#sc-news

This Week in Star Citizen:

TUESDAY, FEBRUARY 10

  • Monthly Bundle

WEDNESDAY, FEBRUARY 11

  • Coramor 2956 starts
  • New Industrial Missions
  • Behind The Ships
  • Roadmap Update
  • Roadmap Roundup

THURSDAY, FEBRUARY 12

  • Free Fly starts

FRIDAY, FEBRUARY 13

  • RSI Weekly Newsletter

PS : note that there will be a downtime on Wednesday starting 11:00 UTC. Supposedly for a smole patch release.

Heartthrob Bundle

Put the work in with this armor, salvage tool, and ship paint bundle, each with a matching shimmering violet paint scheme. Includes the Virgil Chiron light armor set with backpack adorned with bright digital hearts, Greycat Cambio Salvage and Repair Tool, and ‘Heartthrob’ paint for the Drake Vulture.

Additional Red MaxLift reward coming for the event

Roadmap Roundup - January 28, 2026

Release View

4.6.0

New Resource Gathering Missions

Implementing an expanded list of missions to our Resource Gathering archetype. Find, gather and deliver raw or refined mineable ores or salvageable ship pieces for a variety of corporations. Scheduled to come in a 4.6.x patch.

This card has been set to Released.

Argo MOTH

Implementing Argo’s new medium salvager: The MOTH has the tools to earn its keep, the storage for a long job, and the weaponry to work unencumbered.

This card has been set to Released.

Medical Light Armor “Chiron”

Implementing the new Medical Light Armor “Chiron”, a reward for the new 4.6 event Clearing the Air.

This card has been set to Released in Arena Commander.

4.7.0

Claw Salamanders Faction Outfits

Implementing multiple outfit variants for the Claw Salamanders gang in Nyx: A complete Light Armor, a cape, and a mask.

This card has been set to Tentative.

Heavy Combat Armor

Implementing a heavy combat armor in the persistent universe.

This card has been set to Tentative.

Light Combat Armor

Implementing a rework of a light combat armor in the persistent universe.

This card has been set to Tentative.

Progress Tracker

Crafting T0

Implementing the ability for players to craft various items using resources from throughout the persistent universe.

Extended to March 27th, 2026

Inventory Rework

Implementing an improved experience with Inventory Management.

Extended to March 27th, 2026

Vehicle Command Module

Introducing the concept of vehicles taking over control from other host ships. Primarily used for spaceships like the Drake Caterpillar or the Drake Ironclad.

Extended to May 29th, 2026

FPS Radar & Scanning

Introducing improved signature system, supporting much greater distances, and dampening of signatures by environmental interference and larger signatures. Improved Scanning, driven by the same signature system as the Radar and Ping, available in ships, ground vehicles, and FPS

Extended to May 29th, 2026

Instancing

Introducing Instancing technology, enabling the creation of more curated gameplay content that is seamlessly integrated into the sandbox.

Extended to July 31st, 2026

Ship Hangar Landing Service

Introducing the ability for larger ships to rearm, repair and restock other ships in their hangar.

Started on November 3, 2025 and ending on May 29th, 2026



Sneak peek of the week:

Red Festival

Quote: The festival approaches.

This Week in Star Citizen:

TUESDAY, FEBRUARY 17

  • Red Festival 2956 starts

THURSDAY, FEBRUARY 19

  • Star Citizen Live - Industrial Gameplay

FRIDAY, FEBRUARY 20

  • RSI Weekly Newsletter

Later this week, Evocati will get their hands on a new Tech Preview focused on the Inventory Rework and Crafting, so keep an eye out for that! <:gatoepico:1178779651598991410>

RED FESTIVAL 2956

RENEW & REJOICE

As the Year of the Rat begins for 2956, Humans and Banu alike unite to celebrate this symbol of intelligence, resourcefulness, and keen foresight. Dress in seasonal red and gold, take part in festivities across the ‘verse, join the hunt for traditional red envelopes, or take off on the festival’s auspicious final day, which is said to set any journey on a prosperous path.

Red Envelope Hunt

One of the most beloved Red Festival traditions is the gilded envelope hunt. Keep a sharp eye as you search the major landing zones of Stanton to find rat-adorned red envelopes worth a few credits to help you start your year fortuitously. You’ll receive a display for the envelopes at the end of the event in case you didn’t have one from the previous years.


Screenshot Contest

Embody and capture the spirit of the Rat in Red Festival’s community contest. Execute maneuvers on foot or aboard your most agile vehicle for the chance to win a Mirai Pulse or Anvil F8C Lightning.
Red Festival 2956 - “Earned Fortune” Screenshot Contest

Year of the Rat paints and gears

Red Festival’s glorious aesthetic has returned with Year of the Rat or sans-emblem classic paints. Fly, wear, or simply bask in the red and gold hues of the new lunisolar year to feel as though your good luck is beginning to take off.

Year of the Rat Coin collectible

Don’t miss out on this year’s collectible coin to add to your growing collection. Simply click below to add this gem to your prosperous pocket.
Year of the Rat Coin : Redeem now !
-# that will redirect you to the RSI website, you need to clic redeem there for it to work properly


:Twitch: :scroll: Recap of the SCL: Industrial Gameplay

https://www.twitch.tv/videos/2702033475

Thorsten, Lead Systems Designer, and Elliot, Lead Mission Designer, joined us for a focused deep dive into Industrial gameplay and non-combat professions. Industrial systems, how they’re progressing, and what’s new with the Industrial Missions introduced in Alpha 4.6.

Crafting and Industrial Gameplay Loop

  • Crafting is currently in Tech Preview with Evocati.
  • Long term, all industrial gameplay will tie into Crafting.
  • With Base Building, the full loop will connect player driven industry, crafting, and base building.
  • Miners, salvagers, refiners, and other roles will all contribute to a complete player to player gameplay loop.
  • Ship based refining will not be part of the first Crafting release. Material quality & refining depth will come later.

Mission Variety and Mission Givers

  • Current missions are foundational and focused on testing features.
  • More variety is planned, including:
    → Corporations like Shubin requesting specific mining contracts.
    → The return of mission givers like Recco Battaglia with scouting style contracts.
  • Mission givers will return so players do not have to rely only on mobiGlas.
  • Same location delivery missions, such as working inside Distribution Centers, are in development. You could deliver containers from one wing to the other.

New Industrial Missions

  • New mining and salvage missions allow players to retrieve specific items.
  • Players can complete objectives through mining, salvaging, purchasing commodities, or piracy if profitable.
  • Some contracts will require specific weapons or ship modules.
  • Intro missions for mining and salvage are available for onboarding, and feedback is being collected to improve them.

Dynamic and Support Missions

  • Plans exist for dynamically generated salvage missions for abandoned ships, though not every ship will qualify. It will depend on where the ship is, if it’s a nuisance, etc
  • Towing ships to wreck sites with the SRV is planned.
  • Trash cleanup missions are intended but currently on hold.
  • Refueling missions are coming this year:
    → Starfarer gameplay improvements are planned.
    → Refueling AI NPCs with possible hostile encounters depending on location. Systems will have defined, different, security levels, such as Stanton being high security and Pyro low security. The intended security and consequence systems are not fully implemented yet.
    → NPCs responding to refueling beacons.
    → Player to player refueling improvements are planned later.
  • Fuel siphoning is not a focus. The focus is on scooping gas from clouds and atmospheres, then refining it into fuel.

Reputation and Progression

  • Reputation progression will unlock more than aUEC.
  • Planned rewards include blueprints, skins, items, and modules.
  • The system is designed but depends on supporting features coming online over time.

Cargo and Packaging

  • Players will be able to repackage mission cargo into different container sizes for a fee.
  • Current mission boxes are averaged between 4 and 8 SCU due to system limitations.
  • Handheld items, 1 SCU carrier boxes, and larger delivery crates are differentiated in the missions.

Multicrew and Gameplay Depth

  • Multicrew impact has improved, particularly in mining.
  • Mining the same rock with separate ships increases instability, while multicrew ships allow better coordination.
  • Crafting and material quality systems will further deepen multicrew impact.

Quality of Life and Features

  • A Clear Buffer button is planned as a high priority QoL feature.
  • A ship manifest system is planned but not actively in development.
  • Station refinery gameplay will evolve with a new refinery system in the future. It will be different than the ship based refinery.

Sneak peek of the week:

Rockcracker Station

Quote: What lies within?

This Week in Star Citizen:

TUESDAY, FEBRUARY 24, 2026

  • Origin Jumpworks Spring Celebration

WEDNESDAY, FEBRUARY 25, 2026

  • Roadmap Update
  • Roadmap Roundup
  • RSI Fleetwide In-Game Discount

THURSDAY, FEBRUARY 26, 2026

FRIDAY, FEBRUARY 27, 2026

  • RSI Weekly Newsletter

Roadmap Roundup - February 25, 2026

Release View

4.7

Crafting T0

Implementing the first iteration of Crafting, introducing earnable blueprints, material quality, and the ability to improve existing item stats through the crafting process. This initial release focuses primarily on crafting weapons and armor.

This card has been set to Tentative.

Inventory Rework

Reworking the visuals and improving the overall user experience of the Personal Inventory UI introduced in 3.15. This update includes new functionality such as proximity looting, stack all, and more.

This card has been set to Tentative.


RECAP, Star Citizen Live - Ship Audio Team Q&A // https://www.twitch.tv/videos/2708212802

Guests: Simon (Audio Director), along with Tristan, Josh, and John (Sound Designers).

  • Simon joined CIG six months ago and has been reviewing areas for improvement, introducing new sound design, and helping deliver the recent ship and environmental audio updates that players have been praising. The goal is to maintain that high level of quality for upcoming content while revisiting older ships to elevate the overall experience. Feedback is key. Not everything can be fixed in a single update, but the team is working toward it.
  • Creating a ship’s sound starts with its brand identity and in-game role. The team considers weight, thrusters, shape, materials, and overall feel. Inspiration comes from real-world vessels as well as fantasy references. And yes, it often starts with making sounds with their mouths to sketch out ideas. There are many technical parameters involved.
  • The long-term plan is to revisit all ships and update their audio. The team has refined its approach on around ten recent ships and will continue rolling out improvements over time to elevate the full fleet.
  • Currently, ships’ audio at the outside of the ship you’re currently in is largely a placeholder, they sound very similar. This will be addressed so each ship has a distinct audio signature.
  • On realism in space: yes, in reality you wouldn’t hear much or at all, but if you touch something you can feel its vibrations. The team’s current priority is delivering a strong cinematic experience first. From there, they can move toward more realistic audio options. There is ongoing work to update older ships, improve damage sound effects (including damaged thrusters), and structure audio systems in a way that supports a future realism mode.
  • Atmospheric versus space audio is also on the roadmap. Flybys are already being explored in both contexts. The goal is for players to feel the weight, power, and presence of a ship approaching, even before seeing it.
  • Sonic booms are part of ongoing R&D. They’ve appeared during development testing, and while they make sense in atmosphere, implementation will depend on further iteration. It’s a possibility, it makes sense.
  • The Salvation engine sound was partially created using Simon’s own voice. Very organic!
  • The infinite QT spooling issue is being worked on. Salvaging audio issues were recently fixed. Most of the deeper system-level fixes involve programmers, while the team focuses on design.
  • A new Origin ship is coming within the next three months, featuring fresh audio work from the team. They’re also actively working on upcoming Drake and Aegis ships.
  • One of the strangest ship sounds created involved celery, beans, and other vegetables. This was for the Stinger, to give it a more organic feel.
  • Ship weapon audio is being reworked to deliver more punch, impact, and presence.
  • Ship horns are being explored as a possibility. The team would also love to expand captain announcements, general quarters alerts, and is currently working on ATC audio.
  • The ultimate goal is for every manufacturer, and ideally every ship, to sound so distinct that you can identify it without even looking.

Jump Point Magazine - February 2026

Articles on:

  • BEHIND THE SCENES : Argo MOTH
  • WORK IN PROGRESS : Nyx Rest Stops
  • BEHIND THE SCENES : RSI Hermes
  • TERRA GAZETTE : Teddy Miller Interview