Letter From The Chairman

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Content

Long ago, lost in the mists of time before COVID, at CitizenCon 2949, we showcased the first in-game prototype of traveling from the Stanton System to the Pyro System via a Jump Point.

After a much longer than anticipated development process, what was teased in 2019 becomes a reality for all players when we launch Star Citizen Alpha 4.0 to the live servers, as part of what we are calling the 4.0 Preview.

For the first time in our history, we will run 2 live releases in parallel, each with their own progress and persistence. This means you'll have the unique opportunity to choose which version you want to dive into, at least for a little while. At this stage, we both want and need the high traffic of a Live release to thoroughly test Server Meshing and the newly refactored systems that rely on it as they go through their final paces. We acknowledge that we did not have time to get all the mission types working before our holiday break, which is why we have decided to temporarily support two parallel Live tracks: Alpha 3.24.3 will remain available, so you can play the missions and engage in game loops that are not working to our new playability standards in 4.0. Meanwhile, the 4.0 Preview will also be accessible from your launcher as a second Live option. If you are not interested in previewing 4.0, you can simply select Alpha 3.24.3 from the dropdown and continue enjoying the current live build.

This may feel like our usual PTU process, but there is one key difference: by running both builds on the Live environment, we can take steps to ensure that your progress on 4.0 will carry over. Our goal is for anything you do and earn in the 4.0 Preview to persist without any further wipes—unless something major happens, though we do not anticipate that.

That said, it's important to note that progress made in Alpha 3.24.3 will remain tied to that version and will not transfer to 4.0. This allows us to maintain a clean slate for the new systems coming online in the 4.0 Preview, ensuring a consistent and stable environment as we look to deprecate 3.24.3 in the new year.

As you navigate through Stanton and Pyro, you are now also navigating seamlessly through a mesh of servers that encompasses the entire game. Each planet, landing zone, or major station is now covered by different game servers. Thanks to this technology, server boundaries are effectively invisible, even at our high levels of fidelity, ensuring smooth, uninterrupted gameplay. This means that server performance, playability, and overall health are now local to each of the nodes in the server mesh. Even dreaded server crashes are now localized to those regions, with players in other areas of space or on planets unaffected. It also means improved performance, as each server is simulating fewer entities, resulting in more responsiveness and allowing the game we are striving to create to finally shine through its content.

4.0 is not just 3.24.3 with Server Meshing—it also includes a lot of new content. With the addition of Pyro, we have further pushed our reputation system to include two competing mission chains that allow you to align with either Headhunters or Citizens for Prosperity. This means areas that were previously neutral will become hostile or friendly depending on your choice. This decision will become even more important next year as we start to put a greater focus on storytelling inside the ‘verse.

We have also introduced Contested Zones within the major stations in Pyro—each heavily manned by a gang faction: Fire Rats, Horizon, or XenoThreat. These large, sprawling locations offer high-quality rewards in the depths of their vaults, but you will need to contend with the current occupants and either help or battle your fellow players. They are also home to the mysterious Pyro Amalgamated component boards, which some say can lead to even greater rewards.

This type of content is an important milestone as we start to introduce different ways for players to progress in the game, with reputation and physical rewards being something we aim to push even further in future patches.

2025: A Focus on Playability
As we jump into the new year, our primary focus across our Star Citizen teams is clear: improving playability. Our drive for playability surrounds three critical areas - performance, stability, and content. We understand that the Live environment must be far more reliable and consistent, and we are determined to deliver on this.

The sentiment many of you have shared—and one we wholeheartedly agree with—is that if the current game, as it stands today, ran smoothly with fewer obstacles and bugs, it would provide an unparalleled experience. Over the years, we have experimented with different approaches to improve quality of life (QoL) and tackling tech debt. However, the ongoing challenge has been balancing these efforts alongside the introduction of new features and technology.

Too often, testing new features within the same pipeline as content has led to unintended ripple effects—creating instability, hindering performance, and impacting overall gameplay. In some cases, new features that are not fully mature have delayed the release of content or caused blockers that impact our progress. This has prompted us to reevaluate our approach to feature and content rollout, focusing on steps we can take to bring the game to a better state while maintaining steady delivery.




To achieve our goals, we are making a fundamental change: decoupling feature development from content creation and general fixes. This means new features will no longer hold up content delivery or risk destabilizing the Live environment. This approach will leverage the Tech Preview Channel, which was reserved for major new pieces of technology, like the Replication Layer and Server Meshing, but will now extend to gameplay feature testing too.

When a new feature is deemed complex or risky enough to require focused testing, we’ll introduce a separate Experimental PTU (EPTU) channel dedicated to that feature. Testing in this isolated channel will allow us to refine and stabilize the feature without impacting content and broader development work. Only once the feature is fully greenlit will it integrate into our standard Evo/PTU/Live pipeline.

This means we will have more stability and predictability in our ongoing game releases as the main development stream will not be disrupted by untested features still being worked on – instead the team can focus on improving stability, performance and QoL. Alongside this playability initiative, we are also tying together our content releases so that they feel more connected to the world. This means each new content drop will be more focused and drive an overall narrative forward, similar to our Overdrive and Save Stanton events. This content will then unlock new and powerful rewards including ships, armors, and weapons that you can play to earn.

We are taking this approach to deliver more things to do, more often than we have in the past where we have frequently been held hostage by tech or feature work that has taken longer than anticipated.

Our objective is to make Star Citizen more stable, more performant and more fun this coming year!

My whole career I have created the games I wanted to play, as a gamer, because I could see a game in my mind’s eye that didn’t exist, I felt if it did it would be amazing, and I could see the steps needed to make it a reality. I have been fortunate that the games that I want to play, a lot of other people also want to play too. But I have rarely met a publishing executive that has the ability to see the possibilities in this kind of vision. They can only see a known quantity, a sequel, a bet on an existing IP. This is why I chose crowdfunding for Star Citizen, rather than pursuing a development deal with a big publisher, and it is why I feel incredibly lucky and privileged to be able to develop Star Citizen and Squadron 42 with all of your continued support, year after year, as it allows me and every developer at CIG to focus on just making the games that we - and you - all want to play.

Star Citizen and Squadron 42 are two games that would never have been greenlit by any of the big publishers. They are both too ambitious, and in a genre that up until recently was viewed as niche. They require patience and investment that I doubt any publisher would have the stomach for.

Yet here we are, thanks to all of you!

The team and I are determined to repay that faith, patience, and support by delivering two games unlike any other.

We have already made great strides. With today’s release, Server Meshing is no longer a question mark, but a reality, and seeing the results of a more densely populated universe, as well as better performance and stability – we are closer than ever to realizing a dream many have said is impossible.

With a clear destination for both Squadron 42’s release, the Star Citizen 1.0 Roadmap, a focused team, and most importantly, the enthusiasm and support from the best community in gaming, we will deliver!

This confidence comes from the unwavering dedication of the Evocati testers, the hundreds of thousands of you who help us test releases at scale in the PTU, and the immense amount of constructive feedback shared across Spectrum, Discord, YouTube, Facebook, X, and Reddit. Your involvement shapes Star Citizen in countless ways, making this journey a truly collaborative effort.

The impact of the community is felt far beyond the game as well. In 2024 alone, an incredible 203 Bar Citizen meetups were held, bringing players together to celebrate their passion for our shared universe. This year also shattered in-person attendance records: community-organized events such as BE@Con and the Shenzhen Bar Citizen each drew over 2,000 attendees, while CitizenCon 2954 in Manchester welcomed more than 5,000 fans from every corner of the globe.

Over one million of you have played 32 million hours in the game this year, and our ranks have swelled by almost half a million Citizens.

This is a community that is only getting stronger!

The journey hasn’t been without its challenges, but nothing great ever comes easy, and there’s no one we’d rather have by our side than you.

Thanks for all your support in 2024. Wishing you happy holidays and looking forward to the great things we will do together in 2025.

-Chris
Vor langer Zeit, verloren im Nebel der Zeit vor der COVID, haben wir auf der CitizenCon 2949 den ersten Prototyp für die Reise vom Stanton-System zum Pyro-System über einen Sprungpunkt im Spiel vorgestellt.

Nach einem viel länger als erwarteten Entwicklungsprozess wird das, was 2019 angeteasert wurde, für alle Spieler Wirklichkeit, wenn wir die Star Citizen Alpha 4.0 auf die Live-Server bringen, als Teil dessen, was wir die 4.0 Preview nennen.

Zum ersten Mal in unserer Geschichte werden wir 2 Live-Releases parallel laufen lassen, jede mit ihrem eigenen Fortschritt und Fortbestand. Das bedeutet, dass du die einmalige Gelegenheit hast, zu wählen, in welche Version du eintauchen möchtest, zumindest für eine Weile. In dieser Phase wollen und brauchen wir den hohen Traffic eines Live-Releases, um Server Meshing und die neu überarbeiteten Systeme, die darauf aufbauen, gründlich zu testen, während sie ihre letzten Schritte durchlaufen. Wir sind uns bewusst, dass wir nicht die Zeit hatten, alle Missionstypen vor unserer Urlaubspause zum Laufen zu bringen, deshalb haben wir beschlossen, vorübergehend zwei parallele Live-Tracks zu unterstützen: Die Alpha 3.24.3 wird weiterhin verfügbar sein, so dass du die Missionen und Spielschleifen spielen kannst, die nicht nach unseren neuen Spielbarkeitsstandards in 4.0 funktionieren. In der Zwischenzeit wird die 4.0-Vorschau auch als zweite Live-Option über deinen Launcher zugänglich sein. Wenn du kein Interesse an der 4.0-Vorschau hast, kannst du einfach Alpha 3.24.3 aus dem Dropdown-Menü auswählen und weiterhin die aktuelle Live-Version genießen.

Das mag sich wie unser üblicher PTU-Prozess anfühlen, aber es gibt einen entscheidenden Unterschied: Indem wir beide Builds in der Live-Umgebung laufen lassen, können wir sicherstellen, dass dein Fortschritt in 4.0 übernommen wird. Unser Ziel ist es, dass alles, was du in der 4.0-Vorschau tust und verdienst, ohne weitere Löschungen weiterläuft - es sei denn, es passiert etwas Größeres, aber damit rechnen wir nicht.

Deshalb ist es wichtig zu wissen, dass der Fortschritt, den du in der Alpha 3.24.3 gemacht hast, an diese Version gebunden bleibt und nicht auf 4.0 übertragen wird. So können wir für die neuen Systeme, die in der 4.0-Vorschau online gehen, einen Neuanfang machen und eine konsistente und stabile Umgebung sicherstellen, wenn wir 3.24.3 im neuen Jahr abschaffen wollen.

Wenn du durch Stanton und Pyro navigierst, navigierst du jetzt auch nahtlos durch ein Netz von Servern, das das gesamte Spiel umfasst. Jeder Planet, jede Landezone und jeder größere Bahnhof wird jetzt von verschiedenen Spielservern abgedeckt. Dank dieser Technologie sind die Grenzen zwischen den Servern selbst bei unserem hohen Fidelity-Level praktisch unsichtbar, was einen reibungslosen, unterbrechungsfreien Spielablauf gewährleistet. Das bedeutet, dass die Serverleistung, die Spielbarkeit und der allgemeine Zustand der Server nur noch von den einzelnen Knotenpunkten des Servernetzes abhängen. Selbst die gefürchteten Serverabstürze beschränken sich jetzt auf diese Regionen, ohne dass Spieler/innen in anderen Gebieten des Weltraums oder auf Planeten davon betroffen sind. Das bedeutet auch eine verbesserte Leistung, da jeder Server weniger Entitäten simuliert, was zu einer besseren Reaktionsfähigkeit führt und es dem Spiel, das wir erschaffen wollen, ermöglicht, endlich durch seinen Inhalt zu glänzen.

4.0 ist nicht nur 3.24.3 mit Server Meshing, sondern enthält auch eine Menge neuer Inhalte. Mit Pyro haben wir unser Rufsystem weiter ausgebaut und zwei konkurrierende Missionsketten eingeführt, die es dir ermöglichen, dich entweder auf die Seite der Kopfjäger oder der Bürger für Wohlstand zu stellen. Das bedeutet, dass Gebiete, die bisher neutral waren, je nach deiner Wahl feindlich oder freundlich werden. Diese Entscheidung wird im nächsten Jahr noch wichtiger werden, da wir einen größeren Fokus auf das Geschichtenerzählen im Verse legen werden.

Außerdem haben wir umkämpfte Zonen in den großen Bahnhöfen in Pyro eingeführt - jede davon ist stark von einer Bandenfraktion besetzt: Fire Rats, Horizon oder XenoThreat. Diese großen, weitläufigen Orte bieten in den Tiefen ihrer Gewölbe hochwertige Belohnungen, aber du musst dich mit den aktuellen Bewohnern auseinandersetzen und entweder deinen Mitspielern helfen oder sie bekämpfen. Sie beherbergen auch die geheimnisvollen Pyro-Amalgamated-Bauteilbretter, von denen manche sagen, dass sie zu noch größeren Belohnungen führen können.

Diese Art von Inhalten ist ein wichtiger Meilenstein, da wir verschiedene Möglichkeiten einführen, wie Spieler im Spiel vorankommen können.

2025: Fokus auf Spielbarkeit
Zu Beginn des neuen Jahres liegt unser Hauptaugenmerk in allen Star Citizen-Teams ganz klar auf der Verbesserung der Spielbarkeit. Unser Bestreben nach Spielbarkeit umfasst drei wichtige Bereiche: Leistung, Stabilität und Inhalte. Wir wissen, dass die Live-Umgebung viel zuverlässiger und konsistenter sein muss, und wir sind entschlossen, dies zu erreichen.

Viele von euch haben die Meinung geäußert - und wir stimmen ihr voll und ganz zu -, dass das Spiel in seiner jetzigen Form ein unvergleichliches Erlebnis bieten würde, wenn es reibungslos und mit weniger Hindernissen und Bugs laufen würde. Im Laufe der Jahre haben wir mit verschiedenen Ansätzen experimentiert, um die Lebensqualität (QoL) zu verbessern und die Tech Debt zu bekämpfen. Die ständige Herausforderung bestand jedoch darin, diese Bemühungen mit der Einführung neuer Funktionen und Technologien in Einklang zu bringen.

Allzu oft hat das Testen neuer Funktionen in der gleichen Pipeline wie die Inhalte zu unbeabsichtigten Nebeneffekten geführt, die zu Instabilität, Leistungseinbußen und einer Beeinträchtigung des Spielablaufs geführt haben. In einigen Fällen haben neue Funktionen, die noch nicht ganz ausgereift sind, die Veröffentlichung von Inhalten verzögert oder Blockaden verursacht, die unseren Fortschritt beeinträchtigen. Dies hat uns dazu veranlasst, unsere Vorgehensweise bei der Einführung von Funktionen und Inhalten zu überdenken und uns auf Schritte zu konzentrieren, mit denen wir das Spiel auf einen besseren Stand bringen und gleichzeitig eine kontinuierliche Bereitstellung gewährleisten können.




Um unsere Ziele zu erreichen, nehmen wir eine grundlegende Änderung vor: Wir entkoppeln die Entwicklung von Features von der Erstellung von Inhalten und allgemeinen Korrekturen. Das bedeutet, dass neue Funktionen nicht mehr die Bereitstellung von Inhalten verzögern oder die Live-Umgebung destabilisieren können. Dieser Ansatz wird den Tech Preview Channel nutzen, der bisher für wichtige neue Technologien wie den Replication Layer und das Server Meshing reserviert war und nun auch für das Testen von Gameplay-Features genutzt wird.

Wenn ein neues Feature als so komplex oder riskant eingestuft wird, dass es gezielte Tests erfordert, werden wir einen separaten Experimental PTU (EPTU) Channel für dieses Feature einrichten. Die Tests in diesem isolierten Kanal ermöglichen es uns, das Feature zu verfeinern und zu stabilisieren, ohne den Inhalt und die allgemeine Entwicklungsarbeit zu beeinträchtigen. Erst wenn die Funktion vollständig freigegeben ist, wird sie in unsere normale Evo/PTU/Live-Pipeline integriert.

Das bedeutet, dass wir mehr Stabilität und Vorhersehbarkeit in unseren laufenden Spielveröffentlichungen haben werden, da der Hauptentwicklungsstrom nicht durch ungetestete Features, an denen noch gearbeitet wird, unterbrochen wird - stattdessen kann sich das Team auf die Verbesserung von Stabilität, Leistung und QoL konzentrieren. Neben dieser Initiative zur Verbesserung der Spielbarkeit binden wir auch unsere Inhaltsveröffentlichungen zusammen, damit sie sich besser mit der Welt verbunden fühlen. Das bedeutet, dass jeder neue Content-Drop fokussierter sein wird und eine übergreifende Geschichte vorantreibt, ähnlich wie unsere Overdrive- und Save Stanton-Events. Diese Inhalte schalten dann neue und mächtige Belohnungen wie Schiffe, Rüstungen und Waffen frei, die du dir spielend verdienen kannst.

Wir verfolgen diesen Ansatz, um mehr zu tun zu haben als in der Vergangenheit, in der wir oft durch technische Probleme oder Features, die länger als erwartet gedauert haben, in Geiselhaft genommen wurden.

Unser Ziel ist es, Star Citizen im kommenden Jahr stabiler, leistungsfähiger und spaßiger zu machen!

In meiner ganzen Karriere habe ich die Spiele entwickelt, die ich als Gamer spielen wollte, weil ich ein Spiel vor meinem geistigen Auge sah, das noch nicht existierte, von dem ich glaubte, dass es fantastisch wäre, wenn es existierte, und weil ich die Schritte sah, die nötig waren, um es Wirklichkeit werden zu lassen. Ich hatte das Glück, dass die Spiele, die ich spielen will, auch von vielen anderen Leuten gespielt werden wollen. Aber ich habe selten einen Verlagsmanager getroffen, der die Fähigkeit hat, die Möglichkeiten einer solchen Vision zu sehen. Sie sehen nur eine bekannte Größe, eine Fortsetzung, eine Wette auf eine bestehende IP. Deshalb habe ich mich für Crowdfunding für Star Citizen entschieden, anstatt einen Entwicklungsvertrag mit einem großen Publisher anzustreben, und deshalb fühle ich mich unglaublich glücklich und privilegiert, dass ich Star Citizen und Squadron 42 mit eurer kontinuierlichen Unterstützung Jahr für Jahr entwickeln kann.

Star Citizen und Squadron 42 sind zwei Spiele, die von keinem der großen Publisher grünes Licht bekommen hätten, denn beide sind zu ehrgeizig und gehören zu einem Genre, das bis vor kurzem noch als Nische galt. Sie erfordern Geduld und Investitionen, die wohl kein Verlag aufbringen kann.

Und doch sind wir hier, dank euch allen!

Das Team und ich sind entschlossen, dieses Vertrauen, die Geduld und die Unterstützung zurückzuzahlen, indem wir zwei Spiele liefern, die einzigartig sind.

Wir haben bereits große Fortschritte gemacht. Mit der heutigen Veröffentlichung ist das Server-Meshing kein Fragezeichen mehr, sondern Realität, und mit dem Ergebnis eines dichter bevölkerten Universums sowie einer besseren Leistung und Stabilität sind wir der Verwirklichung eines Traums, den viele für unmöglich gehalten haben, näher denn je.

Mit einem klaren Ziel für die Veröffentlichung von Squadron 42 und der Star Citizen 1.0 Roadmap, einem fokussierten Team und vor allem dem Enthusiasmus und der Unterstützung der besten Community im Gaming-Bereich werden wir es schaffen!

Diese Zuversicht verdanken wir dem unermüdlichen Einsatz der Evocati-Tester, den Hunderttausenden von euch, die uns dabei helfen, Releases im großen Stil in der PTU zu testen, und der immensen Menge an konstruktivem Feedback, das über Spectrum, Discord, YouTube, Facebook, X und Reddit geteilt wird. Eure Beteiligung prägt Star Citizen auf unzählige Arten und macht diese Reise zu einer wahrhaft gemeinschaftlichen Anstrengung.

Der Einfluss der Community ist auch weit über das Spiel hinaus zu spüren. Allein im Jahr 2024 fanden unglaubliche 203 Bar Citizens statt, bei denen die Spieler zusammenkamen, um ihre Leidenschaft für unser gemeinsames Universum zu feiern und zu teilen. In diesem Jahr wurden auch neue Besucherrekorde aufgestellt: Von der Community organisierte Veranstaltungen wie die BE@Con und die Bar Citizen in Shenzhen zogen jeweils über 2.000 Teilnehmer an, während die CitizenCon 2954 in Manchester mehr als 5.000 Fans aus aller Welt begrüßte.

Über eine Million von euch haben in diesem Jahr 32 Millionen Stunden im Spiel verbracht und unsere Reihen sind um fast eine halbe Million Bürger/innen angewachsen.

Das ist eine Gemeinschaft, die nur noch stärker wird!

Die Reise war nicht ohne Herausforderungen, denn nichts Großes ist einfach, aber es gibt niemanden, den wir lieber an unserer Seite hätten als dich.

Vielen Dank für deine Unterstützung im Jahr 2024. Wir wünschen dir schöne Feiertage und freuen uns auf die großartigen Dinge, die wir 2025 gemeinsam tun werden.

-Chris
Long ago, lost in the mists of time before COVID, at CitizenCon 2949, we showcased the first in-game prototype of traveling from the Stanton System to the Pyro System via a Jump Point.

After a much longer than anticipated development process, what was teased in 2019 becomes a reality for all players when we launch Star Citizen Alpha 4.0 to the live servers, as part of what we are calling the 4.0 Preview.

For the first time in our history, we will run 2 live releases in parallel, each with their own progress and persistence. This means you'll have the unique opportunity to choose which version you want to dive into, at least for a little while. At this stage, we both want and need the high traffic of a Live release to thoroughly test Server Meshing and the newly refactored systems that rely on it as they go through their final paces. We acknowledge that we did not have time to get all the mission types working before our holiday break, which is why we have decided to temporarily support two parallel Live tracks: Alpha 3.24.3 will remain available, so you can play the missions and engage in game loops that are not working to our new playability standards in 4.0. Meanwhile, the 4.0 Preview will also be accessible from your launcher as a second Live option. If you are not interested in previewing 4.0, you can simply select Alpha 3.24.3 from the dropdown and continue enjoying the current live build.

This may feel like our usual PTU process, but there is one key difference: by running both builds on the Live environment, we can take steps to ensure that your progress on 4.0 will carry over. Our goal is for anything you do and earn in the 4.0 Preview to persist without any further wipes—unless something major happens, though we do not anticipate that.

That said, it's important to note that progress made in Alpha 3.24.3 will remain tied to that version and will not transfer to 4.0. This allows us to maintain a clean slate for the new systems coming online in the 4.0 Preview, ensuring a consistent and stable environment as we look to deprecate 3.24.3 in the new year.

As you navigate through Stanton and Pyro, you are now also navigating seamlessly through a mesh of servers that encompasses the entire game. Each planet, landing zone, or major station is now covered by different game servers. Thanks to this technology, server boundaries are effectively invisible, even at our high levels of fidelity, ensuring smooth, uninterrupted gameplay. This means that server performance, playability, and overall health are now local to each of the nodes in the server mesh. Even dreaded server crashes are now localized to those regions, with players in other areas of space or on planets unaffected. It also means improved performance, as each server is simulating fewer entities, resulting in more responsiveness and allowing the game we are striving to create to finally shine through its content.

4.0 is not just 3.24.3 with Server Meshing—it also includes a lot of new content. With the addition of Pyro, we have further pushed our reputation system to include two competing mission chains that allow you to align with either Headhunters or Citizens for Prosperity. This means areas that were previously neutral will become hostile or friendly depending on your choice. This decision will become even more important next year as we start to put a greater focus on storytelling inside the ‘verse.

We have also introduced Contested Zones within the major stations in Pyro—each heavily manned by a gang faction: Fire Rats, Horizon, or XenoThreat. These large, sprawling locations offer high-quality rewards in the depths of their vaults, but you will need to contend with the current occupants and either help or battle your fellow players. They are also home to the mysterious Pyro Amalgamated component boards, which some say can lead to even greater rewards.

This type of content is an important milestone as we start to introduce different ways for players to progress in the game, with reputation and physical rewards being something we aim to push even further in future patches.

2025: A Focus on Playability
As we jump into the new year, our primary focus across our Star Citizen teams is clear: improving playability. Our drive for playability surrounds three critical areas - performance, stability, and content. We understand that the Live environment must be far more reliable and consistent, and we are determined to deliver on this.

The sentiment many of you have shared—and one we wholeheartedly agree with—is that if the current game, as it stands today, ran smoothly with fewer obstacles and bugs, it would provide an unparalleled experience. Over the years, we have experimented with different approaches to improve quality of life (QoL) and tackling tech debt. However, the ongoing challenge has been balancing these efforts alongside the introduction of new features and technology.

Too often, testing new features within the same pipeline as content has led to unintended ripple effects—creating instability, hindering performance, and impacting overall gameplay. In some cases, new features that are not fully mature have delayed the release of content or caused blockers that impact our progress. This has prompted us to reevaluate our approach to feature and content rollout, focusing on steps we can take to bring the game to a better state while maintaining steady delivery.




To achieve our goals, we are making a fundamental change: decoupling feature development from content creation and general fixes. This means new features will no longer hold up content delivery or risk destabilizing the Live environment. This approach will leverage the Tech Preview Channel, which was reserved for major new pieces of technology, like the Replication Layer and Server Meshing, but will now extend to gameplay feature testing too.

When a new feature is deemed complex or risky enough to require focused testing, we’ll introduce a separate Experimental PTU (EPTU) channel dedicated to that feature. Testing in this isolated channel will allow us to refine and stabilize the feature without impacting content and broader development work. Only once the feature is fully greenlit will it integrate into our standard Evo/PTU/Live pipeline.

This means we will have more stability and predictability in our ongoing game releases as the main development stream will not be disrupted by untested features still being worked on – instead the team can focus on improving stability, performance and QoL. Alongside this playability initiative, we are also tying together our content releases so that they feel more connected to the world. This means each new content drop will be more focused and drive an overall narrative forward, similar to our Overdrive and Save Stanton events. This content will then unlock new and powerful rewards including ships, armors, and weapons that you can play to earn.

We are taking this approach to deliver more things to do, more often than we have in the past where we have frequently been held hostage by tech or feature work that has taken longer than anticipated.

Our objective is to make Star Citizen more stable, more performant and more fun this coming year!

My whole career I have created the games I wanted to play, as a gamer, because I could see a game in my mind’s eye that didn’t exist, I felt if it did it would be amazing, and I could see the steps needed to make it a reality. I have been fortunate that the games that I want to play, a lot of other people also want to play too. But I have rarely met a publishing executive that has the ability to see the possibilities in this kind of vision. They can only see a known quantity, a sequel, a bet on an existing IP. This is why I chose crowdfunding for Star Citizen, rather than pursuing a development deal with a big publisher, and it is why I feel incredibly lucky and privileged to be able to develop Star Citizen and Squadron 42 with all of your continued support, year after year, as it allows me and every developer at CIG to focus on just making the games that we - and you - all want to play.

Star Citizen and Squadron 42 are two games that would never have been greenlit by any of the big publishers. They are both too ambitious, and in a genre that up until recently was viewed as niche. They require patience and investment that I doubt any publisher would have the stomach for.

Yet here we are, thanks to all of you!

The team and I are determined to repay that faith, patience, and support by delivering two games unlike any other.

We have already made great strides. With today’s release, Server Meshing is no longer a question mark, but a reality, and seeing the results of a more densely populated universe, as well as better performance and stability – we are closer than ever to realizing a dream many have said is impossible.

With a clear destination for both Squadron 42’s release, the Star Citizen 1.0 Roadmap, a focused team, and most importantly, the enthusiasm and support from the best community in gaming, we will deliver!

This confidence comes from the unwavering dedication of the Evocati testers, the hundreds of thousands of you who help us test releases at scale in the PTU, and the immense amount of constructive feedback shared across Spectrum, Discord, YouTube, Facebook, X, and Reddit. Your involvement shapes Star Citizen in countless ways, making this journey a truly collaborative effort.

The impact of the community is felt far beyond the game as well. In 2024 alone, an incredible 203 Bar Citizen meetups were held, bringing players together to celebrate their passion for our shared universe. This year also shattered in-person attendance records: community-organized events such as BE@Con and the Shenzhen Bar Citizen each drew over 2,000 attendees, while CitizenCon 2954 in Manchester welcomed more than 5,000 fans from every corner of the globe.

Over one million of you have played 32 million hours in the game this year, and our ranks have swelled by almost half a million Citizens.

This is a community that is only getting stronger!

The journey hasn’t been without its challenges, but nothing great ever comes easy, and there’s no one we’d rather have by our side than you.

Thanks for all your support in 2024. Wishing you happy holidays and looking forward to the great things we will do together in 2025.

-Chris

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No links available.

Images

10
image/webp g-illustration
headshot-chris.webp
g-illustration
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Last Modified
2 years ago
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75.38 KB
image/webp g-banner-advanced
dividing-lines-top.webp
g-banner-advanced
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Last Modified
2 years ago
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6.15 KB
image/webp g-banner-advanced
dividing-lines-bottom.webp
g-banner-advanced
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Last Modified
2 years ago
Size
6.13 KB
image/jpeg g-illustration
lftc-2nd-banner.jpg
g-illustration
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Last Modified
1 year ago
Size
3.89 MB
image/jpeg g-illustration
lftc-3rd-banner.jpg
g-illustration
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Last Modified
1 year ago
Size
2.08 MB
image/jpeg g-illustration
lftc-5th-banner.jpg
g-illustration
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Last Modified
1 year ago
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817.91 KB
image/jpeg g-illustration
lftc-4th-banner.jpg
g-illustration
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Last Modified
1 year ago
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2.42 MB
image/jpeg g-illustration
lftc-bottom-banner.jpg
g-illustration
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Last Modified
1 year ago
Size
2.43 MB
image/jpeg g-trailer
inside-starcitizen-thumbnail-patchwatch.jpg
g-trailer
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Last Modified
1 year ago
Size
781.10 KB
image/webp g-banner-advanced
lftc-top-banner.webp
g-banner-advanced
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Last Modified
1 year ago
Size
1.34 MB

Metadata

CIG ID
20371
Channel
Undefined
Category
Undefined
Series
None
Comments
0
Published
1 year ago (2024-12-19T22:00:00+00:00)