{"data":[{"id":21373,"title":"Star Citizen Monthly Report: September 2026","rsi_url":"https:\/\/robertsspaceindustries.com\/en\/comm-link\/transmission\/21373-Star-Citizen-Monthly-Report-September-2026","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/21373","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/21373","channel":"Transmission","category":"Undefined","series":"None","images_count":5,"translations":{"en_EN":"PU Monthly Report\nSeptember 2026\nWelcome to September\u2019s PU Monthly Report, featuring the latest updates from all the various disciplines working on Star Citizen. Read on for all the news from AI Features and Tech, Ships, Community, Core Gameplay, and more.\n\nAI Content\nSeptember saw AI Content looking into a new character type for mission gameplay, which will provide additional interactions and personality. They also continued supporting several upcoming missions, adding comms for the new faction reps that have been working their way through the pipeline.\n\nAlongside supporting the social AI placement on planets, the team looked at the existing landing zones to assess what\u2019s working, what isn\u2019t, and how they can make targeted changes to help push each location closer toward the identity established in lore.\n\nAI (Features & Tech)\nAI Features and Tech worked on the apex valakkar, committing targeting fixes and bullet-bending refinements. A backstop timer was also introduced when the creature turns to face the player before submerging and emerging to avoid it getting locked.\n\nThe team also worked on a number of issues related to Starchitect. For example, ensuring NPCs perform night-time checks and have their flashlights out, and that marok boids spawn correctly. They also improved the nav-mesh to ensure it works with the recent zone changes, including adding a navigation component back to sector clusters.\n\nAnimation\nLast month, animations were worked on for the apex valakkar, including for major attacks on ship targets. The team also created enter and exit animations for an all-new ship.\n\nArt (Characters)\nLast month, Character Art had the final review of a new heavy armor releasing in Alpha 4.10.2. Variations of this will be available as a Wikelo reward and in the store. This release will also include updated brows in the character customizer.\n\nThe team is also working on updates to various gangs that will be appearing in Nyx, including First Legion, Salamanders, Shattered Blades, and Moraine. New armor sets will be coming for the First Legion and Salamanders too.\n\nArt (Ships)\nIn the UK, two unannounced vehicles both had final reviews ahead of their planned release alongside Genesis. Following this, five new projects were kicked off; the first of which made rapid progress considering its size and design.\n\nThe second moved through whitebox ahead of its gate review at the end of the month. Following feedback, changes were made to the placement of its main turret and external tractor beam.\n\nThe third entered pre-production ahead of its official kick-off, while the fourth and fifth (a pair of ships from a manufacturer not heard from for a while) entered whitebox.\n\nWork also continued on a ship mentioned in recent reports. Last month, it passed through greybox, with the interior now ready for its LOD0 gate review. The exterior is catching up and will be ready for review in early October.\n\nAlongside unannounced vehicles, greybox work on the Anvil Liberator wrapped up, with the formal gate review due in early October. Large areas of the ship that were safe to continue with progressed well into the LOD0 phase, which is due to wrap up in late October.\n\nThe RSI Constellation Mk IV Gold Standard progressed, with the devs working through the significant number of minor visual issues across the four variants caused by updating the ship to modern material libraries. They also made user-experience improvements to navigating around and interacting with the ship, with better and more logical placements.\n\nThe RSI Galaxy passed its greybox gate review. The team then progressed with LOD0 work, including refining the corridor and wall sections, updating lighting, and adding signage across the ship. Work continued on the modules too.\n\nFinally for the UK, a new ship saw downstream teams, such as UI, VFX, and Audio, do their passes ahead of a combined LOD0\/Final review in October.\n\nIn North America, production on a new ship wrapped up following internal testing and bug fixing.\n\nLastly, the Kraken team continued through the LOD0 phase, with efforts spread across the entire ship, from the setup of the integrated transport, like lifts and the tram, to the dedicated capital components located across multiple engineering rooms.\n\nArt (Weapons)\nThe Weapon Content team completed a new Lightning Bolt Co. rifle alongside paints for upcoming events.\n\nThey also continued with seven upcoming weapons, including rifles and a medical pistol, and began updating several ship weapons.\n\nThey\u2019re currently planning for 2027, keeping new technology and manufacturer possibilities in mind, and fixing bugs on recently released weapons.\n\nCommunity\nThe Community team kicked off an activity-filled September by announcing Ship Showdown 2956's champion, the RSI Perseus. They also published the August Monthly PU Report and began planning for the many events coming throughout autumn and the remainder of the year.\n\nSeptember included the launch of Alpha 4.10: Orison Relief Support, which the team supported with an FAQ outlining how players could take part in rebuilding after the Nine Tails\u2019 attacks. They also published a Q&A for Alpha 4.10\u2019s new vehicles, the Sabre Raven EX and Argo ATLS IKTI Akuma, with answers from the developers themselves.\n\nAs Pirate Week sailed into port last month, the team held a treasure hunt with clues hidden across several channels hinting at in-game locations. The team provided a catch-all thread that was updated with the latest clues to the hunt throughout the event. They also challenged the community to flaunt their nefarious deeds by creating custom wanted posters in the Pirate Week 2026 Most Wanted Contest.\n\nAdditionally, the Community team gathered questions in preparation for 10 From the Community, a new focused video format where every episode features a few developers representing a particular area of development, including gameplay, art, UI, technology, and ships. They also published an RSI Aurora Mk I Retirement Reminder thread and an FAQ explaining the updates to pledge gifting and game access. These changes are in preparation for the new Game Library system launching in October as part of the broader work to create a clearer and more consistent account experience for both Squadron 42 and Star Citizen.\n\nThe Bar Citizen World Tour continued with stops in Seattle for PAX West, as well as Milan, Italy, and Porto, Portugal. Preparation continued for October\u2019s Squadron 42 event, where a group of original backers and content creators will get the chance to try the game for the first time.\n\nAs always, the team continued gathering feedback from the community, which is shared with the relevant development teams to ensure players\u2019 voices are heard. They also kept up their regular cadence of This Week in Star Citizen and bi-weekly Roadmap updates, providing the community with the latest information from the development teams throughout an eventful September.\n\nCore Gameplay\nThe last couple of months saw the Core Gameplay teams working through a long list of bugs and quality-of-life items, many of which were highlighted in the Improving the Live Experience Comm-Link.\n\nFor vehicle gameplay, refueling now correctly accounts for the position of the docking connection when ships dock to refuel.\n\nThe team also fixed fuel nozzles dumping fuel when a transaction was cancelled, and an issue where mismatched item types caused problems with ship engineering screens. Several other issues were also dealt with, including being unable to repair the Grey\u2019s Market Basher at landing pads, modules failing to equip to ships, shields not recharging after crossing a server boundary, on-foot and vehicle compasses reading differently when in a pilot seat, and ship services failing once started.\n\nAlongside this, some newer ships will now become disabled when a critical part is destroyed rather than exploding immediately. Radar can also detect contacts across the connected areas of a location rather than only within the immediate area.\n\nThe team finalized Instancing, releasing it in the Alpha 4.10 patch. As part of this, the devs closed several gaps that allowed players who weren't eligible to pass through instance barriers. Now, loading barriers check directly whether the instance has loaded in before letting players through. Removing a player from an instance is also more reliable when the player and the instance are on different servers.\n\nInstancing respawn queues were also reworked. For example, if a respawn bed is occupied, players now spawn next to it, matching how ship medical beds work. Instances now recover more reliably after a server crash or when control passes between servers, and unload when players take an elevator away from them.\n\nThe team began research and investigation into porting Instancing technology to Instanced Hangars.\n\nThe transport system now prioritizes empty carriages, reducing the chance of summoning one already in use. The setup of the transport and elevator systems were also simplified.\n\nFreight elevators received attention throughout August and September, with various issues being fixed. These include kiosks getting stuck when transferring items in a loop and becoming unusable, Levski\u2019s external elevators behaving as if they were in zero gravity, elevators becoming unusable after trying to retrieve items that weren't requested, newly split item stacks not being tracked correctly during retrieval, and elevators and their doors showing the wrong visual state when loading in and out.\n\nThe team added a limit to loose items, as redeeming very large numbers of small items (e.g. 20,000 water bottles) could crash the kiosk. Kiosks now display this limit and show a clear error when it's exceeded.\n\nMissions that need several of the same items can now accept them all in one hand-in, rather than one at a time. Work began on freight elevator loading messages to show the progress of storing and retrieving items too.\n\nFor quantum travel and the Starmap, the devs restored collision checks, so routes can no longer pass straight through moons and other large objects.\n\nSpace stations blocking Star Map routes when plotting from inside them was fixed, alongside route markers disappearing between destinations and missing markers when routing to rest stops or jump points. A rare issue where a ship could become unresponsive after quantum travel in poor network conditions was solved too. Routes in Stanton can now also go around the sun.\n\nSupport was given for Starchitect missions. Players can now accept them directly from mission boards, and rewards are being connected to them. Resource locations can now be shared across multiple active missions, with each mission set to use an exact or ranged amount, while missions with randomized flows can now end on a random outcome, not just move on to a new phase.\n\nTrespass areas not working at Starchitect locations were fixed too.\n\nUpdates were made to the Battaglia mission pack. For example, mining missions can now track rocks destroyed by overcharging. The teams fixed a trigger that blocked progression when entering the mission instance, the delivery stage not completing inside the instance, and an issue where the second and third story missions wouldn\u2019t generate due to an entity ID mismatch when multiple shards were active.\n\nCargo, trading, and hauling missions were supported throughout the past two months. As part of this, cargo pickups are now distributed more sensibly based on each pickup's SCU. Numerous bugs were also fixed for these missions. These include incorrect item spawn and delivery counts in hauling missions, buying certain commodities blocking the purchase of others, the MISC Hull C failing to auto-load while in loading zones, and fixed ore sales failing at commodity traders.\n\nFor ship loss and retrieval, Core Gameplay solved the underlying cause of vehicles occasionally disappearing while being flown in or near hangars.\n\nRetrieved ships sometimes spawning while still in a quantum-travel state was also solved, as was retrieved ships sometimes having their landing gear stuck in the hangar, preventing take-off.\n\nFinally for Core Gameplay, various inventory bugs were fixed, such as the filter and sort menus not closing properly and overlapping with other elements. They also fixed keycards being equippable, which made them disappear into a hidden slot in the player\u2019s inventory, and Stack All appearing to work and then reverting shortly afterwards. Loadouts not sorting inventory items, being unable to place an item after picking it up, the inventory not being restored when leaving prison, and splitting item stacks causing the inventory to become unresponsive were all fixed too.\n\nMission Design\nLast month, the Mission team rebalanced Bounty missions to bring them more in line with the recent ship updates. This will be committed to the game in a future patch.\n\nA new analytics page was set up so the team can more accurately read and parse data and see UEC and engagement imbalances.\n\nProgress was made on a suite of over 97 new contracts for a future patch, which the devs are very excited about, as it changes the way citizens will play.\n\nTwo new factions were recently signed off for development, which represent new non-combat-focused careers.\n\nThe team also shipped Battaglia and their initial mining missions alongside Orison Relief Support and the first dedicated crafting mission. The Siege of Orison also returned, utilizing the new Instancing tech.\n\nNarrative\nIn a very productive month, the Narrative team worked on several upcoming mission packs. In addition to a special event that will be making its debut soon, they continued to help with the multitude of contracts that will become available when Nyx I is released.\n\nNarrative also revised the script for an upcoming story mission that will feature multiple new characters, and began coordinating on new contracts that will expand what missions InterSec offers to mercenary-minded players.\n\nAs they often do this time of year, Narrative supported the upcoming Intergalactic Aerospace Expo with new additions. Additionally, work continued on the loading screen headlines that will be featured in upcoming patches.\n\nOnline Technology\nLive Tools completed part two of the Hex 4.0 feature-parity work. For this, they rebuilt the account detail and listing pages (quick view, rental history, tabbed tables), added group detail views with chat, and reached parity on dataset and chat export. They also completed a UI polish pass, including the search page, drag-and-drop tabs, header support link, and quick view.\n\nFor Bootstrap, the devs closed the client-revamp initiation phase, with the technology stack chosen and proof-of-concept built. The client rebuild is now underway.\n\nLive Tools also progressed with Error Reporting, adding advanced crash-listing filters (by type and status) and further pipeline reliability work, including a scheduled Panic Switch database cleanup. Work on crash-pipeline reliability, enrichment, and Panic Switch polish continued.\n\nThe Online Services team spent much of September improving the reliability of missions and contracts. They fixed a bug where a mix-up in reputation data could cause players to occasionally be shown the wrong mission, and worked through ongoing efforts to reduce delays players experience before new contracts are available to accept. The team also continued refining how \u2018Contract No Longer Available\u2019 errors are communicated to players, aiming for clearer, more immersive in-game messaging instead of generic error text.\n\nThe Network team's biggest focus was building a new system called Claims; a smarter way for the game to decide which servers are responsible for which parts of the universe. This includes planets, activities, and instanced events. This groundwork lays the foundation for the servers to handle territory assignments more flexibly and reliably going forward. The team also made progress on grouping instanced activities by their type, so the game can better tailor how content streams in depending on what kind of event or location a player is in.\n\nAlongside this core work, the team continued auditing the network code to prepare for more advanced streaming support. On the reliability side, the team investigated and addressed a warning tied to how debris behaves when a ship is destroyed inside enclosed spaces, like hangars. Finally, several smaller networking code cleanups and performance improvements were completed as part of the team's regular upkeep work.\n\nR&D\nThe R&D team progressed with volumetric clouds, fixing an issue with occasional stale cloud shadow maps after fast camera movement. Stochastic cloud shadow map filtering was also improved.\n\nSignificant work also went into render modes. As part of this, a new quarter-res render mode was added as a non-temporal performance mode, and a new unified guide was introduced covering the half, quarter, and temporal render modes. Filter improvements for the half and quarter res modes now better reconstruct the thin atmosphere silhouette when viewed from far orbit. Within the temporal render mode, the motion sensitivity term was reworked and scene visibility awareness was added to the temporal up-sampling along with the neighborhood bbox hull. Ongoing work included VGPR reductions for the spatio-temporal upsampler, and general cloud ray marcher optimizations.\n\nShadow map encoding was also improved to reduce occasional banding, which was especially visible on terrain covered by thin ground fog under a low sun angle.\n\nOn the integration side, all weather improvements from the past few months, as well as atmosphere and cloud rendering, merged into the development streams. This included fixes for issues found in integration reviews and a follow-up change to migrate the integrated work so it handles and supports streaming of atmosphere, ground fog, and cloud resources.\n\nFinally, investigation began into a proper solution for sky irradiance to take cloud coverage into account, which remains in progress. On the planet atmosphere side, work continued on injecting clouds into the atmosphere model.","de_DE":"PU Monthly Report\nSeptember 2026\nWelcome to September\u2019s PU Monthly Report, featuring the latest updates from all the various disciplines working on Star Citizen. Read on for all the news from AI Features and Tech, Ships, Community, Core Gameplay, and more.\n\nAI Content\nSeptember saw AI Content looking into a new character type for mission gameplay, which will provide additional interactions and personality. They also continued supporting several upcoming missions, adding comms for the new faction reps that have been working their way through the pipeline.\n\nAlongside supporting the social AI placement on planets, the team looked at the existing landing zones to assess what\u2019s working, what isn\u2019t, and how they can make targeted changes to help push each location closer toward the identity established in lore.\n\nAI (Features & Tech)\nAI Features and Tech worked on the apex valakkar, committing targeting fixes and bullet-bending refinements. A backstop timer was also introduced when the creature turns to face the player before submerging and emerging to avoid it getting locked.\n\nThe team also worked on a number of issues related to Starchitect. For example, ensuring NPCs perform night-time checks and have their flashlights out, and that marok boids spawn correctly. They also improved the nav-mesh to ensure it works with the recent zone changes, including adding a navigation component back to sector clusters.\n\nAnimation\nLast month, animations were worked on for the apex valakkar, including for major attacks on ship targets. The team also created enter and exit animations for an all-new ship.\n\nArt (Characters)\nLast month, Character Art had the final review of a new heavy armor releasing in Alpha 4.10.2. Variations of this will be available as a Wikelo reward and in the store. This release will also include updated brows in the character customizer.\n\nThe team is also working on updates to various gangs that will be appearing in Nyx, including First Legion, Salamanders, Shattered Blades, and Moraine. New armor sets will be coming for the First Legion and Salamanders too.\n\nArt (Ships)\nIn the UK, two unannounced vehicles both had final reviews ahead of their planned release alongside Genesis. Following this, five new projects were kicked off; the first of which made rapid progress considering its size and design.\n\nThe second moved through whitebox ahead of its gate review at the end of the month. Following feedback, changes were made to the placement of its main turret and external tractor beam.\n\nThe third entered pre-production ahead of its official kick-off, while the fourth and fifth (a pair of ships from a manufacturer not heard from for a while) entered whitebox.\n\nWork also continued on a ship mentioned in recent reports. Last month, it passed through greybox, with the interior now ready for its LOD0 gate review. The exterior is catching up and will be ready for review in early October.\n\nAlongside unannounced vehicles, greybox work on the Anvil Liberator wrapped up, with the formal gate review due in early October. Large areas of the ship that were safe to continue with progressed well into the LOD0 phase, which is due to wrap up in late October.\n\nThe RSI Constellation Mk IV Gold Standard progressed, with the devs working through the significant number of minor visual issues across the four variants caused by updating the ship to modern material libraries. They also made user-experience improvements to navigating around and interacting with the ship, with better and more logical placements.\n\nThe RSI Galaxy passed its greybox gate review. The team then progressed with LOD0 work, including refining the corridor and wall sections, updating lighting, and adding signage across the ship. Work continued on the modules too.\n\nFinally for the UK, a new ship saw downstream teams, such as UI, VFX, and Audio, do their passes ahead of a combined LOD0\/Final review in October.\n\nIn North America, production on a new ship wrapped up following internal testing and bug fixing.\n\nLastly, the Kraken team continued through the LOD0 phase, with efforts spread across the entire ship, from the setup of the integrated transport, like lifts and the tram, to the dedicated capital components located across multiple engineering rooms.\n\nArt (Weapons)\nThe Weapon Content team completed a new Lightning Bolt Co. rifle alongside paints for upcoming events.\n\nThey also continued with seven upcoming weapons, including rifles and a medical pistol, and began updating several ship weapons.\n\nThey\u2019re currently planning for 2027, keeping new technology and manufacturer possibilities in mind, and fixing bugs on recently released weapons.\n\nCommunity\nThe Community team kicked off an activity-filled September by announcing Ship Showdown 2956's champion, the RSI Perseus. They also published the August Monthly PU Report and began planning for the many events coming throughout autumn and the remainder of the year.\n\nSeptember included the launch of Alpha 4.10: Orison Relief Support, which the team supported with an FAQ outlining how players could take part in rebuilding after the Nine Tails\u2019 attacks. They also published a Q&A for Alpha 4.10\u2019s new vehicles, the Sabre Raven EX and Argo ATLS IKTI Akuma, with answers from the developers themselves.\n\nAs Pirate Week sailed into port last month, the team held a treasure hunt with clues hidden across several channels hinting at in-game locations. The team provided a catch-all thread that was updated with the latest clues to the hunt throughout the event. They also challenged the community to flaunt their nefarious deeds by creating custom wanted posters in the Pirate Week 2026 Most Wanted Contest.\n\nAdditionally, the Community team gathered questions in preparation for 10 From the Community, a new focused video format where every episode features a few developers representing a particular area of development, including gameplay, art, UI, technology, and ships. They also published an RSI Aurora Mk I Retirement Reminder thread and an FAQ explaining the updates to pledge gifting and game access. These changes are in preparation for the new Game Library system launching in October as part of the broader work to create a clearer and more consistent account experience for both Squadron 42 and Star Citizen.\n\nThe Bar Citizen World Tour continued with stops in Seattle for PAX West, as well as Milan, Italy, and Porto, Portugal. Preparation continued for October\u2019s Squadron 42 event, where a group of original backers and content creators will get the chance to try the game for the first time.\n\nAs always, the team continued gathering feedback from the community, which is shared with the relevant development teams to ensure players\u2019 voices are heard. They also kept up their regular cadence of This Week in Star Citizen and bi-weekly Roadmap updates, providing the community with the latest information from the development teams throughout an eventful September.\n\nCore Gameplay\nThe last couple of months saw the Core Gameplay teams working through a long list of bugs and quality-of-life items, many of which were highlighted in the Improving the Live Experience Comm-Link.\n\nFor vehicle gameplay, refueling now correctly accounts for the position of the docking connection when ships dock to refuel.\n\nThe team also fixed fuel nozzles dumping fuel when a transaction was cancelled, and an issue where mismatched item types caused problems with ship engineering screens. Several other issues were also dealt with, including being unable to repair the Grey\u2019s Market Basher at landing pads, modules failing to equip to ships, shields not recharging after crossing a server boundary, on-foot and vehicle compasses reading differently when in a pilot seat, and ship services failing once started.\n\nAlongside this, some newer ships will now become disabled when a critical part is destroyed rather than exploding immediately. Radar can also detect contacts across the connected areas of a location rather than only within the immediate area.\n\nThe team finalized Instancing, releasing it in the Alpha 4.10 patch. As part of this, the devs closed several gaps that allowed players who weren't eligible to pass through instance barriers. Now, loading barriers check directly whether the instance has loaded in before letting players through. Removing a player from an instance is also more reliable when the player and the instance are on different servers.\n\nInstancing respawn queues were also reworked. For example, if a respawn bed is occupied, players now spawn next to it, matching how ship medical beds work. Instances now recover more reliably after a server crash or when control passes between servers, and unload when players take an elevator away from them.\n\nThe team began research and investigation into porting Instancing technology to Instanced Hangars.\n\nThe transport system now prioritizes empty carriages, reducing the chance of summoning one already in use. The setup of the transport and elevator systems were also simplified.\n\nFreight elevators received attention throughout August and September, with various issues being fixed. These include kiosks getting stuck when transferring items in a loop and becoming unusable, Levski\u2019s external elevators behaving as if they were in zero gravity, elevators becoming unusable after trying to retrieve items that weren't requested, newly split item stacks not being tracked correctly during retrieval, and elevators and their doors showing the wrong visual state when loading in and out.\n\nThe team added a limit to loose items, as redeeming very large numbers of small items (e.g. 20,000 water bottles) could crash the kiosk. Kiosks now display this limit and show a clear error when it's exceeded.\n\nMissions that need several of the same items can now accept them all in one hand-in, rather than one at a time. Work began on freight elevator loading messages to show the progress of storing and retrieving items too.\n\nFor quantum travel and the Starmap, the devs restored collision checks, so routes can no longer pass straight through moons and other large objects.\n\nSpace stations blocking Star Map routes when plotting from inside them was fixed, alongside route markers disappearing between destinations and missing markers when routing to rest stops or jump points. A rare issue where a ship could become unresponsive after quantum travel in poor network conditions was solved too. Routes in Stanton can now also go around the sun.\n\nSupport was given for Starchitect missions. Players can now accept them directly from mission boards, and rewards are being connected to them. Resource locations can now be shared across multiple active missions, with each mission set to use an exact or ranged amount, while missions with randomized flows can now end on a random outcome, not just move on to a new phase.\n\nTrespass areas not working at Starchitect locations were fixed too.\n\nUpdates were made to the Battaglia mission pack. For example, mining missions can now track rocks destroyed by overcharging. The teams fixed a trigger that blocked progression when entering the mission instance, the delivery stage not completing inside the instance, and an issue where the second and third story missions wouldn\u2019t generate due to an entity ID mismatch when multiple shards were active.\n\nCargo, trading, and hauling missions were supported throughout the past two months. As part of this, cargo pickups are now distributed more sensibly based on each pickup's SCU. Numerous bugs were also fixed for these missions. These include incorrect item spawn and delivery counts in hauling missions, buying certain commodities blocking the purchase of others, the MISC Hull C failing to auto-load while in loading zones, and fixed ore sales failing at commodity traders.\n\nFor ship loss and retrieval, Core Gameplay solved the underlying cause of vehicles occasionally disappearing while being flown in or near hangars.\n\nRetrieved ships sometimes spawning while still in a quantum-travel state was also solved, as was retrieved ships sometimes having their landing gear stuck in the hangar, preventing take-off.\n\nFinally for Core Gameplay, various inventory bugs were fixed, such as the filter and sort menus not closing properly and overlapping with other elements. They also fixed keycards being equippable, which made them disappear into a hidden slot in the player\u2019s inventory, and Stack All appearing to work and then reverting shortly afterwards. Loadouts not sorting inventory items, being unable to place an item after picking it up, the inventory not being restored when leaving prison, and splitting item stacks causing the inventory to become unresponsive were all fixed too.\n\nMission Design\nLast month, the Mission team rebalanced Bounty missions to bring them more in line with the recent ship updates. This will be committed to the game in a future patch.\n\nA new analytics page was set up so the team can more accurately read and parse data and see UEC and engagement imbalances.\n\nProgress was made on a suite of over 97 new contracts for a future patch, which the devs are very excited about, as it changes the way citizens will play.\n\nTwo new factions were recently signed off for development, which represent new non-combat-focused careers.\n\nThe team also shipped Battaglia and their initial mining missions alongside Orison Relief Support and the first dedicated crafting mission. The Siege of Orison also returned, utilizing the new Instancing tech.\n\nNarrative\nIn a very productive month, the Narrative team worked on several upcoming mission packs. In addition to a special event that will be making its debut soon, they continued to help with the multitude of contracts that will become available when Nyx I is released.\n\nNarrative also revised the script for an upcoming story mission that will feature multiple new characters, and began coordinating on new contracts that will expand what missions InterSec offers to mercenary-minded players.\n\nAs they often do this time of year, Narrative supported the upcoming Intergalactic Aerospace Expo with new additions. Additionally, work continued on the loading screen headlines that will be featured in upcoming patches.\n\nOnline Technology\nLive Tools completed part two of the Hex 4.0 feature-parity work. For this, they rebuilt the account detail and listing pages (quick view, rental history, tabbed tables), added group detail views with chat, and reached parity on dataset and chat export. They also completed a UI polish pass, including the search page, drag-and-drop tabs, header support link, and quick view.\n\nFor Bootstrap, the devs closed the client-revamp initiation phase, with the technology stack chosen and proof-of-concept built. The client rebuild is now underway.\n\nLive Tools also progressed with Error Reporting, adding advanced crash-listing filters (by type and status) and further pipeline reliability work, including a scheduled Panic Switch database cleanup. Work on crash-pipeline reliability, enrichment, and Panic Switch polish continued.\n\nThe Online Services team spent much of September improving the reliability of missions and contracts. They fixed a bug where a mix-up in reputation data could cause players to occasionally be shown the wrong mission, and worked through ongoing efforts to reduce delays players experience before new contracts are available to accept. The team also continued refining how \u2018Contract No Longer Available\u2019 errors are communicated to players, aiming for clearer, more immersive in-game messaging instead of generic error text.\n\nThe Network team's biggest focus was building a new system called Claims; a smarter way for the game to decide which servers are responsible for which parts of the universe. This includes planets, activities, and instanced events. This groundwork lays the foundation for the servers to handle territory assignments more flexibly and reliably going forward. The team also made progress on grouping instanced activities by their type, so the game can better tailor how content streams in depending on what kind of event or location a player is in.\n\nAlongside this core work, the team continued auditing the network code to prepare for more advanced streaming support. On the reliability side, the team investigated and addressed a warning tied to how debris behaves when a ship is destroyed inside enclosed spaces, like hangars. Finally, several smaller networking code cleanups and performance improvements were completed as part of the team's regular upkeep work.\n\nR&D\nThe R&D team progressed with volumetric clouds, fixing an issue with occasional stale cloud shadow maps after fast camera movement. Stochastic cloud shadow map filtering was also improved.\n\nSignificant work also went into render modes. As part of this, a new quarter-res render mode was added as a non-temporal performance mode, and a new unified guide was introduced covering the half, quarter, and temporal render modes. Filter improvements for the half and quarter res modes now better reconstruct the thin atmosphere silhouette when viewed from far orbit. Within the temporal render mode, the motion sensitivity term was reworked and scene visibility awareness was added to the temporal up-sampling along with the neighborhood bbox hull. Ongoing work included VGPR reductions for the spatio-temporal upsampler, and general cloud ray marcher optimizations.\n\nShadow map encoding was also improved to reduce occasional banding, which was especially visible on terrain covered by thin ground fog under a low sun angle.\n\nOn the integration side, all weather improvements from the past few months, as well as atmosphere and cloud rendering, merged into the development streams. This included fixes for issues found in integration reviews and a follow-up change to migrate the integrated work so it handles and supports streaming of atmosphere, ground fog, and cloud resources.\n\nFinally, investigation began into a proper solution for sky irradiance to take cloud coverage into account, which remains in progress. On the planet atmosphere side, work continued on injecting clouds into the atmosphere model.","zh_CN":"PU Monthly Report\nSeptember 2026\nWelcome to September\u2019s PU Monthly Report, featuring the latest updates from all the various disciplines working on Star Citizen. Read on for all the news from AI Features and Tech, Ships, Community, Core Gameplay, and more.\n\nAI Content\nSeptember saw AI Content looking into a new character type for mission gameplay, which will provide additional interactions and personality. They also continued supporting several upcoming missions, adding comms for the new faction reps that have been working their way through the pipeline.\n\nAlongside supporting the social AI placement on planets, the team looked at the existing landing zones to assess what\u2019s working, what isn\u2019t, and how they can make targeted changes to help push each location closer toward the identity established in lore.\n\nAI (Features & Tech)\nAI Features and Tech worked on the apex valakkar, committing targeting fixes and bullet-bending refinements. A backstop timer was also introduced when the creature turns to face the player before submerging and emerging to avoid it getting locked.\n\nThe team also worked on a number of issues related to Starchitect. For example, ensuring NPCs perform night-time checks and have their flashlights out, and that marok boids spawn correctly. They also improved the nav-mesh to ensure it works with the recent zone changes, including adding a navigation component back to sector clusters.\n\nAnimation\nLast month, animations were worked on for the apex valakkar, including for major attacks on ship targets. The team also created enter and exit animations for an all-new ship.\n\nArt (Characters)\nLast month, Character Art had the final review of a new heavy armor releasing in Alpha 4.10.2. Variations of this will be available as a Wikelo reward and in the store. This release will also include updated brows in the character customizer.\n\nThe team is also working on updates to various gangs that will be appearing in Nyx, including First Legion, Salamanders, Shattered Blades, and Moraine. New armor sets will be coming for the First Legion and Salamanders too.\n\nArt (Ships)\nIn the UK, two unannounced vehicles both had final reviews ahead of their planned release alongside Genesis. Following this, five new projects were kicked off; the first of which made rapid progress considering its size and design.\n\nThe second moved through whitebox ahead of its gate review at the end of the month. Following feedback, changes were made to the placement of its main turret and external tractor beam.\n\nThe third entered pre-production ahead of its official kick-off, while the fourth and fifth (a pair of ships from a manufacturer not heard from for a while) entered whitebox.\n\nWork also continued on a ship mentioned in recent reports. Last month, it passed through greybox, with the interior now ready for its LOD0 gate review. The exterior is catching up and will be ready for review in early October.\n\nAlongside unannounced vehicles, greybox work on the Anvil Liberator wrapped up, with the formal gate review due in early October. Large areas of the ship that were safe to continue with progressed well into the LOD0 phase, which is due to wrap up in late October.\n\nThe RSI Constellation Mk IV Gold Standard progressed, with the devs working through the significant number of minor visual issues across the four variants caused by updating the ship to modern material libraries. They also made user-experience improvements to navigating around and interacting with the ship, with better and more logical placements.\n\nThe RSI Galaxy passed its greybox gate review. The team then progressed with LOD0 work, including refining the corridor and wall sections, updating lighting, and adding signage across the ship. Work continued on the modules too.\n\nFinally for the UK, a new ship saw downstream teams, such as UI, VFX, and Audio, do their passes ahead of a combined LOD0\/Final review in October.\n\nIn North America, production on a new ship wrapped up following internal testing and bug fixing.\n\nLastly, the Kraken team continued through the LOD0 phase, with efforts spread across the entire ship, from the setup of the integrated transport, like lifts and the tram, to the dedicated capital components located across multiple engineering rooms.\n\nArt (Weapons)\nThe Weapon Content team completed a new Lightning Bolt Co. rifle alongside paints for upcoming events.\n\nThey also continued with seven upcoming weapons, including rifles and a medical pistol, and began updating several ship weapons.\n\nThey\u2019re currently planning for 2027, keeping new technology and manufacturer possibilities in mind, and fixing bugs on recently released weapons.\n\nCommunity\nThe Community team kicked off an activity-filled September by announcing Ship Showdown 2956's champion, the RSI Perseus. They also published the August Monthly PU Report and began planning for the many events coming throughout autumn and the remainder of the year.\n\nSeptember included the launch of Alpha 4.10: Orison Relief Support, which the team supported with an FAQ outlining how players could take part in rebuilding after the Nine Tails\u2019 attacks. They also published a Q&A for Alpha 4.10\u2019s new vehicles, the Sabre Raven EX and Argo ATLS IKTI Akuma, with answers from the developers themselves.\n\nAs Pirate Week sailed into port last month, the team held a treasure hunt with clues hidden across several channels hinting at in-game locations. The team provided a catch-all thread that was updated with the latest clues to the hunt throughout the event. They also challenged the community to flaunt their nefarious deeds by creating custom wanted posters in the Pirate Week 2026 Most Wanted Contest.\n\nAdditionally, the Community team gathered questions in preparation for 10 From the Community, a new focused video format where every episode features a few developers representing a particular area of development, including gameplay, art, UI, technology, and ships. They also published an RSI Aurora Mk I Retirement Reminder thread and an FAQ explaining the updates to pledge gifting and game access. These changes are in preparation for the new Game Library system launching in October as part of the broader work to create a clearer and more consistent account experience for both Squadron 42 and Star Citizen.\n\nThe Bar Citizen World Tour continued with stops in Seattle for PAX West, as well as Milan, Italy, and Porto, Portugal. Preparation continued for October\u2019s Squadron 42 event, where a group of original backers and content creators will get the chance to try the game for the first time.\n\nAs always, the team continued gathering feedback from the community, which is shared with the relevant development teams to ensure players\u2019 voices are heard. They also kept up their regular cadence of This Week in Star Citizen and bi-weekly Roadmap updates, providing the community with the latest information from the development teams throughout an eventful September.\n\nCore Gameplay\nThe last couple of months saw the Core Gameplay teams working through a long list of bugs and quality-of-life items, many of which were highlighted in the Improving the Live Experience Comm-Link.\n\nFor vehicle gameplay, refueling now correctly accounts for the position of the docking connection when ships dock to refuel.\n\nThe team also fixed fuel nozzles dumping fuel when a transaction was cancelled, and an issue where mismatched item types caused problems with ship engineering screens. Several other issues were also dealt with, including being unable to repair the Grey\u2019s Market Basher at landing pads, modules failing to equip to ships, shields not recharging after crossing a server boundary, on-foot and vehicle compasses reading differently when in a pilot seat, and ship services failing once started.\n\nAlongside this, some newer ships will now become disabled when a critical part is destroyed rather than exploding immediately. Radar can also detect contacts across the connected areas of a location rather than only within the immediate area.\n\nThe team finalized Instancing, releasing it in the Alpha 4.10 patch. As part of this, the devs closed several gaps that allowed players who weren't eligible to pass through instance barriers. Now, loading barriers check directly whether the instance has loaded in before letting players through. Removing a player from an instance is also more reliable when the player and the instance are on different servers.\n\nInstancing respawn queues were also reworked. For example, if a respawn bed is occupied, players now spawn next to it, matching how ship medical beds work. Instances now recover more reliably after a server crash or when control passes between servers, and unload when players take an elevator away from them.\n\nThe team began research and investigation into porting Instancing technology to Instanced Hangars.\n\nThe transport system now prioritizes empty carriages, reducing the chance of summoning one already in use. The setup of the transport and elevator systems were also simplified.\n\nFreight elevators received attention throughout August and September, with various issues being fixed. These include kiosks getting stuck when transferring items in a loop and becoming unusable, Levski\u2019s external elevators behaving as if they were in zero gravity, elevators becoming unusable after trying to retrieve items that weren't requested, newly split item stacks not being tracked correctly during retrieval, and elevators and their doors showing the wrong visual state when loading in and out.\n\nThe team added a limit to loose items, as redeeming very large numbers of small items (e.g. 20,000 water bottles) could crash the kiosk. Kiosks now display this limit and show a clear error when it's exceeded.\n\nMissions that need several of the same items can now accept them all in one hand-in, rather than one at a time. Work began on freight elevator loading messages to show the progress of storing and retrieving items too.\n\nFor quantum travel and the Starmap, the devs restored collision checks, so routes can no longer pass straight through moons and other large objects.\n\nSpace stations blocking Star Map routes when plotting from inside them was fixed, alongside route markers disappearing between destinations and missing markers when routing to rest stops or jump points. A rare issue where a ship could become unresponsive after quantum travel in poor network conditions was solved too. Routes in Stanton can now also go around the sun.\n\nSupport was given for Starchitect missions. Players can now accept them directly from mission boards, and rewards are being connected to them. Resource locations can now be shared across multiple active missions, with each mission set to use an exact or ranged amount, while missions with randomized flows can now end on a random outcome, not just move on to a new phase.\n\nTrespass areas not working at Starchitect locations were fixed too.\n\nUpdates were made to the Battaglia mission pack. For example, mining missions can now track rocks destroyed by overcharging. The teams fixed a trigger that blocked progression when entering the mission instance, the delivery stage not completing inside the instance, and an issue where the second and third story missions wouldn\u2019t generate due to an entity ID mismatch when multiple shards were active.\n\nCargo, trading, and hauling missions were supported throughout the past two months. As part of this, cargo pickups are now distributed more sensibly based on each pickup's SCU. Numerous bugs were also fixed for these missions. These include incorrect item spawn and delivery counts in hauling missions, buying certain commodities blocking the purchase of others, the MISC Hull C failing to auto-load while in loading zones, and fixed ore sales failing at commodity traders.\n\nFor ship loss and retrieval, Core Gameplay solved the underlying cause of vehicles occasionally disappearing while being flown in or near hangars.\n\nRetrieved ships sometimes spawning while still in a quantum-travel state was also solved, as was retrieved ships sometimes having their landing gear stuck in the hangar, preventing take-off.\n\nFinally for Core Gameplay, various inventory bugs were fixed, such as the filter and sort menus not closing properly and overlapping with other elements. They also fixed keycards being equippable, which made them disappear into a hidden slot in the player\u2019s inventory, and Stack All appearing to work and then reverting shortly afterwards. Loadouts not sorting inventory items, being unable to place an item after picking it up, the inventory not being restored when leaving prison, and splitting item stacks causing the inventory to become unresponsive were all fixed too.\n\nMission Design\nLast month, the Mission team rebalanced Bounty missions to bring them more in line with the recent ship updates. This will be committed to the game in a future patch.\n\nA new analytics page was set up so the team can more accurately read and parse data and see UEC and engagement imbalances.\n\nProgress was made on a suite of over 97 new contracts for a future patch, which the devs are very excited about, as it changes the way citizens will play.\n\nTwo new factions were recently signed off for development, which represent new non-combat-focused careers.\n\nThe team also shipped Battaglia and their initial mining missions alongside Orison Relief Support and the first dedicated crafting mission. The Siege of Orison also returned, utilizing the new Instancing tech.\n\nNarrative\nIn a very productive month, the Narrative team worked on several upcoming mission packs. In addition to a special event that will be making its debut soon, they continued to help with the multitude of contracts that will become available when Nyx I is released.\n\nNarrative also revised the script for an upcoming story mission that will feature multiple new characters, and began coordinating on new contracts that will expand what missions InterSec offers to mercenary-minded players.\n\nAs they often do this time of year, Narrative supported the upcoming Intergalactic Aerospace Expo with new additions. Additionally, work continued on the loading screen headlines that will be featured in upcoming patches.\n\nOnline Technology\nLive Tools completed part two of the Hex 4.0 feature-parity work. For this, they rebuilt the account detail and listing pages (quick view, rental history, tabbed tables), added group detail views with chat, and reached parity on dataset and chat export. They also completed a UI polish pass, including the search page, drag-and-drop tabs, header support link, and quick view.\n\nFor Bootstrap, the devs closed the client-revamp initiation phase, with the technology stack chosen and proof-of-concept built. The client rebuild is now underway.\n\nLive Tools also progressed with Error Reporting, adding advanced crash-listing filters (by type and status) and further pipeline reliability work, including a scheduled Panic Switch database cleanup. Work on crash-pipeline reliability, enrichment, and Panic Switch polish continued.\n\nThe Online Services team spent much of September improving the reliability of missions and contracts. They fixed a bug where a mix-up in reputation data could cause players to occasionally be shown the wrong mission, and worked through ongoing efforts to reduce delays players experience before new contracts are available to accept. The team also continued refining how \u2018Contract No Longer Available\u2019 errors are communicated to players, aiming for clearer, more immersive in-game messaging instead of generic error text.\n\nThe Network team's biggest focus was building a new system called Claims; a smarter way for the game to decide which servers are responsible for which parts of the universe. This includes planets, activities, and instanced events. This groundwork lays the foundation for the servers to handle territory assignments more flexibly and reliably going forward. The team also made progress on grouping instanced activities by their type, so the game can better tailor how content streams in depending on what kind of event or location a player is in.\n\nAlongside this core work, the team continued auditing the network code to prepare for more advanced streaming support. On the reliability side, the team investigated and addressed a warning tied to how debris behaves when a ship is destroyed inside enclosed spaces, like hangars. Finally, several smaller networking code cleanups and performance improvements were completed as part of the team's regular upkeep work.\n\nR&D\nThe R&D team progressed with volumetric clouds, fixing an issue with occasional stale cloud shadow maps after fast camera movement. Stochastic cloud shadow map filtering was also improved.\n\nSignificant work also went into render modes. As part of this, a new quarter-res render mode was added as a non-temporal performance mode, and a new unified guide was introduced covering the half, quarter, and temporal render modes. Filter improvements for the half and quarter res modes now better reconstruct the thin atmosphere silhouette when viewed from far orbit. Within the temporal render mode, the motion sensitivity term was reworked and scene visibility awareness was added to the temporal up-sampling along with the neighborhood bbox hull. Ongoing work included VGPR reductions for the spatio-temporal upsampler, and general cloud ray marcher optimizations.\n\nShadow map encoding was also improved to reduce occasional banding, which was especially visible on terrain covered by thin ground fog under a low sun angle.\n\nOn the integration side, all weather improvements from the past few months, as well as atmosphere and cloud rendering, merged into the development streams. This included fixes for issues found in integration reviews and a follow-up change to migrate the integrated work so it handles and supports streaming of atmosphere, ground fog, and cloud resources.\n\nFinally, investigation began into a proper solution for sky irradiance to take cloud coverage into account, which remains in progress. On the planet atmosphere side, work continued on injecting clouds into the atmosphere model.","fr_FR":"PU Monthly Report\nSeptember 2026\nWelcome to September\u2019s PU Monthly Report, featuring the latest updates from all the various disciplines working on Star Citizen. Read on for all the news from AI Features and Tech, Ships, Community, Core Gameplay, and more.\n\nAI Content\nSeptember saw AI Content looking into a new character type for mission gameplay, which will provide additional interactions and personality. They also continued supporting several upcoming missions, adding comms for the new faction reps that have been working their way through the pipeline.\n\nAlongside supporting the social AI placement on planets, the team looked at the existing landing zones to assess what\u2019s working, what isn\u2019t, and how they can make targeted changes to help push each location closer toward the identity established in lore.\n\nAI (Features & Tech)\nAI Features and Tech worked on the apex valakkar, committing targeting fixes and bullet-bending refinements. A backstop timer was also introduced when the creature turns to face the player before submerging and emerging to avoid it getting locked.\n\nThe team also worked on a number of issues related to Starchitect. For example, ensuring NPCs perform night-time checks and have their flashlights out, and that marok boids spawn correctly. They also improved the nav-mesh to ensure it works with the recent zone changes, including adding a navigation component back to sector clusters.\n\nAnimation\nLast month, animations were worked on for the apex valakkar, including for major attacks on ship targets. The team also created enter and exit animations for an all-new ship.\n\nArt (Characters)\nLast month, Character Art had the final review of a new heavy armor releasing in Alpha 4.10.2. Variations of this will be available as a Wikelo reward and in the store. This release will also include updated brows in the character customizer.\n\nThe team is also working on updates to various gangs that will be appearing in Nyx, including First Legion, Salamanders, Shattered Blades, and Moraine. New armor sets will be coming for the First Legion and Salamanders too.\n\nArt (Ships)\nIn the UK, two unannounced vehicles both had final reviews ahead of their planned release alongside Genesis. Following this, five new projects were kicked off; the first of which made rapid progress considering its size and design.\n\nThe second moved through whitebox ahead of its gate review at the end of the month. Following feedback, changes were made to the placement of its main turret and external tractor beam.\n\nThe third entered pre-production ahead of its official kick-off, while the fourth and fifth (a pair of ships from a manufacturer not heard from for a while) entered whitebox.\n\nWork also continued on a ship mentioned in recent reports. Last month, it passed through greybox, with the interior now ready for its LOD0 gate review. The exterior is catching up and will be ready for review in early October.\n\nAlongside unannounced vehicles, greybox work on the Anvil Liberator wrapped up, with the formal gate review due in early October. Large areas of the ship that were safe to continue with progressed well into the LOD0 phase, which is due to wrap up in late October.\n\nThe RSI Constellation Mk IV Gold Standard progressed, with the devs working through the significant number of minor visual issues across the four variants caused by updating the ship to modern material libraries. They also made user-experience improvements to navigating around and interacting with the ship, with better and more logical placements.\n\nThe RSI Galaxy passed its greybox gate review. The team then progressed with LOD0 work, including refining the corridor and wall sections, updating lighting, and adding signage across the ship. Work continued on the modules too.\n\nFinally for the UK, a new ship saw downstream teams, such as UI, VFX, and Audio, do their passes ahead of a combined LOD0\/Final review in October.\n\nIn North America, production on a new ship wrapped up following internal testing and bug fixing.\n\nLastly, the Kraken team continued through the LOD0 phase, with efforts spread across the entire ship, from the setup of the integrated transport, like lifts and the tram, to the dedicated capital components located across multiple engineering rooms.\n\nArt (Weapons)\nThe Weapon Content team completed a new Lightning Bolt Co. rifle alongside paints for upcoming events.\n\nThey also continued with seven upcoming weapons, including rifles and a medical pistol, and began updating several ship weapons.\n\nThey\u2019re currently planning for 2027, keeping new technology and manufacturer possibilities in mind, and fixing bugs on recently released weapons.\n\nCommunity\nThe Community team kicked off an activity-filled September by announcing Ship Showdown 2956's champion, the RSI Perseus. They also published the August Monthly PU Report and began planning for the many events coming throughout autumn and the remainder of the year.\n\nSeptember included the launch of Alpha 4.10: Orison Relief Support, which the team supported with an FAQ outlining how players could take part in rebuilding after the Nine Tails\u2019 attacks. They also published a Q&A for Alpha 4.10\u2019s new vehicles, the Sabre Raven EX and Argo ATLS IKTI Akuma, with answers from the developers themselves.\n\nAs Pirate Week sailed into port last month, the team held a treasure hunt with clues hidden across several channels hinting at in-game locations. The team provided a catch-all thread that was updated with the latest clues to the hunt throughout the event. They also challenged the community to flaunt their nefarious deeds by creating custom wanted posters in the Pirate Week 2026 Most Wanted Contest.\n\nAdditionally, the Community team gathered questions in preparation for 10 From the Community, a new focused video format where every episode features a few developers representing a particular area of development, including gameplay, art, UI, technology, and ships. They also published an RSI Aurora Mk I Retirement Reminder thread and an FAQ explaining the updates to pledge gifting and game access. These changes are in preparation for the new Game Library system launching in October as part of the broader work to create a clearer and more consistent account experience for both Squadron 42 and Star Citizen.\n\nThe Bar Citizen World Tour continued with stops in Seattle for PAX West, as well as Milan, Italy, and Porto, Portugal. Preparation continued for October\u2019s Squadron 42 event, where a group of original backers and content creators will get the chance to try the game for the first time.\n\nAs always, the team continued gathering feedback from the community, which is shared with the relevant development teams to ensure players\u2019 voices are heard. They also kept up their regular cadence of This Week in Star Citizen and bi-weekly Roadmap updates, providing the community with the latest information from the development teams throughout an eventful September.\n\nCore Gameplay\nThe last couple of months saw the Core Gameplay teams working through a long list of bugs and quality-of-life items, many of which were highlighted in the Improving the Live Experience Comm-Link.\n\nFor vehicle gameplay, refueling now correctly accounts for the position of the docking connection when ships dock to refuel.\n\nThe team also fixed fuel nozzles dumping fuel when a transaction was cancelled, and an issue where mismatched item types caused problems with ship engineering screens. Several other issues were also dealt with, including being unable to repair the Grey\u2019s Market Basher at landing pads, modules failing to equip to ships, shields not recharging after crossing a server boundary, on-foot and vehicle compasses reading differently when in a pilot seat, and ship services failing once started.\n\nAlongside this, some newer ships will now become disabled when a critical part is destroyed rather than exploding immediately. Radar can also detect contacts across the connected areas of a location rather than only within the immediate area.\n\nThe team finalized Instancing, releasing it in the Alpha 4.10 patch. As part of this, the devs closed several gaps that allowed players who weren't eligible to pass through instance barriers. Now, loading barriers check directly whether the instance has loaded in before letting players through. Removing a player from an instance is also more reliable when the player and the instance are on different servers.\n\nInstancing respawn queues were also reworked. For example, if a respawn bed is occupied, players now spawn next to it, matching how ship medical beds work. Instances now recover more reliably after a server crash or when control passes between servers, and unload when players take an elevator away from them.\n\nThe team began research and investigation into porting Instancing technology to Instanced Hangars.\n\nThe transport system now prioritizes empty carriages, reducing the chance of summoning one already in use. The setup of the transport and elevator systems were also simplified.\n\nFreight elevators received attention throughout August and September, with various issues being fixed. These include kiosks getting stuck when transferring items in a loop and becoming unusable, Levski\u2019s external elevators behaving as if they were in zero gravity, elevators becoming unusable after trying to retrieve items that weren't requested, newly split item stacks not being tracked correctly during retrieval, and elevators and their doors showing the wrong visual state when loading in and out.\n\nThe team added a limit to loose items, as redeeming very large numbers of small items (e.g. 20,000 water bottles) could crash the kiosk. Kiosks now display this limit and show a clear error when it's exceeded.\n\nMissions that need several of the same items can now accept them all in one hand-in, rather than one at a time. Work began on freight elevator loading messages to show the progress of storing and retrieving items too.\n\nFor quantum travel and the Starmap, the devs restored collision checks, so routes can no longer pass straight through moons and other large objects.\n\nSpace stations blocking Star Map routes when plotting from inside them was fixed, alongside route markers disappearing between destinations and missing markers when routing to rest stops or jump points. A rare issue where a ship could become unresponsive after quantum travel in poor network conditions was solved too. Routes in Stanton can now also go around the sun.\n\nSupport was given for Starchitect missions. Players can now accept them directly from mission boards, and rewards are being connected to them. Resource locations can now be shared across multiple active missions, with each mission set to use an exact or ranged amount, while missions with randomized flows can now end on a random outcome, not just move on to a new phase.\n\nTrespass areas not working at Starchitect locations were fixed too.\n\nUpdates were made to the Battaglia mission pack. For example, mining missions can now track rocks destroyed by overcharging. The teams fixed a trigger that blocked progression when entering the mission instance, the delivery stage not completing inside the instance, and an issue where the second and third story missions wouldn\u2019t generate due to an entity ID mismatch when multiple shards were active.\n\nCargo, trading, and hauling missions were supported throughout the past two months. As part of this, cargo pickups are now distributed more sensibly based on each pickup's SCU. Numerous bugs were also fixed for these missions. These include incorrect item spawn and delivery counts in hauling missions, buying certain commodities blocking the purchase of others, the MISC Hull C failing to auto-load while in loading zones, and fixed ore sales failing at commodity traders.\n\nFor ship loss and retrieval, Core Gameplay solved the underlying cause of vehicles occasionally disappearing while being flown in or near hangars.\n\nRetrieved ships sometimes spawning while still in a quantum-travel state was also solved, as was retrieved ships sometimes having their landing gear stuck in the hangar, preventing take-off.\n\nFinally for Core Gameplay, various inventory bugs were fixed, such as the filter and sort menus not closing properly and overlapping with other elements. They also fixed keycards being equippable, which made them disappear into a hidden slot in the player\u2019s inventory, and Stack All appearing to work and then reverting shortly afterwards. Loadouts not sorting inventory items, being unable to place an item after picking it up, the inventory not being restored when leaving prison, and splitting item stacks causing the inventory to become unresponsive were all fixed too.\n\nMission Design\nLast month, the Mission team rebalanced Bounty missions to bring them more in line with the recent ship updates. This will be committed to the game in a future patch.\n\nA new analytics page was set up so the team can more accurately read and parse data and see UEC and engagement imbalances.\n\nProgress was made on a suite of over 97 new contracts for a future patch, which the devs are very excited about, as it changes the way citizens will play.\n\nTwo new factions were recently signed off for development, which represent new non-combat-focused careers.\n\nThe team also shipped Battaglia and their initial mining missions alongside Orison Relief Support and the first dedicated crafting mission. The Siege of Orison also returned, utilizing the new Instancing tech.\n\nNarrative\nIn a very productive month, the Narrative team worked on several upcoming mission packs. In addition to a special event that will be making its debut soon, they continued to help with the multitude of contracts that will become available when Nyx I is released.\n\nNarrative also revised the script for an upcoming story mission that will feature multiple new characters, and began coordinating on new contracts that will expand what missions InterSec offers to mercenary-minded players.\n\nAs they often do this time of year, Narrative supported the upcoming Intergalactic Aerospace Expo with new additions. Additionally, work continued on the loading screen headlines that will be featured in upcoming patches.\n\nOnline Technology\nLive Tools completed part two of the Hex 4.0 feature-parity work. For this, they rebuilt the account detail and listing pages (quick view, rental history, tabbed tables), added group detail views with chat, and reached parity on dataset and chat export. They also completed a UI polish pass, including the search page, drag-and-drop tabs, header support link, and quick view.\n\nFor Bootstrap, the devs closed the client-revamp initiation phase, with the technology stack chosen and proof-of-concept built. The client rebuild is now underway.\n\nLive Tools also progressed with Error Reporting, adding advanced crash-listing filters (by type and status) and further pipeline reliability work, including a scheduled Panic Switch database cleanup. Work on crash-pipeline reliability, enrichment, and Panic Switch polish continued.\n\nThe Online Services team spent much of September improving the reliability of missions and contracts. They fixed a bug where a mix-up in reputation data could cause players to occasionally be shown the wrong mission, and worked through ongoing efforts to reduce delays players experience before new contracts are available to accept. The team also continued refining how \u2018Contract No Longer Available\u2019 errors are communicated to players, aiming for clearer, more immersive in-game messaging instead of generic error text.\n\nThe Network team's biggest focus was building a new system called Claims; a smarter way for the game to decide which servers are responsible for which parts of the universe. This includes planets, activities, and instanced events. This groundwork lays the foundation for the servers to handle territory assignments more flexibly and reliably going forward. The team also made progress on grouping instanced activities by their type, so the game can better tailor how content streams in depending on what kind of event or location a player is in.\n\nAlongside this core work, the team continued auditing the network code to prepare for more advanced streaming support. On the reliability side, the team investigated and addressed a warning tied to how debris behaves when a ship is destroyed inside enclosed spaces, like hangars. Finally, several smaller networking code cleanups and performance improvements were completed as part of the team's regular upkeep work.\n\nR&D\nThe R&D team progressed with volumetric clouds, fixing an issue with occasional stale cloud shadow maps after fast camera movement. Stochastic cloud shadow map filtering was also improved.\n\nSignificant work also went into render modes. As part of this, a new quarter-res render mode was added as a non-temporal performance mode, and a new unified guide was introduced covering the half, quarter, and temporal render modes. Filter improvements for the half and quarter res modes now better reconstruct the thin atmosphere silhouette when viewed from far orbit. Within the temporal render mode, the motion sensitivity term was reworked and scene visibility awareness was added to the temporal up-sampling along with the neighborhood bbox hull. Ongoing work included VGPR reductions for the spatio-temporal upsampler, and general cloud ray marcher optimizations.\n\nShadow map encoding was also improved to reduce occasional banding, which was especially visible on terrain covered by thin ground fog under a low sun angle.\n\nOn the integration side, all weather improvements from the past few months, as well as atmosphere and cloud rendering, merged into the development streams. This included fixes for issues found in integration reviews and a follow-up change to migrate the integrated work so it handles and supports streaming of atmosphere, ground fog, and cloud resources.\n\nFinally, investigation began into a proper solution for sky irradiance to take cloud coverage into account, which remains in progress. On the planet atmosphere side, work continued on injecting clouds into the atmosphere model."},"links_count":0,"comment_count":0,"created_at":"2026-10-07T21:00:00+00:00","created_at_human":"1 day ago"},{"id":21355,"title":"10 From the Community","rsi_url":"https:\/\/robertsspaceindustries.com\/en\/comm-link\/transmission\/21355-10-From-The-Community","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/21355","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/21355","channel":"Transmission","category":"Undefined","series":"None","images_count":1,"translations":{"en_EN":"10 FROM THE COMMUNITY\nMissions, Maelstrom & More\nIn this first episode, join us for updates on Mission System 2.0, Maelstrom, the new flight model, engineering gameplay, AI blades, suit lockers, medical respawning, and more. Find out what\u2019s changing, what\u2019s coming, and how we\u2019re building toward the future of the \u2019verse.","de_DE":"10 FROM THE COMMUNITY\nMissions, Maelstrom & More\nIn this first episode, join us for updates on Mission System 2.0, Maelstrom, the new flight model, engineering gameplay, AI blades, suit lockers, medical respawning, and more. Find out what\u2019s changing, what\u2019s coming, and how we\u2019re building toward the future of the \u2019verse.","zh_CN":"10 FROM THE COMMUNITY\nMissions, Maelstrom & More\nIn this first episode, join us for updates on Mission System 2.0, Maelstrom, the new flight model, engineering gameplay, AI blades, suit lockers, medical respawning, and more. Find out what\u2019s changing, what\u2019s coming, and how we\u2019re building toward the future of the \u2019verse.","fr_FR":"10 FROM THE COMMUNITY\nMissions, Maelstrom & More\nIn this first episode, join us for updates on Mission System 2.0, Maelstrom, the new flight model, engineering gameplay, AI blades, suit lockers, medical respawning, and more. Find out what\u2019s changing, what\u2019s coming, and how we\u2019re building toward the future of the \u2019verse."},"links_count":0,"comment_count":0,"created_at":"2026-10-05T18:00:00+00:00","created_at_human":"3 days ago"},{"id":21353,"title":"Roadmap Roundup - October 9, 2026","rsi_url":"https:\/\/robertsspaceindustries.com\/en\/comm-link\/transmission\/21353-Roadmap-Roundup-October-9-2026","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/21353","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/21353","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: October 9, 2026\nRelease View\nAlpha 4.10\nRSI Discovery Month Event\n\nImplementing RSI Discovery Month, a limited-time event celebrating the legacy and future of the Constellation, with special RSI installations across Stanton and a variety of Defense, Transport, and Collection missions for players to tackle their way.\n\nThis card has been added and set to Released.\n\n\n\n\nRSI Constellation Series Mk IV Gold Standard\n\nUpdating the Constellation series Mk IV to Gold Standard, with improvements including updated art, gameplay updates, physicalized components, improved cockpit visibility, a refreshed HUD, and more.\n\nThis card has been added and set to Released.\n\n\n\n\nRSI Constellation Mk V Centaurus\n\nImplementing the RSI Constellation Mk V Centaurus, a convention-defying ship that takes on cargo, combat, and more. This multi-role, multi-crew ship brings RSI\u2019s legacy of experience to the next generation with this impressive evolution of one of its most beloved and iconic ships.\n\nThis card has been added and set to Released.\n\n\n\n\nRSI Skylark\n\nImplementing the RSI Skylark, a snub fighter nestled within the Constellation\u2019s reimagined hull.\n\nThis card has been added and set to Released.\n\n\n\n\n\n\n\n\n\nAlpha 4.11\nDGS Planet Subdivision\n\nImplementing a tech that allows us to subdivide planets and moons into smaller territories, so a single Dynamic Game Server (DGS) is never responsible for an entire body. Territory boundaries are generated from spatial clustering of seeded entities scattered by Genesis, and dynamically assigned to available DGSs, improving load distribution and paving the way for finer\u2011grained server meshing at planetary scale. Nyx 1 will be the first planet to use this tech.\n\nThis card has been set to Tentative.\n\n\n\n\nNyx I, Nyx II, and Nyx III\n\nThese cards have been updated with new images.\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: October 9, 2026\nRelease View\nAlpha 4.10\nRSI Discovery Month Event\n\nImplementing RSI Discovery Month, a limited-time event celebrating the legacy and future of the Constellation, with special RSI installations across Stanton and a variety of Defense, Transport, and Collection missions for players to tackle their way.\n\nThis card has been added and set to Released.\n\n\n\n\nRSI Constellation Series Mk IV Gold Standard\n\nUpdating the Constellation series Mk IV to Gold Standard, with improvements including updated art, gameplay updates, physicalized components, improved cockpit visibility, a refreshed HUD, and more.\n\nThis card has been added and set to Released.\n\n\n\n\nRSI Constellation Mk V Centaurus\n\nImplementing the RSI Constellation Mk V Centaurus, a convention-defying ship that takes on cargo, combat, and more. This multi-role, multi-crew ship brings RSI\u2019s legacy of experience to the next generation with this impressive evolution of one of its most beloved and iconic ships.\n\nThis card has been added and set to Released.\n\n\n\n\nRSI Skylark\n\nImplementing the RSI Skylark, a snub fighter nestled within the Constellation\u2019s reimagined hull.\n\nThis card has been added and set to Released.\n\n\n\n\n\n\n\n\n\nAlpha 4.11\nDGS Planet Subdivision\n\nImplementing a tech that allows us to subdivide planets and moons into smaller territories, so a single Dynamic Game Server (DGS) is never responsible for an entire body. Territory boundaries are generated from spatial clustering of seeded entities scattered by Genesis, and dynamically assigned to available DGSs, improving load distribution and paving the way for finer\u2011grained server meshing at planetary scale. Nyx 1 will be the first planet to use this tech.\n\nThis card has been set to Tentative.\n\n\n\n\nNyx I, Nyx II, and Nyx III\n\nThese cards have been updated with new images.\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: October 9, 2026\nRelease View\nAlpha 4.10\nRSI Discovery Month Event\n\nImplementing RSI Discovery Month, a limited-time event celebrating the legacy and future of the Constellation, with special RSI installations across Stanton and a variety of Defense, Transport, and Collection missions for players to tackle their way.\n\nThis card has been added and set to Released.\n\n\n\n\nRSI Constellation Series Mk IV Gold Standard\n\nUpdating the Constellation series Mk IV to Gold Standard, with improvements including updated art, gameplay updates, physicalized components, improved cockpit visibility, a refreshed HUD, and more.\n\nThis card has been added and set to Released.\n\n\n\n\nRSI Constellation Mk V Centaurus\n\nImplementing the RSI Constellation Mk V Centaurus, a convention-defying ship that takes on cargo, combat, and more. This multi-role, multi-crew ship brings RSI\u2019s legacy of experience to the next generation with this impressive evolution of one of its most beloved and iconic ships.\n\nThis card has been added and set to Released.\n\n\n\n\nRSI Skylark\n\nImplementing the RSI Skylark, a snub fighter nestled within the Constellation\u2019s reimagined hull.\n\nThis card has been added and set to Released.\n\n\n\n\n\n\n\n\n\nAlpha 4.11\nDGS Planet Subdivision\n\nImplementing a tech that allows us to subdivide planets and moons into smaller territories, so a single Dynamic Game Server (DGS) is never responsible for an entire body. Territory boundaries are generated from spatial clustering of seeded entities scattered by Genesis, and dynamically assigned to available DGSs, improving load distribution and paving the way for finer\u2011grained server meshing at planetary scale. Nyx 1 will be the first planet to use this tech.\n\nThis card has been set to Tentative.\n\n\n\n\nNyx I, Nyx II, and Nyx III\n\nThese cards have been updated with new images.\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: October 9, 2026\nRelease View\nAlpha 4.10\nRSI Discovery Month Event\n\nImplementing RSI Discovery Month, a limited-time event celebrating the legacy and future of the Constellation, with special RSI installations across Stanton and a variety of Defense, Transport, and Collection missions for players to tackle their way.\n\nThis card has been added and set to Released.\n\n\n\n\nRSI Constellation Series Mk IV Gold Standard\n\nUpdating the Constellation series Mk IV to Gold Standard, with improvements including updated art, gameplay updates, physicalized components, improved cockpit visibility, a refreshed HUD, and more.\n\nThis card has been added and set to Released.\n\n\n\n\nRSI Constellation Mk V Centaurus\n\nImplementing the RSI Constellation Mk V Centaurus, a convention-defying ship that takes on cargo, combat, and more. This multi-role, multi-crew ship brings RSI\u2019s legacy of experience to the next generation with this impressive evolution of one of its most beloved and iconic ships.\n\nThis card has been added and set to Released.\n\n\n\n\nRSI Skylark\n\nImplementing the RSI Skylark, a snub fighter nestled within the Constellation\u2019s reimagined hull.\n\nThis card has been added and set to Released.\n\n\n\n\n\n\n\n\n\nAlpha 4.11\nDGS Planet Subdivision\n\nImplementing a tech that allows us to subdivide planets and moons into smaller territories, so a single Dynamic Game Server (DGS) is never responsible for an entire body. Territory boundaries are generated from spatial clustering of seeded entities scattered by Genesis, and dynamically assigned to available DGSs, improving load distribution and paving the way for finer\u2011grained server meshing at planetary scale. Nyx 1 will be the first planet to use this tech.\n\nThis card has been set to Tentative.\n\n\n\n\nNyx I, Nyx II, and Nyx III\n\nThese cards have been updated with new images.\n\n\n\n\n\n\n\nJoin the discussion on Spectrum."},"links_count":0,"comment_count":0,"created_at":"2026-10-09T14:00:00+00:00","created_at_human":"3 hours ago"},{"id":21352,"title":"This Week in Star Citizen","rsi_url":"https:\/\/robertsspaceindustries.com\/en\/comm-link\/transmission\/21352-This-Week-In-Star-Citizen","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/21352","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/21352","channel":"Transmission","category":"Undefined","series":"None","images_count":12,"translations":{"en_EN":"This Week in Star Citizen\nHappy Monday, everyone!\n\n\nLast week, our teams remained focused on Alpha 4.10.2, and this week, we're targeting its Live release, bringing a new event to the Stanton system as well as another round of fixes and improvements. Keep an eye on Spectrum for more updates!\n\nWe also kicked off our first Evocati-only Tech Preview of Planet Tech V5 last week, marking our first step toward bringing the new planetary tech into the Persistent Universe. We can't wait to continue testing and open it up to a wider audience soon. Thank you to everyone who jumped in and helped us gather valuable feedback and performance data!\n\nBy\n\nTaavi_SpectreBy\n\nTaavi_SpectreNow, let's see what's going on this week:\nMonday, don't miss our very first episode of 10 From the Community: Missions, Maelstrom & More, featuring Senior Game Director Rich Tyrer, Creative Director Ian Leyland, and Gameplay Engineering Director Karl Chandler answering questions on the new flight model, Missions 2.0, Maelstrom, AI blades, and much more. We've also posted our second question-gathering thread, this time focused on the future of currently available in-game professions like mining, salvaging, and crafting, so get your questions in!\n\nTuesday brings the October Subscriber Comm-Link and Newsletter, with a look at the new additions coming to your loadout this month.\n\nWednesday, we'll be publishing the September 2026 PU Monthly Report as well as the latest Roadmap Update and Roundup, giving you a look at what the teams have been working on over the past month and what's coming down the line.\n\nOn Friday, the latest RSI Weekly Newsletter will be arriving in your inbox. If you're not subscribed yet, you can sign up anytime through your account settings.\n\nCheers,\n\nThe Weekly Community Content Schedule\n\n\nMONDAY, OCTOBER 5\n10 From the Community: Missions, Maelstrom & More - Watch on YouTube\n\nTUESDAY, OCTOBER 6\nOctober Subscriber Comm-Link\n\nOctober Subscriber Newsletter\n\nWEDNESDAY, OCTOBER 7\nSeptember 2026 PU Monthly Report\n\nRoadmap Update\n\nRoadmap Roundup\n\nFRIDAY, SEPTEMBER 25\nRSI Weekly Newsletter\n\nSteve \"Stamp\" Gu\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: October 5, 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.Vacuum Rift - EPISODE 1 - Valakkarby AudreyHepburnAudreyHepburn's machinima brings a cinematic touch to Storm Breaker, capturing tense ship combat and a gripping encounter with the valakkar that feel straight out of a sci-fi film. A solid opening episode, with plenty to look forward to in the episodes ahead.Enjoy it on the Community Hub.COMMUNITY MVP: October 5, 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\nVacuum Rift - EPISODE 1 - Valakkar\nby AudreyHepburn\nAudreyHepburn's machinima brings a cinematic touch to Storm Breaker, capturing tense ship combat and a gripping encounter with the valakkar that feel straight out of a sci-fi film. A solid opening episode, with plenty to look forward to in the episodes ahead.\n\nEnjoy 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!Grim Hex - KluntEastwoodlog in - YBLIExploration - CritrocktSearch - ErbynGrim Hex - KluntEastwood\n\nlog in - YBLI\n\nExploration - Critrockt\n\nSearch - Erbyn","de_DE":"This Week in Star Citizen\nHappy Monday, everyone!\n\n\nLast week, our teams remained focused on Alpha 4.10.2, and this week, we're targeting its Live release, bringing a new event to the Stanton system as well as another round of fixes and improvements. Keep an eye on Spectrum for more updates!\n\nWe also kicked off our first Evocati-only Tech Preview of Planet Tech V5 last week, marking our first step toward bringing the new planetary tech into the Persistent Universe. We can't wait to continue testing and open it up to a wider audience soon. Thank you to everyone who jumped in and helped us gather valuable feedback and performance data!\n\nBy\n\nTaavi_SpectreBy\n\nTaavi_SpectreNow, let's see what's going on this week:\nMonday, don't miss our very first episode of 10 From the Community: Missions, Maelstrom & More, featuring Senior Game Director Rich Tyrer, Creative Director Ian Leyland, and Gameplay Engineering Director Karl Chandler answering questions on the new flight model, Missions 2.0, Maelstrom, AI blades, and much more. We've also posted our second question-gathering thread, this time focused on the future of currently available in-game professions like mining, salvaging, and crafting, so get your questions in!\n\nTuesday brings the October Subscriber Comm-Link and Newsletter, with a look at the new additions coming to your loadout this month.\n\nWednesday, we'll be publishing the September 2026 PU Monthly Report as well as the latest Roadmap Update and Roundup, giving you a look at what the teams have been working on over the past month and what's coming down the line.\n\nOn Friday, the latest RSI Weekly Newsletter will be arriving in your inbox. If you're not subscribed yet, you can sign up anytime through your account settings.\n\nCheers,\n\nThe Weekly Community Content Schedule\n\n\nMONDAY, OCTOBER 5\n10 From the Community: Missions, Maelstrom & More - Watch on YouTube\n\nTUESDAY, OCTOBER 6\nOctober Subscriber Comm-Link\n\nOctober Subscriber Newsletter\n\nWEDNESDAY, OCTOBER 7\nSeptember 2026 PU Monthly Report\n\nRoadmap Update\n\nRoadmap Roundup\n\nFRIDAY, SEPTEMBER 25\nRSI Weekly Newsletter\n\nSteve \"Stamp\" Gu\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: October 5, 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.Vacuum Rift - EPISODE 1 - Valakkarby AudreyHepburnAudreyHepburn's machinima brings a cinematic touch to Storm Breaker, capturing tense ship combat and a gripping encounter with the valakkar that feel straight out of a sci-fi film. A solid opening episode, with plenty to look forward to in the episodes ahead.Enjoy it on the Community Hub.COMMUNITY MVP: October 5, 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\nVacuum Rift - EPISODE 1 - Valakkar\nby AudreyHepburn\nAudreyHepburn's machinima brings a cinematic touch to Storm Breaker, capturing tense ship combat and a gripping encounter with the valakkar that feel straight out of a sci-fi film. A solid opening episode, with plenty to look forward to in the episodes ahead.\n\nEnjoy 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!Grim Hex - KluntEastwoodlog in - YBLIExploration - CritrocktSearch - ErbynGrim Hex - KluntEastwood\n\nlog in - YBLI\n\nExploration - Critrockt\n\nSearch - Erbyn","zh_CN":"This Week in Star Citizen\nHappy Monday, everyone!\n\n\nLast week, our teams remained focused on Alpha 4.10.2, and this week, we're targeting its Live release, bringing a new event to the Stanton system as well as another round of fixes and improvements. Keep an eye on Spectrum for more updates!\n\nWe also kicked off our first Evocati-only Tech Preview of Planet Tech V5 last week, marking our first step toward bringing the new planetary tech into the Persistent Universe. We can't wait to continue testing and open it up to a wider audience soon. Thank you to everyone who jumped in and helped us gather valuable feedback and performance data!\n\nBy\n\nTaavi_SpectreBy\n\nTaavi_SpectreNow, let's see what's going on this week:\nMonday, don't miss our very first episode of 10 From the Community: Missions, Maelstrom & More, featuring Senior Game Director Rich Tyrer, Creative Director Ian Leyland, and Gameplay Engineering Director Karl Chandler answering questions on the new flight model, Missions 2.0, Maelstrom, AI blades, and much more. We've also posted our second question-gathering thread, this time focused on the future of currently available in-game professions like mining, salvaging, and crafting, so get your questions in!\n\nTuesday brings the October Subscriber Comm-Link and Newsletter, with a look at the new additions coming to your loadout this month.\n\nWednesday, we'll be publishing the September 2026 PU Monthly Report as well as the latest Roadmap Update and Roundup, giving you a look at what the teams have been working on over the past month and what's coming down the line.\n\nOn Friday, the latest RSI Weekly Newsletter will be arriving in your inbox. If you're not subscribed yet, you can sign up anytime through your account settings.\n\nCheers,\n\nThe Weekly Community Content Schedule\n\n\nMONDAY, OCTOBER 5\n10 From the Community: Missions, Maelstrom & More - Watch on YouTube\n\nTUESDAY, OCTOBER 6\nOctober Subscriber Comm-Link\n\nOctober Subscriber Newsletter\n\nWEDNESDAY, OCTOBER 7\nSeptember 2026 PU Monthly Report\n\nRoadmap Update\n\nRoadmap Roundup\n\nFRIDAY, SEPTEMBER 25\nRSI Weekly Newsletter\n\nSteve \"Stamp\" Gu\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: October 5, 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.Vacuum Rift - EPISODE 1 - Valakkarby AudreyHepburnAudreyHepburn's machinima brings a cinematic touch to Storm Breaker, capturing tense ship combat and a gripping encounter with the valakkar that feel straight out of a sci-fi film. A solid opening episode, with plenty to look forward to in the episodes ahead.Enjoy it on the Community Hub.COMMUNITY MVP: October 5, 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\nVacuum Rift - EPISODE 1 - Valakkar\nby AudreyHepburn\nAudreyHepburn's machinima brings a cinematic touch to Storm Breaker, capturing tense ship combat and a gripping encounter with the valakkar that feel straight out of a sci-fi film. A solid opening episode, with plenty to look forward to in the episodes ahead.\n\nEnjoy 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!Grim Hex - KluntEastwoodlog in - YBLIExploration - CritrocktSearch - ErbynGrim Hex - KluntEastwood\n\nlog in - YBLI\n\nExploration - Critrockt\n\nSearch - Erbyn","fr_FR":"This Week in Star Citizen\nHappy Monday, everyone!\n\n\nLast week, our teams remained focused on Alpha 4.10.2, and this week, we're targeting its Live release, bringing a new event to the Stanton system as well as another round of fixes and improvements. Keep an eye on Spectrum for more updates!\n\nWe also kicked off our first Evocati-only Tech Preview of Planet Tech V5 last week, marking our first step toward bringing the new planetary tech into the Persistent Universe. We can't wait to continue testing and open it up to a wider audience soon. Thank you to everyone who jumped in and helped us gather valuable feedback and performance data!\n\nBy\n\nTaavi_SpectreBy\n\nTaavi_SpectreNow, let's see what's going on this week:\nMonday, don't miss our very first episode of 10 From the Community: Missions, Maelstrom & More, featuring Senior Game Director Rich Tyrer, Creative Director Ian Leyland, and Gameplay Engineering Director Karl Chandler answering questions on the new flight model, Missions 2.0, Maelstrom, AI blades, and much more. We've also posted our second question-gathering thread, this time focused on the future of currently available in-game professions like mining, salvaging, and crafting, so get your questions in!\n\nTuesday brings the October Subscriber Comm-Link and Newsletter, with a look at the new additions coming to your loadout this month.\n\nWednesday, we'll be publishing the September 2026 PU Monthly Report as well as the latest Roadmap Update and Roundup, giving you a look at what the teams have been working on over the past month and what's coming down the line.\n\nOn Friday, the latest RSI Weekly Newsletter will be arriving in your inbox. If you're not subscribed yet, you can sign up anytime through your account settings.\n\nCheers,\n\nThe Weekly Community Content Schedule\n\n\nMONDAY, OCTOBER 5\n10 From the Community: Missions, Maelstrom & More - Watch on YouTube\n\nTUESDAY, OCTOBER 6\nOctober Subscriber Comm-Link\n\nOctober Subscriber Newsletter\n\nWEDNESDAY, OCTOBER 7\nSeptember 2026 PU Monthly Report\n\nRoadmap Update\n\nRoadmap Roundup\n\nFRIDAY, SEPTEMBER 25\nRSI Weekly Newsletter\n\nSteve \"Stamp\" Gu\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: October 5, 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.Vacuum Rift - EPISODE 1 - Valakkarby AudreyHepburnAudreyHepburn's machinima brings a cinematic touch to Storm Breaker, capturing tense ship combat and a gripping encounter with the valakkar that feel straight out of a sci-fi film. A solid opening episode, with plenty to look forward to in the episodes ahead.Enjoy it on the Community Hub.COMMUNITY MVP: October 5, 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\nVacuum Rift - EPISODE 1 - Valakkar\nby AudreyHepburn\nAudreyHepburn's machinima brings a cinematic touch to Storm Breaker, capturing tense ship combat and a gripping encounter with the valakkar that feel straight out of a sci-fi film. A solid opening episode, with plenty to look forward to in the episodes ahead.\n\nEnjoy 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!Grim Hex - KluntEastwoodlog in - YBLIExploration - CritrocktSearch - ErbynGrim Hex - KluntEastwood\n\nlog in - YBLI\n\nExploration - Critrockt\n\nSearch - Erbyn"},"links_count":7,"comment_count":0,"created_at":"2026-10-05T19:00:00+00:00","created_at_human":"3 days ago"},{"id":21350,"title":"FAQ: RSI Discovery Month","rsi_url":"https:\/\/robertsspaceindustries.com\/en\/comm-link\/transmission\/21350-FAQ-RSI-Discovery-Month","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/21350","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/21350","channel":"Transmission","category":"Undefined","series":"None","images_count":0,"translations":null,"links_count":0,"comment_count":0,"created_at":"2026-10-09T14:00:00+00:00","created_at_human":"3 hours ago"},{"id":21342,"title":"This Week in Star Citizen","rsi_url":"https:\/\/robertsspaceindustries.com\/en\/comm-link\/transmission\/21342-This-Week-In-Star-Citizen","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/21342","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/21342","channel":"Transmission","category":"Undefined","series":"None","images_count":7,"translations":{"en_EN":"This Week in Star Citizen\nx\u0113'suelen nyahyan, hello everyone,\nLast week was a busy one on the testing front, with plenty of you jumping into both the Tech Preview and Alpha 4.10.2 PTU.\n\nWe put the latest Physicalized Entity Netcode overhaul through its paces, and we\u2019ve been encouraged by the early response while also collecting plenty of notes for further improvements ahead of its release in an upcoming update. Ship TTK balancing was also part of the weekend\u2019s tests, and our teams are now digging through your feedback and data as we continue tuning the experience, including the AI modifier for PvE.\n\nWe also appreciate all the early feedback on Alpha 4.10.2\u2019s new in-system event. Testing will continue with additional PTU builds as we make further additions, address issues, and refine the experience based on what we\u2019re seeing and hearing from you. As always, if you encounter a bug or have feedback to share, please keep it coming through the Issue Council and our dedicated Spectrum feedback threads. Thank you to everyone spending time testing with us!\n\nIf you missed the announcement last week, we\u2019re introducing 10 From the Community, a brand-new show debuting on October 5. Short, focused, and driven by your questions, each episode will tackle a different area of Star Citizen development. Head over to the announcement on Spectrum to submit your questions for the first episode, and don\u2019t forget to vote for the ones you most want to see answered.\n\nFinally this past weekend, we had an incredible time at Bar Citizen Porto, and it was fantastic to meet so many of you, swap stories, hear your feedback, and spend an evening together. Thank you to everyone who came out and made it a night to remember. Vamos!\n\nBy\n\nShanoraBy\n\nShanoraNow let's see what's going on this week:\nThis week, our focus remains on Alpha 4.10.2 and the upcoming Tech Preview builds. It\u2019ll be a quieter week on the comms front as our teams keep their heads down and focus on what\u2019s ahead.\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\u2019\u0113\u2019kol, see you soon.\n\nThe Weekly Community Content Schedule\n\n\nTHURSDAY, OCTOBER 1\nNew Game Library System\n\nFRIDAY, OCTOBER 2\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: September 28, 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 Endless Duneby HEBRAiSTStranded alone in an endless desert, HEBRAiST finds an abandoned outpost buried among the dunes. With nothing but scattered wreckage and scrap from forgotten ships, he begins an impossible task: piece together a machine that might carry him to freedom!Enjoy it on the Community Hub.COMMUNITY MVP: September 28, 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 Endless Dune\nby HEBRAiST\nStranded alone in an endless desert, HEBRAiST finds an abandoned outpost buried among the dunes. With nothing but scattered wreckage and scrap from forgotten ships, he begins an impossible task: piece together a machine that might carry him to freedom!\n\nEnjoy 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!Arlington - CHONKYFree Whally - ThorukaBasketball\u200e - Draal IskaldurF7 - UrhuArlington - CHONKY\n\nFree Whally - Thoruka\n\nBasketball\u200e - Draal Iskaldur\n\nF7 - Urhu","de_DE":"This Week in Star Citizen\nx\u0113'suelen nyahyan, hello everyone,\nLast week was a busy one on the testing front, with plenty of you jumping into both the Tech Preview and Alpha 4.10.2 PTU.\n\nWe put the latest Physicalized Entity Netcode overhaul through its paces, and we\u2019ve been encouraged by the early response while also collecting plenty of notes for further improvements ahead of its release in an upcoming update. Ship TTK balancing was also part of the weekend\u2019s tests, and our teams are now digging through your feedback and data as we continue tuning the experience, including the AI modifier for PvE.\n\nWe also appreciate all the early feedback on Alpha 4.10.2\u2019s new in-system event. Testing will continue with additional PTU builds as we make further additions, address issues, and refine the experience based on what we\u2019re seeing and hearing from you. As always, if you encounter a bug or have feedback to share, please keep it coming through the Issue Council and our dedicated Spectrum feedback threads. Thank you to everyone spending time testing with us!\n\nIf you missed the announcement last week, we\u2019re introducing 10 From the Community, a brand-new show debuting on October 5. Short, focused, and driven by your questions, each episode will tackle a different area of Star Citizen development. Head over to the announcement on Spectrum to submit your questions for the first episode, and don\u2019t forget to vote for the ones you most want to see answered.\n\nFinally this past weekend, we had an incredible time at Bar Citizen Porto, and it was fantastic to meet so many of you, swap stories, hear your feedback, and spend an evening together. Thank you to everyone who came out and made it a night to remember. Vamos!\n\nBy\n\nShanoraBy\n\nShanoraNow let's see what's going on this week:\nThis week, our focus remains on Alpha 4.10.2 and the upcoming Tech Preview builds. It\u2019ll be a quieter week on the comms front as our teams keep their heads down and focus on what\u2019s ahead.\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\u2019\u0113\u2019kol, see you soon.\n\nThe Weekly Community Content Schedule\n\n\nTHURSDAY, OCTOBER 1\nNew Game Library System\n\nFRIDAY, OCTOBER 2\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: September 28, 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 Endless Duneby HEBRAiSTStranded alone in an endless desert, HEBRAiST finds an abandoned outpost buried among the dunes. With nothing but scattered wreckage and scrap from forgotten ships, he begins an impossible task: piece together a machine that might carry him to freedom!Enjoy it on the Community Hub.COMMUNITY MVP: September 28, 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 Endless Dune\nby HEBRAiST\nStranded alone in an endless desert, HEBRAiST finds an abandoned outpost buried among the dunes. With nothing but scattered wreckage and scrap from forgotten ships, he begins an impossible task: piece together a machine that might carry him to freedom!\n\nEnjoy 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!Arlington - CHONKYFree Whally - ThorukaBasketball\u200e - Draal IskaldurF7 - UrhuArlington - CHONKY\n\nFree Whally - Thoruka\n\nBasketball\u200e - Draal Iskaldur\n\nF7 - Urhu","zh_CN":"This Week in Star Citizen\nx\u0113'suelen nyahyan, hello everyone,\nLast week was a busy one on the testing front, with plenty of you jumping into both the Tech Preview and Alpha 4.10.2 PTU.\n\nWe put the latest Physicalized Entity Netcode overhaul through its paces, and we\u2019ve been encouraged by the early response while also collecting plenty of notes for further improvements ahead of its release in an upcoming update. Ship TTK balancing was also part of the weekend\u2019s tests, and our teams are now digging through your feedback and data as we continue tuning the experience, including the AI modifier for PvE.\n\nWe also appreciate all the early feedback on Alpha 4.10.2\u2019s new in-system event. Testing will continue with additional PTU builds as we make further additions, address issues, and refine the experience based on what we\u2019re seeing and hearing from you. As always, if you encounter a bug or have feedback to share, please keep it coming through the Issue Council and our dedicated Spectrum feedback threads. Thank you to everyone spending time testing with us!\n\nIf you missed the announcement last week, we\u2019re introducing 10 From the Community, a brand-new show debuting on October 5. Short, focused, and driven by your questions, each episode will tackle a different area of Star Citizen development. Head over to the announcement on Spectrum to submit your questions for the first episode, and don\u2019t forget to vote for the ones you most want to see answered.\n\nFinally this past weekend, we had an incredible time at Bar Citizen Porto, and it was fantastic to meet so many of you, swap stories, hear your feedback, and spend an evening together. Thank you to everyone who came out and made it a night to remember. Vamos!\n\nBy\n\nShanoraBy\n\nShanoraNow let's see what's going on this week:\nThis week, our focus remains on Alpha 4.10.2 and the upcoming Tech Preview builds. It\u2019ll be a quieter week on the comms front as our teams keep their heads down and focus on what\u2019s ahead.\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\u2019\u0113\u2019kol, see you soon.\n\nThe Weekly Community Content Schedule\n\n\nTHURSDAY, OCTOBER 1\nNew Game Library System\n\nFRIDAY, OCTOBER 2\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: September 28, 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 Endless Duneby HEBRAiSTStranded alone in an endless desert, HEBRAiST finds an abandoned outpost buried among the dunes. With nothing but scattered wreckage and scrap from forgotten ships, he begins an impossible task: piece together a machine that might carry him to freedom!Enjoy it on the Community Hub.COMMUNITY MVP: September 28, 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 Endless Dune\nby HEBRAiST\nStranded alone in an endless desert, HEBRAiST finds an abandoned outpost buried among the dunes. With nothing but scattered wreckage and scrap from forgotten ships, he begins an impossible task: piece together a machine that might carry him to freedom!\n\nEnjoy 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!Arlington - CHONKYFree Whally - ThorukaBasketball\u200e - Draal IskaldurF7 - UrhuArlington - CHONKY\n\nFree Whally - Thoruka\n\nBasketball\u200e - Draal Iskaldur\n\nF7 - Urhu","fr_FR":"This Week in Star Citizen\nx\u0113'suelen nyahyan, hello everyone,\nLast week was a busy one on the testing front, with plenty of you jumping into both the Tech Preview and Alpha 4.10.2 PTU.\n\nWe put the latest Physicalized Entity Netcode overhaul through its paces, and we\u2019ve been encouraged by the early response while also collecting plenty of notes for further improvements ahead of its release in an upcoming update. Ship TTK balancing was also part of the weekend\u2019s tests, and our teams are now digging through your feedback and data as we continue tuning the experience, including the AI modifier for PvE.\n\nWe also appreciate all the early feedback on Alpha 4.10.2\u2019s new in-system event. Testing will continue with additional PTU builds as we make further additions, address issues, and refine the experience based on what we\u2019re seeing and hearing from you. As always, if you encounter a bug or have feedback to share, please keep it coming through the Issue Council and our dedicated Spectrum feedback threads. Thank you to everyone spending time testing with us!\n\nIf you missed the announcement last week, we\u2019re introducing 10 From the Community, a brand-new show debuting on October 5. Short, focused, and driven by your questions, each episode will tackle a different area of Star Citizen development. Head over to the announcement on Spectrum to submit your questions for the first episode, and don\u2019t forget to vote for the ones you most want to see answered.\n\nFinally this past weekend, we had an incredible time at Bar Citizen Porto, and it was fantastic to meet so many of you, swap stories, hear your feedback, and spend an evening together. Thank you to everyone who came out and made it a night to remember. Vamos!\n\nBy\n\nShanoraBy\n\nShanoraNow let's see what's going on this week:\nThis week, our focus remains on Alpha 4.10.2 and the upcoming Tech Preview builds. It\u2019ll be a quieter week on the comms front as our teams keep their heads down and focus on what\u2019s ahead.\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\u2019\u0113\u2019kol, see you soon.\n\nThe Weekly Community Content Schedule\n\n\nTHURSDAY, OCTOBER 1\nNew Game Library System\n\nFRIDAY, OCTOBER 2\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: September 28, 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 Endless Duneby HEBRAiSTStranded alone in an endless desert, HEBRAiST finds an abandoned outpost buried among the dunes. With nothing but scattered wreckage and scrap from forgotten ships, he begins an impossible task: piece together a machine that might carry him to freedom!Enjoy it on the Community Hub.COMMUNITY MVP: September 28, 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 Endless Dune\nby HEBRAiST\nStranded alone in an endless desert, HEBRAiST finds an abandoned outpost buried among the dunes. With nothing but scattered wreckage and scrap from forgotten ships, he begins an impossible task: piece together a machine that might carry him to freedom!\n\nEnjoy 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!Arlington - CHONKYFree Whally - ThorukaBasketball\u200e - Draal IskaldurF7 - UrhuArlington - CHONKY\n\nFree Whally - Thoruka\n\nBasketball\u200e - Draal Iskaldur\n\nF7 - Urhu"},"links_count":7,"comment_count":0,"created_at":"2026-09-28T18:00:00+00:00","created_at_human":"1 week ago"},{"id":21339,"title":"This Week in Star Citizen","rsi_url":"https:\/\/robertsspaceindustries.com\/en\/comm-link\/transmission\/21339-This-Week-In-Star-Citizen","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/21339","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/21339","channel":"Transmission","category":"Undefined","series":"None","images_count":7,"translations":{"en_EN":"This Week in Star Citizen\nHappy Monday, everyone!\nLast week, Alpha 4.10.1 arrived on our Live servers, introducing Orison Relief Support alongside the new Aegis Sabre Raven EX. From now until October 7, you can help rebuild Orison from the ashes through various missions, from combat and salvage to crafting and hauling supplies where they're needed most, with a full set of \"SecondWind\" gear waiting for those who see it through. If you have questions about Orison Relief Support or the new vehicles, be sure to check out the Orison Relief Support FAQ and Vehicle Q&A Comm-Link.\n\nThank you to everyone who tested throughout the PTU phase and helped push Alpha 4.10.1 out the door. A big shoutout as well to everyone who jumped into the Time-to-Kill Balance Test Tech-Preview, your feedback continues to shape how combat feels across the 'verse. With that said, there's more testing ahead: Alpha 4.10.2 will begin Evocati PTU testing shortly, with wider waves to follow. As always, if you run into any bugs or have feedback, don't forget to report them through the Issue Council and the dedicated Spectrum feedback threads. We appreciate your support.\n\nSpeaking of keeping busy, Pirate Week 2026 is far from over. There's still time to make a name for yourself in the Most Wanted contest and let the 'verse know who to fear. And for those chasing bigger treasure, the hunt for the \"doubloon\" draws to a close, with the final clue hidden within this very page for only those sharp enough to spot it.\n\nFollowing up on our earlier announcement about changes to pledge gifting and game access, we have published an FAQ explaining how the new Game Library system will work when it takes effect on October 1, 2026. Also, you'll be able to select your preferred pledge for the new system during a window running through November 1. Read the full details here.\n\nLast but not least, huge thanks to everyone who joined us for Bar Citizen Milan! It was a fantastic night filled with laughs, quizzes, giveaways, and plenty of great conversations with passionate pilots, all brought together by our shared love for Star Citizen. A special shoutout to TileMiaRut for organizing such an amazing event. You made the whole team feel right at home!\n\nBy\n\nUrhuBy\n\nUrhuNow, let's see what's going on this week:\nToday, we\u2019re introducing 10 From the Community, a new show debuting on October 5. It\u2019ll be short, focused, and built around your questions, with each episode covering a different area of Star Citizen\u2019s development. Head over to today\u2019s announcement to submit your questions for the first episode, and remember to vote for the ones you most want to see answered.\n\nAt the same time, we\u2019re taking a wider look at our show lineup and the kinds of content we produce. We\u2019ll be sharing a survey soon to hear what you\u2019d like to see from us. Whether there\u2019s an old favorite you\u2019d love to see return or an entirely new idea you think we should explore, we want to hear it.\n\nWednesday would normally bring the latest Roadmap Update and Roadmap Roundup, but with Alpha 4.11 development on track and no notable changes to report this week, we've decided to hold off for now and revisit the Roadmap Update in two weeks.\n\nFriday, the RSI Weekly Newsletter lands in your inbox as usual. If you're not subscribed yet, you can sign up anytime through your account settings.\n\nOn Saturday, September 26, we're heading to Porto, Portugal, for our next Bar Citizen World Tour stop! Join us at MXM ArtCenter from 2:00 PM to 7:00 PM UTC for an evening with fellow Citizens and the development team. We can't wait to see you there!\n\nAlso on Saturday, the Fight or Flight 2956 3v3 dogfighting tournament reaches its finals! Don't forget to catch the best squads in the 'verse going head-to-head as they battle it out for the championship.\n\nFinally, before you go, a quick hello: this is Steve, also known on Spectrum as Stamp-CIG. Some of you may recognize me from running various Spectrum contests, and I've had the pleasure of meeting quite a few of you in person at past Bar Citizen events. I've mostly been working behind the scenes supporting the team, and I'm now taking on TWISC on a rotating basis as well. As a player and lifelong fan of Star Citizen myself, this game means a lot to me, and being part of this community is something I genuinely enjoy. Looking forward to bringing you more news and updates down the line, and I will see you in the 'verse!\n\nCheers,\n\nThe Weekly Community Content Schedule\n\n\nMONDAY, SEPTEMBER 21\nThis Week in Star Citizen\n\nFRIDAY, SEPTEMBER 25\nRSI Weekly Newsletter\n\nSATURDAY, SEPTEMBER 26\nBar Citizen Porto, Portugal\n\n\n\n\nSteve \"Stamp\" Gu\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: September 21, 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.Farewell little Aurora!by STARMEDICSTARMEDIC gives the humble Aurora the send-off it deserves with this gorgeous retro postcard tribute. For so many of us, this little starter ship was our very first ride into the 'verse, and it'll always be a piece of RSI history and unforgettable memories. o7, little Aurora.Enjoy it on the Community Hub.COMMUNITY MVP: September 21, 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\nFarewell little Aurora!\nby STARMEDIC\nSTARMEDIC gives the humble Aurora the send-off it deserves with this gorgeous retro postcard tribute. For so many of us, this little starter ship was our very first ride into the 'verse, and it'll always be a piece of RSI history and unforgettable memories. o7, little Aurora.\n\nEnjoy 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!Stay low - KellyHe63Trip through hell - BriodoNot everything in this system stays dark forever, ye restless souls. Some nodes be just waitin' fer the right pair o' eyes. Be keen of sight and study the node well. Of all the states afore ye, only one still carries the light. That be the mark ye seek.Special guest - Falco_KrigeStay low - KellyHe63\n\nTrip through hell - Briodo\n\nNot everything in this system stays dark forever, ye restless souls. Some nodes be just waitin' fer the right pair o' eyes. Be keen of sight and study the node well. Of all the states afore ye, only one still carries the light. That be the mark ye seek.\n\nSpecial guest - Falco_Krige","de_DE":"This Week in Star Citizen\nHappy Monday, everyone!\nLast week, Alpha 4.10.1 arrived on our Live servers, introducing Orison Relief Support alongside the new Aegis Sabre Raven EX. From now until October 7, you can help rebuild Orison from the ashes through various missions, from combat and salvage to crafting and hauling supplies where they're needed most, with a full set of \"SecondWind\" gear waiting for those who see it through. If you have questions about Orison Relief Support or the new vehicles, be sure to check out the Orison Relief Support FAQ and Vehicle Q&A Comm-Link.\n\nThank you to everyone who tested throughout the PTU phase and helped push Alpha 4.10.1 out the door. A big shoutout as well to everyone who jumped into the Time-to-Kill Balance Test Tech-Preview, your feedback continues to shape how combat feels across the 'verse. With that said, there's more testing ahead: Alpha 4.10.2 will begin Evocati PTU testing shortly, with wider waves to follow. As always, if you run into any bugs or have feedback, don't forget to report them through the Issue Council and the dedicated Spectrum feedback threads. We appreciate your support.\n\nSpeaking of keeping busy, Pirate Week 2026 is far from over. There's still time to make a name for yourself in the Most Wanted contest and let the 'verse know who to fear. And for those chasing bigger treasure, the hunt for the \"doubloon\" draws to a close, with the final clue hidden within this very page for only those sharp enough to spot it.\n\nFollowing up on our earlier announcement about changes to pledge gifting and game access, we have published an FAQ explaining how the new Game Library system will work when it takes effect on October 1, 2026. Also, you'll be able to select your preferred pledge for the new system during a window running through November 1. Read the full details here.\n\nLast but not least, huge thanks to everyone who joined us for Bar Citizen Milan! It was a fantastic night filled with laughs, quizzes, giveaways, and plenty of great conversations with passionate pilots, all brought together by our shared love for Star Citizen. A special shoutout to TileMiaRut for organizing such an amazing event. You made the whole team feel right at home!\n\nBy\n\nUrhuBy\n\nUrhuNow, let's see what's going on this week:\nToday, we\u2019re introducing 10 From the Community, a new show debuting on October 5. It\u2019ll be short, focused, and built around your questions, with each episode covering a different area of Star Citizen\u2019s development. Head over to today\u2019s announcement to submit your questions for the first episode, and remember to vote for the ones you most want to see answered.\n\nAt the same time, we\u2019re taking a wider look at our show lineup and the kinds of content we produce. We\u2019ll be sharing a survey soon to hear what you\u2019d like to see from us. Whether there\u2019s an old favorite you\u2019d love to see return or an entirely new idea you think we should explore, we want to hear it.\n\nWednesday would normally bring the latest Roadmap Update and Roadmap Roundup, but with Alpha 4.11 development on track and no notable changes to report this week, we've decided to hold off for now and revisit the Roadmap Update in two weeks.\n\nFriday, the RSI Weekly Newsletter lands in your inbox as usual. If you're not subscribed yet, you can sign up anytime through your account settings.\n\nOn Saturday, September 26, we're heading to Porto, Portugal, for our next Bar Citizen World Tour stop! Join us at MXM ArtCenter from 2:00 PM to 7:00 PM UTC for an evening with fellow Citizens and the development team. We can't wait to see you there!\n\nAlso on Saturday, the Fight or Flight 2956 3v3 dogfighting tournament reaches its finals! Don't forget to catch the best squads in the 'verse going head-to-head as they battle it out for the championship.\n\nFinally, before you go, a quick hello: this is Steve, also known on Spectrum as Stamp-CIG. Some of you may recognize me from running various Spectrum contests, and I've had the pleasure of meeting quite a few of you in person at past Bar Citizen events. I've mostly been working behind the scenes supporting the team, and I'm now taking on TWISC on a rotating basis as well. As a player and lifelong fan of Star Citizen myself, this game means a lot to me, and being part of this community is something I genuinely enjoy. Looking forward to bringing you more news and updates down the line, and I will see you in the 'verse!\n\nCheers,\n\nThe Weekly Community Content Schedule\n\n\nMONDAY, SEPTEMBER 21\nThis Week in Star Citizen\n\nFRIDAY, SEPTEMBER 25\nRSI Weekly Newsletter\n\nSATURDAY, SEPTEMBER 26\nBar Citizen Porto, Portugal\n\n\n\n\nSteve \"Stamp\" Gu\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: September 21, 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.Farewell little Aurora!by STARMEDICSTARMEDIC gives the humble Aurora the send-off it deserves with this gorgeous retro postcard tribute. For so many of us, this little starter ship was our very first ride into the 'verse, and it'll always be a piece of RSI history and unforgettable memories. o7, little Aurora.Enjoy it on the Community Hub.COMMUNITY MVP: September 21, 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\nFarewell little Aurora!\nby STARMEDIC\nSTARMEDIC gives the humble Aurora the send-off it deserves with this gorgeous retro postcard tribute. For so many of us, this little starter ship was our very first ride into the 'verse, and it'll always be a piece of RSI history and unforgettable memories. o7, little Aurora.\n\nEnjoy 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!Stay low - KellyHe63Trip through hell - BriodoNot everything in this system stays dark forever, ye restless souls. Some nodes be just waitin' fer the right pair o' eyes. Be keen of sight and study the node well. Of all the states afore ye, only one still carries the light. That be the mark ye seek.Special guest - Falco_KrigeStay low - KellyHe63\n\nTrip through hell - Briodo\n\nNot everything in this system stays dark forever, ye restless souls. Some nodes be just waitin' fer the right pair o' eyes. Be keen of sight and study the node well. Of all the states afore ye, only one still carries the light. That be the mark ye seek.\n\nSpecial guest - Falco_Krige","zh_CN":"This Week in Star Citizen\nHappy Monday, everyone!\nLast week, Alpha 4.10.1 arrived on our Live servers, introducing Orison Relief Support alongside the new Aegis Sabre Raven EX. From now until October 7, you can help rebuild Orison from the ashes through various missions, from combat and salvage to crafting and hauling supplies where they're needed most, with a full set of \"SecondWind\" gear waiting for those who see it through. If you have questions about Orison Relief Support or the new vehicles, be sure to check out the Orison Relief Support FAQ and Vehicle Q&A Comm-Link.\n\nThank you to everyone who tested throughout the PTU phase and helped push Alpha 4.10.1 out the door. A big shoutout as well to everyone who jumped into the Time-to-Kill Balance Test Tech-Preview, your feedback continues to shape how combat feels across the 'verse. With that said, there's more testing ahead: Alpha 4.10.2 will begin Evocati PTU testing shortly, with wider waves to follow. As always, if you run into any bugs or have feedback, don't forget to report them through the Issue Council and the dedicated Spectrum feedback threads. We appreciate your support.\n\nSpeaking of keeping busy, Pirate Week 2026 is far from over. There's still time to make a name for yourself in the Most Wanted contest and let the 'verse know who to fear. And for those chasing bigger treasure, the hunt for the \"doubloon\" draws to a close, with the final clue hidden within this very page for only those sharp enough to spot it.\n\nFollowing up on our earlier announcement about changes to pledge gifting and game access, we have published an FAQ explaining how the new Game Library system will work when it takes effect on October 1, 2026. Also, you'll be able to select your preferred pledge for the new system during a window running through November 1. Read the full details here.\n\nLast but not least, huge thanks to everyone who joined us for Bar Citizen Milan! It was a fantastic night filled with laughs, quizzes, giveaways, and plenty of great conversations with passionate pilots, all brought together by our shared love for Star Citizen. A special shoutout to TileMiaRut for organizing such an amazing event. You made the whole team feel right at home!\n\nBy\n\nUrhuBy\n\nUrhuNow, let's see what's going on this week:\nToday, we\u2019re introducing 10 From the Community, a new show debuting on October 5. It\u2019ll be short, focused, and built around your questions, with each episode covering a different area of Star Citizen\u2019s development. Head over to today\u2019s announcement to submit your questions for the first episode, and remember to vote for the ones you most want to see answered.\n\nAt the same time, we\u2019re taking a wider look at our show lineup and the kinds of content we produce. We\u2019ll be sharing a survey soon to hear what you\u2019d like to see from us. Whether there\u2019s an old favorite you\u2019d love to see return or an entirely new idea you think we should explore, we want to hear it.\n\nWednesday would normally bring the latest Roadmap Update and Roadmap Roundup, but with Alpha 4.11 development on track and no notable changes to report this week, we've decided to hold off for now and revisit the Roadmap Update in two weeks.\n\nFriday, the RSI Weekly Newsletter lands in your inbox as usual. If you're not subscribed yet, you can sign up anytime through your account settings.\n\nOn Saturday, September 26, we're heading to Porto, Portugal, for our next Bar Citizen World Tour stop! Join us at MXM ArtCenter from 2:00 PM to 7:00 PM UTC for an evening with fellow Citizens and the development team. We can't wait to see you there!\n\nAlso on Saturday, the Fight or Flight 2956 3v3 dogfighting tournament reaches its finals! Don't forget to catch the best squads in the 'verse going head-to-head as they battle it out for the championship.\n\nFinally, before you go, a quick hello: this is Steve, also known on Spectrum as Stamp-CIG. Some of you may recognize me from running various Spectrum contests, and I've had the pleasure of meeting quite a few of you in person at past Bar Citizen events. I've mostly been working behind the scenes supporting the team, and I'm now taking on TWISC on a rotating basis as well. As a player and lifelong fan of Star Citizen myself, this game means a lot to me, and being part of this community is something I genuinely enjoy. Looking forward to bringing you more news and updates down the line, and I will see you in the 'verse!\n\nCheers,\n\nThe Weekly Community Content Schedule\n\n\nMONDAY, SEPTEMBER 21\nThis Week in Star Citizen\n\nFRIDAY, SEPTEMBER 25\nRSI Weekly Newsletter\n\nSATURDAY, SEPTEMBER 26\nBar Citizen Porto, Portugal\n\n\n\n\nSteve \"Stamp\" Gu\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: September 21, 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.Farewell little Aurora!by STARMEDICSTARMEDIC gives the humble Aurora the send-off it deserves with this gorgeous retro postcard tribute. For so many of us, this little starter ship was our very first ride into the 'verse, and it'll always be a piece of RSI history and unforgettable memories. o7, little Aurora.Enjoy it on the Community Hub.COMMUNITY MVP: September 21, 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\nFarewell little Aurora!\nby STARMEDIC\nSTARMEDIC gives the humble Aurora the send-off it deserves with this gorgeous retro postcard tribute. For so many of us, this little starter ship was our very first ride into the 'verse, and it'll always be a piece of RSI history and unforgettable memories. o7, little Aurora.\n\nEnjoy 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!Stay low - KellyHe63Trip through hell - BriodoNot everything in this system stays dark forever, ye restless souls. Some nodes be just waitin' fer the right pair o' eyes. Be keen of sight and study the node well. Of all the states afore ye, only one still carries the light. That be the mark ye seek.Special guest - Falco_KrigeStay low - KellyHe63\n\nTrip through hell - Briodo\n\nNot everything in this system stays dark forever, ye restless souls. Some nodes be just waitin' fer the right pair o' eyes. Be keen of sight and study the node well. Of all the states afore ye, only one still carries the light. That be the mark ye seek.\n\nSpecial guest - Falco_Krige","fr_FR":"This Week in Star Citizen\nHappy Monday, everyone!\nLast week, Alpha 4.10.1 arrived on our Live servers, introducing Orison Relief Support alongside the new Aegis Sabre Raven EX. From now until October 7, you can help rebuild Orison from the ashes through various missions, from combat and salvage to crafting and hauling supplies where they're needed most, with a full set of \"SecondWind\" gear waiting for those who see it through. If you have questions about Orison Relief Support or the new vehicles, be sure to check out the Orison Relief Support FAQ and Vehicle Q&A Comm-Link.\n\nThank you to everyone who tested throughout the PTU phase and helped push Alpha 4.10.1 out the door. A big shoutout as well to everyone who jumped into the Time-to-Kill Balance Test Tech-Preview, your feedback continues to shape how combat feels across the 'verse. With that said, there's more testing ahead: Alpha 4.10.2 will begin Evocati PTU testing shortly, with wider waves to follow. As always, if you run into any bugs or have feedback, don't forget to report them through the Issue Council and the dedicated Spectrum feedback threads. We appreciate your support.\n\nSpeaking of keeping busy, Pirate Week 2026 is far from over. There's still time to make a name for yourself in the Most Wanted contest and let the 'verse know who to fear. And for those chasing bigger treasure, the hunt for the \"doubloon\" draws to a close, with the final clue hidden within this very page for only those sharp enough to spot it.\n\nFollowing up on our earlier announcement about changes to pledge gifting and game access, we have published an FAQ explaining how the new Game Library system will work when it takes effect on October 1, 2026. Also, you'll be able to select your preferred pledge for the new system during a window running through November 1. Read the full details here.\n\nLast but not least, huge thanks to everyone who joined us for Bar Citizen Milan! It was a fantastic night filled with laughs, quizzes, giveaways, and plenty of great conversations with passionate pilots, all brought together by our shared love for Star Citizen. A special shoutout to TileMiaRut for organizing such an amazing event. You made the whole team feel right at home!\n\nBy\n\nUrhuBy\n\nUrhuNow, let's see what's going on this week:\nToday, we\u2019re introducing 10 From the Community, a new show debuting on October 5. It\u2019ll be short, focused, and built around your questions, with each episode covering a different area of Star Citizen\u2019s development. Head over to today\u2019s announcement to submit your questions for the first episode, and remember to vote for the ones you most want to see answered.\n\nAt the same time, we\u2019re taking a wider look at our show lineup and the kinds of content we produce. We\u2019ll be sharing a survey soon to hear what you\u2019d like to see from us. Whether there\u2019s an old favorite you\u2019d love to see return or an entirely new idea you think we should explore, we want to hear it.\n\nWednesday would normally bring the latest Roadmap Update and Roadmap Roundup, but with Alpha 4.11 development on track and no notable changes to report this week, we've decided to hold off for now and revisit the Roadmap Update in two weeks.\n\nFriday, the RSI Weekly Newsletter lands in your inbox as usual. If you're not subscribed yet, you can sign up anytime through your account settings.\n\nOn Saturday, September 26, we're heading to Porto, Portugal, for our next Bar Citizen World Tour stop! Join us at MXM ArtCenter from 2:00 PM to 7:00 PM UTC for an evening with fellow Citizens and the development team. We can't wait to see you there!\n\nAlso on Saturday, the Fight or Flight 2956 3v3 dogfighting tournament reaches its finals! Don't forget to catch the best squads in the 'verse going head-to-head as they battle it out for the championship.\n\nFinally, before you go, a quick hello: this is Steve, also known on Spectrum as Stamp-CIG. Some of you may recognize me from running various Spectrum contests, and I've had the pleasure of meeting quite a few of you in person at past Bar Citizen events. I've mostly been working behind the scenes supporting the team, and I'm now taking on TWISC on a rotating basis as well. As a player and lifelong fan of Star Citizen myself, this game means a lot to me, and being part of this community is something I genuinely enjoy. Looking forward to bringing you more news and updates down the line, and I will see you in the 'verse!\n\nCheers,\n\nThe Weekly Community Content Schedule\n\n\nMONDAY, SEPTEMBER 21\nThis Week in Star Citizen\n\nFRIDAY, SEPTEMBER 25\nRSI Weekly Newsletter\n\nSATURDAY, SEPTEMBER 26\nBar Citizen Porto, Portugal\n\n\n\n\nSteve \"Stamp\" Gu\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: September 21, 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.Farewell little Aurora!by STARMEDICSTARMEDIC gives the humble Aurora the send-off it deserves with this gorgeous retro postcard tribute. For so many of us, this little starter ship was our very first ride into the 'verse, and it'll always be a piece of RSI history and unforgettable memories. o7, little Aurora.Enjoy it on the Community Hub.COMMUNITY MVP: September 21, 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\nFarewell little Aurora!\nby STARMEDIC\nSTARMEDIC gives the humble Aurora the send-off it deserves with this gorgeous retro postcard tribute. For so many of us, this little starter ship was our very first ride into the 'verse, and it'll always be a piece of RSI history and unforgettable memories. o7, little Aurora.\n\nEnjoy 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!Stay low - KellyHe63Trip through hell - BriodoNot everything in this system stays dark forever, ye restless souls. Some nodes be just waitin' fer the right pair o' eyes. Be keen of sight and study the node well. Of all the states afore ye, only one still carries the light. That be the mark ye seek.Special guest - Falco_KrigeStay low - KellyHe63\n\nTrip through hell - Briodo\n\nNot everything in this system stays dark forever, ye restless souls. Some nodes be just waitin' fer the right pair o' eyes. Be keen of sight and study the node well. Of all the states afore ye, only one still carries the light. That be the mark ye seek.\n\nSpecial guest - Falco_Krige"},"links_count":6,"comment_count":0,"created_at":"2026-09-21T20:00:00+00:00","created_at_human":"2 weeks ago"},{"id":21336,"title":"RSI Constellation Mk IV Celebration","rsi_url":"https:\/\/robertsspaceindustries.com\/en\/comm-link\/transmission\/21336-RSI-Constellation-Mk-IV-Celebration","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/21336","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/21336","channel":"Transmission","category":"Undefined","series":"None","images_count":24,"translations":{"en_EN":"AN ICON OF SPACE TRAVEL\n\n\n\nHumanity has always looked to the stars to find its way. For generations of pilots, the Constellation has helped chart the course. From exploration and commerce to combat and comfort, the Aquila, Taurus, Andromeda, and Phoenix have each built a story of their own.\n\n\n\n\nNow, newly updated with a host of quality of life additions that keep this storied legend at it's peak, the Mk IV leaves the production line as a modern classic, destined to be prized by pilots who know its worth.\n\nAN ICON OF SPACE TRAVEL\n\n\n\nHumanity has always looked to the stars to find its way. For generations of pilots, the Constellation has helped chart the course. From exploration and commerce to combat and comfort, the Aquila, Taurus, Andromeda, and Phoenix have each built a story of their own.\n\n\n\n\nNow, newly updated with a host of quality of life additions that keep this storied legend at it's peak, the Mk IV leaves the production line as a modern classic, destined to be prized by pilots who know its worth.\n\nA GOLD STANDARD FOR ALL\n\n\n\nBetter Than Ever\nTo commemorate the Constellation Mk IV\u2019s transition to modern classic, RSI has released a series of major upgrades across all four variants, including improved bridge visibility, redesigned habitation areas, additional suit lockers and weapon racks, full component access and more, while the extravagant Phoenix has received additional luxury touches throughout.\n\nA GOLD STANDARD FOR ALL\n\n\n\nBetter Than Ever\nTo commemorate the Constellation Mk IV\u2019s transition to modern classic, RSI has released a series of major upgrades across all four variants, including improved bridge visibility, redesigned habitation areas, additional suit lockers and weapon racks, full component access and more, while the extravagant Phoenix has received additional luxury touches throughout.\n\nLOYAL LIVERY\n\n\n\nA Reward for the Originals\nTo thank the pilots who made the Constellation Mk IV part of their story, RSI presents a commemorative livery in classic blue and red. Every owner of a Mk IV variant will receive this special paint, honoring an iconic ship and those who fly it.\n\nA PARTING GIFT\n\n\n\nLoyal Livery\nTo thank the pilots who made the Constellation Mk IV part of their story, RSI presents a commemorative livery in classic blue and red. Every owner of a Mk IV variant will receive this special paint, honoring an iconic ship and those who fly it.\n\nCELEBRATE IN EVERY FINISH\n\n\n\nPaint From Every Era\nAcross four generations and four variants, the Constellation has worn its history in color. To celebrate this beloved ship, many past paints return for a limited time, including some standout originals.\n\nA FAREWELL IN EVERY FINISH\n\n\n\nPast Paints\nAcross four generations and four variants, the Constellation has worn its history in color. To celebrate this beloved ship, every past paint returns for a limited time, including some standout originals.\n\nCOLLECT THEM ALL\n\n\nAdd the iconic RSI Constellation Mk IV series to your fleet, all with enhanced 10-year insurance. Bonus items include the RSI Venture armor set, backpack, t-shirt, and hat, plus an Emerald paint. Warbond cannot be obtained with store credit.\n\nCOLLECT THEM ALL\n\n\nAdd the iconic RSI Constellation Mk IV series to your fleet, all with enhanced 10-year insurance. Bonus items include the RSI Venture armor set, backpack, t-shirt, and hat, plus an Emerald paint. Warbond cannot be obtained with store credit.","de_DE":"AN ICON OF SPACE TRAVEL\n\n\n\nHumanity has always looked to the stars to find its way. For generations of pilots, the Constellation has helped chart the course. From exploration and commerce to combat and comfort, the Aquila, Taurus, Andromeda, and Phoenix have each built a story of their own.\n\n\n\n\nNow, newly updated with a host of quality of life additions that keep this storied legend at it's peak, the Mk IV leaves the production line as a modern classic, destined to be prized by pilots who know its worth.\n\nAN ICON OF SPACE TRAVEL\n\n\n\nHumanity has always looked to the stars to find its way. For generations of pilots, the Constellation has helped chart the course. From exploration and commerce to combat and comfort, the Aquila, Taurus, Andromeda, and Phoenix have each built a story of their own.\n\n\n\n\nNow, newly updated with a host of quality of life additions that keep this storied legend at it's peak, the Mk IV leaves the production line as a modern classic, destined to be prized by pilots who know its worth.\n\nA GOLD STANDARD FOR ALL\n\n\n\nBetter Than Ever\nTo commemorate the Constellation Mk IV\u2019s transition to modern classic, RSI has released a series of major upgrades across all four variants, including improved bridge visibility, redesigned habitation areas, additional suit lockers and weapon racks, full component access and more, while the extravagant Phoenix has received additional luxury touches throughout.\n\nA GOLD STANDARD FOR ALL\n\n\n\nBetter Than Ever\nTo commemorate the Constellation Mk IV\u2019s transition to modern classic, RSI has released a series of major upgrades across all four variants, including improved bridge visibility, redesigned habitation areas, additional suit lockers and weapon racks, full component access and more, while the extravagant Phoenix has received additional luxury touches throughout.\n\nLOYAL LIVERY\n\n\n\nA Reward for the Originals\nTo thank the pilots who made the Constellation Mk IV part of their story, RSI presents a commemorative livery in classic blue and red. Every owner of a Mk IV variant will receive this special paint, honoring an iconic ship and those who fly it.\n\nA PARTING GIFT\n\n\n\nLoyal Livery\nTo thank the pilots who made the Constellation Mk IV part of their story, RSI presents a commemorative livery in classic blue and red. Every owner of a Mk IV variant will receive this special paint, honoring an iconic ship and those who fly it.\n\nCELEBRATE IN EVERY FINISH\n\n\n\nPaint From Every Era\nAcross four generations and four variants, the Constellation has worn its history in color. To celebrate this beloved ship, many past paints return for a limited time, including some standout originals.\n\nA FAREWELL IN EVERY FINISH\n\n\n\nPast Paints\nAcross four generations and four variants, the Constellation has worn its history in color. To celebrate this beloved ship, every past paint returns for a limited time, including some standout originals.\n\nCOLLECT THEM ALL\n\n\nAdd the iconic RSI Constellation Mk IV series to your fleet, all with enhanced 10-year insurance. Bonus items include the RSI Venture armor set, backpack, t-shirt, and hat, plus an Emerald paint. Warbond cannot be obtained with store credit.\n\nCOLLECT THEM ALL\n\n\nAdd the iconic RSI Constellation Mk IV series to your fleet, all with enhanced 10-year insurance. Bonus items include the RSI Venture armor set, backpack, t-shirt, and hat, plus an Emerald paint. Warbond cannot be obtained with store credit.","zh_CN":"AN ICON OF SPACE TRAVEL\n\n\n\nHumanity has always looked to the stars to find its way. For generations of pilots, the Constellation has helped chart the course. From exploration and commerce to combat and comfort, the Aquila, Taurus, Andromeda, and Phoenix have each built a story of their own.\n\n\n\n\nNow, newly updated with a host of quality of life additions that keep this storied legend at it's peak, the Mk IV leaves the production line as a modern classic, destined to be prized by pilots who know its worth.\n\nAN ICON OF SPACE TRAVEL\n\n\n\nHumanity has always looked to the stars to find its way. For generations of pilots, the Constellation has helped chart the course. From exploration and commerce to combat and comfort, the Aquila, Taurus, Andromeda, and Phoenix have each built a story of their own.\n\n\n\n\nNow, newly updated with a host of quality of life additions that keep this storied legend at it's peak, the Mk IV leaves the production line as a modern classic, destined to be prized by pilots who know its worth.\n\nA GOLD STANDARD FOR ALL\n\n\n\nBetter Than Ever\nTo commemorate the Constellation Mk IV\u2019s transition to modern classic, RSI has released a series of major upgrades across all four variants, including improved bridge visibility, redesigned habitation areas, additional suit lockers and weapon racks, full component access and more, while the extravagant Phoenix has received additional luxury touches throughout.\n\nA GOLD STANDARD FOR ALL\n\n\n\nBetter Than Ever\nTo commemorate the Constellation Mk IV\u2019s transition to modern classic, RSI has released a series of major upgrades across all four variants, including improved bridge visibility, redesigned habitation areas, additional suit lockers and weapon racks, full component access and more, while the extravagant Phoenix has received additional luxury touches throughout.\n\nLOYAL LIVERY\n\n\n\nA Reward for the Originals\nTo thank the pilots who made the Constellation Mk IV part of their story, RSI presents a commemorative livery in classic blue and red. Every owner of a Mk IV variant will receive this special paint, honoring an iconic ship and those who fly it.\n\nA PARTING GIFT\n\n\n\nLoyal Livery\nTo thank the pilots who made the Constellation Mk IV part of their story, RSI presents a commemorative livery in classic blue and red. Every owner of a Mk IV variant will receive this special paint, honoring an iconic ship and those who fly it.\n\nCELEBRATE IN EVERY FINISH\n\n\n\nPaint From Every Era\nAcross four generations and four variants, the Constellation has worn its history in color. To celebrate this beloved ship, many past paints return for a limited time, including some standout originals.\n\nA FAREWELL IN EVERY FINISH\n\n\n\nPast Paints\nAcross four generations and four variants, the Constellation has worn its history in color. To celebrate this beloved ship, every past paint returns for a limited time, including some standout originals.\n\nCOLLECT THEM ALL\n\n\nAdd the iconic RSI Constellation Mk IV series to your fleet, all with enhanced 10-year insurance. Bonus items include the RSI Venture armor set, backpack, t-shirt, and hat, plus an Emerald paint. Warbond cannot be obtained with store credit.\n\nCOLLECT THEM ALL\n\n\nAdd the iconic RSI Constellation Mk IV series to your fleet, all with enhanced 10-year insurance. Bonus items include the RSI Venture armor set, backpack, t-shirt, and hat, plus an Emerald paint. Warbond cannot be obtained with store credit.","fr_FR":"AN ICON OF SPACE TRAVEL\n\n\n\nHumanity has always looked to the stars to find its way. For generations of pilots, the Constellation has helped chart the course. From exploration and commerce to combat and comfort, the Aquila, Taurus, Andromeda, and Phoenix have each built a story of their own.\n\n\n\n\nNow, newly updated with a host of quality of life additions that keep this storied legend at it's peak, the Mk IV leaves the production line as a modern classic, destined to be prized by pilots who know its worth.\n\nAN ICON OF SPACE TRAVEL\n\n\n\nHumanity has always looked to the stars to find its way. For generations of pilots, the Constellation has helped chart the course. From exploration and commerce to combat and comfort, the Aquila, Taurus, Andromeda, and Phoenix have each built a story of their own.\n\n\n\n\nNow, newly updated with a host of quality of life additions that keep this storied legend at it's peak, the Mk IV leaves the production line as a modern classic, destined to be prized by pilots who know its worth.\n\nA GOLD STANDARD FOR ALL\n\n\n\nBetter Than Ever\nTo commemorate the Constellation Mk IV\u2019s transition to modern classic, RSI has released a series of major upgrades across all four variants, including improved bridge visibility, redesigned habitation areas, additional suit lockers and weapon racks, full component access and more, while the extravagant Phoenix has received additional luxury touches throughout.\n\nA GOLD STANDARD FOR ALL\n\n\n\nBetter Than Ever\nTo commemorate the Constellation Mk IV\u2019s transition to modern classic, RSI has released a series of major upgrades across all four variants, including improved bridge visibility, redesigned habitation areas, additional suit lockers and weapon racks, full component access and more, while the extravagant Phoenix has received additional luxury touches throughout.\n\nLOYAL LIVERY\n\n\n\nA Reward for the Originals\nTo thank the pilots who made the Constellation Mk IV part of their story, RSI presents a commemorative livery in classic blue and red. Every owner of a Mk IV variant will receive this special paint, honoring an iconic ship and those who fly it.\n\nA PARTING GIFT\n\n\n\nLoyal Livery\nTo thank the pilots who made the Constellation Mk IV part of their story, RSI presents a commemorative livery in classic blue and red. Every owner of a Mk IV variant will receive this special paint, honoring an iconic ship and those who fly it.\n\nCELEBRATE IN EVERY FINISH\n\n\n\nPaint From Every Era\nAcross four generations and four variants, the Constellation has worn its history in color. To celebrate this beloved ship, many past paints return for a limited time, including some standout originals.\n\nA FAREWELL IN EVERY FINISH\n\n\n\nPast Paints\nAcross four generations and four variants, the Constellation has worn its history in color. To celebrate this beloved ship, every past paint returns for a limited time, including some standout originals.\n\nCOLLECT THEM ALL\n\n\nAdd the iconic RSI Constellation Mk IV series to your fleet, all with enhanced 10-year insurance. Bonus items include the RSI Venture armor set, backpack, t-shirt, and hat, plus an Emerald paint. Warbond cannot be obtained with store credit.\n\nCOLLECT THEM ALL\n\n\nAdd the iconic RSI Constellation Mk IV series to your fleet, all with enhanced 10-year insurance. Bonus items include the RSI Venture armor set, backpack, t-shirt, and hat, plus an Emerald paint. Warbond cannot be obtained with store credit."},"links_count":0,"comment_count":0,"created_at":"2026-10-09T14:00:00+00:00","created_at_human":"3 hours ago"},{"id":21334,"title":"Star Citizen | RSI Discovery Month","rsi_url":"https:\/\/robertsspaceindustries.com\/en\/comm-link\/transmission\/21334-Alpha-4102-RSI-Discovery-Month","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/21334","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/21334","channel":"Transmission","category":"Undefined","series":"None","images_count":12,"translations":{"en_EN":"RSI DISCOVERY MONTH\n\n\n\nTo commemorate its inspiring legacy of exploration, RSI invites pilots across Stanton to join it in celebrating the arrival of the next-generation Constellation, the new Mk V Centaurus.\n\n\n\n\nLocated throughout the system, discover special RSI installations dedicated to the legendary history of the Constellation Mk IV and the brand-new Mk V (plus its companion, the Skylark). Then, it\u2019s time to play your way. Defend your fellow pilots, collect vital materials, and deliver supplies across the system. Keep an eye on your mobiGlas to track your progress toward RSI-themed rewards.\n\n\n\n\nBest of all, RSI is proudly providing five days of special access to the new Constellation Mk V Centaurus for all pilots who complete the Constellation Rental Offer mission. Don't miss your chance to discover why this new generation is destined to become as revered as the rest.\n\nRSI DISCOVERY MONTH\n\n\n\nTo commemorate its inspiring legacy of exploration, RSI invites pilots across Stanton to join them in celebrating the arrival of the next generation Constellation; the new Mk V Centaurus.\n\n\n\n\nLocated throughout the system, discover special RSI installations dedicated to the legendary history of the Constellation Mk IV, the brand new Mk V and it's companion the Skylark, then it\u2019s time to play your way. Defend your fellow pilots, keep vital supplies moving, or hunt down collectible Constellation Boxes hidden around expo locations. Keep an eye on your mobiGlas to track your progress towards RSI-themed rewards.\n\n\n\n\nBest of all, RSI is proudly providing all pilots five days of special access to the new Constellation Mk V Centarus for those who complete their first Relay Race mission. Don't miss your chance to discover why this new generation is destined to become as legendary as the rest.\n\nRSI DISCOVERY MONTH\n\n\n\nTo commemorate its inspiring legacy of exploration, RSI invites pilots across Stanton to join it in celebrating the arrival of the next-generation Constellation, the new Mk V Centaurus.\n\n\n\n\nLocated throughout the system, discover special RSI installations dedicated to the legendary history of the Constellation Mk IV and the brand-new Mk V (plus its companion, the Skylark). Then, it\u2019s time to play your way. Defend your fellow pilots, collect vital materials, and deliver supplies across the system. Keep an eye on your mobiGlas to track your progress toward RSI-themed rewards.\n\n\n\n\nBest of all, RSI is proudly providing five days of special access to the new Constellation Mk V Centaurus for all pilots who complete the Constellation Rental Offer mission. Don't miss your chance to discover why this new generation is destined to become as revered as the rest.\n\nPlay Your Way\nDefend. Deliver. Discover.\n\n\n\nRSI's celebration has caught the attention of criminals, drawn to the valuable ships and cargo around the event. Accept Defense missions to deal with these raiders, deliver essential event supplies throughout Stanton in Transport missions, and collect industrial materials and lost cargo in Collection missions. However you pitch in, you\u2019ll make progress toward your RSI rewards.\n\nFly the Future\nTry the Constellation Mk V Centaurus\n\n\n\nExperience RSI's vision of the future for free before its release. The Constellation Mk V Centaurus and its companion Skylark will be available for every pilot to fly for themselves upon completion of the RSI Discovery Month: Constellation Rental Offer mission during Discovery Month.\n\n\n\n\nThis is your chance to discover what makes this new generation of spacecraft a future classic.\n\nEarners Keepers\nRSI Rewards\n\n\n\nHowever you participate in Discovery Month, RSI thanks you. Every event mission moves you closer to rewards across four tracks in your mobiGlas: Defense, Transport, Collection, and Overall.\n\n\n\n\nUnlock ship paints, flight blades, components, armor, weapons, and tools across all four tiers on each track. Once earned, they\u2019re yours to keep for good.\n\n\n\n\nDIVE INTO DISCOVERY\nAlpha 4.10.2 Patch Notes","de_DE":"RSI DISCOVERY MONTH\n\n\n\nTo commemorate its inspiring legacy of exploration, RSI invites pilots across Stanton to join it in celebrating the arrival of the next-generation Constellation, the new Mk V Centaurus.\n\n\n\n\nLocated throughout the system, discover special RSI installations dedicated to the legendary history of the Constellation Mk IV and the brand-new Mk V (plus its companion, the Skylark). Then, it\u2019s time to play your way. Defend your fellow pilots, collect vital materials, and deliver supplies across the system. Keep an eye on your mobiGlas to track your progress toward RSI-themed rewards.\n\n\n\n\nBest of all, RSI is proudly providing five days of special access to the new Constellation Mk V Centaurus for all pilots who complete the Constellation Rental Offer mission. Don't miss your chance to discover why this new generation is destined to become as revered as the rest.\n\nRSI DISCOVERY MONTH\n\n\n\nTo commemorate its inspiring legacy of exploration, RSI invites pilots across Stanton to join them in celebrating the arrival of the next generation Constellation; the new Mk V Centaurus.\n\n\n\n\nLocated throughout the system, discover special RSI installations dedicated to the legendary history of the Constellation Mk IV, the brand new Mk V and it's companion the Skylark, then it\u2019s time to play your way. Defend your fellow pilots, keep vital supplies moving, or hunt down collectible Constellation Boxes hidden around expo locations. Keep an eye on your mobiGlas to track your progress towards RSI-themed rewards.\n\n\n\n\nBest of all, RSI is proudly providing all pilots five days of special access to the new Constellation Mk V Centarus for those who complete their first Relay Race mission. Don't miss your chance to discover why this new generation is destined to become as legendary as the rest.\n\nRSI DISCOVERY MONTH\n\n\n\nTo commemorate its inspiring legacy of exploration, RSI invites pilots across Stanton to join it in celebrating the arrival of the next-generation Constellation, the new Mk V Centaurus.\n\n\n\n\nLocated throughout the system, discover special RSI installations dedicated to the legendary history of the Constellation Mk IV and the brand-new Mk V (plus its companion, the Skylark). Then, it\u2019s time to play your way. Defend your fellow pilots, collect vital materials, and deliver supplies across the system. Keep an eye on your mobiGlas to track your progress toward RSI-themed rewards.\n\n\n\n\nBest of all, RSI is proudly providing five days of special access to the new Constellation Mk V Centaurus for all pilots who complete the Constellation Rental Offer mission. Don't miss your chance to discover why this new generation is destined to become as revered as the rest.\n\nPlay Your Way\nDefend. Deliver. Discover.\n\n\n\nRSI's celebration has caught the attention of criminals, drawn to the valuable ships and cargo around the event. Accept Defense missions to deal with these raiders, deliver essential event supplies throughout Stanton in Transport missions, and collect industrial materials and lost cargo in Collection missions. However you pitch in, you\u2019ll make progress toward your RSI rewards.\n\nFly the Future\nTry the Constellation Mk V Centaurus\n\n\n\nExperience RSI's vision of the future for free before its release. The Constellation Mk V Centaurus and its companion Skylark will be available for every pilot to fly for themselves upon completion of the RSI Discovery Month: Constellation Rental Offer mission during Discovery Month.\n\n\n\n\nThis is your chance to discover what makes this new generation of spacecraft a future classic.\n\nEarners Keepers\nRSI Rewards\n\n\n\nHowever you participate in Discovery Month, RSI thanks you. Every event mission moves you closer to rewards across four tracks in your mobiGlas: Defense, Transport, Collection, and Overall.\n\n\n\n\nUnlock ship paints, flight blades, components, armor, weapons, and tools across all four tiers on each track. Once earned, they\u2019re yours to keep for good.\n\n\n\n\nDIVE INTO DISCOVERY\nAlpha 4.10.2 Patch Notes","zh_CN":"RSI DISCOVERY MONTH\n\n\n\nTo commemorate its inspiring legacy of exploration, RSI invites pilots across Stanton to join it in celebrating the arrival of the next-generation Constellation, the new Mk V Centaurus.\n\n\n\n\nLocated throughout the system, discover special RSI installations dedicated to the legendary history of the Constellation Mk IV and the brand-new Mk V (plus its companion, the Skylark). Then, it\u2019s time to play your way. Defend your fellow pilots, collect vital materials, and deliver supplies across the system. Keep an eye on your mobiGlas to track your progress toward RSI-themed rewards.\n\n\n\n\nBest of all, RSI is proudly providing five days of special access to the new Constellation Mk V Centaurus for all pilots who complete the Constellation Rental Offer mission. Don't miss your chance to discover why this new generation is destined to become as revered as the rest.\n\nRSI DISCOVERY MONTH\n\n\n\nTo commemorate its inspiring legacy of exploration, RSI invites pilots across Stanton to join them in celebrating the arrival of the next generation Constellation; the new Mk V Centaurus.\n\n\n\n\nLocated throughout the system, discover special RSI installations dedicated to the legendary history of the Constellation Mk IV, the brand new Mk V and it's companion the Skylark, then it\u2019s time to play your way. Defend your fellow pilots, keep vital supplies moving, or hunt down collectible Constellation Boxes hidden around expo locations. Keep an eye on your mobiGlas to track your progress towards RSI-themed rewards.\n\n\n\n\nBest of all, RSI is proudly providing all pilots five days of special access to the new Constellation Mk V Centarus for those who complete their first Relay Race mission. Don't miss your chance to discover why this new generation is destined to become as legendary as the rest.\n\nRSI DISCOVERY MONTH\n\n\n\nTo commemorate its inspiring legacy of exploration, RSI invites pilots across Stanton to join it in celebrating the arrival of the next-generation Constellation, the new Mk V Centaurus.\n\n\n\n\nLocated throughout the system, discover special RSI installations dedicated to the legendary history of the Constellation Mk IV and the brand-new Mk V (plus its companion, the Skylark). Then, it\u2019s time to play your way. Defend your fellow pilots, collect vital materials, and deliver supplies across the system. Keep an eye on your mobiGlas to track your progress toward RSI-themed rewards.\n\n\n\n\nBest of all, RSI is proudly providing five days of special access to the new Constellation Mk V Centaurus for all pilots who complete the Constellation Rental Offer mission. Don't miss your chance to discover why this new generation is destined to become as revered as the rest.\n\nPlay Your Way\nDefend. Deliver. Discover.\n\n\n\nRSI's celebration has caught the attention of criminals, drawn to the valuable ships and cargo around the event. Accept Defense missions to deal with these raiders, deliver essential event supplies throughout Stanton in Transport missions, and collect industrial materials and lost cargo in Collection missions. However you pitch in, you\u2019ll make progress toward your RSI rewards.\n\nFly the Future\nTry the Constellation Mk V Centaurus\n\n\n\nExperience RSI's vision of the future for free before its release. The Constellation Mk V Centaurus and its companion Skylark will be available for every pilot to fly for themselves upon completion of the RSI Discovery Month: Constellation Rental Offer mission during Discovery Month.\n\n\n\n\nThis is your chance to discover what makes this new generation of spacecraft a future classic.\n\nEarners Keepers\nRSI Rewards\n\n\n\nHowever you participate in Discovery Month, RSI thanks you. Every event mission moves you closer to rewards across four tracks in your mobiGlas: Defense, Transport, Collection, and Overall.\n\n\n\n\nUnlock ship paints, flight blades, components, armor, weapons, and tools across all four tiers on each track. Once earned, they\u2019re yours to keep for good.\n\n\n\n\nDIVE INTO DISCOVERY\nAlpha 4.10.2 Patch Notes","fr_FR":"RSI DISCOVERY MONTH\n\n\n\nTo commemorate its inspiring legacy of exploration, RSI invites pilots across Stanton to join it in celebrating the arrival of the next-generation Constellation, the new Mk V Centaurus.\n\n\n\n\nLocated throughout the system, discover special RSI installations dedicated to the legendary history of the Constellation Mk IV and the brand-new Mk V (plus its companion, the Skylark). Then, it\u2019s time to play your way. Defend your fellow pilots, collect vital materials, and deliver supplies across the system. Keep an eye on your mobiGlas to track your progress toward RSI-themed rewards.\n\n\n\n\nBest of all, RSI is proudly providing five days of special access to the new Constellation Mk V Centaurus for all pilots who complete the Constellation Rental Offer mission. Don't miss your chance to discover why this new generation is destined to become as revered as the rest.\n\nRSI DISCOVERY MONTH\n\n\n\nTo commemorate its inspiring legacy of exploration, RSI invites pilots across Stanton to join them in celebrating the arrival of the next generation Constellation; the new Mk V Centaurus.\n\n\n\n\nLocated throughout the system, discover special RSI installations dedicated to the legendary history of the Constellation Mk IV, the brand new Mk V and it's companion the Skylark, then it\u2019s time to play your way. Defend your fellow pilots, keep vital supplies moving, or hunt down collectible Constellation Boxes hidden around expo locations. Keep an eye on your mobiGlas to track your progress towards RSI-themed rewards.\n\n\n\n\nBest of all, RSI is proudly providing all pilots five days of special access to the new Constellation Mk V Centarus for those who complete their first Relay Race mission. Don't miss your chance to discover why this new generation is destined to become as legendary as the rest.\n\nRSI DISCOVERY MONTH\n\n\n\nTo commemorate its inspiring legacy of exploration, RSI invites pilots across Stanton to join it in celebrating the arrival of the next-generation Constellation, the new Mk V Centaurus.\n\n\n\n\nLocated throughout the system, discover special RSI installations dedicated to the legendary history of the Constellation Mk IV and the brand-new Mk V (plus its companion, the Skylark). Then, it\u2019s time to play your way. Defend your fellow pilots, collect vital materials, and deliver supplies across the system. Keep an eye on your mobiGlas to track your progress toward RSI-themed rewards.\n\n\n\n\nBest of all, RSI is proudly providing five days of special access to the new Constellation Mk V Centaurus for all pilots who complete the Constellation Rental Offer mission. Don't miss your chance to discover why this new generation is destined to become as revered as the rest.\n\nPlay Your Way\nDefend. Deliver. Discover.\n\n\n\nRSI's celebration has caught the attention of criminals, drawn to the valuable ships and cargo around the event. Accept Defense missions to deal with these raiders, deliver essential event supplies throughout Stanton in Transport missions, and collect industrial materials and lost cargo in Collection missions. However you pitch in, you\u2019ll make progress toward your RSI rewards.\n\nFly the Future\nTry the Constellation Mk V Centaurus\n\n\n\nExperience RSI's vision of the future for free before its release. The Constellation Mk V Centaurus and its companion Skylark will be available for every pilot to fly for themselves upon completion of the RSI Discovery Month: Constellation Rental Offer mission during Discovery Month.\n\n\n\n\nThis is your chance to discover what makes this new generation of spacecraft a future classic.\n\nEarners Keepers\nRSI Rewards\n\n\n\nHowever you participate in Discovery Month, RSI thanks you. Every event mission moves you closer to rewards across four tracks in your mobiGlas: Defense, Transport, Collection, and Overall.\n\n\n\n\nUnlock ship paints, flight blades, components, armor, weapons, and tools across all four tiers on each track. Once earned, they\u2019re yours to keep for good.\n\n\n\n\nDIVE INTO DISCOVERY\nAlpha 4.10.2 Patch Notes"},"links_count":0,"comment_count":0,"created_at":"2026-10-09T14:00:00+00:00","created_at_human":"3 hours ago"},{"id":21332,"title":"Aegis Sabre Raven EX | Star Citizen","rsi_url":"https:\/\/robertsspaceindustries.com\/en\/comm-link\/transmission\/21332-Aegis-Sabre-Raven-EX","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/21332","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/21332","channel":"Transmission","category":"Undefined","series":"None","images_count":18,"translations":{"en_EN":"ENGAGE. ENTRAP. END.\n\n\n\nOne of military manufacturing\u2019s most performance-driven lines just got bigger, as the Sabre Raven EX becomes the sixth addition to Aegis\u2019 legendary array of space superiority fighters. Combining the combat capabilities of the original Sabre with the Raven\u2019s refined silhouette, the EX adds a quantum dampener to leave targets powerless to flee. By the time they see it coming, there\u2019s no escape.\n\nNO SURVIVORS\nWeapons\n\n\n\nArmed to uphold the Sabre\u2019s lethal reputation, the Raven EX boasts four configurable weapon hardpoints, giving you the firepower to dismantle your foe and finish the fight.\nCLIP THEIR WINGS\nQuantum Dampener\n\n\n\nControl the terms of engagement with the Sabre Raven EX\u2019s combat-winning quantum dampener. Disabling enemy quantum drives within its reach ensures that once your target enters the fight, there\u2019s no running from the inevitable.","de_DE":"ENGAGE. ENTRAP. END.\n\n\n\nOne of military manufacturing\u2019s most performance-driven lines just got bigger, as the Sabre Raven EX becomes the sixth addition to Aegis\u2019 legendary array of space superiority fighters. Combining the combat capabilities of the original Sabre with the Raven\u2019s refined silhouette, the EX adds a quantum dampener to leave targets powerless to flee. By the time they see it coming, there\u2019s no escape.\n\nNO SURVIVORS\nWeapons\n\n\n\nArmed to uphold the Sabre\u2019s lethal reputation, the Raven EX boasts four configurable weapon hardpoints, giving you the firepower to dismantle your foe and finish the fight.\nCLIP THEIR WINGS\nQuantum Dampener\n\n\n\nControl the terms of engagement with the Sabre Raven EX\u2019s combat-winning quantum dampener. Disabling enemy quantum drives within its reach ensures that once your target enters the fight, there\u2019s no running from the inevitable.","zh_CN":"ENGAGE. ENTRAP. END.\n\n\n\nOne of military manufacturing\u2019s most performance-driven lines just got bigger, as the Sabre Raven EX becomes the sixth addition to Aegis\u2019 legendary array of space superiority fighters. Combining the combat capabilities of the original Sabre with the Raven\u2019s refined silhouette, the EX adds a quantum dampener to leave targets powerless to flee. By the time they see it coming, there\u2019s no escape.\n\nNO SURVIVORS\nWeapons\n\n\n\nArmed to uphold the Sabre\u2019s lethal reputation, the Raven EX boasts four configurable weapon hardpoints, giving you the firepower to dismantle your foe and finish the fight.\nCLIP THEIR WINGS\nQuantum Dampener\n\n\n\nControl the terms of engagement with the Sabre Raven EX\u2019s combat-winning quantum dampener. Disabling enemy quantum drives within its reach ensures that once your target enters the fight, there\u2019s no running from the inevitable.","fr_FR":"ENGAGE. ENTRAP. END.\n\n\n\nOne of military manufacturing\u2019s most performance-driven lines just got bigger, as the Sabre Raven EX becomes the sixth addition to Aegis\u2019 legendary array of space superiority fighters. Combining the combat capabilities of the original Sabre with the Raven\u2019s refined silhouette, the EX adds a quantum dampener to leave targets powerless to flee. By the time they see it coming, there\u2019s no escape.\n\nNO SURVIVORS\nWeapons\n\n\n\nArmed to uphold the Sabre\u2019s lethal reputation, the Raven EX boasts four configurable weapon hardpoints, giving you the firepower to dismantle your foe and finish the fight.\nCLIP THEIR WINGS\nQuantum Dampener\n\n\n\nControl the terms of engagement with the Sabre Raven EX\u2019s combat-winning quantum dampener. Disabling enemy quantum drives within its reach ensures that once your target enters the fight, there\u2019s no running from the inevitable."},"links_count":0,"comment_count":0,"created_at":"2026-09-16T18:00:00+00:00","created_at_human":"3 weeks ago"},{"id":21330,"title":"Star Citizen Alpha 4.10.1","rsi_url":"https:\/\/robertsspaceindustries.com\/en\/comm-link\/Patch-Notes\/21330-Star-Citizen-Alpha-4101","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/21330","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/21330","channel":"Transmission","category":"General","series":"Release Info","images_count":5,"translations":{"en_EN":"September 16th, 2026\nStar Citizen Alpha 4.10.1 LIVE\nOrison Relief Support\nStar Citizen Alpha 4.10.1 has been released onto the LIVE environment!\nYour launcher should now display: VERSION 4.10.1-LIVE.12650677\n\nReminder. Citizens always imprint their ship loadouts before adventuring into the universe!\n\nBuild Information\nBuild Info\n\nLong Term Persistence: LTP Preserved\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: Orison Relief Support - Ground Vehicle Soft Death - Loot Quality and Attachment Availability\nOrison Relief Support\nCrusader Industries' relief initiative is now live. In the wake of the Nine Tails attack, Orison needs rebuilding and its defenses need upgrading, and Crusader is paying anyone willing to help.\n\nContracts come from four providers. Cornerstone Developments handles reconstruction, running resource gathering work into Orison and Seraphim alongside a crafted aid line built around the TH-01 Propulsor. Covalex and Ling cover the medical response, collecting medical supplies and iodine from New Babbage, the New Babbage rooftops and Port Tressler for delivery into Orison, the Orison rooftops and Seraphim. Foxwell handles security, with ship ambush and wave attack contracts in space and an Eliminate All contract clearing Nine Tails out of outposts on foot.\n\nEvery contract you complete feeds your own progress track rather than paying out in isolation. Progress is personal, so you are working toward your own rewards at your own pace, and each reward is granted straight to your account as you pass its threshold. Six rewards are on offer, unlocking in this order:\n\nS-38 \"SecondWind\" Pistol\n\nFBL-8a SecondWind Light Armor\n\nP4-AR \"SecondWind\" Rifle\n\nORC-mkX SecondWind Medium Armor\n\nLumin V \"SecondWind\" SMG\n\nADP-mk4 SecondWind Heavy Armor\n\nRewards are granted as finished items rather than as blueprints to craft. Points earned on a contract completed as a party are divided between the party members.\n\nThe crafted aid line needs an Item Fabricator. The TH-01 Propulsor blueprint is attached to the contract and can be found on the fabricator's own terminal, which will list the materials required. If you do not own a fabricator yet you will need to buy one from a shop, unload it at a freight elevator and set it up in a hangar or a ship's cargo bay.\n\n\n\nGround Vehicle Soft Death\nGround vehicles can now enter the soft death state, bringing them in line with ships. A disabled ground vehicle will now be left inert rather than going straight from working to destroyed.\n\n\n\n\nCreature and Plant Loot Quality\nLoot harvested from creatures and plants now comes in graded quality brackets. Kopion horns, Marok pearls, Valakkar fangs and pearls, Yormandi eyes, Quasigrazer eggs and tongues, gasping weevil eggs and ranta dung are all covered, alongside a wide range of harvestable plants including spiral fruit, sunset berries, jumping limes, degnous root and heart of the woods. What you bring back is worth checking before you sell it or craft with it.\n\n\n\n\nWeapon Attachment Availability\nBarrel compensators and stabilizers across all three sizes are now available from the general loot pool rather than being restricted to a narrow set of sources, so attachments turn up far more reliably while looting.\n\n\n\n\nHauling and Delivery Cargo Distribution\nThe way contract cargo is distributed across pickup locations has been reworked. Multi-pickup contracts now account for the SCU weight of each individual pickup when splitting a load, so cargo is spread across the markers the contract actually gives you instead of stacking into a single inventory, and percentile-based cargo amounts now resolve correctly.\n\n\n\n\nAudio\nSpaceship and shared audio work has been brought forward into this build, along with an Aegis Sabre series audio remake\n\nAudio has been added for the AMRS S3 and S4 laser cannons\n\nBug Fixes & Technical Updates\n\n\nFor a comprehensive up to date list of Known issues and Workarounds, please check out our Knowledge Base here!\n\n\n\n\nAlpha 4.10.1 closes 37 issues, with a focus on problems that could cost you an entire session. These include contract cargo spawning in the wrong location, vehicles that couldn\u2019t be retrieved from ASOP terminals, freight elevators getting stuck mid-transfer, and multiple exploits.\n\n16 of those 37 fixes came through the Issue Council, and each one includes a link to the original report. Your reports, confirmations, and reproduction steps help us reliably recreate issues and prioritize them alongside everything else.\n\nMany of the fixes in this patch were pinned down thanks to players providing detailed information from different angles. Thank you to everyone who took the time to contribute!\n\nClient Crashes: 3\n\nServer crashes: 2\n\n\n\n\nClient crashes fixed\nFixed a crash that could occur while characters and creatures were being animated on screen. The renderer could release a character's mesh while that same mesh was still being deformed for the frame being drawn.\n\nResolved a crash that occurred as an object registered itself with the system that tracks which part of the world it belongs to. If the object and its parent disagreed about what they were attached to, which could happen with items and components mounted on a ship, the mismatch would take the client down.\n\nFixed a crash while calculating an object's position, rotation and scale in the world, triggered by an object being left with an invalid transform.\n\n\n\nMissions\nHauling and cargo contracts\n\nFixed an issue where multi-pickup contract cargo could all sit in a single pickup location's inventory despite the contract showing several pickup markers STARC-202557\n\nResolved an issue where some hauling contracts would not spawn enough cargo at the collect locations STARC-217295\n\nFixed an issue where Covalex delivery contracts would not spawn the full amount of cargo for pickup STARC-206770\n\nThe three hauling and cargo fixes came out of larger distribution work for 4.10.1. Contract cargo distribution was reworked because the old code split a load across pickup locations without accounting for how much each individual pickup was actually carrying, so it could put everything in one place while still handing you several markers. Alongside that, percentile based cargo amounts were resolving incorrectly, cargo generation had an off by one error, and nothing validated that the number of dropoffs matched the number of pickups. Distribution now weights each pickup by its SCU, the percentile and off by one errors are fixed, and a mismatch between pickup and dropoff counts now raises an error rather than generating a contract you cannot finish.\n\nRefuelling contracts\n\nFixed an issue where the contract details listed the wrong amount of fuel, and introductory refuelling contracts asked for quantum fuel as well as hydrogen STARC-218420Introductory refuelling contracts were asking for quantum fuel as well as hydrogen, so the amount shown in the contract never matched the job in front of you. Those contracts now ask for hydrogen only.\n\n\n\nCorrected an issue where the refuelling interface displayed the wrong price per SCU of fuel\n\nOther mission content\n\nFixed an issue where the Tactical Strike Group Full Strike contract would not progress past the Go To Objective step STARC-218828The mission logic could not find the harvestable container it was looking for at the objective, so the step never registered as complete and the contract stalled there permanently.\n\n\n\nResolved an issue where the Nine Tails commander in Siege of Orison was equipped with the wrong heavy machine gun variant\n\n\n\nLocations and Environment\nStanton locations\n\nFixed an issue where armistice zones were missing throughout Orison STARC-217142Orison's armistice areas were being skipped while the game worked out which zones were active, which left the whole location without weapon restrictions. Area resolution has been corrected so the armistice zones apply again.\n\n\n\nPyro\n\nFixed an issue where the irradiated Valakkar egg would not appear at the Lazarus Complex STARC-192834The egg nursery was running on a reset cycle far longer than the window players were arriving in, so the egg was usually absent. The nursery now resets on a much shorter cycle.\n\n\n\n\n\nShips and Vehicles\nFlight, damage and components\n\nFixed an issue where most of the Drake Clipper's hull took no damage, and where the underside doors could not be damaged STARC-219126The Clipper's body had several overlapping collision shapes layered on top of each other, so incoming fire never resolved against the hull itself and the ship read as effectively invulnerable across most of its surface. The duplicates have been removed and the doors on the underside are now proper damageable parts.\n\n\n\nResolved an issue where ground vehicles were unable to enter the soft death stateGround vehicles had no disabled state at all, so they went straight from working to destroyed. They now have one, matching how ships behave.\n\n\n\nFixed a case where ship computer dialogue lines would not play while the player was in the pilot seat STARC-216621\n\nCorrected an issue where the vehicle compass read a different bearing in the pilot seat than it did on foot STARC-103033\n\nHangars, ASOP, and vehicle retrieval\n\nBoth fixes below share a root cause. A vehicle landed inside a hangar was not guaranteed to be put away when that hangar was stowed, streamed out or deleted, so it could be left in a state where neither the hangar nor the terminal considered it dealt with. Vehicles landed inside a hangar now always stow in all three of those cases, and a flag that was failing to clear properly has been fixed, which covered the remaining cases where a vehicle got stuck between being stored and a new ship being spawned.\n\nFixed an issue where the Retrieve button on ASOP terminals could become greyed out, leaving a vehicle impossible to spawn, retrieve or deliver STARC-214984\n\nResolved an issue where ships would stay stuck on \"moving to storage\" if the player streamed out of the hangar while it was still storing STARC-205267\n\nBoth of the Air Traffic Control fixes below trace to the same place. The keybinding and the comms call each looked up the nearest ATC contact for themselves, and the lookup used by the keybinding did not handle zone and instance roots correctly, so it frequently found nothing to talk to while the comms call worked fine. That lookup has been corrected, and the keybinding now reaches ATC in the same cases the comms call does.\n\nFixed an issue where the hotkey to request landing or takeoff from Air Traffic Control did nothing, while the comms call still worked STARC-217211\n\nResolved an issue where Air Traffic Control could not be contacted at all through its keybinding shortcut\n\nFixed a problem where the Kruger S-65 Stingray would spawn partly inside the hangar floor\n\nShip art and liveries\n\nFixed an issue where equipping certain liveries left the Aegis Sabre's landing gear showing a placeholder textureThe landing gear was built in a format that did not carry the material assignments the liveries needed. It has been rebuilt and its material IDs remapped, with a separate pass to stop overlapping surfaces flickering against each other.\n\n\n\n\n\nCargo and Freight Elevators\nFixed an issue where raising a freight elevator at its maximum capacity would leave it stuck in a transferring stateOpening the kiosk while an unstow request was still being processed queued a second request to open the inventory, and the platform was then left waiting on a transfer that never arrived. A guard now blocks that second request until the first has finished.\n\n\n\nResolved an issue where loading platform state recovery could snap the platform into a raised position with cargo still on it and the doors closed STARC-211125\n\nFixed a case where a delivery failure error would appear when storing cargo left on a freight elevator grid after exiting and returning to the gameThe platform and the server disagreed about the gravity acting on the cargo, which made the stored contents fail validation. The platform now rechecks gravity when the kiosk is opened.\n\n\n\n\n\nUI\nStarmap, markers, and navigation\n\nThese two came out of the same investigation. The orbital markers the router uses to plot a path around Stanton's star were disabled, so any route passing near the star failed outright rather than curving around it. Fixing that exposed a second case: the router was not generating points around a space station either, so a destination on the far side of the station you were sitting in would also refuse to set. Both now route correctly.\n\nFixed an issue where the Starmap would not plot a route around an obstructed path STARC-130415Large bodies sitting between you and your destination, including the Stanton star itself, were treated as hard blockers rather than something to route around, so no course would be set at all.\n\n\n\nResolved an issue where a quantum route could not be set from inside a station to a destination on the far side of it\n\nMain menu and front end\n\nFixed an issue where a line in the pause menu was out of place\n\n\n\nInventory and Items\nWeapons and attachments\n\nFixed an issue where weapon attachments were missing from the loot pool at Distribution Center delving sites and elsewhere\n\nArmor and clothing\n\nResolved an issue where the Nine Tails Shogun armor set had no tints available\n\nFixed an issue where the Nine Tails Shogun armor showed item boxes instead of the armor in inventory previews\n\nCorrected an issue where text on the legs of the September store armor read incorrectly\n\nProps and flair\n\nFixed an issue where the Bosco weapon display rack did not match its reference image\n\nCorrected a spelling error in the description of the M80 \"Beauty Is Power\" poster\n\n\n\n\n\n\n\n\n\nFixed by Hotfix Since 4.10.0 Went Live\nThe following 26 fixes reached the live environment a hotfixes in the weeks after 4.10.0 launched.\n\nServer stability\n\nFixed a server crash caused by a mission prop sitting in a player's inventory, which could hold a shard in a repeating crash loop for over an hour\n\nResolved a server crash where the same object could be queued for cleanup twice and deleted twice\n\nFixed a server crash while looking up a component that had already been released\n\nResolved a server crash when a ship's thruster was asked for its capacity while its flight system was being torn down\n\nFixed memory corruption caused by several parts of the game reading a weapon's fire modes at the same time as they were being cleared\n\nFixed a crash in the physics system when moving through areas exported before a newer collision check existed\n\nAdded a limit on how many loose items can be unstowed onto a freight elevator platform at once, which was capable of chain crashing a server\n\nResolved an issue where entering a vehicle could overwrite the previous driver without clearing them first, putting the client and server out of step\n\n\n\n\nDisconnects\n\nFixed a family of issues where a server node would shut down immediately and disconnect everyone on itThe server was accepting a confirmation that an object's layout was final without checking that the layout it had actually matched the one being confirmed. When they disagreed, the node exited rather than continuing. It now verifies the layout first. This covered several separate reports, including repeating shutdowns around the Nyx points of interest and a bad variable index on the ARGO MOLE's turrets.\n\n\n\nClient crashes\n\nFixed a client crash in the graphics layer where a texture view could still be in use while it was being discarded, which surfaced after memory defragmentation was introduced\n\nPerformance\n\nResolved an issue where the audio thread could cause significant frame rate drops, and a related audio crash STARC-214091\n\nImproved memory handling for the system that partitions the world into regions, which was allocating and freeing far too often\n\nRestored optimization on a number of files where it had been accidentally left disabled\n\nMissions\n\nFixed an issue where Battaglia's second and third story contracts were never created on busy shards, leaving players with no follow-up after the first STARC-218134Mission generation was querying locations using stored identifiers that are not valid on every shard, and the caches backing those queries were not being cleared properly when a shard started up. Missions that depended on a Moraine base as their location were the most visible casualty.\n\n\n\nResolved an issue where the Nine Tails commander in Siege of Orison could take collision damage while being teleported between phases, and die instantly\n\nShips and vehicles\n\nFixed an issue where a vehicle with an expired idle timer was impounded again within seconds of every retrieval\n\nItems and interface\n\nFixed an issue where Super Heavy armor could not be unequipped to local inventory if anything was attached to it\n\nResolved an issue where the mech style footstep audio from the Super Heavy suit kept playing after the armor was unequipped STARC-213441\n\nFixed an issue where arrow key and gamepad D-pad navigation stopped working in mobiGlas, because a mouse position update sent every frame was clearing the keyboard focus one frame after each press\n\nVisuals\n\nFixed an issue where holograms could render incorrectly from certain angles when upscaling was enabled\n\nResolved several water issues, including simulation not running on ships and broken shading on water volumes and rivers","de_DE":"September 16th, 2026\nStar Citizen Alpha 4.10.1 LIVE\nOrison Relief Support\nStar Citizen Alpha 4.10.1 has been released onto the LIVE environment!\nYour launcher should now display: VERSION 4.10.1-LIVE.12650677\n\nReminder. Citizens always imprint their ship loadouts before adventuring into the universe!\n\nBuild Information\nBuild Info\n\nLong Term Persistence: LTP Preserved\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: Orison Relief Support - Ground Vehicle Soft Death - Loot Quality and Attachment Availability\nOrison Relief Support\nCrusader Industries' relief initiative is now live. In the wake of the Nine Tails attack, Orison needs rebuilding and its defenses need upgrading, and Crusader is paying anyone willing to help.\n\nContracts come from four providers. Cornerstone Developments handles reconstruction, running resource gathering work into Orison and Seraphim alongside a crafted aid line built around the TH-01 Propulsor. Covalex and Ling cover the medical response, collecting medical supplies and iodine from New Babbage, the New Babbage rooftops and Port Tressler for delivery into Orison, the Orison rooftops and Seraphim. Foxwell handles security, with ship ambush and wave attack contracts in space and an Eliminate All contract clearing Nine Tails out of outposts on foot.\n\nEvery contract you complete feeds your own progress track rather than paying out in isolation. Progress is personal, so you are working toward your own rewards at your own pace, and each reward is granted straight to your account as you pass its threshold. Six rewards are on offer, unlocking in this order:\n\nS-38 \"SecondWind\" Pistol\n\nFBL-8a SecondWind Light Armor\n\nP4-AR \"SecondWind\" Rifle\n\nORC-mkX SecondWind Medium Armor\n\nLumin V \"SecondWind\" SMG\n\nADP-mk4 SecondWind Heavy Armor\n\nRewards are granted as finished items rather than as blueprints to craft. Points earned on a contract completed as a party are divided between the party members.\n\nThe crafted aid line needs an Item Fabricator. The TH-01 Propulsor blueprint is attached to the contract and can be found on the fabricator's own terminal, which will list the materials required. If you do not own a fabricator yet you will need to buy one from a shop, unload it at a freight elevator and set it up in a hangar or a ship's cargo bay.\n\n\n\nGround Vehicle Soft Death\nGround vehicles can now enter the soft death state, bringing them in line with ships. A disabled ground vehicle will now be left inert rather than going straight from working to destroyed.\n\n\n\n\nCreature and Plant Loot Quality\nLoot harvested from creatures and plants now comes in graded quality brackets. Kopion horns, Marok pearls, Valakkar fangs and pearls, Yormandi eyes, Quasigrazer eggs and tongues, gasping weevil eggs and ranta dung are all covered, alongside a wide range of harvestable plants including spiral fruit, sunset berries, jumping limes, degnous root and heart of the woods. What you bring back is worth checking before you sell it or craft with it.\n\n\n\n\nWeapon Attachment Availability\nBarrel compensators and stabilizers across all three sizes are now available from the general loot pool rather than being restricted to a narrow set of sources, so attachments turn up far more reliably while looting.\n\n\n\n\nHauling and Delivery Cargo Distribution\nThe way contract cargo is distributed across pickup locations has been reworked. Multi-pickup contracts now account for the SCU weight of each individual pickup when splitting a load, so cargo is spread across the markers the contract actually gives you instead of stacking into a single inventory, and percentile-based cargo amounts now resolve correctly.\n\n\n\n\nAudio\nSpaceship and shared audio work has been brought forward into this build, along with an Aegis Sabre series audio remake\n\nAudio has been added for the AMRS S3 and S4 laser cannons\n\nBug Fixes & Technical Updates\n\n\nFor a comprehensive up to date list of Known issues and Workarounds, please check out our Knowledge Base here!\n\n\n\n\nAlpha 4.10.1 closes 37 issues, with a focus on problems that could cost you an entire session. These include contract cargo spawning in the wrong location, vehicles that couldn\u2019t be retrieved from ASOP terminals, freight elevators getting stuck mid-transfer, and multiple exploits.\n\n16 of those 37 fixes came through the Issue Council, and each one includes a link to the original report. Your reports, confirmations, and reproduction steps help us reliably recreate issues and prioritize them alongside everything else.\n\nMany of the fixes in this patch were pinned down thanks to players providing detailed information from different angles. Thank you to everyone who took the time to contribute!\n\nClient Crashes: 3\n\nServer crashes: 2\n\n\n\n\nClient crashes fixed\nFixed a crash that could occur while characters and creatures were being animated on screen. The renderer could release a character's mesh while that same mesh was still being deformed for the frame being drawn.\n\nResolved a crash that occurred as an object registered itself with the system that tracks which part of the world it belongs to. If the object and its parent disagreed about what they were attached to, which could happen with items and components mounted on a ship, the mismatch would take the client down.\n\nFixed a crash while calculating an object's position, rotation and scale in the world, triggered by an object being left with an invalid transform.\n\n\n\nMissions\nHauling and cargo contracts\n\nFixed an issue where multi-pickup contract cargo could all sit in a single pickup location's inventory despite the contract showing several pickup markers STARC-202557\n\nResolved an issue where some hauling contracts would not spawn enough cargo at the collect locations STARC-217295\n\nFixed an issue where Covalex delivery contracts would not spawn the full amount of cargo for pickup STARC-206770\n\nThe three hauling and cargo fixes came out of larger distribution work for 4.10.1. Contract cargo distribution was reworked because the old code split a load across pickup locations without accounting for how much each individual pickup was actually carrying, so it could put everything in one place while still handing you several markers. Alongside that, percentile based cargo amounts were resolving incorrectly, cargo generation had an off by one error, and nothing validated that the number of dropoffs matched the number of pickups. Distribution now weights each pickup by its SCU, the percentile and off by one errors are fixed, and a mismatch between pickup and dropoff counts now raises an error rather than generating a contract you cannot finish.\n\nRefuelling contracts\n\nFixed an issue where the contract details listed the wrong amount of fuel, and introductory refuelling contracts asked for quantum fuel as well as hydrogen STARC-218420Introductory refuelling contracts were asking for quantum fuel as well as hydrogen, so the amount shown in the contract never matched the job in front of you. Those contracts now ask for hydrogen only.\n\n\n\nCorrected an issue where the refuelling interface displayed the wrong price per SCU of fuel\n\nOther mission content\n\nFixed an issue where the Tactical Strike Group Full Strike contract would not progress past the Go To Objective step STARC-218828The mission logic could not find the harvestable container it was looking for at the objective, so the step never registered as complete and the contract stalled there permanently.\n\n\n\nResolved an issue where the Nine Tails commander in Siege of Orison was equipped with the wrong heavy machine gun variant\n\n\n\nLocations and Environment\nStanton locations\n\nFixed an issue where armistice zones were missing throughout Orison STARC-217142Orison's armistice areas were being skipped while the game worked out which zones were active, which left the whole location without weapon restrictions. Area resolution has been corrected so the armistice zones apply again.\n\n\n\nPyro\n\nFixed an issue where the irradiated Valakkar egg would not appear at the Lazarus Complex STARC-192834The egg nursery was running on a reset cycle far longer than the window players were arriving in, so the egg was usually absent. The nursery now resets on a much shorter cycle.\n\n\n\n\n\nShips and Vehicles\nFlight, damage and components\n\nFixed an issue where most of the Drake Clipper's hull took no damage, and where the underside doors could not be damaged STARC-219126The Clipper's body had several overlapping collision shapes layered on top of each other, so incoming fire never resolved against the hull itself and the ship read as effectively invulnerable across most of its surface. The duplicates have been removed and the doors on the underside are now proper damageable parts.\n\n\n\nResolved an issue where ground vehicles were unable to enter the soft death stateGround vehicles had no disabled state at all, so they went straight from working to destroyed. They now have one, matching how ships behave.\n\n\n\nFixed a case where ship computer dialogue lines would not play while the player was in the pilot seat STARC-216621\n\nCorrected an issue where the vehicle compass read a different bearing in the pilot seat than it did on foot STARC-103033\n\nHangars, ASOP, and vehicle retrieval\n\nBoth fixes below share a root cause. A vehicle landed inside a hangar was not guaranteed to be put away when that hangar was stowed, streamed out or deleted, so it could be left in a state where neither the hangar nor the terminal considered it dealt with. Vehicles landed inside a hangar now always stow in all three of those cases, and a flag that was failing to clear properly has been fixed, which covered the remaining cases where a vehicle got stuck between being stored and a new ship being spawned.\n\nFixed an issue where the Retrieve button on ASOP terminals could become greyed out, leaving a vehicle impossible to spawn, retrieve or deliver STARC-214984\n\nResolved an issue where ships would stay stuck on \"moving to storage\" if the player streamed out of the hangar while it was still storing STARC-205267\n\nBoth of the Air Traffic Control fixes below trace to the same place. The keybinding and the comms call each looked up the nearest ATC contact for themselves, and the lookup used by the keybinding did not handle zone and instance roots correctly, so it frequently found nothing to talk to while the comms call worked fine. That lookup has been corrected, and the keybinding now reaches ATC in the same cases the comms call does.\n\nFixed an issue where the hotkey to request landing or takeoff from Air Traffic Control did nothing, while the comms call still worked STARC-217211\n\nResolved an issue where Air Traffic Control could not be contacted at all through its keybinding shortcut\n\nFixed a problem where the Kruger S-65 Stingray would spawn partly inside the hangar floor\n\nShip art and liveries\n\nFixed an issue where equipping certain liveries left the Aegis Sabre's landing gear showing a placeholder textureThe landing gear was built in a format that did not carry the material assignments the liveries needed. It has been rebuilt and its material IDs remapped, with a separate pass to stop overlapping surfaces flickering against each other.\n\n\n\n\n\nCargo and Freight Elevators\nFixed an issue where raising a freight elevator at its maximum capacity would leave it stuck in a transferring stateOpening the kiosk while an unstow request was still being processed queued a second request to open the inventory, and the platform was then left waiting on a transfer that never arrived. A guard now blocks that second request until the first has finished.\n\n\n\nResolved an issue where loading platform state recovery could snap the platform into a raised position with cargo still on it and the doors closed STARC-211125\n\nFixed a case where a delivery failure error would appear when storing cargo left on a freight elevator grid after exiting and returning to the gameThe platform and the server disagreed about the gravity acting on the cargo, which made the stored contents fail validation. The platform now rechecks gravity when the kiosk is opened.\n\n\n\n\n\nUI\nStarmap, markers, and navigation\n\nThese two came out of the same investigation. The orbital markers the router uses to plot a path around Stanton's star were disabled, so any route passing near the star failed outright rather than curving around it. Fixing that exposed a second case: the router was not generating points around a space station either, so a destination on the far side of the station you were sitting in would also refuse to set. Both now route correctly.\n\nFixed an issue where the Starmap would not plot a route around an obstructed path STARC-130415Large bodies sitting between you and your destination, including the Stanton star itself, were treated as hard blockers rather than something to route around, so no course would be set at all.\n\n\n\nResolved an issue where a quantum route could not be set from inside a station to a destination on the far side of it\n\nMain menu and front end\n\nFixed an issue where a line in the pause menu was out of place\n\n\n\nInventory and Items\nWeapons and attachments\n\nFixed an issue where weapon attachments were missing from the loot pool at Distribution Center delving sites and elsewhere\n\nArmor and clothing\n\nResolved an issue where the Nine Tails Shogun armor set had no tints available\n\nFixed an issue where the Nine Tails Shogun armor showed item boxes instead of the armor in inventory previews\n\nCorrected an issue where text on the legs of the September store armor read incorrectly\n\nProps and flair\n\nFixed an issue where the Bosco weapon display rack did not match its reference image\n\nCorrected a spelling error in the description of the M80 \"Beauty Is Power\" poster\n\n\n\n\n\n\n\n\n\nFixed by Hotfix Since 4.10.0 Went Live\nThe following 26 fixes reached the live environment a hotfixes in the weeks after 4.10.0 launched.\n\nServer stability\n\nFixed a server crash caused by a mission prop sitting in a player's inventory, which could hold a shard in a repeating crash loop for over an hour\n\nResolved a server crash where the same object could be queued for cleanup twice and deleted twice\n\nFixed a server crash while looking up a component that had already been released\n\nResolved a server crash when a ship's thruster was asked for its capacity while its flight system was being torn down\n\nFixed memory corruption caused by several parts of the game reading a weapon's fire modes at the same time as they were being cleared\n\nFixed a crash in the physics system when moving through areas exported before a newer collision check existed\n\nAdded a limit on how many loose items can be unstowed onto a freight elevator platform at once, which was capable of chain crashing a server\n\nResolved an issue where entering a vehicle could overwrite the previous driver without clearing them first, putting the client and server out of step\n\n\n\n\nDisconnects\n\nFixed a family of issues where a server node would shut down immediately and disconnect everyone on itThe server was accepting a confirmation that an object's layout was final without checking that the layout it had actually matched the one being confirmed. When they disagreed, the node exited rather than continuing. It now verifies the layout first. This covered several separate reports, including repeating shutdowns around the Nyx points of interest and a bad variable index on the ARGO MOLE's turrets.\n\n\n\nClient crashes\n\nFixed a client crash in the graphics layer where a texture view could still be in use while it was being discarded, which surfaced after memory defragmentation was introduced\n\nPerformance\n\nResolved an issue where the audio thread could cause significant frame rate drops, and a related audio crash STARC-214091\n\nImproved memory handling for the system that partitions the world into regions, which was allocating and freeing far too often\n\nRestored optimization on a number of files where it had been accidentally left disabled\n\nMissions\n\nFixed an issue where Battaglia's second and third story contracts were never created on busy shards, leaving players with no follow-up after the first STARC-218134Mission generation was querying locations using stored identifiers that are not valid on every shard, and the caches backing those queries were not being cleared properly when a shard started up. Missions that depended on a Moraine base as their location were the most visible casualty.\n\n\n\nResolved an issue where the Nine Tails commander in Siege of Orison could take collision damage while being teleported between phases, and die instantly\n\nShips and vehicles\n\nFixed an issue where a vehicle with an expired idle timer was impounded again within seconds of every retrieval\n\nItems and interface\n\nFixed an issue where Super Heavy armor could not be unequipped to local inventory if anything was attached to it\n\nResolved an issue where the mech style footstep audio from the Super Heavy suit kept playing after the armor was unequipped STARC-213441\n\nFixed an issue where arrow key and gamepad D-pad navigation stopped working in mobiGlas, because a mouse position update sent every frame was clearing the keyboard focus one frame after each press\n\nVisuals\n\nFixed an issue where holograms could render incorrectly from certain angles when upscaling was enabled\n\nResolved several water issues, including simulation not running on ships and broken shading on water volumes and rivers","zh_CN":"September 16th, 2026\nStar Citizen Alpha 4.10.1 LIVE\nOrison Relief Support\nStar Citizen Alpha 4.10.1 has been released onto the LIVE environment!\nYour launcher should now display: VERSION 4.10.1-LIVE.12650677\n\nReminder. Citizens always imprint their ship loadouts before adventuring into the universe!\n\nBuild Information\nBuild Info\n\nLong Term Persistence: LTP Preserved\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: Orison Relief Support - Ground Vehicle Soft Death - Loot Quality and Attachment Availability\nOrison Relief Support\nCrusader Industries' relief initiative is now live. In the wake of the Nine Tails attack, Orison needs rebuilding and its defenses need upgrading, and Crusader is paying anyone willing to help.\n\nContracts come from four providers. Cornerstone Developments handles reconstruction, running resource gathering work into Orison and Seraphim alongside a crafted aid line built around the TH-01 Propulsor. Covalex and Ling cover the medical response, collecting medical supplies and iodine from New Babbage, the New Babbage rooftops and Port Tressler for delivery into Orison, the Orison rooftops and Seraphim. Foxwell handles security, with ship ambush and wave attack contracts in space and an Eliminate All contract clearing Nine Tails out of outposts on foot.\n\nEvery contract you complete feeds your own progress track rather than paying out in isolation. Progress is personal, so you are working toward your own rewards at your own pace, and each reward is granted straight to your account as you pass its threshold. Six rewards are on offer, unlocking in this order:\n\nS-38 \"SecondWind\" Pistol\n\nFBL-8a SecondWind Light Armor\n\nP4-AR \"SecondWind\" Rifle\n\nORC-mkX SecondWind Medium Armor\n\nLumin V \"SecondWind\" SMG\n\nADP-mk4 SecondWind Heavy Armor\n\nRewards are granted as finished items rather than as blueprints to craft. Points earned on a contract completed as a party are divided between the party members.\n\nThe crafted aid line needs an Item Fabricator. The TH-01 Propulsor blueprint is attached to the contract and can be found on the fabricator's own terminal, which will list the materials required. If you do not own a fabricator yet you will need to buy one from a shop, unload it at a freight elevator and set it up in a hangar or a ship's cargo bay.\n\n\n\nGround Vehicle Soft Death\nGround vehicles can now enter the soft death state, bringing them in line with ships. A disabled ground vehicle will now be left inert rather than going straight from working to destroyed.\n\n\n\n\nCreature and Plant Loot Quality\nLoot harvested from creatures and plants now comes in graded quality brackets. Kopion horns, Marok pearls, Valakkar fangs and pearls, Yormandi eyes, Quasigrazer eggs and tongues, gasping weevil eggs and ranta dung are all covered, alongside a wide range of harvestable plants including spiral fruit, sunset berries, jumping limes, degnous root and heart of the woods. What you bring back is worth checking before you sell it or craft with it.\n\n\n\n\nWeapon Attachment Availability\nBarrel compensators and stabilizers across all three sizes are now available from the general loot pool rather than being restricted to a narrow set of sources, so attachments turn up far more reliably while looting.\n\n\n\n\nHauling and Delivery Cargo Distribution\nThe way contract cargo is distributed across pickup locations has been reworked. Multi-pickup contracts now account for the SCU weight of each individual pickup when splitting a load, so cargo is spread across the markers the contract actually gives you instead of stacking into a single inventory, and percentile-based cargo amounts now resolve correctly.\n\n\n\n\nAudio\nSpaceship and shared audio work has been brought forward into this build, along with an Aegis Sabre series audio remake\n\nAudio has been added for the AMRS S3 and S4 laser cannons\n\nBug Fixes & Technical Updates\n\n\nFor a comprehensive up to date list of Known issues and Workarounds, please check out our Knowledge Base here!\n\n\n\n\nAlpha 4.10.1 closes 37 issues, with a focus on problems that could cost you an entire session. These include contract cargo spawning in the wrong location, vehicles that couldn\u2019t be retrieved from ASOP terminals, freight elevators getting stuck mid-transfer, and multiple exploits.\n\n16 of those 37 fixes came through the Issue Council, and each one includes a link to the original report. Your reports, confirmations, and reproduction steps help us reliably recreate issues and prioritize them alongside everything else.\n\nMany of the fixes in this patch were pinned down thanks to players providing detailed information from different angles. Thank you to everyone who took the time to contribute!\n\nClient Crashes: 3\n\nServer crashes: 2\n\n\n\n\nClient crashes fixed\nFixed a crash that could occur while characters and creatures were being animated on screen. The renderer could release a character's mesh while that same mesh was still being deformed for the frame being drawn.\n\nResolved a crash that occurred as an object registered itself with the system that tracks which part of the world it belongs to. If the object and its parent disagreed about what they were attached to, which could happen with items and components mounted on a ship, the mismatch would take the client down.\n\nFixed a crash while calculating an object's position, rotation and scale in the world, triggered by an object being left with an invalid transform.\n\n\n\nMissions\nHauling and cargo contracts\n\nFixed an issue where multi-pickup contract cargo could all sit in a single pickup location's inventory despite the contract showing several pickup markers STARC-202557\n\nResolved an issue where some hauling contracts would not spawn enough cargo at the collect locations STARC-217295\n\nFixed an issue where Covalex delivery contracts would not spawn the full amount of cargo for pickup STARC-206770\n\nThe three hauling and cargo fixes came out of larger distribution work for 4.10.1. Contract cargo distribution was reworked because the old code split a load across pickup locations without accounting for how much each individual pickup was actually carrying, so it could put everything in one place while still handing you several markers. Alongside that, percentile based cargo amounts were resolving incorrectly, cargo generation had an off by one error, and nothing validated that the number of dropoffs matched the number of pickups. Distribution now weights each pickup by its SCU, the percentile and off by one errors are fixed, and a mismatch between pickup and dropoff counts now raises an error rather than generating a contract you cannot finish.\n\nRefuelling contracts\n\nFixed an issue where the contract details listed the wrong amount of fuel, and introductory refuelling contracts asked for quantum fuel as well as hydrogen STARC-218420Introductory refuelling contracts were asking for quantum fuel as well as hydrogen, so the amount shown in the contract never matched the job in front of you. Those contracts now ask for hydrogen only.\n\n\n\nCorrected an issue where the refuelling interface displayed the wrong price per SCU of fuel\n\nOther mission content\n\nFixed an issue where the Tactical Strike Group Full Strike contract would not progress past the Go To Objective step STARC-218828The mission logic could not find the harvestable container it was looking for at the objective, so the step never registered as complete and the contract stalled there permanently.\n\n\n\nResolved an issue where the Nine Tails commander in Siege of Orison was equipped with the wrong heavy machine gun variant\n\n\n\nLocations and Environment\nStanton locations\n\nFixed an issue where armistice zones were missing throughout Orison STARC-217142Orison's armistice areas were being skipped while the game worked out which zones were active, which left the whole location without weapon restrictions. Area resolution has been corrected so the armistice zones apply again.\n\n\n\nPyro\n\nFixed an issue where the irradiated Valakkar egg would not appear at the Lazarus Complex STARC-192834The egg nursery was running on a reset cycle far longer than the window players were arriving in, so the egg was usually absent. The nursery now resets on a much shorter cycle.\n\n\n\n\n\nShips and Vehicles\nFlight, damage and components\n\nFixed an issue where most of the Drake Clipper's hull took no damage, and where the underside doors could not be damaged STARC-219126The Clipper's body had several overlapping collision shapes layered on top of each other, so incoming fire never resolved against the hull itself and the ship read as effectively invulnerable across most of its surface. The duplicates have been removed and the doors on the underside are now proper damageable parts.\n\n\n\nResolved an issue where ground vehicles were unable to enter the soft death stateGround vehicles had no disabled state at all, so they went straight from working to destroyed. They now have one, matching how ships behave.\n\n\n\nFixed a case where ship computer dialogue lines would not play while the player was in the pilot seat STARC-216621\n\nCorrected an issue where the vehicle compass read a different bearing in the pilot seat than it did on foot STARC-103033\n\nHangars, ASOP, and vehicle retrieval\n\nBoth fixes below share a root cause. A vehicle landed inside a hangar was not guaranteed to be put away when that hangar was stowed, streamed out or deleted, so it could be left in a state where neither the hangar nor the terminal considered it dealt with. Vehicles landed inside a hangar now always stow in all three of those cases, and a flag that was failing to clear properly has been fixed, which covered the remaining cases where a vehicle got stuck between being stored and a new ship being spawned.\n\nFixed an issue where the Retrieve button on ASOP terminals could become greyed out, leaving a vehicle impossible to spawn, retrieve or deliver STARC-214984\n\nResolved an issue where ships would stay stuck on \"moving to storage\" if the player streamed out of the hangar while it was still storing STARC-205267\n\nBoth of the Air Traffic Control fixes below trace to the same place. The keybinding and the comms call each looked up the nearest ATC contact for themselves, and the lookup used by the keybinding did not handle zone and instance roots correctly, so it frequently found nothing to talk to while the comms call worked fine. That lookup has been corrected, and the keybinding now reaches ATC in the same cases the comms call does.\n\nFixed an issue where the hotkey to request landing or takeoff from Air Traffic Control did nothing, while the comms call still worked STARC-217211\n\nResolved an issue where Air Traffic Control could not be contacted at all through its keybinding shortcut\n\nFixed a problem where the Kruger S-65 Stingray would spawn partly inside the hangar floor\n\nShip art and liveries\n\nFixed an issue where equipping certain liveries left the Aegis Sabre's landing gear showing a placeholder textureThe landing gear was built in a format that did not carry the material assignments the liveries needed. It has been rebuilt and its material IDs remapped, with a separate pass to stop overlapping surfaces flickering against each other.\n\n\n\n\n\nCargo and Freight Elevators\nFixed an issue where raising a freight elevator at its maximum capacity would leave it stuck in a transferring stateOpening the kiosk while an unstow request was still being processed queued a second request to open the inventory, and the platform was then left waiting on a transfer that never arrived. A guard now blocks that second request until the first has finished.\n\n\n\nResolved an issue where loading platform state recovery could snap the platform into a raised position with cargo still on it and the doors closed STARC-211125\n\nFixed a case where a delivery failure error would appear when storing cargo left on a freight elevator grid after exiting and returning to the gameThe platform and the server disagreed about the gravity acting on the cargo, which made the stored contents fail validation. The platform now rechecks gravity when the kiosk is opened.\n\n\n\n\n\nUI\nStarmap, markers, and navigation\n\nThese two came out of the same investigation. The orbital markers the router uses to plot a path around Stanton's star were disabled, so any route passing near the star failed outright rather than curving around it. Fixing that exposed a second case: the router was not generating points around a space station either, so a destination on the far side of the station you were sitting in would also refuse to set. Both now route correctly.\n\nFixed an issue where the Starmap would not plot a route around an obstructed path STARC-130415Large bodies sitting between you and your destination, including the Stanton star itself, were treated as hard blockers rather than something to route around, so no course would be set at all.\n\n\n\nResolved an issue where a quantum route could not be set from inside a station to a destination on the far side of it\n\nMain menu and front end\n\nFixed an issue where a line in the pause menu was out of place\n\n\n\nInventory and Items\nWeapons and attachments\n\nFixed an issue where weapon attachments were missing from the loot pool at Distribution Center delving sites and elsewhere\n\nArmor and clothing\n\nResolved an issue where the Nine Tails Shogun armor set had no tints available\n\nFixed an issue where the Nine Tails Shogun armor showed item boxes instead of the armor in inventory previews\n\nCorrected an issue where text on the legs of the September store armor read incorrectly\n\nProps and flair\n\nFixed an issue where the Bosco weapon display rack did not match its reference image\n\nCorrected a spelling error in the description of the M80 \"Beauty Is Power\" poster\n\n\n\n\n\n\n\n\n\nFixed by Hotfix Since 4.10.0 Went Live\nThe following 26 fixes reached the live environment a hotfixes in the weeks after 4.10.0 launched.\n\nServer stability\n\nFixed a server crash caused by a mission prop sitting in a player's inventory, which could hold a shard in a repeating crash loop for over an hour\n\nResolved a server crash where the same object could be queued for cleanup twice and deleted twice\n\nFixed a server crash while looking up a component that had already been released\n\nResolved a server crash when a ship's thruster was asked for its capacity while its flight system was being torn down\n\nFixed memory corruption caused by several parts of the game reading a weapon's fire modes at the same time as they were being cleared\n\nFixed a crash in the physics system when moving through areas exported before a newer collision check existed\n\nAdded a limit on how many loose items can be unstowed onto a freight elevator platform at once, which was capable of chain crashing a server\n\nResolved an issue where entering a vehicle could overwrite the previous driver without clearing them first, putting the client and server out of step\n\n\n\n\nDisconnects\n\nFixed a family of issues where a server node would shut down immediately and disconnect everyone on itThe server was accepting a confirmation that an object's layout was final without checking that the layout it had actually matched the one being confirmed. When they disagreed, the node exited rather than continuing. It now verifies the layout first. This covered several separate reports, including repeating shutdowns around the Nyx points of interest and a bad variable index on the ARGO MOLE's turrets.\n\n\n\nClient crashes\n\nFixed a client crash in the graphics layer where a texture view could still be in use while it was being discarded, which surfaced after memory defragmentation was introduced\n\nPerformance\n\nResolved an issue where the audio thread could cause significant frame rate drops, and a related audio crash STARC-214091\n\nImproved memory handling for the system that partitions the world into regions, which was allocating and freeing far too often\n\nRestored optimization on a number of files where it had been accidentally left disabled\n\nMissions\n\nFixed an issue where Battaglia's second and third story contracts were never created on busy shards, leaving players with no follow-up after the first STARC-218134Mission generation was querying locations using stored identifiers that are not valid on every shard, and the caches backing those queries were not being cleared properly when a shard started up. Missions that depended on a Moraine base as their location were the most visible casualty.\n\n\n\nResolved an issue where the Nine Tails commander in Siege of Orison could take collision damage while being teleported between phases, and die instantly\n\nShips and vehicles\n\nFixed an issue where a vehicle with an expired idle timer was impounded again within seconds of every retrieval\n\nItems and interface\n\nFixed an issue where Super Heavy armor could not be unequipped to local inventory if anything was attached to it\n\nResolved an issue where the mech style footstep audio from the Super Heavy suit kept playing after the armor was unequipped STARC-213441\n\nFixed an issue where arrow key and gamepad D-pad navigation stopped working in mobiGlas, because a mouse position update sent every frame was clearing the keyboard focus one frame after each press\n\nVisuals\n\nFixed an issue where holograms could render incorrectly from certain angles when upscaling was enabled\n\nResolved several water issues, including simulation not running on ships and broken shading on water volumes and rivers","fr_FR":"September 16th, 2026\nStar Citizen Alpha 4.10.1 LIVE\nOrison Relief Support\nStar Citizen Alpha 4.10.1 has been released onto the LIVE environment!\nYour launcher should now display: VERSION 4.10.1-LIVE.12650677\n\nReminder. Citizens always imprint their ship loadouts before adventuring into the universe!\n\nBuild Information\nBuild Info\n\nLong Term Persistence: LTP Preserved\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: Orison Relief Support - Ground Vehicle Soft Death - Loot Quality and Attachment Availability\nOrison Relief Support\nCrusader Industries' relief initiative is now live. In the wake of the Nine Tails attack, Orison needs rebuilding and its defenses need upgrading, and Crusader is paying anyone willing to help.\n\nContracts come from four providers. Cornerstone Developments handles reconstruction, running resource gathering work into Orison and Seraphim alongside a crafted aid line built around the TH-01 Propulsor. Covalex and Ling cover the medical response, collecting medical supplies and iodine from New Babbage, the New Babbage rooftops and Port Tressler for delivery into Orison, the Orison rooftops and Seraphim. Foxwell handles security, with ship ambush and wave attack contracts in space and an Eliminate All contract clearing Nine Tails out of outposts on foot.\n\nEvery contract you complete feeds your own progress track rather than paying out in isolation. Progress is personal, so you are working toward your own rewards at your own pace, and each reward is granted straight to your account as you pass its threshold. Six rewards are on offer, unlocking in this order:\n\nS-38 \"SecondWind\" Pistol\n\nFBL-8a SecondWind Light Armor\n\nP4-AR \"SecondWind\" Rifle\n\nORC-mkX SecondWind Medium Armor\n\nLumin V \"SecondWind\" SMG\n\nADP-mk4 SecondWind Heavy Armor\n\nRewards are granted as finished items rather than as blueprints to craft. Points earned on a contract completed as a party are divided between the party members.\n\nThe crafted aid line needs an Item Fabricator. The TH-01 Propulsor blueprint is attached to the contract and can be found on the fabricator's own terminal, which will list the materials required. If you do not own a fabricator yet you will need to buy one from a shop, unload it at a freight elevator and set it up in a hangar or a ship's cargo bay.\n\n\n\nGround Vehicle Soft Death\nGround vehicles can now enter the soft death state, bringing them in line with ships. A disabled ground vehicle will now be left inert rather than going straight from working to destroyed.\n\n\n\n\nCreature and Plant Loot Quality\nLoot harvested from creatures and plants now comes in graded quality brackets. Kopion horns, Marok pearls, Valakkar fangs and pearls, Yormandi eyes, Quasigrazer eggs and tongues, gasping weevil eggs and ranta dung are all covered, alongside a wide range of harvestable plants including spiral fruit, sunset berries, jumping limes, degnous root and heart of the woods. What you bring back is worth checking before you sell it or craft with it.\n\n\n\n\nWeapon Attachment Availability\nBarrel compensators and stabilizers across all three sizes are now available from the general loot pool rather than being restricted to a narrow set of sources, so attachments turn up far more reliably while looting.\n\n\n\n\nHauling and Delivery Cargo Distribution\nThe way contract cargo is distributed across pickup locations has been reworked. Multi-pickup contracts now account for the SCU weight of each individual pickup when splitting a load, so cargo is spread across the markers the contract actually gives you instead of stacking into a single inventory, and percentile-based cargo amounts now resolve correctly.\n\n\n\n\nAudio\nSpaceship and shared audio work has been brought forward into this build, along with an Aegis Sabre series audio remake\n\nAudio has been added for the AMRS S3 and S4 laser cannons\n\nBug Fixes & Technical Updates\n\n\nFor a comprehensive up to date list of Known issues and Workarounds, please check out our Knowledge Base here!\n\n\n\n\nAlpha 4.10.1 closes 37 issues, with a focus on problems that could cost you an entire session. These include contract cargo spawning in the wrong location, vehicles that couldn\u2019t be retrieved from ASOP terminals, freight elevators getting stuck mid-transfer, and multiple exploits.\n\n16 of those 37 fixes came through the Issue Council, and each one includes a link to the original report. Your reports, confirmations, and reproduction steps help us reliably recreate issues and prioritize them alongside everything else.\n\nMany of the fixes in this patch were pinned down thanks to players providing detailed information from different angles. Thank you to everyone who took the time to contribute!\n\nClient Crashes: 3\n\nServer crashes: 2\n\n\n\n\nClient crashes fixed\nFixed a crash that could occur while characters and creatures were being animated on screen. The renderer could release a character's mesh while that same mesh was still being deformed for the frame being drawn.\n\nResolved a crash that occurred as an object registered itself with the system that tracks which part of the world it belongs to. If the object and its parent disagreed about what they were attached to, which could happen with items and components mounted on a ship, the mismatch would take the client down.\n\nFixed a crash while calculating an object's position, rotation and scale in the world, triggered by an object being left with an invalid transform.\n\n\n\nMissions\nHauling and cargo contracts\n\nFixed an issue where multi-pickup contract cargo could all sit in a single pickup location's inventory despite the contract showing several pickup markers STARC-202557\n\nResolved an issue where some hauling contracts would not spawn enough cargo at the collect locations STARC-217295\n\nFixed an issue where Covalex delivery contracts would not spawn the full amount of cargo for pickup STARC-206770\n\nThe three hauling and cargo fixes came out of larger distribution work for 4.10.1. Contract cargo distribution was reworked because the old code split a load across pickup locations without accounting for how much each individual pickup was actually carrying, so it could put everything in one place while still handing you several markers. Alongside that, percentile based cargo amounts were resolving incorrectly, cargo generation had an off by one error, and nothing validated that the number of dropoffs matched the number of pickups. Distribution now weights each pickup by its SCU, the percentile and off by one errors are fixed, and a mismatch between pickup and dropoff counts now raises an error rather than generating a contract you cannot finish.\n\nRefuelling contracts\n\nFixed an issue where the contract details listed the wrong amount of fuel, and introductory refuelling contracts asked for quantum fuel as well as hydrogen STARC-218420Introductory refuelling contracts were asking for quantum fuel as well as hydrogen, so the amount shown in the contract never matched the job in front of you. Those contracts now ask for hydrogen only.\n\n\n\nCorrected an issue where the refuelling interface displayed the wrong price per SCU of fuel\n\nOther mission content\n\nFixed an issue where the Tactical Strike Group Full Strike contract would not progress past the Go To Objective step STARC-218828The mission logic could not find the harvestable container it was looking for at the objective, so the step never registered as complete and the contract stalled there permanently.\n\n\n\nResolved an issue where the Nine Tails commander in Siege of Orison was equipped with the wrong heavy machine gun variant\n\n\n\nLocations and Environment\nStanton locations\n\nFixed an issue where armistice zones were missing throughout Orison STARC-217142Orison's armistice areas were being skipped while the game worked out which zones were active, which left the whole location without weapon restrictions. Area resolution has been corrected so the armistice zones apply again.\n\n\n\nPyro\n\nFixed an issue where the irradiated Valakkar egg would not appear at the Lazarus Complex STARC-192834The egg nursery was running on a reset cycle far longer than the window players were arriving in, so the egg was usually absent. The nursery now resets on a much shorter cycle.\n\n\n\n\n\nShips and Vehicles\nFlight, damage and components\n\nFixed an issue where most of the Drake Clipper's hull took no damage, and where the underside doors could not be damaged STARC-219126The Clipper's body had several overlapping collision shapes layered on top of each other, so incoming fire never resolved against the hull itself and the ship read as effectively invulnerable across most of its surface. The duplicates have been removed and the doors on the underside are now proper damageable parts.\n\n\n\nResolved an issue where ground vehicles were unable to enter the soft death stateGround vehicles had no disabled state at all, so they went straight from working to destroyed. They now have one, matching how ships behave.\n\n\n\nFixed a case where ship computer dialogue lines would not play while the player was in the pilot seat STARC-216621\n\nCorrected an issue where the vehicle compass read a different bearing in the pilot seat than it did on foot STARC-103033\n\nHangars, ASOP, and vehicle retrieval\n\nBoth fixes below share a root cause. A vehicle landed inside a hangar was not guaranteed to be put away when that hangar was stowed, streamed out or deleted, so it could be left in a state where neither the hangar nor the terminal considered it dealt with. Vehicles landed inside a hangar now always stow in all three of those cases, and a flag that was failing to clear properly has been fixed, which covered the remaining cases where a vehicle got stuck between being stored and a new ship being spawned.\n\nFixed an issue where the Retrieve button on ASOP terminals could become greyed out, leaving a vehicle impossible to spawn, retrieve or deliver STARC-214984\n\nResolved an issue where ships would stay stuck on \"moving to storage\" if the player streamed out of the hangar while it was still storing STARC-205267\n\nBoth of the Air Traffic Control fixes below trace to the same place. The keybinding and the comms call each looked up the nearest ATC contact for themselves, and the lookup used by the keybinding did not handle zone and instance roots correctly, so it frequently found nothing to talk to while the comms call worked fine. That lookup has been corrected, and the keybinding now reaches ATC in the same cases the comms call does.\n\nFixed an issue where the hotkey to request landing or takeoff from Air Traffic Control did nothing, while the comms call still worked STARC-217211\n\nResolved an issue where Air Traffic Control could not be contacted at all through its keybinding shortcut\n\nFixed a problem where the Kruger S-65 Stingray would spawn partly inside the hangar floor\n\nShip art and liveries\n\nFixed an issue where equipping certain liveries left the Aegis Sabre's landing gear showing a placeholder textureThe landing gear was built in a format that did not carry the material assignments the liveries needed. It has been rebuilt and its material IDs remapped, with a separate pass to stop overlapping surfaces flickering against each other.\n\n\n\n\n\nCargo and Freight Elevators\nFixed an issue where raising a freight elevator at its maximum capacity would leave it stuck in a transferring stateOpening the kiosk while an unstow request was still being processed queued a second request to open the inventory, and the platform was then left waiting on a transfer that never arrived. A guard now blocks that second request until the first has finished.\n\n\n\nResolved an issue where loading platform state recovery could snap the platform into a raised position with cargo still on it and the doors closed STARC-211125\n\nFixed a case where a delivery failure error would appear when storing cargo left on a freight elevator grid after exiting and returning to the gameThe platform and the server disagreed about the gravity acting on the cargo, which made the stored contents fail validation. The platform now rechecks gravity when the kiosk is opened.\n\n\n\n\n\nUI\nStarmap, markers, and navigation\n\nThese two came out of the same investigation. The orbital markers the router uses to plot a path around Stanton's star were disabled, so any route passing near the star failed outright rather than curving around it. Fixing that exposed a second case: the router was not generating points around a space station either, so a destination on the far side of the station you were sitting in would also refuse to set. Both now route correctly.\n\nFixed an issue where the Starmap would not plot a route around an obstructed path STARC-130415Large bodies sitting between you and your destination, including the Stanton star itself, were treated as hard blockers rather than something to route around, so no course would be set at all.\n\n\n\nResolved an issue where a quantum route could not be set from inside a station to a destination on the far side of it\n\nMain menu and front end\n\nFixed an issue where a line in the pause menu was out of place\n\n\n\nInventory and Items\nWeapons and attachments\n\nFixed an issue where weapon attachments were missing from the loot pool at Distribution Center delving sites and elsewhere\n\nArmor and clothing\n\nResolved an issue where the Nine Tails Shogun armor set had no tints available\n\nFixed an issue where the Nine Tails Shogun armor showed item boxes instead of the armor in inventory previews\n\nCorrected an issue where text on the legs of the September store armor read incorrectly\n\nProps and flair\n\nFixed an issue where the Bosco weapon display rack did not match its reference image\n\nCorrected a spelling error in the description of the M80 \"Beauty Is Power\" poster\n\n\n\n\n\n\n\n\n\nFixed by Hotfix Since 4.10.0 Went Live\nThe following 26 fixes reached the live environment a hotfixes in the weeks after 4.10.0 launched.\n\nServer stability\n\nFixed a server crash caused by a mission prop sitting in a player's inventory, which could hold a shard in a repeating crash loop for over an hour\n\nResolved a server crash where the same object could be queued for cleanup twice and deleted twice\n\nFixed a server crash while looking up a component that had already been released\n\nResolved a server crash when a ship's thruster was asked for its capacity while its flight system was being torn down\n\nFixed memory corruption caused by several parts of the game reading a weapon's fire modes at the same time as they were being cleared\n\nFixed a crash in the physics system when moving through areas exported before a newer collision check existed\n\nAdded a limit on how many loose items can be unstowed onto a freight elevator platform at once, which was capable of chain crashing a server\n\nResolved an issue where entering a vehicle could overwrite the previous driver without clearing them first, putting the client and server out of step\n\n\n\n\nDisconnects\n\nFixed a family of issues where a server node would shut down immediately and disconnect everyone on itThe server was accepting a confirmation that an object's layout was final without checking that the layout it had actually matched the one being confirmed. When they disagreed, the node exited rather than continuing. It now verifies the layout first. This covered several separate reports, including repeating shutdowns around the Nyx points of interest and a bad variable index on the ARGO MOLE's turrets.\n\n\n\nClient crashes\n\nFixed a client crash in the graphics layer where a texture view could still be in use while it was being discarded, which surfaced after memory defragmentation was introduced\n\nPerformance\n\nResolved an issue where the audio thread could cause significant frame rate drops, and a related audio crash STARC-214091\n\nImproved memory handling for the system that partitions the world into regions, which was allocating and freeing far too often\n\nRestored optimization on a number of files where it had been accidentally left disabled\n\nMissions\n\nFixed an issue where Battaglia's second and third story contracts were never created on busy shards, leaving players with no follow-up after the first STARC-218134Mission generation was querying locations using stored identifiers that are not valid on every shard, and the caches backing those queries were not being cleared properly when a shard started up. Missions that depended on a Moraine base as their location were the most visible casualty.\n\n\n\nResolved an issue where the Nine Tails commander in Siege of Orison could take collision damage while being teleported between phases, and die instantly\n\nShips and vehicles\n\nFixed an issue where a vehicle with an expired idle timer was impounded again within seconds of every retrieval\n\nItems and interface\n\nFixed an issue where Super Heavy armor could not be unequipped to local inventory if anything was attached to it\n\nResolved an issue where the mech style footstep audio from the Super Heavy suit kept playing after the armor was unequipped STARC-213441\n\nFixed an issue where arrow key and gamepad D-pad navigation stopped working in mobiGlas, because a mouse position update sent every frame was clearing the keyboard focus one frame after each press\n\nVisuals\n\nFixed an issue where holograms could render incorrectly from certain angles when upscaling was enabled\n\nResolved several water issues, including simulation not running on ships and broken shading on water volumes and rivers"},"links_count":4,"comment_count":0,"created_at":"2026-09-16T18:00:00+00:00","created_at_human":"3 weeks ago"},{"id":21329,"title":"Q&A: Aegis Sabre Raven EX and Argo ATLS IKTI Akuma","rsi_url":"https:\/\/robertsspaceindustries.com\/en\/comm-link\/engineering\/21329-Q-A-Aegis-Sabre-Raven-EX-And-Argo-ATLS-IKTI-Akuma","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/21329","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/21329","channel":"Engineering","category":"Development","series":"Concept Ship Q&A","images_count":3,"translations":{"en_EN":"Aegis Sabre Raven EX & Argo ATLS IKTI Akuma\n\n\n\n\n\n\n\n\n\nWe asked the Vehicle team a few questions about the two vehicles releasing with Alpha 4.10.1: Orison Relief Support. Here are the answers, straight from the devs themselves.\n\n1. What is a \"Quantum Dampener\" and how is it different than a \"Quantum Snare?\"\nThese are two related technologies. A Quantum Dampener (QDMP) prevents ships within range from entering quantum travel. This is useful for keeping your target from escaping the fight. A Quantum Snare can force ships out of quantum travel. Certain ships that have both technologies refer to this as a Quantum Enforcement Device (QED.)\n\n2. What other ships have a \"Quantum Dampener?\"\nAs of Alpha 4.10.1, only four other flyable ships have a Quantum Dampener. These are the RSI Mantis, the Drake Cutlass Blue, The RSI Scorpius Antares and the Mirai Guardian QI. Of these, only the Antares and QI are considered \"fighters\" and only the latter can be operated solo, putting the Aegis Sabre Raven EX in limited company.\n\n3. How does the performance and capabilities of the Raven EX compare to that of the Sabre and Sabre Raven?\nThe Sabre Raven EX is intended to be a blend of balancing between the two. In weapons, it has the same capabilities as the Sabre with four S3 hardpoints (an improvement over the original Raven) while in speed and maneuverability it falls in between: greater speed than the Sabre and more armor than the Raven, but less stealth emission reduction than the Raven and less agility than the Sabre.\n\n4. Does this share paints with the other Sabres?\nYes, as the sixth variant in the Aegis Sabre lineup, there are a host of paints already available for the new Sabre Raven EX, and the new paints offered in this release will be usable on every Sabre that's come before.\n\n5. What does this mean for the original Sabre Raven?\nThe original Sabre Raven remains a rare and unique offering within the Star Citizen universe. We're offering the Sabre Raven EX with a different flight role and mission purpose that allows those of you who love the Sabre line but have always wanted the Raven visuals to finally fly the way you want.\n\n1. How does the Argo ATLS IKTI Akuma differ from the Argo ATLS GEO IKTI we can earn in game?\nVisually, the differences begin with a unique Nine Tails-inspired default livery. In Gameplay, the mounted weapons have been further customized by the Nine Tails to offer plasma repeaters with splash damage and a jump pack that trades a modest amount of jump height for increased distance and fuel capacity.\n\n2. Are paints compatible between these variants?\nAs with the Raven EX above, all power suits in the ATLS line share the same paint capability. While the unique Nine-Tails livery is exclusive to the new Akuma, you can use all available ATLS paint past and future on this.\n\n3. Why is this being offered by pledge and not in-game?\nWhen we first added the Argo ATLS GEO IKTI in Alpha 4.2, we made it earnable exclusively in game. While it's important to us that still remains a uniquely available offering, we also understand many folks prefer the comfort of knowing during the Alpha period that they've secured their vehicles permanently. While it is still our intention to keep the original IKTI as it currently is, we felt that adding a variant into an existing armor\/weapon\/paint store bundle was an interesting opportunity to try something new.\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":"Aegis Sabre Raven EX & Argo ATLS IKTI Akuma\n\n\n\n\n\n\n\n\n\nWe asked the Vehicle team a few questions about the two vehicles releasing with Alpha 4.10.1: Orison Relief Support. Here are the answers, straight from the devs themselves.\n\n1. What is a \"Quantum Dampener\" and how is it different than a \"Quantum Snare?\"\nThese are two related technologies. A Quantum Dampener (QDMP) prevents ships within range from entering quantum travel. This is useful for keeping your target from escaping the fight. A Quantum Snare can force ships out of quantum travel. Certain ships that have both technologies refer to this as a Quantum Enforcement Device (QED.)\n\n2. What other ships have a \"Quantum Dampener?\"\nAs of Alpha 4.10.1, only four other flyable ships have a Quantum Dampener. These are the RSI Mantis, the Drake Cutlass Blue, The RSI Scorpius Antares and the Mirai Guardian QI. Of these, only the Antares and QI are considered \"fighters\" and only the latter can be operated solo, putting the Aegis Sabre Raven EX in limited company.\n\n3. How does the performance and capabilities of the Raven EX compare to that of the Sabre and Sabre Raven?\nThe Sabre Raven EX is intended to be a blend of balancing between the two. In weapons, it has the same capabilities as the Sabre with four S3 hardpoints (an improvement over the original Raven) while in speed and maneuverability it falls in between: greater speed than the Sabre and more armor than the Raven, but less stealth emission reduction than the Raven and less agility than the Sabre.\n\n4. Does this share paints with the other Sabres?\nYes, as the sixth variant in the Aegis Sabre lineup, there are a host of paints already available for the new Sabre Raven EX, and the new paints offered in this release will be usable on every Sabre that's come before.\n\n5. What does this mean for the original Sabre Raven?\nThe original Sabre Raven remains a rare and unique offering within the Star Citizen universe. We're offering the Sabre Raven EX with a different flight role and mission purpose that allows those of you who love the Sabre line but have always wanted the Raven visuals to finally fly the way you want.\n\n1. How does the Argo ATLS IKTI Akuma differ from the Argo ATLS GEO IKTI we can earn in game?\nVisually, the differences begin with a unique Nine Tails-inspired default livery. In Gameplay, the mounted weapons have been further customized by the Nine Tails to offer plasma repeaters with splash damage and a jump pack that trades a modest amount of jump height for increased distance and fuel capacity.\n\n2. Are paints compatible between these variants?\nAs with the Raven EX above, all power suits in the ATLS line share the same paint capability. While the unique Nine-Tails livery is exclusive to the new Akuma, you can use all available ATLS paint past and future on this.\n\n3. Why is this being offered by pledge and not in-game?\nWhen we first added the Argo ATLS GEO IKTI in Alpha 4.2, we made it earnable exclusively in game. While it's important to us that still remains a uniquely available offering, we also understand many folks prefer the comfort of knowing during the Alpha period that they've secured their vehicles permanently. While it is still our intention to keep the original IKTI as it currently is, we felt that adding a variant into an existing armor\/weapon\/paint store bundle was an interesting opportunity to try something new.\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":"Aegis Sabre Raven EX & Argo ATLS IKTI Akuma\n\n\n\n\n\n\n\n\n\nWe asked the Vehicle team a few questions about the two vehicles releasing with Alpha 4.10.1: Orison Relief Support. Here are the answers, straight from the devs themselves.\n\n1. What is a \"Quantum Dampener\" and how is it different than a \"Quantum Snare?\"\nThese are two related technologies. A Quantum Dampener (QDMP) prevents ships within range from entering quantum travel. This is useful for keeping your target from escaping the fight. A Quantum Snare can force ships out of quantum travel. Certain ships that have both technologies refer to this as a Quantum Enforcement Device (QED.)\n\n2. What other ships have a \"Quantum Dampener?\"\nAs of Alpha 4.10.1, only four other flyable ships have a Quantum Dampener. These are the RSI Mantis, the Drake Cutlass Blue, The RSI Scorpius Antares and the Mirai Guardian QI. Of these, only the Antares and QI are considered \"fighters\" and only the latter can be operated solo, putting the Aegis Sabre Raven EX in limited company.\n\n3. How does the performance and capabilities of the Raven EX compare to that of the Sabre and Sabre Raven?\nThe Sabre Raven EX is intended to be a blend of balancing between the two. In weapons, it has the same capabilities as the Sabre with four S3 hardpoints (an improvement over the original Raven) while in speed and maneuverability it falls in between: greater speed than the Sabre and more armor than the Raven, but less stealth emission reduction than the Raven and less agility than the Sabre.\n\n4. Does this share paints with the other Sabres?\nYes, as the sixth variant in the Aegis Sabre lineup, there are a host of paints already available for the new Sabre Raven EX, and the new paints offered in this release will be usable on every Sabre that's come before.\n\n5. What does this mean for the original Sabre Raven?\nThe original Sabre Raven remains a rare and unique offering within the Star Citizen universe. We're offering the Sabre Raven EX with a different flight role and mission purpose that allows those of you who love the Sabre line but have always wanted the Raven visuals to finally fly the way you want.\n\n1. How does the Argo ATLS IKTI Akuma differ from the Argo ATLS GEO IKTI we can earn in game?\nVisually, the differences begin with a unique Nine Tails-inspired default livery. In Gameplay, the mounted weapons have been further customized by the Nine Tails to offer plasma repeaters with splash damage and a jump pack that trades a modest amount of jump height for increased distance and fuel capacity.\n\n2. Are paints compatible between these variants?\nAs with the Raven EX above, all power suits in the ATLS line share the same paint capability. While the unique Nine-Tails livery is exclusive to the new Akuma, you can use all available ATLS paint past and future on this.\n\n3. Why is this being offered by pledge and not in-game?\nWhen we first added the Argo ATLS GEO IKTI in Alpha 4.2, we made it earnable exclusively in game. While it's important to us that still remains a uniquely available offering, we also understand many folks prefer the comfort of knowing during the Alpha period that they've secured their vehicles permanently. While it is still our intention to keep the original IKTI as it currently is, we felt that adding a variant into an existing armor\/weapon\/paint store bundle was an interesting opportunity to try something new.\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":"Aegis Sabre Raven EX & Argo ATLS IKTI Akuma\n\n\n\n\n\n\n\n\n\nWe asked the Vehicle team a few questions about the two vehicles releasing with Alpha 4.10.1: Orison Relief Support. Here are the answers, straight from the devs themselves.\n\n1. What is a \"Quantum Dampener\" and how is it different than a \"Quantum Snare?\"\nThese are two related technologies. A Quantum Dampener (QDMP) prevents ships within range from entering quantum travel. This is useful for keeping your target from escaping the fight. A Quantum Snare can force ships out of quantum travel. Certain ships that have both technologies refer to this as a Quantum Enforcement Device (QED.)\n\n2. What other ships have a \"Quantum Dampener?\"\nAs of Alpha 4.10.1, only four other flyable ships have a Quantum Dampener. These are the RSI Mantis, the Drake Cutlass Blue, The RSI Scorpius Antares and the Mirai Guardian QI. Of these, only the Antares and QI are considered \"fighters\" and only the latter can be operated solo, putting the Aegis Sabre Raven EX in limited company.\n\n3. How does the performance and capabilities of the Raven EX compare to that of the Sabre and Sabre Raven?\nThe Sabre Raven EX is intended to be a blend of balancing between the two. In weapons, it has the same capabilities as the Sabre with four S3 hardpoints (an improvement over the original Raven) while in speed and maneuverability it falls in between: greater speed than the Sabre and more armor than the Raven, but less stealth emission reduction than the Raven and less agility than the Sabre.\n\n4. Does this share paints with the other Sabres?\nYes, as the sixth variant in the Aegis Sabre lineup, there are a host of paints already available for the new Sabre Raven EX, and the new paints offered in this release will be usable on every Sabre that's come before.\n\n5. What does this mean for the original Sabre Raven?\nThe original Sabre Raven remains a rare and unique offering within the Star Citizen universe. We're offering the Sabre Raven EX with a different flight role and mission purpose that allows those of you who love the Sabre line but have always wanted the Raven visuals to finally fly the way you want.\n\n1. How does the Argo ATLS IKTI Akuma differ from the Argo ATLS GEO IKTI we can earn in game?\nVisually, the differences begin with a unique Nine Tails-inspired default livery. In Gameplay, the mounted weapons have been further customized by the Nine Tails to offer plasma repeaters with splash damage and a jump pack that trades a modest amount of jump height for increased distance and fuel capacity.\n\n2. Are paints compatible between these variants?\nAs with the Raven EX above, all power suits in the ATLS line share the same paint capability. While the unique Nine-Tails livery is exclusive to the new Akuma, you can use all available ATLS paint past and future on this.\n\n3. Why is this being offered by pledge and not in-game?\nWhen we first added the Argo ATLS GEO IKTI in Alpha 4.2, we made it earnable exclusively in game. While it's important to us that still remains a uniquely available offering, we also understand many folks prefer the comfort of knowing during the Alpha period that they've secured their vehicles permanently. While it is still our intention to keep the original IKTI as it currently is, we felt that adding a variant into an existing armor\/weapon\/paint store bundle was an interesting opportunity to try something new.\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":"2026-09-16T18:00:00+00:00","created_at_human":"3 weeks ago"},{"id":21328,"title":"R-PU-ORS-HeavyArmour-6","rsi_url":"https:\/\/robertsspaceindustries.com\/en\/promotions\/ypCddZYMUYPuUzguzAKP","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/21328","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/21328","channel":"Undefined","category":"Undefined","series":"None","images_count":0,"translations":null,"links_count":0,"comment_count":0,"created_at":"2026-09-16T18:00:00+00:00","created_at_human":"3 weeks ago"},{"id":21327,"title":"R-PU-ORS-SMG-5","rsi_url":"https:\/\/robertsspaceindustries.com\/en\/promotions\/tosLDbvWTOqVMmkjPRLq","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/21327","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/21327","channel":"Undefined","category":"Undefined","series":"None","images_count":0,"translations":null,"links_count":0,"comment_count":0,"created_at":"2026-09-16T18:00:00+00:00","created_at_human":"3 weeks ago"},{"id":21326,"title":"R-PU-ORS-MediumArmour-4","rsi_url":"https:\/\/robertsspaceindustries.com\/en\/promotions\/zODpMbhTaJqjkOCDsurM","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/21326","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/21326","channel":"Undefined","category":"Undefined","series":"None","images_count":0,"translations":null,"links_count":0,"comment_count":0,"created_at":"2026-09-16T18:00:00+00:00","created_at_human":"3 weeks ago"},{"id":21325,"title":"R-PU-ORS-Rifle-3","rsi_url":"https:\/\/robertsspaceindustries.com\/en\/promotions\/zuCbIiZpVrazckYMjvFQ","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/21325","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/21325","channel":"Undefined","category":"Undefined","series":"None","images_count":0,"translations":null,"links_count":0,"comment_count":0,"created_at":"2026-09-16T18:00:00+00:00","created_at_human":"3 weeks ago"},{"id":21324,"title":"R-PU-ORS-LightArmour-2","rsi_url":"https:\/\/robertsspaceindustries.com\/en\/promotions\/WyhiBYFzvNtZNgMgQviG","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/21324","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/21324","channel":"Undefined","category":"Undefined","series":"None","images_count":0,"translations":null,"links_count":0,"comment_count":0,"created_at":"2026-09-16T18:00:00+00:00","created_at_human":"3 weeks ago"},{"id":21323,"title":"R-PU-ORS-Pistol-1","rsi_url":"https:\/\/robertsspaceindustries.com\/en\/promotions\/JMpxgyACZjpUfTonRIzx","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/21323","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/21323","channel":"Undefined","category":"Undefined","series":"None","images_count":0,"translations":null,"links_count":0,"comment_count":0,"created_at":"2026-09-16T18:00:00+00:00","created_at_human":"3 weeks ago"},{"id":21318,"title":"This Week in Star Citizen","rsi_url":"https:\/\/robertsspaceindustries.com\/en\/comm-link\/transmission\/21318-This-Week-In-Star-Citizen","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/21318","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/21318","channel":"Transmission","category":"Undefined","series":"None","images_count":6,"translations":{"en_EN":"This Week in Star Citizen\nx\u0113'suelen nyahyan, hello everyone,\nLast week saw the return of Pirate Week, putting the lawless side of the 'verse back in the spotlight. Alongside this year's festivities, a golden Pirate Week 2026 doubloon is waiting to be claimed by those clever enough to crack the code. Keep a sharp eye on Spectrum, our newsletters, and social channels while the Pirate Week flag flies, as you'll need to piece together the clues to uncover the hidden treasure.\n\nAnd if you're looking to make a name for yourself, our ongoing Most Wanted contest is still open! Snap an in-game screenshot of your character, then fill in the poster with a bounty worthy of your reputation.\n\nBYPASSING TWISC...... FUNCTION RETRIEVE (TREASURE HUNT CLUE)...... ACCESS GRANTED...... INJECTING...... avast! set course for pyro! Amidst the roughest Rigs In Dust-choked orbit, there be one that offers no Rest from the Edge. Aye, Cold and unforgiving it be. Hunt it down, and when ye find it, count every piece within the hologram; not the shell, but what lies inside.\n\nWe also published a new Roadmap Update, adding the new event Orison Relief Support to Alpha 4.10.1. Looking further ahead to Alpha 4.11, we shared a fresh glimpse of Nyx III's atmosphere, alongside a first look at Lightning Bolt Company's DMR: the Skarnov. Head over to the Release View for the latest on what's currently in the works for Alpha 4.11.\n\nBy\n\nMrTrashBy\n\nMrTrashNow let's see what's going on this week:\nLater this week, we're targeting the release of Alpha 4.10.1, bringing another round of technical and bug fixes, including fixes to ASOP terminals and ship statuses, a fix for Mendo Ren's HMG spawn issues, and more. You can follow the current PTU updates on Spectrum.\n\nThe update will also introduce the Orison Relief Support event, where you'll lend a hand in rebuilding Orison through missions spanning resource gathering, crafting, hauling, and combat. Following your feedback from the PTU, we've significantly reduced the requirements needed to complete the event, while its blueprints have been removed from the reward track and will instead be granted directly to your account. We'll keep hammering on Alpha 4.10.1 in the PTU ahead of its Live release, while work continues on Alpha 4.11.\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, September 19, we\u2019re heading to Milan, Italy, for another Bar Citizen! Join us at the Titan Gaming Center from 7 PM for an evening with fellow Citizens and members of the development team, swapping stories, sharing feedback, and celebrating Star Citizen together. We can\u2019t wait to meet you there, so come say ciao and raise a glass with us!\n\nIf you can't join us in Milan, there are plenty of other Bar Citizen events to check out, organized by fantastic members of the community this Saturday in France (Rouen), Texas (Fort Worth and Austin), and New Mexico (Albuquerque). Rally with fellow citizens and share your best pictures on social media!\n\na.thl\u2019\u0113\u2019kol, see you soon.\n\nThe Weekly Community Content Schedule\n\n\nMONDAY, SEPTEMBER 14\nThis Week in Star Citizen\n\nFRIDAY, SEPTEMBER 18\nRSI Weekly Newsletter\n\nSATURDAY, SEPTEMBER 19\nBar Citizen Milan, Italy, 7pm\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: September 14, 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.Treasure Hunterby Draal IskaldurA frequent Staff Pick, Draal Iskaldur has likely already brought plenty of stunning images to your feed. Today, we're giving him some extra recognition for his incredible eye for detail, perfect angles, creative concepts, and subtle lighting: an MVP in the Star Citizen community and an unmistakable character in-game. We love your work. Keep it up! o7Enjoy it on the Community Hub.COMMUNITY MVP: September 14, 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\nTreasure Hunter\nby Draal Iskaldur\nA frequent Staff Pick, Draal Iskaldur has likely already brought plenty of stunning images to your feed. Today, we're giving him some extra recognition for his incredible eye for detail, perfect angles, creative concepts, and subtle lighting: an MVP in the Star Citizen community and an unmistakable character in-game. We love your work. Keep it up! o7\n\nEnjoy 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!Joy-riding in a stolen Vanduul Stinger - JackAndJillFellSunset at Area18 - TeesaiNo more bullets\u200e - UrhuInfernal - DRAG0NAUTJoy-riding in a stolen Vanduul Stinger - JackAndJillFell\n\nSunset at Area18 - Teesai\n\nNo more bullets\u200e - Urhu\n\nInfernal - DRAG0NAUT","de_DE":"This Week in Star Citizen\nx\u0113'suelen nyahyan, hello everyone,\nLast week saw the return of Pirate Week, putting the lawless side of the 'verse back in the spotlight. Alongside this year's festivities, a golden Pirate Week 2026 doubloon is waiting to be claimed by those clever enough to crack the code. Keep a sharp eye on Spectrum, our newsletters, and social channels while the Pirate Week flag flies, as you'll need to piece together the clues to uncover the hidden treasure.\n\nAnd if you're looking to make a name for yourself, our ongoing Most Wanted contest is still open! Snap an in-game screenshot of your character, then fill in the poster with a bounty worthy of your reputation.\n\nBYPASSING TWISC...... FUNCTION RETRIEVE (TREASURE HUNT CLUE)...... ACCESS GRANTED...... INJECTING...... avast! set course for pyro! Amidst the roughest Rigs In Dust-choked orbit, there be one that offers no Rest from the Edge. Aye, Cold and unforgiving it be. Hunt it down, and when ye find it, count every piece within the hologram; not the shell, but what lies inside.\n\nWe also published a new Roadmap Update, adding the new event Orison Relief Support to Alpha 4.10.1. Looking further ahead to Alpha 4.11, we shared a fresh glimpse of Nyx III's atmosphere, alongside a first look at Lightning Bolt Company's DMR: the Skarnov. Head over to the Release View for the latest on what's currently in the works for Alpha 4.11.\n\nBy\n\nMrTrashBy\n\nMrTrashNow let's see what's going on this week:\nLater this week, we're targeting the release of Alpha 4.10.1, bringing another round of technical and bug fixes, including fixes to ASOP terminals and ship statuses, a fix for Mendo Ren's HMG spawn issues, and more. You can follow the current PTU updates on Spectrum.\n\nThe update will also introduce the Orison Relief Support event, where you'll lend a hand in rebuilding Orison through missions spanning resource gathering, crafting, hauling, and combat. Following your feedback from the PTU, we've significantly reduced the requirements needed to complete the event, while its blueprints have been removed from the reward track and will instead be granted directly to your account. We'll keep hammering on Alpha 4.10.1 in the PTU ahead of its Live release, while work continues on Alpha 4.11.\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, September 19, we\u2019re heading to Milan, Italy, for another Bar Citizen! Join us at the Titan Gaming Center from 7 PM for an evening with fellow Citizens and members of the development team, swapping stories, sharing feedback, and celebrating Star Citizen together. We can\u2019t wait to meet you there, so come say ciao and raise a glass with us!\n\nIf you can't join us in Milan, there are plenty of other Bar Citizen events to check out, organized by fantastic members of the community this Saturday in France (Rouen), Texas (Fort Worth and Austin), and New Mexico (Albuquerque). Rally with fellow citizens and share your best pictures on social media!\n\na.thl\u2019\u0113\u2019kol, see you soon.\n\nThe Weekly Community Content Schedule\n\n\nMONDAY, SEPTEMBER 14\nThis Week in Star Citizen\n\nFRIDAY, SEPTEMBER 18\nRSI Weekly Newsletter\n\nSATURDAY, SEPTEMBER 19\nBar Citizen Milan, Italy, 7pm\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: September 14, 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.Treasure Hunterby Draal IskaldurA frequent Staff Pick, Draal Iskaldur has likely already brought plenty of stunning images to your feed. Today, we're giving him some extra recognition for his incredible eye for detail, perfect angles, creative concepts, and subtle lighting: an MVP in the Star Citizen community and an unmistakable character in-game. We love your work. Keep it up! o7Enjoy it on the Community Hub.COMMUNITY MVP: September 14, 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\nTreasure Hunter\nby Draal Iskaldur\nA frequent Staff Pick, Draal Iskaldur has likely already brought plenty of stunning images to your feed. Today, we're giving him some extra recognition for his incredible eye for detail, perfect angles, creative concepts, and subtle lighting: an MVP in the Star Citizen community and an unmistakable character in-game. We love your work. Keep it up! o7\n\nEnjoy 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!Joy-riding in a stolen Vanduul Stinger - JackAndJillFellSunset at Area18 - TeesaiNo more bullets\u200e - UrhuInfernal - DRAG0NAUTJoy-riding in a stolen Vanduul Stinger - JackAndJillFell\n\nSunset at Area18 - Teesai\n\nNo more bullets\u200e - Urhu\n\nInfernal - DRAG0NAUT","zh_CN":"This Week in Star Citizen\nx\u0113'suelen nyahyan, hello everyone,\nLast week saw the return of Pirate Week, putting the lawless side of the 'verse back in the spotlight. Alongside this year's festivities, a golden Pirate Week 2026 doubloon is waiting to be claimed by those clever enough to crack the code. Keep a sharp eye on Spectrum, our newsletters, and social channels while the Pirate Week flag flies, as you'll need to piece together the clues to uncover the hidden treasure.\n\nAnd if you're looking to make a name for yourself, our ongoing Most Wanted contest is still open! Snap an in-game screenshot of your character, then fill in the poster with a bounty worthy of your reputation.\n\nBYPASSING TWISC...... FUNCTION RETRIEVE (TREASURE HUNT CLUE)...... ACCESS GRANTED...... INJECTING...... avast! set course for pyro! Amidst the roughest Rigs In Dust-choked orbit, there be one that offers no Rest from the Edge. Aye, Cold and unforgiving it be. Hunt it down, and when ye find it, count every piece within the hologram; not the shell, but what lies inside.\n\nWe also published a new Roadmap Update, adding the new event Orison Relief Support to Alpha 4.10.1. Looking further ahead to Alpha 4.11, we shared a fresh glimpse of Nyx III's atmosphere, alongside a first look at Lightning Bolt Company's DMR: the Skarnov. Head over to the Release View for the latest on what's currently in the works for Alpha 4.11.\n\nBy\n\nMrTrashBy\n\nMrTrashNow let's see what's going on this week:\nLater this week, we're targeting the release of Alpha 4.10.1, bringing another round of technical and bug fixes, including fixes to ASOP terminals and ship statuses, a fix for Mendo Ren's HMG spawn issues, and more. You can follow the current PTU updates on Spectrum.\n\nThe update will also introduce the Orison Relief Support event, where you'll lend a hand in rebuilding Orison through missions spanning resource gathering, crafting, hauling, and combat. Following your feedback from the PTU, we've significantly reduced the requirements needed to complete the event, while its blueprints have been removed from the reward track and will instead be granted directly to your account. We'll keep hammering on Alpha 4.10.1 in the PTU ahead of its Live release, while work continues on Alpha 4.11.\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, September 19, we\u2019re heading to Milan, Italy, for another Bar Citizen! Join us at the Titan Gaming Center from 7 PM for an evening with fellow Citizens and members of the development team, swapping stories, sharing feedback, and celebrating Star Citizen together. We can\u2019t wait to meet you there, so come say ciao and raise a glass with us!\n\nIf you can't join us in Milan, there are plenty of other Bar Citizen events to check out, organized by fantastic members of the community this Saturday in France (Rouen), Texas (Fort Worth and Austin), and New Mexico (Albuquerque). Rally with fellow citizens and share your best pictures on social media!\n\na.thl\u2019\u0113\u2019kol, see you soon.\n\nThe Weekly Community Content Schedule\n\n\nMONDAY, SEPTEMBER 14\nThis Week in Star Citizen\n\nFRIDAY, SEPTEMBER 18\nRSI Weekly Newsletter\n\nSATURDAY, SEPTEMBER 19\nBar Citizen Milan, Italy, 7pm\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: September 14, 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.Treasure Hunterby Draal IskaldurA frequent Staff Pick, Draal Iskaldur has likely already brought plenty of stunning images to your feed. Today, we're giving him some extra recognition for his incredible eye for detail, perfect angles, creative concepts, and subtle lighting: an MVP in the Star Citizen community and an unmistakable character in-game. We love your work. Keep it up! o7Enjoy it on the Community Hub.COMMUNITY MVP: September 14, 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\nTreasure Hunter\nby Draal Iskaldur\nA frequent Staff Pick, Draal Iskaldur has likely already brought plenty of stunning images to your feed. Today, we're giving him some extra recognition for his incredible eye for detail, perfect angles, creative concepts, and subtle lighting: an MVP in the Star Citizen community and an unmistakable character in-game. We love your work. Keep it up! o7\n\nEnjoy 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!Joy-riding in a stolen Vanduul Stinger - JackAndJillFellSunset at Area18 - TeesaiNo more bullets\u200e - UrhuInfernal - DRAG0NAUTJoy-riding in a stolen Vanduul Stinger - JackAndJillFell\n\nSunset at Area18 - Teesai\n\nNo more bullets\u200e - Urhu\n\nInfernal - DRAG0NAUT","fr_FR":"This Week in Star Citizen\nx\u0113'suelen nyahyan, hello everyone,\nLast week saw the return of Pirate Week, putting the lawless side of the 'verse back in the spotlight. Alongside this year's festivities, a golden Pirate Week 2026 doubloon is waiting to be claimed by those clever enough to crack the code. Keep a sharp eye on Spectrum, our newsletters, and social channels while the Pirate Week flag flies, as you'll need to piece together the clues to uncover the hidden treasure.\n\nAnd if you're looking to make a name for yourself, our ongoing Most Wanted contest is still open! Snap an in-game screenshot of your character, then fill in the poster with a bounty worthy of your reputation.\n\nBYPASSING TWISC...... FUNCTION RETRIEVE (TREASURE HUNT CLUE)...... ACCESS GRANTED...... INJECTING...... avast! set course for pyro! Amidst the roughest Rigs In Dust-choked orbit, there be one that offers no Rest from the Edge. Aye, Cold and unforgiving it be. Hunt it down, and when ye find it, count every piece within the hologram; not the shell, but what lies inside.\n\nWe also published a new Roadmap Update, adding the new event Orison Relief Support to Alpha 4.10.1. Looking further ahead to Alpha 4.11, we shared a fresh glimpse of Nyx III's atmosphere, alongside a first look at Lightning Bolt Company's DMR: the Skarnov. Head over to the Release View for the latest on what's currently in the works for Alpha 4.11.\n\nBy\n\nMrTrashBy\n\nMrTrashNow let's see what's going on this week:\nLater this week, we're targeting the release of Alpha 4.10.1, bringing another round of technical and bug fixes, including fixes to ASOP terminals and ship statuses, a fix for Mendo Ren's HMG spawn issues, and more. You can follow the current PTU updates on Spectrum.\n\nThe update will also introduce the Orison Relief Support event, where you'll lend a hand in rebuilding Orison through missions spanning resource gathering, crafting, hauling, and combat. Following your feedback from the PTU, we've significantly reduced the requirements needed to complete the event, while its blueprints have been removed from the reward track and will instead be granted directly to your account. We'll keep hammering on Alpha 4.10.1 in the PTU ahead of its Live release, while work continues on Alpha 4.11.\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, September 19, we\u2019re heading to Milan, Italy, for another Bar Citizen! Join us at the Titan Gaming Center from 7 PM for an evening with fellow Citizens and members of the development team, swapping stories, sharing feedback, and celebrating Star Citizen together. We can\u2019t wait to meet you there, so come say ciao and raise a glass with us!\n\nIf you can't join us in Milan, there are plenty of other Bar Citizen events to check out, organized by fantastic members of the community this Saturday in France (Rouen), Texas (Fort Worth and Austin), and New Mexico (Albuquerque). Rally with fellow citizens and share your best pictures on social media!\n\na.thl\u2019\u0113\u2019kol, see you soon.\n\nThe Weekly Community Content Schedule\n\n\nMONDAY, SEPTEMBER 14\nThis Week in Star Citizen\n\nFRIDAY, SEPTEMBER 18\nRSI Weekly Newsletter\n\nSATURDAY, SEPTEMBER 19\nBar Citizen Milan, Italy, 7pm\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: September 14, 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.Treasure Hunterby Draal IskaldurA frequent Staff Pick, Draal Iskaldur has likely already brought plenty of stunning images to your feed. Today, we're giving him some extra recognition for his incredible eye for detail, perfect angles, creative concepts, and subtle lighting: an MVP in the Star Citizen community and an unmistakable character in-game. We love your work. Keep it up! o7Enjoy it on the Community Hub.COMMUNITY MVP: September 14, 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\nTreasure Hunter\nby Draal Iskaldur\nA frequent Staff Pick, Draal Iskaldur has likely already brought plenty of stunning images to your feed. Today, we're giving him some extra recognition for his incredible eye for detail, perfect angles, creative concepts, and subtle lighting: an MVP in the Star Citizen community and an unmistakable character in-game. We love your work. Keep it up! o7\n\nEnjoy 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!Joy-riding in a stolen Vanduul Stinger - JackAndJillFellSunset at Area18 - TeesaiNo more bullets\u200e - UrhuInfernal - DRAG0NAUTJoy-riding in a stolen Vanduul Stinger - JackAndJillFell\n\nSunset at Area18 - Teesai\n\nNo more bullets\u200e - Urhu\n\nInfernal - DRAG0NAUT"},"links_count":7,"comment_count":0,"created_at":"2026-09-14T22:00:00+00:00","created_at_human":"3 weeks ago"},{"id":21315,"title":"This Week in Star Citizen","rsi_url":"https:\/\/robertsspaceindustries.com\/en\/comm-link\/transmission\/21315-This-Week-In-Star-Citizen","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/21315","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/21315","channel":"Transmission","category":"Undefined","series":"None","images_count":7,"translations":{"en_EN":"This Week in Star Citizen\nHappy Monday, everyone!\nLast week saw the culmination of the biggest throwdown yet in the clash for aerospace supremacy. Ship Showdown 2956 has its Undisputed Champion of the 'Verse, and it's the RSI Perseus! The gunship ended one more battle in the final, taking down the Drake Ironclad Assault after a fight the crowds are still talking about. [Note to self: rough week to be a Drake girl.] The Origin M80 and the Drake Corsair round out this year's Final Four, due to receive Best In Show honors at this year's Intergalactic Aerospace Expo. You can relive every round at the Ship Showdown hub.\n\nSubscribers also received their exclusive September perks, featuring the Vehicle of the Month ahead: the MISC Freelancer MAX, a long-range hauler built for the dangers of deep-space delivery. Coming along for the ride are decorative display cases for collectors to showcase their loot.\n\nWe also published the August PU Monthly Report, with a look at what the dev teams tackled last month, from work that fed into Alpha 4.10: Siege of Orison to what's cooking further down the line.\n\nLastly, a huge thank you to everyone who came out to the PAX West Bar Citizen in Seattle last Friday. We loved reconnecting with familiar faces and meeting new pilots along the way. The Bar Citizen World Tour rolls on, with our next stop in Milan, Italy, on September 19. We hope to see you there!\n\nBy\n\nOrangeJuZiBy\n\nOrangeJuZiTop 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:\n\n\nTuesday kicks off the week with the September Monthly bundle comm-link, giving you a look at the armor, weapon, and ship paint bundle coming with Alpha 4.10.1.\n\nCome Wednesday, ready yer crews and hoist the Jolly Roger once more, mateys, for the time be upon us for Pirate Week 2026!\n\nWednesday also brings the latest Roadmap Update and its complementary Roundup.\n\nFriday will see the RSI Newsletter delivered straight into your inbox with the week's highlights from across the 'verse.\n\nOn Saturday, our friends at ATMO esports are giving dogfighters their shot at glory: Fight or Flight kicks off its 2026 season with the EMEA\/NA group stage. There's still time to sign up; registration closes midnight UTC on September 11.\n\n\n\n\nFly low, and fly fast!\n\nThe Weekly Community Content Schedule\n\n\nMONDAY, SEPTEMBER 7, 2026\nThis Week in Star Citizen\n\nTUESDAY, SEPTEMBER 8, 2026\nSeptember 2026 Monthly Bundle Comm-Link\n\nWEDNESDAY, SEPTEMBER 9, 2026\nPirate Week 2026 commences!\n\nRoadmap Update\n\nRoadmap Roundup\n\nFRIDAY, SEPTEMBER 11, 2026\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: September 7, 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.Grey's Market Basher Cinematicby meridivnThis cinematic showcase of the Basher's livery by Meridivn is the stuff of dreams. Dare we even say, it's a beautiful Nightmare?Check it out on the Community Hub.COMMUNITY MVP: September 7, 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\nGrey's Market Basher Cinematic\nby meridivn\nThis cinematic showcase of the Basher's livery by Meridivn is the stuff of dreams. Dare we even say, it's a beautiful Nightmare?\n\nCheck it out 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!Yormandi Solo - HK_HoShINoPreflight-Check - Dr-FischerGunz N Butter - BadRussian1Perseus explosive move - Hahn-SoloYormandi Solo - HK_HoShINo\n\nPreflight-Check - Dr-Fischer\n\nGunz N Butter - BadRussian1\n\nPerseus explosive move - Hahn-Solo","de_DE":"This Week in Star Citizen\nHappy Monday, everyone!\nLast week saw the culmination of the biggest throwdown yet in the clash for aerospace supremacy. Ship Showdown 2956 has its Undisputed Champion of the 'Verse, and it's the RSI Perseus! The gunship ended one more battle in the final, taking down the Drake Ironclad Assault after a fight the crowds are still talking about. [Note to self: rough week to be a Drake girl.] The Origin M80 and the Drake Corsair round out this year's Final Four, due to receive Best In Show honors at this year's Intergalactic Aerospace Expo. You can relive every round at the Ship Showdown hub.\n\nSubscribers also received their exclusive September perks, featuring the Vehicle of the Month ahead: the MISC Freelancer MAX, a long-range hauler built for the dangers of deep-space delivery. Coming along for the ride are decorative display cases for collectors to showcase their loot.\n\nWe also published the August PU Monthly Report, with a look at what the dev teams tackled last month, from work that fed into Alpha 4.10: Siege of Orison to what's cooking further down the line.\n\nLastly, a huge thank you to everyone who came out to the PAX West Bar Citizen in Seattle last Friday. We loved reconnecting with familiar faces and meeting new pilots along the way. The Bar Citizen World Tour rolls on, with our next stop in Milan, Italy, on September 19. We hope to see you there!\n\nBy\n\nOrangeJuZiBy\n\nOrangeJuZiTop 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:\n\n\nTuesday kicks off the week with the September Monthly bundle comm-link, giving you a look at the armor, weapon, and ship paint bundle coming with Alpha 4.10.1.\n\nCome Wednesday, ready yer crews and hoist the Jolly Roger once more, mateys, for the time be upon us for Pirate Week 2026!\n\nWednesday also brings the latest Roadmap Update and its complementary Roundup.\n\nFriday will see the RSI Newsletter delivered straight into your inbox with the week's highlights from across the 'verse.\n\nOn Saturday, our friends at ATMO esports are giving dogfighters their shot at glory: Fight or Flight kicks off its 2026 season with the EMEA\/NA group stage. There's still time to sign up; registration closes midnight UTC on September 11.\n\n\n\n\nFly low, and fly fast!\n\nThe Weekly Community Content Schedule\n\n\nMONDAY, SEPTEMBER 7, 2026\nThis Week in Star Citizen\n\nTUESDAY, SEPTEMBER 8, 2026\nSeptember 2026 Monthly Bundle Comm-Link\n\nWEDNESDAY, SEPTEMBER 9, 2026\nPirate Week 2026 commences!\n\nRoadmap Update\n\nRoadmap Roundup\n\nFRIDAY, SEPTEMBER 11, 2026\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: September 7, 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.Grey's Market Basher Cinematicby meridivnThis cinematic showcase of the Basher's livery by Meridivn is the stuff of dreams. Dare we even say, it's a beautiful Nightmare?Check it out on the Community Hub.COMMUNITY MVP: September 7, 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\nGrey's Market Basher Cinematic\nby meridivn\nThis cinematic showcase of the Basher's livery by Meridivn is the stuff of dreams. Dare we even say, it's a beautiful Nightmare?\n\nCheck it out 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!Yormandi Solo - HK_HoShINoPreflight-Check - Dr-FischerGunz N Butter - BadRussian1Perseus explosive move - Hahn-SoloYormandi Solo - HK_HoShINo\n\nPreflight-Check - Dr-Fischer\n\nGunz N Butter - BadRussian1\n\nPerseus explosive move - Hahn-Solo","zh_CN":"This Week in Star Citizen\nHappy Monday, everyone!\nLast week saw the culmination of the biggest throwdown yet in the clash for aerospace supremacy. Ship Showdown 2956 has its Undisputed Champion of the 'Verse, and it's the RSI Perseus! The gunship ended one more battle in the final, taking down the Drake Ironclad Assault after a fight the crowds are still talking about. [Note to self: rough week to be a Drake girl.] The Origin M80 and the Drake Corsair round out this year's Final Four, due to receive Best In Show honors at this year's Intergalactic Aerospace Expo. You can relive every round at the Ship Showdown hub.\n\nSubscribers also received their exclusive September perks, featuring the Vehicle of the Month ahead: the MISC Freelancer MAX, a long-range hauler built for the dangers of deep-space delivery. Coming along for the ride are decorative display cases for collectors to showcase their loot.\n\nWe also published the August PU Monthly Report, with a look at what the dev teams tackled last month, from work that fed into Alpha 4.10: Siege of Orison to what's cooking further down the line.\n\nLastly, a huge thank you to everyone who came out to the PAX West Bar Citizen in Seattle last Friday. We loved reconnecting with familiar faces and meeting new pilots along the way. The Bar Citizen World Tour rolls on, with our next stop in Milan, Italy, on September 19. We hope to see you there!\n\nBy\n\nOrangeJuZiBy\n\nOrangeJuZiTop 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:\n\n\nTuesday kicks off the week with the September Monthly bundle comm-link, giving you a look at the armor, weapon, and ship paint bundle coming with Alpha 4.10.1.\n\nCome Wednesday, ready yer crews and hoist the Jolly Roger once more, mateys, for the time be upon us for Pirate Week 2026!\n\nWednesday also brings the latest Roadmap Update and its complementary Roundup.\n\nFriday will see the RSI Newsletter delivered straight into your inbox with the week's highlights from across the 'verse.\n\nOn Saturday, our friends at ATMO esports are giving dogfighters their shot at glory: Fight or Flight kicks off its 2026 season with the EMEA\/NA group stage. There's still time to sign up; registration closes midnight UTC on September 11.\n\n\n\n\nFly low, and fly fast!\n\nThe Weekly Community Content Schedule\n\n\nMONDAY, SEPTEMBER 7, 2026\nThis Week in Star Citizen\n\nTUESDAY, SEPTEMBER 8, 2026\nSeptember 2026 Monthly Bundle Comm-Link\n\nWEDNESDAY, SEPTEMBER 9, 2026\nPirate Week 2026 commences!\n\nRoadmap Update\n\nRoadmap Roundup\n\nFRIDAY, SEPTEMBER 11, 2026\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: September 7, 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.Grey's Market Basher Cinematicby meridivnThis cinematic showcase of the Basher's livery by Meridivn is the stuff of dreams. Dare we even say, it's a beautiful Nightmare?Check it out on the Community Hub.COMMUNITY MVP: September 7, 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\nGrey's Market Basher Cinematic\nby meridivn\nThis cinematic showcase of the Basher's livery by Meridivn is the stuff of dreams. Dare we even say, it's a beautiful Nightmare?\n\nCheck it out 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!Yormandi Solo - HK_HoShINoPreflight-Check - Dr-FischerGunz N Butter - BadRussian1Perseus explosive move - Hahn-SoloYormandi Solo - HK_HoShINo\n\nPreflight-Check - Dr-Fischer\n\nGunz N Butter - BadRussian1\n\nPerseus explosive move - Hahn-Solo","fr_FR":"This Week in Star Citizen\nHappy Monday, everyone!\nLast week saw the culmination of the biggest throwdown yet in the clash for aerospace supremacy. Ship Showdown 2956 has its Undisputed Champion of the 'Verse, and it's the RSI Perseus! The gunship ended one more battle in the final, taking down the Drake Ironclad Assault after a fight the crowds are still talking about. [Note to self: rough week to be a Drake girl.] The Origin M80 and the Drake Corsair round out this year's Final Four, due to receive Best In Show honors at this year's Intergalactic Aerospace Expo. You can relive every round at the Ship Showdown hub.\n\nSubscribers also received their exclusive September perks, featuring the Vehicle of the Month ahead: the MISC Freelancer MAX, a long-range hauler built for the dangers of deep-space delivery. Coming along for the ride are decorative display cases for collectors to showcase their loot.\n\nWe also published the August PU Monthly Report, with a look at what the dev teams tackled last month, from work that fed into Alpha 4.10: Siege of Orison to what's cooking further down the line.\n\nLastly, a huge thank you to everyone who came out to the PAX West Bar Citizen in Seattle last Friday. We loved reconnecting with familiar faces and meeting new pilots along the way. The Bar Citizen World Tour rolls on, with our next stop in Milan, Italy, on September 19. We hope to see you there!\n\nBy\n\nOrangeJuZiBy\n\nOrangeJuZiTop 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:\n\n\nTuesday kicks off the week with the September Monthly bundle comm-link, giving you a look at the armor, weapon, and ship paint bundle coming with Alpha 4.10.1.\n\nCome Wednesday, ready yer crews and hoist the Jolly Roger once more, mateys, for the time be upon us for Pirate Week 2026!\n\nWednesday also brings the latest Roadmap Update and its complementary Roundup.\n\nFriday will see the RSI Newsletter delivered straight into your inbox with the week's highlights from across the 'verse.\n\nOn Saturday, our friends at ATMO esports are giving dogfighters their shot at glory: Fight or Flight kicks off its 2026 season with the EMEA\/NA group stage. There's still time to sign up; registration closes midnight UTC on September 11.\n\n\n\n\nFly low, and fly fast!\n\nThe Weekly Community Content Schedule\n\n\nMONDAY, SEPTEMBER 7, 2026\nThis Week in Star Citizen\n\nTUESDAY, SEPTEMBER 8, 2026\nSeptember 2026 Monthly Bundle Comm-Link\n\nWEDNESDAY, SEPTEMBER 9, 2026\nPirate Week 2026 commences!\n\nRoadmap Update\n\nRoadmap Roundup\n\nFRIDAY, SEPTEMBER 11, 2026\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: September 7, 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.Grey's Market Basher Cinematicby meridivnThis cinematic showcase of the Basher's livery by Meridivn is the stuff of dreams. Dare we even say, it's a beautiful Nightmare?Check it out on the Community Hub.COMMUNITY MVP: September 7, 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\nGrey's Market Basher Cinematic\nby meridivn\nThis cinematic showcase of the Basher's livery by Meridivn is the stuff of dreams. Dare we even say, it's a beautiful Nightmare?\n\nCheck it out 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!Yormandi Solo - HK_HoShINoPreflight-Check - Dr-FischerGunz N Butter - BadRussian1Perseus explosive move - Hahn-SoloYormandi Solo - HK_HoShINo\n\nPreflight-Check - Dr-Fischer\n\nGunz N Butter - BadRussian1\n\nPerseus explosive move - Hahn-Solo"},"links_count":7,"comment_count":0,"created_at":"2026-09-07T21:00:00+00:00","created_at_human":"1 month ago"},{"id":21314,"title":"Roadmap Roundup - August 26, 2026","rsi_url":"https:\/\/robertsspaceindustries.com\/en\/comm-link\/transmission\/21314-Roadmap-Roundup-August-26-2026","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/21314","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/21314","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: September 9, 2026\nRelease View\nAlpha 4.10\nOrison Relief Support\n\nImplementing Orison Relief Support, where players contribute to Orison\u2019s recovery efforts through a variety of missions spanning resource gathering, crafting, hauling, and combat. This will be released in an upcoming 4.10.x patch.\n\nThis card has been set to Committed.\n\n\n\n\n\n\nAlpha 4.11\nThis update has been adjusted to Q4 2026 to give our teams more time to focus on Alpha 4.10.x and 4.11 to further improve the live experience.\n\n\n\n\nNyx III\n\nThis card has been updated with a new image.\n\n\n\n\nLightning Bolt Company \"Skarnov\" Assault Rifle\n\nThis card has been updated with a new image.\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: September 9, 2026\nRelease View\nAlpha 4.10\nOrison Relief Support\n\nImplementing Orison Relief Support, where players contribute to Orison\u2019s recovery efforts through a variety of missions spanning resource gathering, crafting, hauling, and combat. This will be released in an upcoming 4.10.x patch.\n\nThis card has been set to Committed.\n\n\n\n\n\n\nAlpha 4.11\nThis update has been adjusted to Q4 2026 to give our teams more time to focus on Alpha 4.10.x and 4.11 to further improve the live experience.\n\n\n\n\nNyx III\n\nThis card has been updated with a new image.\n\n\n\n\nLightning Bolt Company \"Skarnov\" Assault Rifle\n\nThis card has been updated with a new image.\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: September 9, 2026\nRelease View\nAlpha 4.10\nOrison Relief Support\n\nImplementing Orison Relief Support, where players contribute to Orison\u2019s recovery efforts through a variety of missions spanning resource gathering, crafting, hauling, and combat. This will be released in an upcoming 4.10.x patch.\n\nThis card has been set to Committed.\n\n\n\n\n\n\nAlpha 4.11\nThis update has been adjusted to Q4 2026 to give our teams more time to focus on Alpha 4.10.x and 4.11 to further improve the live experience.\n\n\n\n\nNyx III\n\nThis card has been updated with a new image.\n\n\n\n\nLightning Bolt Company \"Skarnov\" Assault Rifle\n\nThis card has been updated with a new image.\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: September 9, 2026\nRelease View\nAlpha 4.10\nOrison Relief Support\n\nImplementing Orison Relief Support, where players contribute to Orison\u2019s recovery efforts through a variety of missions spanning resource gathering, crafting, hauling, and combat. This will be released in an upcoming 4.10.x patch.\n\nThis card has been set to Committed.\n\n\n\n\n\n\nAlpha 4.11\nThis update has been adjusted to Q4 2026 to give our teams more time to focus on Alpha 4.10.x and 4.11 to further improve the live experience.\n\n\n\n\nNyx III\n\nThis card has been updated with a new image.\n\n\n\n\nLightning Bolt Company \"Skarnov\" Assault Rifle\n\nThis card has been updated with a new image.\n\n\n\n\nJoin the discussion on Spectrum."},"links_count":0,"comment_count":0,"created_at":"2026-09-09T20:00:00+00:00","created_at_human":"4 weeks ago"},{"id":21308,"title":"Ship Showdown 2956 Winners | Star Citizen","rsi_url":"https:\/\/robertsspaceindustries.com\/en\/ship-showdown-2956\/winners","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/21308","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/21308","channel":"Undefined","category":"Undefined","series":"None","images_count":6,"translations":{"en_EN":"The Discover the ship Community Highlights View more on Community Hub By Ship Showdown Results Tiers Currently in Won Lost Semi-Finale Finale We have a CHAMPION! The year of RSI indeed. The prestigious and powerful Perseus has pummelled through the competition with unstoppable force to snatch the champion\u2019s title in its first bout in the Showdown ring. Unbelievable, unshakable, and unbeatable.\nThis showdown has seen eight new entries to the ring, two returning champs, and a whole lotta carnage. But the standout performance was from you, the community. You never missed a round, never skipped a vote, and created the most amazing submissions to start the party.\nIf you\u2019re the lucky owner of the winning warrior, you\u2019ll be rewarded with an in-game bomber jacket, plus the Final Four ships will each receive a challenge coin and Best in Show paint so you can fly with pride, all delivered at this year\u2019s IAE.\n\nTHE WINNER IS CROWNED The Discover the ship The Road to Victory VS The Read More Tournament Overview Highlight my votes The Ship Showdown Submission Archives Look back and explore the Ship Showdown creative community submissions!\n\nTo the Archives Follow the Action: Spectrum Instagram X Facebook Tiktok","de_DE":"The Discover the ship Community Highlights View more on Community Hub By Ship Showdown Results Tiers Currently in Won Lost Semi-Finale Finale We have a CHAMPION! The year of RSI indeed. The prestigious and powerful Perseus has pummelled through the competition with unstoppable force to snatch the champion\u2019s title in its first bout in the Showdown ring. Unbelievable, unshakable, and unbeatable.\nThis showdown has seen eight new entries to the ring, two returning champs, and a whole lotta carnage. But the standout performance was from you, the community. You never missed a round, never skipped a vote, and created the most amazing submissions to start the party.\nIf you\u2019re the lucky owner of the winning warrior, you\u2019ll be rewarded with an in-game bomber jacket, plus the Final Four ships will each receive a challenge coin and Best in Show paint so you can fly with pride, all delivered at this year\u2019s IAE.\n\nTHE WINNER IS CROWNED The Discover the ship The Road to Victory VS The Read More Tournament Overview Highlight my votes The Ship Showdown Submission Archives Look back and explore the Ship Showdown creative community submissions!\n\nTo the Archives Follow the Action: Spectrum Instagram X Facebook Tiktok","zh_CN":"The Discover the ship Community Highlights View more on Community Hub By Ship Showdown Results Tiers Currently in Won Lost Semi-Finale Finale We have a CHAMPION! The year of RSI indeed. The prestigious and powerful Perseus has pummelled through the competition with unstoppable force to snatch the champion\u2019s title in its first bout in the Showdown ring. Unbelievable, unshakable, and unbeatable.\nThis showdown has seen eight new entries to the ring, two returning champs, and a whole lotta carnage. But the standout performance was from you, the community. You never missed a round, never skipped a vote, and created the most amazing submissions to start the party.\nIf you\u2019re the lucky owner of the winning warrior, you\u2019ll be rewarded with an in-game bomber jacket, plus the Final Four ships will each receive a challenge coin and Best in Show paint so you can fly with pride, all delivered at this year\u2019s IAE.\n\nTHE WINNER IS CROWNED The Discover the ship The Road to Victory VS The Read More Tournament Overview Highlight my votes The Ship Showdown Submission Archives Look back and explore the Ship Showdown creative community submissions!\n\nTo the Archives Follow the Action: Spectrum Instagram X Facebook Tiktok","fr_FR":"The Discover the ship Community Highlights View more on Community Hub By Ship Showdown Results Tiers Currently in Won Lost Semi-Finale Finale We have a CHAMPION! The year of RSI indeed. The prestigious and powerful Perseus has pummelled through the competition with unstoppable force to snatch the champion\u2019s title in its first bout in the Showdown ring. Unbelievable, unshakable, and unbeatable.\nThis showdown has seen eight new entries to the ring, two returning champs, and a whole lotta carnage. But the standout performance was from you, the community. You never missed a round, never skipped a vote, and created the most amazing submissions to start the party.\nIf you\u2019re the lucky owner of the winning warrior, you\u2019ll be rewarded with an in-game bomber jacket, plus the Final Four ships will each receive a challenge coin and Best in Show paint so you can fly with pride, all delivered at this year\u2019s IAE.\n\nTHE WINNER IS CROWNED The Discover the ship The Road to Victory VS The Read More Tournament Overview Highlight my votes The Ship Showdown Submission Archives Look back and explore the Ship Showdown creative community submissions!\n\nTo the Archives Follow the Action: Spectrum Instagram X Facebook Tiktok"},"links_count":0,"comment_count":0,"created_at":"2026-09-07T21:00:00+00:00","created_at_human":"1 month ago"},{"id":21307,"title":"Star Citizen Monthly Report: August 2026","rsi_url":"https:\/\/robertsspaceindustries.com\/en\/comm-link\/transmission\/21307-Star-Citizen-Monthly-Report-August-2026","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/21307","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/21307","channel":"Transmission","category":"Undefined","series":"None","images_count":5,"translations":{"en_EN":"PU Monthly Report\nAugust 2026\nWelcome to August\u2019s PU Monthly Report! While most teams contributed toward Alpha 4.10: Siege of Orison throughout the month, many devs continued with tasks for exciting content coming soon and further down the road. Read on for all the latest details.\n\nAI Content\nThe recent Alpha 4.10 patch marked an exciting milestone for AI Content, with the re-release of Recco Battaglia and the introduction of a narrative-driven mission chain. These features required careful coordination with teams across multiple disciplines as they utilize in-person conversations, mission comms, and the new Instancing tech. The information gathered from this work will be instrumental in building narrative-driven content toward the 1.0 vision.\n\nAlongside this, the team supported comms for Siege of Orison, which takes players across a sprawling multi-step mission with a handful of characters to guide and fight. Elsewhere, content was developed for upcoming events, issues were addressed with existing social spaces, and initiatives were outlined for future patches.\n\nAI (Features & Tech)\nAI Features and Tech spent August improving Starchitect, fixing nav-meshes, and progressing with Star Paws. For the latter, multiple adult valakkar will now spread out when attacking at melee range and the kopion will properly handle unreachable targets (they now run away if their target can't be reached following an attack).\n\nMotive display parameters were made available in debug, debug controls for switching between boss phases were improved, and error handling for missing parameters was improved.\n\nFor Human AI, the team fixed an issue with projectile and beam impacts not creating stimulus in the right place and, therefore, not being heard by AI.\n\nAlso, various improvements from Squadron 42 were integrated into Subsumption, the Token system, and AI melee.\n\nAnimation\nLast month, animations were worked on for the apex valakkar, including for major attacks on ship targets. The team also created enter and exit animations for an all-new ship.\n\nArt (Characters)\nIn August, the Character Art team finalized a new combat armor set and its variants, completed Subscriber flair items, and progressed with a new type of armor. They also supported mission rewards and spent time bug-fixing. Support for StarWear is ongoing.\n\nArt (Ships)\nThe UK team began the month with a final polish pass on the Kruger Stingray after utilizing the PTU to catch a number of small bugs before its full release.\n\nTwo vehicles received their final materials and paints ahead of release.\n\nThe RSI Galaxy continued development, with progress building up to its greybox gate review in early September. Refinement of the interior color palettes and lighting across the ship was done after a few iterations on various options.\n\nThe Anvil Liberator progressed through greybox, with much of the interior being refined as the devs finalize the needs of each area. On the exterior, the main thrusters, maneuvering thrusters, and landing gear were integrated. Going forward, the team will continue to build details into the technical areas of the hull in line with Anvil\u2019s manufacturing style.\n\nProgress continued on three unannounced vehicles too. The first is approaching its greybox gate review, with additional modelling work being done to emphasize how different parts of the ship interact. For the second, the majority of the interior moved quickly through the art stages and large areas of the ship are closing in on LOD0, mainly due to having the interior being split across multiple artists. The exterior of the ship, with fewer artists working on it, is progressing at the typical rate, with the team refining its large, complex mechanisms. The third is in the final stages, with the devs adding paints and closing out bugs.\n\nFinally for the UK team, an all-new ship entered pre-production, with the devs breaking down the brief and concept to begin building out the geometry.\n\nThe North American team finished an unannounced ship they\u2019ve been working on for the past few months. In August, its final pass was completed, with paints currently being finalized and bugs fixed.\n\nDevelopment of the Drake Kraken continued, too. The exterior progressed well, with panel work, material break up, and detailing helping to sell the scale and complexity. On the interior, the devs are seeing the final vision across certain areas. For example, the bridge progressed toward final and, alongside the hangar, is setting the visual standard of the rest of the ship. Strike teams are being used to close out individual areas, so major updates are being implemented as the ship moves through the LOD0 phase.\n\nCommunity\nAugust began with the team supporting two ongoing events that started in July: Foundation Festival, which welcomes new pilots and celebrates the community members who help them find their way, and Ship Showdown, the community's yearly vote to crown its favorite vehicle. Foundation Festival wrapped up in mid-August after several weeks of activities, while Ship Showdown advanced to Phase 2: The Live Showdown. The team announced the community winners of the Phase 1 contest and posted a Spectrum thread covering the Phase 2 daily head-to-head matchups. When the competition reached the Elite Eight, they published a comm-link highlighting the finalists and announcing the Free Fly event for all backers. As the bracket narrowed further, the team published a Final Four post, spotlighting the Drake Ironclad Assault, Drake Corsair, Origin M80, and RSI Perseus as this year's remaining contenders.\n\nAugust also saw the release of Alpha 4.10 after an extended PTU phase. Following the patch launch, the team helped the Production team publish an Improving the Live Experience comm-link, detailing progress on some of the game's most persistent issues. The patch introduced Siege of Orison, now rebuilt using new Instancing technology, a rebalance of fuel tank capacity and consumption across all ships, and the introduction of the Kruger S-65 Stingray. The team supported the launch with a catch-all post to help players navigate the new content.\n\nThe Bar Citizen World Tour continued with a stop in Denver, Colorado, and a Gamescom meetup in Cologne, Germany. Behind the scenes, the Community team also continued preparing for upcoming events.\n\nAlongside these, the team maintained the regular publishing schedule, including This Week in Star Citizen, bi-weekly Roadmap Updates and Roundups, the Monthly Report, and Arena Commander schedule updates, while coordinating feedback across multiple development teams to ensure community voices reached the appropriate channels.\n\nNarrative\nWork continued in August on generating mission text for the huge number of missions that will be arriving with Nyx I. This consisted of not only a swath of contracts being offered by the various factions of the UEE, but new Local Contracts, where someone who lives at the settlement you\u2019re visiting is looking for help.\n\nAdditionally, an upcoming event required Narrative support for the overall lore that players will experience, along with text for the suite of missions and rewards that will come with it. Every patch also sees dozens of new items, weapons, and rewards, which all need text that the Narrative team generates, along with detailed reviews of ships in development to help ensure that the signage and decals are lore-appropriate.\n\nAugust also saw the release of a new issue of the Subscriber magazine, Jump Point, which features a brand-new narrative story about Nyx I.\n\nOnline Technology\nLast month, the Online Services team focused on improving the reliability of missions and contracts, specifically the system that generates jobs and delivery tasks. The devs worked through a bug where accepting a mission that another player had just started could get them stuck. The fix will show a clear message and automatically refresh the list instead of leaving players in a broken state. A technical issue was also addressed where missions tied to instanced areas (like certain locales or private spaces) weren't properly \u2018cleaned up\u2019 after players left, which was creating unnecessary buildup behind the scenes.\n\nFurthermore, Online Services worked on various improvements for Instancing. They also cleaned up the side effect of a previous bug that had mistakenly granted some players extra Wikelo-related items, which involved running data cleanup passes to correct it while being careful not to disrupt normal gameplay in the process.\n\nLooking ahead, Online Services began scoping two new internal tools to help support staff resolve player account issues more efficiently. Both ideas are still in early planning and design.\n\nIn August, the Live Tools team pushed Hex 4.0 toward release and moved the Bootstrap client revamp from planning into development.\n\nThe busiest area remained Hex 4.0, the team's internal platform for player support and operations staff, where most of the month went into pre-release work. The team brought the player support Arbiter toolset directly into the platform, replacing the external browser extensions staff previously relied on, and reworked the sanction and discipline workflow around it. Some manual steps in tracking recurring issues were also automated.\n\nA round of interaction and UX polish was also completed, including reworked tab behavior and quick-view routing, clearer sanction and page header controls, responsive account grids, a new feedback button, a past suspensions view, and a fix for a critical gateway crash when querying entitlements. Attention then turned to closing out the remaining feature parity and pre-release UX work to get Hex 4.0 release-ready, with post-release improvements already being scoped. Alongside this, progress continued on Citadel, the service behind Hex's data access.\n\nOn Bootstrap, the tool developers use to set up their local work environments, the team completed the client revamp implementation roadmap, finalizing the delivery phasing and producing mock-ups of the new interface. This closes out last month's design phase and clears the way to begin rebuilding the client.\n\nFor Error Reporting, the crash-processing pipeline was updated to clean up leftover files after each run for better reliability.\n\nFinally, attention was given to the broader crash pipeline and post-launch polish for Panic Switch, the live incident management tool.\n\nR&D\nAugust saw the R&D team working on planet atmosphere, including making improvements to the overcast skylight. Improvements to cloud injection into the atmosphere continued too.\n\nHowever, the bulk of the team\u2019s work went into the temporal render mode. As part of this, the handling of dynamic objects was improved to reduce trails when moving through clouds. Motion-based confidence was replaced with a new coherence metric, which gives much better convergence and stability at little or no motion, and also helps to deal with evolving clouds, camera cuts, and dynamic objects in general without special-case handling. The history clamp was also improved, and in combination with a guide mask, now largely resolves transmittance halos at ridges.\n\nA number of performance and memory improvements were made as well. The history helper texture was reduced to 25% by compressing and quantizing its attributes. Noise LOD computation was optimized, and shape and erosion noise now receive individual LODs. The temporal upsampler was optimized to reduce register pressure, and various transmittance profile improvements and fixes were made.\n\nSeveral items remain in progress: folding opaque scene visibility into the upsampler's filter kernel and neighborhood clamp BBox hull setup, and the cloud injection work and VGPR reductions for the spatio-temporal upsampler.\n\nTech Art\/Animation\nThroughout August, the Technical Animation team focused on the systems that make characters look and move convincingly, including faces, deformation, cloth, and creatures. Much of this work is foundational, improving the underlying tech that every character in the 'verse relies on rather than any single asset.\n\nFor character faces and DNA heads, the team continued the expression and polish work that brings the PU's growing cast of faces to life, running detailed passes across a batch of DNA heads and correcting alignment issues that had crept in between the artists' Maya scenes and what players actually see in-game. A new set of eye textures was integrated into the live Star Citizen branch, alongside an updated base head. Improvements were also made to how facial regions blend together, laying groundwork for more varied and natural-looking characters.\n\nSignificant progress was made on the RBF system, which drives how skin, muscle, and clothing deform as characters move. The team solved a tricky issue where jaw movement was incorrectly pulling on collars, streamlined how deformation data is exported so multiple setups can share a single asset, and pushed the system out across the core Star Citizen skeletons. Tool improvements requested directly by Tech Art also landed.\n\nThe StarCloth toolset gained per-vertex control over how strongly cloth is pulled toward the body, giving artists far finer authority over how capes, coats, and loose garments behave. Support for unified skins was added, along with automatic health checks that catch broken cloth setups before they reach the game.\n\nWeakspot implementation on the apex sand valakkar moved into review, and new creature variants began playtesting.","de_DE":"PU Monthly Report\nAugust 2026\nWelcome to August\u2019s PU Monthly Report! While most teams contributed toward Alpha 4.10: Siege of Orison throughout the month, many devs continued with tasks for exciting content coming soon and further down the road. Read on for all the latest details.\n\nAI Content\nThe recent Alpha 4.10 patch marked an exciting milestone for AI Content, with the re-release of Recco Battaglia and the introduction of a narrative-driven mission chain. These features required careful coordination with teams across multiple disciplines as they utilize in-person conversations, mission comms, and the new Instancing tech. The information gathered from this work will be instrumental in building narrative-driven content toward the 1.0 vision.\n\nAlongside this, the team supported comms for Siege of Orison, which takes players across a sprawling multi-step mission with a handful of characters to guide and fight. Elsewhere, content was developed for upcoming events, issues were addressed with existing social spaces, and initiatives were outlined for future patches.\n\nAI (Features & Tech)\nAI Features and Tech spent August improving Starchitect, fixing nav-meshes, and progressing with Star Paws. For the latter, multiple adult valakkar will now spread out when attacking at melee range and the kopion will properly handle unreachable targets (they now run away if their target can't be reached following an attack).\n\nMotive display parameters were made available in debug, debug controls for switching between boss phases were improved, and error handling for missing parameters was improved.\n\nFor Human AI, the team fixed an issue with projectile and beam impacts not creating stimulus in the right place and, therefore, not being heard by AI.\n\nAlso, various improvements from Squadron 42 were integrated into Subsumption, the Token system, and AI melee.\n\nAnimation\nLast month, animations were worked on for the apex valakkar, including for major attacks on ship targets. The team also created enter and exit animations for an all-new ship.\n\nArt (Characters)\nIn August, the Character Art team finalized a new combat armor set and its variants, completed Subscriber flair items, and progressed with a new type of armor. They also supported mission rewards and spent time bug-fixing. Support for StarWear is ongoing.\n\nArt (Ships)\nThe UK team began the month with a final polish pass on the Kruger Stingray after utilizing the PTU to catch a number of small bugs before its full release.\n\nTwo vehicles received their final materials and paints ahead of release.\n\nThe RSI Galaxy continued development, with progress building up to its greybox gate review in early September. Refinement of the interior color palettes and lighting across the ship was done after a few iterations on various options.\n\nThe Anvil Liberator progressed through greybox, with much of the interior being refined as the devs finalize the needs of each area. On the exterior, the main thrusters, maneuvering thrusters, and landing gear were integrated. Going forward, the team will continue to build details into the technical areas of the hull in line with Anvil\u2019s manufacturing style.\n\nProgress continued on three unannounced vehicles too. The first is approaching its greybox gate review, with additional modelling work being done to emphasize how different parts of the ship interact. For the second, the majority of the interior moved quickly through the art stages and large areas of the ship are closing in on LOD0, mainly due to having the interior being split across multiple artists. The exterior of the ship, with fewer artists working on it, is progressing at the typical rate, with the team refining its large, complex mechanisms. The third is in the final stages, with the devs adding paints and closing out bugs.\n\nFinally for the UK team, an all-new ship entered pre-production, with the devs breaking down the brief and concept to begin building out the geometry.\n\nThe North American team finished an unannounced ship they\u2019ve been working on for the past few months. In August, its final pass was completed, with paints currently being finalized and bugs fixed.\n\nDevelopment of the Drake Kraken continued, too. The exterior progressed well, with panel work, material break up, and detailing helping to sell the scale and complexity. On the interior, the devs are seeing the final vision across certain areas. For example, the bridge progressed toward final and, alongside the hangar, is setting the visual standard of the rest of the ship. Strike teams are being used to close out individual areas, so major updates are being implemented as the ship moves through the LOD0 phase.\n\nCommunity\nAugust began with the team supporting two ongoing events that started in July: Foundation Festival, which welcomes new pilots and celebrates the community members who help them find their way, and Ship Showdown, the community's yearly vote to crown its favorite vehicle. Foundation Festival wrapped up in mid-August after several weeks of activities, while Ship Showdown advanced to Phase 2: The Live Showdown. The team announced the community winners of the Phase 1 contest and posted a Spectrum thread covering the Phase 2 daily head-to-head matchups. When the competition reached the Elite Eight, they published a comm-link highlighting the finalists and announcing the Free Fly event for all backers. As the bracket narrowed further, the team published a Final Four post, spotlighting the Drake Ironclad Assault, Drake Corsair, Origin M80, and RSI Perseus as this year's remaining contenders.\n\nAugust also saw the release of Alpha 4.10 after an extended PTU phase. Following the patch launch, the team helped the Production team publish an Improving the Live Experience comm-link, detailing progress on some of the game's most persistent issues. The patch introduced Siege of Orison, now rebuilt using new Instancing technology, a rebalance of fuel tank capacity and consumption across all ships, and the introduction of the Kruger S-65 Stingray. The team supported the launch with a catch-all post to help players navigate the new content.\n\nThe Bar Citizen World Tour continued with a stop in Denver, Colorado, and a Gamescom meetup in Cologne, Germany. Behind the scenes, the Community team also continued preparing for upcoming events.\n\nAlongside these, the team maintained the regular publishing schedule, including This Week in Star Citizen, bi-weekly Roadmap Updates and Roundups, the Monthly Report, and Arena Commander schedule updates, while coordinating feedback across multiple development teams to ensure community voices reached the appropriate channels.\n\nNarrative\nWork continued in August on generating mission text for the huge number of missions that will be arriving with Nyx I. This consisted of not only a swath of contracts being offered by the various factions of the UEE, but new Local Contracts, where someone who lives at the settlement you\u2019re visiting is looking for help.\n\nAdditionally, an upcoming event required Narrative support for the overall lore that players will experience, along with text for the suite of missions and rewards that will come with it. Every patch also sees dozens of new items, weapons, and rewards, which all need text that the Narrative team generates, along with detailed reviews of ships in development to help ensure that the signage and decals are lore-appropriate.\n\nAugust also saw the release of a new issue of the Subscriber magazine, Jump Point, which features a brand-new narrative story about Nyx I.\n\nOnline Technology\nLast month, the Online Services team focused on improving the reliability of missions and contracts, specifically the system that generates jobs and delivery tasks. The devs worked through a bug where accepting a mission that another player had just started could get them stuck. The fix will show a clear message and automatically refresh the list instead of leaving players in a broken state. A technical issue was also addressed where missions tied to instanced areas (like certain locales or private spaces) weren't properly \u2018cleaned up\u2019 after players left, which was creating unnecessary buildup behind the scenes.\n\nFurthermore, Online Services worked on various improvements for Instancing. They also cleaned up the side effect of a previous bug that had mistakenly granted some players extra Wikelo-related items, which involved running data cleanup passes to correct it while being careful not to disrupt normal gameplay in the process.\n\nLooking ahead, Online Services began scoping two new internal tools to help support staff resolve player account issues more efficiently. Both ideas are still in early planning and design.\n\nIn August, the Live Tools team pushed Hex 4.0 toward release and moved the Bootstrap client revamp from planning into development.\n\nThe busiest area remained Hex 4.0, the team's internal platform for player support and operations staff, where most of the month went into pre-release work. The team brought the player support Arbiter toolset directly into the platform, replacing the external browser extensions staff previously relied on, and reworked the sanction and discipline workflow around it. Some manual steps in tracking recurring issues were also automated.\n\nA round of interaction and UX polish was also completed, including reworked tab behavior and quick-view routing, clearer sanction and page header controls, responsive account grids, a new feedback button, a past suspensions view, and a fix for a critical gateway crash when querying entitlements. Attention then turned to closing out the remaining feature parity and pre-release UX work to get Hex 4.0 release-ready, with post-release improvements already being scoped. Alongside this, progress continued on Citadel, the service behind Hex's data access.\n\nOn Bootstrap, the tool developers use to set up their local work environments, the team completed the client revamp implementation roadmap, finalizing the delivery phasing and producing mock-ups of the new interface. This closes out last month's design phase and clears the way to begin rebuilding the client.\n\nFor Error Reporting, the crash-processing pipeline was updated to clean up leftover files after each run for better reliability.\n\nFinally, attention was given to the broader crash pipeline and post-launch polish for Panic Switch, the live incident management tool.\n\nR&D\nAugust saw the R&D team working on planet atmosphere, including making improvements to the overcast skylight. Improvements to cloud injection into the atmosphere continued too.\n\nHowever, the bulk of the team\u2019s work went into the temporal render mode. As part of this, the handling of dynamic objects was improved to reduce trails when moving through clouds. Motion-based confidence was replaced with a new coherence metric, which gives much better convergence and stability at little or no motion, and also helps to deal with evolving clouds, camera cuts, and dynamic objects in general without special-case handling. The history clamp was also improved, and in combination with a guide mask, now largely resolves transmittance halos at ridges.\n\nA number of performance and memory improvements were made as well. The history helper texture was reduced to 25% by compressing and quantizing its attributes. Noise LOD computation was optimized, and shape and erosion noise now receive individual LODs. The temporal upsampler was optimized to reduce register pressure, and various transmittance profile improvements and fixes were made.\n\nSeveral items remain in progress: folding opaque scene visibility into the upsampler's filter kernel and neighborhood clamp BBox hull setup, and the cloud injection work and VGPR reductions for the spatio-temporal upsampler.\n\nTech Art\/Animation\nThroughout August, the Technical Animation team focused on the systems that make characters look and move convincingly, including faces, deformation, cloth, and creatures. Much of this work is foundational, improving the underlying tech that every character in the 'verse relies on rather than any single asset.\n\nFor character faces and DNA heads, the team continued the expression and polish work that brings the PU's growing cast of faces to life, running detailed passes across a batch of DNA heads and correcting alignment issues that had crept in between the artists' Maya scenes and what players actually see in-game. A new set of eye textures was integrated into the live Star Citizen branch, alongside an updated base head. Improvements were also made to how facial regions blend together, laying groundwork for more varied and natural-looking characters.\n\nSignificant progress was made on the RBF system, which drives how skin, muscle, and clothing deform as characters move. The team solved a tricky issue where jaw movement was incorrectly pulling on collars, streamlined how deformation data is exported so multiple setups can share a single asset, and pushed the system out across the core Star Citizen skeletons. Tool improvements requested directly by Tech Art also landed.\n\nThe StarCloth toolset gained per-vertex control over how strongly cloth is pulled toward the body, giving artists far finer authority over how capes, coats, and loose garments behave. Support for unified skins was added, along with automatic health checks that catch broken cloth setups before they reach the game.\n\nWeakspot implementation on the apex sand valakkar moved into review, and new creature variants began playtesting.","zh_CN":"PU Monthly Report\nAugust 2026\nWelcome to August\u2019s PU Monthly Report! While most teams contributed toward Alpha 4.10: Siege of Orison throughout the month, many devs continued with tasks for exciting content coming soon and further down the road. Read on for all the latest details.\n\nAI Content\nThe recent Alpha 4.10 patch marked an exciting milestone for AI Content, with the re-release of Recco Battaglia and the introduction of a narrative-driven mission chain. These features required careful coordination with teams across multiple disciplines as they utilize in-person conversations, mission comms, and the new Instancing tech. The information gathered from this work will be instrumental in building narrative-driven content toward the 1.0 vision.\n\nAlongside this, the team supported comms for Siege of Orison, which takes players across a sprawling multi-step mission with a handful of characters to guide and fight. Elsewhere, content was developed for upcoming events, issues were addressed with existing social spaces, and initiatives were outlined for future patches.\n\nAI (Features & Tech)\nAI Features and Tech spent August improving Starchitect, fixing nav-meshes, and progressing with Star Paws. For the latter, multiple adult valakkar will now spread out when attacking at melee range and the kopion will properly handle unreachable targets (they now run away if their target can't be reached following an attack).\n\nMotive display parameters were made available in debug, debug controls for switching between boss phases were improved, and error handling for missing parameters was improved.\n\nFor Human AI, the team fixed an issue with projectile and beam impacts not creating stimulus in the right place and, therefore, not being heard by AI.\n\nAlso, various improvements from Squadron 42 were integrated into Subsumption, the Token system, and AI melee.\n\nAnimation\nLast month, animations were worked on for the apex valakkar, including for major attacks on ship targets. The team also created enter and exit animations for an all-new ship.\n\nArt (Characters)\nIn August, the Character Art team finalized a new combat armor set and its variants, completed Subscriber flair items, and progressed with a new type of armor. They also supported mission rewards and spent time bug-fixing. Support for StarWear is ongoing.\n\nArt (Ships)\nThe UK team began the month with a final polish pass on the Kruger Stingray after utilizing the PTU to catch a number of small bugs before its full release.\n\nTwo vehicles received their final materials and paints ahead of release.\n\nThe RSI Galaxy continued development, with progress building up to its greybox gate review in early September. Refinement of the interior color palettes and lighting across the ship was done after a few iterations on various options.\n\nThe Anvil Liberator progressed through greybox, with much of the interior being refined as the devs finalize the needs of each area. On the exterior, the main thrusters, maneuvering thrusters, and landing gear were integrated. Going forward, the team will continue to build details into the technical areas of the hull in line with Anvil\u2019s manufacturing style.\n\nProgress continued on three unannounced vehicles too. The first is approaching its greybox gate review, with additional modelling work being done to emphasize how different parts of the ship interact. For the second, the majority of the interior moved quickly through the art stages and large areas of the ship are closing in on LOD0, mainly due to having the interior being split across multiple artists. The exterior of the ship, with fewer artists working on it, is progressing at the typical rate, with the team refining its large, complex mechanisms. The third is in the final stages, with the devs adding paints and closing out bugs.\n\nFinally for the UK team, an all-new ship entered pre-production, with the devs breaking down the brief and concept to begin building out the geometry.\n\nThe North American team finished an unannounced ship they\u2019ve been working on for the past few months. In August, its final pass was completed, with paints currently being finalized and bugs fixed.\n\nDevelopment of the Drake Kraken continued, too. The exterior progressed well, with panel work, material break up, and detailing helping to sell the scale and complexity. On the interior, the devs are seeing the final vision across certain areas. For example, the bridge progressed toward final and, alongside the hangar, is setting the visual standard of the rest of the ship. Strike teams are being used to close out individual areas, so major updates are being implemented as the ship moves through the LOD0 phase.\n\nCommunity\nAugust began with the team supporting two ongoing events that started in July: Foundation Festival, which welcomes new pilots and celebrates the community members who help them find their way, and Ship Showdown, the community's yearly vote to crown its favorite vehicle. Foundation Festival wrapped up in mid-August after several weeks of activities, while Ship Showdown advanced to Phase 2: The Live Showdown. The team announced the community winners of the Phase 1 contest and posted a Spectrum thread covering the Phase 2 daily head-to-head matchups. When the competition reached the Elite Eight, they published a comm-link highlighting the finalists and announcing the Free Fly event for all backers. As the bracket narrowed further, the team published a Final Four post, spotlighting the Drake Ironclad Assault, Drake Corsair, Origin M80, and RSI Perseus as this year's remaining contenders.\n\nAugust also saw the release of Alpha 4.10 after an extended PTU phase. Following the patch launch, the team helped the Production team publish an Improving the Live Experience comm-link, detailing progress on some of the game's most persistent issues. The patch introduced Siege of Orison, now rebuilt using new Instancing technology, a rebalance of fuel tank capacity and consumption across all ships, and the introduction of the Kruger S-65 Stingray. The team supported the launch with a catch-all post to help players navigate the new content.\n\nThe Bar Citizen World Tour continued with a stop in Denver, Colorado, and a Gamescom meetup in Cologne, Germany. Behind the scenes, the Community team also continued preparing for upcoming events.\n\nAlongside these, the team maintained the regular publishing schedule, including This Week in Star Citizen, bi-weekly Roadmap Updates and Roundups, the Monthly Report, and Arena Commander schedule updates, while coordinating feedback across multiple development teams to ensure community voices reached the appropriate channels.\n\nNarrative\nWork continued in August on generating mission text for the huge number of missions that will be arriving with Nyx I. This consisted of not only a swath of contracts being offered by the various factions of the UEE, but new Local Contracts, where someone who lives at the settlement you\u2019re visiting is looking for help.\n\nAdditionally, an upcoming event required Narrative support for the overall lore that players will experience, along with text for the suite of missions and rewards that will come with it. Every patch also sees dozens of new items, weapons, and rewards, which all need text that the Narrative team generates, along with detailed reviews of ships in development to help ensure that the signage and decals are lore-appropriate.\n\nAugust also saw the release of a new issue of the Subscriber magazine, Jump Point, which features a brand-new narrative story about Nyx I.\n\nOnline Technology\nLast month, the Online Services team focused on improving the reliability of missions and contracts, specifically the system that generates jobs and delivery tasks. The devs worked through a bug where accepting a mission that another player had just started could get them stuck. The fix will show a clear message and automatically refresh the list instead of leaving players in a broken state. A technical issue was also addressed where missions tied to instanced areas (like certain locales or private spaces) weren't properly \u2018cleaned up\u2019 after players left, which was creating unnecessary buildup behind the scenes.\n\nFurthermore, Online Services worked on various improvements for Instancing. They also cleaned up the side effect of a previous bug that had mistakenly granted some players extra Wikelo-related items, which involved running data cleanup passes to correct it while being careful not to disrupt normal gameplay in the process.\n\nLooking ahead, Online Services began scoping two new internal tools to help support staff resolve player account issues more efficiently. Both ideas are still in early planning and design.\n\nIn August, the Live Tools team pushed Hex 4.0 toward release and moved the Bootstrap client revamp from planning into development.\n\nThe busiest area remained Hex 4.0, the team's internal platform for player support and operations staff, where most of the month went into pre-release work. The team brought the player support Arbiter toolset directly into the platform, replacing the external browser extensions staff previously relied on, and reworked the sanction and discipline workflow around it. Some manual steps in tracking recurring issues were also automated.\n\nA round of interaction and UX polish was also completed, including reworked tab behavior and quick-view routing, clearer sanction and page header controls, responsive account grids, a new feedback button, a past suspensions view, and a fix for a critical gateway crash when querying entitlements. Attention then turned to closing out the remaining feature parity and pre-release UX work to get Hex 4.0 release-ready, with post-release improvements already being scoped. Alongside this, progress continued on Citadel, the service behind Hex's data access.\n\nOn Bootstrap, the tool developers use to set up their local work environments, the team completed the client revamp implementation roadmap, finalizing the delivery phasing and producing mock-ups of the new interface. This closes out last month's design phase and clears the way to begin rebuilding the client.\n\nFor Error Reporting, the crash-processing pipeline was updated to clean up leftover files after each run for better reliability.\n\nFinally, attention was given to the broader crash pipeline and post-launch polish for Panic Switch, the live incident management tool.\n\nR&D\nAugust saw the R&D team working on planet atmosphere, including making improvements to the overcast skylight. Improvements to cloud injection into the atmosphere continued too.\n\nHowever, the bulk of the team\u2019s work went into the temporal render mode. As part of this, the handling of dynamic objects was improved to reduce trails when moving through clouds. Motion-based confidence was replaced with a new coherence metric, which gives much better convergence and stability at little or no motion, and also helps to deal with evolving clouds, camera cuts, and dynamic objects in general without special-case handling. The history clamp was also improved, and in combination with a guide mask, now largely resolves transmittance halos at ridges.\n\nA number of performance and memory improvements were made as well. The history helper texture was reduced to 25% by compressing and quantizing its attributes. Noise LOD computation was optimized, and shape and erosion noise now receive individual LODs. The temporal upsampler was optimized to reduce register pressure, and various transmittance profile improvements and fixes were made.\n\nSeveral items remain in progress: folding opaque scene visibility into the upsampler's filter kernel and neighborhood clamp BBox hull setup, and the cloud injection work and VGPR reductions for the spatio-temporal upsampler.\n\nTech Art\/Animation\nThroughout August, the Technical Animation team focused on the systems that make characters look and move convincingly, including faces, deformation, cloth, and creatures. Much of this work is foundational, improving the underlying tech that every character in the 'verse relies on rather than any single asset.\n\nFor character faces and DNA heads, the team continued the expression and polish work that brings the PU's growing cast of faces to life, running detailed passes across a batch of DNA heads and correcting alignment issues that had crept in between the artists' Maya scenes and what players actually see in-game. A new set of eye textures was integrated into the live Star Citizen branch, alongside an updated base head. Improvements were also made to how facial regions blend together, laying groundwork for more varied and natural-looking characters.\n\nSignificant progress was made on the RBF system, which drives how skin, muscle, and clothing deform as characters move. The team solved a tricky issue where jaw movement was incorrectly pulling on collars, streamlined how deformation data is exported so multiple setups can share a single asset, and pushed the system out across the core Star Citizen skeletons. Tool improvements requested directly by Tech Art also landed.\n\nThe StarCloth toolset gained per-vertex control over how strongly cloth is pulled toward the body, giving artists far finer authority over how capes, coats, and loose garments behave. Support for unified skins was added, along with automatic health checks that catch broken cloth setups before they reach the game.\n\nWeakspot implementation on the apex sand valakkar moved into review, and new creature variants began playtesting.","fr_FR":"PU Monthly Report\nAugust 2026\nWelcome to August\u2019s PU Monthly Report! While most teams contributed toward Alpha 4.10: Siege of Orison throughout the month, many devs continued with tasks for exciting content coming soon and further down the road. Read on for all the latest details.\n\nAI Content\nThe recent Alpha 4.10 patch marked an exciting milestone for AI Content, with the re-release of Recco Battaglia and the introduction of a narrative-driven mission chain. These features required careful coordination with teams across multiple disciplines as they utilize in-person conversations, mission comms, and the new Instancing tech. The information gathered from this work will be instrumental in building narrative-driven content toward the 1.0 vision.\n\nAlongside this, the team supported comms for Siege of Orison, which takes players across a sprawling multi-step mission with a handful of characters to guide and fight. Elsewhere, content was developed for upcoming events, issues were addressed with existing social spaces, and initiatives were outlined for future patches.\n\nAI (Features & Tech)\nAI Features and Tech spent August improving Starchitect, fixing nav-meshes, and progressing with Star Paws. For the latter, multiple adult valakkar will now spread out when attacking at melee range and the kopion will properly handle unreachable targets (they now run away if their target can't be reached following an attack).\n\nMotive display parameters were made available in debug, debug controls for switching between boss phases were improved, and error handling for missing parameters was improved.\n\nFor Human AI, the team fixed an issue with projectile and beam impacts not creating stimulus in the right place and, therefore, not being heard by AI.\n\nAlso, various improvements from Squadron 42 were integrated into Subsumption, the Token system, and AI melee.\n\nAnimation\nLast month, animations were worked on for the apex valakkar, including for major attacks on ship targets. The team also created enter and exit animations for an all-new ship.\n\nArt (Characters)\nIn August, the Character Art team finalized a new combat armor set and its variants, completed Subscriber flair items, and progressed with a new type of armor. They also supported mission rewards and spent time bug-fixing. Support for StarWear is ongoing.\n\nArt (Ships)\nThe UK team began the month with a final polish pass on the Kruger Stingray after utilizing the PTU to catch a number of small bugs before its full release.\n\nTwo vehicles received their final materials and paints ahead of release.\n\nThe RSI Galaxy continued development, with progress building up to its greybox gate review in early September. Refinement of the interior color palettes and lighting across the ship was done after a few iterations on various options.\n\nThe Anvil Liberator progressed through greybox, with much of the interior being refined as the devs finalize the needs of each area. On the exterior, the main thrusters, maneuvering thrusters, and landing gear were integrated. Going forward, the team will continue to build details into the technical areas of the hull in line with Anvil\u2019s manufacturing style.\n\nProgress continued on three unannounced vehicles too. The first is approaching its greybox gate review, with additional modelling work being done to emphasize how different parts of the ship interact. For the second, the majority of the interior moved quickly through the art stages and large areas of the ship are closing in on LOD0, mainly due to having the interior being split across multiple artists. The exterior of the ship, with fewer artists working on it, is progressing at the typical rate, with the team refining its large, complex mechanisms. The third is in the final stages, with the devs adding paints and closing out bugs.\n\nFinally for the UK team, an all-new ship entered pre-production, with the devs breaking down the brief and concept to begin building out the geometry.\n\nThe North American team finished an unannounced ship they\u2019ve been working on for the past few months. In August, its final pass was completed, with paints currently being finalized and bugs fixed.\n\nDevelopment of the Drake Kraken continued, too. The exterior progressed well, with panel work, material break up, and detailing helping to sell the scale and complexity. On the interior, the devs are seeing the final vision across certain areas. For example, the bridge progressed toward final and, alongside the hangar, is setting the visual standard of the rest of the ship. Strike teams are being used to close out individual areas, so major updates are being implemented as the ship moves through the LOD0 phase.\n\nCommunity\nAugust began with the team supporting two ongoing events that started in July: Foundation Festival, which welcomes new pilots and celebrates the community members who help them find their way, and Ship Showdown, the community's yearly vote to crown its favorite vehicle. Foundation Festival wrapped up in mid-August after several weeks of activities, while Ship Showdown advanced to Phase 2: The Live Showdown. The team announced the community winners of the Phase 1 contest and posted a Spectrum thread covering the Phase 2 daily head-to-head matchups. When the competition reached the Elite Eight, they published a comm-link highlighting the finalists and announcing the Free Fly event for all backers. As the bracket narrowed further, the team published a Final Four post, spotlighting the Drake Ironclad Assault, Drake Corsair, Origin M80, and RSI Perseus as this year's remaining contenders.\n\nAugust also saw the release of Alpha 4.10 after an extended PTU phase. Following the patch launch, the team helped the Production team publish an Improving the Live Experience comm-link, detailing progress on some of the game's most persistent issues. The patch introduced Siege of Orison, now rebuilt using new Instancing technology, a rebalance of fuel tank capacity and consumption across all ships, and the introduction of the Kruger S-65 Stingray. The team supported the launch with a catch-all post to help players navigate the new content.\n\nThe Bar Citizen World Tour continued with a stop in Denver, Colorado, and a Gamescom meetup in Cologne, Germany. Behind the scenes, the Community team also continued preparing for upcoming events.\n\nAlongside these, the team maintained the regular publishing schedule, including This Week in Star Citizen, bi-weekly Roadmap Updates and Roundups, the Monthly Report, and Arena Commander schedule updates, while coordinating feedback across multiple development teams to ensure community voices reached the appropriate channels.\n\nNarrative\nWork continued in August on generating mission text for the huge number of missions that will be arriving with Nyx I. This consisted of not only a swath of contracts being offered by the various factions of the UEE, but new Local Contracts, where someone who lives at the settlement you\u2019re visiting is looking for help.\n\nAdditionally, an upcoming event required Narrative support for the overall lore that players will experience, along with text for the suite of missions and rewards that will come with it. Every patch also sees dozens of new items, weapons, and rewards, which all need text that the Narrative team generates, along with detailed reviews of ships in development to help ensure that the signage and decals are lore-appropriate.\n\nAugust also saw the release of a new issue of the Subscriber magazine, Jump Point, which features a brand-new narrative story about Nyx I.\n\nOnline Technology\nLast month, the Online Services team focused on improving the reliability of missions and contracts, specifically the system that generates jobs and delivery tasks. The devs worked through a bug where accepting a mission that another player had just started could get them stuck. The fix will show a clear message and automatically refresh the list instead of leaving players in a broken state. A technical issue was also addressed where missions tied to instanced areas (like certain locales or private spaces) weren't properly \u2018cleaned up\u2019 after players left, which was creating unnecessary buildup behind the scenes.\n\nFurthermore, Online Services worked on various improvements for Instancing. They also cleaned up the side effect of a previous bug that had mistakenly granted some players extra Wikelo-related items, which involved running data cleanup passes to correct it while being careful not to disrupt normal gameplay in the process.\n\nLooking ahead, Online Services began scoping two new internal tools to help support staff resolve player account issues more efficiently. Both ideas are still in early planning and design.\n\nIn August, the Live Tools team pushed Hex 4.0 toward release and moved the Bootstrap client revamp from planning into development.\n\nThe busiest area remained Hex 4.0, the team's internal platform for player support and operations staff, where most of the month went into pre-release work. The team brought the player support Arbiter toolset directly into the platform, replacing the external browser extensions staff previously relied on, and reworked the sanction and discipline workflow around it. Some manual steps in tracking recurring issues were also automated.\n\nA round of interaction and UX polish was also completed, including reworked tab behavior and quick-view routing, clearer sanction and page header controls, responsive account grids, a new feedback button, a past suspensions view, and a fix for a critical gateway crash when querying entitlements. Attention then turned to closing out the remaining feature parity and pre-release UX work to get Hex 4.0 release-ready, with post-release improvements already being scoped. Alongside this, progress continued on Citadel, the service behind Hex's data access.\n\nOn Bootstrap, the tool developers use to set up their local work environments, the team completed the client revamp implementation roadmap, finalizing the delivery phasing and producing mock-ups of the new interface. This closes out last month's design phase and clears the way to begin rebuilding the client.\n\nFor Error Reporting, the crash-processing pipeline was updated to clean up leftover files after each run for better reliability.\n\nFinally, attention was given to the broader crash pipeline and post-launch polish for Panic Switch, the live incident management tool.\n\nR&D\nAugust saw the R&D team working on planet atmosphere, including making improvements to the overcast skylight. Improvements to cloud injection into the atmosphere continued too.\n\nHowever, the bulk of the team\u2019s work went into the temporal render mode. As part of this, the handling of dynamic objects was improved to reduce trails when moving through clouds. Motion-based confidence was replaced with a new coherence metric, which gives much better convergence and stability at little or no motion, and also helps to deal with evolving clouds, camera cuts, and dynamic objects in general without special-case handling. The history clamp was also improved, and in combination with a guide mask, now largely resolves transmittance halos at ridges.\n\nA number of performance and memory improvements were made as well. The history helper texture was reduced to 25% by compressing and quantizing its attributes. Noise LOD computation was optimized, and shape and erosion noise now receive individual LODs. The temporal upsampler was optimized to reduce register pressure, and various transmittance profile improvements and fixes were made.\n\nSeveral items remain in progress: folding opaque scene visibility into the upsampler's filter kernel and neighborhood clamp BBox hull setup, and the cloud injection work and VGPR reductions for the spatio-temporal upsampler.\n\nTech Art\/Animation\nThroughout August, the Technical Animation team focused on the systems that make characters look and move convincingly, including faces, deformation, cloth, and creatures. Much of this work is foundational, improving the underlying tech that every character in the 'verse relies on rather than any single asset.\n\nFor character faces and DNA heads, the team continued the expression and polish work that brings the PU's growing cast of faces to life, running detailed passes across a batch of DNA heads and correcting alignment issues that had crept in between the artists' Maya scenes and what players actually see in-game. A new set of eye textures was integrated into the live Star Citizen branch, alongside an updated base head. Improvements were also made to how facial regions blend together, laying groundwork for more varied and natural-looking characters.\n\nSignificant progress was made on the RBF system, which drives how skin, muscle, and clothing deform as characters move. The team solved a tricky issue where jaw movement was incorrectly pulling on collars, streamlined how deformation data is exported so multiple setups can share a single asset, and pushed the system out across the core Star Citizen skeletons. Tool improvements requested directly by Tech Art also landed.\n\nThe StarCloth toolset gained per-vertex control over how strongly cloth is pulled toward the body, giving artists far finer authority over how capes, coats, and loose garments behave. Support for unified skins was added, along with automatic health checks that catch broken cloth setups before they reach the game.\n\nWeakspot implementation on the apex sand valakkar moved into review, and new creature variants began playtesting."},"links_count":0,"comment_count":0,"created_at":"2026-09-02T19:00:00+00:00","created_at_human":"1 month ago"},{"id":21304,"title":"This Week in Star Citizen","rsi_url":"https:\/\/robertsspaceindustries.com\/en\/comm-link\/transmission\/21304-This-Week-In-Star-Citizen","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/21304","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/21304","channel":"Transmission","category":"Undefined","series":"None","images_count":11,"translations":{"en_EN":"This Week in Star Citizen\nHello everyone,\nLast week, Alpha 4.10: Siege of Orison arrived on Live! The Nine Tails have launched a brutal assault on Orison, and Crusader has called for help. With all air traffic into the area blocked, assault teams will need to deploy via secure shuttle to put down the insurrection before more lives are lost. Squad up with the toughest you've got, this one isn't for the faint of heart.\n\nAlongside Siege of Orison, Alpha 4.10 also rebalances fuel tank capacity and consumption across the ship roster, with refueling missions updated to match, and introduces Kruger's first medium fighter, the S-65 Stingray. It's a big patch, and like most big patches, it's still settling in. Thank you to everyone who jumped in and sent us reports via the Issue Council along the way. If you're curious about how those reports actually get turned into fixes, we published an Improving the Live Experience Comm-Link last week that explains how we're tracking and prioritizing issues right now.\n\nIt's also been a while since our last Letter from the Chairman, so if you haven't already, check out the latest one, touching on what the new instancing tech in 4.10 means going forward, some myth-busting around Star Engine, and an update on Squadron 42's release window shifting to Q2 2027. We also released the first episode of Inside CIG, a new video that takes you behind the scenes of what it actually takes to ship a release like 4.10.\n\nThe Ship Showdown bracket has now narrowed down to the Final Four, though the Free Fly is still on. All Elite Eight ships remain free to fly for backers through September 2, so you've still got time to take your favorites for a spin before voting wraps and this year's champion is crowned.\n\nWe also shared an early look at upcoming changes to pledge gifting and game access ahead of the new Game Library system launching in October. We're rounding up some of the questions we've seen in the thread and will share more information soon.\n\nLast but not least, a massive thanks to everyone who came out to Bar Citizen in Cologne last Friday. Seeing over 500 of you there was wild! Really enjoyed raising a glass with some of y'all, hearing your stories, and spending the evening with such a great crowd. Our Bar Citizen World Tour keeps rolling, with our next stop coming up fast: September 4 at PAX West in Seattle, Washington. Hope to see you there!\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!Now, let's see what's going on this week:\nOn Tuesday, Subscribers can look forward to the latest Subscriber Comm-Link and Newsletter, talking about a few new pieces worth showing off in your hangar.\n\nWednesday wraps up Ship Showdown 2956 as this year's champion is crowned. We'll also be publishing the August PU Monthly Report with a behind-the-scenes look at the progress our teams have made across the company.\n\nOn Friday, we'll be in Seattle, Washington, for our next Bar Citizen World Tour stop. Join us at Stoup Brewery - Capitol Hill for a night with the community. Friday also brings the latest RSI Weekly Newsletter to your inbox. If you're not subscribed yet, you can sign up anytime through your account settings.\n\nSee you in the 'verse!\n\nThe Weekly Community Content Schedule\n\n\n\nMONDAY, AUGUST 31, 2026\nThis Week in Star Citizen\n\nTUESDAY, SEPTEMBER 1, 2026\nSeptember Subscriber Comm-Link\n\nSeptember Subscriber Newsletter\n\nWEDNESDAY, SEPTEMBER 2, 2026\nAugust 2026 PU Monthly Report\n\nFRIDAY, SEPTEMBER 4, 2026\nBar Citizen World Tour @ PAX West - Seattle, Washington\n\nRSI Weekly Newsletter\n\n\n\n\n\nUlf Kuerschner\nLead 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: August 31, 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.Here Kitty, Kitty!by AngryGiantRobotThis week's Community MVP is this awesome 3D-printed Star Kitten helmet, made as a gift for a friend who's put in serious work organizing Org events, including the Bar Citizen in Chicago a couple months back, so if you were there, you may have already spotted it in person.Check it out on the Community Hub.COMMUNITY MVP: August 31, 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\nHere Kitty, Kitty!\nby AngryGiantRobot\nThis week's Community MVP is this awesome 3D-printed Star Kitten helmet, made as a gift for a friend who's put in serious work organizing Org events, including the Bar Citizen in Chicago a couple months back, so if you were there, you may have already spotted it in person.\n\nCheck it out 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!Stingray - EricTheFourierOn The Hunt - PhantomFox4Red Squad - Capt_AndorMY PPPRRRREEE-EEEEEEEECIOUS!!!! - stepasidecitizenStingray - EricTheFourier\n\nOn The Hunt - PhantomFox4\n\nRed Squad - Capt_Andor\n\nMY PPPRRRREEE-EEEEEEEECIOUS!!!! - stepasidecitizen","de_DE":"This Week in Star Citizen\nHello everyone,\nLast week, Alpha 4.10: Siege of Orison arrived on Live! The Nine Tails have launched a brutal assault on Orison, and Crusader has called for help. With all air traffic into the area blocked, assault teams will need to deploy via secure shuttle to put down the insurrection before more lives are lost. Squad up with the toughest you've got, this one isn't for the faint of heart.\n\nAlongside Siege of Orison, Alpha 4.10 also rebalances fuel tank capacity and consumption across the ship roster, with refueling missions updated to match, and introduces Kruger's first medium fighter, the S-65 Stingray. It's a big patch, and like most big patches, it's still settling in. Thank you to everyone who jumped in and sent us reports via the Issue Council along the way. If you're curious about how those reports actually get turned into fixes, we published an Improving the Live Experience Comm-Link last week that explains how we're tracking and prioritizing issues right now.\n\nIt's also been a while since our last Letter from the Chairman, so if you haven't already, check out the latest one, touching on what the new instancing tech in 4.10 means going forward, some myth-busting around Star Engine, and an update on Squadron 42's release window shifting to Q2 2027. We also released the first episode of Inside CIG, a new video that takes you behind the scenes of what it actually takes to ship a release like 4.10.\n\nThe Ship Showdown bracket has now narrowed down to the Final Four, though the Free Fly is still on. All Elite Eight ships remain free to fly for backers through September 2, so you've still got time to take your favorites for a spin before voting wraps and this year's champion is crowned.\n\nWe also shared an early look at upcoming changes to pledge gifting and game access ahead of the new Game Library system launching in October. We're rounding up some of the questions we've seen in the thread and will share more information soon.\n\nLast but not least, a massive thanks to everyone who came out to Bar Citizen in Cologne last Friday. Seeing over 500 of you there was wild! Really enjoyed raising a glass with some of y'all, hearing your stories, and spending the evening with such a great crowd. Our Bar Citizen World Tour keeps rolling, with our next stop coming up fast: September 4 at PAX West in Seattle, Washington. Hope to see you there!\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!Now, let's see what's going on this week:\nOn Tuesday, Subscribers can look forward to the latest Subscriber Comm-Link and Newsletter, talking about a few new pieces worth showing off in your hangar.\n\nWednesday wraps up Ship Showdown 2956 as this year's champion is crowned. We'll also be publishing the August PU Monthly Report with a behind-the-scenes look at the progress our teams have made across the company.\n\nOn Friday, we'll be in Seattle, Washington, for our next Bar Citizen World Tour stop. Join us at Stoup Brewery - Capitol Hill for a night with the community. Friday also brings the latest RSI Weekly Newsletter to your inbox. If you're not subscribed yet, you can sign up anytime through your account settings.\n\nSee you in the 'verse!\n\nThe Weekly Community Content Schedule\n\n\n\nMONDAY, AUGUST 31, 2026\nThis Week in Star Citizen\n\nTUESDAY, SEPTEMBER 1, 2026\nSeptember Subscriber Comm-Link\n\nSeptember Subscriber Newsletter\n\nWEDNESDAY, SEPTEMBER 2, 2026\nAugust 2026 PU Monthly Report\n\nFRIDAY, SEPTEMBER 4, 2026\nBar Citizen World Tour @ PAX West - Seattle, Washington\n\nRSI Weekly Newsletter\n\n\n\n\n\nUlf Kuerschner\nLead 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: August 31, 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.Here Kitty, Kitty!by AngryGiantRobotThis week's Community MVP is this awesome 3D-printed Star Kitten helmet, made as a gift for a friend who's put in serious work organizing Org events, including the Bar Citizen in Chicago a couple months back, so if you were there, you may have already spotted it in person.Check it out on the Community Hub.COMMUNITY MVP: August 31, 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\nHere Kitty, Kitty!\nby AngryGiantRobot\nThis week's Community MVP is this awesome 3D-printed Star Kitten helmet, made as a gift for a friend who's put in serious work organizing Org events, including the Bar Citizen in Chicago a couple months back, so if you were there, you may have already spotted it in person.\n\nCheck it out 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!Stingray - EricTheFourierOn The Hunt - PhantomFox4Red Squad - Capt_AndorMY PPPRRRREEE-EEEEEEEECIOUS!!!! - stepasidecitizenStingray - EricTheFourier\n\nOn The Hunt - PhantomFox4\n\nRed Squad - Capt_Andor\n\nMY PPPRRRREEE-EEEEEEEECIOUS!!!! - stepasidecitizen","zh_CN":"This Week in Star Citizen\nHello everyone,\nLast week, Alpha 4.10: Siege of Orison arrived on Live! The Nine Tails have launched a brutal assault on Orison, and Crusader has called for help. With all air traffic into the area blocked, assault teams will need to deploy via secure shuttle to put down the insurrection before more lives are lost. Squad up with the toughest you've got, this one isn't for the faint of heart.\n\nAlongside Siege of Orison, Alpha 4.10 also rebalances fuel tank capacity and consumption across the ship roster, with refueling missions updated to match, and introduces Kruger's first medium fighter, the S-65 Stingray. It's a big patch, and like most big patches, it's still settling in. Thank you to everyone who jumped in and sent us reports via the Issue Council along the way. If you're curious about how those reports actually get turned into fixes, we published an Improving the Live Experience Comm-Link last week that explains how we're tracking and prioritizing issues right now.\n\nIt's also been a while since our last Letter from the Chairman, so if you haven't already, check out the latest one, touching on what the new instancing tech in 4.10 means going forward, some myth-busting around Star Engine, and an update on Squadron 42's release window shifting to Q2 2027. We also released the first episode of Inside CIG, a new video that takes you behind the scenes of what it actually takes to ship a release like 4.10.\n\nThe Ship Showdown bracket has now narrowed down to the Final Four, though the Free Fly is still on. All Elite Eight ships remain free to fly for backers through September 2, so you've still got time to take your favorites for a spin before voting wraps and this year's champion is crowned.\n\nWe also shared an early look at upcoming changes to pledge gifting and game access ahead of the new Game Library system launching in October. We're rounding up some of the questions we've seen in the thread and will share more information soon.\n\nLast but not least, a massive thanks to everyone who came out to Bar Citizen in Cologne last Friday. Seeing over 500 of you there was wild! Really enjoyed raising a glass with some of y'all, hearing your stories, and spending the evening with such a great crowd. Our Bar Citizen World Tour keeps rolling, with our next stop coming up fast: September 4 at PAX West in Seattle, Washington. Hope to see you there!\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!Now, let's see what's going on this week:\nOn Tuesday, Subscribers can look forward to the latest Subscriber Comm-Link and Newsletter, talking about a few new pieces worth showing off in your hangar.\n\nWednesday wraps up Ship Showdown 2956 as this year's champion is crowned. We'll also be publishing the August PU Monthly Report with a behind-the-scenes look at the progress our teams have made across the company.\n\nOn Friday, we'll be in Seattle, Washington, for our next Bar Citizen World Tour stop. Join us at Stoup Brewery - Capitol Hill for a night with the community. Friday also brings the latest RSI Weekly Newsletter to your inbox. If you're not subscribed yet, you can sign up anytime through your account settings.\n\nSee you in the 'verse!\n\nThe Weekly Community Content Schedule\n\n\n\nMONDAY, AUGUST 31, 2026\nThis Week in Star Citizen\n\nTUESDAY, SEPTEMBER 1, 2026\nSeptember Subscriber Comm-Link\n\nSeptember Subscriber Newsletter\n\nWEDNESDAY, SEPTEMBER 2, 2026\nAugust 2026 PU Monthly Report\n\nFRIDAY, SEPTEMBER 4, 2026\nBar Citizen World Tour @ PAX West - Seattle, Washington\n\nRSI Weekly Newsletter\n\n\n\n\n\nUlf Kuerschner\nLead 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: August 31, 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.Here Kitty, Kitty!by AngryGiantRobotThis week's Community MVP is this awesome 3D-printed Star Kitten helmet, made as a gift for a friend who's put in serious work organizing Org events, including the Bar Citizen in Chicago a couple months back, so if you were there, you may have already spotted it in person.Check it out on the Community Hub.COMMUNITY MVP: August 31, 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\nHere Kitty, Kitty!\nby AngryGiantRobot\nThis week's Community MVP is this awesome 3D-printed Star Kitten helmet, made as a gift for a friend who's put in serious work organizing Org events, including the Bar Citizen in Chicago a couple months back, so if you were there, you may have already spotted it in person.\n\nCheck it out 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!Stingray - EricTheFourierOn The Hunt - PhantomFox4Red Squad - Capt_AndorMY PPPRRRREEE-EEEEEEEECIOUS!!!! - stepasidecitizenStingray - EricTheFourier\n\nOn The Hunt - PhantomFox4\n\nRed Squad - Capt_Andor\n\nMY PPPRRRREEE-EEEEEEEECIOUS!!!! - stepasidecitizen","fr_FR":"This Week in Star Citizen\nHello everyone,\nLast week, Alpha 4.10: Siege of Orison arrived on Live! The Nine Tails have launched a brutal assault on Orison, and Crusader has called for help. With all air traffic into the area blocked, assault teams will need to deploy via secure shuttle to put down the insurrection before more lives are lost. Squad up with the toughest you've got, this one isn't for the faint of heart.\n\nAlongside Siege of Orison, Alpha 4.10 also rebalances fuel tank capacity and consumption across the ship roster, with refueling missions updated to match, and introduces Kruger's first medium fighter, the S-65 Stingray. It's a big patch, and like most big patches, it's still settling in. Thank you to everyone who jumped in and sent us reports via the Issue Council along the way. If you're curious about how those reports actually get turned into fixes, we published an Improving the Live Experience Comm-Link last week that explains how we're tracking and prioritizing issues right now.\n\nIt's also been a while since our last Letter from the Chairman, so if you haven't already, check out the latest one, touching on what the new instancing tech in 4.10 means going forward, some myth-busting around Star Engine, and an update on Squadron 42's release window shifting to Q2 2027. We also released the first episode of Inside CIG, a new video that takes you behind the scenes of what it actually takes to ship a release like 4.10.\n\nThe Ship Showdown bracket has now narrowed down to the Final Four, though the Free Fly is still on. All Elite Eight ships remain free to fly for backers through September 2, so you've still got time to take your favorites for a spin before voting wraps and this year's champion is crowned.\n\nWe also shared an early look at upcoming changes to pledge gifting and game access ahead of the new Game Library system launching in October. We're rounding up some of the questions we've seen in the thread and will share more information soon.\n\nLast but not least, a massive thanks to everyone who came out to Bar Citizen in Cologne last Friday. Seeing over 500 of you there was wild! Really enjoyed raising a glass with some of y'all, hearing your stories, and spending the evening with such a great crowd. Our Bar Citizen World Tour keeps rolling, with our next stop coming up fast: September 4 at PAX West in Seattle, Washington. Hope to see you there!\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!Now, let's see what's going on this week:\nOn Tuesday, Subscribers can look forward to the latest Subscriber Comm-Link and Newsletter, talking about a few new pieces worth showing off in your hangar.\n\nWednesday wraps up Ship Showdown 2956 as this year's champion is crowned. We'll also be publishing the August PU Monthly Report with a behind-the-scenes look at the progress our teams have made across the company.\n\nOn Friday, we'll be in Seattle, Washington, for our next Bar Citizen World Tour stop. Join us at Stoup Brewery - Capitol Hill for a night with the community. Friday also brings the latest RSI Weekly Newsletter to your inbox. If you're not subscribed yet, you can sign up anytime through your account settings.\n\nSee you in the 'verse!\n\nThe Weekly Community Content Schedule\n\n\n\nMONDAY, AUGUST 31, 2026\nThis Week in Star Citizen\n\nTUESDAY, SEPTEMBER 1, 2026\nSeptember Subscriber Comm-Link\n\nSeptember Subscriber Newsletter\n\nWEDNESDAY, SEPTEMBER 2, 2026\nAugust 2026 PU Monthly Report\n\nFRIDAY, SEPTEMBER 4, 2026\nBar Citizen World Tour @ PAX West - Seattle, Washington\n\nRSI Weekly Newsletter\n\n\n\n\n\nUlf Kuerschner\nLead 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: August 31, 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.Here Kitty, Kitty!by AngryGiantRobotThis week's Community MVP is this awesome 3D-printed Star Kitten helmet, made as a gift for a friend who's put in serious work organizing Org events, including the Bar Citizen in Chicago a couple months back, so if you were there, you may have already spotted it in person.Check it out on the Community Hub.COMMUNITY MVP: August 31, 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\nHere Kitty, Kitty!\nby AngryGiantRobot\nThis week's Community MVP is this awesome 3D-printed Star Kitten helmet, made as a gift for a friend who's put in serious work organizing Org events, including the Bar Citizen in Chicago a couple months back, so if you were there, you may have already spotted it in person.\n\nCheck it out 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!Stingray - EricTheFourierOn The Hunt - PhantomFox4Red Squad - Capt_AndorMY PPPRRRREEE-EEEEEEEECIOUS!!!! - stepasidecitizenStingray - EricTheFourier\n\nOn The Hunt - PhantomFox4\n\nRed Squad - Capt_Andor\n\nMY PPPRRRREEE-EEEEEEEECIOUS!!!! - stepasidecitizen"},"links_count":7,"comment_count":0,"created_at":"2026-08-31T18:00:00+00:00","created_at_human":"1 month ago"},{"id":21301,"title":"Letter From The Chairman","rsi_url":"https:\/\/robertsspaceindustries.com\/en\/comm-link\/transmission\/21301-Letter-From-The-Chairman","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/21301","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/21301","channel":"Transmission","category":"Undefined","series":"None","images_count":8,"translations":{"en_EN":"LETTER FROM THE CHAIRMAN\nCitizens,\n\nThank you for supporting. Thank you for playing. Thank you for your feedback.\n\nIt has been great to see more of you playing Star Citizen than ever before, with 35,890 concurrent players at our peak this year. And that growth goes well beyond a single peak. In the first half of 2026, we saw a 7% increase in average daily players and an 11% increase in monthly active players compared to last year. Seeing more of you playing and spending more time in the \u2018verse has been incredibly rewarding for all of us at CIG.\n\nStar Citizen Alpha 4.10 is an important step on the road to Star Citizen 1.0 because it brings area and encounter instancing to the Persistent Universe with Siege of Orison.\n\nWe already have a basic version of instancing in the game, via player hangars, but this next iteration of instancing brings the ability to stream arbitrary areas and all the related content in on demand, a seamless connection to the main shared universe, along with dynamic server loading. Instancing in 4.10 is the first use case of dynamic server meshing in Star Citizen.\n\nUp until now each universe shard has a set number of servers, each allocated to different areas (called territories internally). So microTech (and everything on microTech) is a territory and has a server looking over it. But if too many people flock to microTech \/ New Babbage the static system doesn\u2019t have the ability to spin up additional servers to split the simulation load and the singular server in charge of the microTech territory starts to run slower and slower, which results in degraded player experience. With dynamic server meshing we will spin up additional servers as the simulation load demands, subdividing the territories into smaller ones.\n\nWhen instances are created, we monitor server load and when we hit a specified maximum load ratio we will spin up additional servers to manage the additional instances dynamically. The Networking team calls this Quasi Dynamic Server Meshing (QDSM) because we are not yet subdividing territories in the persistent universe but it is the first case of us spinning up (and down) servers dynamically based on load and required us to create a lot of the services that you need for full dynamic meshing in the persistent universe.\n\nWhile a lot of other MMOs have instancing, they don\u2019t have the specific kind of instancing we do, that needs to seamlessly interact with a fully dynamic meshed shared persistent universe, which upped the complexity level of the technology significantly.\n\nI am happy to report that with your help testing Siege of Orison, the Instancing is finally performing well. It took us longer to get there than we thought, but like a lot of things in Star Citizen it turned out to have more complexities and edge cases than we expected.\n\nAs part of today's launch, we\u2019re sharing a video about the process of delivering 4.10, which I would recommend that you watch. Star Citizen has been made possible by all your support over the years and one of key aspects that encouraged that support was how open we have been with development, sharing our failures and successes along the way. Over this year and last, I've felt that we\u2019ve been sharing the process of building Star Citizen less and less. Many of you backed for how open we were in development, and it\u2019s much easier to understand why things aren\u2019t always perfect when we share the process and you can see the difficulties of achieving what is the most ambitious game in all of gaming. This video is the first step at getting back to going behind the scenes. Everyone at CIG is passionate about Star Citizen and doing nothing but the best work. Sharing more of our development is a great way to show that, so we're getting back to our roots.\n\nI also want to take the opportunity to clear up some misconceptions that I see in community discussion.\n\nThe biggest one I see floated is Star Citizen\u2019s technical issues are due to its engine choice;\n\nStar Engine is our engine, which originally started as a branch from CryEngine 3. Since Oct of 2015 we stopped taking updates and have just been refactoring and adding to the code base to the extent that there is almost nothing left of the original engine \u2013 the Entity System, Renderer (which has hardware assisted Ray Tracing \/ Global Illumination now for Squadron 42), GPU Particle System, DNA and Facial animation system, Audio system, UI system, Network \/ Replication Systems, Physics and all our Gameplay Systems are entirely new and bespoke to Star Citizen and Squadron 42. In addition to that a Game Engine is only a small part of the code and systems you need to run a massively multiplayer game like Star Citizen. We have dozens of distributed online services that run in the cloud, connected to multiple backend databases that all have to be managed as one big synchronistic system.\n\nThe switch from CryEngine to Lumberyard was for Amazon Web Services (AWS) which is where we ran our servers and platform for many years. Lumberyard started as a full branch of the same CryEngine branch we were based off, so we could switch to it with no changes on the core engine side as Amazon had bought out the rights to that version of CryEngine. Amazon heavily modified CryEngine over the years which is what people know as the Lumberyard engine, and there was good work in there, but we never took any of this as our tech road map has always specifically been for the needs of Star Citizen and Squadron 42.\n\nIn 2020 we came to agreement with Crytek that gave us a perpetual license for the branch of CryEngine we were on for all our current and future games, giving us full control over the use of Star Engine going forward, which you can appreciate is important due to the investments we have made into our technology.\n\nThere is NO Game Engine than can do everything we can do in Star Citizen. There is also NO game that can do everything we can do, at the scale and fidelity that we do it.\n\nThat is because it is a crazily complex and demanding set of requirements to operate with the detail we do in a seamless first-person viewpoint in a universe that you can go to any corner of and explore. Every planet or moon is fully realized and circumnavigable on foot, by vehicle or by ship. Every vehicle operates like a real one, a complex set of different components that enable your ship to fly and sustain you, components you can physically interact with; that can break or be damaged, that you can repair or replace. You can fluidly go from foot into a ground vehicle into a spaceship, take off, fly to a moon or spaceship you can see from the ground, all while being able to fully move around that ship, which in some cases is the size of whole game levels in most FPS games, land, get out and explore that planet. All seamlessly, with no loading screens or delays.\n\nBuilding a tech stack that can deliver all this is a crazy investment in both time and money. To put the resources in perspective, our Core Tech Group is 146 strong with 106 engineers in it! This is our engine, tools and backend team dedicated to building the technology we use. We are very lucky to be afforded the time and money to invest into creating technology that enables Star Engine. Most developers don\u2019t have the resources to do this, which is why you see people licensing Unreal or Unity, as well as building games with smaller scopes. There was a lot of headlines about Star Citizen passing the one billion dollars raised threshold earlier this year, but the reality is building something like we are requires funding at this level. Rockstar (who are the main developer for GTA6) has spent over two billion dollars in staff and office costs in the UK from 2019 until the end of 2025. I know this because like CIG UK Ltd, Rockstar Games Ltd has to publish financials on Companies House, and so their costs are public. This is not to criticise them at all \u2013 I love their games, and their ambition and commitment to gameplay married to fidelity and scale is awe inducing. I am pointing this out as it takes this kind of funding to build games and technology that do things you haven\u2019t seen before.\n\nThe second misconception I see thrown around is that Star Citizen has a skeleton crew and all the resources and money is being spent on the Squadron 42. I want to clarify here. Outside of CTG we have a further 611 staff in development across our four studios. For the last couple of years, we\u2019ve been split approximately 50\/50 between Star Citizen and Squadron 42. Before that it was more heavily weighted to Star Citizen. One of the reasons that Squadron 42 has been taking the time it has is that we were always reassigning resources onto Star Citizen to get the patches out, which pushed back Squadron. In fact, after our 2023 CitizenCon in LA where we showed off a lot of the functionality we were working on for Squadron, the majority of the gameplay engineering team spent a large part of 2024 bringing a lot of the features into Star Citizen at the expense of Squadron. Towards the end of 2024 we decided that couldn\u2019t continue so we shifted the balance back. In these final months on Squadron 42 that split is now 55% to 45% in Squadron\u2019s favour, to ensure we get Squadron 42 bug free, polished and optimized. Because the sooner we finish Squadron 42, the sooner the majority of the development staff can focus on bringing Star Citizen to 1.0. Having to split time and resources between two hugely ambitious projects is very difficult.\n\nWhich brings me to the last thing I wanted to touch on. Squadron 42's release.\n\nAt CitizenCon 2024 we announced we would ship in 2026. Our plan was to release in Q4 around IAE. But much like the rest of the industry there is no way I want to launch my spiritual successor to Wing Commander, a game that has had twelve years of blood, sweat and tears invested into it (we started Squadron 42 development in 2014 as 2013 was opening studios, hiring people and getting the Hangar module out for Star Citizen) launching into the attention buzz saw of GTA6. While GTA6 isn\u2019t launching on PC this November, pretty much all outlets and most content creators will be all over it, not leaving a lot of room for other coverage.\n\nWe have taken a look at the release windows at the start of 2027, and decided that Q2 provides a better time for Squadron 42 to release.\n\nWe are allowing a small number of original backers and long-time Star Citizen content creators an opportunity to play Squadron 42 this October 9th and 10th. We\u2019ll be making further announcements about our release plans during this time and a specific release date shortly afterwards.\n\nI know a lot of you will be disappointed to not be playing Squadron 42 at the end of this year, but it is the best thing for the project as it is truly something special and so needs to the opportunity to have the focus of the wider gaming world.\n\nI want to wrap this up by thanking all of you for your support. Ive seen a few people question why there wasn\u2019t a Letter for the Chairman at the billion crowdfunded milestone, and honestly, I felt it shouldn\u2019t be about the money as Star Citizen and Squadron 42 are much more than a financial headline. You can see from the voluntary financials we publish we invest all the money we raise back into the development of these two games.\n\nBut in reflection I was looking at this wrong. The billion dollars is a testament and celebration of all of you; the backers and community members that have given me and CIG your faith and patience. That have stood by through thick and thin. All of you that have held the line. It is a testimony to the power of a collective to make something unprecedented happen. There is no publisher or Private Equity investor that would have the patience and willingness to invest in the long term like you have. You have raised a billion dollars to make something that could not exist otherwise.\n\nAnd for that I am incredibly lucky and humbled by. There are some amazing things ahead, but even right now I feel that Star Citizen is special. And that is because of all of you!\n\nI hope you enjoy SC Alpha 4.10, and I will see you in the \u2018verse!","de_DE":"LETTER FROM THE CHAIRMAN\nCitizens,\n\nThank you for supporting. Thank you for playing. Thank you for your feedback.\n\nIt has been great to see more of you playing Star Citizen than ever before, with 35,890 concurrent players at our peak this year. And that growth goes well beyond a single peak. In the first half of 2026, we saw a 7% increase in average daily players and an 11% increase in monthly active players compared to last year. Seeing more of you playing and spending more time in the \u2018verse has been incredibly rewarding for all of us at CIG.\n\nStar Citizen Alpha 4.10 is an important step on the road to Star Citizen 1.0 because it brings area and encounter instancing to the Persistent Universe with Siege of Orison.\n\nWe already have a basic version of instancing in the game, via player hangars, but this next iteration of instancing brings the ability to stream arbitrary areas and all the related content in on demand, a seamless connection to the main shared universe, along with dynamic server loading. Instancing in 4.10 is the first use case of dynamic server meshing in Star Citizen.\n\nUp until now each universe shard has a set number of servers, each allocated to different areas (called territories internally). So microTech (and everything on microTech) is a territory and has a server looking over it. But if too many people flock to microTech \/ New Babbage the static system doesn\u2019t have the ability to spin up additional servers to split the simulation load and the singular server in charge of the microTech territory starts to run slower and slower, which results in degraded player experience. With dynamic server meshing we will spin up additional servers as the simulation load demands, subdividing the territories into smaller ones.\n\nWhen instances are created, we monitor server load and when we hit a specified maximum load ratio we will spin up additional servers to manage the additional instances dynamically. The Networking team calls this Quasi Dynamic Server Meshing (QDSM) because we are not yet subdividing territories in the persistent universe but it is the first case of us spinning up (and down) servers dynamically based on load and required us to create a lot of the services that you need for full dynamic meshing in the persistent universe.\n\nWhile a lot of other MMOs have instancing, they don\u2019t have the specific kind of instancing we do, that needs to seamlessly interact with a fully dynamic meshed shared persistent universe, which upped the complexity level of the technology significantly.\n\nI am happy to report that with your help testing Siege of Orison, the Instancing is finally performing well. It took us longer to get there than we thought, but like a lot of things in Star Citizen it turned out to have more complexities and edge cases than we expected.\n\nAs part of today's launch, we\u2019re sharing a video about the process of delivering 4.10, which I would recommend that you watch. Star Citizen has been made possible by all your support over the years and one of key aspects that encouraged that support was how open we have been with development, sharing our failures and successes along the way. Over this year and last, I've felt that we\u2019ve been sharing the process of building Star Citizen less and less. Many of you backed for how open we were in development, and it\u2019s much easier to understand why things aren\u2019t always perfect when we share the process and you can see the difficulties of achieving what is the most ambitious game in all of gaming. This video is the first step at getting back to going behind the scenes. Everyone at CIG is passionate about Star Citizen and doing nothing but the best work. Sharing more of our development is a great way to show that, so we're getting back to our roots.\n\nI also want to take the opportunity to clear up some misconceptions that I see in community discussion.\n\nThe biggest one I see floated is Star Citizen\u2019s technical issues are due to its engine choice;\n\nStar Engine is our engine, which originally started as a branch from CryEngine 3. Since Oct of 2015 we stopped taking updates and have just been refactoring and adding to the code base to the extent that there is almost nothing left of the original engine \u2013 the Entity System, Renderer (which has hardware assisted Ray Tracing \/ Global Illumination now for Squadron 42), GPU Particle System, DNA and Facial animation system, Audio system, UI system, Network \/ Replication Systems, Physics and all our Gameplay Systems are entirely new and bespoke to Star Citizen and Squadron 42. In addition to that a Game Engine is only a small part of the code and systems you need to run a massively multiplayer game like Star Citizen. We have dozens of distributed online services that run in the cloud, connected to multiple backend databases that all have to be managed as one big synchronistic system.\n\nThe switch from CryEngine to Lumberyard was for Amazon Web Services (AWS) which is where we ran our servers and platform for many years. Lumberyard started as a full branch of the same CryEngine branch we were based off, so we could switch to it with no changes on the core engine side as Amazon had bought out the rights to that version of CryEngine. Amazon heavily modified CryEngine over the years which is what people know as the Lumberyard engine, and there was good work in there, but we never took any of this as our tech road map has always specifically been for the needs of Star Citizen and Squadron 42.\n\nIn 2020 we came to agreement with Crytek that gave us a perpetual license for the branch of CryEngine we were on for all our current and future games, giving us full control over the use of Star Engine going forward, which you can appreciate is important due to the investments we have made into our technology.\n\nThere is NO Game Engine than can do everything we can do in Star Citizen. There is also NO game that can do everything we can do, at the scale and fidelity that we do it.\n\nThat is because it is a crazily complex and demanding set of requirements to operate with the detail we do in a seamless first-person viewpoint in a universe that you can go to any corner of and explore. Every planet or moon is fully realized and circumnavigable on foot, by vehicle or by ship. Every vehicle operates like a real one, a complex set of different components that enable your ship to fly and sustain you, components you can physically interact with; that can break or be damaged, that you can repair or replace. You can fluidly go from foot into a ground vehicle into a spaceship, take off, fly to a moon or spaceship you can see from the ground, all while being able to fully move around that ship, which in some cases is the size of whole game levels in most FPS games, land, get out and explore that planet. All seamlessly, with no loading screens or delays.\n\nBuilding a tech stack that can deliver all this is a crazy investment in both time and money. To put the resources in perspective, our Core Tech Group is 146 strong with 106 engineers in it! This is our engine, tools and backend team dedicated to building the technology we use. We are very lucky to be afforded the time and money to invest into creating technology that enables Star Engine. Most developers don\u2019t have the resources to do this, which is why you see people licensing Unreal or Unity, as well as building games with smaller scopes. There was a lot of headlines about Star Citizen passing the one billion dollars raised threshold earlier this year, but the reality is building something like we are requires funding at this level. Rockstar (who are the main developer for GTA6) has spent over two billion dollars in staff and office costs in the UK from 2019 until the end of 2025. I know this because like CIG UK Ltd, Rockstar Games Ltd has to publish financials on Companies House, and so their costs are public. This is not to criticise them at all \u2013 I love their games, and their ambition and commitment to gameplay married to fidelity and scale is awe inducing. I am pointing this out as it takes this kind of funding to build games and technology that do things you haven\u2019t seen before.\n\nThe second misconception I see thrown around is that Star Citizen has a skeleton crew and all the resources and money is being spent on the Squadron 42. I want to clarify here. Outside of CTG we have a further 611 staff in development across our four studios. For the last couple of years, we\u2019ve been split approximately 50\/50 between Star Citizen and Squadron 42. Before that it was more heavily weighted to Star Citizen. One of the reasons that Squadron 42 has been taking the time it has is that we were always reassigning resources onto Star Citizen to get the patches out, which pushed back Squadron. In fact, after our 2023 CitizenCon in LA where we showed off a lot of the functionality we were working on for Squadron, the majority of the gameplay engineering team spent a large part of 2024 bringing a lot of the features into Star Citizen at the expense of Squadron. Towards the end of 2024 we decided that couldn\u2019t continue so we shifted the balance back. In these final months on Squadron 42 that split is now 55% to 45% in Squadron\u2019s favour, to ensure we get Squadron 42 bug free, polished and optimized. Because the sooner we finish Squadron 42, the sooner the majority of the development staff can focus on bringing Star Citizen to 1.0. Having to split time and resources between two hugely ambitious projects is very difficult.\n\nWhich brings me to the last thing I wanted to touch on. Squadron 42's release.\n\nAt CitizenCon 2024 we announced we would ship in 2026. Our plan was to release in Q4 around IAE. But much like the rest of the industry there is no way I want to launch my spiritual successor to Wing Commander, a game that has had twelve years of blood, sweat and tears invested into it (we started Squadron 42 development in 2014 as 2013 was opening studios, hiring people and getting the Hangar module out for Star Citizen) launching into the attention buzz saw of GTA6. While GTA6 isn\u2019t launching on PC this November, pretty much all outlets and most content creators will be all over it, not leaving a lot of room for other coverage.\n\nWe have taken a look at the release windows at the start of 2027, and decided that Q2 provides a better time for Squadron 42 to release.\n\nWe are allowing a small number of original backers and long-time Star Citizen content creators an opportunity to play Squadron 42 this October 9th and 10th. We\u2019ll be making further announcements about our release plans during this time and a specific release date shortly afterwards.\n\nI know a lot of you will be disappointed to not be playing Squadron 42 at the end of this year, but it is the best thing for the project as it is truly something special and so needs to the opportunity to have the focus of the wider gaming world.\n\nI want to wrap this up by thanking all of you for your support. Ive seen a few people question why there wasn\u2019t a Letter for the Chairman at the billion crowdfunded milestone, and honestly, I felt it shouldn\u2019t be about the money as Star Citizen and Squadron 42 are much more than a financial headline. You can see from the voluntary financials we publish we invest all the money we raise back into the development of these two games.\n\nBut in reflection I was looking at this wrong. The billion dollars is a testament and celebration of all of you; the backers and community members that have given me and CIG your faith and patience. That have stood by through thick and thin. All of you that have held the line. It is a testimony to the power of a collective to make something unprecedented happen. There is no publisher or Private Equity investor that would have the patience and willingness to invest in the long term like you have. You have raised a billion dollars to make something that could not exist otherwise.\n\nAnd for that I am incredibly lucky and humbled by. There are some amazing things ahead, but even right now I feel that Star Citizen is special. And that is because of all of you!\n\nI hope you enjoy SC Alpha 4.10, and I will see you in the \u2018verse!","zh_CN":"LETTER FROM THE CHAIRMAN\nCitizens,\n\nThank you for supporting. Thank you for playing. Thank you for your feedback.\n\nIt has been great to see more of you playing Star Citizen than ever before, with 35,890 concurrent players at our peak this year. And that growth goes well beyond a single peak. In the first half of 2026, we saw a 7% increase in average daily players and an 11% increase in monthly active players compared to last year. Seeing more of you playing and spending more time in the \u2018verse has been incredibly rewarding for all of us at CIG.\n\nStar Citizen Alpha 4.10 is an important step on the road to Star Citizen 1.0 because it brings area and encounter instancing to the Persistent Universe with Siege of Orison.\n\nWe already have a basic version of instancing in the game, via player hangars, but this next iteration of instancing brings the ability to stream arbitrary areas and all the related content in on demand, a seamless connection to the main shared universe, along with dynamic server loading. Instancing in 4.10 is the first use case of dynamic server meshing in Star Citizen.\n\nUp until now each universe shard has a set number of servers, each allocated to different areas (called territories internally). So microTech (and everything on microTech) is a territory and has a server looking over it. But if too many people flock to microTech \/ New Babbage the static system doesn\u2019t have the ability to spin up additional servers to split the simulation load and the singular server in charge of the microTech territory starts to run slower and slower, which results in degraded player experience. With dynamic server meshing we will spin up additional servers as the simulation load demands, subdividing the territories into smaller ones.\n\nWhen instances are created, we monitor server load and when we hit a specified maximum load ratio we will spin up additional servers to manage the additional instances dynamically. The Networking team calls this Quasi Dynamic Server Meshing (QDSM) because we are not yet subdividing territories in the persistent universe but it is the first case of us spinning up (and down) servers dynamically based on load and required us to create a lot of the services that you need for full dynamic meshing in the persistent universe.\n\nWhile a lot of other MMOs have instancing, they don\u2019t have the specific kind of instancing we do, that needs to seamlessly interact with a fully dynamic meshed shared persistent universe, which upped the complexity level of the technology significantly.\n\nI am happy to report that with your help testing Siege of Orison, the Instancing is finally performing well. It took us longer to get there than we thought, but like a lot of things in Star Citizen it turned out to have more complexities and edge cases than we expected.\n\nAs part of today's launch, we\u2019re sharing a video about the process of delivering 4.10, which I would recommend that you watch. Star Citizen has been made possible by all your support over the years and one of key aspects that encouraged that support was how open we have been with development, sharing our failures and successes along the way. Over this year and last, I've felt that we\u2019ve been sharing the process of building Star Citizen less and less. Many of you backed for how open we were in development, and it\u2019s much easier to understand why things aren\u2019t always perfect when we share the process and you can see the difficulties of achieving what is the most ambitious game in all of gaming. This video is the first step at getting back to going behind the scenes. Everyone at CIG is passionate about Star Citizen and doing nothing but the best work. Sharing more of our development is a great way to show that, so we're getting back to our roots.\n\nI also want to take the opportunity to clear up some misconceptions that I see in community discussion.\n\nThe biggest one I see floated is Star Citizen\u2019s technical issues are due to its engine choice;\n\nStar Engine is our engine, which originally started as a branch from CryEngine 3. Since Oct of 2015 we stopped taking updates and have just been refactoring and adding to the code base to the extent that there is almost nothing left of the original engine \u2013 the Entity System, Renderer (which has hardware assisted Ray Tracing \/ Global Illumination now for Squadron 42), GPU Particle System, DNA and Facial animation system, Audio system, UI system, Network \/ Replication Systems, Physics and all our Gameplay Systems are entirely new and bespoke to Star Citizen and Squadron 42. In addition to that a Game Engine is only a small part of the code and systems you need to run a massively multiplayer game like Star Citizen. We have dozens of distributed online services that run in the cloud, connected to multiple backend databases that all have to be managed as one big synchronistic system.\n\nThe switch from CryEngine to Lumberyard was for Amazon Web Services (AWS) which is where we ran our servers and platform for many years. Lumberyard started as a full branch of the same CryEngine branch we were based off, so we could switch to it with no changes on the core engine side as Amazon had bought out the rights to that version of CryEngine. Amazon heavily modified CryEngine over the years which is what people know as the Lumberyard engine, and there was good work in there, but we never took any of this as our tech road map has always specifically been for the needs of Star Citizen and Squadron 42.\n\nIn 2020 we came to agreement with Crytek that gave us a perpetual license for the branch of CryEngine we were on for all our current and future games, giving us full control over the use of Star Engine going forward, which you can appreciate is important due to the investments we have made into our technology.\n\nThere is NO Game Engine than can do everything we can do in Star Citizen. There is also NO game that can do everything we can do, at the scale and fidelity that we do it.\n\nThat is because it is a crazily complex and demanding set of requirements to operate with the detail we do in a seamless first-person viewpoint in a universe that you can go to any corner of and explore. Every planet or moon is fully realized and circumnavigable on foot, by vehicle or by ship. Every vehicle operates like a real one, a complex set of different components that enable your ship to fly and sustain you, components you can physically interact with; that can break or be damaged, that you can repair or replace. You can fluidly go from foot into a ground vehicle into a spaceship, take off, fly to a moon or spaceship you can see from the ground, all while being able to fully move around that ship, which in some cases is the size of whole game levels in most FPS games, land, get out and explore that planet. All seamlessly, with no loading screens or delays.\n\nBuilding a tech stack that can deliver all this is a crazy investment in both time and money. To put the resources in perspective, our Core Tech Group is 146 strong with 106 engineers in it! This is our engine, tools and backend team dedicated to building the technology we use. We are very lucky to be afforded the time and money to invest into creating technology that enables Star Engine. Most developers don\u2019t have the resources to do this, which is why you see people licensing Unreal or Unity, as well as building games with smaller scopes. There was a lot of headlines about Star Citizen passing the one billion dollars raised threshold earlier this year, but the reality is building something like we are requires funding at this level. Rockstar (who are the main developer for GTA6) has spent over two billion dollars in staff and office costs in the UK from 2019 until the end of 2025. I know this because like CIG UK Ltd, Rockstar Games Ltd has to publish financials on Companies House, and so their costs are public. This is not to criticise them at all \u2013 I love their games, and their ambition and commitment to gameplay married to fidelity and scale is awe inducing. I am pointing this out as it takes this kind of funding to build games and technology that do things you haven\u2019t seen before.\n\nThe second misconception I see thrown around is that Star Citizen has a skeleton crew and all the resources and money is being spent on the Squadron 42. I want to clarify here. Outside of CTG we have a further 611 staff in development across our four studios. For the last couple of years, we\u2019ve been split approximately 50\/50 between Star Citizen and Squadron 42. Before that it was more heavily weighted to Star Citizen. One of the reasons that Squadron 42 has been taking the time it has is that we were always reassigning resources onto Star Citizen to get the patches out, which pushed back Squadron. In fact, after our 2023 CitizenCon in LA where we showed off a lot of the functionality we were working on for Squadron, the majority of the gameplay engineering team spent a large part of 2024 bringing a lot of the features into Star Citizen at the expense of Squadron. Towards the end of 2024 we decided that couldn\u2019t continue so we shifted the balance back. In these final months on Squadron 42 that split is now 55% to 45% in Squadron\u2019s favour, to ensure we get Squadron 42 bug free, polished and optimized. Because the sooner we finish Squadron 42, the sooner the majority of the development staff can focus on bringing Star Citizen to 1.0. Having to split time and resources between two hugely ambitious projects is very difficult.\n\nWhich brings me to the last thing I wanted to touch on. Squadron 42's release.\n\nAt CitizenCon 2024 we announced we would ship in 2026. Our plan was to release in Q4 around IAE. But much like the rest of the industry there is no way I want to launch my spiritual successor to Wing Commander, a game that has had twelve years of blood, sweat and tears invested into it (we started Squadron 42 development in 2014 as 2013 was opening studios, hiring people and getting the Hangar module out for Star Citizen) launching into the attention buzz saw of GTA6. While GTA6 isn\u2019t launching on PC this November, pretty much all outlets and most content creators will be all over it, not leaving a lot of room for other coverage.\n\nWe have taken a look at the release windows at the start of 2027, and decided that Q2 provides a better time for Squadron 42 to release.\n\nWe are allowing a small number of original backers and long-time Star Citizen content creators an opportunity to play Squadron 42 this October 9th and 10th. We\u2019ll be making further announcements about our release plans during this time and a specific release date shortly afterwards.\n\nI know a lot of you will be disappointed to not be playing Squadron 42 at the end of this year, but it is the best thing for the project as it is truly something special and so needs to the opportunity to have the focus of the wider gaming world.\n\nI want to wrap this up by thanking all of you for your support. Ive seen a few people question why there wasn\u2019t a Letter for the Chairman at the billion crowdfunded milestone, and honestly, I felt it shouldn\u2019t be about the money as Star Citizen and Squadron 42 are much more than a financial headline. You can see from the voluntary financials we publish we invest all the money we raise back into the development of these two games.\n\nBut in reflection I was looking at this wrong. The billion dollars is a testament and celebration of all of you; the backers and community members that have given me and CIG your faith and patience. That have stood by through thick and thin. All of you that have held the line. It is a testimony to the power of a collective to make something unprecedented happen. There is no publisher or Private Equity investor that would have the patience and willingness to invest in the long term like you have. You have raised a billion dollars to make something that could not exist otherwise.\n\nAnd for that I am incredibly lucky and humbled by. There are some amazing things ahead, but even right now I feel that Star Citizen is special. And that is because of all of you!\n\nI hope you enjoy SC Alpha 4.10, and I will see you in the \u2018verse!","fr_FR":"LETTER FROM THE CHAIRMAN\nCitizens,\n\nThank you for supporting. Thank you for playing. Thank you for your feedback.\n\nIt has been great to see more of you playing Star Citizen than ever before, with 35,890 concurrent players at our peak this year. And that growth goes well beyond a single peak. In the first half of 2026, we saw a 7% increase in average daily players and an 11% increase in monthly active players compared to last year. Seeing more of you playing and spending more time in the \u2018verse has been incredibly rewarding for all of us at CIG.\n\nStar Citizen Alpha 4.10 is an important step on the road to Star Citizen 1.0 because it brings area and encounter instancing to the Persistent Universe with Siege of Orison.\n\nWe already have a basic version of instancing in the game, via player hangars, but this next iteration of instancing brings the ability to stream arbitrary areas and all the related content in on demand, a seamless connection to the main shared universe, along with dynamic server loading. Instancing in 4.10 is the first use case of dynamic server meshing in Star Citizen.\n\nUp until now each universe shard has a set number of servers, each allocated to different areas (called territories internally). So microTech (and everything on microTech) is a territory and has a server looking over it. But if too many people flock to microTech \/ New Babbage the static system doesn\u2019t have the ability to spin up additional servers to split the simulation load and the singular server in charge of the microTech territory starts to run slower and slower, which results in degraded player experience. With dynamic server meshing we will spin up additional servers as the simulation load demands, subdividing the territories into smaller ones.\n\nWhen instances are created, we monitor server load and when we hit a specified maximum load ratio we will spin up additional servers to manage the additional instances dynamically. The Networking team calls this Quasi Dynamic Server Meshing (QDSM) because we are not yet subdividing territories in the persistent universe but it is the first case of us spinning up (and down) servers dynamically based on load and required us to create a lot of the services that you need for full dynamic meshing in the persistent universe.\n\nWhile a lot of other MMOs have instancing, they don\u2019t have the specific kind of instancing we do, that needs to seamlessly interact with a fully dynamic meshed shared persistent universe, which upped the complexity level of the technology significantly.\n\nI am happy to report that with your help testing Siege of Orison, the Instancing is finally performing well. It took us longer to get there than we thought, but like a lot of things in Star Citizen it turned out to have more complexities and edge cases than we expected.\n\nAs part of today's launch, we\u2019re sharing a video about the process of delivering 4.10, which I would recommend that you watch. Star Citizen has been made possible by all your support over the years and one of key aspects that encouraged that support was how open we have been with development, sharing our failures and successes along the way. Over this year and last, I've felt that we\u2019ve been sharing the process of building Star Citizen less and less. Many of you backed for how open we were in development, and it\u2019s much easier to understand why things aren\u2019t always perfect when we share the process and you can see the difficulties of achieving what is the most ambitious game in all of gaming. This video is the first step at getting back to going behind the scenes. Everyone at CIG is passionate about Star Citizen and doing nothing but the best work. Sharing more of our development is a great way to show that, so we're getting back to our roots.\n\nI also want to take the opportunity to clear up some misconceptions that I see in community discussion.\n\nThe biggest one I see floated is Star Citizen\u2019s technical issues are due to its engine choice;\n\nStar Engine is our engine, which originally started as a branch from CryEngine 3. Since Oct of 2015 we stopped taking updates and have just been refactoring and adding to the code base to the extent that there is almost nothing left of the original engine \u2013 the Entity System, Renderer (which has hardware assisted Ray Tracing \/ Global Illumination now for Squadron 42), GPU Particle System, DNA and Facial animation system, Audio system, UI system, Network \/ Replication Systems, Physics and all our Gameplay Systems are entirely new and bespoke to Star Citizen and Squadron 42. In addition to that a Game Engine is only a small part of the code and systems you need to run a massively multiplayer game like Star Citizen. We have dozens of distributed online services that run in the cloud, connected to multiple backend databases that all have to be managed as one big synchronistic system.\n\nThe switch from CryEngine to Lumberyard was for Amazon Web Services (AWS) which is where we ran our servers and platform for many years. Lumberyard started as a full branch of the same CryEngine branch we were based off, so we could switch to it with no changes on the core engine side as Amazon had bought out the rights to that version of CryEngine. Amazon heavily modified CryEngine over the years which is what people know as the Lumberyard engine, and there was good work in there, but we never took any of this as our tech road map has always specifically been for the needs of Star Citizen and Squadron 42.\n\nIn 2020 we came to agreement with Crytek that gave us a perpetual license for the branch of CryEngine we were on for all our current and future games, giving us full control over the use of Star Engine going forward, which you can appreciate is important due to the investments we have made into our technology.\n\nThere is NO Game Engine than can do everything we can do in Star Citizen. There is also NO game that can do everything we can do, at the scale and fidelity that we do it.\n\nThat is because it is a crazily complex and demanding set of requirements to operate with the detail we do in a seamless first-person viewpoint in a universe that you can go to any corner of and explore. Every planet or moon is fully realized and circumnavigable on foot, by vehicle or by ship. Every vehicle operates like a real one, a complex set of different components that enable your ship to fly and sustain you, components you can physically interact with; that can break or be damaged, that you can repair or replace. You can fluidly go from foot into a ground vehicle into a spaceship, take off, fly to a moon or spaceship you can see from the ground, all while being able to fully move around that ship, which in some cases is the size of whole game levels in most FPS games, land, get out and explore that planet. All seamlessly, with no loading screens or delays.\n\nBuilding a tech stack that can deliver all this is a crazy investment in both time and money. To put the resources in perspective, our Core Tech Group is 146 strong with 106 engineers in it! This is our engine, tools and backend team dedicated to building the technology we use. We are very lucky to be afforded the time and money to invest into creating technology that enables Star Engine. Most developers don\u2019t have the resources to do this, which is why you see people licensing Unreal or Unity, as well as building games with smaller scopes. There was a lot of headlines about Star Citizen passing the one billion dollars raised threshold earlier this year, but the reality is building something like we are requires funding at this level. Rockstar (who are the main developer for GTA6) has spent over two billion dollars in staff and office costs in the UK from 2019 until the end of 2025. I know this because like CIG UK Ltd, Rockstar Games Ltd has to publish financials on Companies House, and so their costs are public. This is not to criticise them at all \u2013 I love their games, and their ambition and commitment to gameplay married to fidelity and scale is awe inducing. I am pointing this out as it takes this kind of funding to build games and technology that do things you haven\u2019t seen before.\n\nThe second misconception I see thrown around is that Star Citizen has a skeleton crew and all the resources and money is being spent on the Squadron 42. I want to clarify here. Outside of CTG we have a further 611 staff in development across our four studios. For the last couple of years, we\u2019ve been split approximately 50\/50 between Star Citizen and Squadron 42. Before that it was more heavily weighted to Star Citizen. One of the reasons that Squadron 42 has been taking the time it has is that we were always reassigning resources onto Star Citizen to get the patches out, which pushed back Squadron. In fact, after our 2023 CitizenCon in LA where we showed off a lot of the functionality we were working on for Squadron, the majority of the gameplay engineering team spent a large part of 2024 bringing a lot of the features into Star Citizen at the expense of Squadron. Towards the end of 2024 we decided that couldn\u2019t continue so we shifted the balance back. In these final months on Squadron 42 that split is now 55% to 45% in Squadron\u2019s favour, to ensure we get Squadron 42 bug free, polished and optimized. Because the sooner we finish Squadron 42, the sooner the majority of the development staff can focus on bringing Star Citizen to 1.0. Having to split time and resources between two hugely ambitious projects is very difficult.\n\nWhich brings me to the last thing I wanted to touch on. Squadron 42's release.\n\nAt CitizenCon 2024 we announced we would ship in 2026. Our plan was to release in Q4 around IAE. But much like the rest of the industry there is no way I want to launch my spiritual successor to Wing Commander, a game that has had twelve years of blood, sweat and tears invested into it (we started Squadron 42 development in 2014 as 2013 was opening studios, hiring people and getting the Hangar module out for Star Citizen) launching into the attention buzz saw of GTA6. While GTA6 isn\u2019t launching on PC this November, pretty much all outlets and most content creators will be all over it, not leaving a lot of room for other coverage.\n\nWe have taken a look at the release windows at the start of 2027, and decided that Q2 provides a better time for Squadron 42 to release.\n\nWe are allowing a small number of original backers and long-time Star Citizen content creators an opportunity to play Squadron 42 this October 9th and 10th. We\u2019ll be making further announcements about our release plans during this time and a specific release date shortly afterwards.\n\nI know a lot of you will be disappointed to not be playing Squadron 42 at the end of this year, but it is the best thing for the project as it is truly something special and so needs to the opportunity to have the focus of the wider gaming world.\n\nI want to wrap this up by thanking all of you for your support. Ive seen a few people question why there wasn\u2019t a Letter for the Chairman at the billion crowdfunded milestone, and honestly, I felt it shouldn\u2019t be about the money as Star Citizen and Squadron 42 are much more than a financial headline. You can see from the voluntary financials we publish we invest all the money we raise back into the development of these two games.\n\nBut in reflection I was looking at this wrong. The billion dollars is a testament and celebration of all of you; the backers and community members that have given me and CIG your faith and patience. That have stood by through thick and thin. All of you that have held the line. It is a testimony to the power of a collective to make something unprecedented happen. There is no publisher or Private Equity investor that would have the patience and willingness to invest in the long term like you have. You have raised a billion dollars to make something that could not exist otherwise.\n\nAnd for that I am incredibly lucky and humbled by. There are some amazing things ahead, but even right now I feel that Star Citizen is special. And that is because of all of you!\n\nI hope you enjoy SC Alpha 4.10, and I will see you in the \u2018verse!"},"links_count":0,"comment_count":0,"created_at":"2026-08-27T17:00:00+00:00","created_at_human":"1 month ago"},{"id":21300,"title":"Improving the Live Experience","rsi_url":"https:\/\/robertsspaceindustries.com\/en\/comm-link\/Comm-links\/21300-Improving-The-Live-Experience","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/21300","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/21300","channel":"Undefined","category":"Undefined","series":"None","images_count":0,"translations":null,"links_count":0,"comment_count":0,"created_at":"2026-08-27T17:00:00+00:00","created_at_human":"1 month ago"},{"id":21299,"title":"Roadmap Roundup - August 26, 2026","rsi_url":"https:\/\/robertsspaceindustries.com\/en\/comm-link\/transmission\/21299-Roadmap-Roundup-August-26-2026","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/21299","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/21299","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: August 26, 2026\nRelease View\nAlpha 4.10\nThe following cards have been set to Released:\n\nMission Giver: Recco Battaglia\n\nSuper Heavy Combat \"BUL-H4\" Armor\n\nInstancing\n\nSiege of Orison\n\nFuel Tanks and Consumption Rebalance\n\nNew Wikelo Ship Offerings (4.10.0) - Drake Clipper\n\nApocalypse Arms \"Vendetta\" HMG\n\nHedeby Gunworks \"Arlington\" Lever Action Rifle\n\nNew Weapon Attachment: Hedeby Gunworks S2 Optic\n\nKruger StingrayImplementing Kruger's first Medium Fighter, blending timeless styling with a transformative design that adapts its silhouette to the demands of modern flight.\n\n\n\nItem Recovery: Ship Loadout Improvements has been moved to Alpha 4.11, as we need more time to test it with you in the PTU, before it goes live.\n\n\n\n\n\n\nAlpha 4.11\nNyx II\n\nWith high temperatures and a high-pressure atmosphere dense with thick clouds, Nyx II is an inhospitable planet where protective gear is recommended. While some resources dot the surface, the risk involved in harvesting them has left the planet almost void of commercial development.\n\nThis card has been set to Tentative.\n\n\n\n\nNyx III\n\nNyx III is an ice giant that lacks a breathable atmosphere and is considered a difficult candidate for expansive commercial resource extraction.\n\nThis card has been set to Tentative.\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\nAssociated Science And Development \"Model-K2\" DMR\n\nImplementing the Associated Science And Development \"Model-K2\" Designated Marksman Rifle, a versatile energy weapon that builds heat during sustained fire allowing operators to switch fire mode using heat to unleash powerful ultra fast projectiles\n\nThis card has been set to Tentative.\n\n\n\n\nLightning Bold Company \"Skarnov\" Assault Rifle\n\n\u2060Implementing the Lightning Bold Company \"Skarnov\" DMR, a fully automatic designated marksman rifle whose specialized projectiles create electrical discharges between multiple targets, making it highly effective against groups of hostiles.\n\nThis card has been set to Tentative.\n\n\n\n\nThe existing Heavy Combat Armor also got its name: Monolith!\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: August 26, 2026\nRelease View\nAlpha 4.10\nThe following cards have been set to Released:\n\nMission Giver: Recco Battaglia\n\nSuper Heavy Combat \"BUL-H4\" Armor\n\nInstancing\n\nSiege of Orison\n\nFuel Tanks and Consumption Rebalance\n\nNew Wikelo Ship Offerings (4.10.0) - Drake Clipper\n\nApocalypse Arms \"Vendetta\" HMG\n\nHedeby Gunworks \"Arlington\" Lever Action Rifle\n\nNew Weapon Attachment: Hedeby Gunworks S2 Optic\n\nKruger StingrayImplementing Kruger's first Medium Fighter, blending timeless styling with a transformative design that adapts its silhouette to the demands of modern flight.\n\n\n\nItem Recovery: Ship Loadout Improvements has been moved to Alpha 4.11, as we need more time to test it with you in the PTU, before it goes live.\n\n\n\n\n\n\nAlpha 4.11\nNyx II\n\nWith high temperatures and a high-pressure atmosphere dense with thick clouds, Nyx II is an inhospitable planet where protective gear is recommended. While some resources dot the surface, the risk involved in harvesting them has left the planet almost void of commercial development.\n\nThis card has been set to Tentative.\n\n\n\n\nNyx III\n\nNyx III is an ice giant that lacks a breathable atmosphere and is considered a difficult candidate for expansive commercial resource extraction.\n\nThis card has been set to Tentative.\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\nAssociated Science And Development \"Model-K2\" DMR\n\nImplementing the Associated Science And Development \"Model-K2\" Designated Marksman Rifle, a versatile energy weapon that builds heat during sustained fire allowing operators to switch fire mode using heat to unleash powerful ultra fast projectiles\n\nThis card has been set to Tentative.\n\n\n\n\nLightning Bold Company \"Skarnov\" Assault Rifle\n\n\u2060Implementing the Lightning Bold Company \"Skarnov\" DMR, a fully automatic designated marksman rifle whose specialized projectiles create electrical discharges between multiple targets, making it highly effective against groups of hostiles.\n\nThis card has been set to Tentative.\n\n\n\n\nThe existing Heavy Combat Armor also got its name: Monolith!\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: August 26, 2026\nRelease View\nAlpha 4.10\nThe following cards have been set to Released:\n\nMission Giver: Recco Battaglia\n\nSuper Heavy Combat \"BUL-H4\" Armor\n\nInstancing\n\nSiege of Orison\n\nFuel Tanks and Consumption Rebalance\n\nNew Wikelo Ship Offerings (4.10.0) - Drake Clipper\n\nApocalypse Arms \"Vendetta\" HMG\n\nHedeby Gunworks \"Arlington\" Lever Action Rifle\n\nNew Weapon Attachment: Hedeby Gunworks S2 Optic\n\nKruger StingrayImplementing Kruger's first Medium Fighter, blending timeless styling with a transformative design that adapts its silhouette to the demands of modern flight.\n\n\n\nItem Recovery: Ship Loadout Improvements has been moved to Alpha 4.11, as we need more time to test it with you in the PTU, before it goes live.\n\n\n\n\n\n\nAlpha 4.11\nNyx II\n\nWith high temperatures and a high-pressure atmosphere dense with thick clouds, Nyx II is an inhospitable planet where protective gear is recommended. While some resources dot the surface, the risk involved in harvesting them has left the planet almost void of commercial development.\n\nThis card has been set to Tentative.\n\n\n\n\nNyx III\n\nNyx III is an ice giant that lacks a breathable atmosphere and is considered a difficult candidate for expansive commercial resource extraction.\n\nThis card has been set to Tentative.\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\nAssociated Science And Development \"Model-K2\" DMR\n\nImplementing the Associated Science And Development \"Model-K2\" Designated Marksman Rifle, a versatile energy weapon that builds heat during sustained fire allowing operators to switch fire mode using heat to unleash powerful ultra fast projectiles\n\nThis card has been set to Tentative.\n\n\n\n\nLightning Bold Company \"Skarnov\" Assault Rifle\n\n\u2060Implementing the Lightning Bold Company \"Skarnov\" DMR, a fully automatic designated marksman rifle whose specialized projectiles create electrical discharges between multiple targets, making it highly effective against groups of hostiles.\n\nThis card has been set to Tentative.\n\n\n\n\nThe existing Heavy Combat Armor also got its name: Monolith!\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: August 26, 2026\nRelease View\nAlpha 4.10\nThe following cards have been set to Released:\n\nMission Giver: Recco Battaglia\n\nSuper Heavy Combat \"BUL-H4\" Armor\n\nInstancing\n\nSiege of Orison\n\nFuel Tanks and Consumption Rebalance\n\nNew Wikelo Ship Offerings (4.10.0) - Drake Clipper\n\nApocalypse Arms \"Vendetta\" HMG\n\nHedeby Gunworks \"Arlington\" Lever Action Rifle\n\nNew Weapon Attachment: Hedeby Gunworks S2 Optic\n\nKruger StingrayImplementing Kruger's first Medium Fighter, blending timeless styling with a transformative design that adapts its silhouette to the demands of modern flight.\n\n\n\nItem Recovery: Ship Loadout Improvements has been moved to Alpha 4.11, as we need more time to test it with you in the PTU, before it goes live.\n\n\n\n\n\n\nAlpha 4.11\nNyx II\n\nWith high temperatures and a high-pressure atmosphere dense with thick clouds, Nyx II is an inhospitable planet where protective gear is recommended. While some resources dot the surface, the risk involved in harvesting them has left the planet almost void of commercial development.\n\nThis card has been set to Tentative.\n\n\n\n\nNyx III\n\nNyx III is an ice giant that lacks a breathable atmosphere and is considered a difficult candidate for expansive commercial resource extraction.\n\nThis card has been set to Tentative.\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\nAssociated Science And Development \"Model-K2\" DMR\n\nImplementing the Associated Science And Development \"Model-K2\" Designated Marksman Rifle, a versatile energy weapon that builds heat during sustained fire allowing operators to switch fire mode using heat to unleash powerful ultra fast projectiles\n\nThis card has been set to Tentative.\n\n\n\n\nLightning Bold Company \"Skarnov\" Assault Rifle\n\n\u2060Implementing the Lightning Bold Company \"Skarnov\" DMR, a fully automatic designated marksman rifle whose specialized projectiles create electrical discharges between multiple targets, making it highly effective against groups of hostiles.\n\nThis card has been set to Tentative.\n\n\n\n\nThe existing Heavy Combat Armor also got its name: Monolith!\n\n\n\n\nJoin the discussion on Spectrum."},"links_count":0,"comment_count":0,"created_at":"2026-08-26T22:00:00+00:00","created_at_human":"1 month ago"},{"id":21296,"title":"This Week in Star Citizen","rsi_url":"https:\/\/robertsspaceindustries.com\/en\/comm-link\/transmission\/21296-This-Week-In-Star-Citizen","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/21296","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/21296","channel":"Transmission","category":"Undefined","series":"None","images_count":6,"translations":{"en_EN":"This Week in Star Citizen\nHappy Monday, everyone!\nLast week, many of you joined us on the PTU to put Alpha 4.10 through its paces, with focused runs on Siege of Orison, Recco Battaglia, and Cargo Missions. We also granted access to the Kruger S-65 Stingray for the weekend as a bonus for participating. Thanks to everyone who jumped in and helped us push the build forward - it was a huge help!\n\nWe're shoring up additional fixes and tightening things up across the board. A whopping 230 Blocker, Critical, and High Priority fixes alone have been checked in to Alpha 4.10 so far, with many more fixes still to come. If all goes smoothly, we're aiming to roll Alpha 4.10 out to Live this week.\n\nMeanwhile, Phase 2 of the biggest aerospace smackdown in the 'verse is well underway as we approach the last duels to determine the Elite Eight of Ship Showdown 2956. Today, two Eclectic Exotics exchange fire for a shot at advancing, and tomorrow, the Big Hitters step into the ring to duke it out for the final spot. Cast your vote to ensure your champion moves on to the next round, and don't forget that daily voters who see the competition through to the end will earn a commemorative Spectrum badge.\n\nWe're doing things a little differently for this year's celebration. With Alpha 4.10 heading toward Live, we want to give the team room to monitor the release and continue improving the experience once it lands. So, this year's Ship Showdown Free Fly will be focused on the community already in the 'verse. From August 26 to September 2, all existing backers will be able to take the Elite Eight for a spin before the Final Four take the spotlight at Best in Show during this year's Intergalactic Aerospace Expo.\n\nOr, put simply: launching a major patch and running a wider Free Fly in the same week... we're not going to do that.\n\nBy\n\nIrmdallBy\n\nIrmdallNow, let's see what's going on this week:\n\n\nOn Wednesday, the Ship Showdown Elite Eight Free Fly begins for the existing community. We'll also publish the latest Roadmap Update alongside its complementary Roadmap Roundup.\n\nFriday, we're in a Gamescom state of mind. Come raise a glass or two with your fellow starfaring Citizens and the CIG team at our next Bar Citizen World Tour stop at BON - Brauhaus ohne Namen in Cologne, Germany, from 6:00 PM. Space is limited, so it's first-come, first-served. Full details on the Gamescom Bar Citizen post.\n\nSame day, you'll also find our weekly RSI Newsletter directly delivered to your inbox, and Jump Point magazine is back for all subscribers.\n\nFly low, and fly fast!\n\nThe Weekly Community Content Schedule\n\n\nMONDAY, AUGUST 24, 2026\nThis Week in Star Citizen\n\nWEDNESDAY, AUGUST 26, 2026\nShip Showdown 2956: Elite Eight Free Fly Begins\n\nRoadmap Update\n\nRoadmap Roundup\n\nFRIDAY, AUGUST 28, 2026\nBar Citizen World Tour @ Gamescom - Cologne, Germany\n\nRSI Weekly Newsletter\n\nAugust Issue of Jump Point for Subscribers\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: August 24, 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.Recco 4.10 Contracts Guideby MrKrakenMrKraken put together a breakdown of the new Battaglia rewards coming in Alpha 4.10, walking through the mining and combat contracts in Nyx and what you'll earn for running them. Watch the video on the Community Hub.COMMUNITY MVP: August 24, 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\nRecco 4.10 Contracts Guide\nby MrKraken\nMrKraken put together a breakdown of the new Battaglia rewards coming in Alpha 4.10, walking through the mining and combat contracts in Nyx and what you'll earn for running them.\n\nWatch 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!Natural Habitat - DRAG0NAUTOrbituary Cargo 4K Wallpapers - CarbonPixelKRIG S-65 Stingray - Cross Section - vmxeoCinematic FPS - __NOUSNatural Habitat - DRAG0NAUT\n\nOrbituary Cargo 4K Wallpapers - CarbonPixel\n\nKRIG S-65 Stingray - Cross Section - vmxeo\n\n\n\n\nCinematic FPS - __NOUS","de_DE":"This Week in Star Citizen\nHappy Monday, everyone!\nLast week, many of you joined us on the PTU to put Alpha 4.10 through its paces, with focused runs on Siege of Orison, Recco Battaglia, and Cargo Missions. We also granted access to the Kruger S-65 Stingray for the weekend as a bonus for participating. Thanks to everyone who jumped in and helped us push the build forward - it was a huge help!\n\nWe're shoring up additional fixes and tightening things up across the board. A whopping 230 Blocker, Critical, and High Priority fixes alone have been checked in to Alpha 4.10 so far, with many more fixes still to come. If all goes smoothly, we're aiming to roll Alpha 4.10 out to Live this week.\n\nMeanwhile, Phase 2 of the biggest aerospace smackdown in the 'verse is well underway as we approach the last duels to determine the Elite Eight of Ship Showdown 2956. Today, two Eclectic Exotics exchange fire for a shot at advancing, and tomorrow, the Big Hitters step into the ring to duke it out for the final spot. Cast your vote to ensure your champion moves on to the next round, and don't forget that daily voters who see the competition through to the end will earn a commemorative Spectrum badge.\n\nWe're doing things a little differently for this year's celebration. With Alpha 4.10 heading toward Live, we want to give the team room to monitor the release and continue improving the experience once it lands. So, this year's Ship Showdown Free Fly will be focused on the community already in the 'verse. From August 26 to September 2, all existing backers will be able to take the Elite Eight for a spin before the Final Four take the spotlight at Best in Show during this year's Intergalactic Aerospace Expo.\n\nOr, put simply: launching a major patch and running a wider Free Fly in the same week... we're not going to do that.\n\nBy\n\nIrmdallBy\n\nIrmdallNow, let's see what's going on this week:\n\n\nOn Wednesday, the Ship Showdown Elite Eight Free Fly begins for the existing community. We'll also publish the latest Roadmap Update alongside its complementary Roadmap Roundup.\n\nFriday, we're in a Gamescom state of mind. Come raise a glass or two with your fellow starfaring Citizens and the CIG team at our next Bar Citizen World Tour stop at BON - Brauhaus ohne Namen in Cologne, Germany, from 6:00 PM. Space is limited, so it's first-come, first-served. Full details on the Gamescom Bar Citizen post.\n\nSame day, you'll also find our weekly RSI Newsletter directly delivered to your inbox, and Jump Point magazine is back for all subscribers.\n\nFly low, and fly fast!\n\nThe Weekly Community Content Schedule\n\n\nMONDAY, AUGUST 24, 2026\nThis Week in Star Citizen\n\nWEDNESDAY, AUGUST 26, 2026\nShip Showdown 2956: Elite Eight Free Fly Begins\n\nRoadmap Update\n\nRoadmap Roundup\n\nFRIDAY, AUGUST 28, 2026\nBar Citizen World Tour @ Gamescom - Cologne, Germany\n\nRSI Weekly Newsletter\n\nAugust Issue of Jump Point for Subscribers\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: August 24, 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.Recco 4.10 Contracts Guideby MrKrakenMrKraken put together a breakdown of the new Battaglia rewards coming in Alpha 4.10, walking through the mining and combat contracts in Nyx and what you'll earn for running them. Watch the video on the Community Hub.COMMUNITY MVP: August 24, 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\nRecco 4.10 Contracts Guide\nby MrKraken\nMrKraken put together a breakdown of the new Battaglia rewards coming in Alpha 4.10, walking through the mining and combat contracts in Nyx and what you'll earn for running them.\n\nWatch 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!Natural Habitat - DRAG0NAUTOrbituary Cargo 4K Wallpapers - CarbonPixelKRIG S-65 Stingray - Cross Section - vmxeoCinematic FPS - __NOUSNatural Habitat - DRAG0NAUT\n\nOrbituary Cargo 4K Wallpapers - CarbonPixel\n\nKRIG S-65 Stingray - Cross Section - vmxeo\n\n\n\n\nCinematic FPS - __NOUS","zh_CN":"This Week in Star Citizen\nHappy Monday, everyone!\nLast week, many of you joined us on the PTU to put Alpha 4.10 through its paces, with focused runs on Siege of Orison, Recco Battaglia, and Cargo Missions. We also granted access to the Kruger S-65 Stingray for the weekend as a bonus for participating. Thanks to everyone who jumped in and helped us push the build forward - it was a huge help!\n\nWe're shoring up additional fixes and tightening things up across the board. A whopping 230 Blocker, Critical, and High Priority fixes alone have been checked in to Alpha 4.10 so far, with many more fixes still to come. If all goes smoothly, we're aiming to roll Alpha 4.10 out to Live this week.\n\nMeanwhile, Phase 2 of the biggest aerospace smackdown in the 'verse is well underway as we approach the last duels to determine the Elite Eight of Ship Showdown 2956. Today, two Eclectic Exotics exchange fire for a shot at advancing, and tomorrow, the Big Hitters step into the ring to duke it out for the final spot. Cast your vote to ensure your champion moves on to the next round, and don't forget that daily voters who see the competition through to the end will earn a commemorative Spectrum badge.\n\nWe're doing things a little differently for this year's celebration. With Alpha 4.10 heading toward Live, we want to give the team room to monitor the release and continue improving the experience once it lands. So, this year's Ship Showdown Free Fly will be focused on the community already in the 'verse. From August 26 to September 2, all existing backers will be able to take the Elite Eight for a spin before the Final Four take the spotlight at Best in Show during this year's Intergalactic Aerospace Expo.\n\nOr, put simply: launching a major patch and running a wider Free Fly in the same week... we're not going to do that.\n\nBy\n\nIrmdallBy\n\nIrmdallNow, let's see what's going on this week:\n\n\nOn Wednesday, the Ship Showdown Elite Eight Free Fly begins for the existing community. We'll also publish the latest Roadmap Update alongside its complementary Roadmap Roundup.\n\nFriday, we're in a Gamescom state of mind. Come raise a glass or two with your fellow starfaring Citizens and the CIG team at our next Bar Citizen World Tour stop at BON - Brauhaus ohne Namen in Cologne, Germany, from 6:00 PM. Space is limited, so it's first-come, first-served. Full details on the Gamescom Bar Citizen post.\n\nSame day, you'll also find our weekly RSI Newsletter directly delivered to your inbox, and Jump Point magazine is back for all subscribers.\n\nFly low, and fly fast!\n\nThe Weekly Community Content Schedule\n\n\nMONDAY, AUGUST 24, 2026\nThis Week in Star Citizen\n\nWEDNESDAY, AUGUST 26, 2026\nShip Showdown 2956: Elite Eight Free Fly Begins\n\nRoadmap Update\n\nRoadmap Roundup\n\nFRIDAY, AUGUST 28, 2026\nBar Citizen World Tour @ Gamescom - Cologne, Germany\n\nRSI Weekly Newsletter\n\nAugust Issue of Jump Point for Subscribers\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: August 24, 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.Recco 4.10 Contracts Guideby MrKrakenMrKraken put together a breakdown of the new Battaglia rewards coming in Alpha 4.10, walking through the mining and combat contracts in Nyx and what you'll earn for running them. Watch the video on the Community Hub.COMMUNITY MVP: August 24, 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\nRecco 4.10 Contracts Guide\nby MrKraken\nMrKraken put together a breakdown of the new Battaglia rewards coming in Alpha 4.10, walking through the mining and combat contracts in Nyx and what you'll earn for running them.\n\nWatch 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!Natural Habitat - DRAG0NAUTOrbituary Cargo 4K Wallpapers - CarbonPixelKRIG S-65 Stingray - Cross Section - vmxeoCinematic FPS - __NOUSNatural Habitat - DRAG0NAUT\n\nOrbituary Cargo 4K Wallpapers - CarbonPixel\n\nKRIG S-65 Stingray - Cross Section - vmxeo\n\n\n\n\nCinematic FPS - __NOUS","fr_FR":"This Week in Star Citizen\nHappy Monday, everyone!\nLast week, many of you joined us on the PTU to put Alpha 4.10 through its paces, with focused runs on Siege of Orison, Recco Battaglia, and Cargo Missions. We also granted access to the Kruger S-65 Stingray for the weekend as a bonus for participating. Thanks to everyone who jumped in and helped us push the build forward - it was a huge help!\n\nWe're shoring up additional fixes and tightening things up across the board. A whopping 230 Blocker, Critical, and High Priority fixes alone have been checked in to Alpha 4.10 so far, with many more fixes still to come. If all goes smoothly, we're aiming to roll Alpha 4.10 out to Live this week.\n\nMeanwhile, Phase 2 of the biggest aerospace smackdown in the 'verse is well underway as we approach the last duels to determine the Elite Eight of Ship Showdown 2956. Today, two Eclectic Exotics exchange fire for a shot at advancing, and tomorrow, the Big Hitters step into the ring to duke it out for the final spot. Cast your vote to ensure your champion moves on to the next round, and don't forget that daily voters who see the competition through to the end will earn a commemorative Spectrum badge.\n\nWe're doing things a little differently for this year's celebration. With Alpha 4.10 heading toward Live, we want to give the team room to monitor the release and continue improving the experience once it lands. So, this year's Ship Showdown Free Fly will be focused on the community already in the 'verse. From August 26 to September 2, all existing backers will be able to take the Elite Eight for a spin before the Final Four take the spotlight at Best in Show during this year's Intergalactic Aerospace Expo.\n\nOr, put simply: launching a major patch and running a wider Free Fly in the same week... we're not going to do that.\n\nBy\n\nIrmdallBy\n\nIrmdallNow, let's see what's going on this week:\n\n\nOn Wednesday, the Ship Showdown Elite Eight Free Fly begins for the existing community. We'll also publish the latest Roadmap Update alongside its complementary Roadmap Roundup.\n\nFriday, we're in a Gamescom state of mind. Come raise a glass or two with your fellow starfaring Citizens and the CIG team at our next Bar Citizen World Tour stop at BON - Brauhaus ohne Namen in Cologne, Germany, from 6:00 PM. Space is limited, so it's first-come, first-served. Full details on the Gamescom Bar Citizen post.\n\nSame day, you'll also find our weekly RSI Newsletter directly delivered to your inbox, and Jump Point magazine is back for all subscribers.\n\nFly low, and fly fast!\n\nThe Weekly Community Content Schedule\n\n\nMONDAY, AUGUST 24, 2026\nThis Week in Star Citizen\n\nWEDNESDAY, AUGUST 26, 2026\nShip Showdown 2956: Elite Eight Free Fly Begins\n\nRoadmap Update\n\nRoadmap Roundup\n\nFRIDAY, AUGUST 28, 2026\nBar Citizen World Tour @ Gamescom - Cologne, Germany\n\nRSI Weekly Newsletter\n\nAugust Issue of Jump Point for Subscribers\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: August 24, 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.Recco 4.10 Contracts Guideby MrKrakenMrKraken put together a breakdown of the new Battaglia rewards coming in Alpha 4.10, walking through the mining and combat contracts in Nyx and what you'll earn for running them. Watch the video on the Community Hub.COMMUNITY MVP: August 24, 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\nRecco 4.10 Contracts Guide\nby MrKraken\nMrKraken put together a breakdown of the new Battaglia rewards coming in Alpha 4.10, walking through the mining and combat contracts in Nyx and what you'll earn for running them.\n\nWatch 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!Natural Habitat - DRAG0NAUTOrbituary Cargo 4K Wallpapers - CarbonPixelKRIG S-65 Stingray - Cross Section - vmxeoCinematic FPS - __NOUSNatural Habitat - DRAG0NAUT\n\nOrbituary Cargo 4K Wallpapers - CarbonPixel\n\nKRIG S-65 Stingray - Cross Section - vmxeo\n\n\n\n\nCinematic FPS - __NOUS"},"links_count":7,"comment_count":0,"created_at":"2026-08-24T22:00:00+00:00","created_at_human":"1 month ago"},{"id":21292,"title":"This Week in Star Citizen","rsi_url":"https:\/\/robertsspaceindustries.com\/en\/comm-link\/transmission\/21292-This-Week-In-Star-Citizen","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/21292","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/21292","channel":"Transmission","category":"Undefined","series":"None","images_count":7,"translations":{"en_EN":"This Week in Star Citizen\nHello everyone,\nLast week, we dropped a big Roadmap Update, giving you the first look at 11 new cards tentatively planned for Alpha 4.11, including Nyx I, Starchitect, Planet Tech v5, new weapons, and more. If you haven\u2019t already, check out the Release View for the full list of what\u2019s currently in the works.\n\nThank you to everyone who has jumped into the Alpha 4.10 PTU with us recently. We\u2019re eager to get this one onto the Live servers, and your participation has been tremendously helpful as we work through the remaining issues.\n\nKeep an eye on Spectrum, as we intend to host a few focused stress tests this week to shore things up ahead of the Live release. We\u2019ve intentionally held this patch back to give the team more time to address key issues and improve performance, with the goal of delivering a noticeably smoother experience when it arrives and building on that progress with each patch that follows.\n\nAnd finally, a huge thank-you to everyone who joined us at Bar Citizen Denver over the weekend! The team had an incredible time connecting with so many of you and sampling Quantum Rye, a custom brew crafted specifically for the event (it was amazing!).\n\nNext up, we\u2019re crossing the Atlantic for gamescom in Cologne, Germany, on August 28. We can\u2019t wait to reconnect with familiar faces, make new friends, and raise another glass with you!\n\nBy\n\nEricTheFourierBy\n\nEricTheFourierThis week:\nShip Showdown Phase 2 kicks off tomorrow, on Tuesday!\n\nYou rallied behind your favorites by sharing hundreds of fantastic creations during Phase 1, and now the Top 16 are ready to go head-to-head. From August 18 through September 2, two ships will face off each day, and it will be up to you to decide who moves forward in the bracket. Rally your crew, campaign for your pick, and make sure to cast your votes to earn an exclusive Spectrum badge along the way. Sixteen enter, but only one will take the crown!\n\nOn Wednesday, we're tentatively planning the start of some focused stress tests. Keep an eye on Spectrum for more information soon!\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\nCheers,\n\nThe Weekly Community Content Schedule\n\n\nMONDAY, AUGUST 17\nThis Week in Star Citizen\n\nTUESDAY, AUGUST 18\nShip Showdown 2956 - Phase 2 Commences\n\nFRIDAY, AUGUST 21\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: August 17, 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.SHIPKHANAby Fat BirdFat Bird is back with another ship highlight! The Shiv has a solid reputation as a heavy fighter, but what about the simpler things, like how fun it is to fly? Embark on a full cinematic and audio adventure that's sure to be a feast for the eyes and ears!Enjoy it on the Community Hub.COMMUNITY MVP: August 17, 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\nSHIPKHANA\nby Fat Bird\nFat Bird is back with another ship highlight! The Shiv has a solid reputation as a heavy fighter, but what about the simpler things, like how fun it is to fly? Embark on a full cinematic and audio adventure that's sure to be a feast for the eyes and ears!\n\nEnjoy 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!Industry & Trading Expo 2956 - PangoraRespect Begins with You - UbooSteelTek Super Heavy Armor\u200e - CarbonPixelDebonair - KellyHe63Industry & Trading Expo 2956 - Pangora\n\nRespect Begins with You - Uboo\n\nSteelTek Super Heavy Armor\u200e - CarbonPixel\n\nDebonair - KellyHe63","de_DE":"This Week in Star Citizen\nHello everyone,\nLast week, we dropped a big Roadmap Update, giving you the first look at 11 new cards tentatively planned for Alpha 4.11, including Nyx I, Starchitect, Planet Tech v5, new weapons, and more. If you haven\u2019t already, check out the Release View for the full list of what\u2019s currently in the works.\n\nThank you to everyone who has jumped into the Alpha 4.10 PTU with us recently. We\u2019re eager to get this one onto the Live servers, and your participation has been tremendously helpful as we work through the remaining issues.\n\nKeep an eye on Spectrum, as we intend to host a few focused stress tests this week to shore things up ahead of the Live release. We\u2019ve intentionally held this patch back to give the team more time to address key issues and improve performance, with the goal of delivering a noticeably smoother experience when it arrives and building on that progress with each patch that follows.\n\nAnd finally, a huge thank-you to everyone who joined us at Bar Citizen Denver over the weekend! The team had an incredible time connecting with so many of you and sampling Quantum Rye, a custom brew crafted specifically for the event (it was amazing!).\n\nNext up, we\u2019re crossing the Atlantic for gamescom in Cologne, Germany, on August 28. We can\u2019t wait to reconnect with familiar faces, make new friends, and raise another glass with you!\n\nBy\n\nEricTheFourierBy\n\nEricTheFourierThis week:\nShip Showdown Phase 2 kicks off tomorrow, on Tuesday!\n\nYou rallied behind your favorites by sharing hundreds of fantastic creations during Phase 1, and now the Top 16 are ready to go head-to-head. From August 18 through September 2, two ships will face off each day, and it will be up to you to decide who moves forward in the bracket. Rally your crew, campaign for your pick, and make sure to cast your votes to earn an exclusive Spectrum badge along the way. Sixteen enter, but only one will take the crown!\n\nOn Wednesday, we're tentatively planning the start of some focused stress tests. Keep an eye on Spectrum for more information soon!\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\nCheers,\n\nThe Weekly Community Content Schedule\n\n\nMONDAY, AUGUST 17\nThis Week in Star Citizen\n\nTUESDAY, AUGUST 18\nShip Showdown 2956 - Phase 2 Commences\n\nFRIDAY, AUGUST 21\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: August 17, 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.SHIPKHANAby Fat BirdFat Bird is back with another ship highlight! The Shiv has a solid reputation as a heavy fighter, but what about the simpler things, like how fun it is to fly? Embark on a full cinematic and audio adventure that's sure to be a feast for the eyes and ears!Enjoy it on the Community Hub.COMMUNITY MVP: August 17, 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\nSHIPKHANA\nby Fat Bird\nFat Bird is back with another ship highlight! The Shiv has a solid reputation as a heavy fighter, but what about the simpler things, like how fun it is to fly? Embark on a full cinematic and audio adventure that's sure to be a feast for the eyes and ears!\n\nEnjoy 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!Industry & Trading Expo 2956 - PangoraRespect Begins with You - UbooSteelTek Super Heavy Armor\u200e - CarbonPixelDebonair - KellyHe63Industry & Trading Expo 2956 - Pangora\n\nRespect Begins with You - Uboo\n\nSteelTek Super Heavy Armor\u200e - CarbonPixel\n\nDebonair - KellyHe63","zh_CN":"This Week in Star Citizen\nHello everyone,\nLast week, we dropped a big Roadmap Update, giving you the first look at 11 new cards tentatively planned for Alpha 4.11, including Nyx I, Starchitect, Planet Tech v5, new weapons, and more. If you haven\u2019t already, check out the Release View for the full list of what\u2019s currently in the works.\n\nThank you to everyone who has jumped into the Alpha 4.10 PTU with us recently. We\u2019re eager to get this one onto the Live servers, and your participation has been tremendously helpful as we work through the remaining issues.\n\nKeep an eye on Spectrum, as we intend to host a few focused stress tests this week to shore things up ahead of the Live release. We\u2019ve intentionally held this patch back to give the team more time to address key issues and improve performance, with the goal of delivering a noticeably smoother experience when it arrives and building on that progress with each patch that follows.\n\nAnd finally, a huge thank-you to everyone who joined us at Bar Citizen Denver over the weekend! The team had an incredible time connecting with so many of you and sampling Quantum Rye, a custom brew crafted specifically for the event (it was amazing!).\n\nNext up, we\u2019re crossing the Atlantic for gamescom in Cologne, Germany, on August 28. We can\u2019t wait to reconnect with familiar faces, make new friends, and raise another glass with you!\n\nBy\n\nEricTheFourierBy\n\nEricTheFourierThis week:\nShip Showdown Phase 2 kicks off tomorrow, on Tuesday!\n\nYou rallied behind your favorites by sharing hundreds of fantastic creations during Phase 1, and now the Top 16 are ready to go head-to-head. From August 18 through September 2, two ships will face off each day, and it will be up to you to decide who moves forward in the bracket. Rally your crew, campaign for your pick, and make sure to cast your votes to earn an exclusive Spectrum badge along the way. Sixteen enter, but only one will take the crown!\n\nOn Wednesday, we're tentatively planning the start of some focused stress tests. Keep an eye on Spectrum for more information soon!\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\nCheers,\n\nThe Weekly Community Content Schedule\n\n\nMONDAY, AUGUST 17\nThis Week in Star Citizen\n\nTUESDAY, AUGUST 18\nShip Showdown 2956 - Phase 2 Commences\n\nFRIDAY, AUGUST 21\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: August 17, 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.SHIPKHANAby Fat BirdFat Bird is back with another ship highlight! The Shiv has a solid reputation as a heavy fighter, but what about the simpler things, like how fun it is to fly? Embark on a full cinematic and audio adventure that's sure to be a feast for the eyes and ears!Enjoy it on the Community Hub.COMMUNITY MVP: August 17, 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\nSHIPKHANA\nby Fat Bird\nFat Bird is back with another ship highlight! The Shiv has a solid reputation as a heavy fighter, but what about the simpler things, like how fun it is to fly? Embark on a full cinematic and audio adventure that's sure to be a feast for the eyes and ears!\n\nEnjoy 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!Industry & Trading Expo 2956 - PangoraRespect Begins with You - UbooSteelTek Super Heavy Armor\u200e - CarbonPixelDebonair - KellyHe63Industry & Trading Expo 2956 - Pangora\n\nRespect Begins with You - Uboo\n\nSteelTek Super Heavy Armor\u200e - CarbonPixel\n\nDebonair - KellyHe63","fr_FR":"This Week in Star Citizen\nHello everyone,\nLast week, we dropped a big Roadmap Update, giving you the first look at 11 new cards tentatively planned for Alpha 4.11, including Nyx I, Starchitect, Planet Tech v5, new weapons, and more. If you haven\u2019t already, check out the Release View for the full list of what\u2019s currently in the works.\n\nThank you to everyone who has jumped into the Alpha 4.10 PTU with us recently. We\u2019re eager to get this one onto the Live servers, and your participation has been tremendously helpful as we work through the remaining issues.\n\nKeep an eye on Spectrum, as we intend to host a few focused stress tests this week to shore things up ahead of the Live release. We\u2019ve intentionally held this patch back to give the team more time to address key issues and improve performance, with the goal of delivering a noticeably smoother experience when it arrives and building on that progress with each patch that follows.\n\nAnd finally, a huge thank-you to everyone who joined us at Bar Citizen Denver over the weekend! The team had an incredible time connecting with so many of you and sampling Quantum Rye, a custom brew crafted specifically for the event (it was amazing!).\n\nNext up, we\u2019re crossing the Atlantic for gamescom in Cologne, Germany, on August 28. We can\u2019t wait to reconnect with familiar faces, make new friends, and raise another glass with you!\n\nBy\n\nEricTheFourierBy\n\nEricTheFourierThis week:\nShip Showdown Phase 2 kicks off tomorrow, on Tuesday!\n\nYou rallied behind your favorites by sharing hundreds of fantastic creations during Phase 1, and now the Top 16 are ready to go head-to-head. From August 18 through September 2, two ships will face off each day, and it will be up to you to decide who moves forward in the bracket. Rally your crew, campaign for your pick, and make sure to cast your votes to earn an exclusive Spectrum badge along the way. Sixteen enter, but only one will take the crown!\n\nOn Wednesday, we're tentatively planning the start of some focused stress tests. Keep an eye on Spectrum for more information soon!\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\nCheers,\n\nThe Weekly Community Content Schedule\n\n\nMONDAY, AUGUST 17\nThis Week in Star Citizen\n\nTUESDAY, AUGUST 18\nShip Showdown 2956 - Phase 2 Commences\n\nFRIDAY, AUGUST 21\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: August 17, 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.SHIPKHANAby Fat BirdFat Bird is back with another ship highlight! The Shiv has a solid reputation as a heavy fighter, but what about the simpler things, like how fun it is to fly? Embark on a full cinematic and audio adventure that's sure to be a feast for the eyes and ears!Enjoy it on the Community Hub.COMMUNITY MVP: August 17, 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\nSHIPKHANA\nby Fat Bird\nFat Bird is back with another ship highlight! The Shiv has a solid reputation as a heavy fighter, but what about the simpler things, like how fun it is to fly? Embark on a full cinematic and audio adventure that's sure to be a feast for the eyes and ears!\n\nEnjoy 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!Industry & Trading Expo 2956 - PangoraRespect Begins with You - UbooSteelTek Super Heavy Armor\u200e - CarbonPixelDebonair - KellyHe63Industry & Trading Expo 2956 - Pangora\n\nRespect Begins with You - Uboo\n\nSteelTek Super Heavy Armor\u200e - CarbonPixel\n\nDebonair - KellyHe63"},"links_count":8,"comment_count":0,"created_at":"2026-08-17T21:00:00+00:00","created_at_human":"1 month ago"},{"id":21289,"title":"Behind the Ships","rsi_url":"https:\/\/robertsspaceindustries.com\/en\/comm-link\/transmission\/21289-Behind-The-Ships","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/21289","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/21289","channel":"Transmission","category":"Undefined","series":"None","images_count":1,"translations":{"en_EN":"BEHIND THE SHIPS\nKruger S-65 Stingray\nSophisticated. Stylish. Suave. It has to be Kruger. The most debonair manufacturer in the \u2018verse is back to boost your cool and transform the battlefield with its first Medium Fighter.","de_DE":"BEHIND THE SHIPS\nKruger S-65 Stingray\nSophisticated. Stylish. Suave. It has to be Kruger. The most debonair manufacturer in the \u2018verse is back to boost your cool and transform the battlefield with its first Medium Fighter.","zh_CN":"BEHIND THE SHIPS\nKruger S-65 Stingray\nSophisticated. Stylish. Suave. It has to be Kruger. The most debonair manufacturer in the \u2018verse is back to boost your cool and transform the battlefield with its first Medium Fighter.","fr_FR":"BEHIND THE SHIPS\nKruger S-65 Stingray\nSophisticated. Stylish. Suave. It has to be Kruger. The most debonair manufacturer in the \u2018verse is back to boost your cool and transform the battlefield with its first Medium Fighter."},"links_count":0,"comment_count":0,"created_at":"2026-08-26T18:00:00+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=204","prev":null,"next":"https:\/\/api.star-citizen.wiki\/api\/comm-links?page%5Bnumber%5D=2"},"meta":{"current_page":1,"from":1,"last_page":204,"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=203","label":"203","page":203,"active":false},{"url":"https:\/\/api.star-citizen.wiki\/api\/comm-links?page%5Bnumber%5D=204","label":"204","page":204,"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":6109,"valid_relations":["images","links"]}}