of streamlining the feature. For that, Core Gameplay supported Mission Design in the delivery of new missions. Lastly, tasks for an NPC refueling beacon are underway, allowing players who get stranded to call for help.\n\nWork on vehicle component crafting made progress, exposing a variety of new stats to the Design team to modify as part of the crafting flow.\n\nStarWear progressed well, too, with the team preparing for an internal demonstration showcasing the ability to customize characters using a variety of clothing and armor pieces.\n\nMission Design\nApril saw the Mission team design fundamental changes to the contract system. The first that players will see is a limit on how many contracts they can have active at one time. While the first implementation will help fix exploits, it will not be the final or full version, which will be talked about in more detail at a later date.\n\nThe team also polished the Defend Location ship mission, balancing it ahead of its release, and further progressed with refueling missions. The FPS versions of Defend Location, where players have a variety of competing objectives to complete in the harder difficulties, received feedback and are currently being polished.\n\nTactical Strike Groups is also being finalized to ensure it's working as intended and is fun to play.\n\n\u201cWe are very excited for you to play this!\u201d Mission Team\n\nNarrative\nNarrative began April by wrapping up content for Alpha 4.8. This involved handling several large-scale content drops, including Tactical Strike Groups, mission text and content for the Refueling missions, and introducing several new factions to support the new gameplay.\n\nThe writers worked closely with the Mission teams to generate scripts for April\u2019s capture session to pick up content for a familiar face.\n\nDevelopment continued on the Starchitect tool to incorporate narrative needs into the projection of outposts and characters to ensure assets are created in line with planet lore. In an effort to get ahead, there were also initial conversations about initiatives later in the year to try to anticipate what kind of content could be captured sooner rather than later.\n\nOnline Technology\nIn Montreal, the Live Tools team completed various improvements to the internal tools that keep Star Citizen's operations and development running smoothly. There was a major focus on Hex, the team's player investigation and support platform. The team is currently working on a full visual and UX overhaul, named Hex v4.0 that established a new design system to guide all future development. Moreover, the team are adding powerful new capabilities for support staff.\n\nThe team then spent time stabilizing Panic Switch, a recently launched tool for managing live service incidents, fixing editing bugs, improving the dashboard experience, and migrating configuration data.\n\nRegarding Bootstrap, the tool that helps developers run local environments, the team finished user research interviews and journey mapping. They\u2019re currently moving into the technical design phase for a full client revamp. Work also continued on error reporting, with the team improving crash report reliability and enriching the data captured with each report, including stream context, badge information, and severity levels.\n\nAlongside these improvements, the whole team contributed to ongoing maintenance across Hex, Bootstrap, and error reporting, resolving dozens of standalone bugs and smaller requests. The team also completed work to unblock the Editor team by delivering key Jira integration features for error reporting.\n\n\u201cAs spring is slowly dressing the trees, the Live Tools team is positioned to continue driving meaningful improvements to the tools that support Star Citizen's development and live operations.\u201d Live Tools Team\n\nIn April, the Online Services Team (OST) completed work on Lazy Inventory Creation and Inventory ID Enforcement. These make the game's item and inventory systems more reliable for players.\n\nThe social features pipeline advanced, with Chat actively in development alongside other features such as Friends, Online Presence, and Party Viewer all queued up as upcoming deliverables.\n\nAs usual, the team continued to provide ongoing support for Mission System 1.0, addressing design requests around instanced operations, per-cycle item limits, and contract advertisement behaviors in instanced environments.\n\nWork on a Global Database Sharding Service was completed. This behind-the-scenes improvement is aimed at making the game's infrastructure more scalable as the player population grows. The team engaged closely with QA to build a new tracking dashboard for long-term persistence bugs, thus improving visibility and response speed for the live game. Early design and discovery work also began on the Crafting and Refining systems. Across all these efforts, OST remained focused on stability, player experience, and preparing the systems that will power Star Citizen in the future.\n\nThe Network team progressed with a system to manage how players' persistent in-game data, such as inventory and progression, is updated and preserved across different versions and patches. This ensures that nothing is lost when the game evolves.\n\nA significant round of improvements to Server Meshing was merged into the main game build. These updates replace older components with newer, more capable versions that are better equipped to handle the demands of a dynamically connected universe.\n\nOn the live game front, the team tracked down the causes of an out-of-memory crash affecting the replication layer's Hybrid service. A hotfix was deployed and stability improved, though the team is keeping a close eye on the situation.\n\nWork is also ongoing to resolve a client disconnection error that some players have been experiencing.\n\nR&D\nIn April, further changes were made to the shader compile server to significantly improve robustness, latency, and throughput. As a follow-up, client-side communication with the remote shader compile server was also cleaned up and optimized.\n\nFocus then shifted to further improving the rendering quality of gas clouds. Support for ray jittering and non-linear stepping was added. Evaluation of cloud-edge details was also upgraded to minimize the amplification of noise when undersampling due to performance constraints. These changes revealed potential GPU performance gains, which will be investigated in May.\n\nTech Art\/Animation\nThroughout April, the Technical Animation team continued to advance content across characters, creatures, armor, and the underlying pipeline.\n\nA major development was the scale of work toward new DNA heads currently underway. The team is simultaneously driving gate-five expression and polish passes on a large number of named characters across a broad range of identities and ethnicities that will populate the PU. Two named characters, Amir Lucas and Isaac Kepler, had targeted head-rig feedback addressed and now have \u2018ready\u2019 status. An additional number of heads was approved for submission. Head RC errors across the pipeline were resolved and incorrect material IDs on two \u2018miner\u2019 character-head meshes were identified and fixed. Work on reducing RigLogic memory overhead continues in the background.\n\nWork on the apex sand valakkar continued, with the team rigging an entirely new mesh.\n\nDevelopment of the Super Heavy Combat Suit materials progressed well. Blendspace and animation support were validated and closed out, the Maya rig for the backpack is underway, and animation implementation and testing are in progress. This armor set will bring a new tier of combat physicality to PU players.\n\nSupport for importing motion warp points alongside animation files in Maya was delivered, which is useful for animators working on complex character interactions. Several RC errors affecting character and fish assets were resolved and approved for submission, keeping the asset pipeline clean.\n\nAcross all areas, the team's output reflects continued momentum on Star Citizen's character and creature roster ahead of upcoming release milestones.\n\nVFX\nVFX worked through major tasks for Alpha 4.8, such as vehicles, including the Drake Ironclad, Tactical Strike Groups, and the Kastak Arms plasma grenade and UltiFlex Novia crossbow.\n\n\u201cWe also had some additional fire-related requests, which are always fun to do.\u201d VFX Team"},"links_count":0,"comment_count":0,"created_at":"2026-05-06T20:00:00+00:00","created_at_human":"1 month ago"}],"links":{"first":"https:\/\/api.star-citizen.wiki\/api\/comm-links?page%5Bnumber%5D=1","last":"https:\/\/api.star-citizen.wiki\/api\/comm-links?page%5Bnumber%5D=202","prev":null,"next":"https:\/\/api.star-citizen.wiki\/api\/comm-links?page%5Bnumber%5D=2"},"meta":{"current_page":1,"from":1,"last_page":202,"links":[{"url":null,"label":"&laquo; Previous","page":null,"active":false},{"url":"https:\/\/api.star-citizen.wiki\/api\/comm-links?page%5Bnumber%5D=1","label":"1","page":1,"active":true},{"url":"https:\/\/api.star-citizen.wiki\/api\/comm-links?page%5Bnumber%5D=2","label":"2","page":2,"active":false},{"url":"https:\/\/api.star-citizen.wiki\/api\/comm-links?page%5Bnumber%5D=3","label":"3","page":3,"active":false},{"url":"https:\/\/api.star-citizen.wiki\/api\/comm-links?page%5Bnumber%5D=4","label":"4","page":4,"active":false},{"url":"https:\/\/api.star-citizen.wiki\/api\/comm-links?page%5Bnumber%5D=5","label":"5","page":5,"active":false},{"url":"https:\/\/api.star-citizen.wiki\/api\/comm-links?page%5Bnumber%5D=6","label":"6","page":6,"active":false},{"url":"https:\/\/api.star-citizen.wiki\/api\/comm-links?page%5Bnumber%5D=7","label":"7","page":7,"active":false},{"url":"https:\/\/api.star-citizen.wiki\/api\/comm-links?page%5Bnumber%5D=8","label":"8","page":8,"active":false},{"url":"https:\/\/api.star-citizen.wiki\/api\/comm-links?page%5Bnumber%5D=9","label":"9","page":9,"active":false},{"url":"https:\/\/api.star-citizen.wiki\/api\/comm-links?page%5Bnumber%5D=10","label":"10","page":10,"active":false},{"url":null,"label":"...","active":false},{"url":"https:\/\/api.star-citizen.wiki\/api\/comm-links?page%5Bnumber%5D=201","label":"201","page":201,"active":false},{"url":"https:\/\/api.star-citizen.wiki\/api\/comm-links?page%5Bnumber%5D=202","label":"202","page":202,"active":false},{"url":"https:\/\/api.star-citizen.wiki\/api\/comm-links?page%5Bnumber%5D=2","label":"Next &raquo;","page":2,"active":false}],"path":"https:\/\/api.star-citizen.wiki\/api\/comm-links","per_page":30,"to":30,"total":6049,"valid_relations":["images","links"]}}