CIG Talks Economy, Cosmetics, Inventory, & Crafting | Development Deep Dive & Q&A

The Star Citizen Live episode from July 3rd featured developers discussing the game’s evolving economy, loot systems, mission rewards, and an ambitious inventory overhaul aimed at enhancing immersion and usability. They highlighted challenges in balancing accessibility with depth, the strategic design of loot and mission incentives, and plans for dynamic economy tools and improved inventory management integrating crafting and item physicalization.

The Star Citizen Live episode from July 3rd featured an in-depth discussion with developers about the game’s economy, loot, mission rewards, inventory systems, and crafting. Hosted by Jared, the show brought together several key members of the development team, including economy designers, gameplay programmers, and system designers. They addressed how items are acquired in the game universe, the challenges of creating a dynamic economy, and the technical and design considerations behind loot placement and mission rewards. The conversation also touched on the complexity of integrating these systems into the evolving game world and the importance of balancing accessibility with immersion.

The economy segment highlighted the team’s approach to making game loops accessible across different careers, ensuring players can find relevant equipment and items tied to the narrative of each location. Pricing is managed through a combination of algorithms and expert intuition to maintain balance across thousands of items, with certain rare or powerful items deliberately excluded from shops to encourage player trading and exploration. The developers acknowledged that while the economy foundation is being laid, the current state is still limited, with more dynamic, responsive systems planned for the future, including better UI and backend tools to help players engage meaningfully with the economy.

Loot design was another major focus, with the team explaining the categorization of loot into weapons, armor, medical, and miscellaneous, each with rarity tiers from common to legendary. Loot is carefully placed and themed according to location, with designers using tags and weights to control what spawns where. Physicalizing loot—making items tangible and manipulatable in the world—adds immersion but also complexity, so loot boxes are used strategically to balance gameplay and development efficiency. The developers are working on improving loot consistency and scalability, revisiting older locations to update them with new systems.

Mission rewards have expanded significantly, enabled by technical advancements like the mission refactor and freight elevators. The team emphasized that mission rewards are designed to incentivize diverse gameplay and content engagement, often granting unique or visually distinct items that players can only earn through specific missions or events. They also discussed the use of alternative currencies like favors, which serve both as a gameplay mechanic and a way to manage item persistence and economy balance. Improvements to the mission reward system, such as nested item turn-ins and multi-location drop-offs, are planned to enhance player convenience and reduce frustration.

Finally, the episode showcased concept art and plans for a major inventory system overhaul. The new design aims to improve usability by allowing players to access multiple inventories simultaneously, better organize items with filters and search functions, and manage equipment with detailed stats including wear and tear. The physicalization of items and the integration of crafting and item recovery systems were also discussed, highlighting the complexity and ambition of the project. While the inventory revamp is still in the conceptual phase with no immediate release date, the developers expressed commitment to delivering a more intuitive and immersive experience for managing the vast array of items players will collect in the game.