[{"content":"\rOverview\rIf you\u0026rsquo;re hearing about Star Citizen for the first time, it might be because of the sometimes very high ship prices. The word scam comes up quite often. But is that really justified?\nYes, you can spend a lot of money on ships in this game. But I\u0026rsquo;ll say it again and again: all you need to play is a starter pack with a simple ship. It costs $60.00 $45.00 plus tax and is more than enough to enjoy the full game.\nNote\rThe starter pack only includes game access to Star Citizen. The single-player campaign Squadron 42, which is due to come out in Q2 2027, has to be bought separately. At the moment, though, it isn\u0026rsquo;t for sale.\nEvery ship in the game can be earned in-game. There\u0026rsquo;s just one exception: new ships that have just been introduced into the game are only available for real money for roughly the first three to six months. After that, you can also buy them in-game with money you\u0026rsquo;ve earned.\nCIG has often stressed that it will only fund development with ship sales during the alpha phase. Whether they\u0026rsquo;ll stick to that remains to be seen.\nAll in all, every ship purchase is mainly one thing: voluntary financial support for CIG to push the further development of Star Citizen.\nStore Credits\rYou bought a ship, a package or some equipment in the store and then realized it\u0026rsquo;s not really your thing? No problem at all! In most cases you can simply turn your purchase into store credit. That\u0026rsquo;s basically CIG credit that gets added to your account.\nLater you can use this credit to get a different ship or package, without spending any real money again. Store credit matches the original purchase price (excluding taxes) in US dollars.\nThere\u0026rsquo;s just one small catch: if you\u0026rsquo;ve got your eye on a so-called warbond offer, you need real money for it. These special offers can\u0026rsquo;t be combined with store credit. In return, they often come with a small discount or other extras on top.\nThat way you can keep buying new ships, skins or armor, try them out and return them without paying CIG any new money.\nNote\rYou can\u0026rsquo;t turn your last game package with game access into store credit, it\u0026rsquo;s locked. That way you can\u0026rsquo;t lose access to the game by accident. More on this under package lock.\nWarbond\rSome items in the Pledge Store are marked with the Warbond tag, but what exactly does that mean?\nWarbond offers are special packages in the store that can only be bought with real money, so without store credit. In return, you often get a discount or extras like a better insurance package (LTI – Lifetime Insurance), additional goodies, equipment or weapons.\nWhy all this? Quite simple: CIG wants to reward players who support the project directly with fresh money. A small thank-you, so to speak, for your investment in the game\u0026rsquo;s development.\nIn a nutshell:\n(+) The packages are cheaper than the regular version. (+) Often with extras like longer insurance, skins and FPS gear. (-) Can\u0026rsquo;t be bought with store credit, only with real money. So if you don\u0026rsquo;t own any ships or store credit yet and have your eye on a warbond package, there\u0026rsquo;s nothing to think about. And if there\u0026rsquo;s none in the store right now, as a newcomer it\u0026rsquo;s worth waiting for the next offer.\nThese packages are offered on many holidays, but also during special in-game trade shows and celebrations.\nPlay Star Citizen for free:\nIAE 2956 Free Fly from November 13 to 27!\nAlways wanted to dive into the Star Citizen universe? Now\u0026rsquo;s the perfect time! From November 13 to 27, the Intergalactic Aerospace Expo 2956 is on, and for the whole show you can play Star Citizen completely free. In the expo halls in New Babbage, you can check out every ship, and each day brings new ones to test-fly for free. Everything about the expo is on the IAE page.\nA little tip: The account for the Free Fly costs nothing. Still, create it with a referral code right away, because you can\u0026rsquo;t add the code later. If you like the \u0026lsquo;verse and pick up a game package at some point, you\u0026rsquo;ll get 50,000 aUEC of extra starting credit.\nNo code yet? Just use my referral link to sign up, so you\u0026rsquo;re ready for anything!\rShip upgrade\rLet\u0026rsquo;s say you bought a Mustang and have been playing with it for a while. But in the game you\u0026rsquo;ve seen a nice little cargo ship, the C1 Spirit, and you absolutely want it. But there\u0026rsquo;s no game package with this ship. So do you have to buy it on top of your Mustang? No, because there\u0026rsquo;s another option: the ship upgrade.\nGo to the RSI Pledge Store and click Ship Upgrade. Now you\u0026rsquo;ll see your ships on the left and a selection of the ships currently available on the right. Select the ship you want to upgrade and your target ship.\nShip upgrade from the Mustang to the C1\rThe price difference is shown at the bottom.\nNote\rNo matter how much you paid for your existing ship, the standard price is always shown here. So if you bought it as a warbond on sale, you keep your discount even after the upgrade.\nWhen you buy the upgrade, it\u0026rsquo;s delivered to your hangar. As soon as you\u0026rsquo;ve applied it there, your new ship is waiting for you in the game.\nSometimes warbond upgrades are offered too. Then you get the cheaper price here as well. So if you upgrade a warbond package, you get double the discount. Sometimes you can build whole warbond chains this way.\nAnd once more: you don\u0026rsquo;t need a better ship to fully enjoy the game. It isn\u0026rsquo;t a real discount if you pay $100 for a ship that normally costs $200. It\u0026rsquo;s an in-game item, and you already have the game. On the other hand, who am I to tell you what to do with your money 😆.\nRefunds\rIn case you clicked the wrong thing or simply changed your mind: according to RSI, digital pledges can be refunded within 30 days of ordering via a support ticket.\n","date":"August 27, 2025","externalUrl":null,"permalink":"/en/guides/tips/pledge-store/","section":"Guides","summary":"Ship purchases and upgrades in the Pledge Store.","title":"Buying ships in the Pledge Store","type":"guides"},{"content":"CIG recently released a new medical ship and reworked the health and respawn mechanics a bit. Here\u0026rsquo;s the most important info about it.\nHealth points (HP)\rQuote\rFighting a tough enemy? Remember to keep your health above 0 and your enemy\u0026rsquo;s health at 0. Works every time!\n—— World of Warcraft loading screen\nAs in most shooters, you have a health bar here too that goes down as you take damage. Whether from gunfire or from an unplanned, sudden encounter with the ground.\nYour armor lets you minimize the damage. The heavier the armor, the more damage it blocks. The heaviest armor reduces incoming damage by 40 %, but also noticeably slows down your character\u0026rsquo;s movement speed.\nBody part injuries\rBesides the main health bar, different body parts also have a health status. It isn\u0026rsquo;t shown as a number, only by color in your HUD. The individual zones are the head, torso, right and left arm, and right and left leg.\nInjuries to the individual body parts have different effects and also lower your maximum available health.\nYou can\u0026rsquo;t heal these injuries in the field. With special MedPens or the MedGun, though, you can at least switch off their effects temporarily.\nEffects of injuries\rInjuries come in three tiers, with tier 3 being the lightest and tier 1 the most severe. You can tell from a warning in the game (for example \u0026ldquo;Tier 3 injury detected\u0026rdquo;) or from the color of the limb in your HUD.\nBody part T3 effect T2 effect T1 effect Head Worse vision and hearing. Same effect, but stronger. Same effect, but stronger. Can lose consciousness. Torso Character can\u0026rsquo;t run. Limping and pained grunts. Effects even stronger. Arm Weapon sways, less melee damage. Stronger T3 effects. Can\u0026rsquo;t hold weapons or fly ships. Leg Reduces movement speed. Even slower, plus limping. Can\u0026rsquo;t stand, can only crawl. Healing\rIf your health is low, you can restore it. There are several ways to do that. The quickest is a MedPen. You can attach up to four of them to your armor and then equip one with the 4 key. Once it\u0026rsquo;s equipped, use it on yourself with a Left click, or on another player nearby with a Right click.\nAnother option is the CureLife Medical Device, also known as the MedGun. You can use it on yourself or on other players too. Press B to switch between these two modes.\nThere\u0026rsquo;s also an attachment for the Multi-Tool that can heal as well. It\u0026rsquo;s far inferior to the MedGun though, so I won\u0026rsquo;t go into it further here.\nTreating the symptoms\rIf you have an injured body part, you can only heal it in a medical bed. To ease the effects in a combat zone, though, you can use your MedGun or MedPens.\nMedGun\rThe MedGun is the easiest option, since you don\u0026rsquo;t have to lug around a whole arsenal of MedPens.\nPress and hold F while your MedGun is equipped. Then use your mouse to flip the top switch from BASIC to ADV. (advanced), and then click the AUTO button at the bottom right.\nThe MedGun now automatically sets the required medicine mix and all you have to do is pull the trigger. Switch it back to BASIC afterwards so you can heal normally again in combat.\nMedPens\rYou can achieve the same symptom treatment with MedPens too:\nName Effect MedPen Restores your health. AdrenaPen Reduces the effects of all T3 and T2 injuries. OpioPen Temporarily cures T1 symptoms of the legs and arms. You can fight and walk again. CorticoPen Temporarily cures T1 symptoms of the torso and head. DetoxPen Lowers your Blood Drug Level, but also the beneficial duration of other medicines. DeconPen Reduces the effects of radiation exposure. OxyPen Increases the oxygen in your suit. Overdose\rEvery dose of medicine, but also of alcohol, raises your Blood Drug Level (BDL) along with your health. If it\u0026rsquo;s above 50 %, you start to sway and your vision gets worse. The higher the value, the stronger the effect, until you eventually lose consciousness.\nYour BDL drops on its own, but you can also speed that up. Use a DetoxPen for that, or increase the Resurgera share in the MedGun\u0026rsquo;s advanced view.\nThat also reduces the duration of other medicine, though. So you have to find a middle ground to keep your BDL low and still benefit from the medicine for a long time.\nMedical beds\rA medical bed is the only way to fully heal injuries of tiers T3 to T1. The bed also lowers your BDL at the same time, raises your HP and even satisfies your hunger and thirst.\nYou\u0026rsquo;ll find these beds in medical clinics and hospitals in all landing zones, as well as on some ships.\nHealing injuries at stations is free. To do so, use a terminal in the entrance area, where you\u0026rsquo;re assigned a room. Remember the room number and head there, that\u0026rsquo;s where you\u0026rsquo;ll find your bed.\nYou can also use a medical bed on a spaceship, but it has to be stocked with MedGel for that. You have to buy and refill the MedGel so your bed can keep healing injuries. To regulate your HP, BDL, hunger and thirst, on the other hand, the gel isn\u0026rsquo;t needed, so that\u0026rsquo;s free.\nOne or more T3 injuries need MedGel worth 2,500 aUEC, T2 5,000 and T1 10,000.\nDeath and respawn\rIf you take too much damage, you\u0026rsquo;re incapacitated. Your vision blurs, you lose consciousness and a timer appears showing how much life you have left. In that case you have the following options:\nIf you have a friend or another helpful Citizen nearby, they can get you back on your feet with a MedPen or the MedGun.\nIf that\u0026rsquo;s not an option, holding the Backspace key helps. Your character then dies immediately and respawns on a medical bed. You keep all your equipped items, but lose the contents of your inventory. Everything that was in your backpack or your armor is still lying where you died. You or any other player can pick it up there. You\u0026rsquo;ll see a marker on the map showing the position.\nSetting your respawn location\rAfter your character dies, you wake up in the hospital of your starting location. If you want to change that, you have to go to a different hospital and find an insurance terminal there. Alternatively, lie down in the bed on a ship. There you transfer your so-called imprint to that bed, or reset it to your original hospital.\nOnce you\u0026rsquo;ve transferred your imprint, you\u0026rsquo;ll respawn there from now on. Unless the ship with the bed gets destroyed or runs out of MedGel, because respawning in your own bed uses up MedGel worth 50,000 aUEC.\n","date":"August 18, 2025","externalUrl":null,"permalink":"/en/guides/life-in-the-verse/injuries-and-respawn/","section":"Guides","summary":"The effects of different types of injury and how to heal them","title":"Injuries and respawn","type":"guides"},{"content":"Hauling missions are an ideal way in for everyone who wants to take things a bit easier and still earn aUEC reliably. Basically, it\u0026rsquo;s about getting cargo from one place to another, usually on behalf of a company or an organization.\nMissions\rYou\u0026rsquo;ll find the contracts in the mission menu of your mobiGlas. Open it with F1 as usual and look for Hauling. The missions mainly differ in size and number of stops: sometimes you just carry a few boxes from one station to the next, sometimes a whole load of containers between distant planets.\nMissions with several stops are especially lucrative. But the risk of running into trouble along the way goes up too.\nThe biggest challenge is rarely the flying itself, but security and efficient planning. On busy routes, pirates or PvP players may try to intercept your cargo. Most newcomers start with small freighters like the Drake Cutlass Black or the MISC Freelancer, but even those can become targets of raids. So if you play alone, you should always stay alert and keep an eye on your surroundings.\nNote\rThe cargo from these missions is marked as Contracted. That lowers the value of the goods considerably, so a raid on a ship like that is hardly worth it. The same goes for the hauler trying to make off with it.\nRequirements\rOne advantage of hauling missions is how accessible they are. You don\u0026rsquo;t need any special training or complex equipment, just a ship with a cargo hold. If you don\u0026rsquo;t have enough aUEC to buy a big ship, you can also rent one for a day or two.\nHow it works\rOnce you\u0026rsquo;ve accepted a mission, the goods are in the local inventory of the pickup location. So first of all, head there.\nThe boxes with the contracted goods are in the elevator\rIn the hangar at that location, bring the boxes up with the freight elevator and load them into your ship.\nLoad everything onto your ship\rFor that you need either a hand tractor beam like the Multi-Tool or the MaxLift, an ARGO ATLS, or your ship\u0026rsquo;s tractor beam if it has one.\nOn the way to the delivery destination\rThen you set off for the destination and land there.\nOn approach to the delivery destination\rOnce you\u0026rsquo;ve made it, load the cargo back into the freight elevator and send it down. That completes your delivery and fulfills the contract.\nSome missions take you to different delivery points. Or you accept several missions with identical pickup or delivery stations. Try to load the boxes so that the boxes for one contract or one destination stand together. That saves you guessing on arrival which box needs to be unloaded and which doesn\u0026rsquo;t.\nNote\rIf you\u0026rsquo;ve sent the wrong boxes down with the freight elevator, you can easily bring them back up and load them again. It can cost you a lot of time, though.\nIn a nutshell\rHauling missions are a good way to get used to navigating the universe. Along the way you get to know jump points, quantum points, space stations and landing procedures without getting dragged straight into heavy fighting. At the same time, you earn your first aUEC and lay the groundwork for bigger ventures later on.\nEven if hauling is less exciting than bounty hunting, hauling missions have their firm place in the game: they\u0026rsquo;re reliable, beginner-friendly and form a solid basis for building up capital for more complex careers or bigger ships.\nAnd who hasn\u0026rsquo;t dreamed of being a space trucker?\nTips\rPay attention to your cargo hold and the container sizes given in the mission description. Sometimes certain containers won\u0026rsquo;t fit even though you have enough cargo space. Use tools like SC Cargo Space for that. If you\u0026rsquo;ve accepted a mission you can\u0026rsquo;t finish in one go, just turn it into several trips. Rent a bigger ship until you can afford to buy one. Many missions have the same start or end point. Combine deliveries to maximize your profit. Separate the goods by destination. That way you don\u0026rsquo;t have to sort them on site. Avoid empty flights. Always check whether you can take something along on your way to the ground station or ship dealer if you have cargo space free. Keybindings\rKey(s) Action U Toggle ship power I Toggle engines O Toggle shields P Toggle weapons W / S Forward / back A / D Strafe left / right Q / E Roll X Brake L Toggle lights R-Alt + L Turn on night vision L-Alt + N Request takeoff or landing clearance. Opens the hangar for your ship L-Alt + C Cruise control - set target speed with W and S L-Alt + F Open action menu N Extend or retract landing gear L-Shift Activate afterburner Tab Scan pulse K VTOL mode C Toggle coupled mode B ⇓ Change flight mode: SCM and quantum mode R-Alt + K Open component ports Middle mouse button Change sub-mode: combat mode, missile mode and scanning mode Y Get out of the seat R-Alt + Y Activate ejection seat Mouse wheel ⭥ In scanning mode: Adjust scan range Left click ⇓ In quantum mode: Start or stop quantum travel R In map view: Set route to the currently selected marker. ⇓ - hold\n⭥ - scroll\nShow all keybindings ","date":"August 18, 2025","externalUrl":null,"permalink":"/en/guides/careers/hauling/","section":"Guides","summary":"A guide for aspiring freight pilots in Star Citizen.","title":"Hauling","type":"guides"},{"content":"You\u0026rsquo;re interested in Star Citizen but don\u0026rsquo;t know where to start? No problem, I\u0026rsquo;ll explain the best way to get into the universe.\nCurrent state\rFirst of all, and this is the most important thing to know: Star Citizen is currently in its alpha phase. That means the game has a lot of bugs, and not all of the planned features are in yet.\nThe game gets new patches roughly every one to two months, bringing new content and features.\nYou can also support the developers by reporting bugs yourself through the Issue Council or by confirming bugs other players have reported. That helps CIG prioritize them.\nAccount wipes\rHeads up\rIn theory, any patch can wipe all of your progress. Your account then only has the items and the amount of money you can see in your web hangar.\nCIG only wants to do account wipes like this when there\u0026rsquo;s no way around it. But at least one is still coming: at the transition to release version 1.0. For the next big patch, Alpha 5.0, CIG currently has no plans for a wipe (Spectrum). That doesn\u0026rsquo;t rule one out, though.\nFor you, that mainly means that everything you earn in-game isn\u0026rsquo;t forever. What you buy with real money, on the other hand, stays in your account permanently.\nReferral code\rWhen creating your account, you can use a referral code and get a bonus of 50,000 UEC for it. Occasionally there\u0026rsquo;s a little extra on top, like a set of armor.\nFeel free to use my code STAR-KQJM-Q44K, or get a random one from the Referral Randomizer.\nYou can also enter your own code there and, with a bit of luck, earn a bonus yourself.\nGame package and starter ship\rYou need a game package to get into the universe at all. It contains the game itself and a starter ship, so you\u0026rsquo;re not stuck going everywhere on foot.\nAt the moment there\u0026rsquo;s exactly one pack for that: For $60.00 $45.00 plus tax you get the Star Citizen First Flight Pack and can jump into the game with it. Everything else you\u0026rsquo;ll have to earn in the universe.\nWarning\rMake sure you buy a game package in the store. You can recognize it by the line INCLUDES: Star Citizen Digital Download.\nOtherwise you\u0026rsquo;ll only get a ship without the game itself!\nNext steps\r","date":"August 18, 2025","externalUrl":null,"permalink":"/en/guides/before-you-buy/","section":"Guides","summary":"What you should know before you buy. What comes in the starter pack? Account creation, installation and a referral code for extra credit and an easier start.","title":"What you should know before you buy","type":"guides"},{"content":"As soon as you log into the game for the first time, you spawn in the hangar of your starting location. On later logins at this location, the game lets you in here as well.\nAnd right in front of you, you\u0026rsquo;ll see an ASOP terminal.\nGetting your ship\r1\rOpen the ASOP terminal\rWalk up close to the ASOP terminal and press F to see your spaceships and vehicles.\nASOP terminal in your hangar\r2\rCheck the ship status\rHere you can also see the status of your ships.\nOn your first start and after every patch, all your ships are Deliverable. That means no matter where you are, you can call this ship straight to your current location. To do so, click Deliver to the right of your ship.\nYour ship\u0026rsquo;s status\rAfter that, your ship is Stored at this location. If it gets destroyed later or is at another location, you can bring it back to you the same way with the Claim button. That takes a certain amount of time, though, about 5 minutes for starter ships.\nIf the ship\u0026rsquo;s status is Stored, you can have it delivered to the hangar with the Retrieve button.\nGet your ship with a click on Retrieve\r3\rWait for the ship\rYour ship is now brought into the hangar. Stay behind the holographic barrier until it\u0026rsquo;s there.\nYour spaceship is raised into the middle of the hangar\r4\rGet in\rWalk up to your spaceship. Depending on the model, you get in either at the front by the cockpit or through a door or an elevator. Either way, look for a button near the door and use the F key to open your spaceship and get in.\nOpen your spaceship and get in\r5\rTake the pilot seat\rNow head to the cockpit and press F again to take a seat in the pilot seat.\nTake a seat in the pilot seat\rIn the cockpit\rNow you\u0026rsquo;re at the controls and want to take off.\n1\rPower up the ship\rPress U to power up your spaceship.\r2\rTurn on engines\rPress I to turn on your engines.\nAfter a short moment, tap Space to lift your spaceship off the ground.\n3\rRequest takeoff clearance\rPress L-Alt + N. That requests takeoff clearance. If your spaceport is busy, you sometimes end up in a queue for takeoff. If not, your hangar door opens right away.\nWait for the door to open, then you\u0026rsquo;re good to go\r4\rLeave the hangar\rNow carefully fly out of your hangar. Different hangars open upwards or to the front.\r5\rRetract landing gear\rOnce you\u0026rsquo;re out of the hangar, press N to retract the landing gear. That also lifts your 30 m/s speed limit, and you can fly at full speed.\r6\rUse the afterburner\rUse your afterburner with L-Shift to get away from the planet faster.\nThe numbers in the middle show your pitch. 90 would be straight up.\r7\rSwitch to NAV mode\rHold the B key to switch to NAV mode. That makes your spaceship fly even faster, but also turns off your shields. So only do it in safe situations.\r8\rOut of the atmosphere\rIn NAV mode you can do quantum jumps, but not in the lower atmosphere. So aim upwards and hit the throttle with W.\nIf you don\u0026rsquo;t want to hold W all the time, press L-Alt + C. That turns cruise mode on and off. You set your desired speed with W and S, and the spaceship tries to hold it.\n","date":"August 18, 2025","externalUrl":null,"permalink":"/en/guides/how-to/takeoff/","section":"Guides","summary":"A detailed checklist for taking off in your spaceship.","title":"Taking off","type":"guides"},{"content":"\rOverview\rSquadron 42 is the story-driven single-player campaign in the Star Citizen universe. It\u0026rsquo;s a standalone game, so you need neither Star Citizen nor other players for it.\nThe year is 2945: outlaws and hostile aliens threaten the fringes of the empire. You join the navy of the United Empire of Earth (UEE) as a freshly minted recruit, get assigned to a massive capital ship and work your way up from inexperienced rookie to a key figure in the conflict. Along the way you can expect dogfights in space, missions on foot on space stations, outposts and in war zones, and lots of time with your crew. The campaign is supposed to last around 40 to 50 hours. There\u0026rsquo;s no co-op mode, you experience the story alone.\nChris Roberts, the creator of Wing Commander, sees Squadron 42 as its \u0026ldquo;spiritual successor\u0026rdquo;. That\u0026rsquo;s exactly why it was also the centerpiece of the 2012 crowdfunding campaign that got Star Citizen off the ground.\nInfo\rYou can\u0026rsquo;t pre-order Squadron 42 yet at the moment (as of October 2026). If you buy a game package for Star Citizen, it only includes the online MMO, not the single-player campaign. You can already add Squadron 42 to your Steam wishlist, though.\nThe online universe of Star Citizen, on the other hand, you can already play today. You can read what\u0026rsquo;s currently possible there under current state.\nRelease and wishlist\rThe current release window is Q2 2027, so sometime between April and June. There\u0026rsquo;s no exact date yet.\nIt was actually supposed to be ready by the end of 2026, around the Intergalactic Aerospace Expo (IAE) in November. Then came GTA 6. At the end of August 2026, Chris Roberts explained in his \u0026ldquo;Letter from the Chairman\u0026rdquo; that he didn\u0026rsquo;t want his passion project to get lost in the media hype around Rockstar\u0026rsquo;s blockbuster. So the launch was pushed back by a few more months. Anyone who has been following Squadron 42 for a while takes it in stride: delays are practically a tradition here.\nSince October 10, 2026, Squadron 42 has its own Steam page.\nYou\u0026rsquo;ll also find all the official news on the official Squadron 42 website.\nCollector\u0026rsquo;s Edition and marketing campaign\rFor collectors, there will be a physical Collector\u0026rsquo;s Edition, including a plush figure. CIG hasn\u0026rsquo;t revealed yet what exactly is in the box and what it will cost.\nBefore the release, there will also be a marketing campaign lasting exactly 42 days. With this game\u0026rsquo;s title, anything else would have been a missed opportunity.\nTrailer\rRight in time for the launch of the Steam page, CIG released a brand-new trailer featuring the complete star ensemble. Space battles, ground combat and lots of cutscenes included:\nSquadron 42 – official trailer\rLoad video\rPlaying the video connects you to YouTube (Google). Find out more in the privacy policy. You can also watch the video directly on YouTube.\rAlways load YouTube videos from now on\rState of development\rAs early as CitizenCon 2023, CIG announced that Squadron 42 is \u0026ldquo;feature complete\u0026rdquo;, meaning it contains all the planned gameplay mechanics. Since then, the game has been in the polishing phase: hunting bugs, optimizing performance, fine-tuning. According to Chris Roberts, in the last months before release the larger part of the studio is even working on Squadron 42 instead of Star Citizen. The story was originally designed for several episodes. What comes out in 2027 is the first part. According to CIG, work on a sequel won\u0026rsquo;t start right away: after the release, the focus shifts to Star Citizen 1.0 first.\nAt CitizenCon 2024, CIG played the game\u0026rsquo;s intro live on stage, including two crashes. Live demos are live demos. You\u0026rsquo;ll find the YouTube video of it, which is over an hour long, here:\nSquadron 42 gameplay\rLoad video\rPlaying the video connects you to YouTube (Google). Find out more in the privacy policy. You can also watch the video directly on YouTube.\rAlways load YouTube videos from now on\rFirst impressions from the preview\rOn October 9 and 10, 2026, selected early backers and long-time content creators got to play for about five hours themselves at the CIG studio in Manchester. The first reports are mostly positive:\nPraised are the cinematic presentation, very detailed faces and environments, and NPCs that visibly go about their own daily lives. Sound: The testers are thrilled by the sound, and many describe it as outstanding. Combat: Enemies try to flank you and get fallen comrades back on their feet. In space, the Maelstrom tech makes sure ships are torn apart spectacularly. More critical views are held on the many cutscenes and the rather linear structure. If you expect the freedom of Star Citizen, you get a much more guided experience here. Bugs were still around too, but that\u0026rsquo;s what the polishing phase is for. Cast\rOne of the highlights of Squadron 42 is definitely the cast. The cast list reads like the guest list of an Oscars party:\nMark Hamill (Star Wars, Wing Commander) as veteran Lt. Cdr. Steve \u0026ldquo;Old Man\u0026rdquo; Colton (YouTube teaser) Gary Oldman (The Fifth Element, Harry Potter, Batman and many more) as Admiral Ernst Bishop, a high-ranking officer of the UEE Gillian Anderson (The X-Files, The Crown) as Captain Rachel MacLaren (YouTube interview) Henry Cavill (The Witcher, Man of Steel) Ben Mendelsohn (Rogue One, Captain Marvel) Liam Cunningham (Game of Thrones) Jonathan Bailey (Bridgerton, Wicked) Damson Idris (Snowfall, F1) John Rhys-Davies (Indiana Jones, The Lord of the Rings, Wing Commander) as Randall Graves Mark Strong (Kingsman, Shazam) as Captain Thomas Wade Andy Serkis (The Lord of the Rings, Planet of the Apes, Star Wars) as the main antagonist Thul\u0026rsquo;Óqquray (YouTube behind the scenes) On top of that come well-known voices from the gaming world like Jane Perry (Hitman, Returnal) and Alix Wilton Regan (Borderlands 4, Dragon Age: Inquisition) and many more.\nGameplay\rSquadron 42 is more than a classic space shooter. It mixes different gameplay mechanics, all closely woven into the story:\nSpace combat: Dogfights in space, very much in the tradition of Wing Commander. First-person sections: Things get going on foot too, with missions aboard ships, on stations and on ground operations. You can expect a big arsenal of weapons, stealth sections, hacking, tricky puzzles and much more. Interacting with the crew: The crew on board isn\u0026rsquo;t just a backdrop. Thanks to an interactive \u0026ldquo;Social AI\u0026rdquo;, crew members greet you as you pass, build a relationship with you and treat you with more or less respect. How that develops is decided by your choices in conversations and missions, and with it your reputation and your rank. Ship systems and tech: You\u0026rsquo;re part of the crew of a huge capital ship. Here you get to know various ship systems and areas and keep the ship running. Story-driven missions: Unlike in the open Star Citizen, everything here is clearly structured, with main missions, cutscenes and cinematic staging. The transitions between cinematic scenes and gameplay are supposed to be seamless. Free time on board: Squadron 42 isn\u0026rsquo;t an open world, but you can go exploring away from the story too. Between missions you have free time to track down collectibles, chat with the crew or hit the gym. A pilot has to work on their fitness every now and then too. Tech and comfort\rGraphics, sound and VR\rSquadron 42 uses new lighting with global illumination and ray tracing that makes the light look much more natural. Like Star Citizen, the game gets by with practically no loading screens: the only one you\u0026rsquo;ll see is when you die. And if you own a VR headset, you\u0026rsquo;re in luck: VR is supported from day one.\nDifficulty\rThe difficulty can be finely adjusted, separately for FPS firefights and dogfights. If you\u0026rsquo;re an ace in the cockpit but would rather not break a sweat on foot (or the other way round), you set both to suit you. For real pros there\u0026rsquo;s the \u0026ldquo;Legatus\u0026rdquo; difficulty, the hardest of all. It\u0026rsquo;s only unlocked once you\u0026rsquo;ve finished the campaign, though.\nAccessibility and controls\rBesides mouse and keyboard, you can also play with a gamepad, including aim assist. There are also subtitles and settings for color blindness.\nAchievements\rFor achievement hunters: Squadron 42 has achievements, and they\u0026rsquo;re the same on Steam and at RSI. No matter where you buy the game, you won\u0026rsquo;t miss out on anything.\nLanguage\rSquadron 42 is voiced in English only.\nSystem requirements\rThe preliminary minimum requirements are already listed on the Steam page:\nProcessor: quad-core CPU, Intel i7 Sandy Bridge or newer, or AMD Bulldozer or newer Memory: 16 GB RAM Graphics card: DirectX 11.1 compatible with 8 GB VRAM, DirectX 12 Storage: 150 GB That sounds surprisingly reasonable. But as we all know, \u0026ldquo;runs\u0026rdquo; and \u0026ldquo;runs nicely\u0026rdquo; are two different things.\nSquadron 42 and Star Citizen\rEven though Squadron 42 is a standalone game, Star Citizen benefits from it in several ways:\nRewards: If you play Squadron 42, you unlock items for Star Citizen along the way. CIG is still keeping secret what exactly. Tech: Most of the tech from Squadron 42 is supposed to land in Star Citizen as quickly as possible too. Developers: After the release, all developers except a very small team switch over to Star Citizen to finally make noticeable progress towards 1.0. ","date":"August 15, 2025","externalUrl":null,"permalink":"/en/intro/squadron-42/","section":"What is Star Citizen?","summary":"The single-player campaign set in the Star Citizen universe. Release is planned for Q2 2027.","title":"Squadron 42","type":"intro"},{"content":"Do you dream of exploring the endless reaches of space? Of flying your own ship, discovering distant planets and writing your own story in a living universe? Star Citizen is more than just a game, it\u0026rsquo;s an ambitious vision that sets out to redefine what a space sim can be.\nDeveloped by Cloud Imperium Games (CIG), it combines the freedom of an epic space sandbox with the intensity of first-person action and the depth of complex economic systems. Dive into a universe that keeps evolving and where every decision counts.\nChris Roberts launched a crowdfunding campaign in 2012 so he wouldn\u0026rsquo;t have to depend on a publisher. The original goal was a fairly small game that was supposed to come out within a few years. But the campaign\u0026rsquo;s huge success changed the scope of development too. After a poll among the backers, the goal and size of the game changed dramatically.\nSince then, CIG has employed around 700 developers in the USA, Germany, the UK and Canada who, in their own words, want to redefine the classic space sim.\nShort trailer: “What is Star Citizen?”\rLoad video\rPlaying the video connects you to YouTube (Google). Find out more in the privacy policy. You can also watch the video directly on YouTube.\rAlways load YouTube videos from now on\rA project redefined\rStill planned as a single game during the Kickstarter campaign, Squadron 42 and Star Citizen were later split. The scope had become too big to keep everything in one game. Since then, CIG has been developing two games at the same time, with a large part of the development overlapping.\nHeads up\rSquadron 42 and Star Citizen are two separate games that are also sold separately. If you buy Star Citizen now, you do not get Squadron 42 on top.\nOriginal backers who funded the game before the split get both games. Pre-sales for Squadron 42 were paused for the time being because the release date wasn\u0026rsquo;t in sight yet. In the meantime, the release has been announced for Q2 2027 and confirmed several times. There\u0026rsquo;s no more precise date yet, and no news on when pre-sales will resume.\nMore about Squadron 42\nCost for the player\rStar Citizen is a so-called buy-to-play game. That means once you\u0026rsquo;ve bought it, you don\u0026rsquo;t have to pay anything else. There\u0026rsquo;s no monthly subscription fee, and buying in-game items isn\u0026rsquo;t necessary either.\nThe media often report on expensive ship packages, and yes, you can sink an unbelievable amount of money into this game. You could also fairly accuse CIG of using tactics like FOMO (fear of missing out, i.e. artificial scarcity to drive sales) to get more money out of players\u0026rsquo; pockets. On the other hand, CIG is both developer and publisher of Star Citizen, and there are no other investors. The company funds itself entirely through these sales and uses them to secure its finances.\nTo be clear: You can fully enjoy the game with the Star Citizen First Flight Pack and the Aurora Mk 2 as your starter ship for $60.00 $45.00 plus tax, sometimes even on sale with extra items like armor or skins.\nEvery ship and every piece of equipment you can buy for real money in the Star Citizen store can also be obtained in-game. But if you do want to spend money, there are more than enough ways to do it: ships, skins, armor and weapons, but also monthly subscriptions that even get you furniture for your base. All of that is optional and not necessary to play the game.\nYour adventure in the \u0026lsquo;verse: What can you do?\rStar Citizen gives you unmatched freedom to forge your own destiny. Here are some of the paths you can take:\nExploration and discovery: Fly your ship through huge, breathtaking star systems and discover asteroid fields, old stations and detailed planets with bases, cave systems, flora and fauna. Every jump into the unknown holds new dangers and untold riches. Trading and economy: Become an intergalactic trader. Buy goods cheap and sell them at a profit on distant markets. But watch out: pirates lurk everywhere, and demand changes all the time. Combat and security: Whether as a daring bounty hunter tracking down outlaws or as part of a fleet fighting epic battles: the first-person fights in space and on the ground are intense and demanding. Defend yourself or hunt your prey! Mining and resources: Extract valuable ores from asteroids or planetary surfaces. From hand mining to mining with large ships, you gather the raw materials that keep the \u0026lsquo;verse running. Salvage and repair: Become a specialist in recovering lost cargo and wrecks. One person\u0026rsquo;s loss is your gain. And much more: From racing across planetary surfaces to complex operations with your organization, Star Citizen offers countless ways to spend your time. What makes Star Citizen so unique?\rA universe without borders: No loading screens between planets, space stations or deep space. Star Citizen is a seamless, huge universe that you can explore freely. Detailed systems: Every ship, every weapon, every system has been created with incredible attention to detail. From gravity and fuel consumption to complex ship systems, every decision counts here. A variety of careers: Choose your own path. Whether you\u0026rsquo;re a peaceful trader, a ruthless pirate, a seasoned miner or a life-saving medic, Star Citizen gives you the tools to live your role. Constant development: Star Citizen is a living project. New ships, systems, planets and gameplay features are added regularly. You\u0026rsquo;re part of a community that actively helps shape development. Ready for your adventure? Here\u0026rsquo;s how to get started!\rGetting into such a huge universe can feel overwhelming. But don\u0026rsquo;t worry, I\u0026rsquo;ll walk you through it step by step. Here are your first important stops:\nCreate an account and buy the game: Learn how to create your Star Citizen account and get your starter pack. Your first flight: My guides help you fly your first ship and understand the basic mechanics. Use exclusive perks: If you sign up with a referral code, you don\u0026rsquo;t just get extra starting credit, sometimes you also get exclusive in-game items. Use my code STAR-KQJM-Q44K and start with a head start! More information\r","date":"August 15, 2025","externalUrl":null,"permalink":"/en/intro/","section":"What is Star Citizen?","summary":"A quick overview of Star Citizen: What kind of game is it? How much does it cost? What do I need to get started?","title":"What is Star Citizen?","type":"intro"},{"content":"\rThe first step\rBefore you can even take off, you need an account on the official RSI website. Creating it is free and only takes a few minutes. The form itself is filled in quickly, but there are two things you should know beforehand: your account name is public, and you only have a short window for the referral code.\nGo to the enlist page\rOpen the official RSI enlist page and fill in the form.\nAlternatively, use this link to apply my referral code automatically and get extra starting credit in the game.\nIn the form\rFirst you enter your account name. That\u0026rsquo;s your public handle, the name other players see you by in the game and on the website. So choose a name you\u0026rsquo;re comfortable with. You can only change it once later on, so think carefully about whether you really want your real name out there publicly.\nBelow that, you enter your email address (used for logging in), a password and your date of birth.\nOptional but recommended: referral code\rIf someone gave you a referral code, enter it now in the Referral Code field. New players get 50,000 UEC of starting credit for it.\nWarning\rIf you forget the code when creating your account, since July 9, 2025 you have 24 hours to add it in the account section. After that, it can no longer be assigned.\nCIG also sometimes runs promotions where you get a small vehicle on top of the starting credit. But only if you enter the referral code.\nPlay Star Citizen for free:\nIAE 2956 Free Fly from November 13 to 27!\nAlways wanted to dive into the Star Citizen universe? Now\u0026rsquo;s the perfect time! From November 13 to 27, the Intergalactic Aerospace Expo 2956 is on, and for the whole show you can play Star Citizen completely free. In the expo halls in New Babbage, you can check out every ship, and each day brings new ones to test-fly for free. Everything about the expo is on the IAE page.\nA little tip: The account for the Free Fly costs nothing. Still, create it with a referral code right away, because you can\u0026rsquo;t add the code later. If you like the \u0026lsquo;verse and pick up a game package at some point, you\u0026rsquo;ll get 50,000 aUEC of extra starting credit.\nNo code yet? Just use my referral link to sign up, so you\u0026rsquo;re ready for anything!\rIf you don\u0026rsquo;t have a referral code, I\u0026rsquo;d be happy if you used mine. It gets both of us bonuses in the game. Here\u0026rsquo;s my code, just copy it and paste it into the referral field when you sign up:\nSTAR-KQJM-Q44K\rTip\rThe date of the recruitment isn\u0026rsquo;t when you create your account, but when you buy your starter pack. So you can already create an account with a referral code now and then wait until buying a starter pack is worth it for you.\nYour RSI account is created\rOnce you\u0026rsquo;ve also ticked the boxes for the Terms of Service and Privacy Policy, your account is ready.\nNow just get a starter pack, install the RSI Launcher and you can finally get your spaceship off the ground.\n","date":"August 15, 2025","externalUrl":null,"permalink":"/en/guides/before-you-buy/create-account/","section":"Guides","summary":"How do you create your free Star Citizen account? Use a referral code for extra credit and an easier start in the game.","title":"Creating an account","type":"guides"},{"content":"\rWhat it is and why you need it\rTo play Star Citizen, you need what\u0026rsquo;s called a game package. It contains the game access itself (digital download) plus a starter ship and a few small extras for your account.\nAnd the good news right away: You buy this one game package exactly once. Everything else, meaning additional ships, gear or vehicles, is optional and can be earned entirely in the game.\nNote\rA ship on its own without the game isn\u0026rsquo;t enough! The launcher only lets you into the game if your ship package includes the entry Star Citizen Digital Download.\nYou can check this at any time after your purchase in your account on the RSI website. A game package should show up under My Hangar. Then you\u0026rsquo;re ready to go.\nStar Citizen Digital Download has to be included in the package.\rTip\rSquadron 42, the single-player campaign, is not included in the game package and is sold separately. You\u0026rsquo;ll find more about it on the Squadron 42 page.\nOne pack instead of many\rThere used to be several starter packs in the store, each with a different starter ship: from the all-rounder Aurora to the combat-strong Avenger Titan all the way to specialists for mining or salvage. So you had to decide right when you bought the game which direction you wanted to go.\nAt the moment, though, you\u0026rsquo;ll only find a single pack in the store: the Star Citizen First Flight Pack. It doesn\u0026rsquo;t make the decision for you, it just pushes it back. Alongside your own ship, you get three specialists on loan for 30 days and can take your time figuring out what suits you.\nThe Star Citizen First Flight Pack\r$60.00 $45.00 plus tax\nThis is what\u0026rsquo;s included in the pack:\nthe game access Star Citizen Digital Download the RSI Aurora Mk 2 as your own ship 6 months of insurance for the Aurora (more on insurance) 10,000 UEC starting credit, and with a referral code you get another 50,000 on top a Self-Land Hangar three loaner ships for 30 days: Drake Golem, MISC Fortune and Crusader Intrepid Self-Land Hangar\rNobody really knows yet what the Self-Land Hangar will turn out to be. At one point, personal hangars that you own somewhere in the \u0026lsquo;verse were announced. Until then, you use the public or private hangars at the landing zones just like everyone else. The private ones work exactly the same, they\u0026rsquo;re just persistent.\nRSI Aurora Mk 2\rRSI Aurora Mk 2\rThe Aurora Mk 2 is the ship you keep for good. It isn\u0026rsquo;t a specialist but a flexible all-rounder that lets you take on your first delivery missions, small cargo jobs and simple combat missions without any trouble.\n2 SCU\nCargo hold\nOut of the box, without an extra module.\r4 × S2\nWeapons\nSolid armament for your first bounty missions.\r8 SCU\nWith cargo module\nThe module adds 6 extra SCU.\rA big advantage is its modular design. The cargo module adds 6 extra SCU and makes it far more practical if you want to fly transport missions more often. The combat module adds extra missiles and another shield and is aimed at everyone who wants to focus on bounties and PvE combat.\nNote\rThe modules are not included in the pack. But you don\u0026rsquo;t have to spend real money on them, you just buy them in the game as usual once you\u0026rsquo;ve got enough aUEC together.\nWithout any modules, the Aurora Mk 2 stays a basic ship: It can do a little bit of everything, but nothing really well. And even with modules you have to choose, cargo space or more firepower, you can\u0026rsquo;t have both at once. For getting started, though, this very versatility is an advantage, because it helps you find out what you enjoy in the \u0026lsquo;verse.\nThe three loaner ships\rOn top of the Aurora, you get three ships on loan for 30 days when you buy the pack. Each of them stands for its own career: mining, salvage and cargo. That way you can try out in the first few weeks what suits you best before you commit. Once the 30 days are up, you keep the Aurora.\nTip\rUse the 30 days wisely and try each of the three ships at least once. If one of them really clicked with you, that\u0026rsquo;s a pretty good sign of what you should save up for next. You can read how to get ships in the game under buying ships.\nDrake Golem: Mining\rDrake Golem\rThe Drake Golem is a deliberately simple, compact mining ship for solo players. It has room for 32 SCU of raw materials and a fixed mining head, so it\u0026rsquo;s ready to go straight away. Its two size 1 weapons are meant for self-defense, not for hunting.\n32 SCU\nRaw materials\nRoom for the ore you mine.\r1\nMining head\nFixed, can\u0026rsquo;t be swapped.\r2 × S1\nWeapons\nMeant for self-defense.\rIts biggest drawback is exactly this fixed mining head. On the MISC Prospector you swap it for a different model and adapt your ship to whatever you want to mine. On the Golem you always fly with the same setup. For getting started, though, that\u0026rsquo;s actually handy, because it\u0026rsquo;s one less decision to worry about.\nYou can find out how mining works in the ship mining guide.\nMISC Fortune: Salvage\rThe MISC Fortune is a salvage ship for solo players based on the Prospector. With just one salvage laser, you strip the hull about as fast as with the Drake Vulture, and the material ends up in a 12 SCU cargo hold.\n12 SCU\nCargo hold\nAs much as the Drake Vulture.\r1\nSalvage laser\nWith a swappable laser head.\r2\nPrinters\nAutomatically attach the RMC containers to the outside of the ship.\rIts big advantage: Once the buffer is full, you start the two printers at the push of a button, and they automatically attach the finished RMC containers to the outside of the ship. There\u0026rsquo;s no manual loading at all, you sit in the pilot\u0026rsquo;s seat and barely have to do more than aim your salvage beam. That makes the Fortune ideal for relaxed salvage trips.\nEverything else about salvaging is in the salvage guide.\nCrusader Intrepid: Cargo\rCrusader Intrepid\rThe Crusader Intrepid is a small cargo ship for solo pilots that also feels a bit like a home in space. Inside, it offers a sleeping area, a small kitchen and storage for weapons and gear.\n8 SCU\nCargo hold\nSpread across two accessible cargo bays.\rS4\nCannon\nAs big as the Avenger Titan\u0026rsquo;s main weapon.\r2 × S1\nMissiles\nNo other secondary weapons.\rIt\u0026rsquo;s handy that you can reach the cargo bays from the inside too. So you can leave a box on board and drop your loot there during the flight without having to get out. At close range the Intrepid is also nice and quick, for example when approaching the station or when things get dicey and you\u0026rsquo;d rather get out of there. You shouldn\u0026rsquo;t plan on using it for bounty missions, though.\nYou can read how to make money with cargo in the trading guide.\nHow to buy the pack\rFirst, log in to your freshly created account on the official RSI website. Then go to the Game Packages section of the RSI store. That\u0026rsquo;s where you\u0026rsquo;ll find the Star Citizen First Flight Pack. The detail view shows you exactly what\u0026rsquo;s included. What matters is the entry Star Citizen Digital Download.\nTip\rKeep an eye out for special offers too. Around events, CIG often sells the game packages at a discount, sometimes even with extra gear.\nIf you\u0026rsquo;re buying your first game package and don\u0026rsquo;t have any store credits on your account yet, you can also buy a so-called warbond version. I explain what that is on the pledge store page.\nIf you don\u0026rsquo;t like the Aurora in the long run, that\u0026rsquo;s not a big problem. You can return your pack within the refund period or later swap your ship for another one with an upgrade, without having to buy it all over again. You\u0026rsquo;ll find info on refunds, warbonds, store credits and ship upgrades on the corresponding page. And don\u0026rsquo;t forget: All ships can also be bought in the game, so there\u0026rsquo;s absolutely no need to spend more money.\nPackage lock: your game access stays protected\rOnce you\u0026rsquo;ve got your game package, RSI makes sure you don\u0026rsquo;t lose it by accident. You can\u0026rsquo;t gift your last package that includes game access or turn it into store credit, meaning melt it. That way you can\u0026rsquo;t lock yourself out of the game.\nThere are two separate locks: one for Star Citizen and one for Squadron 42. Which one applies to you depends on what you own. If you only have Star Citizen, there\u0026rsquo;s only the one lock.\nYou can still upgrade the ships in a locked package. You can read how that works under ship upgrade.\nCareful\rThink twice before upgrading a ship in a locked package. Since you can\u0026rsquo;t melt the package, you can\u0026rsquo;t undo the upgrade either.\nWhich package gets locked\rIf you own several packages with game access, RSI picks one automatically:\nIf you have a package that\u0026rsquo;s already locked anyway, for example the VIP High Admiral package, that one is used. If you don\u0026rsquo;t, it\u0026rsquo;s your oldest package. Changing the lock: deadline has passed\rUntil October 31, 2026, you could move the lock freely between all your packages. That deadline has passed: The lock now sits permanently on the package you picked or, if you didn\u0026rsquo;t change anything, on the one CIG chose using the rules above. It can\u0026rsquo;t be moved anymore.\nFree fly events\rEvery now and then, CIG (Cloud Imperium Games, the developer behind Star Citizen) holds so-called free fly events. Then you can try Star Citizen with all its content for free, even without a game package, and only decide afterwards whether it\u0026rsquo;s for you.\nPlay Star Citizen for free:\nIAE 2956 Free Fly from November 13 to 27!\nAlways wanted to dive into the Star Citizen universe? Now\u0026rsquo;s the perfect time! From November 13 to 27, the Intergalactic Aerospace Expo 2956 is on, and for the whole show you can play Star Citizen completely free. In the expo halls in New Babbage, you can check out every ship, and each day brings new ones to test-fly for free. Everything about the expo is on the IAE page.\nA little tip: The account for the Free Fly costs nothing. Still, create it with a referral code right away, because you can\u0026rsquo;t add the code later. If you like the \u0026lsquo;verse and pick up a game package at some point, you\u0026rsquo;ll get 50,000 aUEC of extra starting credit.\nNo code yet? Just use my referral link to sign up, so you\u0026rsquo;re ready for anything!\rReferral code\rRegardless of events, a referral code is worth it: If you create your account with one, you get 50,000 aUEC of starting credit for free, on top of the 10,000 UEC from the pack. That only works when you create the account though, you can\u0026rsquo;t add the code afterwards.\nFeel free to use my code STAR-KQJM-Q44K or sign up directly via my referral link. I explain exactly how creating an account works under account creation.\n","date":"August 15, 2025","externalUrl":null,"permalink":"/en/guides/before-you-buy/starter-packs/","section":"Guides","summary":"What you should know before buying the game: the Star Citizen First Flight Pack, what’s in it and which three ships you can borrow for 30 days.","title":"Starter pack","type":"guides"},{"content":"\rRequirements\rStar Citizen isn\u0026rsquo;t an undemanding game. So before you get started, you should take a quick look at whether your computer is up to it.\nThese are CIG\u0026rsquo;s official minimum requirements:\nOperating system: Windows 10 (64-bit), at least with the Anniversary Update Graphics card: DirectX 12 with 4 GB of VRAM Processor: quad-core with AVX instructions (Intel from Sandy Bridge, AMD from Bulldozer) Memory: 16 GB of RAM Storage: at least 150 GB on an SSD To be honest: With that the game starts, but that\u0026rsquo;s about it. If you really want to enjoy Star Citizen, your computer should offer quite a bit more:\nStorage: about 150 GB of free space, and on an SSD. It\u0026rsquo;s strongly recommended, according to CIG it\u0026rsquo;s even required Memory: 32 GB of RAM is strongly recommended, so twice the official minimum Processor: as recent as possible, since the game is very CPU-heavy at the moment If you want to see how Star Citizen performs with different hardware, take a look at RSI\u0026rsquo;s telemetry page. There you can see which combination of CPU and graphics card manages how many frames per second.\nLauncher\rOnce the game package of your choice is in your hangar, it takes three steps to get into the game:\n1\rDownload the launcher\rDownload the RSI Launcher and install it.\r2\rLog in\rLog into the launcher with your RSI account.\r3\rStart the LIVE version\rStart the LIVE version of the game in the launcher.\rIf the launcher shows you a message like \u0026ldquo;Missing a Game Package\u0026rdquo;, something usually isn\u0026rsquo;t right with the purchase or the account view. Then take another look at your account on the RSI website under My Hangar, or wait a few minutes for the order to go through.\nClick RSI Status in the top right of the launcher to see the server status.\rControllers\rYou can use all kinds of input devices to fly your spaceships: joysticks, throttles, pedals, controllers or just mouse and keyboard. You\u0026rsquo;ll find a short overview of input devices in a separate article.\n","date":"August 18, 2025","externalUrl":null,"permalink":"/en/guides/before-you-buy/installation/","section":"Guides","summary":"A short overview of installing Star Citizen.","title":"Installation","type":"guides"},{"content":"\rWhich ships have been announced or leaked but aren\u0026rsquo;t flying yet? It\u0026rsquo;s all in one table right here.\nLegend: anything with a circle is unofficial, from rumor to almost certain.\nAll upcoming ships\rManufacturerShipSizeRoleInfoRelease\r?\r? UK-Team 1\r?\r?\rStage Sep 2026: LOD0 / Final3\nJust before its final review. Planned release alongside Genesis.\rQ4 2026 ?\r? UK-Team 2\r?\r?\rStage Sep 2026: LOD0 / Final3\nJust before its final review. Planned release alongside Genesis.\rQ4 2026 ?\r? 1\r?\r?\rStage Oct 2026: Greybox32\nStarted in September and progressed quickly; in greybox in October. Its modules and weapons are meant to be used by other ships from the same manufacturer as well.\r?\r?\r? 2\r?\r?\rStage Sep 2026: Whitebox3\nHas a turret and an external tractor beam. Paused in October because other tasks took priority32.\r?\r?\r? 3\r?\r?\rStage Oct 2026: Whitebox32\nIn pre-production in September, moved into whitebox in October and was brought into a first functional state32.\r?\r?\r? 4\r?\r?\rStage Oct 2026: Whitebox32\nAccording to CIG, from a manufacturer “we haven\u0026rsquo;t heard from in a while”. Passed its whitebox review at the end of October together with its sister ship (? 5)32.\r?\r?\r? 5\r?\r?\rStage Oct 2026: Whitebox32\nAccording to CIG, from a manufacturer “we haven\u0026rsquo;t heard from in a while”. Passed its whitebox review at the end of October together with its sister ship (? 4)32.\r?\r?\r? 6\r?\r?\rStage Oct 2026: LOD0 / Final32\nDevelopment is finished; the team is only fixing bugs from QA32. Could be one of the two UK ships that had their final review in September .\r?\r?\r? 7\r?\r?\rStage Oct 2026: Concept32\nEntered production in October. Meant to give solo players a way to progress in an existing career without having to fly a big multi-crew ship alone32.\r?\rAegis\rJavelin\rCapital\rDestroyer\rStage: unknown\nAlready flight-ready in Squadron 42, but its status in the PU is unknown. It will only come to the PU after Squadron 42.1 Introduced as a concept in November 201410: a UEE Navy destroyer with a minimum crew of 23, six swappable module rooms and a hangar for an Aegis Redeemer plus boarding team. It was sold as a decommissioned military ship without weapons.\r?\rAegis\rNautilus\rLarge\rMinelayer\rStage Aug 2019: Concept\nCan deploy different types of mines2. The near-capital-sized minelayer carries 24 mines, each covering a large area and chasing targets on its own. Its NEMO drone can hack foreign mines, and it can also use the drones of the Vulcan and Carrack11.\r?\rAegis\rVulcan\rMedium\rRepair, refuel, rearm\rStage Feb 2018: Concept\nIntroduced as a concept in February 201812. With its four drones, the ship supports other ships after combat by repairing, rearming or refueling them.\r?\rAnvil\rAuxilia\rGround vehicle\rMedical and crafting\rStage Aug 2026: LOD0 / Final According to a datamine from October 29, it\u0026rsquo;s no longer at IAE; its spot in the expo hall went to the Centurion . Since its vehicle fabrication belongs to Alpha 5.0, it will probably only arrive with that patch . It has a fabricator and a Tier 2 MedBed. Confirmed on Star Citizen Live in November 2025: it is the vehicle with the Atlas silhouette from CitizenCon 2954, i.e. a member of the family that includes the Spartan, Centurion and Ballista.5\rQ4 2026 Anvil\rCrucible\rLarge\rRepair\rStage Nov 2015: Concept\nReportedly being reworked and more likely to arrive in 2027. Introduced as a concept in November 20157, not mentioned in any monthly report since. A flying workshop: single-seaters like the Hornet or Gladiator fit into the repair bay, while larger ships are serviced from the outside with repair arms and drones. According to the Q\u0026amp;A, a single player can do this too, just much more slowly.8\r?\rAnvil\rLegionnaire\rSmall\rBoarding\rStage Apr 2024: Whitebox\nLast officially mentioned in the April 2024 monthly report. Introduced as a concept in May 2022: the boarding ship hacks the target\u0026rsquo;s docking clearance, docks to its airlock and sends the squad through a tunnel with built-in cover.13 According to CIG at CitizenCon 2954, it will only be delivered once hacking gameplay is ready.\r?\rAnvil\rLiberator\rLarge\rLight carrier\rStage Oct 2026: LOD0 / Final32\nAccording to the October monthly report, it passed its final review and is being prepared for release at IAE 202632. Introduced as a concept in October 2021. Carrier with two XS landing pads (e.g. Hornet, Sabre, Prospector), one XXS pad and a garage for two ground vehicles, plus 400 SCU of cargo9.\rNov 15, 2026 Anvil\rOdin\rCapital\rBattlecruiser\rStage May 2026: Concept\nConcept pledge since May 2026. The battlecruiser was already promised as a stretch goal in August 2013 and was last officially mentioned at its sale launch in May 2026. Built to destroy carriers and capital ships. The Odin needs a crew of 33 to over 65 players. It has 23 crewable turrets, a retractable main gun with twelve emitters, a central hangar, six side hangars for repairing and rearming escort ships, and 8,000 SCU of cargo.14\r?\rArgo\rCSV-FM\rGround vehicle\rBase building\rStage Oct 2024: Concept\nRevealed at CitizenCon 2954 in October 202415, not mentioned in any monthly report since. Compact vehicle on the CSV-SM chassis that builds small and medium structures with two fabrication drones. Fits into many ships.\r?\rArgo\rMCV\r?\r?\rStage: unknown\nSo far only the name is known from a datamine. It appeared in the Alpha 3.18 files in October 2022, and the in-game text describes it as a mobile factory. Whether it became the CSV-FM is unclear. ?\rBanu\rMerchantman\rLarge\rTrading / cargo\rStage Oct 2026: Whitebox32\nKnown since 2013. According to the October monthly report, two artists are working on it again: when development was paused, the interior was in whitebox and the exterior in greybox. Now the whole ship is being reworked to fit the new player trading design32. A hologram of it is said to stand in the entrance area at IAE 2026; a release at IAE 2027 is pure speculation. A flying Banu bazaar: it lands or docks and invites customers to shop straight from its cargo hold (2,880 SCU)17.\r?\rConsolidated Outland\rForge\rMedium Crafting and refining with ground mining\rStage: Concept\nExpected to arrive with the base-building wave. Officially only shown as a silhouette at CitizenCon 2954 so far. Confirmed on SCL in November 20254: a larger crafting machine than in the Clipper, Auxilia or MFC, a refinery and ground extractors for mining. CIG has not confirmed the name Forge yet. ?\rConsolidated Outland\rPioneer\rCapital\rBase building\rStage May 2025: Whitebox\nProbably won\u0026rsquo;t arrive until base building has launched . Introduced as a concept in October 201718, last officially mentioned in the May 2025 monthly report. A flying factory that builds modular outposts on site. Contrary to the Q\u0026amp;A, the Pioneer will also be able to build space stations.31\r?\rCrusader\rGenesis Starliner\rLarge\rPassenger transport\rStage Jun 2015: Concept\nIntroduced as a concept in June 201519, not mentioned in any monthly report since. Passenger ship for 40 guests and 8 crew, with a modular interior ranging from luxury cabins to a pure freighter, and two remote turrets for defense.\r?\rDrake\rKraken\rCapital\rCarrier / multi-role\rStage Oct 2026: LOD0 / Final32\nRelease is expected at DefenseCon in May 2027 . According to the October monthly report, it\u0026rsquo;s still in the LOD0 phase, with its gate review planned for mid-November32. Introduced as a concept in October 201820: carrier with six landing pads, an internal hangar, 3,792 SCU of cargo and nine turrets, five of them crewed. During greybox it was shortened from 270 to 260 m.\r2027\rDrake\rKraken Privateer\rCapital\rCarrier, trading\rStage: Concept\nWon\u0026rsquo;t necessarily arrive together with the regular Kraken. Not mentioned in any monthly report so far. Introduced as a concept at IAE in November 201921: a conversion of the Kraken into a flying marketplace, with shops replacing the large cargo hold. According to the Q\u0026amp;A, the conversion kit can only be reversed at a shipyard, for a fee and with a waiting time.\r?\rDrake\rMarauder\rMedium Medium or heavy fighter Stage: LOD0 / Final According to datamining, it will be revealed at IAE . The name appeared in a leak in August 2026; nothing official yet.\rNov 17, 2026 Gatac\rHyūn\r?\rSalvage Stage Jun 2026: LOD0 / Final According to the expo hall layout on the PTU, it will be revealed at IAE . A first version of the PTU patch notes from November 4 listed it among the salvage ships: 40 SCU buffer, boxes up to 8 SCU. CIG removed the line again .\rNov 21, 2026 Greycat\rCAV\r?\r?\rStage: unknown\nSo far only the name has leaked.\r?\rGreycat\rMFC\rGround vehicle\rMobile crafting vehicle based on the MXC\rStage Nov 2025: Concept\nAnnounced for 2026 at IAE 2955 in November 202522, nothing official since. According to a datamine from October 29, it\u0026rsquo;s no longer at IAE; its spot in the expo hall went to the MDC . Since its vehicle fabrication belongs to Alpha 5.0, it will probably only arrive with that patch . Built on the MTC frame; the rear opens up to give access to the crafting machine.\rQ4 2026 MISC\rEndeavor\rCapital\rResearch and medical, modular\rStage Sep 2015: Concept\nKnown since September 201523, but not yet mentioned in any monthly report. Modular research ship (200 m) with six module slots, e.g. for biodomes, a telescope, a lab, a medical station, an extra fuel tank or a landing bay for ambulance ships.\r?\rMISC\rExpanse\rMedium\rRefining\rStage Apr 2022: Concept\nEnables refining on board. Not mentioned in any monthly report so far. Introduced as a concept in April 202224: a one-person refinery with eight external slots for ore and cargo pods, designed as a partner for the Prospector and MOLE.\r?\rMISC\rHull D\rLarge\rHeavy cargo\rStage Apr 2015: Concept\nIntroduced as a concept in April 2015 together with the Hull A, B and E25. On SCL in November 2025, its cargo capacity was reduced from 20,736 to 6,912 SCU4.\r?\rMISC\rHull E\rCapital\rHeavy cargo\rStage Apr 2015: Concept\nIntroduced as a concept in April 2015 together with the Hull A, B and D25. On SCL in November 2025, its cargo capacity was reduced from 98,304 to 12,288 SCU4.\r?\rMISC\rOdyssey\rLarge\rExploration\rStage Nov 2021: Concept\nIntroduced as a concept at IAE in November 202126: an explorer for 6 crew that gathers and refines its own fuel. Plus a mining arm, a hangar for a small ship, a vehicle bay and a Tier 2 medbay.\r?\rMISC\rStarlancer BLD\rLarge\rConstruction (drones)\rStage Oct 2024: Concept\nSaid to be almost finished inside and out, only waiting for the drone hangar. It is a candidate for the launch of base building. However, it hasn\u0026rsquo;t appeared in any monthly report so far. Revealed at CitizenCon 2954 in October 202416: a construction ship with four large construction drones, refill stations and storage for building materials.\r?\rOrigin\rG12 / G12a / G12r\rGround vehicle\rGround vehicle\rStage Jun 2020: Concept\nIntroduced as a concept in June 202027: the G12 as a rover with a turret, the armored G12a with a missile launcher, and the G12r as a racing version with an EMP. According to CIG on SCL in August 2025, it has been scheduled and postponed several times, most recently for 2026.\r?\rOrigin\rM60\rMedium Fighter, probably medium Stage: unknown\nThe internal deadline is said to have been 22 September 2026 , but it is missing from the IAE datamine. The name appeared in a leak in August 2026; nothing official yet.\r?\rRSI\rArrastra\rLarge\rMining and refining\rStage Nov 2023: Concept\nIntroduced as a concept at IAE in November 202328. Sits between the MOLE and the Orion: size 3 lasers on dedicated mining stations, two refinery reactors, accepts ore bags from the Prospector and MOLE, and has a vehicle bay for two ROC-DS.\r?\rRSI\rConstellation Mk V Andromeda\rLarge\rMulti-role / gunship\rStage: unknown\nAccording to datamining, it will be revealed at IAE ; further Mk V variants for combat and cargo are possible. The name appeared in a leak in August 2026; nothing official yet.\rNov 13, 2026 RSI\rGalaxy\rLarge\rModular: cargo, medical, refining\rStage Oct 2026: LOD0 / Final32\nAnnounced as the headline ship of IAE 29564. Passed its greybox gate in September 2026, followed by its final review in October. Along the way, it got a new RSI interface for its control panels, which is set to show up in other ships soon32. It may initially launch with only some of its modules . Introduced as a concept in November 2022. Modular ship with officially announced cargo, medical and refinery modules. More modules could follow: base building, fabrication and possibly others.\rNov 2026\rRSI\rOrion\rCapital\rHeavy mining\rStage: Concept\nPromised as a stretch goal in November 2013, introduced as a concept in February 201529, not mentioned in any monthly report since. The largest mining platform in the game: mining and tractor beam turrets, drones and its own refinery, so it doesn\u0026rsquo;t need escort ships.\r?\rRSI\rSalvation-Variante\rSmall\r?\rStage: unknown\nAppears on the IAE hall plan from a September 2026 datamine. Nothing official yet.\r?\rTumbril\rRanger CV / RC / TR\rGround vehicle\rMotorcycle\rStage 2019: Concept\nIntroduced as a concept in 201930: a single-seat motorcycle, as the CV with an extra fuel tank and a small luggage compartment for touring, the RC for racing and the TR with weapons.\r?\rUnnamed ships\rThe monthly reports regularly mention ships and vehicles without naming them. Matching a project to a leaked name is always a guess – that\u0026rsquo;s why the table only lists the ones where the match is reasonably clear.\nAlready here: released in 2026\rThese ships were already added in 2026, so there\u0026rsquo;s no need to look for them in the table above:\nMarch: RSI Aurora Mk 2 April: MISC Hull B, Greycat UTV May (DefenseCon): Aegis Tiburon, MISC Starlite, Drake Pitbull, Origin M80, Drake Ironclad and Ironclad Assault, Drake Command Module June (Alien Week): Gatac Railen, Gatac Tyilui July: Grey\u0026rsquo;s Market Basher August: Kruger S-65 Stingray October: RSI Constellation Mk V Centaurus (with Skylark)6 Sources\rCitizenCon 2953: Talking Ships – YouTube\rAegis Nautilus – Comm-Link\rStar Citizen Monthly Report: September 2026 – Comm-Link\rComm-Link / YouTube\rStar Citizen Live: Lots of Ship Talk (November 2025) – YouTube\rRSI Constellation Mk V Centaurus: Comm-Link / Behind the Ships (YouTube)\rShip Repair And Maintenance – RSI - Design notes\rQ\u0026amp;A Anvil Crucible – RSI - Q\u0026amp;A\rComm-Link Oct 2021 / Q\u0026amp;A Oct 2021\rIntroducing the Javelin Destroyer (November 2014) – Comm-Link\rQ\u0026amp;A: AEGIS Nautilus (September 2019) – Comm-Link\rAegis Vulcan (February/March 2018): Comm-Link / Q\u0026amp;A\rAnvil Legionnaire (May 2022): Comm-Link / Q\u0026amp;A\rAnvil Odin (May 2026) – Comm-Link\rCitizenCon 2954: Captains of Industry – YouTube\rCitizenCon 2954: Captains of Industry (Livestream, Starlancer) – YouTube\rClipper Ship: Banu Merchantman (November 2014) – Comm-Link\rConsolidated Outland Pioneer (October/November 2017): Comm-Link / Q\u0026amp;A\rGenesis Starliner (June 2015): Comm-Link / Q\u0026amp;A\rDrake Kraken (October 2018): Comm-Link / Q\u0026amp;A\rQ\u0026amp;A: Drake Kraken Privateer (December 2019) – Comm-Link\rBehind the Ships: Greycat MDC (November 2025) – Comm-Link\rMISC Endeavor (September 2015): Comm-Link / Q\u0026amp;A\rMISC Expanse (April 2022): Comm-Link / Q\u0026amp;A\rMISC Hull D and Hull E (April 2015): Q\u0026amp;A Hull D / Q\u0026amp;A Hull E\rMISC Odyssey (November 2021): Comm-Link / Q\u0026amp;A\rOrigin G12 (June 2020): Comm-Link / Q\u0026amp;A\rQ\u0026amp;A: RSI Arrastra (December 2023) – Comm-Link\rRugged Colossus: Orion Mining Platform (February 2015) – Comm-Link\rTumbril Ranger (2019): Comm-Link / Q\u0026amp;A\rCitizenCon 2024 – YouTube\rStar Citizen Monthly Report: October 2026 – Comm-Link\r","date":"October 30, 2026","externalUrl":null,"permalink":"/en/news/ships/","section":"Star Citizen News","summary":"All announced and leaked ships that aren’t flying yet: development stage, dates, rumors.","title":"Upcoming Ships","type":"news"},{"content":"Lots of players in the Star Citizen community like to contribute something to your gaming experience. Whether you\u0026rsquo;re looking for the best ship loadout or planning your next trade run, these tools help you with it.\nThey\u0026rsquo;re put online and maintained for free by the community to make the game easier for you.\nHere are the best ones.\nSC Cargo Space\rCargo grid viewer with the Mercury Star Runner cargo hold\rsc-cargo.space\nAn 8 SCU hauler can\u0026rsquo;t always take an 8 SCU box. Sometimes the cargo hold is divided so that you can only fit two 4 SCU boxes or smaller ones. There\u0026rsquo;s a nice tool here to plan that better.\nIt shows you the cargo sizes and their layout graphically, so you can check whether you can even complete a mission.\nShip data and DPS calculator\rerkul.games\nerkul.games ship view\rerkul.games is one of the most popular community websites for Star Citizen players. Since the game itself doesn\u0026rsquo;t preview how loadouts will affect your ship, you can think through your options here at your leisure before buying or using components. Pick any flyable ship and change its equipment: from weapons (gimbaled or fixed, turrets and missiles) to power and cooling, all the way to quantum drives and mining heads.\nChanges are reflected in the stats immediately. Especially helpful are DPS, EM and IR signature, power consumption and range. That lets you optimize specifically for PvP, PvE, stealth, mining or racing.\nThe component database gives you a complete overview of all the parts available in the game, including manufacturer, size, type and in-game availability. You can filter for specific values or brands and find out where you can buy the components.\nIt\u0026rsquo;s also handy that you can save the loadouts you\u0026rsquo;ve created as a link and easily share them with your organization or your friends.\nSC Trade Tools\rsc-trade.tools\nSC Trade Tools shop view\rSC Trade Tools is a specialized website for everyone who wants to get deep into the trading system in Star Citizen. With up-to-date game data, it offers a comprehensive collection of tools that help you find the best trade routes, plan lucrative stopovers and maximize your profits. Whether you\u0026rsquo;re flying a Cutlass Black, a Freelancer or a Caterpillar.\nThe platform lets you tailor your trading strategy individually: you can set exactly which goods you want to carry and where you want to take them, whether legal goods or contraband. Thanks to the filters, you quickly find the trade route that suits your play style.\nAnother highlight is the buyer analysis tool: you find out where you can best sell your goods, no matter where you got them.\nAnd if you\u0026rsquo;re traveling from point A to point B anyway, the platform shows you how to make extra profit along the way with a minimal detour.\nThat makes SC Trade Tools an essential tool for all traders, miners and smugglers in Star Citizen who want to spend their playtime efficiently and profitably.\nVerseGuide\rverseguide.com\nVerseGuide planet overview\rVerseGuide shows you current information like the temperature or the position of the sun for all planets and moons in the system. The site also has a database with lots of interesting places, including ones without their own quantum point. In that case you get a detailed approach description.\nSelect your system and your planet. Right below the map shown, you can click Show Hidden Locations to display all locations. With the filter below that, you can then search for something specific.\nClick Daylight to the left of the map and you\u0026rsquo;ll see in real time which part of the planet is currently in daylight. Destinations on the day side are easier to approach.\nSelect a location and click Directions. Then you get detailed instructions on how to get there.\nCornerstone Universal Item Finder\rfinder.cstone.space\nCornerstone helps you find every item in the game\rIf you\u0026rsquo;re looking for any items like weapons, attachments or armor, but also ships you can buy, this website helps you. You can see the price and the seller\u0026rsquo;s location at a glance.\n","date":"August 18, 2025","externalUrl":null,"permalink":"/en/guides/tips/tools/","section":"Guides","summary":"An overview of some of the many useful tools from the Star Citizen community","title":"Community tools","type":"guides"},{"content":"The Stanton system is monitored. If you commit crimes here, you get a CrimeStat (CS). The CS comes in different levels, depending on how serious the crimes you\u0026rsquo;ve committed are and how many there are.\nLots of low-level crimes can add up to a higher CS.\nConsequences\rFines\rYou can clear all crimes with CS 1 or CS 2 by paying a fine at any landing location. To do so, go to a special terminal. They\u0026rsquo;re usually near the hangars.\nImprisonment\rFrom a CS of level 3 onwards, money won\u0026rsquo;t help you anymore. You\u0026rsquo;ll be attacked immediately by the security staff of law-abiding stations.\nThe only station in Stanton that doesn\u0026rsquo;t take this so seriously is Grim HEX. You can still land there with your CS and use the services there.\nNote\rSeveral smaller offenses (CS 1 and 2) add up to CS 3. If you then manage to get to a terminal, you can still pay your fine and get rid of the CS. Only individual crimes of level 3 or higher can\u0026rsquo;t be paid off.\nOn top of that, the system now sets bounty hunters, meaning other players, on you. There are then public bounties on your head.\nKlescher\rKlescher main hall\rIf you die with a CS, you don\u0026rsquo;t wake up in a medical bed as usual, but in Stanton\u0026rsquo;s prison, Klescher. Go to a terminal there and you\u0026rsquo;ll see how much real time you have to serve.\nThe Klescher terminal shows the time until release\rNow you have several options:\nDo nothing and serve your time. You can also just log out, the time keeps running. Head into the mines and do some hand mining. Even a few mined ore deposits can set you free again. You can hand in the ore you\u0026rsquo;ve mined at terminals like these\rGet hold of ore and other items some other way and hand them in. How you get them is up to you. You could always take a look in your fellow inmates\u0026rsquo; backpacks. They won\u0026rsquo;t let you do that voluntarily, though. Escape. For that, you have to find a way out through the mines and get someone to pick you up outside. Your CS stays, though. Hacking the security system\rYou can buy the hacking device in New Babbage\rYou can also equip yourself with a Tigers Claw, head to a surveillance satellite and delete your CS record there. But several NPCs are waiting for you there, and possibly human bounty hunters too. So it\u0026rsquo;s pretty risky. Afterwards, though, you\u0026rsquo;re a free Citizen again and don\u0026rsquo;t have to pay for anything anymore.\n","date":"August 18, 2025","externalUrl":null,"permalink":"/en/guides/life-in-the-verse/crime/","section":"Guides","summary":"What happens in Star Citizen when you commit crimes.","title":"Crime","type":"guides"},{"content":"You don\u0026rsquo;t need fixed missions in your mobiGlas to make money with your freighter. It\u0026rsquo;s risky, but you can make a lot of aUEC with trading.\nThe process is simple: buy goods in one place and sell them in another. Hopefully at a much better price! The hard part is actually completing the whole thing without running into pirates, crashing or falling victim to a bug.\nTrading isn\u0026rsquo;t for beginners, because you need a lot of starting capital. The more you invest, the more you can win.\nOnce you\u0026rsquo;ve saved up some money and maybe even have a bigger cargo ship waiting for you in the hangar, you\u0026rsquo;re good to go.\nRoute planning\rI recommend using community trading tools, for example SC Trade Tools. They let you plan your routes and calculate the possible profit. You enter all the factors in the tool, meaning your ship, your starting capital, whether the goods have to be legal and so on. Then the tool calculates your possible routes and you pick one of them.\nImportant\rNever invest all your money in one route. Your ship and the goods can disappear quickly, whether because of pirates, collisions or plain old bugs.\nHow it works\rOnce you\u0026rsquo;ve decided on a route, go to the TDD or another trade terminal at your starting location and buy the goods. You already have to decide how the goods will be packed when you buy them. Choose the biggest containers your ship can carry to make loading easier.\nAt bigger locations with a personal hangar, you can set your ship as the destination of the transaction right when you buy. Then it gets loaded automatically. That costs a bit of aUEC though and takes longer, so you\u0026rsquo;ll have to take a short break before taking off. If you want to avoid that and your purchase isn\u0026rsquo;t too big, choose your local station inventory as the destination.\nAfter buying, pick up your goods at the personal freight elevator in your hangar, or at the publicly accessible freight elevator at public locations, and load them into your cargo ship. You can do that by hand with a Multi-Tool or, for bigger crates, with a MaxLift. If your ship has a well-placed tractor beam, you can of course use that too. For 71,820 aUEC you can also get an ARGO ATLS at many ship dealers. With its strong tractor beam, you place the crates on your grid semi-automatically.\nCargo ships\rTo haul a large amount of cargo, you need the right hauling ships.\nI recommend the ARGO RAFT here, with 194 SCU of cargo space, a central, easily accessible cargo grid and a tractor beam, for about 3,366,560 aUEC.\nIf you have more money available and are looking for a ship that can also defend itself, go for the RSI Constellation Taurus for about 7,641,650 aUEC. It also has a tractor beam and 174 SCU of cargo space, but adds four size 5 cannons controlled by the pilot. That lets you defend yourself against quite a few threats and even complete bounty missions. Fast and agile enemies with a skilled pilot remain a danger to you, though.\nIn both ships, you can also take a friend along who takes a seat in a turret and helps you defend your cargo.\nIn a nutshell\rTrading is the best way to grow your wealth. But it always comes with the risk of losing your stake. So always trade with a financial cushion so you can get back on your feet quickly after a loss.\nYou often trade expensive goods, which makes you a lucrative target for pirates. Always be on your guard against them. With special ships, they can stop you from making a quantum jump, or even pull you out of a jump if you get too close to them.\nTips\rAvoid locations where you see interdiction ships. Use your scanner before you approach. Some interceptors, like the Mirai Guardian QI, can interrupt your quantum jump. Try to destroy these ships first so you can get away. Try to avoid OM points, pirates like to pick those for an ambush. When you jump between two stations, take a small detour. Start a jump off to the side of your route and cancel it shortly after. Only then jump to your destination. That way you get around possible ambushes along the route. Most important tip: Never put all your money on the line. Ship controls keybindings\rKey(s) Action Mouse wheel ⭥ Change weapon group Left click Fire weapon group Right click Activate precision mode H Launch decoys to fend off missiles J Launch chaff to disappear from the enemy\u0026rsquo;s radar G Gimbal mode T Target what\u0026rsquo;s in front of you 5 Cycle through hostile targets L-Alt + 5 Target the nearest hostile Middle mouse button Change sub-mode: combat mode, missile mode and scanning mode Mouse wheel ⭥ In missile mode: Change missiles G In missile mode: Change number of missiles Left click In missile mode: Fire selected missiles F5 Increase power to weapons F6 Increase power to engines F7 Increase power to shields F8 Reset power ⭥ - scroll\nShow all keybindings ","date":"August 18, 2025","externalUrl":null,"permalink":"/en/guides/careers/trading/","section":"Guides","summary":"Info on free trading in the Star Citizen universe.","title":"Trading","type":"guides"},{"content":"The game is running, your character is standing in the hangar, and now what? Here you\u0026rsquo;ll find the basics you\u0026rsquo;ll need all the time in the \u0026lsquo;verse: from character creation and controls on foot and in your ship to the inventory, mobiGlas and the in-game currencies.\n","date":"August 18, 2025","externalUrl":null,"permalink":"/en/guides/basics/","section":"Guides","summary":"Create your character, choose your starting location and get going. Explanations of the inventory and how to control your character on foot or in a ship.","title":"In-game basics","type":"guides"},{"content":"\rApproach\rIf you want to fly to a planet, the easiest way is to select the name of the city as your destination in the mobiGlas.\nTo do that, press F2 and type the name into the Search Locations field at the top left, for example Orison. Click Route to set your destination, and you\u0026rsquo;ll also see whether you have enough quantum fuel for it.\nOr you fly to the planet directly. To do that, look for your destination in NAV QT mode. Planets are shown as full circles.\nOnce you\u0026rsquo;ve arrived at the planet, look for the QT marker on the surface that shows a pentagon. That\u0026rsquo;s the planet\u0026rsquo;s main landing zone. Then jump there.\nSpaceports\rOnce you\u0026rsquo;ve arrived at the capital, you have to find the spaceport. That\u0026rsquo;s the hardest part, since the cities are very big. And for once, night time gives you an advantage here, because the spaceports have one or more bright flashing lights.\nOrison on Crusader ahead of us. The bright light in the middle marks the spaceport.\rOrison\rLook for this star-shaped structure, it\u0026rsquo;s easy to see from far away\rOn Orison, look for this star-shaped structure. You can see it from far away. Fly towards it.\nArea 18\rApproaching Area18 at night\rIn Area18 you\u0026rsquo;ll see this red-glowing takeoff and landing area, especially at night. It\u0026rsquo;s not just one light glowing here, but lots of bright lights forming a vertical line at the spaceport.\nSpace stations\rApproaching a space station\rStations aren\u0026rsquo;t that difficult, you only have to get roughly close to them.\nLanding\r1\rApproach the landing site\rFly to the landing site in NAV mode.\r2\rTurn off NAV mode\rAbout 5 to 10 km before, hold the B key to turn off NAV mode. That should slow you down.\nIn space, you generally brake a bit earlier, since there\u0026rsquo;s no atmosphere to help you slow down.\n3\rSlow down\rIf you\u0026rsquo;re still too fast, use X to brake with the help of your afterburners.\r4\rRequest landing clearance\rWhen you\u0026rsquo;re only a few kilometers from the landing station, press L-Alt + N to get landing clearance.\r5\rWait for confirmation\rYou\u0026rsquo;ll hear a short greeting from the ground crew and the message Hangar Request Completed appears at the top.\r6\rFind the hangar marker\rLook for a marker labeled [Your Name]\u0026rsquo;s Hangar.\r7\rApproach slowly\rFly slowly towards this marker, at about 100 to 150 m/s to start with, bigger ships rather slower. Once you can judge your ship better, feel free to go faster.\r8\rExtend landing gear\rWhen you\u0026rsquo;re in front of it, press N to extend your landing gear.\nThat also limits your maximum speed to 30 m/s.\nIf you still want to fly a bit faster, you can briefly tap the L-Shift key. That ignores this limit.\n9\rTouch down\rFly in and set your ship down.\nSlightly damaged, but arrived in one piece\rTip: Hold the N key and your ship lands automatically.\n10\rTurn off engines\rPress I to turn off the engines.\r11\rUse landing services\rNow you can open your mobiGlas and use the Landing Services there to refuel and repair your ship.\nA bit of fuel and minor repairs needed\r12\rGet out\rFinally, leave your pilot seat with Y.\r","date":"August 18, 2025","externalUrl":null,"permalink":"/en/guides/how-to/landing/","section":"Guides","summary":"Master crash-free landings in Star Citizen","title":"Landing your ship","type":"guides"},{"content":"This is where you\u0026rsquo;ll find every guide on the site. Pick a topic below that interests you.\n","date":"August 18, 2025","externalUrl":null,"permalink":"/en/guides/","section":"Guides","summary":"An up-to-date, beginner-friendly collection of guides to get you started quickly in the Star Citizen universe, version 4.10.2","title":"Guides","type":"guides"},{"content":"While Squadron 42, the single-player campaign, is waiting for its release, you can already play the online universe of Star Citizen today. Officially it\u0026rsquo;s still an alpha. That means: there are lots of bugs, but also loads to do. Roughly every two to three months, a big patch comes out with new content, ships and improvements. Here you get an overview of what to expect in the game right now and what tech is behind it.\nInfo\rAs of: October 2026, Alpha 4.10.2. Star Citizen keeps evolving quickly, so individual details may change with the next patch.\nWhat\u0026rsquo;s in the game right now\rStar systems\rYou can currently travel to three star systems, connected to each other by jump points. Between planets, moons and stations you fly by quantum drive. Without any loading screens, of course.\nStanton\rThe Stanton system is the first and most developed system. Four planets, each owned by a megacorporation, plus lots of moons, space stations and outposts. Here the UEE keeps law and order, at least most of the time. In some corners, people don\u0026rsquo;t take the law quite so seriously. For newcomers, Stanton is the best starting point.\nPyro\rPyro is the second system and the exact opposite: no UEE, no rules. Whoever travels here solves problems with weapons, or with negotiating skills if the other side happens to be in a good mood. The sun is an unstable flare star, and the planets are scorched, poisoned or both. Dangerous, but that\u0026rsquo;s exactly why it\u0026rsquo;s rewarding.\nNyx\rNyx is the third system and still being built. There are no planets here yet, but there\u0026rsquo;s the legendary Levski, a station inside a hollowed-out asteroid and home of the rebel movement People\u0026rsquo;s Alliance. Nyx gets expanded with every patch, and the planets Nyx I to III are supposed to follow next.\nSpaceships and vehicles\rFrom nimble single-seaters to freighters and mining ships all the way to huge warships with dozens of crew stations: the selection is huge and grows with almost every patch. Which ships have already arrived in 2026 and which are still in the works is listed on the ships page. On the ground, there are buggies, motorcycles, tanks and transporters.\nEngineering\rIn Star Citizen, ships aren\u0026rsquo;t health bars, they\u0026rsquo;re machines made of individual components. Shields, engines, power plants and coolers can fail. Components can catch fire, and that fire can spread on board.\nYou put out fires, repair or swap components and distribute power depending on the situation. On big ships, the crew can even do that in the middle of a fight while the pilot keeps flying. Since 2026, smaller ships can also be repaired, rearmed and refueled in the hangar of big ships, and fuel has become a real resource you have to keep an eye on.\nTip\rYour flight suit plays a role too. With the right suit you can handle more G-forces before you black out.\nCareers\rHow you earn your credits is up to you. Here are a few examples:\nAs a hauler you carry goods between stations and planets. As a bounty hunter you hunt wanted criminals, in space or on foot. As a mercenary you take on combat contracts, all the way up to the Tactical Strike Groups: large-scale operations where you and your squad storm a fortified station in Nyx in several phases. As a miner you extract raw materials, with your ship, a ground vehicle or by hand with the Multi-Tool. As a salvage specialist you take wrecks apart and recycle what\u0026rsquo;s left. Plus: trading, refueling missions for other players, medical rescue, exploration and much more. Technology\rStar Citizen runs on the in-house StarEngine. It was originally based on CryEngine, but according to Chris Roberts hardly anything of that is left by now. Some of the systems underneath are pretty unique, and a few of the most exciting ones are only just about to break through.\nA seamless universe\rYou get into your ship in your hangar, fly through the atmosphere into space, jump to a moon by quantum drive, land next to an outpost and walk inside. Not a single loading screen, no scene change. Planets rotate, day and night alternate, and almost every object physically exists: you can pick up the crate in your cargo hold, and the empty bottle you drop really is lying on the floor afterwards.\nServer meshing\rFor such a big universe with lots of players to work, Star Citizen spreads the computing work across several servers. That\u0026rsquo;s called server meshing. All the servers of one game world (shard) share a common data state, so you fly from one server area into the next without noticing.\nInfo\rThe upside of this setup: if your server ever crashes unexpectedly, you just wait a moment until a new server takes over its work. Then you carry on right where you left off.\nStatic server meshing has existed since the end of 2024 (Alpha 4.0). Each shard has a fixed number of servers, and each server is permanently responsible for certain areas, for example a planet with its moons. That raised the player count per shard to several hundred and improved performance. The catch: if lots of players gather in one place, the responsible server slows down, no matter how little is going on on the others.\nDynamic server meshing is supposed to solve this problem. Instead of fixed responsibilities, servers are added or shut down depending on load, and crowded areas are split across several servers. So the server follows the players, not the other way round. It isn\u0026rsquo;t quite finished yet, but the first building blocks are already running:\nInstancing: Since Alpha 4.10, groups can play certain missions in their own instance, which is spun up when needed and seamlessly connected to the universe. The first mission using it is the reworked Siege of Orison for up to four players. Quasi-dynamic meshing: Servers are already added or removed depending on load, but the areas themselves aren\u0026rsquo;t split yet. You can read how things will continue in the outlook.\nCrafting and the fabricator\rSince Alpha 4.7 (March 2026), you can make items yourself. The centerpiece is the Item Fabricator, a big device you buy in selected shops. You can set it up in your hangar, store and retrieve it via the freight elevator, or put it on the cargo hold of suitable ships with a tractor beam and produce on the go. It can take things apart too: it turns bought, looted or self-made equipment back into raw materials.\nTip\rThe fabricator uses the materials you\u0026rsquo;ve put into it. If you set it up in your hangar, it also has access to your local inventory.\nWhat you can build is determined by blueprints, digital construction plans with a list of materials. You have a few from the start, and you get most of them as rewards for missions. Right now these are FPS weapons, armor pieces and even ship components.\nWhat\u0026rsquo;s exciting is the loop that crafting brings with it. Until now, you mainly mined raw materials to sell them. Now they become the starting material for something new. At the moment, crafting is fed exclusively by mining, with your ship, a ground vehicle or by hand. More sources like salvage or even farming are supposed to follow.\nRaw material quality: Every raw material you mine has a quality value between 0 and 1000, and that\u0026rsquo;s exactly what decides the result. High-quality material produces an item with better stats than the standard model from the store, low-quality material one with worse stats. When crafting, you can see beforehand how your choice of materials affects the stats. If you mix different qualities, you get an average. That suddenly makes it interesting where you mine: the ore from that dangerous area might be exactly what makes your favorite rifle better.\nGenesis\rGenesis is a collection of new systems CIG uses to create planets and bring them to life. At its core is Planet Tech v5: biomes are no longer placed by hand, but result from physical factors like geology, erosion, soil moisture and distance from the sun. So swamps appear where there\u0026rsquo;s water, not where a designer painted them.\nOn top of that comes Starchitect, which procedurally assembles outposts and entire settlement clusters from modules and spreads them across the planets, and the Population Manager, which places the right inhabitants and creatures in each environment and spreads players across the servers more evenly.\nGenesis was presented at CitizenCon 2025 and has already been seen in a tech preview. It\u0026rsquo;s coming into the game with Alpha 5.0, together with Nyx I, the first planet in Nyx. Because so much new foundational tech arrives at once, CIG renamed the patch from 4.11 to 5.0 (Roadmap Roundup from November 4, 2026). After Nyx I, Nyx II, Nyx III and the existing planets and locations are set to get the new tech as well. When that will be is covered in the news.\nMaelstrom\rMaelstrom is the physics-based destruction system of the StarEngine. Instead of prefabricated damage models, it calculates how an object breaks depending on its material, thickness and the force acting on it. A rifle shot blasts small chunks out of a barricade, a grenade launcher can tear down a small hut, and ships break apart believably into individual pieces instead of simply exploding. A ship\u0026rsquo;s armor is then also derived from the real materials of its hull.\nMaelstrom isn\u0026rsquo;t in the current Star Citizen yet. But it will be used in Squadron 42, and the players of the preview in October 2026 were thrilled by the spectacular ship destruction. After Squadron 42\u0026rsquo;s release, most of its tech is supposed to move into the online universe as quickly as possible, Maelstrom included.\nVR support\rSince the end of 2025 there\u0026rsquo;s been experimental VR support, which has been improved with almost every patch since. Sitting in a ship\u0026rsquo;s cockpit and turning your head while a planet drifts past outside is an experience in itself. But the mode is still marked as experimental, so expect some rough edges. Squadron 42 will support VR from day one, by the way.\nStar Citizen in numbers\rOver 1 billion US dollars has been raised through crowdfunding by now, a record that probably won\u0026rsquo;t be broken any time soon. 35,890 players were online at the same time in 2026, the yearly record so far, and that without any free fly week. 3 star systems with 10 planets, 18 moons and 60 space stations can be explored so far, and five systems are planned for version 1.0. Try it yourself\rTempted? Star Citizen costs the one-time price of a game package, there\u0026rsquo;s no subscription. If you enter a referral code when you sign up, you also get 50,000 UEC of starting credit for your first in-game purchases. Feel free to use mine: STAR-KQJM-Q44K. You can find out exactly how that works under creating an account.\n","date":"August 15, 2025","externalUrl":null,"permalink":"/en/intro/development/","section":"What is Star Citizen?","summary":"A short overview of the current state of Star Citizen.","title":"Current state of Star Citizen","type":"intro"},{"content":"In the main menu, you first get to choose between the Persistent Universe – the main game – and Arena Commander, where you can test ships and controls alone or with others without having to worry about your health or your ship. I recommend doing a few test flights in Free Flight mode there first, since you start right in the ship and can take off immediately.\nTo start the actual game, choose Persistent Universe.\nThree things up front\rBefore you lose yourself in the editor, here are three things you should know:\nYou only have one character. Whether you\u0026rsquo;ll be able to create several characters later hasn\u0026rsquo;t been decided yet. You have to recreate it after every patch. That happens a lot. So: save. The save/load function lets you back up your look once and simply load it again after the next update. Otherwise you\u0026rsquo;ll be sitting at the sliders all over again every time. By the way, you can also customize your character again at any time later.\nAppearance\rFirst you choose your character\u0026rsquo;s body type, and then you decide on their appearance. The Sculpt menu is pretty self-explanatory. Change your look there with the mouse and the markers on the face, or try your luck with the randomizer in the bottom right.\nThe Sculpt tab of the character editor\rTip\rIf you have a webcam connected and FOIP (Face Over IP) is enabled in the settings, you can already pull faces with this face. The game scans your face and transfers the movement to your character.\nHair\rOnce you\u0026rsquo;ve picked your hairstyle, eyebrows and facial hair, you choose the hair color.\nThe Dye Roots setting in the top right colors all of your hair, but you can also dye just the tips. To do that, turn up Dye Amount and Dye Variation and then use Dye Gradient to even set how much of the length gets dyed.\nHappy with the result? Then Apply To All applies these colors to your eyebrows and facial hair too, or you can set all of these colors individually.\nSaving and loading your appearance\rSince you have to go through this procedure again after every update, you can save your character\u0026rsquo;s appearance. Next time you simply load it again and can get going right away.\nIn the Review tab you can save or load your appearance and finish character creation.\rTip\rYou can also find inspiration online and even download ready-made characters or publish your own, for example on star-citizen-characters.com.\n","date":"August 15, 2025","externalUrl":null,"permalink":"/en/guides/basics/character-creation/","section":"Guides","summary":"Create your character in Star Citizen.","title":"Character creation","type":"guides"},{"content":"Once your character is created to your liking, it\u0026rsquo;s finally time to get into the game. First you pick a server. Usually you can just select Best and don\u0026rsquo;t need to worry about it any further.\nRight after that, the next prompt appears: choose your starting location!\nThat means which place in the universe should be your home location and where your items will be stored. If you want to change locations later, you\u0026rsquo;ll also have to pack all your stuff into your ship and move. And hope you don\u0026rsquo;t crash or get robbed along the way, because then all your nice things would be gone.\nInfo\rAfter every new patch, you\u0026rsquo;ll be asked for your starting location again. That\u0026rsquo;s handy, since it lets you change your choice at any time. All the items you\u0026rsquo;ve collected up to that point and scattered around the universe are transferred to the newly chosen planet.\nYou can choose from various places, all located on different planets or space stations. They differ in their transport options, the range of shops, the missions on offer and above all in their look and atmosphere.\nSpawn point\rYou start your adventure in your personal hangar. Of course you could roll out your ship right away and take off immediately. But it\u0026rsquo;s worth taking a detour into the city of your choice first.\nThere you can invest your starting credit in the basic gear you need. Armor, weapons with extra magazines, a bit of food and a few of the usual tools will make your life easier. That way you\u0026rsquo;re prepared if your first mission turns out a bit tougher. Without supplies, you can quickly end up facing a whole group of enemies with hardly any ammo on you.\nStar systems\rThere are currently three star systems in Star Citizen: Stanton, Pyro and Nyx.\nStanton\rStanton is the core system and the right choice for new players. There are laws here, and someone who enforces them: anyone who misbehaves gets a CrimeStat and has to deal with security. There are also armistice zones in and around the stations and cities. PvP is possible here too and does happen, but it\u0026rsquo;s the exception, not the rule.\nOn top of that, Stanton is manageable. You can comfortably jump from one corner of the system to the other and back with practically any ship, without having to stop to refuel along the way.\nPyro\rPyro is the exact opposite. There are no laws here and nobody who would enforce them. Anyone who attacks you doesn\u0026rsquo;t have to expect any consequences whatsoever, and that goes both ways.\nAccordingly, the system is tailored to players looking for PvP. There are lots of places designed for ground combat and clashes between players. On top of that, Pyro is much bigger than Stanton, so the distances are longer.\nIt\u0026rsquo;s not for getting started. But once you\u0026rsquo;ve found your feet and like the idea of risk, much better loot is waiting for you here.\nNyx\rNyx is still at the very beginning of its development. There are no planets there yet, but there are two asteroid belts with stations scattered around them.\nThe big catch: the destinations are very far apart. So you spend a lot of time in quantum travel between the individual locations. A trip there is worth it to take a look, but right now Nyx isn\u0026rsquo;t suitable as a home system.\nInfo\rThere are starting locations in all three systems. So you can also start directly in Pyro or Nyx. For getting started, though, I recommend Stanton, which is why I only cover the locations there below.\nStanton in detail\rThere are four possible starting locations in the Stanton system, spread across four different planets. Each of these planets is controlled by its own megacorporation, whose influence you can clearly feel everywhere.\nIn Star Citizen, you get around either in your spaceship or on foot. In the big cities, though, you can\u0026rsquo;t do without public transport. Depending on the location, trains or flying shuttles take you from one district to another, for example from the spaceport to the shopping districts or to the commodity exchange.\nHurston - Lorville\rHurston, Lorville\rHurston is the innermost planet of the system and is controlled by the megacorporation of the same name. Smog, factories and the noise of industry shape the picture. That\u0026rsquo;s why Lorville, Hurston\u0026rsquo;s capital, has a uniquely dystopian and dark atmosphere with lots of character.\nThanks to its central location, you can quickly reach everything in the Stanton system from here.\nThe shopping options for weapons and armor are very limited here, but Lorville has the best ship dealer in the system right in the departure hall of the spaceport. That also has the advantage that no matter where you\u0026rsquo;re coming from, you don\u0026rsquo;t need the transport system to look at the ships in the showroom and spend your hard-earned credits.\nCrusader - Orison\rCrusader, Orison\rIf you choose Orison as your starting location, you begin your adventure in what\u0026rsquo;s probably one of the most beautiful places in the entire Stanton system. The city floats high above the clouds of the gas giant Crusader, carried by huge platforms and with a breathtaking view of the endless seas of clouds, especially at sunrise and sunset.\nOrison is very friendly and bright. You take a shuttle between the stations and visit the different districts. Among them there\u0026rsquo;s also a ship dealer, even if it isn\u0026rsquo;t as well stocked as the one in Lorville.\nThe planet is very large and has a thick atmosphere, which can make takeoff and landing take a bit longer.\nClose to Crusader there\u0026rsquo;s also the space station Grim HEX, which is mainly used by pirates. If you\u0026rsquo;d rather not get too close to them, you might want to pick a different starting point after all. That said, I\u0026rsquo;ve only very rarely run into pirates.\nMicroTech - New Babbage\rMicroTech, New Babbage\rNew Babbage is the capital of the beautiful, cold planet microTech, which is almost completely covered in snow and ice.\nIn the city, a stylish high-tech environment awaits you with glass facades, glowing holograms and busy plazas. Outside, snowstorms often rage, but inside there\u0026rsquo;s a clean, orderly atmosphere. People work out and party in bars and on dance floors.\nYou travel between the districts by express train to shop or visit the sights. Unfortunately, this location doesn\u0026rsquo;t have a ship dealer, so you\u0026rsquo;ll have to head to another planet if you want to expand your fleet.\nBesides the spaceport, there\u0026rsquo;s also a spawn point for vehicles here. That lets you explore the planet on the ground too, if you have a vehicle in your hangar.\nIn the AeroView hangar, your starting point, a bright and open environment awaits you. Here you get the chance to look at your ship up close and in every detail.\nIn my opinion, landing works best here. The landing pads are easy to see, as long as the weather plays along and no snowstorm blocks the view.\nArcCorp - Area 18\rArea18 ArcCorp Central Plaza\rArcCorp is a city planet, completely built up with industrial and residential complexes. The city is modern and full of neon lights, screens and people.\nThe city\u0026rsquo;s layout is very pragmatic. Just one shuttle stop from the spaceport you\u0026rsquo;ll find shops for weapons, armor and ship components, as well as the TDD commodity exchange, where you can sell your goods. Astro Armada also sells you a few spaceships.\nThe planet lies somewhat on the edge of the star system, but the jump point to Pyro is close by. That\u0026rsquo;s an advantage if you plan to travel between the systems a lot.\nSummary\rMy personal favorite right now is New Babbage. The city simply looks beautiful: modern architecture, high-tech elements and clean streets offer a fascinating contrast to the breathtaking nature outside the glass windows. Snow-covered mountains and green forests make for an incomparable backdrop. If you prefer calm, picturesque starting conditions, New Babbage is a real highlight.\nLorville on Hurston, on the other hand, feels massive and industrial. The city is surrounded by huge factory complexes, and steel girders, smokestacks and industrial halls shape the cityscape. Here you start in a heavily commercial environment that feels much rougher and less friendly. Perfect for everyone who wants to explore gloomy, dystopian city life.\nOn Orison, the focus is on open space and elegance. The city floats above a gas planet with a breathtaking view across the atmosphere. Starting here gives you a calm, futuristic experience: bright pastel colors, modern architecture and generous open spaces make Orison an ideal place to enjoy the beauty of the Star Citizen universe.\nMost beginners, however, consider Area18 the best choice for getting started. Everything here is compact and easy to reach. The city\u0026rsquo;s layout is logical and quick to understand, so new players find their way around easily too. If you want to start right in the middle of urban life, this is the place for you.\n","date":"August 18, 2025","externalUrl":null,"permalink":"/en/guides/basics/starting-location/","section":"Guides","summary":"On which planet does your journey in Star Citizen begin? A short description of the starting locations in Stanton.","title":"Starting location","type":"guides"},{"content":"A lot of your interactions with the world happen through your mobiGlas. It\u0026rsquo;s an electronic device, an evolution of today\u0026rsquo;s smartphone. Your character wears it on their wrist and operates it through a holographic display.\nYou can use it to check lots of information about your physical health, your ship\u0026rsquo;s condition and your surroundings.\nThere are ten apps in total in the bottom bar:\nApp What for Home The overview page with your current condition Comms The chat Contracts Available and already accepted missions Maps Maps from the star system down to your location Journal Things worth knowing about the \u0026lsquo;verse: tips for miners, lore events and sometimes in-game events Assets Shows you where you\u0026rsquo;ve stored what Rep Your reputation with the various factions Wallet Send money to other players Landing Landing services like refueling, repairs and rearming Vehicles Modify your vehicles on site On this page I\u0026rsquo;ll go through the apps you\u0026rsquo;ll need most often at the start.\nOverview page\rPress F1 and your mobiGlas opens, showing an overview of your current condition:\nThe most important information at a glance\rHere you can see everything important: your health, your account balance, how hostile your current environment is and much more.\nUse the bottom bar to switch between the individual sections of your mobiGlas to get more information on each topic.\nContracts\rYour available missions\rIn the contract overview, you pick an available mission you want to do. Here you\u0026rsquo;ll see all the details of your tasks and how much you\u0026rsquo;ll get for completing them successfully.\nYou can also use the switch at the top to toggle between verified and unverified. Unverified contracts are the ones that operate outside the law.\nMaps\rThe current star system\rThe map view shows your position both in the star system and at your current location. Whether in a spaceship or in a city, it helps you find your way.\nYou can also open this view directly with F2.\nPress the R key to create a waypoint to the position under your mouse cursor.\nUse the Mouse wheel to zoom out from your local position into the star system view and even into the overview of all star systems. A Double-click zooms to any position, and 2 brings you back to yourself.\nYou can rotate the view with Left click and pan it with Right click.\nVehicles\rThis is where you modify your ships and vehicles\rIn this menu, you can edit the vehicles and ships at this location and swap their current loadout.\nTo do that, select your ship in the dropdown menu. In the top left you can then pick different areas: ship paints, weapons and other systems and components. You buy the components themselves in many shops, or you remove them from other ships you find. Salvagers get plenty of opportunities for that.\nYou can also install components directly from other ships. Look out for the labels Available and In Use.\nPreviewing the new paint\rOnce you\u0026rsquo;ve changed everything the way you want, click Save Changes and Equip to equip the ship that way.\nLanding Services\rRepair and refuel your ship\rAfter landing in a hangar, you can get your vehicle back into shape in the Landing tab. Here you can top up ammo and fuel and repair the ship. It all happens automatically as soon as you click Auto in the corresponding row. The price for the service is shown right in the same button.\n","date":"August 18, 2025","externalUrl":null,"permalink":"/en/guides/basics/mobiglas/","section":"Guides","summary":"A short explanation of the mobiGlas and its apps","title":"mobiGlas","type":"guides"},{"content":"Controlling your character works much like in many other shooters. You\u0026rsquo;ll find the keybindings at the bottom of this page or in the overview of all keybindings.\nFor everything else, there are the following interaction menus.\nButtons, switches, displays\rYou\u0026rsquo;ll come across lots of buttons, switches and control terminals in the game world. You can simply operate them with your mouse. Get close and hold the F key. Then you can call the elevator, for example, scroll through the available options with the mouse wheel and make your choice with a Left click.\nWith terminals, you don\u0026rsquo;t need to hold F. A single tap as soon as you see Use is enough.\nInteraction menu\rWhat sets Star Citizen apart from other games is the interaction menu, which you bring up by pressing and holding the F key. It lets you choose what you want to do with the object you\u0026rsquo;re looking at. You can also set what the primary and secondary action for this type of object is.\nFor example, if you look at a bottle and hold F, you\u0026rsquo;ll see the following menu:\nThe interaction menu of a drink bottle\rAll possible interactions are shown here. To perform an action, hold F, select the action you want with your mouse and let go of F.\nMain interactions\rTwo of the actions are also marked with stars. The filled star shows the primary action. So if you look at any bottle and briefly tap F, this action is performed. In this case CARRY, meaning pick it up.\nThe empty star shows the secondary action, here DRINK. Double-tap F to perform it.\nBut if drinking isn\u0026rsquo;t the action you want to do most often, you can change the primary or secondary action and place the stars however you like. That then applies to all objects of this type, so in this case to all drink bottles.\nTo do that, press and hold F, select the action you want with your mouse, click the middle mouse button and then choose whether you want to assign the primary or the secondary action.\nHere STORE is being assigned as the new secondary action\rHere STORE was selected, meaning put it in your inventory. Now if you look at a drink bottle anywhere in the world and double-tap F, your character puts it in their backpack instead of drinking from it.\nAction menu\rThe action menu with all currently available actions\rIf you don\u0026rsquo;t want to interact with a specific object but perform an action yourself, press and hold L-Alt + F. That brings up a radial menu that lets you navigate through all currently available actions. So if you don\u0026rsquo;t know a certain key combination, you can use it to perform emotes, ship actions (only in the pilot seat) and much more.\nKeybindings\rGeneral\rKey(s) Action Y Get up from a bed etc. W A S D Movement keys Q / E Lean left / right Ctrl Go prone, get up C Crouch, stand up F Primary interaction F ⇊ Secondary interaction F ⇓ Show interaction menu L-Shift Sprint Mouse wheel ⭥ Adjust walking speed L-Alt + H Take off or put on helmet L-Alt + X Wipe helmet visor L-Alt + F Open action menu F1 Open mobiGlas F2 Open mobiGlas and show map F4 Change camera view T Flashlight F12 Toggle chat ⇊ - double tap\n⇓ - hold\n⭥ - scroll\nCombat\rKey(s) Action 1 / 2 Draw primary or secondary weapon 3 Pistol or MedGun 4 MedPen 5 Multi-Tool 6 Fists up G Grenades Left click ⇓ / Right click ⇓ Pull the pin and hold the grenade Left click ↑ Throw grenade Right click ↑ Roll grenade Middle mouse button Melee attack V Equip knife L-Alt + R Lower held weapon R ⇓ Holster equipped item Right click ⇓ With weapon equipped: ADS or zoom L-Shift ⇓ While zoomed: Hold breath to steady the crosshair R Reload with a new magazine L-Alt + 1 Refill half-empty magazines J View and change weapon attachments B Change fire mode, depending on the weapon between full auto, semi-auto or burst U Activate underbarrel item, like flashlights or laser pointers ⇓ - hold ↑ - release\nShow all keybindings ","date":"August 15, 2025","externalUrl":null,"permalink":"/en/guides/basics/interactions/","section":"Guides","summary":"A short overview of the interaction menus in Star Citizen","title":"Interactions","type":"guides"},{"content":"The inventory system is complex and deserves its own page.\nIn Star Citizen, you first have your own personal inventory, which you can open with the I key. That\u0026rsquo;s the stuff you have on you. But what about the rest? On every station you have access to the local inventory. That\u0026rsquo;s like your personal storage with a lot of space. There you\u0026rsquo;ll find not just your personal equipment, but also ship components, cargo for missions, what you bought on your last shopping trip and much more.\nStation inventory\rYou can access the station inventory through these terminals\rYou can access the station inventory from anywhere at that location, meaning from all shops and Storage Access Terminals as well as from your hangar there. But not from other locations and planets. Every city has a persistent inventory like this, and nothing can happen to it there, even if your character dies.\nWhen you shop at that location, your purchases end up in this inventory by default.\nIt\u0026rsquo;s also the biggest inventory available to you.\nShip inventory\rShips in Star Citizen can have different inventories. There\u0026rsquo;s almost always the personal inventory: a hatch or a locker somewhere on or in the ship. That\u0026rsquo;s where you keep personal items like weapons and armor, food and drinks. The size varies from ship to ship and is several times that of a large backpack.\nSome ships also have a weapon rack for small sidearms and Multi-Tools as well as for medium weapons like assault and sniper rifles. There are special racks for heavy weapons like rocket launchers and railguns.\nThen there\u0026rsquo;s the cargo grid: from a tiny 4 SCU in a Drake Cutter to huge freighters like the Hull C with more than 4,600 SCU. In it you can carry your personal containers or buy cargo (or come by it some other way), sell it somewhere else and make a big profit.\nThe containers lock firmly onto the grid. You can tell by the blue outline when you bring the container close to a cargo grid. Then you switch off the tractor beam and the container is locked onto the ship. Some ships also have space that isn\u0026rsquo;t officially classified as a cargo grid. You can still cram that space full of containers and sometimes increase your ship\u0026rsquo;s capacity considerably. But then the containers aren\u0026rsquo;t secured and can cause damage to the ship.\nPersonal inventory\rIndividual armor pieces like leg or chest armor, as well as backpacks, also have inventory capacity. That\u0026rsquo;s where you pack a few essentials for your adventures or stow any loot you find. Not much fits into leg and chest armor. I prefer to use it as storage for a few drinks.\nYour personal inventory: the backpack at the top, the chest armor in the middle and the leg armor at the bottom\rLeg armor\rLeg armor can carry small sidearms, Multi-Tools or MedGuns on the outside. These items are then active and can be used with the quick-select keys 1 to 6. You can only ever have one sidearm or one MedGun equipped, not both. On top of that, you can equip up to two Multi-Tools and fit them with different attachments, for example a tractor beam and a mining tool.\nYou can also take up to four different MedPens with you, which give you quick relief for injuries.\nChest armor\rYou can hang up to two medium and large firearms or even a MaxLift tractor beam on your chest armor. If you\u0026rsquo;re carrying a backpack, you have to attach these weapons to it instead. The front of the armor has room for spare magazines and grenades or glow sticks. As a rule: the heavier the armor, the more it can carry.\nBackpack\rThe backpack is your main inventory space. You can stow a lot of weapons and gadgets in it. But besides the item\u0026rsquo;s volume, its dimensions also have to fit in the backpack. A sniper rifle might not take up much space, but it still won\u0026rsquo;t fit because it\u0026rsquo;s too long. In addition to the backpack\u0026rsquo;s internal inventory, you can attach two weapons to the outside, including the really big railguns and the like. And at the bottom of the backpack there\u0026rsquo;s room for other tools, like mining gadgets.\nHow the inventories work\rAll the items you collect on your adventures, buy in the in-game shop or get through real-money purchases in the web store are physicalized. You can store and pick them up at a Storage Access Terminal in your hangar. For bigger objects you have to use the freight elevator. For your ships and vehicles you use the hangar elevator.\nThe only exception at the moment is the ARGO ATLS. It\u0026rsquo;s a mech that helps you load cargo. It can be retrieved with both the hangar elevator and the freight elevator. The goal is to switch all ground vehicles over to this. That should make it easier to load vehicles onto ships.\nInventory information\rNo matter which inventory you look at, the ship inventory, the location\u0026rsquo;s inventory or your personal inventory: at the top it always shows which one it is, along with its capacity and how much of it you\u0026rsquo;ve already used.\nMoving your inventory\rDo you have an item at one station but want to use it somewhere else? Then you have to go get it, load it into your ship by hand or with the tractor beam and fly it off. Small things also fit in your backpack.\nOr you buy a container. You can get them in industrial shops, which you\u0026rsquo;ll find at most refinery stations, in sizes from 1/8 SCU to 8 SCU. You can fit a lot of stuff in them and load it into your ship in one go.\nStorage Access Terminal\rStorage Access Terminals in the hangar in Area18\rTo get to the items you\u0026rsquo;ve stored in your hangar or drop off your loot from a mission, go to a Storage Access Terminal. They stand against the wall near the passenger elevators. When you press F, both inventories open: your personal inventory (if you have one) on the left and the station inventory on the right. Now you can move items between the two inventories with your mouse, or put armor on and take it off directly on your character in the middle. You also attach weapons directly to your body. It\u0026rsquo;s quicker with a Double-click, then your character puts on the armor right away or equips the weapon or tool.\nArmor\rRight now you can only put on armor if you\u0026rsquo;re wearing an undersuit. And you can only put that on if you\u0026rsquo;re not wearing any other clothes. If the undersuit won\u0026rsquo;t go on, check whether you\u0026rsquo;re still wearing some small item like gloves.\nOnce you\u0026rsquo;ve put on the undersuit, you can put on all the armor pieces. Only with chest armor can you also take a backpack along. And don\u0026rsquo;t forget your helmet! Without it, breathing becomes oh so hard!\nAmmo\rFor ammo, the right-click menu has an Equip all entry. It makes your character put every magazine that fits onto their armor.\nNote\rOnly magazines worn on your armor can be reloaded quickly. If you\u0026rsquo;ve run out of magazines on your armor and only have some left in your backpack (or inside your armor), reloading takes much longer, because your character first has to dig through their stuff.\nReloading\rBy the way: your character only throws away magazines that have been completely emptied. Partially emptied magazines stay in your inventory and get loaded again once there are no full magazines left. So you might end up with only three rounds in your magazine after reloading.\nTo avoid that, you should top up your magazines during breaks in a firefight (known as repooling). The key combination L-Alt + 1 makes your character refill the equipped magazines with your ammo. Only if you have spares in your backpack, of course. If not, it at least combines your magazines, so you have fewer but full magazines. Your total round count stays the same.\nFreight elevators\rYou\u0026rsquo;ll also find freight elevators in your hangar. At the terminal, which always stands to the left or right of the elevator, you can send the elevator down or up.\nWhen the elevator is down, you can access the station inventory again. But this time the whole thing, including the ship components and cargo crates that you can\u0026rsquo;t get at the Storage Access Terminal. You can put small items on the elevator too. Once your elevator is loaded, send it up with an arrow button on the terminal. Then the gate opens and you\u0026rsquo;ll find everything lying on the elevator floor. Pull big things out with your tractor beam, collect the small ones by hand and put them in your backpack.\nWhen you deliver cargo, it works exactly the other way round. You bring the elevator up, unload everything from your ship and send the elevator down. If those are mission items or crates, your contract is complete at that point. If you\u0026rsquo;re trading, you can now head to the TDD (Trade \u0026amp; Development Division) and sell everything there.\nLoot\rWhen you want to loot an enemy or a box you\u0026rsquo;ve found, a different, clearer menu appears first. There you can equip the \u0026ldquo;found\u0026rdquo; stuff yourself with a Left click, or move it into your backpack with L-Shift and Left click.\nQuick loot menu for grabbing loot in combat\rBut if you\u0026rsquo;ve got your eye on the fallen enemy\u0026rsquo;s armor, you have to switch to the other view by clicking the box with the arrow in the top right of the inventory. Here you can swap armor and weapons as usual with your mouse or by double-clicking.\nIf you now take your enemy\u0026rsquo;s chest armor, for example, and put it on, everything hanging on your own armor moves over to the new one. But if you don\u0026rsquo;t have enough room on the armor after the swap, the rest goes into your backpack, or onto the floor if the backpack is full too.\nAnd if you just want to open your inventory, use the I key. Then you\u0026rsquo;ll see everything you have on you, and you can use it, equip it from your backpack or throw it away.\nTo throw something away, drag it with your mouse onto the square icon at the bottom center, the one with the hand on it. Then your character drops it. If you drag it onto your hand, you take it in your hand. What you can do with it after that depends on the item.\nWhat happens after death\rWhen your character dies, the body stays where it is (or floats). You wake up in a medical bed in your new body, possibly very far away from the corpse you left behind. You keep all your equipped items, meaning your armor, weapons and magazines. Everything that was in the internal inventory of your armor and your backpack is still there, with the body. Anyone can loot it now. You too, if you manage to get there fast. Handily, you get a quantum marker on the map for that and can jump straight there.\nYou do keep your magazines after death, but they can still be looted. So if you\u0026rsquo;ve \u0026ldquo;met\u0026rdquo; a player, you can take their equipped ammo with you too. NPCs can be looted completely, including their armor and weapons.\nIf your ship is destroyed, its inventory will be scattered among the wreckage. Anyone can collect that too.\nIf you die within a station\u0026rsquo;s area of influence, for example from a landing that was a bit too hard, you keep your entire inventory, including what\u0026rsquo;s in your backpack.\nKeybindings\rKey(s) Action I Open inventory F Interact with inventory terminal or container Left click ⇊ Equip item directly from the local inventory L-Shift + Left click Move item from one inventory to the other Middle mouse button Takedown with equipped knife or unarmed L-Shift + Left click Loot menu: Put item in your own inventory Left click Loot menu: Equip item directly ⇊ - double tap\nShow all keybindings ","date":"August 22, 2025","externalUrl":null,"permalink":"/en/guides/basics/inventory/","section":"Guides","summary":"Star Citizen’s complicated inventory system explained clearly. Personal inventory, station inventory, ship inventory… all the details.","title":"Inventory","type":"guides"},{"content":"\rYour travel kit\rIn Star Citizen, the right equipment plays a big role. It affects how well you hold up in fights, how you handle missions or simply how safely you get around. In this section I\u0026rsquo;ll show you what matters with weapons, armor and tools, how to get them and what to look out for.\nWeapons\rArea18, Cubby Blast weapon shop, weapon selection\rWeapons in Star Citizen are diverse and specialized. The range goes from knives and pistols for up-close encounters to assault rifles and sniper rifles for more distance to your target, all the way to rocket launchers and railguns for greeting vehicles and smaller ships.\nYou can buy the standard versions with different skins in shops on planets and space stations, and stock up on ammo. Many shops also sell optional weapon attachments: laser pointers, optical sights, suppressors and much more.\nBut for the best versions of weapons and attachments, you\u0026rsquo;ll have to get your hands dirty and search areas guarded by plenty of enemies for crates. Low-light sights, special barrels, and even entire weapons like railguns and rocket launchers can only be found on missions.\nAttachments\rPress J to open the weapon modification view. Here you can point your mouse at an area, such as the scope, and then cycle through all available modifications with the mouse wheel.\nAnother option is to drag the attachment onto the weapon with your mouse in the inventory menu I.\nAttachments under the barrel, like flashlights or laser pointers, are activated with the U key.\nArmor and backpacks\rArea18, Cubby Blast weapon shop, armor\rArmor protects you from damage and affects your mobility at the same time. Right now, though, the system is fairly simple. There\u0026rsquo;s light, medium and heavy armor, which protects you and restricts your movement accordingly.\nJust as important, though, is protection from the environment. To survive in a vacuum, all you need is your undersuit and a helmet. Everything else you wear also protects you from radiation, heat and cold. So on a scorching hot or freezing moon, the right armor isn\u0026rsquo;t just a question of being bulletproof.\nCIG\u0026rsquo;s plans go further, though. At some point there are supposed to be stealth armor, pilot armor, utility armor and lots more, but all of that is still written in the stars.\nVarious backpacks\rThe weight of your armor also determines the size of backpack you can equip. The heavier the armor, the bigger the possible backpack, and the more room for extra stuff like ammo and spare weapons or loot from your enemies.\nWhat you lose when you die\rSooner or later, it\u0026rsquo;ll get you. The good news: you keep everything you\u0026rsquo;re wearing. That means your weapons, armor, ammo and grenades, your Multi-Tool, MedPens and the MedGun.\nWhat you do lose is everything you\u0026rsquo;re carrying around in your inventory, whether it\u0026rsquo;s in your backpack, your pockets or your chest armor. And that\u0026rsquo;s exactly where all the loot usually is after a successful bunker run.\nTip\rBetter fly the loot you\u0026rsquo;ve collected back to the station once in between instead of hauling everything around until the very end. It\u0026rsquo;s safe there. You can read what exactly happens to your body and your inventory under inventory after death, and how to get back on your feet under health and respawn.\n(Multi-)Tools\rIf you ask a Star Citizen what the most important item is, the one that must never be missing on any mission, whether in the deepest bunker or just on the way to the nearest toilet, the most common answer will be \u0026ldquo;the Multi-Tool\u0026rdquo;. Need to repair something, clear debris out of the way, load crates, mine ore, pop your co-pilot\u0026rsquo;s shoulder back in? The GreyCat Multi-Tool is your savior in times of need.\nYour trusty companion\rIs your ship broken? Multi-Tool. Did you get shot? Multi-Tool. Stuck in zero-g with no thrust left in your suit1? Believe it or not, Multi-Tool!\nAvailable in all well-stocked shops in the galaxy. Just make sure you don\u0026rsquo;t only buy the base, but also the attachments you need:\nTruHold Tractor Beam Attachment for moving loads or flying through zero-g. LifeGuard Medical Attachment to top up your HP. Cambio-Lite SRT Attachment helps you strip ship materials or repair your ship. OreBit Mining Attachment for small mining nodes. Mine gems and earn a little pocket money on the side. But if you want to see your favorite tool in a different color, you\u0026rsquo;ll be disappointed. In stores it only comes in practical warning yellow. But there\u0026rsquo;s a fix for that too. For that, you\u0026rsquo;ll have to get the guns out of the cupboard once again and head deep into the bunkers. And again: don\u0026rsquo;t forget your Multi-Tool!\nAnd if you ever run into something your favorite tool can\u0026rsquo;t push aside, there\u0026rsquo;s still its big brother, the GreyCat MaxLift tractor beam. With it, even 32 SCU crates are stowed in no time.\nSoon™\u0026#160;\u0026#x21a9;\u0026#xfe0e;\n","date":"August 15, 2025","externalUrl":null,"permalink":"/en/guides/basics/equipment/","section":"Guides","summary":"Your personal equipment in Star Citizen","title":"Equipment","type":"guides"},{"content":"You may have already come across these two names for the in-game currency: UEC and aUEC. The difference between them is quite simple.\nUEC\rUnited Earth Credits are the currency that will come into the game after the official launch of Star Citizen, meaning version 1.0. You can see how much of it you\u0026rsquo;ll get at the start in your profile on the RSI website. Usually that matches the amount you get with your starter pack.\nTip\rYou get an extra 50,000 UEC on your account if you enter a referral code when creating your account. If you don\u0026rsquo;t have one, feel free to use mine: STAR-KQJM-Q44K\naUEC\rAlpha UEC is the money you use now during the alpha. That way it\u0026rsquo;s clearly separate from UEC, the money you\u0026rsquo;ll get at the official launch.\nAfter a database reset, which can theoretically happen with any patch, your aUEC are wiped together with everything you\u0026rsquo;ve bought in-game, and you get aUEC equal to your UEC balance.\nInfo\rFor a small fee, you can transfer aUEC to a friend via your mobiGlas.\nCan you buy aUEC?\rNo. There\u0026rsquo;s no way to buy aUEC for real money in the store. So everything you own in the game, you\u0026rsquo;ve either flown for or worked for.\nThe only exceptions are the starting credit from your game package and the 50,000 credits for the referral code. You get both once at the start, and after that it\u0026rsquo;s: earn it yourself.\nREC\rA less well-known currency is REC, Rental Equipment Credits. You get them by playing Arena Commander. You also get a fixed amount every month as long as you have a Star Citizen subscription.\nWith REC you can rent ships or ship equipment in Arena Commander and try them out at your leisure. Afterwards you can decide whether you really want to spend aUEC or even real money on them.\nStore Credits\rYou get store credit when you melt a ship or game package you bought from your hangar. You can use the credit to pay for new purchases in the RSI store, as long as they\u0026rsquo;re not warbond. You\u0026rsquo;ll find more information on the Pledge Store page.\n","date":"August 18, 2025","externalUrl":null,"permalink":"/en/guides/basics/currencies/","section":"Guides","summary":"UEC, aUEC, REC. All the currencies in Star Citizen","title":"Star Citizen currencies","type":"guides"},{"content":"Here I\u0026rsquo;ll go over a few interesting points to make getting started a little easier for you.\nYou\u0026rsquo;ll find the keybindings at the bottom of this page or in the overview of all keybindings.\nQuick overview\rThe short version: once you\u0026rsquo;ve climbed into your ship and, if needed, taken a seat in the pilot seat with F, you need to:\nU – turn on your ship I – turn on your engines L-Alt + N – request takeoff or landing clearance and open the hangar Space – your ship lifts off N – retract the landing gear Careful\rBefore you retract your landing gear, your ship moves slowly, but as soon as it\u0026rsquo;s up, you have full speed available. Try not to scrape the hangar walls.\nYou control rotation with the mouse, movement with W A S D, up with Space and down with Ctrl.\nInteracting with the cockpit\rHold F and you can look around the cockpit with your mouse and press all the buttons and switches. That\u0026rsquo;s also how you operate your multifunction displays (MFDs).\nThree MFDs of the Mercury Star Runner\rAt the bottom of each one, you can click through all available MFDs with the arrows. From power distribution and your own and enemy ship status to detailed settings for the ship\u0026rsquo;s systems, you can view and adjust everything here.\nAction menu\rJust like with character controls, the action menu is available here too. Press L-Alt + F to open it.\nAction menu in the ship\rSo if you ever don\u0026rsquo;t know a key combination, try this. Here you\u0026rsquo;ll find every action and can perform it. The key combination is also shown next to each action for next time.\nMaster modes\rEvery ship has two main flight modes, each with three sub-modes. The active mode is shown in the ship\u0026rsquo;s HUD.\nSCM mode\rSpace Combat Maneuvering mode\nYou use this mode in combat or when you\u0026rsquo;re taking off or approaching your destination.\nYour maximum speed is limited, while weapons, shields and countermeasures are active. You have maximum maneuverability.\nUse the middle mouse button to switch between the sub-modes.\nSCM GUN\rDefault mode. Use the Mouse wheel to switch between fire groups and the left mouse button to fire the active fire group.\nNote\rYou also set which weapons belong to which fire group in the corresponding MFD.\nSCM MSL\rMissile mode\nUse the Mouse wheel to switch between the available missiles and G to change how many missiles to fire. As soon as the missiles are loaded and your target is locked, fire them with the left mouse button.\nSCM SCN\rScanning mode\nHere you can set your scan angle with the Mouse wheel and scan your surroundings.\nQuantum drive / NAV mode\rHolding down the B key puts you into navigation mode. That unlocks a much higher maximum speed. In return, your maneuverability is much worse.\nYour shields, weapons and countermeasures are also turned off.\nNAV QT\rQuantum travel mode\nAs soon as you switch to NAV mode, weapons and shields go off and the quantum drive spools up. When the gauges on the right and at the top (and the ring on the left of the NAV QT icon) are full, the quantum drive is ready. Then your maximum speed is much higher, and in the QT sub-mode you can now target destinations in the universe and jump to them quickly.\nNAV FLT\rThis mode hides the jump destination markers, so you can enjoy the benefits of NAV mode without cluttering your HUD.\nNAV SCN\rThe same as SCM SCN mode, just faster.\nOutlook\rCIG is constantly working on adjusting the flight model. It has already been announced that this strict separation of flight modes will soon be history and that we\u0026rsquo;ll get a new model. But CIG hasn\u0026rsquo;t said anything yet about when that will be.\nKeybindings\rBasics\rKey(s) Action U Toggle ship power I Toggle engines O Toggle shields P Toggle weapons W / S Forward / back A / D Strafe left / right Q / E Roll X Brake L Toggle lights R-Alt + L Turn on night vision L-Alt + N Request takeoff or landing clearance. Opens the hangar for your ship L-Alt + C Cruise control - set target speed with W and S L-Alt + F Open action menu N Extend or retract landing gear L-Shift Activate afterburner Tab Scan pulse K VTOL mode C Toggle coupled mode B ⇓ Change flight mode: SCM and quantum mode R-Alt + K Open component ports Middle mouse button Change sub-mode: combat mode, missile mode and scanning mode Y Get out of the seat R-Alt + Y Activate ejection seat Mouse wheel ⭥ In scanning mode: Adjust scan range Left click ⇓ In quantum mode: Start or stop quantum travel R In map view: Set route to the currently selected marker. ⇓ - hold\n⭥ - scroll\nCombat\rKey(s) Action Mouse wheel ⭥ Change weapon group Left click Fire weapon group Right click Activate precision mode H Launch decoys to fend off missiles J Launch chaff to disappear from the enemy\u0026rsquo;s radar G Gimbal mode T Target what\u0026rsquo;s in front of you 5 Cycle through hostile targets L-Alt + 5 Target the nearest hostile Middle mouse button Change sub-mode: combat mode, missile mode and scanning mode Mouse wheel ⭥ In missile mode: Change missiles G In missile mode: Change number of missiles Left click In missile mode: Fire selected missiles F5 Increase power to weapons F6 Increase power to engines F7 Increase power to shields F8 Reset power ⭥ - scroll\n","date":"August 18, 2025","externalUrl":null,"permalink":"/en/guides/basics/ship-controls/","section":"Guides","summary":"How to fly the different ships in Star Citizen","title":"Ship controls","type":"guides"},{"content":"As soon as you\u0026rsquo;ve earned some money, you can buy your first own ship in the \u0026lsquo;verse. The most important places to go for that are the big ship dealerships on the individual planets. There you can look at ships, step inside, compare them and of course buy them.\nNew Deal (Lorville, Hurston)\rProbably the best-known address is New Deal in Lorville on Hurston. This dealer offers the widest selection of ships in the game: from light starter ships and freighters to specialized industrial or combat ships, you\u0026rsquo;ll find almost everything the \u0026lsquo;verse currently has to offer here.\nThe shop is in Teasa Spaceport, right in the main terminal.\nOther ship dealers\rOf course you don\u0026rsquo;t necessarily have to travel to Lorville. Other capitals also have dealers that carry certain types of ships, depending on which manufacturers and specializations fit the region. Some shops only have a few models, others focus on special roles like mining or combat.\nTrying out and comparing ships\rIn the showrooms you can step into every ship and check its equipment before you invest your hard-earned aUEC.\nLook out for:\nCargo capacity Access to the cargo hold and its layout Weapons Role (solo, multi-crew, industrial, combat) Payment and delivery\rYou buy the ship directly at the terminal in the shop. Your new ship is then ready in the next hangar and is permanently assigned to your account.\nAt least as long as no future update to the persistence system changes anything: at least once, at the transition from alpha to version 1.0, all items and ships earned in-game will be wiped. After 1.0, persistence is supposed to be permanent, and with it your fleet.\nWhich ships to buy in-game\rThere are lots of ships to buy in Star Citizen, and this selection is only my personal opinion. I\u0026rsquo;m sure everyone will see it a bit differently. And if you like a ship more because of its looks or its manufacturer\u0026rsquo;s reputation, go for that one. Stats change quickly, but Drake is forever.\nDaily driver - Drake Cutlass Black\rPrice 2,010,960 aUEC Shop New Deal, Lorville Cargo 46 SCU A relatively cheap upgrade from most starter ships that\u0026rsquo;s well suited for lots of different jobs. It can hold its own in combat and carry some cargo too. You can fly it alone or put a friend in the turret, which is fitted with two S3 weapons.\nFPS / medic - Anvil C8R Pisces Rescue\rPrice 555,660 aUEC Shop Astro Armada, Area18 Cargo 0 This ship lets you take a respawn point along for a very low price. Go to the terminal in the ship and transfer your imprint to the medical bed inside. If you then die on an FPS mission, you wake up very close by and can take revenge for the unplanned interruption.\nBut respawning in this bed uses up MedGel worth 50,000 aUEC. If you don\u0026rsquo;t have any left on board, you\u0026rsquo;ll have to go back to your starting location after all.\nCombat ship - Anvil F7C Hornet Mk 2\rPrice 4,650,340 aUEC Shop New Deal, Lorville Cargo 0 A medium combat ship with two S4 weapons out of the box. It can take a bit more than the light ships without getting as sluggish as the heavy fighters. That lets you handle quite a few bounty missions with ease.\nAlternatively, the light Aegis Gladius for 2,262,330 aUEC or the heavy Mirai Guardian MX for a whopping 6,284,250 aUEC would also be interesting. Both ships are also available at New Deal in Lorville, among other places.\nMining ship - MISC Prospector\rPrice 2,783,020 aUEC Shop New Deal, Lorville Cargo 32 SCU If you want to try ship mining, you have two options: the cheaper Drake Golem and the MISC Prospector. But the Golem\u0026rsquo;s mining laser can\u0026rsquo;t be swapped. That makes the Prospector the more flexible platform, which can be adapted to whatever mining materials you\u0026rsquo;re after. You can also swap the Prospector\u0026rsquo;s ore pods for those of the Mole, which increases its capacity to 48 SCU.\nSalvage ship - MISC Fortune\rPrice 1,795,500 aUEC Shop New Deal, Lorville \u0026amp; Teach\u0026rsquo;s Levski Cargo 12 SCU More than half a million cheaper than the Vulture, the Fortune is a very good and affordable starter ship for trying out salvage. With a single salvage laser, you strip the hull about as fast as with the Vulture. And you get to skip loading the material by hand: your two output printers place the finished boxes on the two side cargo grids, accessible from outside.\nCargo ship - ARGO RAFT\rPrice 3,366,560 aUEC Shop New Deal, Lorville Cargo 192 SCU An easy ship to load, thanks to the cargo grid that\u0026rsquo;s accessible from outside and the built-in tractor beam. It can carry the biggest 32 SCU containers and is perfect for small and medium hauling missions.\n","date":"August 27, 2025","externalUrl":null,"permalink":"/en/guides/life-in-the-verse/buying-ships/","section":"Guides","summary":"Where can you buy ships in the game?","title":"Buying ships in-game","type":"guides"},{"content":"\rMouse and keyboard\rMouse and keyboard, the classic controls\rClassic mouse and keyboard controls are also well suited for flying ships. The developers know very well that this is the most common way to play, and they put effort into making the controls work as well as possible with it.\nPros\rNo switching between devices when you go from flying to FPS combat. Takes up less space on your desk. The cost is very low. Cons\rImprecise control: thrusters run either at full power or not at all. Not particularly immersive, if that matters to you. Analog keyboard\rAnalog keyboards measure exactly how far each key travels. That lets you set the actuation point individually.\nIf you want a key to react quickly, you set the point higher. Then only a short press is needed to trigger the key. If you keep hitting a key by accident, you set the point lower. The key then triggers later, which can reduce typos.\nA single key can even trigger two different actions. The first, for example, when you press the key down one millimeter, and the second from three millimeters.\nBut for Star Citizen, the more interesting ability of these keyboards is analog input. You can define individual keys as analog input. The keyboard is then recognized as a joystick and passes on the input analog.\nSo if you want to walk slowly, you press the key lightly. The deeper you press it, the faster your character runs. The same of course goes for your spaceship. With the analog keys you can meter your thrust precisely and take off and land smoothly or perform other maneuvers.\nPros\rPrecise control of the ship is possible, the thrusters can give any thrust between 0 and 100 %. Cons\rMore expensive than regular keyboards. Only a few manufacturers and models on the market (Wooting, Razer and a few more). Joysticks\rVKB NXT EVO joystick\rIf you want to fully immerse yourself in the game, you need the right controllers. And there\u0026rsquo;s a lot to choose from here: joysticks, throttles, pedals and more. You can combine everything however you like. Here are the most common combinations:\nHOTAS (Hands On Throttle And Stick): Joystick on the right, throttle on the left, or the other way round. This is probably the most immersive setup. Like a true pilot, you steer your cargo ship through the asteroid fields.\nHOSAS (Hands On Stick And Stick): Two joysticks, one in each hand. You control movement with one and rotation with the other. That\u0026rsquo;s a good combination for flying a fighter fast and always staying a step ahead of your target.\nHOSAM (Hands On Stick And Mouse): The setup some PvP players prefer. Stick on the left, mouse on the right. That gives you the freedom of movement of the joystick and the precision of a mouse.\nPedals: To move a spaceship in three-dimensional space, you need three directions of movement and three axes of rotation. To map that onto two joysticks, each of them needs three axes. The third axis of a joystick is twisting the grip. Since it isn\u0026rsquo;t always intuitive to twist the joystick for up or down, for example, some pilots prefer to add pedals. It\u0026rsquo;s often said that your aim improves noticeably if your right hand only controls up-down and left-right. The pedals then take over the third axis.\nPros\rPrecise control of every movement. Very immersive. Cons\rDepending on the setup and model, it can get very expensive. Takes a lot of practice if you\u0026rsquo;ve only played with mouse and keyboard so far. You constantly have to switch between the sticks and mouse and keyboard when you get up from the pilot seat. Other\rThere\u0026rsquo;s even more hardware that makes controlling the game easier or expands it.\nHead tracking\rYour head movement is tracked by a camera or sensors and transferred into the game. So you can look around independently of where your ship is pointing and keep the enemy in view. You turn your head, lock onto an enemy and fire missiles at them without changing your flight direction.\n(Virtual) button box\rThere are boxes with buttons and switches that perform certain actions. Landing gear, lights, self-destruct and much more can be operated intuitively and immersively with them.\nWith a special app, you can also turn your smartphone or tablet into a control unit like that. Then you control your ship via touch panels.\nThese are nice and very immersive additions to your gaming experience, but not really necessary. Lots of Citizens also try their hand at various DIY versions.\nVerdict\rIt\u0026rsquo;s a huge field, and it takes a lot of time to get your head around it. You can spend a fortune on good joysticks, pedals, matching desk mounts and much more.\nBut here too, I\u0026rsquo;d advise you not to go all in right away and sell a kidney for it. Keyboard and mouse are very good controllers and are being supported better and better. For example, acceleration is no longer set to one hundred percent immediately, but ramps up slowly. Lots of PvP players rely on this way of controlling too, because the precision of a mouse remains unbeaten.\nBut if you want more immersion and have the spare cash for it, then sure, why not.\n","date":"August 18, 2025","externalUrl":null,"permalink":"/en/guides/tips/peripherals/","section":"Guides","summary":"What kinds of input devices are there and what do they get you?","title":"Input devices","type":"guides"},{"content":"Star Citizen is playable, but far from finished. You can read what\u0026rsquo;s already in the game today under current state. This page is about what\u0026rsquo;s still to come: new star systems, your own bases, expanded crafting, a new armor system and the tech that\u0026rsquo;s supposed to make it all possible.\nInfo\rEverything on this page is plans by Cloud Imperium Games (CIG), as of November 2026. Experience shows that details, order and above all dates still change along the way. So better not plan your vacation around them.\nWhat\u0026rsquo;s actually coming in the next patches is covered in the news.\nWhat\u0026rsquo;s still planned before version 1.0?\rVersion 1.0 marks the transition from alpha to the \u0026ldquo;real\u0026rdquo; game: stable gameplay loops, fleshed-out careers and a world where your progress is kept permanently, without resets. There\u0026rsquo;s no date. The only thing that\u0026rsquo;s clear is the order: first comes Squadron 42, planned for Q2 2027. After that, all developers except a very small team switch over to Star Citizen to finish 1.0. And they\u0026rsquo;re bringing quite a lot of Squadron 42 tech with them. The time frame mentioned for this so far is 2027 to 2028. Some of the content CIG has planned for 1.0 can also show up earlier in regular patches, though.\nStar systems\rAt the launch of 1.0, five star systems are supposed to be travelable: besides Stanton, Pyro and Nyx, also Castra and Terra. Like today, there are supposed to be both law-abiding and lawless areas. Terra is considered one of the most important systems of the UEE and should feel much busier and more \u0026ldquo;civilized\u0026rdquo; than anything you know so far.\nNyx is next. Three planets are supposed to be added there: Nyx I, a planet terraformed with experimental tech and covered in lush vegetation, Nyx II with a scorching hot high-pressure atmosphere, and the ice giant Nyx III. Nyx I comes first with Alpha 5.0, committed for Q4 2026. Nyx II and Nyx III are set to follow with Alpha 5.1, tentatively in Q1 2027. After that, Castra is supposed to follow as the next new system.\nYou can get an impression of what the new systems are supposed to look like here:\nCitizenCon 2024: Beyond Pyro\rLoad video\rPlaying the video connects you to YouTube (Google). Find out more in the privacy policy. You can also watch the video directly on YouTube.\rAlways load YouTube videos from now on\rCrafting\rWith the Item Fabricator, a first taste of crafting has been in the game since Alpha 4.7 (how it works today is explained under current state). So far you mainly use it to make FPS weapons and armor, as well as ship components, and the raw materials come exclusively from mining.\nIn the long run, crafting is supposed to become one of the central systems of the game:\nMore sources of raw materials: Besides mining, salvage and farming are also supposed to supply material for blueprints. Bigger projects: At CitizenCon 2024, CIG showed crafting ranging from small items and components all the way to vehicles and ships. Research and blueprints: New blueprints are supposed to be unlocked not just as mission rewards, but also through research and faction reputation. A real economy: Because raw materials and their quality count for the result, careers like mining, salvage and hauling become more important. Whoever delivers good goods will be in demand. Base building\rBase building is supposed to let you build your own base on planets and moons: living quarters, hangars, refineries, freight elevators and mining facilities. Bases are also supposed to work as shops where you sell your goods to other players. Planetary shields for protection and even your own space stations are planned for later too.\nTogether with crafting, this creates a loop: you mine raw materials, process them in your base, make equipment or bigger parts out of them and sell them, or use them to expand your base further.\nThis video shows you what that\u0026rsquo;s supposed to look like:\nCitizenCon 2024: Crafting and base building\rLoad video\rPlaying the video connects you to YouTube (Google). Find out more in the privacy policy. You can also watch the video directly on YouTube.\rAlways load YouTube videos from now on\rArmor and FPS gameplay\rToday, armor is mainly a question of protection and looks. That\u0026rsquo;s supposed to change: in future, every armor is supposed to have real pros and cons, so your choice fits your play style.\nHeavy versus light: Heavy armor protects more, but makes you slower and clumsier. Light armor protects less, but you\u0026rsquo;re faster and more agile. The tank or the scout, both are supposed to have their place. Pinging and personal radar: Just like in your ship, you\u0026rsquo;re supposed to be able to scan your surroundings on foot too. With a ping you detect other players and NPCs nearby and see them on a personal radar. Stealth: Where there\u0026rsquo;s scanning, people want to stay undetected. Stealth armor is supposed to reduce your signature so you\u0026rsquo;re harder to locate. So if you want to sneak up on someone, you go without thick armor plates. Specialized sets: Armor and suits that specifically support certain activities, for example for pilots, mining or medicine. Some building blocks are already in the game, like the super heavy BUL-H4 armor or pilot armor that improves your tolerance to G-forces. The complete system is still to come, though.\nTechnology\rDynamic server meshing\rStatic server meshing has been running since the end of 2024, and the first building blocks of the dynamic version since Alpha 4.10 (what the difference is, is explained under current state). The last big step is still outstanding: areas with lots of players are supposed to be split automatically across several servers so that even big battles or crowded landing zones run smoothly. Chris Roberts had announced dynamic server meshing for 2026. The network team is currently working on a system called Claims, which determines which server is responsible for which part of the universe.\nGenesis\rOne of the biggest tech leaps is just around the corner. Genesis with Planet Tech v5 is supposed to make planets much more alive and believable, starting with Nyx I. The leap is so big that CIG renamed the patch for it from 4.11 to Alpha 5.0 (Roadmap Roundup from November 4, 2026). Later, Genesis is set to be expanded to Nyx II, Nyx III and the existing planets as well. What\u0026rsquo;s behind it is explained under current state.\nTech from Squadron 42\rSquadron 42 is also a preview of new tech, and according to CIG most of it is supposed to land in Star Citizen as quickly as possible too. What comes in which order is still open. Among other things, you can see in Squadron 42:\nMaelstrom: The physics-based destruction system makes ships break into real pieces of debris instead of simply exploding. Global illumination: New global lighting with ray tracing that makes light and shadows look much more natural. Social AI: NPCs that greet you, build a relationship with you and treat you with more or less respect depending on your decisions. A living economy\rIn the background, a system called StarSim is supposed to simulate the economy and the population of the universe. Supply, demand and events are supposed to react to what players do: if a raw material gets scarce, the price goes up; if a region becomes unsafe, traders pull out.\nOther plans\rMission 2.0: The mission system is being rebuilt from the ground up. Among other things, rewards are supposed to scale with the size of your crew, and there will be more kinds of rewards. NPC crews: Big ships are supposed to be fully crewable with AI crew members. That\u0026rsquo;s been pushed back to sometime after 1.0, though. The AI blades are supposed to come earlier: an NPC takes over a single system like a turret, so you no longer need a friend for every turret. Player trading: Your own shops and direct trading between players. To fit the new design for it, the Banu Merchantman, the Banu\u0026rsquo;s flying bazaar, is currently being reworked too. Get in now?\rYou don\u0026rsquo;t have to wait for 1.0. There\u0026rsquo;s already more to do today than you can manage in a weekend, and you get to watch the universe grow. If you enter a referral code when you sign up, you get 50,000 UEC of starting credit on top, for example with mine: STAR-KQJM-Q44K. You\u0026rsquo;ll find everything else about getting started under creating an account.\n","date":"August 18, 2025","externalUrl":null,"permalink":"/en/intro/outlook/","section":"What is Star Citizen?","summary":"What else is planned for Star Citizen?","title":"Outlook","type":"intro"},{"content":"The mercenary is one of the most versatile careers in Star Citizen and is a good fit for everyone who likes direct combat but isn\u0026rsquo;t necessarily after ship combat like in bounty hunting. At its core, it means: you offer yourself as armed backup, whether for a security company, a corporation or a rather shady employer.\nMissions\rYou\u0026rsquo;ll find missions for mercenaries in the contract system under Mercenary.\nmobiGlas view of all mission types\rThey range from small odd jobs and fending off pirate attacks all the way to ground operations where you have to secure facilities or take out enemy troops. The further you work your way up, the more complex the tasks get: bigger battles, coordinated attacks or supporting NPC troops on the ground.\nUnlike bounty hunting, the goal as a mercenary isn\u0026rsquo;t necessarily to track down one specific person. Instead, you often find yourself right in the middle of battles, whether in space or on the ground.\nEquipment\rWhen it comes to ships, you should have something that can defend itself, because every now and then you\u0026rsquo;ll have to deal with other fighters too. For pure ground missions, though, your ship is mainly a means of transport. What matters then is your personal equipment: the standard kit includes armor, a weapon and a few MedPens. For certain missions you\u0026rsquo;ll also need a hacking tool to hack computers in the target area.\nReputation and factions\rAs in almost every career, your reputation plays a role here too. If you regularly complete contracts for a particular faction, your chances of better-paid and more exciting missions go up.\nYou\u0026rsquo;ll have to think about whose side you\u0026rsquo;re on: working for a corporation can open the doors to legal contracts. Pirate factions, on the other hand, sometimes pay better, but make you interesting to bounty hunters.\nIn a nutshell\rThe mercenary career gives you an enormous range: from small, quick contracts in between all the way to big battles where you fight side by side with NPCs or real players. It\u0026rsquo;s less predictable than other careers, but that\u0026rsquo;s exactly what makes it so exciting and one of the core elements of Star Citizen.\nControls\rGeneral\rKey(s) Action Y Get up from a bed etc. W A S D Movement keys Q / E Lean left / right Ctrl Go prone, get up C Crouch, stand up F Primary interaction F ⇊ Secondary interaction F ⇓ Show interaction menu L-Shift Sprint Mouse wheel ⭥ Adjust walking speed L-Alt + H Take off or put on helmet L-Alt + X Wipe helmet visor L-Alt + F Open action menu F1 Open mobiGlas F2 Open mobiGlas and show map F4 Change camera view T Flashlight F12 Toggle chat ⇊ - double tap\n⇓ - hold\n⭥ - scroll\nCombat\rKey(s) Action 1 / 2 Draw primary or secondary weapon 3 Pistol or MedGun 4 MedPen 5 Multi-Tool 6 Fists up G Grenades Left click ⇓ / Right click ⇓ Pull the pin and hold the grenade Left click ↑ Throw grenade Right click ↑ Roll grenade Middle mouse button Melee attack V Equip knife L-Alt + R Lower held weapon R ⇓ Holster equipped item Right click ⇓ With weapon equipped: ADS or zoom L-Shift ⇓ While zoomed: Hold breath to steady the crosshair R Reload with a new magazine L-Alt + 1 Refill half-empty magazines J View and change weapon attachments B Change fire mode, depending on the weapon between full auto, semi-auto or burst U Activate underbarrel item, like flashlights or laser pointers ⇓ - hold ↑ - release\nShow all keybindings ","date":"August 18, 2025","externalUrl":null,"permalink":"/en/guides/careers/mercenary/","section":"Guides","summary":"An overview of mercenary contracts, the first-person missions in Star Citizen.","title":"Mercenary","type":"guides"},{"content":"There are now three star systems in Star Citizen. To travel between them, you have to use jump points.\nOverview\rWhen you open the map with F2, zoom all the way out to see all the star systems. Right now they\u0026rsquo;re Stanton, Pyro and Nyx.\nYou\u0026rsquo;ll find the jump points themselves on the map under the name Gateway.\nNext to every jump point there\u0026rsquo;s a station where you can refuel before or after the jump. You\u0026rsquo;ll need to, because every jump uses up a large amount of quantum fuel.\nIn Star Citizen, jump points can only ever be traveled in one direction at a time. Like at roadworks traffic lights, you sometimes have to wait until oncoming traffic has passed before you can open the jump point from your side. But then all the waiting ships can fly through one after another.\nHow it works\r1\rFind the gateway on the map\rFind the right gateway on the map.\nGateways always have the name of the destination system in their name. Stanton, for example, has two working gateways: Pyro Gateway and Nyx Gateway.\n2\rFly to the gateway\rFly to your gateway.\r3\rRefuel\rLand at the station and refuel if you need more quantum fuel. I\u0026rsquo;d want at least 50 % for the jump. You never know what\u0026rsquo;s waiting for you on the other side. You might have to jump onwards right away and can\u0026rsquo;t go looking for a fuel station first.\nThere\u0026rsquo;s also an occasional bug where you end up back in the starting system after the jump. In that case you can just try again straight away.\n4\rLocate the jump point\rIf you haven\u0026rsquo;t already, switch to NAV QT mode with B and look for a green marker labeled Jump Point Detected.\r5\rApproach\rApproach the jump point.\nApproaching a jump point\r6\rCalibrate\rWait until your ship has calibrated. That takes a few seconds.\r7\rOpen the jump point\rIf the jump point is still closed and it says Activate Jump Point at the top, you can open it with a Left click.\r8\rWait\rNow you wait. All the waiting ships are automatically pulled into the jump point one after another.\nFlying in happens completely automatically\r9\rThrough the tunnel\rIn the tunnel you have to dodge all the obstacles. Use the mouse and the strafe keys (A D Space and L-Ctrl) for that. Your speed is fixed and can\u0026rsquo;t be changed.\nIf you take too much damage, you get thrown out of the tunnel and end up somewhere in one of the two systems with a damaged ship.\n10\rDestination reached\rReach the end of the tunnel.\nThe tunnel exit in the destination system\rYou have reached your destination.\n","date":"August 18, 2025","externalUrl":null,"permalink":"/en/guides/how-to/jump-points/","section":"Guides","summary":"How to navigate through a jump point to another system","title":"Jump points","type":"guides"},{"content":"Bounty hunting is one of the most action-packed activities in Star Citizen and is aimed at everyone who loves fighting in fighters. Your goal is to track down and take out wanted people, whether NPCs or other players, and get rewarded in aUEC for it.\nBounty hunter missions\rBounty hunter missions come in different difficulty levels, which you unlock as your reputation with the Bounty Hunters Guild grows. But first you have to complete a certification mission. It\u0026rsquo;s where you prove you\u0026rsquo;ve got what it takes to be a bounty hunter.\nThis mission costs you 500 aUEC, but gives you access to bounty hunter missions.\rOnce you\u0026rsquo;ve completed it, you have access to the bounty missions of that difficulty level.\nAt the start, these are VLRT missions. That stands for Very Low Risk Target. Most of the time these are targets in small ships without an escort. With every successful contract, you build up your reputation with the guild and get access to harder missions that pay better and often take you to more dangerous places. The targets then sit in stronger ships and bring ever bigger escort groups along.\nYour current reputation level. Each further level has Additional Contracts, meaning new jobs for you.\rWhen you level up, you\u0026rsquo;ll find a new Certification Mission in your mobiGlas to unlock the next difficulty level.\nThe process is basically always similar: you get a quantum marker, jump there, search for the target with your ship\u0026rsquo;s scanner and finally corner it. Whether the hunt ends in a dogfight in space or a firefight on the ground depends on the mission. Most of the time, though, it\u0026rsquo;s dogfights.\nEnemy goes BOOM!!!\rPvP\rWhat\u0026rsquo;s especially exciting is that bounty hunting doesn\u0026rsquo;t just work against NPCs. Sooner or later you\u0026rsquo;ll also come across missions that target real players. These PvP contracts are more unpredictable, since your opponents have the same options as you and are often experienced fighters too.\nConversely, you can become a target yourself if you break the law in the game and a bounty is put on your head.\nIn this mission you have to track down and eliminate a player.\rEquipment\rThe right equipment is crucial for this career. Nimble fighters like the Aegis Gladius or the Anvil Arrow, which shine in space combat, are popular. Others prefer more versatile ships with storage space so they can collect the enemy\u0026rsquo;s cargo and sell it for extra profit.\nFor your first missions, though, any starter ship will do, like this Drake Cutter.\rBesides a sturdy ship with good weapons and shields, you also need the right equipment for ground missions. Armor, weapons and MedPens are part of the basic kit.\nSummary\rBounty hunting offers great opportunities: it brings lots of variety, provides thrills and is a direct way to boost your reputation and income in the game. At the same time, it\u0026rsquo;s demanding. Fights cost time, focus and often money too, since repairs and used-up missiles and ammo quickly add up.\nBut if you enjoy space combat, think tactically and are looking for thrills, bounty hunting is one of the most exciting careers in the Star Citizen universe.\nTips\rAvoid the Pro Tem Suspect Apprehension missions at the start. These are PvP missions. Check your ship\u0026rsquo;s power distribution before the fight. Sometimes it gets changed. If you have several targets, think about which ship could be the most dangerous to you and take it out first. Focus on one target. If you switch targets often, the other ships get the chance to recharge their shields. Set up fire groups, for example 1 for energy weapons only and 2 for all weapons. Switch between them with the Mouse wheel. Controls\rGeneral\rKey(s) Action U Toggle ship power I Toggle engines O Toggle shields P Toggle weapons W / S Forward / back A / D Strafe left / right Q / E Roll X Brake L Toggle lights R-Alt + L Turn on night vision L-Alt + N Request takeoff or landing clearance. Opens the hangar for your ship L-Alt + C Cruise control - set target speed with W and S L-Alt + F Open action menu N Extend or retract landing gear L-Shift Activate afterburner Tab Scan pulse K VTOL mode C Toggle coupled mode B ⇓ Change flight mode: SCM and quantum mode R-Alt + K Open component ports Middle mouse button Change sub-mode: combat mode, missile mode and scanning mode Y Get out of the seat R-Alt + Y Activate ejection seat Mouse wheel ⭥ In scanning mode: Adjust scan range Left click ⇓ In quantum mode: Start or stop quantum travel R In map view: Set route to the currently selected marker. ⇓ - hold\n⭥ - scroll\nCombat\rKey(s) Action Mouse wheel ⭥ Change weapon group Left click Fire weapon group Right click Activate precision mode H Launch decoys to fend off missiles J Launch chaff to disappear from the enemy\u0026rsquo;s radar G Gimbal mode T Target what\u0026rsquo;s in front of you 5 Cycle through hostile targets L-Alt + 5 Target the nearest hostile Middle mouse button Change sub-mode: combat mode, missile mode and scanning mode Mouse wheel ⭥ In missile mode: Change missiles G In missile mode: Change number of missiles Left click In missile mode: Fire selected missiles F5 Increase power to weapons F6 Increase power to engines F7 Increase power to shields F8 Reset power ⭥ - scroll\nShow all keybindings ","date":"August 18, 2025","externalUrl":null,"permalink":"/en/guides/careers/bounty-hunter/","section":"Guides","summary":"Bounty hunting in Star Citizen. Questions about missions, armor or ships are answered here.","title":"Bounty hunter","type":"guides"},{"content":"There are many ways to get your hands on those coveted aUEC in the universe. The careers in Star Citizen are very different from each other, and each one has its own demands on ships, equipment and play style.\nSome activities run through the mission system. You accept contracts, complete them and improve your reputation step by step. As your reputation grows, new, better-paid and more challenging missions become available.\nOther careers work completely independently of the mission system. Often all it takes is climbing into your ship and getting to work yourself, for example by searching for resources or trading goods.\nWhat makes Star Citizen special: You don\u0026rsquo;t have to commit to one career. You can try out whatever you enjoy most at any time and switch between different activities. Some players specialize heavily and build a career in one area, while others stay flexible and pursue several careers at once.\n","date":"August 18, 2025","externalUrl":null,"permalink":"/en/guides/careers/","section":"Guides","summary":"Short, beginner-friendly guides to the careers in the Star Citizen universe.","title":"Careers","type":"guides"},{"content":"\rOverview\rIf your ship is destroyed, you can get it back. That goes for all your ships, whether bought with real money or in-game with in-game currency.\nTo do so, go to an ASOP terminal (AirSpace Organization and Procedures) in a landing zone and click the Claim button to the right of your ship.\nYou\u0026rsquo;ll then see the following options:\nASOP claim options\rClick Claim Default Loadout to get your ship back with standard components.\nIt costs you nothing and you don\u0026rsquo;t have to wait anymore either. Your ship is ready again immediately.\nThere is a catch, though: as the button suggests, you get it back in factory condition. All components are reset to the original equipment. So if you\u0026rsquo;ve put a lot of time and aUEC into better shields, coolers or weapons, that\u0026rsquo;s gone again after a claim.\nInsuring your loadout\rSo that you don\u0026rsquo;t lose your equipment every time you get shot down, you can insure it. To do so, go to an ASOP terminal and choose Insure Loadout for your ship.\nInsure your current loadout\rHere you\u0026rsquo;ll see your current loadout. Click Submit and your ship\u0026rsquo;s current state is saved.\nIf you claim your ship later, you can get it back with this insured loadout instead of the factory equipment. That costs quite a bit of aUEC, though. Exactly how much depends on the installed components.\nTip\rIf you\u0026rsquo;re ever short on money to pick up your insured ship, you can temporarily claim your default loadout instead. When you have more money later, you can get the previously saved state back. Just don\u0026rsquo;t use Insure Loadout in between, so you don\u0026rsquo;t overwrite it!\nInsurance\rThe section above already says everything about the current state of ship insurance. Every ship behaves the same, no matter how you got it (except by theft or robbery). But what do all the insurance tiers and their duration mean? What is LTI? I can only answer these questions in theory.\nOutlook\rAt CitizenCon 2024, we were shown how insurance is supposed to work after the game\u0026rsquo;s release.\nInsurance duration\rShips you buy with real money come with insurance of a certain duration on top of the ship. As soon as that (real) time runs out, your ship loses its insurance coverage. Starter ships have an insurance duration between six and 24 months, depending on the offer. Warbond packages usually have the longest duration. These days, offers with Lifetime Insurance (LTI) are rare. Those ships have insurance that will never expire.\nIf you buy a ship in-game, it\u0026rsquo;ll be uninsured at first until you pay for insurance. CIG hasn\u0026rsquo;t announced anything yet about the cost and duration of in-game insurance like that.\nNote\rIf you\u0026rsquo;ve improved your ship with a ship upgrade in the store, all parts of the original package are kept. Besides the game itself and any equipment and skins, that also applies to the insurance. So if you have a small, cheap ship with LTI, you can upgrade it to a bigger ship and keep your insurance.\nInsurance tiers\rInsurance will come in three tiers that also cover different things. The tiers are similar to car insurance: liability, partial cover and comprehensive cover, with the difference that it always pays out, no matter who\u0026rsquo;s responsible for the damage.\nWhat do the different tiers cover?\nTier Coverage Tier 1 Ship hull and the stock components. Tier 2 The same as tier 1, plus any additional or upgraded components you\u0026rsquo;ve installed. Tier 3 In addition to tier 2, all your ship\u0026rsquo;s decorations are insured too. Every ship you buy comes with tier 1 insurance by default. So if you want to fit your fighter with new shields and repeaters, you should also consider a higher insurance tier to cover those components.\nInsurance and warranty\rIf your ship is destroyed, you won\u0026rsquo;t be able to get it back as easily as you can today. All insurance will only pay you your ship\u0026rsquo;s current value in UEC. Then you\u0026rsquo;ll first have to fly to your ship dealer of choice.\nBut what about the ships bought with real money? So that players don\u0026rsquo;t lose their ships, CIG wants to introduce a warranty in addition to insurance. Every ship you buy automatically gets a lifetime warranty, no matter what insurance it has. If your ship has this warranty and active insurance, you don\u0026rsquo;t get your money back, you get the whole ship back.\nThat doesn\u0026rsquo;t work without active insurance, but the warranty still remains. If a ship without insurance but with a warranty is destroyed, you first have to reactivate the insurance and possibly pay higher costs for it. After that, though, you get your ship back.\nThat makes the warranty more important than the insurance, and it comes with every ship you buy for life. It\u0026rsquo;s also supposed to be possible to earn more warranties in the game, but more precise information on how that will work is still missing.\n","date":"August 15, 2025","externalUrl":null,"permalink":"/en/guides/life-in-the-verse/insurance/","section":"Guides","summary":"What happens in Star Citizen when your ship gets destroyed? The current state of ship insurance and an outlook.","title":"Ship destruction and insurance","type":"guides"},{"content":"The type of mining with the lowest investment. That makes it especially well suited for beginners.\nRequirements\rTo get started with mining, you only need three things:\nThe GreyCat Pyro RYT Multi-Tool to mine the rocks. The OreBit Mining Attachment to turn the Multi-Tool into a mining tool. A backpack for the treasures you find. Note\rTo be able to equip a backpack, you also need to be wearing armor. The bigger the backpack, the heavier the armor has to be. The backpacks\u0026rsquo; tooltips show you the exact requirements.\nTo carry as many gems as possible at once, I recommend any heavy armor. That lets you use even the biggest backpacks.\nOptional but recommended: a few bottles of water and a weapon, in case you run into wild Kopions.\nWhere do you find gems?\rGem deposits are mainly found in caves on various planets. To find one, you can either look for marked caves on the map, for example the Kudre Ore Mine on Daymar. But since this cave is marked on the map, you may well run into other players there.\nAlternatively, you simply scan the planet yourself. The radar now detects caves too, so you can fly low over the surface and look for your own spots. It takes a bit longer, but you\u0026rsquo;re usually alone there.\nA sand cave on Daymar\rWhat can you mine?\rOnce you\u0026rsquo;ve arrived at the cave of your choice, go inside and look for mining rocks like these.\nFound a deposit in the sand cave\rThere are several kinds you can find in the world.\nName Color Info Janalite Yellow Very rare and valuable. Found in sand caves. About 15,000 aUEC. Hadanite Pink About 600 aUEC Aphorite Blue About 230 aUEC Dolivine Green About 160 aUEC How it works\rWhen you\u0026rsquo;re standing in front of a deposit, equip your Multi-Tool with 5 and, if you haven\u0026rsquo;t already, fit the OreBit attachment.\nPoint your Multi-Tool at the deposit and scan it. After a short wait, your tool shows the name of the gems and more info about the deposit.\nFracturing the deposit\rWith Left click you now start fracturing the deposit to get at the valuable gems. Use the L-Alt key and your Mouse wheel to set your Multi-Tool\u0026rsquo;s power.\nIn fracture mode, you have to keep the energy in the green zone\rYou can see your tool\u0026rsquo;s power output in orange on the right of the display. On the left you see the energy in the deposit itself. Your goal is to keep this energy in the green zone until the round gauge at the bottom fills up completely.\nIf you stay below the green zone, the rock never breaks. If you\u0026rsquo;re too high and in the red zone, the rock explodes after a short time and injures you or even kills you. The gems are gone afterwards too.\nIf you keep the energy in the green zone long enough, the rock bursts open and releases its loot.\nCollecting the gems\rIn extraction mode, you just aim at the gems and right-click\rNow activate your collection laser with Right click and aim it at the gems. They get sucked up and land in your backpack. Alternatively, you can also walk up to the gem and pick it up by hand with F.\nSelling\rWith your backpack full of gems, head to a space station and go to the Admin there. You can sell the gems directly, without refining them first like with ship mining. At the admin terminal, select your backpack as the location, mark the gems you want to sell and sell them at the price shown.\nCongratulations on your profit! Off to the next cave.\nMore tips\rTake some provisions along, ideally several bottles of CRUZ Lux. They quench your thirst and your hunger at the same time. If you\u0026rsquo;re planning a longer mining trip, take a StoreAll container for your ship. Then you can empty your full backpack there and keep searching for new resources. There are sometimes wild animals or armed enemies in the caves. Take a weapon along to protect yourself. Sometimes you also run into other players there who might fight you for your loot. Stay alert and keep an eye out for ships next to the cave. Keybindings\rKey(s) Action 5 Equip Multi-Tool J View the Multi-Tool\u0026rsquo;s attachments and change them with the mouse and mouse wheel Left click Activate mining laser L-Alt + Mouse wheel ⭥ Adjust laser power Right click ⇓ Collect gems ⭥ - scroll\n⇓ - hold\nShow all keybindings ","date":"August 15, 2025","externalUrl":null,"permalink":"/en/guides/careers/fps-mining/","section":"Guides","summary":"Guide to mining with the Multi-Tool in Star Citizen. Explanations of how it works and the controls.","title":"FPS mining","type":"guides"},{"content":"To make mining gems more efficient, you can invest in an upgrade. With a vehicle like the ROC, you mine bigger mining nodes and get more gems. For the small nodes, though, you still need your hand-mining tool. The ATLS GEO can mine both kinds.\nMining vehicle\rYou have these three options:\nYou buy an ARGO ATLS GEO. It\u0026rsquo;s a mech that can mine ore from small but also from medium deposits. You can get it at New Deal in Lorville on Hurston for 86,184 aUEC.\nAlso at New Deal in Lorville, you can buy a Greycat ROC, which only costs a bit more: 98,753 aUEC\nIf you don\u0026rsquo;t have enough money for either of them, you can also rent a ROC. You can do that in the shops on space stations with refineries for about 2,468 aUEC per day.\nYou can rent various vehicles here\rNow you still need a ship that can carry your miner. After all, you first have to get it to the planets and moons where the ore is waiting for you. The GEO is pretty compact and fits in most ships with a cargo hold.\nLoad the ROC into your ship\rThe ROC, on the other hand, is a bit bigger. If you don\u0026rsquo;t have a suitable ship, you can rent a Cutlass Black right there in a refinery shop.\nAccessories\rYou\u0026rsquo;ll also find various mining heads for your ROC in the refinery shops.\nAnd while you\u0026rsquo;re in the shop, pick up spare boxes for the GEO or the ROC too. Then you can swap them out as soon as one is full.\nAs always: for a longer trip, take something to eat and drink, plus a tractor beam, a weapon and a MedGun or MedPens. When it comes to armor, also keep the temperatures at your destination in mind and bring something suitable.\nLoading the vehicle\rIn your hangar, first bring up your mining vehicle and drive it to the side so it doesn\u0026rsquo;t go back down when the elevator opens again. Then get your ship.\nThe ROC waits patiently for its ride\rNow you can open the ship and drive the miner inside.\nSearching\rFly to a planet or moon of your choice, fly over it and use the Tab key to scan for deposits. You need to look for the smaller ROC rocks, the bigger ones are for ships like the Prospector or the Mole.\nA whole cluster spotted ahead of us\rThe quickest way to tell the rocks apart is by their distance from each other. ROC rocks usually show up in small groups, packed very close together. After a few clusters you\u0026rsquo;ll quickly get the hang of it.\nMining\rLand near a suitable group of rocks and drive your vehicle out. Press M to switch to mining mode. Your vehicle scans the rock you\u0026rsquo;re aiming at and shows information about it, including your current and the optimal distance to the rock. Adjust your distance so that you\u0026rsquo;re at the optimal range from the rock and can see as many rocks as possible at once.\nBreak the rock open in fracture mode\rStart the laser with Left click and control its power level with the Mouse wheel. Just like with hand mining, you now have to keep the rock\u0026rsquo;s energy gauge in the green zone. Keep doing that until the rock breaks apart and releases the gems.\nIf you\u0026rsquo;re in the red zone, turn the laser off completely with Left click to bring the bar back down quickly. If the red bar fills up, the rock blows up in your face, injures you and damages your vehicle.\nTip\rThe ATLS GEO can mine both the small hand-mining nodes and the bigger ROC rocks. To do so, switch between low and high mode with L-Alt + 4.\nSucking up the loose rocks from the ground\rOnce you\u0026rsquo;ve broken your rock, switch to extraction mode with L-Alt and the left mouse button. One Left click, and your laser sucks up the loose gems.\nSwap the full box for an empty one\rIf your storage is full and you\u0026rsquo;ve bought spare ROC boxes, you can swap them to keep collecting ore. To do that, you first have to open the ports from the driver\u0026rsquo;s seat. You can do that via the action menu or with the key combination R-Alt + K.\nThen walk up to the ROC from behind and press the Deploy button with F. Now you can take off the full box with a tractor beam and attach the empty one.\nAnd when you\u0026rsquo;ve got enough, park your vehicle back in your ship and head home.\nSelling\rYou can now sell the rocks directly. Use SC Trade Tools to find all possible buyers for them and fly to one of them.\nKeybindings\rKey(s) Active mode Action Tab Send out a scan pulse to survey your surroundings V Activate scanning mode Mouse wheel ⭥ Scan Narrow or widen the forward scan angle M Toggle mining mode Mouse wheel ⭥ Mining Laser power up/down Left click Mining Activate laser L-Alt + Left click Mining Switch laser type between fracturing and extraction L-Alt + 4 ATLS GEO Switch between high and low mode to collect hand-mining and ROC-mining rocks ⭥ - scroll\nShow all keybindings ","date":"August 15, 2025","externalUrl":null,"permalink":"/en/guides/careers/vehicle-mining/","section":"Guides","summary":"Mining with the ROC or GEO in Star Citizen. Explanations of how it works and the controls.","title":"Vehicle mining","type":"guides"},{"content":"\rA Prospector in an asteroid field\rYour ship\rTo mine, you first of all need a suitable ship. There are currently two ships designed for a single pilot: the MISC Prospector and the Drake Golem. The Golem is a cheap starter ship. If you buy the starter pack, you even get it on loan for 30 days and can try out mining at your own pace.\nBoth ships have the same 32 SCU ore hold. The Prospector\u0026rsquo;s advantage over the Golem is that its laser mining head can be swapped. So you can adapt it to the rocks of your choice.\nTip\rYou can increase a Prospector\u0026rsquo;s ore capacity from 32 to 48 SCU by swapping its ore pods for those of the Mole!\nBesides these two ships, you can also use the ARGO Mole. Especially when you\u0026rsquo;re out with friends, it lets you crack the biggest and most stubborn rocks. It has three laser heads that can work on a mining node individually or together, plus plenty of cargo space for the ore.\nSolo pilots sometimes fly the Mole too. But that means a lot of running around, since you always have to switch from the pilot seat to a miner seat. In return, you can preconfigure the three lasers differently so you\u0026rsquo;re prepared for every kind of rock.\nTip\rUse the stealth mechanics to your advantage so nobody finds you.\nAccessories\rIf you have enough aUEC, I\u0026rsquo;d get yourself a MISC Prospector. You can either buy it for about 2,783,020 aUEC at New Deal in Lorville on Hurston or rent it at a refinery station. Rental prices are around 50,000 aUEC for one day (real time). Then you can also buy four ore pods for the Mole. If you attach them to your Prospector with your tractor beam in the hangar, you increase your mining volume to 48 SCU.\nMining heads\rYou can also buy a new laser mining head in the refinery shops. Which one you take is up to you. If you want the maximum possible power output, the Helix I is the strongest mining head. In return, it has a short range and a much smaller optimal window that you have to hit while mining. That makes it harder to use. However, it also has two slots for modules.\nModules\rYou fit modules into the slots of the mining heads to change their properties. There are passive modules that change these properties permanently. The active modules can do it much better, but only for a short time. You can also only activate an active module a few times before it becomes unusable. Then you have to replace it.\nAn active Surge module, for example, increases your ship\u0026rsquo;s laser power by 50 %, but only seven times for 15 seconds each. The passive Rieger-C3 module increases the power permanently, but only by 25 %.\nGadgets\rIn addition to modules, you can also use gadgets to change the rock\u0026rsquo;s properties. Interesting ones are the Sabir, which halves the rock\u0026rsquo;s resistance, the Waveshift, which doubles the optimal window, and the OptiMax, which makes the rock shatter so the materials stay together better and you suck up less useless filler material.\nThe nice thing about gadgets is that they\u0026rsquo;re reusable. After you\u0026rsquo;ve processed the rock, you can get out and pack up the red-flashing gadget again. So you can put one of each gadget in your ship\u0026rsquo;s inventory and pick the right one depending on the situation.\nFinding resources\rOn the way to riches\rA good way to find rocks is to head to a refinery station. There you can also set your respawn point in the med bay in case something happens along the way. Request takeoff clearance with your ship and you\u0026rsquo;re already in an asteroid field. Now fly in one direction for a while and regularly scan ahead in a 45° cone.\nThree unknown objects scanned. The targeted one has an RS of 1,870\rLook for unknown points with an RS value that isn\u0026rsquo;t a multiple of 2000. Those are asteroids you can mine. Once you\u0026rsquo;ve found a point like that, fly there and scan it up close in mining mode.\nA rock that\u0026rsquo;s easy to mine\rPress M to get into mining mode. In the rock overview on the right, you can also see right away how hard it will be to crack this rock, from easy to impossible. Once you\u0026rsquo;ve found a rock, it\u0026rsquo;s time to mine.\nMining\rIf you want to use a gadget, get out, fly to the asteroid and attach the gadget to it. Now you have to adjust the waves shown until they turn green. It doesn\u0026rsquo;t have to be perfect, gadgets are either active or not.\nThen you get back in your spaceship and start mining with Left click.\nKeep the rock\u0026rsquo;s energy in the optimal range\rJust like with the other types of mining, you try to keep the rock\u0026rsquo;s energy level in the green zone until it shatters.\nNo filler material, this one\u0026rsquo;s 100 % Borase\rYou now have to scan the small fragments once more, because the composition of these rocks can vary a lot. Some even contain nothing but filler material and won\u0026rsquo;t make you any profit at all. Those you can leave behind.\nResource quality and crafting\rBesides the sheer quantity, the quality of the resources matters too. It\u0026rsquo;s given on a scale from 1 to 1000. Higher-quality materials are especially important for crafting, because only resources with a quality above 500 lead to crafted items that are better than bought ones.\nSo you have to decide: do you only want to collect high-quality resources to sell to players or use yourself? Or do you just want to fill your cargo hold to make quick money from the NPC dealer?\nMining Quantanium\rOnly rarely will you come across a rock with Quantanium. It\u0026rsquo;s then also shown in red in the rock\u0026rsquo;s information.\nA very valuable asteroid, if you manage to crack it\rQuantanium is a volatile substance and very valuable. As soon as you have the first gram of it in your cargo hold, a timer starts. You now have about 25 minutes to get the Quantanium to a refinery. If you don\u0026rsquo;t make it, your cargo hold explodes. If the timer is almost at zero, you can jettison your cargo with L-Alt + J just before.\nSmaller and bigger accidents also reduce the timer, so fly especially carefully. As soon as you\u0026rsquo;ve landed your ship, send it down with the Store button. That slows down your timer considerably again. Then go into the refinery and start the processing job. That keeps you and your ship safe.\nSince the timer already starts when you begin collecting the Quantanium, you should prepare everything first:\nScan all the rocks nearby to see if there\u0026rsquo;s more of it around. Break up all the rocks first without collecting them. If you don\u0026rsquo;t have enough cargo space for all the rocks, start with the ones with the highest Quantanium content. Refining\rOre refinery\rWhen you mine with a ship, you have a choice after your trip. If you urgently need money, you can sell your haul right away at the refinery. That gives you a lower return, though. If your time and finances allow it, you\u0026rsquo;re better off starting a refining job.\nTo do that, leave the ore sacks on your ship after landing and head to the refinery. There you go into the administration above the shop, select your ship at the terminal there and then the processing method.\nProcessing methods\rThe methods differ in yield, cost and time. The maximum yield takes quite a while, though. In the meantime, you can fly another one or two trips and get more ore.\nWork order\rYou can have only the most valuable materials refined, or all of the ones you have with you. The filler material (inert materials) gets thrown out, though.\nNote\rYou can start as many jobs at once as you like.\nOnce your job is done, you pick it up. The material is loaded into boxes and put in the station inventory. From there you load it into your cargo ship and take it to the Trade and Development Division (TDD) on one of the planets. There you can finally cash in on all your hard work.\nKeybindings\rKey(s) Active mode Action Tab Send out a scan pulse to survey your surroundings V Activate scanning mode Mouse wheel ⭥ Scan Narrow or widen the forward scan angle M Toggle mining mode Mouse wheel ⭥ Mining Laser power up/down Left click Mining Activate laser L-Alt + Left click Mining Switch laser type between fracturing and extraction L-Alt + 4 ATLS GEO Switch between high and low mode to collect hand-mining and ROC-mining rocks ⭥ - scroll\nShow all keybindings ","date":"August 15, 2025","externalUrl":null,"permalink":"/en/guides/careers/ship-mining/","section":"Guides","summary":"A guide to ship mining in Star Citizen. Explanations of how it works and the ship controls.","title":"Ship mining","type":"guides"},{"content":"\rOverview\rArena Commander is a game mode you can play without logging into the persistent universe. It\u0026rsquo;s a simulation within the Star Citizen universe where you can play through different scenarios without any consequences.\nFor you, that mainly means: you don\u0026rsquo;t lose any equipment or ships here, and a crash doesn\u0026rsquo;t cost you any waiting time. That\u0026rsquo;s why Arena Commander is the best place to try something new.\nGame modes\rYou get a predefined character and can use it to try out various game modes.\nArena Commander game modes\rThere are FPS PvP game modes, ship battles against other players, cooperative fights against NPC pirates or Vanduul and much more.\nShip selection\rChoose your ship\rYou can use any of your ships, or rent new ships and components with REC and try them out here before you buy them in-game or in the Pledge Store.\nFree Flight\rFree Flight in the Mercury Star Runner on Broken Moon\rIf you want to test new input devices or settings, start the Free Flight mode in Arena Commander. Here you can try everything out undisturbed and work on your flying skills.\nThe handy part is that you start right in the ship. So you skip the whole trip via ASOP terminal, hangar and takeoff clearance and are in the air straight away.\n","date":"November 4, 2025","externalUrl":null,"permalink":"/en/guides/life-in-the-verse/arena-commander/","section":"Guides","summary":"This is where you test your new controls or try out different ships. You can also play various PvP or PvE scenarios in Arena Commander.","title":"Arena Commander","type":"guides"},{"content":"You fly, you make money, you take risks. And at some point something goes wrong.\nThis is about what really awaits you in the \u0026lsquo;verse: what happens when you die or your ship gets destroyed, what a CrimeStat gets you, how to buy your next ship in-game and where you can practice all of it without any risk.\n","date":"August 18, 2025","externalUrl":null,"permalink":"/en/guides/life-in-the-verse/","section":"Guides","summary":"Detailed explanations of the systems in the game: What happens after you die, what a CrimeStat gets you and how do you buy your next ship?","title":"Life in the 'verse","type":"guides"},{"content":"While the guides dig into a topic in depth, things move faster here: short step-by-step guides for things you do in the game all the time, plus a collection of tips and an FAQ for when something gets stuck.\nMore quick guides are added all the time. If you\u0026rsquo;re missing something, feel free to let me know via the contact form.\n","date":"August 18, 2025","externalUrl":null,"permalink":"/en/guides/how-to/","section":"Guides","summary":"Short guides to everyday tasks in Star Citizen","title":"Quick guides, FAQ, tips and tricks","type":"guides"},{"content":"This is where I collect everything that goes beyond the actual game mechanics: the Pledge Store and what real-money purchases actually get you, free community tools for loadouts, trade routes and locations, and the question of whether a joystick is worth it for you.\nYou don\u0026rsquo;t need any of it to play. But some of it makes it more enjoyable.\n","date":"August 18, 2025","externalUrl":null,"permalink":"/en/guides/tips/","section":"Guides","summary":"More tips to improve your gaming experience.","title":"More tips","type":"guides"},{"content":"Salvage, meaning recovering shipwrecks, is one of the most profitable careers for beginners in Star Citizen. It gives you the chance to profit from destruction. You use the remains of battles, abandoned spaceships or deliberately scrapped hulls to get ship components and weapons as well as valuable materials.\nFinding salvage targets\rThere are several ways to get at those precious resources.\nFinding panels\rYou can find lots of panels in asteroid fields, where the miners also look for their little rocks.\nThese are ship parts that someone lost in space. How that happened remains a mystery, but flying drunk through an asteroid field maybe wasn\u0026rsquo;t such a great idea after all.\nPress V to enter scanning mode. Then you can start scans with Tab.\nBy scanning with your ship, you\u0026rsquo;ll find various points with different radar signatures. This time you\u0026rsquo;re looking for radar signals (RS) whose value is a multiple of 2000. Each panel has an RS of 2000, so at a point with an RS of 8000 you\u0026rsquo;ll find four panels close together. The panels mainly give you the precious RMC material.\nFinding ships\rThe other option is to go looking for ships, whether in space or on planets. If your scanner detects IR (infrared) and CS (cross section) in addition to RS, it\u0026rsquo;s a ship. Salvaging it could be dangerous if the ship still belongs to someone. So take a very close look around. Is the ship destroyed? Are players nearby? Does it look old? If ships have been sitting around for a while, you can even tell from the peeling paint.\nFirst you scan the ship. That tells you whether it\u0026rsquo;s powered on and who it belongs to. If you decide to salvage the ship, you may have to get out and turn off the shields. It\u0026rsquo;s also possible to destroy the ship and collect the wreckage, but that cuts into your profit and sometimes takes longer than going into the ship and turning off the shields. And while you\u0026rsquo;re there anyway, you might as well open the ports. That lets you remove and take all the ship weapons and components.\nLegal missions\rSalvage missions in the mobiGlas\rIf you want to try your hand at a ship but don\u0026rsquo;t want to run into angry players, accept a mission in the mobiGlas. It costs you a fee, but it\u0026rsquo;s worth it, because you can do your job in peace and recycle the ship completely. It\u0026rsquo;s the easiest way to start this career.\nIllegal missions\rThese work pretty much like the legal missions, except that you can come across richer loot in the wreck. Unfortunately there\u0026rsquo;s also a problem, because as soon as you accept the mission, a timer starts. The closer the timer gets to 0, the more likely it is that ships show up looking for the wreck. That could end badly for you if you\u0026rsquo;re on your own. Because with the Drake Vulture, you don\u0026rsquo;t have the power to fend off those ships. Often you\u0026rsquo;ll then have to get out of there empty-handed, so at least you make it back to your home port with some loot instead of drifting motionless in space.\nAnd the cargo you find there often isn\u0026rsquo;t the harmless kind and can\u0026rsquo;t be sold legally. Then you have to take those valuable crates to a shady dealer, where you often run into players who\u0026rsquo;d happily take the cargo off your hands.\nShip components\rIf there\u0026rsquo;s a ship in front of you, you can secure its components first. Use the key combination R-Alt + K to open the ports, and then you can pull off all the parts with your tractor beam and load them into your ship.\nTip\rYou can see whether the ports are open or not when you scan the ship.\nLater at the station, you load the parts into your freight elevator along with the material you\u0026rsquo;ve collected. That way you can sell them in any ship weapon and ship component shop on the station or on the planet.\nShip breaking\rThe heart of salvage is ship breaking. With special ships like the Drake Vulture, the MISC Fortune or the multi-crew ARGO Moth and Aegis Reclaimer, you can first strip a ship\u0026rsquo;s outer layer and then get to work on the core.\nVulture stripping a hull\rThe material, Recycled Material Composite (RMC), is collected from the hull and can be sold directly later. The core material, Construction Material (CM), differs in quality and type depending on which ship you use. No matter how you mine the material, you first have to fly to a refinery station with it, much like with mining, and refine it there. Only then can you sell the resulting CM to a dealer of your choice.\nSalvage materials\rDifferent classes of salvage ships collect different kinds of CM:\nSmall ships (Salvation, Vulture and Fortune) collect Rubble. This material can be processed very quickly at the refinery, but loses the most during refining. The medium-sized ARGO Moth collects Pieces. It\u0026rsquo;s in the middle in terms of refining time and processing loss. The big Aegis Reclaimer gets the highest yield after refining with Salvage, but also has the longest processing time. You can also use the material in your ship\u0026rsquo;s buffers to craft various items (currently only the Multi-Tool and its attachments). It\u0026rsquo;s hardly worth it, since the material used is worth more than the item you make with it. But if you\u0026rsquo;re ever missing a Multi-Tool and don\u0026rsquo;t want to fly back to the station just for that, it\u0026rsquo;s a good option.\nSalvage ships at a glance\rShip Material Cargo Info RSI Salvation RMC \u0026amp; Rubble 6 SCU Two non-swappable salvage lasers Drake Vulture RMC \u0026amp; Rubble 12 SCU Two swappable laser heads. Buffer has to be emptied manually. MISC Fortune RMC \u0026amp; Rubble 12 SCU Only has one swappable laser head, but still strips roughly as fast as the Vulture. Automatic buffer output. ARGO Moth RMC \u0026amp; Pieces 224 SCU Pilot-controlled salvage arm and three crewed salvage turrets. Aegis Reclaimer RMC \u0026amp; Salvage 420 SCU Pilot-controlled salvage arm and two crewed salvage turrets. Bigger buffers with Alpha 4.10.3\rOn the test server (PTU), all salvage ships get bigger material buffers: Salvation 6 → 8 SCU, Vulture 13 → 16 SCU, Fortune 13 → 14 SCU, Moth 64 → 240 SCU and Reclaimer 240 → 448 SCU. The new values apply once 4.10.3 goes live (patch notes).\nSolo salvaging\rSolo players can choose between three ships for salvage: the RSI Salvation, the Drake Vulture and the MISC Fortune.\nThe RSI Salvation is the starter ship of the bunch. It\u0026rsquo;s small, agile and has two non-swappable salvage lasers. It currently can\u0026rsquo;t be bought in-game, which is why I won\u0026rsquo;t go into it any further here.\nThe other two ships of the solo class can be bought at New Deal in Lorville. Each has an internal material buffer of 13 SCU and an official cargo capacity of 12 SCU. When the internal buffer is full, you can turn it into boxes and stack them in the cargo hold. Then you can fill up the buffer again and fly to the station.\nMISC Fortune\rThe Fortune is a salvage ship for solo players based on the Prospector. Its big advantage: once you\u0026rsquo;ve filled the buffer, you can start the two printers at the push of a button, and they automatically attach the RMC containers they output to the ship\u0026rsquo;s outer hull. That completely does away with unloading the buffer by hand, and you can look for more targets right away. By the way, with the starter pack you get the Fortune on loan for 30 days.\nDrake Vulture\rDrake\u0026rsquo;s Vulture, on the other hand, is a bit more cumbersome. When the buffer is full, you have to climb down a ladder into the cargo hold and fire up the printer there.\nThe Vulture\u0026rsquo;s control panel: it shows the contents of the buffer and starts printing the boxes\rThen you use the hand tractor beam of your choice to move the boxes from the output area into the cargo hold and stack them there.\nBoxes in the Vulture\u0026rsquo;s cargo hold\rThe advantage of this cargo hold, though, is that you can put extra boxes in the corridor and significantly increase the Vulture\u0026rsquo;s cargo capacity.\nVerdict\rBoth ships have their pros and cons. On top of the ones already mentioned, the Fortune can take more punishment, while the Vulture is a bit more agile and reaches higher speeds.\nBut what you ultimately go for is up to you. The Fortune is more for relaxed salvage trips. You sit in the pilot seat and hardly have to do anything except aim your salvage beam. In the Vulture, you have to get out every now and then and move the cargo. In return, you come home with more material and manage a bit more material per hour than with the Fortune.\nWhichever you choose, I recommend buying the Abrade Scraper Module and fitting it to the ship of your choice. These modules are a good compromise between speed, area of effect and efficiency, and they speed up your ship\u0026rsquo;s material stripping.\nControls\rPosition your ship so that you have the entire wreck (or, for bigger wrecks, just part of it) in front of you, activate salvage mode with M and press G. That way the mouse only controls the scrapers and your ship stays still.\nActivate your scrapers with the left mouse button and then move your mouse over the wreck or panel. You\u0026rsquo;ll see the hull slowly peel away and disappear into your buffer. With Right click you switch to the second set of your scraper tools. That includes a tractor beam or another scraper module, depending on what you\u0026rsquo;ve equipped.\nOn the Vulture, you can also activate just one of the two lasers by pressing L-Alt and the A or D keys. That lets you activate the tractor beam on its own, for example. L-Alt and S activates both heads again.\nOnce you\u0026rsquo;ve finished one side, press G again and move on to the next part or the next side of the ship.\nOnce you\u0026rsquo;ve stripped the hull, the remaining frame is next. Switch to Fracture Mode with L-Alt and W and start the process with the left mouse button. The wreck breaks into smaller pieces, which you can then suck up in turn.\nFinal tips\rUse Abrade salvage heads, available for example at Platinum Bay on the stations HUR L2, L3 and L5, CRU L1, L4 and L5 or ARC L1. In asteroid fields, don\u0026rsquo;t fly too far from these stations and look for panels there. That keeps your flight paths as short as possible and saves time. Panels have a radar signal (RS) of 2000 or a multiple of it. The bigger the number, the more panels you\u0026rsquo;ll find in one spot. Look for signals like that and fly there. Get stealth components and switch off anything unnecessary, like weapons, to lower your signature. That also lowers the chance of being spotted and attacked. If you use missions to find ships, check their cargo hold too. The ships sometimes contain valuable cargo that you can sell well. Park your ship so that you can load the cargo straight into the freight elevator. Save time unloading by landing right next to the freight elevator\rKeybindings\rShip controls\rKey(s) Action U Toggle ship power I Toggle engines O Toggle shields P Toggle weapons W / S Forward / back A / D Strafe left / right Q / E Roll X Brake L Toggle lights R-Alt + L Turn on night vision L-Alt + N Request takeoff or landing clearance. Opens the hangar for your ship L-Alt + C Cruise control - set target speed with W and S L-Alt + F Open action menu N Extend or retract landing gear L-Shift Activate afterburner Tab Scan pulse K VTOL mode C Toggle coupled mode B ⇓ Change flight mode: SCM and quantum mode R-Alt + K Open component ports Middle mouse button Change sub-mode: combat mode, missile mode and scanning mode Y Get out of the seat R-Alt + Y Activate ejection seat Mouse wheel ⭥ In scanning mode: Adjust scan range Left click ⇓ In quantum mode: Start or stop quantum travel R In map view: Set route to the currently selected marker. ⇓ - hold\n⭥ - scroll\nSalvage\rKey(s) Active mode Action V Activate scanning mode Tab Scan Send out a scan pulse to survey your surroundings G Toggle gimbals: when on, the mouse only aims the salvage lasers, otherwise the whole ship M Activate salvage mode Left click Salvage Activate selected tools Right click Salvage Switch tools L-Alt + A Salvage Toggle left tool L-Alt + D Salvage Toggle right tool L-Alt + S Salvage Toggle both tools L-Alt + W Salvage Switch to fracture tool Show all keybindings ","date":"August 18, 2025","externalUrl":null,"permalink":"/en/guides/careers/salvage/","section":"Guides","summary":"A guide to salvaging in Star Citizen. An overview and beginner-friendly explanations of how it works and the ship controls.","title":"Salvage","type":"guides"},{"content":"\rFirst-person controls\rKey(s) Action Y Get up from a bed etc. W A S D Movement keys Q / E Lean left / right Ctrl Go prone, get up C Crouch, stand up F Primary interaction F ⇊ Secondary interaction F ⇓ Show interaction menu L-Shift Sprint Mouse wheel ⭥ Adjust walking speed L-Alt + H Take off or put on helmet L-Alt + X Wipe helmet visor L-Alt + F Open action menu F1 Open mobiGlas F2 Open mobiGlas and show map F4 Change camera view T Flashlight F12 Toggle chat ⇊ - double tap\n⇓ - hold\n⭥ - scroll\nArmed combat\rKey(s) Action 1 / 2 Draw primary or secondary weapon 3 Pistol or MedGun 4 MedPen 5 Multi-Tool 6 Fists up G Grenades Left click ⇓ / Right click ⇓ Pull the pin and hold the grenade Left click ↑ Throw grenade Right click ↑ Roll grenade Middle mouse button Melee attack V Equip knife L-Alt + R Lower held weapon R ⇓ Holster equipped item Right click ⇓ With weapon equipped: ADS or zoom L-Shift ⇓ While zoomed: Hold breath to steady the crosshair R Reload with a new magazine L-Alt + 1 Refill half-empty magazines J View and change weapon attachments B Change fire mode, depending on the weapon between full auto, semi-auto or burst U Activate underbarrel item, like flashlights or laser pointers ⇓ - hold ↑ - release\nMelee\rKey(s) Action Left click / Right click Quick punch left / right Left click ⇓ / Right click ⇓ Heavy punch left / right Left click + Right click Block A ⇊ / S ⇊ / D ⇊ Dodge left / back / right ⇓ - hold\n⇊ - double tap\nInventory\rKey(s) Action I Open inventory F Interact with inventory terminal or container Left click ⇊ Equip item directly from the local inventory L-Shift + Left click Move item from one inventory to the other Middle mouse button Takedown with equipped knife or unarmed L-Shift + Left click Loot menu: Put item in your own inventory Left click Loot menu: Equip item directly ⇊ - double tap\nShip controls\rKey(s) Action U Toggle ship power I Toggle engines O Toggle shields P Toggle weapons W / S Forward / back A / D Strafe left / right Q / E Roll X Brake L Toggle lights R-Alt + L Turn on night vision L-Alt + N Request takeoff or landing clearance. Opens the hangar for your ship L-Alt + C Cruise control - set target speed with W and S L-Alt + F Open action menu N Extend or retract landing gear L-Shift Activate afterburner Tab Scan pulse K VTOL mode C Toggle coupled mode B ⇓ Change flight mode: SCM and quantum mode R-Alt + K Open component ports Middle mouse button Change sub-mode: combat mode, missile mode and scanning mode Y Get out of the seat R-Alt + Y Activate ejection seat Mouse wheel ⭥ In scanning mode: Adjust scan range Left click ⇓ In quantum mode: Start or stop quantum travel R In map view: Set route to the currently selected marker. ⇓ - hold\n⭥ - scroll\nShip combat\rKey(s) Action Mouse wheel ⭥ Change weapon group Left click Fire weapon group Right click Activate precision mode H Launch decoys to fend off missiles J Launch chaff to disappear from the enemy\u0026rsquo;s radar G Gimbal mode T Target what\u0026rsquo;s in front of you 5 Cycle through hostile targets L-Alt + 5 Target the nearest hostile Middle mouse button Change sub-mode: combat mode, missile mode and scanning mode Mouse wheel ⭥ In missile mode: Change missiles G In missile mode: Change number of missiles Left click In missile mode: Fire selected missiles F5 Increase power to weapons F6 Increase power to engines F7 Increase power to shields F8 Reset power ⭥ - scroll\nSalvage\rKey(s) Active mode Action V Activate scanning mode Tab Scan Send out a scan pulse to survey your surroundings G Toggle gimbals: when on, the mouse only aims the salvage lasers, otherwise the whole ship M Activate salvage mode Left click Salvage Activate selected tools Right click Salvage Switch tools L-Alt + A Salvage Toggle left tool L-Alt + D Salvage Toggle right tool L-Alt + S Salvage Toggle both tools L-Alt + W Salvage Switch to fracture tool Mining\rKey(s) Active mode Action Tab Send out a scan pulse to survey your surroundings V Activate scanning mode Mouse wheel ⭥ Scan Narrow or widen the forward scan angle M Toggle mining mode Mouse wheel ⭥ Mining Laser power up/down Left click Mining Activate laser L-Alt + Left click Mining Switch laser type between fracturing and extraction L-Alt + 4 ATLS GEO Switch between high and low mode to collect hand-mining and ROC-mining rocks ⭥ - scroll\nFPS mining\rKey(s) Action 5 Equip Multi-Tool J View the Multi-Tool\u0026rsquo;s attachments and change them with the mouse and mouse wheel Left click Activate mining laser L-Alt + Mouse wheel ⭥ Adjust laser power Right click ⇓ Collect gems ⭥ - scroll\n⇓ - hold\n","date":"August 18, 2025","externalUrl":null,"permalink":"/en/guides/keybindings/","section":"Guides","summary":"How do I control all of this?","title":"Keybindings","type":"guides"},{"content":"Got more tips? Send them to me via the contact form.\nTips for new players\rGeneral\rPress [ to accept requests and ] to decline them. If you\u0026rsquo;re playing on a different keyboard layout, use the keys in the same position. Set your respawn point to the station above your starting location. That speeds up your takeoffs and landings enormously. When you\u0026rsquo;re operating a screen, you can focus on it with the middle mouse button. Then you can scroll without zooming! F12 turns off the chat. Use the helpful community tools. Star Citizen has a guide system that pairs you with an experienced player. Find a suitable guide in the Spectrum guide section. Food and drink\rBuy a few bottles of Cruz Lux, they fix your thirst and hunger at the same time. When you\u0026rsquo;re holding a bottle, hold Left click to drink the whole bottle in one go. Drink past 100 % hydration. Then you won\u0026rsquo;t be thirsty for a longer time. Can\u0026rsquo;t eat or drink? The solution is in the FAQ. FPS\rMercenary missions help you gear up at the start. Press L-Alt + X to wipe your helmet when your visor fogs up. Press L-Alt + 1 to refill your magazines. Buy an Anvil C8R Pisces Rescue from Astro Armada in Area18 for 555,660 aUEC. You can use the medical bed on board for respawns when you\u0026rsquo;re doing FPS contracts. Use weapon attachments, they improve your weapon considerably. Buy them in weapon shops, but you\u0026rsquo;ll find the best ones in the Contested Zones. Use MedPens even if you have a MedGun. They heal you much faster when you\u0026rsquo;re in combat. Zero-g\rTo move through the vacuum quickly and easily, use a tractor beam. With Right click it latches onto heavy objects and pulls you there quickly. Short pushes off different objects let you steer your trajectory and your speed. Hold X to stop in the vacuum. Your ship\rUse Arena Commander if you want to start right in your spaceship and work on your flying skills a bit. Hold N in the hangar to land automatically. Hold F in the cockpit to interact with the displays (MFDs). Click the arrows on the right and left to cycle through the available screens. You can also change settings for the ship HUD via an MFD. Advanced HUD gives you more information about your ship. Ship weapons with high projectile velocity hit your target much more reliably. If you\u0026rsquo;ve swapped your ship components on the go, insure your current loadout at the ASOP terminal with Insure Loadout. Only then do you get your ship back with the new components when you claim it. If you fly alone in a ship with turrets, remove the turret weapons. That gives you more power for the weapons you can actually control yourself. Your ship accelerates best forwards. So if you want to stop quickly, turn 180° and hold X. Some ships have a VTOL mode, activated with K. The engines rotate downwards to help with takeoff and landing. That improves your vertical acceleration straight up. Press L-Alt + C to automatically hold the set speed. That\u0026rsquo;s shown by a C in the speed display. Use W and S to set the speed to hold. If cruise control won\u0026rsquo;t turn on, the FAQ will help you out. Stealth mechanics\rIn the Power Management MFD you can see your own signature. On the left is the heat signature IR, in the middle the electromagnetic signature EM and on the right your cross-section signature CS. The lower these emission values, the closer another ship has to be to detect you.\nIR\nHeat signature\nOn the left in the Power Management MFD.\rEM\nElectromagnetic signature\nIn the middle.\rCS\nCross-section signature\nOn the right. Depends on the size of your ship and on which side you\u0026rsquo;re showing the enemy.\rStealth components have lower performance, but also give off far fewer emissions. You can turn off individual components you don\u0026rsquo;t need in the MFD to reduce your detection radius. For example, turn off your shields and weapons while mining or doing salvage, that lowers your emissions considerably. If you don\u0026rsquo;t want to turn a component off completely, you can also just lower its power. That helps too. Below the signatures you can see the ambient noise. This value is subtracted from your signature. The cross-section signature depends on the size of your ship, but also on the side you\u0026rsquo;re showing the enemy. You can lower it, for example, by turning your nose towards the enemy. If you have to cover a long distance, switch to decoupled mode. As soon as you let off the throttle, your IR emissions drop, but your speed stays the same. Making money at the start\rTo make good money right from the start, hauling missions from the station to the planet are a good fit. For example like this:\n1\rChoose a freighter\rTake a medium freighter like the Freelancer, the Cutlass or the Golem Ox.\r2\rFly to Baijini Point\rFly to Baijini Point station above Area18, ArcCorp.\r3\rAccept missions\rStart all the jobs in the Hauling-Planetary category there that go from Baijini Point to Riker Memorial Spaceport and pay about 50,000 aUEC. You can accept six of these missions at the same time.\r4\rLoad everything at once\rLoad all the goods in one go.\r5\rFly to the spaceport\rFly the cargo to Riker Memorial Spaceport. That\u0026rsquo;s a quick 300,000 aUEC.\rCareers\rHauling\rLand your hauling ship with its cargo area next to the freight elevator. That saves you time loading and unloading. If you\u0026rsquo;re carrying valuable cargo, avoid OM points, since pirates often wait there. If you want to fly a heavily used route, first jump to any destination off to the side. Cancel the jump after a short while with Left click and jump to your final destination. That way you avoid an ambush. If you lose some cargo during a hauling mission, for example because of a bug, you can still complete the mission in your mobiGlas. You can read everything else about this career in the hauling guide.\nMining\rIf you have a Prospector, buy four Mole bags to increase its ore capacity. Swap them in your hangar with a tractor beam. If you arrive at a refinery station with Quantanium ore on board, store your ship. That extends the time until your cargo blows up. A patch deletes your running refinery jobs. Pick them up beforehand. You can read everything else about this career in the ship mining guide.\nSalvage\rScan the ship before you start. In the MFD you can see the cargo and components, as well as the status of the shields. Take a close look at the components and weapons. Maybe it\u0026rsquo;s worth removing them and selling them or using them yourself. To do that, sit in the pilot seat and press R-Alt + K. Now you can pull everything off with the tractor beam. If you want to strip a ship\u0026rsquo;s hull, first deactivate its shield with O. If you want to salvage the ship completely, power it down entirely with U. You can read everything else about this career in the salvage guide.\n","date":"August 18, 2025","externalUrl":null,"permalink":"/en/guides/how-to/tips-and-tricks/","section":"Guides","summary":"A collection of tips and tricks for the game Star Citizen","title":"Tips and tricks","type":"guides"},{"content":"\rTech \u0026amp; account\rThe game won\u0026#39;t start and says “vulkan-1.dll is missing”.\rInstall the latest graphics card drivers and restart the game.\rThe launcher says “Missing a Game Package”.\rThat usually means something isn\u0026rsquo;t right with the purchase or the account view. Take another look at your account on the RSI website under My Hangar, or wait a few minutes for the order to go through.\nYou\u0026rsquo;ll find more about the launcher on the installation page.\nWhat is a character repair?\rIf you run into a stubborn bug you can\u0026rsquo;t solve in-game and even a restart doesn\u0026rsquo;t help, you may need to reset your character. Your character is deleted and recreated from the game data. Your items and money are kept, and you spawn at your starting location.\rHow do I do a character repair?\rLog in on the website and go to \u0026ldquo;Account Dashboard / Settings / Character Repair\u0026rdquo;, or just follow this link. Click \u0026ldquo;Request repair\u0026rdquo; there, give a reason for your request and click \u0026ldquo;Submit\u0026rdquo;.\rHow do I delete the USER folder?\rAfter updates or with stubborn bugs, you may need to delete the USER folder. This folder is in your installation directory, usually under\nC:\\Program Files\\Roberts Space Industries\\StarCitizen\\LIVE\\USER\\\nYou can delete the entire USER folder. It gets recreated the next time you start the game. However, you\u0026rsquo;ll lose all your settings and keybindings.\nIn the game\rI can\u0026#39;t turn on cruise control with L-Alt \u0026#43; C.\rThat only works when coupled mode is active. Press C and try again.\rI bought a ship skin (or FPS gear) in the Pledge Store, but I can\u0026#39;t apply it.\rPurchased items are delivered to your starting location. Fly back there and try again. You\u0026rsquo;ll also find weapons and armor in the inventory there.\rI want to modify my ship in the mobiGlas, but it shows a red lock next to the ship\u0026#39;s name.\rYou can only edit ships that are stored locally.\nIf the ship is in the hangar, you first have to store it with \u0026ldquo;Store\u0026rdquo; at the ASOP terminal.\nIf it was destroyed or is somewhere else, you can get it at the ASOP terminal with \u0026ldquo;Claim\u0026rdquo; and edit it after the waiting time.\nIf you\u0026rsquo;ve never used the ship before, you first have to click \u0026ldquo;Deliver\u0026rdquo; at the ASOP terminal, but not \u0026ldquo;Retrieve\u0026rdquo;.\nNow it should work in the mobiGlas.\nMy ship won\u0026#39;t take off.\rCheck whether the ship is powered on. You can tell by whether the HUD is there. Press U if it isn\u0026rsquo;t. If the HUD is there, check whether the engines are on. The default key for that is I.\rMy ship is too slow when I\u0026#39;m not boosting.\rMaybe your landing gear is still down? Press N to retract and extend it.\rMy character can\u0026#39;t eat or drink.\rThat only works without a helmet. Take it off with L-Alt + H, only if the atmosphere allows it, of course. If you\u0026rsquo;re already holding the bottle in your hand while doing so, you\u0026rsquo;ll drop it.\rGot more questions or problems? Please send them to me via the contact form.\n","date":"August 18, 2025","externalUrl":null,"permalink":"/en/guides/how-to/faq/","section":"Guides","summary":"When something doesn’t work the way it should","title":"FAQ and troubleshooting","type":"guides"},{"content":"Here you\u0026rsquo;ll find what\u0026rsquo;s officially announced, what\u0026rsquo;s running on the test server right now and what\u0026rsquo;s supposed to happen next. Facts and rumors sit side by side, but always clearly labeled:\nAnything unofficial gets a circle, from rumor to almost certain. What the circles mean exactly\nWhat the game looks like today and where it\u0026rsquo;s headed in the long run is covered under Current state and Outlook. You\u0026rsquo;ll find all upcoming ships on the ships page.\nAt a glance\rLIVE: Alpha 4.10.2 PTU (test server): Alpha 4.10.3, open to all backers.1 Alpha 5.0 was briefly open to Wave 1 on November 5 and 6.2 Tech preview: Genesis / Planet Tech V5 on Nyx I has moved from the tech preview to the PTU (Alpha 5.0)2 Next big patch: Alpha 5.0, committed for Q4 2026 according to the roadmap3 After that: Alpha 5.1 with Nyx II and Nyx III, tentatively Q1 20274 Next event: Intergalactic Aerospace Expo (IAE 2956) from November 13 to 27 at the Tobin Expo Center in New Babbage, and Star Citizen is free to play the whole time.5 → IAE page Squadron 42: Q2 2027 → Squadron 42 What\u0026rsquo;s new\rNov 6 – IAE 2956 is official: November 13 to 27 in New Babbage, with Free Fly and manufacturer days → IAE page\rNov 5 – First PTU test for Alpha 5.0: Wave 1 got a short look at Nyx I with Genesis, Starchitect and the new contract boards → Test servers\rNov 4 – Alpha 4.11 is now Alpha 5.0 and committed for Q4 2026; Nyx II and III slip to 5.1 → Alpha 5.0\rNov 4 – October monthly report: Liberator and Galaxy ready for IAE, work on the Merchantman resumes → Monthly report\rNov 4 – Fifth PTU build: much bigger buffers for all salvage ships, and the Hyūn is probably one too → Test servers\rNov 3 – Alpha 4.10.3 now open to all backers on the PTU, including the IAE expo halls → Test servers\rNov 3 – IAE location official: Tobin Expo Center in New Babbage, testable on the PTU now → IAE page\rOct 30 – Alpha 4.10.3 open to all waves on the PTU → Test servers\rOct 30 – New gifting rules for pledges take effect today → Account and pledges\rOct 28 – Second PTU build for Alpha 4.10.3: deadlier Vanduul, Skarnov with a 30-round magazine → Test servers\rOct 23 – Alpha 4.10.3 hits the PTU, with “Vanduul Incursion” and the LBCO Skarnov → Alpha 4.10.3\rOct 10 – Squadron 42 has a Steam page and can be added to your wishlist → Squadron 42\rOct 9 – Alpha 4.10.2 is live, with the Constellation Mk V Centaurus and the Skylark → Ships\rOct 9 – New on the 4.11 roadmap: DGS Planet Subdivision, Nyx I becomes the first planet split across multiple servers → Alpha 5.0\rWhat\u0026rsquo;s been announced\rAlpha 4.10.3: the patch before IAE\rOn the PTU since October 23, open to all backers since November 3 (see test servers). It includes:\nNew \u0026ldquo;Vanduul Incursion\u0026rdquo; missions: Intersec Defence Solutions is looking for people to take on the Vanduul and the Shattered Blade clan. Clear the hard tiers and you\u0026rsquo;ll get blueprints for a new energy rifle, two heavy armor sets, a flight suit and new ship weapons.6 New FPS weapon: the LBCO Skarnov, a rifle whose secondary fire mode shoots electric chain lightning.6 It was actually planned for 5.0, but CIG pulled it forward to 4.10.3, while the Kastak Arms \u0026ldquo;Hellion\u0026rdquo; pistol, the \u0026ldquo;Verdict\u0026rdquo; LMG and new bomb racks (size 3 and 10) are committed for 5.0.4 Tech: The 4 GB limit for the Vulkan shader cache is gone. Until now, full caches were thrown away on load. You should notice the difference when starting the game after the patch.7 IAE: The expo halls at the Tobin Expo Center are already included and are being tested on an accelerated schedule.8 There\u0026rsquo;s no official release date yet. The patch is expected before IAE kicks off on November 13. Alpha 5.0: Q4 2026\rOn November 4, CIG renamed Alpha 4.11 to Alpha 5.0, because so many new foundational technologies from Genesis come together in it.4 The patch was originally planned for September and was pushed to Q4 2026 on September 9 to give the teams more time for 4.10.x. 5.0 is now marked \u0026ldquo;Committed\u0026rdquo; on the roadmap, so it\u0026rsquo;s firmly planned.3 Planned features include:\nNyx I: a planet without a core, close to its sun, made habitable by Genesis Terraforming. It\u0026rsquo;s the first to get the new tech; Nyx II, Nyx III and existing planets and locations are set to follow. Genesis / Planet Tech V5: new planet tech, among other things for more natural biomes, denser vegetation, better terrain materials and generation on the GPU. Starchitect: a developer tool that assembles locations (POIs) from modules and spreads them sensibly across entire planets. Important: this is not base building for players. Population Manager: spreads players across servers more evenly and populates locations with inhabitants that fit their surroundings. Contract Boards: you\u0026rsquo;ll find contracts on boards in guild halls at the big hubs, sorted by local, regional, global and star system level. DGS Planet Subdivision: planets and moons get split into smaller areas, so no single server is ever responsible for an entire celestial body. Nyx I is the first planet to use it.9 Newly added as tentative: a ship combat balance pass, focused on fighters (time to kill and the balance between energy and ballistic weapons), and a loot refresh that, among other things, adds previously Wikelo-exclusive rewards to regular loot.4\nRemoved again: the improved Item Recovery for ship equipment needs more work and has disappeared from the roadmap for now.4\nWipe: According to CIG, there are currently no plans for a wipe with 5.0. That doesn\u0026rsquo;t rule one out, though.10 First PTU test: Just one day after the rename, Wave 1 got to test Alpha 5.0 briefly on the PTU on November 5 and 6 (see test servers).2 There\u0026rsquo;s no release date yet.\nIn the community, 5.0 is seen more as a December patch. Alpha 5.1: Q1 2027\rNyx II and Nyx III were originally planned for 5.0. They\u0026rsquo;re now tentatively scheduled for Alpha 5.1 in Q1 2027.4\nIAE 2956\rThe expo runs from November 13 to 27 at the Tobin Expo Center in New Babbage, and Star Citizen is free to play the whole time.5 Each manufacturer gets two days during which you can rent their ships, starting with RSI. November 22 is Best in Show day, and during the Finale from November 23 to 27, you can test-fly every IAE vehicle.5 CIG already announced the RSI Galaxy as the headline ship back in November 2025.11 You can test the expo halls on the PTU since November 3.12 All manufacturer days and what leaks say about the new ships are on the IAE page.\nFrom the October monthly report\rLiberator and Galaxy: Both passed their final review. That makes it official: the Liberator is being prepared for release at IAE. The Galaxy gets a new RSI interface for its control panels, which is set to show up in other ships soon.13 Kraken: still in the LOD0 phase, with its gate review planned for mid-November.13 Merchantman: Two artists have been assigned to restart development. CIG is reworking the whole ship to fit the new player trading design.13 Unnamed ships: Seven ships and vehicles that haven\u0026rsquo;t been announced yet are in the works, from a fresh kickoff to a finished ship. One of them is meant to give solo players a way to progress in an existing career without having to fly a big multi-crew ship alone. Details are on the ships page.13 Personal hangars: They\u0026rsquo;re being moved to new instancing tech. When you hail air traffic control, your hangar gets created, and a single elevator can lead to different instanced spaces. This is currently being tested and is meant to lay the groundwork for more instanced content.13 Squadron 42\rRelease in Q2 2027, so somewhere between April and June. Everything else, from the delay to the playtest in Manchester to the Steam wishlist, is on the Squadron 42 page.\nAccount and pledges\rNew gifting: Since October 30, newly bought pledges follow new gifting rules. Older pledges keep their existing gifting options.14 Here\u0026rsquo;s what changes:15\nWhether something is a gift is decided at purchase. You can only gift items that show the \u0026ldquo;Buying as a gift?\u0026rdquo; option at checkout. A gift no longer lands in your hangar first. Right after the purchase, the recipient gets an email with a redemption code and needs an RSI account to claim it. You can only pay with real money; store credit can\u0026rsquo;t be used for gifts. If the recipient doesn\u0026rsquo;t claim the gift within 30 days, you\u0026rsquo;re refunded automatically. Giftable pledges bought before October 30 that are sitting in your hangar keep working as before. If you buy back a pledge from the buyback with new money after October 30 that you originally bought before October 30, its gifting follows its old state, meaning however it was before you exchanged it for store credit.\nEvocati\rThe Evocati are a hand-picked test group that gets to play new builds first. Unfortunately, they\u0026rsquo;re under a non-disclosure agreement (NDA). So anything that gets out from there is unofficial by definition.\nGenesis test on Nyx I: The only official confirmation is that the first Planet Tech V5 test ran for Evocati only at the end of September, and that CIG collected feedback and performance data. According to participants, there have been at least three of these tests by now, the latest with Starchitect and the server subdivision of Nyx I. Since November 5, Genesis is no longer Evocati-only but on the PTU with Alpha 5.0 (see test servers). First impressions: Reports include volumetric rain and a much higher atmosphere. New transit tech: Trains, elevators and other transit systems are said to get reworked in a separate Evocati test. 4.10.3: Officially spent only a very short time with the Evocati and then went straight to Wave 1. A good sign for stability.6 Dedicated IAE build: In late October, the Evocati got a separate build for IAE. Participants suspected it would ship as Alpha 4.10.4, which would mean 5.0 only comes after IAE. Officially, though, CIG is testing the expo halls in 4.10.3, and 5.0 was already briefly on the PTU on November 5. What\u0026rsquo;s running on the test servers\rPTU\rAlpha 4.10.3, open to all backers (US servers only, long-term persistence enabled)\nBuild 4.10.3-PTU.12999338 since October 23,6 build 4.10.3-PTU.13032516 since October 28,7 build 4.10.3-PTU.13055118 for all waves since October 30,16 build 4.10.3-PTU.13093654 for all backers since November 3,8 build 4.10.3-PTU.13107423 since November 4.1 Test focus: stability, bug fixes, Vanduul Incursion, LBCO Skarnov and, since November 3, IAE as well. Changes in the second build: deadlier Vanduul Mauler weapons, reworked boarding objectives, and the combat music from \u0026ldquo;Welcome to Nyx\u0026rdquo; plays again when you fight Vanduul. The Skarnov now has a 30-round magazine,7 and according to a developer comment, a damage bug was fixed and damage was raised.17 Changes in the third build: You can now quantum travel to the Shattered Blade Raid locations, and blueprints are awarded correctly once the contract is done. The Skarnov is much lighter and finally has firing sounds.16 Changes in the fourth build: more work against overlapping hangars, Skarnov ammo now also shows up as loot, and the cargo doors of the Esperia Prowler Utility have their own interaction.8 In the fifth build, all salvage ships get much bigger material buffers: Salvation 6 → 8 SCU, Vulture 13 → 16, Fortune 13 → 14, Moth 64 → 240 and Reclaimer 240 → 448 SCU.1 More on salvage is in the salvage guide. Alpha 5.0, Wave 1 (short test, closed again)\nBuild 13119881 on November 5; the test ran until Friday, November 6, 20:00 UTC.2 The test covered Genesis with Planet Tech V5 on Nyx I, the server subdivision of Nyx I (QDSM), Starchitect locations and the new contract boards in the guild halls.2 Nyx I got a big overhaul for it: biomes, plants, weather and lighting.2 Tech preview\rTech previews are targeted tech tests on a separate server, usually for Evocati only at first.\nGenesis / Planet Tech V5 on Nyx I: used to be Evocati only, but has now moved to the PTU with Alpha 5.0 (see above).2 Ship combat balance: In September, a tech preview for all backers had NPC ships take 40% more damage than player ships as a test. Whether it\u0026rsquo;s still running is unclear. Leaks\rIAE: Schedule, manufacturer days and new ships from datamines and leaks are collected on the IAE page. Deadline list from August 14: A list of ship names and internal completion dates. Its track record is good: the Kruger Stingray arrived with 4.10, the Constellation Mk V and Skylark in October. So the list itself is considered genuine. What\u0026rsquo;s still missing is on the ships page. More datamine finds from 4.10.2: four new flight blades for RSI ships and a new SMG (VKL L55). Base building: A first version is said to arrive in 2027. Gatac Hyūn as a salvage ship: A first version of the patch notes from November 4 listed the Hyūn among the salvage ships, with a 40 SCU buffer (up from 32) and boxes up to 8 SCU. CIG deleted the line shortly afterwards. More on the Hyūn on the IAE page. Squadron 42 rated 18+: The USK, Germany\u0026rsquo;s age rating board, has reportedly rated Squadron 42 18+ for violence, drugs and sexual innuendo. CIG hasn\u0026rsquo;t said anything about it yet. How to read this page\rEverything without a circle is official: confirmed by CIG in a Comm-Link, on the roadmap, in a monthly report, in patch notes, on YouTube or on X.\nUnofficial info (leaks, datamines from the game files, reports from Evocati testing) gets a circle:\nRumor – a single source, little evidence. Take it with a grain of salt. Possible – plausible, fits the picture, but not confirmed. Likely – e.g. straight from the game files or from a source with a good track record. Almost certain – several independent sources, everything points to it. Star Citizen Alpha 4.10.3 PTU Patch Notes 13107423 – Spectrum, November 4, 2026\u0026#160;\u0026#x21a9;\u0026#xfe0e;\u0026#160;\u0026#x21a9;\u0026#xfe0e;\u0026#160;\u0026#x21a9;\u0026#xfe0e;\nStar Citizen Alpha 5.0 PTU 13119881 – Genesis, QDSM, Starchitect, Mission Boards – Spectrum, November 5, 2026\u0026#160;\u0026#x21a9;\u0026#xfe0e;\u0026#160;\u0026#x21a9;\u0026#xfe0e;\u0026#160;\u0026#x21a9;\u0026#xfe0e;\u0026#160;\u0026#x21a9;\u0026#xfe0e;\u0026#160;\u0026#x21a9;\u0026#xfe0e;\u0026#160;\u0026#x21a9;\u0026#xfe0e;\u0026#160;\u0026#x21a9;\u0026#xfe0e;\nRSI Roadmap – Release View\u0026#160;\u0026#x21a9;\u0026#xfe0e;\u0026#160;\u0026#x21a9;\u0026#xfe0e;\nRoadmap Roundup – November 4, 2026 – Comm-Link\u0026#160;\u0026#x21a9;\u0026#xfe0e;\u0026#160;\u0026#x21a9;\u0026#xfe0e;\u0026#160;\u0026#x21a9;\u0026#xfe0e;\u0026#160;\u0026#x21a9;\u0026#xfe0e;\u0026#160;\u0026#x21a9;\u0026#xfe0e;\u0026#160;\u0026#x21a9;\u0026#xfe0e;\nIntergalactic Aerospace Expo 2956: Save the Date – Spectrum, November 6, 2026\u0026#160;\u0026#x21a9;\u0026#xfe0e;\u0026#160;\u0026#x21a9;\u0026#xfe0e;\u0026#160;\u0026#x21a9;\u0026#xfe0e;\nStar Citizen Alpha 4.10.3 PTU Patch Notes 12999338 – Spectrum, October 23, 2026\u0026#160;\u0026#x21a9;\u0026#xfe0e;\u0026#160;\u0026#x21a9;\u0026#xfe0e;\u0026#160;\u0026#x21a9;\u0026#xfe0e;\u0026#160;\u0026#x21a9;\u0026#xfe0e;\nStar Citizen Alpha 4.10.3 PTU Patch Notes 13032516 – Spectrum, October 28, 2026\u0026#160;\u0026#x21a9;\u0026#xfe0e;\u0026#160;\u0026#x21a9;\u0026#xfe0e;\u0026#160;\u0026#x21a9;\u0026#xfe0e;\nStar Citizen Alpha 4.10.3 PTU Patch Notes 13093654 – Spectrum, November 3, 2026\u0026#160;\u0026#x21a9;\u0026#xfe0e;\u0026#160;\u0026#x21a9;\u0026#xfe0e;\u0026#160;\u0026#x21a9;\u0026#xfe0e;\nRoadmap Roundup – October 9, 2026 – Spectrum\u0026#160;\u0026#x21a9;\u0026#xfe0e;\nNo current plans for 5.0 wipe – Spectrum, referring to an answer by Zyloh-CIG on Reddit, November 4, 2026\u0026#160;\u0026#x21a9;\u0026#xfe0e;\nStar Citizen Live: Lots of Ship Talk, November 2025 – Comm-Link / YouTube\u0026#160;\u0026#x21a9;\u0026#xfe0e;\nPTU Feedback: Intergalactic Aerospace Expo 2956 – Spectrum, November 3, 2026\u0026#160;\u0026#x21a9;\u0026#xfe0e;\nStar Citizen Monthly Report: October 2026 – Comm-Link, November 4, 2026\u0026#160;\u0026#x21a9;\u0026#xfe0e;\u0026#160;\u0026#x21a9;\u0026#xfe0e;\u0026#160;\u0026#x21a9;\u0026#xfe0e;\u0026#160;\u0026#x21a9;\u0026#xfe0e;\u0026#160;\u0026#x21a9;\u0026#xfe0e;\nUpdates to Pledge Gifting and Game Access – Spectrum\u0026#160;\u0026#x21a9;\u0026#xfe0e;\nUpdates to Pledge Gifting – FAQ – Spectrum, October 27, 2026\u0026#160;\u0026#x21a9;\u0026#xfe0e;\nStar Citizen Alpha 4.10.3 PTU Patch Notes 13055118 – Spectrum, October 30, 2026\u0026#160;\u0026#x21a9;\u0026#xfe0e;\u0026#160;\u0026#x21a9;\u0026#xfe0e;\nRSI Dev Tracker – comment by ZacPreece_CIG on patch notes 13032516\u0026#160;\u0026#x21a9;\u0026#xfe0e;\n","date":"October 30, 2026","externalUrl":null,"permalink":"/en/news/","section":"Star Citizen News","summary":"What’s been announced for when, what’s running on the test servers, what are the Evocati reporting, and what has leaked?","title":"Star Citizen News","type":"news"},{"content":"","date":"October 29, 2026","externalUrl":null,"permalink":"/en/event/","section":"Current and past events","summary":"Current event and archive of past events","title":"Current and past events","type":"event"},{"content":"\rNot all official yet\rThe dates, location and Free Fly are official: the Intergalactic Aerospace Expo 2956 runs from November 13 to 27 at the Tobin Expo Center in New Babbage, and Star Citizen is free to play the whole time. CIG has also published the manufacturer days. Which new ships arrive on which day isn\u0026rsquo;t official yet, though, except for the Galaxy and Liberator (as of November 7, 2026). That info comes from Evocati playtests, leaks and rumors. It\u0026rsquo;s likely, but it can still change. As soon as CIG announces more, this page will be updated.\nThat\u0026rsquo;s why uncertain details are marked. The fuller the circle, the more likely:\nfrom vague rumor · · · to almost certain\nEvery November, Star Citizen gets crowded: the Intergalactic Aerospace Expo, or IAE for short, is a big ship expo in the \u0026lsquo;verse. Every day, a different manufacturer takes center stage, and there are new ships to see and to rent. Most of the time, CIG also runs a Free Fly event, so you can try the game without owning a game package.\nThe essentials at a glance\rDates November 13 to 27, 2026 (announcement) Location Tobin Expo Center, New Babbage on microTech (on the PTU) Free Fly yes, Star Citizen is free to play for the entire expo Headliners RSI Galaxy, Anvil Liberator After Orison last year, it\u0026rsquo;s back into the cold: the Tobin Expo Center already hosted the IAE from 2950 to 2954.\nManufacturer days\rEach manufacturer gets two days, overlapping by one day with the next manufacturer. During that time, you can rent their ships for free, and they\u0026rsquo;re also for sale in the Pledge Store.\nThe official pledge and free rental schedule\rDate Manufacturer New ships Nov 13–14 RSI Galaxy, Constellation Mk V Andromeda , Skylark standalone Nov 14–15 Origin – Nov 15–16 Anvil Liberator Nov 16–17 Crusader, Tumbril – Nov 17–18 Drake Marauder Nov 18–19 Argo, Consolidated Outland, Greycat, Grey\u0026rsquo;s Market – Nov 19–20 Kruger, Mirai, MISC – Nov 20–21 Aegis – Nov 21–22 Aopoa, Banu, Esperia, Gatac Hyūn Nov 22 Best in Show – Nov 23–27 Finale – The manufacturer days are official. Which new ship arrives on which day comes from leaks, though; only the Galaxy and Liberator are confirmed. The leaked dates match the official manufacturer days exactly, however.\nThe Auxilia and MFC were originally on the list as well. According to a datamine from October 29, though, both have disappeared from the expo halls, and the Centurion and MDC now stand in their spots . More on that below with the two vehicles.\nYou can look at every ship in the exhibition halls right from the start. Renting, however, is limited to the ships of the manufacturers currently on. So if there\u0026rsquo;s a particular ship you want to take for a test flight, make a note of its manufacturer\u0026rsquo;s days. Missed it? During the Finale from November 23 to 27, you can test-fly every IAE vehicle.\nThe new ships\rRSI Galaxy\rThe Galaxy is the star of the show. CIG already announced that in a livestream back in November 2025. It was first revealed as a concept at IAE 2952, and lots of players have been waiting for it ever since. Together with the Liberator, it\u0026rsquo;s one of the most anticipated ships of the expo.\nFinally in sight: the RSI Galaxy\rThe Galaxy is a large, modular multi-role ship: an exchangeable module sits in the middle of the hull and defines what the ship does.\nSize Large, 110 × 60 × 22 m Crew up to 6 Hangar rear hangar for one XXS ship, plus 64 SCU of cargo Weapons 3 remote turrets with 2 × S5 each, missiles for the pilot These modules are planned so far:\nCargo module: an extra 512 SCU and a cargo lift for two 32 SCU containers Medical module: one tier 1 bed, two tier 2 beds and three tier 3 beds Refinery module: two reactors, bigger than the Expanse\u0026rsquo;s. Fewer jobs at once, but more material per job. Later: a base building module, a fabrication module and further modules have been mentioned. Cargo module\rMedical module\rRefinery module\rMore modules to come\rThe plan is that you don\u0026rsquo;t swap modules on the go, but at stations with the right equipment. Until that\u0026rsquo;s in, you\u0026rsquo;ll probably swap them through the mobiGlas at your home location, just like the modules of other ships .\nWithout a module, the middle section stays empty, but it\u0026rsquo;s sealed airtight.\nImportant\rThe pilot only fires missiles. For the turrets, you need a crew.\nThe Galaxy in the IAE trailer\rDevelopment status: The Galaxy finished its greybox phase in September 2026, and according to the October monthly report, its final review followed in October. Along the way, it got a new RSI interface for its control panels, which is set to show up in other ships soon.\nRSI Constellation Mk V Andromeda\rThe Andromeda shows up on a leaked IAE floor plan that has been going around since August 2026. So after the Centaurus, the next variant of the new Constellation generation is probably on its way .\nNothing more is officially known yet: no components, no stats, no price.\nAnvil Liberator\rVehicles roll aboard via the rear ramp\rThe Liberator is a light carrier: it transports small ships and ground vehicles and brings them where they\u0026rsquo;re needed. It was revealed five years ago at CitizenCon 2951. Next to the Galaxy, it\u0026rsquo;s the ship most people are looking forward to. It was actually expected in 2027, but now it\u0026rsquo;s official: according to the October monthly report, it\u0026rsquo;s being prepared for release at this year\u0026rsquo;s IAE.\nSize Large, 119 × 67 × 25 m Crew 1–2, plus quarters for pilots coming along Cargo 400 SCU in secured cargo holds Weapons one remote turret on top, missiles, tractor beam Ships land in the open on the deck. In total, there are three landing pads and a garage:\nFighter on top, MPUV up front, vehicles inside\rTwo landing pads on top for XS ships, so most single-seat fighters like the Arrow, Hornet or Sabre, plus the Prospector. One landing pad up front and the garage for ground vehicles up to the Tumbril Nova and Anvil Ballista, or XXS ships like the MPUV or 85X. Ships on the deck come along on quantum jumps. They aren\u0026rsquo;t fully protected by the shields, though, because they\u0026rsquo;re only partly inside the shield area.\nIts range is extremely high for its size, thanks to very large tanks.\nDuring a quantum jump, the cargo on deck simply comes along\rDevelopment status: It passed its final review in October 2026.\nAnvil Auxilia\rThe Auxilia is a ground vehicle based on the Atlas and is meant to serve as a small mobile base. CIG officially confirmed it in November 2025. It was already shown as a silhouette at CitizenCon 2024.\nSize 17 × 7 × 5.5 m Crew 1 Equipment tier 2 medbed, a fabricator CIG hasn\u0026rsquo;t released any further specs yet.\nProbably not at IAE after all\rAccording to a datamine from October 29, the Auxilia has been taken out of the expo halls . Its vehicle fabrication belongs to Alpha 5.0, so it will probably only arrive with that patch .\nDrake Marauder\rSo far, only the name of the Marauder is known. It was on a list of ship names that leaked in August 2026, and it shows up in the datamined files on Drake day .\nIt will probably be a medium or heavy fighter . Its role, size and stats aren\u0026rsquo;t official yet, though. So Drake stays mysterious until the expo.\nGreycat MFC\rThe MFC is a small fabrication ground vehicle from Greycat\u0026rsquo;s MXC line. CIG announced it at IAE 2955, and the first proper image came out in August 2026.\nSize 8.75 × 6 × 5 m Crew 1 Cargo 2 SCU The rear opens up and reveals the fabricator, which stays protected by a shield. The idea: you build things right where you find the resources. The MFC should also handle rough terrain well.\nProbably not at IAE after all\rLike the Auxilia, the MFC has also disappeared from the expo halls according to a datamine from October 29 . It\u0026rsquo;s probably waiting for Alpha 5.0 as well .\nGatac Hyūn\rIt looks like the Hyūn will be a salvager : a first version of the PTU patch notes from November 4 listed it among the salvage ships, with a 40 SCU material buffer and boxes up to 8 SCU. That would put it between the Vulture and the Moth. CIG deleted the line shortly afterwards.\nGatac is the Xi\u0026rsquo;an manufacturer behind the Syulen and Railen. So the Hyūn would be another alien ship.\nAlready in the game: Constellation Mk V Centaurus and Skylark\rThe Skylark has just undocked from the Centaurus\rYou don\u0026rsquo;t have to wait for the expo to see two of the new ships: the Constellation Mk V Centaurus and its snub, the Skylark, have been in the game since Alpha 4.10.2 (October 9, 2026). During RSI Discovery Month, you could first rent the Centaurus through a mission, and since October 14 you can buy it. Right now, though, it\u0026rsquo;s only available for real money in the Pledge Store, you can\u0026rsquo;t buy it in-game with aUEC yet.\nConstellation Mk V Centaurus\rThe Centaurus takes over the role of the old Andromeda: a medium freighter with plenty of firepower. It\u0026rsquo;s bigger, more heavily armed and has a lot more cargo space.\nThe Constellation Mk V Centaurus\rSize 82.5 × 47.5 × 20.25 m Crew 4, with four beds Cargo 240 SCU, containers up to 32 SCU Pilot weapons 4 × S5, plus 32 size 2 missiles Turrets 2 remote turrets (top and bottom), 4 × S3 each Shields 2 × S3 Instead of a ramp, it has a cargo lift on the underside. It fits vehicles up to and including the Tumbril Nova.\nRSI Skylark\rThe Skylark is a single-seat snub fighter that docks at the rear of the Centaurus\u0026rsquo; underside. It\u0026rsquo;s very small, and the pilot lies down inside. At the IAE, it\u0026rsquo;s supposed to become available on its own as well .\nSize 7 × 6.5 × 3.5 m Weapons 3 × S2, plus 10 size 1 missiles Quantum drive none Without a quantum drive, it stays close to its mothership.\nDocking only works while the Centaurus is flying. If it\u0026rsquo;s landed, the Skylark has to wait.\nShip Showdown rewards\rThe four finalists of Ship Showdown 2956 get their rewards during the IAE. Each of the four ships gets a Best in Show paint and a challenge coin:\nRSI Perseus (winner) Drake Ironclad Assault (2nd place) Origin M80 Drake Corsair If you own the Perseus, you also get an in-game bomber jacket.\nThe four get their big moment on November 22, Best in Show day.\nYou only get the paints for ships that are in your hangar on the last day of the IAE (November 27).\nThe Perseus in the IAE trailer in black, white and gold\rThe M80 in the IAE trailer\rIs the Banu Merchantman coming?\rIn the test version of the expo halls, players found a spot for a hologram next to the elevators. Around it: a large Banu logo and blank signs.\nMany see this as a hint at the long-awaited Banu Merchantman . Not for this expo, but maybe for IAE 2027 ? After all, there was a similar hologram before the Drake Kraken was revealed at DefenseCon.\nAccording to the October monthly report, two artists have been assigned to restart development of the Merchantman. When it was paused, the interior was in whitebox and the exterior in greybox. Now CIG is reworking the whole ship to fit the new player trading design. There\u0026rsquo;s no timeline yet, though, and in interviews the developers stress that they\u0026rsquo;d rather release the Merchantman finished than rushed.\nSo far, the Merchantman only exists as concept art\rWhether IAE 2027 works out is still open. But hope costs nothing \u0026hellip; unlike the Merchantman.\n","date":"October 29, 2026","externalUrl":null,"permalink":"/en/event/iae-2026/","section":"Current and past events","summary":"Everything about the Intergalactic Aerospace Expo 2956: dates, Free Fly, manufacturer days and the new ships from the Galaxy to the Liberator","title":"IAE 2956: Dates, Ships and Rumors","type":"event"},{"content":"\rThe invitation\rSome news makes you put your coffee down for a moment. The reveal of the new RSI Constellation Mk 5 Centaurus was one of those. And when, shortly afterwards, a message lit up on my mobiGlas saying Roberts Space Industries was offering a free test flight to every interested pilot, my plans for the day were thrown out the window faster than a quantum drive can spool.\nI read the message three times to make sure there wasn\u0026rsquo;t an asterisk with fine print hiding anywhere.\nFirst impression\rDelivered to the hangar\rOne thing is immediately clear: this ship is big. Not just a little bit bigger. You really have to tilt your head back to take in all of its beauty in the hangar.\nThe lines are more modern, the shape more triangular, everything looks like it\u0026rsquo;s cast in one piece. RSI has managed to give the Constellation a new face. Wherever you look, everything has been rethought. If a ship of this size can be beautiful, it\u0026rsquo;s this one.\nSteel and firepower\rIf, after that first look, you expect the pilot to now have a flying fortress under their thumb, you\u0026rsquo;ll be surprised. Like the Mk 4, the Mk 5 carries four pilot-controlled size 5 weapons. So nothing has changed about the firepower from the cockpit.\nThe real progress is elsewhere. The two turrets each carry four size 3 weapons, twice as many as the Mk 4\u0026rsquo;s turrets. And they\u0026rsquo;re remote-controlled. Nobody has to squeeze into a cramped dome anymore. The catch: without a crew, these turrets stay silent. If you fly alone, you get nothing out of them.\nMy first outing\rRSI has stepped things up considerably on defense. Two size 3 shield generators instead of one, thicker armor, a sturdier structure and 32 missiles instead of my Taurus\u0026rsquo;s 24. The Mk 5 is built to take a beating. And to dish one out.\nAll this mass comes at a price, though. In combat, the Mk 5 is a bit more sluggish and slower than its predecessor. In NAV mode, on the other hand, it pulls away. A ship that would rather travel than dance.\nA family with character\rTo understand what the Mk 5 does differently, it\u0026rsquo;s worth taking a look at its big sisters. Because the Constellation was never just one ship, but a whole family. Each variant with a mind of its own.\nThe Andromeda is the fighter among them. Two turrets with two size 3 weapons each, and a missile arsenal that makes even hardened pirates break out in a sweat: 24 size 2 missiles and 28 size 1. Plus the P-52 Merlin, a small snub fighter that launches from the stern when needed and takes care of the annoying little things.\nThe Aquila would rather look than shoot. Its scanning turret in the nose is its pride and joy, backed up by a turret with two S3 weapons and 24 size 2 missiles in case the unknown bites back. With 96 SCU of cargo space and an Ursa Rover on board, it\u0026rsquo;s built for everyone who wants to know what lies beyond the next horizon.\nThe Phoenix is the diva of the family. Luxury wherever you look, 80 SCU for the luggage of high society, and the P-72 Archimedes as an elegant companion. It\u0026rsquo;s still far from defenseless, quite the opposite: two turrets with two S3 weapons each, 28 size 1 missiles and a point defense system make sure the champagne doesn\u0026rsquo;t get spilled even under fire.\nAnd then there\u0026rsquo;s the Taurus. But I\u0026rsquo;ll get to her in a moment.\nWhy so big?\rThat leaves the question every Constellation pilot is probably asking: why did the Mk 5 get so much bigger?\nPart of the answer lies in the cargo hold. 240 SCU fit into the Centaurus, plus a docking spot for a small snub fighter. More room for the crew, more comfort on long journeys, more reserves for everything the \u0026lsquo;verse throws at you. All true. And yet I have the feeling that RSI didn\u0026rsquo;t simply improve the old Constellation here. They built a different ship that just happens to carry the same name.\nFour crew members on the bridge\rRoom for the crew\u0026rsquo;s downtime\r240 SCU fit in here\rPrevious\rNext\rThe Constellation always had its firm place. Big enough for a small crew and a decent load, strong enough to defend itself in an emergency, and handy enough that you don\u0026rsquo;t break out in a sweat on every landing approach.\nThe Mk 5 plays in a different league. It\u0026rsquo;s not the big brother, it\u0026rsquo;s the uncle from the nicer part of town. A ship for well-rehearsed crews, for long distances and for moments when things get uncomfortable. It fills a new niche, and that\u0026rsquo;s perfectly fine. It\u0026rsquo;s just that the gap the old Constellation filled all those years hasn\u0026rsquo;t simply disappeared.\nMy workhorse\rAnd this is exactly where my Constellation Mk 4 Taurus comes in.\nConstellation Mk IV Taurus\rShe\u0026rsquo;s not the youngest anymore. The seat cushions have long since taken on the shape of my backside, the MFDs need a little slap in the morning, and there\u0026rsquo;s a scratch on the cargo ramp from a landing we\u0026rsquo;d better not talk about. But she\u0026rsquo;s never let me down. No cargo too heavy, no flight too far, no job too uncomfortable.\nThe Taurus doesn\u0026rsquo;t make a big fuss about herself. One turret with two S3 weapons has to do, but in return there\u0026rsquo;s a tractor beam turret that\u0026rsquo;s worth more than any extra cannon when loading. Her cargo hold takes 174 SCU: 168 of them out in the open on the cargo deck and 6 more shielded against scanners. After all, you don\u0026rsquo;t want to declare every load at customs.\nDon\u0026rsquo;t get me wrong, the Mk 5 is a great ship. But for me, the old Constellation is still the best design RSI has ever built. There are ships you fly, and there are ships you fly with. My Taurus belongs to the second kind. She\u0026rsquo;s my workhorse, and she remains my medium hauler of choice.\nMaybe I\u0026rsquo;ll treat her to a new paint job soon. Something fresh, something that covers the marks of the last few years. Then she\u0026rsquo;ll be as good as new.\nAnd when I\u0026rsquo;m standing next to a brand-new Mk 5 on the landing pad with her, we\u0026rsquo;ll see who gets the looks. At least from those who know what really matters.\n","date":"October 11, 2026","externalUrl":null,"permalink":"/en/hangar-log/constellation/","section":"Hangar Log","summary":"","title":"Centaurus – A new constellation in the sky","type":"logbuch"},{"content":"\rPast event\rThis event is over. Dates, prices and rewards on this page no longer apply. The page is only here as a look back.\nAhoy! From September 9 to September 28, Star Citizen raises the black flag again: Pirate Week is back. Compared to other events, there\u0026rsquo;s not all that much to do this time. Instead, a tricky treasure hunt awaits you, with a golden coin as the reward at the end. You can also become a wanted outlaw yourself in the Most Wanted community event.\nWhat to expect\rPirate Week basically consists of three things:\noffers in the Pledge Store the Most Wanted community event a treasure hunt with eight riddles Pledge Store offers\rAll Pirate Week offers are only available for real money in the Pledge Store, you can\u0026rsquo;t buy them in-game with aUEC. You don\u0026rsquo;t need any of them for the treasure hunt and the golden coin, though.\nPirate skins\rRSI offers various pirate-style skins for your ships. If you\u0026rsquo;ve always wanted your fleet to look a bit more daring, now\u0026rsquo;s your chance.\nDuelist Starter Pack\rIf you don\u0026rsquo;t have a game package yet, now\u0026rsquo;s a good time to jump in: the [Duelist Starter Pack] (Update, October 30, 2026: CIG has removed this pack from the Pledge Store) is discounted during Pirate Week and comes with two extra skins.\nCommunity event: Most Wanted\rOne of the most dangerous pirates in Stanton\rIn the Most Wanted community event, you end up on the wanted poster yourself. Your job is to create an in-game mugshot of yourself that follows a given template. So strike a pose and look as dangerous as you can.\nThe template for your mugshot\rThe deadline is September 28, 2026 at 8:00 PM UTC. You\u0026rsquo;ll find the exact rules in the official description on Spectrum.\nThe loot\rThe three best mugshots each win a ship with LTI (lifetime insurance) and a matching skin:\nPlace Ship Skin 1st Aegis Vanguard Warden Solar Winds 2nd Grey\u0026rsquo;s Market Shiv Skull and Crossbones 3rd Grey\u0026rsquo;s Market Basher Skull and Crossbones So it\u0026rsquo;s really worth giving it everything you\u0026rsquo;ve got when you pose.\nThe treasure hunt\rOver the course of the event, CIG gradually released eight riddles. Each riddle gives you one segment of a code with this format:\nX-XXXX-XXXX-XXXX-XX-XXXXXXXX-XXX-XX\nThe clues take you all over the \u0026lsquo;verse: to Levski in the Nyx system, to several places in the Pyro system and to Stanton. Some riddles are also encrypted, the first one, for example, with a simple letter substitution.\nRiddle by riddle to the code\rFor each riddle, you\u0026rsquo;ll find the original text. If you want to puzzle it out yourself, just look at the riddle first. If you get stuck, open the hint that puts you on the right track. And if you just want to know the answer to a riddle, the \u0026ldquo;Show solution\u0026rdquo; block reveals it. If you don\u0026rsquo;t feel like puzzling at all, jump straight to the section The solved code.\nRiddle 1: X\r\u0026ldquo;WADOD SAD GJQS POD AJIJODN, EGPHDQ QKDPF GJTNDO SAPI WJONQ. UJTIS SADH UPODETGGY.\u0026rdquo;\nShow hint Decrypted: \u0026ldquo;Where the lost are honored, flames speak louder than words. Count them carefully.\u0026rdquo;\nThe text is encrypted with a simple letter substitution. It refers to the memorial on Levski. There are 44 candles there in total, but that\u0026rsquo;s too many for a single digit. So what you count are the groups of candles.\nShow solution 7\nRiddle 2: XXXX\r\u0026ldquo;They boast, \u0026lsquo;If we don\u0026rsquo;t have it, you can\u0026rsquo;t get it\u0026rsquo;. Mayhap they\u0026rsquo;re right. A powder monkey would know where to look. The mark ye seek be stamped plain for all to see.\u0026rdquo;\nShow hint The slogan is on a sign at Teach\u0026rsquo;s Ship Shop on Levski. Powder monkeys were the boys who used to keep the cannons supplied with ammunition on ships. The code you\u0026rsquo;re looking for is printed on the sides of the ammo crates in the shop.\nShow solution AQ42\nRiddle 3: XXXX\r\u0026ldquo;The hunt continues, ye restless souls. Not every prize worth chasin\u0026rsquo; drifts among the stars. Some be hidden upon a glowin\u0026rsquo; screen in the roughest watering hole in Pyro. Make fer Rods Fuel and Supply. Seek not the highest, nor the lowest. Fifth. The name means nothin\u0026rsquo;. The number be what you seek.\u0026rdquo;\nShow hint There\u0026rsquo;s an arcade machine in the bar at Rods Fuel and Supply in Pyro. The number you\u0026rsquo;re looking for is in 5th place on its high score list. The player name next to it doesn\u0026rsquo;t matter.\nShow solution 0829\nRiddle 4: XXXX\r\u0026ldquo;Someone passed through this corner o\u0026rsquo; the \u0026lsquo;verse before ye and left their mark. Not a flag, not a beacon, but a scrawl. The four ye seek be writ plain upon it.\u0026rdquo;\nShow hint The riddle comes with a picture of Battaglia\u0026rsquo;s office on Levski. Across from her desk, there\u0026rsquo;s a sticky note with the solution. Behind the desk you\u0026rsquo;ll also find the number 8340, but that one isn\u0026rsquo;t \u0026ldquo;writ plain\u0026rdquo;.\nShow solution 4567\nRiddle 5: XX\r\u0026ldquo;BYPASSING TWISC\u0026hellip;\u0026hellip; FUNCTION RETRIEVE (TREASURE HUNT CLUE)\u0026hellip;\u0026hellip; ACCESS GRANTED\u0026hellip;\u0026hellip; INJECTING\u0026hellip;\u0026hellip; 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.\u0026rdquo;\nShow hint This clue comes from the This Week in Star Citizen newsletter. The capital letters in the text spell out ARID REACH, a station near Monox in Pyro. You\u0026rsquo;ll find the hologram on the roof of the middle building.\nShow solution 15\nRiddle 6: XXXXXXXX\r\u0026ldquo;X marks naught, ye fool. The logs hold the truth o\u0026rsquo; it. Seek where the tinkerers and learned folk keep their ledgers. No need to dig deep. The answer be right at the top.\u0026rdquo;\nShow hint For a long time, the community assumed the build number in the patch notes was meant. But you\u0026rsquo;ll find the solution in-game: there\u0026rsquo;s a terminal in an ASD facility where you can download logs. The top entry contains the code.\nShow solution RDFE4587\nRiddle 7: XXX\r\u0026ldquo;Picked up a signal, even all the way out here, ye scallywags. PYRO BLOOM. Southern end, cold enough to freeze yer boots solid! Get yourself to the top, find the number, and mind only the last three! Mark em well! For they will guide ye onward\u0026hellip;\u0026rdquo;\nShow hint There\u0026rsquo;s nothing to find at the south pole of Bloom. What\u0026rsquo;s meant is the Frigid Knot outpost. Climb the tower there, and at the top you\u0026rsquo;ll find a number. You only need its last three digits.\nShow solution 324\nRiddle 8: XX\r\u0026ldquo;Not everything in this system stays dark forever, ye restless souls. Some nodes be just waitin\u0026rsquo; fer the right pair o\u0026rsquo; 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.\u0026rdquo;\nShow hint The riddle comes with a picture of a radio tower. It\u0026rsquo;s one of the nodes from Siege of Orison. On a screen at the node, you\u0026rsquo;ll see several pairs of letters and numbers. All of them are grayed out except one.\nShow solution L6\nThe solved code\rPut all eight segments together and you get the complete code. If you don\u0026rsquo;t want to puzzle at all and just want the coin, you\u0026rsquo;re in the right place: open the code, copy it with the copy button and enter it on RSI\u0026rsquo;s official Pirate Week page. After that, the golden coin is yours.\nShow full code 7-AQ42-0829-4567-15-RDFE4587-324-L6\rTips\rVisit the locations anyway\rSince the code has already been cracked, you obviously don\u0026rsquo;t have to fly all over the \u0026lsquo;verse yourself anymore. But if you\u0026rsquo;d like to see the locations for yourself, a little sightseeing flight is worth it. Plan your route by system:\nLevski: memorial, Teach\u0026rsquo;s Ship Shop and Battaglia\u0026rsquo;s office Pyro: Rods Fuel and Supply, Arid Reach near Monox and Frigid Knot on Bloom Stanton: the node from Siege of Orison Especially in Pyro, you shouldn\u0026rsquo;t be too reckless. It\u0026rsquo;s Pirate Week, after all, and in my experience the other players take the motto very seriously.\n","date":"September 23, 2026","externalUrl":null,"permalink":"/en/event/pirate-week-2026/","section":"Current and past events","summary":"The treasure hunt riddles with solutions, the code for the golden coin and the Most Wanted community event","title":"Pirate Week 2026","type":"event"},{"content":"\rThe origin\rIt\u0026rsquo;s been many years since I set out with my first diploma in my pocket and lots of hope in my heart to make my dearest wish come true. I wanted to get my first very own spaceship. But not just any ship, no! The best one I could afford at the time. An Origin Jumpworks 315p in Moonlight white.\nThat elegant silhouette, the shapely air intakes, the blue shimmer of the mighty engine and of course the sexy spoiler made my heart beat faster.\nNaturally, I let the salesman talk me into every option there was. From the sports steering wheel and the coffee machine to the lovely Origin bed linen, I took everything I saw in the brochure.\nThe promise\rMy plans were big. I wanted to explore space, scan for jump points and discover new paths. I was convinced that with my 315p I wasn\u0026rsquo;t just buying a ship, but something far bigger: elegance, technical perfection and the awareness that every journey begins with a fascination for the unknown.\nAnd that feeling stayed with me for years.\nWhile other pilots flew their clunky freighters or raced through asteroid fields in military fighters, I glided through the vacuum.\nEvery movement precise, every turn as if choreographed, every takeoff a perfectly staged performance. Once you\u0026rsquo;ve sat in an Origin cockpit, you understand that this company doesn\u0026rsquo;t just build spaceships, it takes us back to the very roots of flight.\nThe disappointment\rAnd that\u0026rsquo;s exactly why it hurts me to have to write this paragraph today.\nWhere has that vision gone?\nIn recent years, Origin seems to be more of an echo of itself than the shining star that once set the standard for civilian spaceflight. For years, the company didn\u0026rsquo;t bring out a single new model, and bold innovations failed to appear too. While other manufacturers flood the market with fresh concepts, radical designs and technological breakthroughs, Origin seems cautious. Almost as if it were afraid of damaging its own myth, and so prefers to bask in the glow of past masterpieces.\nDon\u0026rsquo;t get me wrong, I still love my 315p. I look after her, I polish her hull, I replace every screw with original parts. Origin ships don\u0026rsquo;t age, they mature. Their design is timeless, and even after years their lines look more modern than many a \u0026ldquo;new\u0026rdquo; design from the competition.\nBut love also means honesty.\nI miss the courage that once produced models that were more work of art than machine. I miss the engineers who dared to weave function and beauty together so tightly that you no longer knew where one ended and the other began. I miss the feeling that Origin is planning the next big step and not just the next variation.\nReturn to the origin\rBut I haven\u0026rsquo;t lost faith yet.\nBecause the foundation is still there. No other manufacturer knows how to combine luxury, performance and aesthetics like Origin does, without any of them suffering. The old models prove it anew every day. Anyone who has ever owned an Origin ship knows: this company is capable of great things.\nMaybe all it takes is the right moment, the right impulse, or maybe just a return to its own origin.\nAnd when that day comes, I\u0026rsquo;ll be there. With a freshly polished hull, a full tank and a pounding heart. Ready to be amazed all over again.\nBecause no matter how quiet it has become around them, Origin was never just a name. Origin was always the source of greatness.\n","date":"February 24, 2026","externalUrl":null,"permalink":"/en/hangar-log/origin/","section":"Hangar Log","summary":"","title":"Origin Jumpworks – Elegance in space","type":"logbuch"},{"content":"\rPast event\rThis event is over. Dates, prices and rewards on this page no longer apply. The page is only here as a look back.\nWith the new patch 4.6, a new event is coming our way too: The large independent space station Levski in the Nyx system has been infested by a previously unknown fungal strain that\u0026rsquo;s causing serious illness all over the station. The UEE is asking all available organizations and individual freelancers for help to end this humanitarian disaster as quickly and efficiently as possible.\nMission types\rBetween January 28 and March 17, you have time to lend the people of Levski a hand. To do that, you complete missions that you\u0026rsquo;ll find in your mobiGlas under the Priority tab.\nPick your next mission\rThe missions fall into three basic categories:\nCollections Transport Defense Collection missions\rYou can recognize these missions by the name of the contractor, shown in small print below the mission title: Shubin Interstellar and Rayari Inc.\nYour job here is to get hold of various resources and deliver them. You can buy Laranite, Borase, Bexalite or Pressurized Ice, or mine them yourself with a mining ship. You can also collect Decari Pods.\nYou\u0026rsquo;ll find Laranite, Borase and Bexalite pretty much everywhere in the Stanton system too. I went to a refinery and then searched the area around it with a Prospector. Pressurized Ice, on the other hand, is found in the Pyro system.\nDecari Pods are fruits that grow on Pyro I, but you can also buy them, e.g. at The Yard or Shepherd\u0026rsquo;s Rest on Bloom in Pyro.\nTransport missions\rThe transport missions are offered by Covalex, Ling Family Hauling and FTL Courier.\nThese are simple transport and courier missions: you get two addresses, one to pick up the goods and one to deliver them. There are deliveries within a system as well as interstellar jobs. A MultiTool is a must here, since you\u0026rsquo;ll be loading a lot of cargo by hand.\nDefense missions\rThe other missions in the Priority tab are combat missions. You get a location in space where your target is, which you either have to protect or take out.\nSmaller missions are easy to handle on your own. Grab a ship with enough firepower and take out the enemies. For bigger missions, though, backup from friends is highly recommended.\nMission progress\rAt the start, only a few missions are available to you. But every mission you complete earns you a certain number of points. The more points you collect, the more missions you unlock.\nOn top of that, you fill four progress bars: one bar for each of the three mission types, plus an overall progress bar.\nYour personal progress is shown in the Journal under Alliance Aid\rThe three smaller bars need 10,000 points each, the big overall bar needs 30,000 points. That means: if you fill all three small bars completely, the overall bar is automatically done too. The other way round, you can also fill the overall bar with just a single mission type.\nSpecial missions\rAs soon as you reach 5,000 points in a progress bar, you get an additional one-time special mission for it that awards more points. There are rumors about hidden rewards, but nothing has been confirmed so far.\nMolina Mold mission\rYou head into a cordoned-off area on Levski and collect five mushrooms there. Then you take them to New Babbage in Stanton.\nYou need to collect five of these mushrooms\rDouble Interstellar Med. Haul (Medical / Filters)\rTransport a total of 128 SCU of cargo in 2 SCU containers from New Babbage and Lorville (64 SCU each) to Levski.\nReady to head for Levski\rUrgent Rescue Mission\rDefeat six pirate ships and recover four stolen cryopods. The pods are 2 SCU each, so you need to be able to haul them away after the fight.\nRewards\rEach of the four progress bars has set milestones. When you reach one of these milestones, you get the matching reward.\nRewards per mission type\r10 % 50 % 100 % Collection Collection Division jacket Purifier Mask AA Support Apollo Triage ship skin Transport Transport Division jacket MaxLift with a dark green Transport skin RAFT ship skin Defense Defense Division jacket two each of the BEHR Laser Cannons S1-3 with Defense Division skin Paladin ship skin Rewards for overall progress\r30 % 70 % 90 % 100 % CureLife Light Medical Armor + MaxLift with a red AA skin Asgard ship skin Apollo Medivac ship skin Perseus ship skin + special MedGun with AA Support skin + RediMake item fabricator with Alliance Aid skin Some of the event rewards\rTips\rEfficiency\rAll mission types come in three sizes. Small missions are designed for solo players, e.g. with two or three enemies or around 6-8 delivery boxes. For medium and especially large missions, you\u0026rsquo;ll need backup.\nThe points you earn only go up a tiny bit for bigger missions, though. Since this time every group member gets the full points for shared missions, it\u0026rsquo;s much more efficient to do small missions as a group. Each player accepts their own missions and shares them with the group.\nPlayers regularly look for people to form bigger groups in the in-game chat. Join a group, do your missions, share them and accept shared missions with [. That way you\u0026rsquo;ll fill all the progress bars in no time.\nOverloading collection missions\rIf you\u0026rsquo;re lucky enough to find a vendor with large amounts of the ore or Decari Pods you need in stock, you can buy a lot more than a single mission requires.\nDeliver the goods to your destination hangar and send the whole load down with the freight elevator. The mission automatically takes only the amount it needs to complete, and the rest ends up in your station inventory.\nThen accept the same mission again, bring the required amount back up with the elevator and send it down again. The mission completes instantly. Repeat this until you\u0026rsquo;ve run out of goods.\n","date":"February 2, 2026","externalUrl":null,"permalink":"/en/event/alliance-aid-2026/","section":"Current and past events","summary":"Support Levski with collection, transport and defense missions and earn exclusive rewards","title":"Lifeline for Levski - Alliance Aid","type":"event"},{"content":"\rPast event\rThis event is over. Dates, prices and rewards on this page no longer apply. The page is only here as a look back.\nOnce again this year, Roberts Space Industries is celebrating the holidays on its website, or rather: Luminalia, the in-game festival of lights in Star Citizen.\nAs in previous years, a mix of small events, surprises and festive spirit awaits us in the \u0026lsquo;verse.\nStar Citizen advent calendar\rRight on time from December 10, a new door opens every day at 5:00 PM in the RSI advent calendar. Behind each one is a gift for your in-game character. In recent years the selection ranged from decorations to outfits, ship paints and weapons, because nothing says \u0026ldquo;happy holidays\u0026rdquo; quite like a freshly oiled assault rifle in Luminalia colors.\nFrom the heart, for you!\rSo we\u0026rsquo;re all curious to see what Luminalia 2955 has in store.\nUpdate, January 10, 2026:\rThe advent calendar is now fully open. There were some weapons, ship skins and other nice gifts for all Citizens to unwrap.\nThese were this year\u0026rsquo;s gifts\rYou can still claim all these gifts on the RSI website until January 12.\nUpdate, January 12, 2026:\rThe advent season is now over, and so is the chance to get these items. But there\u0026rsquo;ll surely be another event like this next year!\nEveryone can join in\rThe best part: you don\u0026rsquo;t even need a game package to take part in Luminalia. A free RSI account is enough to collect the daily gifts.\nSo if you don\u0026rsquo;t have an account yet, you can create one now and already collect some equipment for the future. If you later decide to buy Star Citizen or try the game during a Free Fly event, you\u0026rsquo;ll start your first missions and fights well equipped.\nGame package offers\rIf you decide to get into Star Citizen during the holiday season, there are also discounted game packages in the Pledge Store right now. For example the Generalist Starter Package including the Drake Cutter and two matching paints at a reduced price.\nYou can find out what\u0026rsquo;s in the current starter pack in my overview.\nI wish you a wonderful Luminalia, lots of gifts and a relaxing time in the \u0026lsquo;verse!\n","date":"December 9, 2025","externalUrl":null,"permalink":"/en/event/luminalia-2025/","section":"Current and past events","summary":"The Star Citizen advent calendar 2955 with 13 surprises to collect, wear and shoot","title":"Luminalia 2955","type":"event"},{"content":"\rPast event\rThis event is over. Dates, prices and rewards on this page no longer apply. The page is only here as a look back.\nPlay Star Citizen for free:\nIAE 2956 Free Fly from November 13 to 27!\nAlways wanted to dive into the Star Citizen universe? Now\u0026rsquo;s the perfect time! From November 13 to 27, the Intergalactic Aerospace Expo 2956 is on, and for the whole show you can play Star Citizen completely free. In the expo halls in New Babbage, you can check out every ship, and each day brings new ones to test-fly for free. Everything about the expo is on the IAE page.\nA little tip: The account for the Free Fly costs nothing. Still, create it with a referral code right away, because you can\u0026rsquo;t add the code later. If you like the \u0026lsquo;verse and pick up a game package at some point, you\u0026rsquo;ll get 50,000 aUEC of extra starting credit.\nNo code yet? Just use my referral link to sign up, so you\u0026rsquo;re ready for anything!\rIAE 2955\rTonight\u0026rsquo;s finally the night!\nThe 14-day Intergalactic Aerospace Expo 2955 kicks off on Crusader, and Orison is already packed with visitors from all over the \u0026lsquo;verse.\nCome to the event too and check out all the latest in spaceflight technology.\nWhether you want to test-fly a ship for the first time, study a particular model in detail or simply experience the special atmosphere of one of the most important events in spaceflight culture, the Expo invites you to be part of the spectacle.\nFree Fly event\rYou don\u0026rsquo;t even need a game package to take part. Everyone interested gets a Crusader Intrepid to fly straight to the Expo.\nProgram\rFrom 5:00 PM the elevators in the Vision Center in Orison, Crusader, are unlocked and take you straight to the exhibition halls.\nThere you can take your time looking at, stepping into and of course marveling at the ships and vehicles from all over the universe.\nIn public for the first time, the RSI Perseus\rA special highlight is the presentation of the RSI Perseus. This impressive gunboat floats majestically above the entrance to the halls and greets every guest from far away.\nAnd the best part: you can rent over 150 ships completely free for 48 hours.\nThere\u0026rsquo;s a schedule for the rentals, with each manufacturer represented for two days. Today kicks off with RSI.\nIAE 2955, exhibitor schedule\rShip sales\rOver the two weeks, you\u0026rsquo;ll have plenty of opportunities to buy the ship of your dreams. Especially big or rare models are on sale too.\nAnvil F8 Lightning\rMy personal highlight: the first unrestricted sale of the Anvil F8C Lightning. If you already had a purchase permit for this heavy fighter before the Expo, an exclusive paint is waiting for you.\nIAE 2955, the new F8 Lightning paint\rLocation\rThe way to the Vision Center is easy to find\rLand at Dunlow Spaceport in Orison and just follow the signs to the IAE. You can hardly get lost, the whole way is clearly signposted.\nSee you under the RSI Perseus!\n","date":"November 20, 2025","externalUrl":null,"permalink":"/en/event/iae-2025/","section":"Current and past events","summary":"IAE 2955 in Orison: Free Fly, over 150 ships and vehicles from every manufacturer to test for free and the first public showing of the RSI Perseus.","title":"Intergalactic Aerospace Expo 2955","type":"event"},{"content":"\rGrey\u0026rsquo;s Market | Shiv. With Blue Blossom paint.\rIs that a Cutlass?\n— Nope!\nIs that a Valkyrie?\n— Nope!\nSo what\u0026rsquo;s it supposed to be then?\n— Well, kind of both\u0026hellip; and a lot more! It\u0026rsquo;s a Grey\u0026rsquo;s Market production: the Shiv.\nShiv above Lorville\rHave you ever wondered what actually happens to all the scrap the hard-working salvagers fish out of orbit?\nShiv in the clouds of Crusader\rA good part of it ends up with the folks at Grey\u0026rsquo;s Market. And there, things get put together that don\u0026rsquo;t seem to belong together. Whatever doesn\u0026rsquo;t fit is made to fit with a hammer and a saw:\nThe chassis of a Cutlass Thrusters from the Valkyrie The engine of a Freelancer And to top it all off, a Hurricane quad turret with four S3 guns from the Hornet Shiv in quantum travel\rAll of it is perfectly tuned to squeeze the very last spark of performance out of the components. A dream!\nAnd it really shows: very good acceleration and maneuverability for its size, and 32 SCU of cargo space. That\u0026rsquo;s paired with the turret\u0026rsquo;s high firepower and two additional size 4 ballistic guns. This heavy zombie will get you out of many a tight spot.\nThere\u0026rsquo;s just one thing I unfortunately can\u0026rsquo;t turn a blind eye to: the quality of the interior.\nLoose cables hanging from the ceiling behind the pilot\rGuys\u0026hellip; seriously? Loose cables hang from the ceiling, the ladder to the bunk bed is broken. Everything here seems unfinished and not thought through. They just took whatever was lying around, with no regard for loss of quality.\nAnd what\u0026rsquo;s this supposed to be?\nShiv \u0026ldquo;interior design\u0026rdquo;\rA bucket in a former turret shaft? That\u0026rsquo;s supposed to be the toilet?\nThe motto here seems to have been that every credit saved is worth the lost comfort.\nMaybe it\u0026rsquo;s my pride as a ship mechanic that forces me to condemn conditions like these as unacceptable. But I admit there\u0026rsquo;s probably a bit of envy in there too. Because Grey has at least managed what many of us only dream of: he sells his own creations and is proud of them.\nI\u0026rsquo;ll have to think about that in peace first\u0026hellip;\nGet out! Occupied!\rShiv above Crusader\u0026rsquo;s south pole\r","date":"November 5, 2025","externalUrl":null,"permalink":"/en/hangar-log/shiv/","section":"Hangar Log","summary":"","title":"Grey's Market – Shiv","type":"logbuch"},{"content":"MedGel is one of the most important inventions of this century. And rightly so! No matter what injury or illness plagues you, with a little MedGel you\u0026rsquo;re back on your feet in no time. From that moment on, life expectancy only knew one direction: steeply upwards.\nBut that was far from the end of it. Thanks to adopting an imprint technology left to us by alien life forms, the final boss of all life forms, death itself, is no longer an inevitable end. It\u0026rsquo;s just an annoying inconvenience, like a bad headache: a bit of MedGel, and everything\u0026rsquo;s fine again. Who\u0026rsquo;s still complaining about that? Hardly anyone. Resistance to something like this is\u0026hellip; well, rare. After all, it would be political suicide to take death\u0026rsquo;s side.\nI\u0026rsquo;m deliberately leaving the ethical and social dilemmas aside here. Wiser minds have already dealt with them and filled whole libraries. Let\u0026rsquo;s stick to the practical applications and their consequences.\nWho manages all those imprint databases, and what can be done with them? Could someone create a loyal army made up only of copies of themselves? Now that would be a sight: a Polaris full of clone troopers in heavy white marine armor. I\u0026rsquo;m sure I\u0026rsquo;ve seen something like that somewhere before\u0026hellip; And if they can actually hit something on top of that, then good night!\nThe more interesting question, though: can imprints be manipulated? Change the mind or the body so much that you\u0026rsquo;d hardly recognize it? Or, on the contrary, so subtly that nobody notices? Could you perhaps even lend a hand yourself and, for a hefty fee of course, make some creative provisions for your future? Officially, changes like that aren\u0026rsquo;t supposed to be possible. Lots of laws and regulations have been written for it. But does that really stop everyone? And do we understand the technology well enough to rule out manipulation with technical certainty? Would we even notice if something like that happened to us? Are you still you then? How can you be sure?\nI mean sure, if you wake up and suddenly have a third arm on your back or you\u0026rsquo;re four meters tall, that would probably stand out. But what if at the next Imperator election you suddenly vote for a different candidate than you always do? Did you just change your mind, or did someone give it a little push?\nI\u0026rsquo;m just asking questions\u0026hellip;\nUEE Senate Hall\r","date":"September 20, 2025","externalUrl":null,"permalink":"/en/hangar-log/medgel/","section":"Hangar Log","summary":"","title":"MedGel and you","type":"logbuch"},{"content":"The Hangar Log is where I collect everything that happens between jumps, missions and repairs: impressions, analysis, praise, criticism and stories from the life of a citizen of the stars.\nThis isn\u0026rsquo;t about quick news, it\u0026rsquo;s about perspectives. About experiences. And about the little details you only notice once you\u0026rsquo;ve been out there long enough.\nSome entries are personal, some technical, some maybe uncomfortably honest. But all of them come first-hand and unfiltered, straight from my hangar.\n","date":"August 20, 2025","externalUrl":null,"permalink":"/en/hangar-log/","section":"Hangar Log","summary":"Personal reports, opinions and observations from the ‘verse | Straight from my hangar!","title":"Hangar Log","type":"logbuch"},{"content":"\rShe\u0026rsquo;s finally here! The long-awaited L-21 Wolf!\rThe folks at Kruger Intergalactic kept us waiting a long time and stayed very tight-lipped about it. And the wait was worth it. What a sight this little ship is! Those curves and shapes, the classic design and the modern details. It\u0026rsquo;s really something to behold.\nEngines\rBut the new star among light fighters doesn\u0026rsquo;t just impress with its looks, there\u0026rsquo;s a lot under the hood too. It leaves any Gladius behind without breaking a sweat. And its maneuverability is second to none. Some can only dream of pitch, yaw and roll of up to 90, 62 and 252 degrees per second, and SCM and NAV speeds of 230 m/s and 1,225 m/s.\nAll this power naturally comes with a significant drawback. The ship lights up on every radar like a Christmas tree as soon as it shows up in the neighborhood. Inconspicuous scouting flights should be done in a different ship.\nEquipment\rBut what\u0026rsquo;s this? At the push of a button, two hidden, huge size 4 gatlings appear from the wings, with 4,200 rounds of ammo each! The Relentless L-21. What a sight it is when you\u0026rsquo;re focused on the enemy ahead and catch the spinning-up five-barrel guns out of the corner of your eye. It really warms your heart… and the enemy\u0026rsquo;s engine.\nA total of eight S1 missiles, four in each wing, complete the Wolf\u0026rsquo;s offensive arsenal. Marksman I infrared missiles are fitted from the factory.\nDefense comes from two S1 shields. Not much for such a fragile hull, which is why the pilot should rather rely on their dodging skills.\nControversy\rBut as these things go, such beauty doesn\u0026rsquo;t come without controversy. First of all, lots of new owners complain about the little blemish under the engine: a small fin that, according to the manufacturer, improves yaw considerably. It remains to be seen whether the advantage is big enough to turn a blind eye to it.\nOthers complain that the two gatlings are attached to the chassis in a way that means they can\u0026rsquo;t be swapped. I ask these people: Have you ever seen these beautiful bringers of death up close? What person would ever want to replace such elegance? Certainly not me!\nAs everyone knows, beauty is in the eye of the beholder. So take a look and a listen at the L-21 yourself and decide: is she the most beautiful she-wolf in the pack, or have you been snacking on MedGel a bit too often lately?\nGallery\r","date":"August 20, 2025","externalUrl":null,"permalink":"/en/hangar-log/l-21wolf/","section":"Hangar Log","summary":"Star Citizen - The new star among light fighters, the L-21 Wolf from Kruger, is here.","title":"Kruger Intergalactic L-21 Wolf","type":"logbuch"},{"content":" Key(s) Action Y Get up from a bed etc. W A S D Movement keys Q / E Lean left / right Ctrl Go prone, get up C Crouch, stand up F Primary interaction F ⇊ Secondary interaction F ⇓ Show interaction menu L-Shift Sprint Mouse wheel ⭥ Adjust walking speed L-Alt + H Take off or put on helmet L-Alt + X Wipe helmet visor L-Alt + F Open action menu F1 Open mobiGlas F2 Open mobiGlas and show map F4 Change camera view T Flashlight F12 Toggle chat ⇊ - double tap\n⇓ - hold\n⭥ - scroll\n","date":"August 18, 2025","externalUrl":null,"permalink":"/en/guides/keybindings/fps/","section":"Guides","summary":"","title":"First-person controls","type":"guides"},{"content":" Key(s) Action Left click / Right click Quick punch left / right Left click ⇓ / Right click ⇓ Heavy punch left / right Left click + Right click Block A ⇊ / S ⇊ / D ⇊ Dodge left / back / right ⇓ - hold\n⇊ - double tap\n","date":"August 18, 2025","externalUrl":null,"permalink":"/en/guides/keybindings/fps/melee/","section":"Guides","summary":"","title":"First-person controls - melee","type":"guides"},{"content":" Key(s) Action 1 / 2 Draw primary or secondary weapon 3 Pistol or MedGun 4 MedPen 5 Multi-Tool 6 Fists up G Grenades Left click ⇓ / Right click ⇓ Pull the pin and hold the grenade Left click ↑ Throw grenade Right click ↑ Roll grenade Middle mouse button Melee attack V Equip knife L-Alt + R Lower held weapon R ⇓ Holster equipped item Right click ⇓ With weapon equipped: ADS or zoom L-Shift ⇓ While zoomed: Hold breath to steady the crosshair R Reload with a new magazine L-Alt + 1 Refill half-empty magazines J View and change weapon attachments B Change fire mode, depending on the weapon between full auto, semi-auto or burst U Activate underbarrel item, like flashlights or laser pointers ⇓ - hold ↑ - release\n","date":"August 18, 2025","externalUrl":null,"permalink":"/en/guides/keybindings/fps/weapons/","section":"Guides","summary":"","title":"First-person controls - weapons","type":"guides"},{"content":" Key(s) Action 5 Equip Multi-Tool J View the Multi-Tool\u0026rsquo;s attachments and change them with the mouse and mouse wheel Left click Activate mining laser L-Alt + Mouse wheel ⭥ Adjust laser power Right click ⇓ Collect gems ⭥ - scroll\n⇓ - hold\n","date":"August 18, 2025","externalUrl":null,"permalink":"/en/guides/keybindings/mining/fps-mining/","section":"Guides","summary":"","title":"FPS mining","type":"guides"},{"content":" Key(s) Action I Open inventory F Interact with inventory terminal or container Left click ⇊ Equip item directly from the local inventory L-Shift + Left click Move item from one inventory to the other Middle mouse button Takedown with equipped knife or unarmed L-Shift + Left click Loot menu: Put item in your own inventory Left click Loot menu: Equip item directly ⇊ - double tap\n","date":"August 18, 2025","externalUrl":null,"permalink":"/en/guides/keybindings/inventory/","section":"Guides","summary":"","title":"Inventory","type":"guides"},{"content":" Key(s) Active mode Action V Activate scanning mode Tab Scan Send out a scan pulse to survey your surroundings G Toggle gimbals: when on, the mouse only aims the salvage lasers, otherwise the whole ship M Activate salvage mode Left click Salvage Activate selected tools Right click Salvage Switch tools L-Alt + A Salvage Toggle left tool L-Alt + D Salvage Toggle right tool L-Alt + S Salvage Toggle both tools L-Alt + W Salvage Switch to fracture tool ","date":"August 18, 2025","externalUrl":null,"permalink":"/en/guides/keybindings/salvage/","section":"Guides","summary":"","title":"Salvage","type":"guides"},{"content":" Key(s) Active mode Action Tab Send out a scan pulse to survey your surroundings V Activate scanning mode Mouse wheel ⭥ Scan Narrow or widen the forward scan angle M Toggle mining mode Mouse wheel ⭥ Mining Laser power up/down Left click Mining Activate laser L-Alt + Left click Mining Switch laser type between fracturing and extraction L-Alt + 4 ATLS GEO Switch between high and low mode to collect hand-mining and ROC-mining rocks ⭥ - scroll\n","date":"August 18, 2025","externalUrl":null,"permalink":"/en/guides/keybindings/mining/","section":"Guides","summary":"","title":"Ship and vehicle mining","type":"guides"},{"content":" Key(s) Action U Toggle ship power I Toggle engines O Toggle shields P Toggle weapons W / S Forward / back A / D Strafe left / right Q / E Roll X Brake L Toggle lights R-Alt + L Turn on night vision L-Alt + N Request takeoff or landing clearance. Opens the hangar for your ship L-Alt + C Cruise control - set target speed with W and S L-Alt + F Open action menu N Extend or retract landing gear L-Shift Activate afterburner Tab Scan pulse K VTOL mode C Toggle coupled mode B ⇓ Change flight mode: SCM and quantum mode R-Alt + K Open component ports Middle mouse button Change sub-mode: combat mode, missile mode and scanning mode Y Get out of the seat R-Alt + Y Activate ejection seat Mouse wheel ⭥ In scanning mode: Adjust scan range Left click ⇓ In quantum mode: Start or stop quantum travel R In map view: Set route to the currently selected marker. ⇓ - hold\n⭥ - scroll\n","date":"August 18, 2025","externalUrl":null,"permalink":"/en/guides/keybindings/ship/","section":"Guides","summary":"","title":"Ship controls","type":"guides"},{"content":" Key(s) Action Mouse wheel ⭥ Change weapon group Left click Fire weapon group Right click Activate precision mode H Launch decoys to fend off missiles J Launch chaff to disappear from the enemy\u0026rsquo;s radar G Gimbal mode T Target what\u0026rsquo;s in front of you 5 Cycle through hostile targets L-Alt + 5 Target the nearest hostile Middle mouse button Change sub-mode: combat mode, missile mode and scanning mode Mouse wheel ⭥ In missile mode: Change missiles G In missile mode: Change number of missiles Left click In missile mode: Fire selected missiles F5 Increase power to weapons F6 Increase power to engines F7 Increase power to shields F8 Reset power ⭥ - scroll\n","date":"August 18, 2025","externalUrl":null,"permalink":"/en/guides/keybindings/ship/combat/","section":"Guides","summary":"","title":"Ship controls in combat","type":"guides"},{"content":"\rNew hangar, new life\rShift work is a thing of the past. Instead of standing at the assembly line, I\u0026rsquo;m now standing in front of a towed-in Gladius, replacing the maneuvering thrusters. Instead of working unpaid overtime, I\u0026rsquo;m having a cold beer with the unlucky pilot while he tells me about his mission.\nAnd instead of answering to my shift supervisor, I now only answer to myself.\nMaybe not much has changed about the job itself, same wrenches, same grease, but the perspective is different.\nNow I\u0026rsquo;m standing in my own hangar!\nBecause who wouldn\u0026rsquo;t rather pack their Multi-Tool and go on a procurement mission than shuffle to Lorville Gate 03 in an overcrowded shuttle, only to shove even more UEC up the Hurstons\u0026rsquo; backsides for a pittance?\nSo if you need spare parts, your ship drifts sideways above 230 m/s, or you simply love the smell of quantum fuel in the morning, come on by! Just a short jump from Crusader!\nNeckarus\u0026rsquo; Hangar is now open.\n","date":"August 16, 2025","externalUrl":null,"permalink":"/en/hangar-log/grand-opening/","section":"Hangar Log","summary":"","title":"Grand opening","type":"logbuch"},{"content":"\rPlay Star Citizen for free:\nIAE 2956 Free Fly from November 13 to 27!\nAlways wanted to dive into the Star Citizen universe? Now\u0026rsquo;s the perfect time! From November 13 to 27, the Intergalactic Aerospace Expo 2956 is on, and for the whole show you can play Star Citizen completely free. In the expo halls in New Babbage, you can check out every ship, and each day brings new ones to test-fly for free. Everything about the expo is on the IAE page.\nA little tip: The account for the Free Fly costs nothing. Still, create it with a referral code right away, because you can\u0026rsquo;t add the code later. If you like the \u0026lsquo;verse and pick up a game package at some point, you\u0026rsquo;ll get 50,000 aUEC of extra starting credit.\nNo code yet? Just use my referral link to sign up, so you\u0026rsquo;re ready for anything!\rYour place for Star Citizen tutorials and news\rPilots, mechanics, adventurers! Step right in!\nThis is Neckarus\u0026rsquo; Hangar, your refuge in the endless reaches of the \u0026lsquo;verse. Here you can repair your ships, raise a cold beer, swap stories from your last missions and learn everything you need for your adventures in Star Citizen along the way.\nMy guides and tutorials help you master your ships, make the most of your equipment and navigate the \u0026lsquo;verse with tactical smarts. Whether you\u0026rsquo;ve just returned from a risky trade run or you\u0026rsquo;re taking a close look at a new ship: here you\u0026rsquo;ll find tips, info and news that move you forward.\nClimb out of the cockpit, crack open a beer and make yourselves at home. Neckarus\u0026rsquo; Hangar is your place in the universe.\nWelcome!\nI\u0026rsquo;ve put together a few guides for getting started in the Star Citizen universe and collected some info you should know. I personally prefer text guides to hunting for videos. That\u0026rsquo;s why you\u0026rsquo;ll find lots of up-to-date info here in text form, easy to skim and easy to come back to.\nI hope this helps someone find their way around the universe a little better.\nI\u0026rsquo;m constantly trying to expand the content of this site and keep the existing information up to date. If you spot something wrong or have any other questions or comments, feel free to reach me via the contact form.\nHead to the guides\rHangar Log\rCentaurus – A new constellation in the sky\rOctober 11, 2026\rOrigin Jumpworks – Elegance in space\rFebruary 24, 2026\rGrey's Market – Shiv\rNovember 5, 2025\r\u0026hellip; show all\n/play.sc/\r","date":"August 15, 2025","externalUrl":null,"permalink":"/en/","section":"Star Citizen Guides","summary":"","title":"Star Citizen Guides","type":"page"},{"content":"","externalUrl":null,"permalink":"/en/series/","section":"Series","summary":"","title":"Series","type":"series"},{"content":"\rCurrent event\rIAE 2956: Dates, Ships and Rumors\rOctober 29, 2026\u0026middot;Updated: November 7, 2026\rEverything about the Intergalactic Aerospace Expo 2956: dates, Free Fly, manufacturer days and the new ships from the Galaxy to the Liberator\rPast events\rPirate Week 2026\rArchive\rSeptember 23, 2026\rThe treasure hunt riddles with solutions, the code for the golden coin and the Most Wanted community event\rLifeline for Levski - Alliance Aid\rArchive\rFebruary 2, 2026\rSupport Levski with collection, transport and defense missions and earn exclusive rewards\rLuminalia 2955\rArchive\rDecember 9, 2025\rThe Star Citizen advent calendar 2955 with 13 surprises to collect, wear and shoot\rIntergalactic Aerospace Expo 2955\rArchive\rNovember 20, 2025\rIAE 2955 in Orison: Free Fly, over 150 ships and vehicles from every manufacturer to test for free and the first public showing of the RSI Perseus.\r","externalUrl":null,"permalink":"/en/event/","section":"Star Citizen Guides","summary":"","title":"Star Citizen Events","type":"page"}]