In the Hangar Module, players can explore or modify their purchased ships that have been publicly released and interact with the ship's systems, though no flying options are available. Also included are decorations and flair that can be placed and arranged within the hangar. As of Star Citizen Alpha patch 3.13.1a (which was released May 19, 2021), the Hangar Module is currently disabled due to ongoing issues.
Star Marine is an in-fiction ground combat simulator, allowing players to fight each other with conventional weaponry. Two maps were made available on release, along with two game types: Elimination and Last Stand.
Last Stand is a "capture-and-hold" game type in which two opposing teams (the Marines and the Outlaws) each attempt to capture one or more control points to gain points; as a team captures more control points, they gain points at a steadily increasing rate. Elimination is a free-for-all game type; unlike the team-based "Last Stand", players work individually to gain the highest kill-count before the match ends. Both game variants last for ten minutes or (in the case of Last Stand) until one team accrues the higher score.
The Persistent Universe, initially referred to as Crusader, combines the gameplay aspects of the Hangar, Arena Commander, and Star Marine modules into a single multiplayer platform. Players can freely navigate around and on the surface of four planets, nine moons, a planetoid, and a gas giant.
Players can create male or female avatars for the Persistent Universe. Upon entering the mode, players spawn at a space station or one of the available planets in the game. Once spawned, players are given the freedom to choose what they pursue, whether it is trading, bounty hunting, mining, or taking on missions. A law system keeps track of player activities and penalizes players for engaging in criminal behavior with a rating that blocks access to certain areas and can lead to bounties or violent reactions from law enforcement. In order to reduce their criminal rating, players must hack the law enforcement network or pay off fines they may have incurred.
Movement is available in both gravity and zero-gravity environments. Different planets have different gravitational pulls which alter player jump heights. In zero-gravity, players can move with six degrees of freedom, with forward movement possible through thrusters on their backs. If a player enters a ship, they can freely traverse it with artificial gravity affecting them.
Any purchased or rented ship or vehicle can be spawned by the player at a landing zone. Ships can be purchased with real-world funds or at in-game kiosks with earned credits. Rental ships can be procured at separate kiosks for intervals ranging from a few days to a month. If a ship is destroyed, players must file an insurance claim and wait a period of time for it to be delivered. Players can pilot ships both in space and in atmospheres; transitions between the two occur without loading screens in real time.
Planets in the game are procedurally generated with distinct biomes and areas of interest. On each planet is a landing zone, often within a city, where players can disembark and explore on foot. Some cities include transit systems that connect various sections together. Stores that carry various weapons and items can be found in these zones, allowing players to purchase equipment and trade goods for their character and ships. On most planets, cave systems are available for players to explore, in which they can take on investigation missions or mine for rare ores.
To overcome the limitations of CryEngine, Cloud Imperium Games (CIG) announced in 2016 that they had transitioned to Amazon Lumberyard, a new engine derived from CryEngine but further developed by Amazon to support cloud-based networking and large-scale multiplayer infrastructure. This decision was not merely a technical upgrade but a strategic move that aligned with the long-term vision of Star Citizen. At the time, Crytek was facing severe financial difficulties, raising concerns about the future stability and support of CryEngine. CIG needed an engine with a more secure and well-supported development pipeline, ensuring they would not be reliant on a struggling third-party company.
Furthermore, Lumberyard’s licensing terms granted CIG far more freedom to customize the engine than what had been possible with CryEngine. Crytek’s original licensing agreement-imposed restrictions that limited the degree of modification and expansion that CIG could implement. By switching to Lumberyard, CIG gained the ability to overhaul core engine components, develop proprietary technologies, and fully integrate their vision without external dependencies. This transition laid the groundwork for what would later become StarEngine, as CIG progressively reworked and enhanced Lumberyard to suit their needs, turning it into a highly specialized and optimized engine designed exclusively for Star Citizen and Squadron 42.
As development continued, Chris Roberts announced in August 2013 that they would be releasing the "Hangar Module", a way for players to explore an enclosed space and some of the ships that have been completed. The module was released six days later, on August 29, and was considered the "first deliverable" of the project. This would mark the beginning of Star Citizen's modular development process, where smaller pieces of the game would be released leading up to the release of the Persistent Universe. During this early period, it was announced that the games would utilize the artificial intelligence system Kythera, developed by Moon Collider.
Arena Commander, the "flight combat" module, was released on June 4, 2014. It allows players to test the ship combat and racing portion of the game against other players or AI opponents in various game types. These game types were released to all players as single-player offerings, with a small number of players receiving access to the multiplayer version with plans to scale until the module was considered fully released.
On August 11, 2014, Arena Commander was updated to open access to all players and added the Capture the Core game type. The module continued to get updates through 2014, with the addition of a racing mode and other fixes in September. By December, Arena Commander had reached version 1.0 and was considered a "significant milestone" for the project.
The issues plaguing Star Marine's development caused significant delays, pushing the release beyond the originally expected 2015 release date. Just prior to the module being pulled from Illfonic, outlets began reporting that the module was "delayed indefinitely" or "cancelled".
During development in 2015, a game type called SATA Ball was announced, an in-game sport where players would be split up into two teams and would fight each other in a zero-gravity environment. It has yet to be implemented in the game.
The module was released on December 23, 2016, a year after its original projected release date.
While the previous modules were primarily focused on a single aspect of gameplay, the release of Star Citizen's Alpha 2.0 version, initially known as Crusader, was a combination of gameplay elements found in earlier modules. Its initial release was on December 11, 2015, a year after the Star Citizen project was originally planned for completion. Later retitled as "Universe", the module became the primary focus of development on Star Citizen, with future updates focused on implementing content to this mode.
As development continued, Cloud Imperium Games began releasing more features in incremental versions that built on Alpha 3.0. Early updates focused on implementing initial gameplay mechanics specific to the Persistent Universe module and efforts to stabilize the "barely playable" Alpha 3.0 update. Face-over-IP technology was implemented in Alpha 3.3, which was built in partnership with FaceWare Technologies. Feature additions continued through 2019 as Cloud Imperium Games adopted a quarterly schedule for providing updates to the module, though concerns over its lengthy development continued.
During the 2012 crowdfunding campaign, Chris Roberts suggested that the game might be released in 2014. At the time, Roberts said that "Really, it's all about constant iteration from launch. The whole idea is to be constantly updating. It isn't like the old days where you had to have everything and the kitchen sink in at launch because you weren't going to come back to it for awhile. We're already one year in – another two years puts us at 3 total which is ideal. Any more and things would begin to get stale."
As development progressed, key features were continually pushed from their projected release dates. The Arena Commander module, originally scheduled for December 2013, was delayed six months to its initial June 2014 release. Star Marine, originally scheduled for a 2015 release, was delayed until December 2016. An update to the game's Persistent Universe module, Alpha 3.0, was delayed from December 2016 to December 2017. Star Citizen Alpha 3.0 was considered by the developer a release in early access. Since Star Citizen Alpha 3.0's release, no official dates have been set for the end of early access, though it continues to receive updates.
As the project continued to delay key features and miss projected deadlines, the media began to suggest that the game may become vaporware and might never be released. Many of these delays were blamed on micromanagement of the project by key members of Cloud Imperium Games, and criticisms of feature creep plagued the project. Comparisons were made between Star Citizen and Elite: Dangerous, another crowdfunded space flight simulation game announced at about the same time and released in 2014.
In November 2021, Cloud Imperium announced it would be opening a new office in Manchester to open in May 2022. Upon opening, it would become the company's UK headquarters and 400 people from the Wilmslow office would relocate to Manchester. At the end of January 2024, live game director Todd Papy, along with several other lead staff members, left the company as part of a restructuring connected to the company's office relocation.
Preceding their annual CitizenCon event in October 2024, CIG was reported to have mandated a 7-day work week for employees working on deliverables for the event. The goal of this two-week crunch period was reportedly to finish the 3.24.2 update for the Persistent Universe and a gameplay demonstration of Squadron 42, which was shown on stage at CitizenCon 2954 on 19 October. Employees were promised 12 hours of time off in lieu per week to be made available after the release of Squadron 42 on the condition that they still worked at the company at the time.
At initial pledge campaign end, the total pledge amount was above all goals initially set by Cloud Imperium Games and reached US$6.2 million. In mid-2013, with US$15 million raised in less than a year, Star Citizen became the "most-funded crowdfunding project anywhere". In 2014, Guinness World Records listed the sum of US$39,680,576 pledged on Star Citizen's website as the "largest single amount ever raised via crowdsourcing". During the 2014 Gamescom event on August 15, Chris Roberts announced the crowdfunding campaign had surpassed US$50 million. On May 19, 2017, crowdfunding surpassed $150 million. In addition to crowdfunding, funding for the game's development has continued through a variety of in-game transactions and subscriptions.
CIG financial disclosure for 2022 in the UK, posted in March 2024, includes further details regarding the terms of this external investment in Note 28 of the report. The investment carries a put option that allows investors to recover their investment plus interest at certain time windows during 2024, 2025 and 2028. In the same financial disclosure CIG estimates this liability at £47.8 million for the part of the external investment in the UK business. Since Clive Calder's investment was performed in equal measure in the US side of the CIG business, further estimates quantify the total liability by CIG, owing to investors around $130 million overall if these were to call their put options.
The game's developers have attracted criticism for continuing to raise funds enthusiastically while failing to meet project deadlines, as well as doubts about technical feasibility and the ability of the developers to finish the game.
Ongoing online disputes exist over the scope of the project, the project's funding, as well as the project's ability to eventually deliver on promises. Some writers have been the subject of e-mail attacks for their coverage of the project. At least one popular YouTube personality was allegedly sent death threats by a fan of the game. Various articles[who?] regarding the controversy surrounding the project also focus on both sides of the argument.
In July 2015, independent game designer Derek Smart, one of the original early backers of the project in 2012, wrote a blog post in which he claimed that due to the project's increased scope and lack of adequate technology, that it could never be completed as pitched. Following the blog post and widespread news coverage, Cloud Imperium Games refunded him and canceled his account. In August 2015 via his attorneys, Smart sent a demand letter to Cloud Imperium Games asking for the promised accounting records for backer money, a release date, and a refund option for all backers no longer willing to support the game. CIG's co-founder and general counsel Ortwin Freyermuth characterized Smart's claims as "defamatory" and "entirely without merit". Smart has continued to be critical of the project following his refund.
Virtual land claims, a feature that had not yet been implemented in the game, were announced for sale in 2017, which attracted criticism from both the press and the public. Concerns regarding the mechanic's lack of availability and potential pay-to-win advantages were raised. In response, Cloud Imperium Games wrote, "People that own claim licenses now, during the anniversary sale to support development, and people that earn the money in-game to buy one will be on equal footing assuming they have enough UEC, especially as there will be millions of locations for people to explore and claim within the Universe over the lifetime of the game."
In August 2018, Cloud Imperium Games attempted to monetize the live stream broadcast of the project's annual CitizenCon event, eventually backing down due to online protestations. Later on, they removed a cap on in-game currency, resulting in renewed criticism over the game's pay-to-win mechanics.
Following a discussion with the Better Business Bureau, Cloud Imperium Games made changes to their website and further revised their terms of service. Site changes were designed to more clearly communicate the state of the project, define the purchase as a "pledge", and “inform potential buyers there may be product delivery delays and to check the roadmap site before they choose to click the final OK box and provide payment.” The new terms of service opened refund requests to a 14-day "cancellation period", but Cloud Imperium Games claimed that they also maintained a company policy to refund backers within 30 days.
In July 2018, a backer initiated a small claims court case against Cloud Imperium Games to refund US$4,496. It was reported that he had "grown disillusioned with the title's numerous delays, broken promises, and changes in scope". He argued that changes to the game would limit his ability to play due to disability. In court, Cloud Imperium Games argued that the backer's involvement in an early tester program called "Evocati" proved that they were actively providing a product to him. When an arbitration clause from the project's terms of service was brought up, the backer argued that he was covered under the original terms of service as he had backed the project prior to changes to the terms of service. Cloud Imperium Games provided evidence that a "vast majority" of the backer's purchases were made after the change and that he would have had to accept the revised terms of service when making any new purchase. The judge presiding the case sided with Cloud Imperium Games and ruled against the backer. In a Forbes magazine report from May 2019, it was alleged that the backer continued to purchase ships after the lawsuit was closed. The same report noted that a Freedom of Information Act request had shown that the U.S. Federal Trade Commission had received 129 complaints concerning Cloud Imperium Games.
As the lawsuit continued, Cloud Imperium Games argued that Crytek was "selectively" and "misleadingly" appropriating the agreements made between the two companies. Cloud Imperium Games further asserted that exclusive use of the engine did not extend to a "requirement to use that engine", and that the original agreement barred "either party from seeking damages".
Cloud Imperium Games asked the court to dismiss the lawsuit in January 2018, but in August that same year the judge denied the dismissal with an exception of a single claim and the pursuit of punitive damages. However, in December 2018, the judge dismissed claims regarding Cloud Imperium Games' right to use another game engine and their obligation to promote CryEngine.
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