CIG added the medical modules to Apollo Series ships in My Hangar on site. My first ship, an Aurora LX CCU’d to Apollo Medivac many years back, will be back out tomorrow night. (Last post from me, commitment to info as soon as we get it).
Sneak peek of the week:
Pirate Week Hint
Quote: *In the Port o’ Patches, rugged ‘n wide,
Where weary souls seek aid inside.
Cross the threshold, ye won’t go wrong,
A hall of soothers waits ye along.
Now take heed, ye scallywags, a whisperin’ sly,
Keep a weathered eye for what stands awry;
Two marks be rogue 'midst others true,
Trace their shapes ’n they show yer cue..*
This week in Star Citizen:
- **Wednesday: **
- <:Youtube:884999004734259251> Behind the Ships - RSI Apollo
SC Comms-Dive #3 - Sept. 16
-# SC Comms-Dive is a round-up of questions taken from Spectrum where the Community Team digs deep for information and provides direct updates from the development teams. You can also check out the previously published SCCD #1 and SCCD #2 on Spectrum.
Will the VoIP system support environmental audio effects and vertical separation to improve realism?
The VoIP system will integrate with the audio propagation system, ensuring that environmental factors are accurately reflected to improve realism. This includes if the person is on the other side of a door, etc.
What are the plans for the operational costs of vehicles?
Operational costs are meant to drive meaningful logistics gameplay. Mining, crafting, trading, and transporting goods all tie into the economy through refueling, repairing, and rearming. Prices will continue to evolve as we bring more systems online and update older ones, with the goal of making logistics a key part of the experience. Larger multi-crew and capital ships are intended to be flown by groups, and their upkeep will reflect that. Repair costs will scale with ship size and type, while fuel consumption will match the reality of moving something as massive as a capital ship. We’re focused on ensuring fuel burn behaves correctly, especially once the Resource Network is fully integrated, before adjusting costs further.
On the subject of torpedoes: the largest variants are designed for endgame scenarios, such as taking down an Idris. They are intended to be costly and rare, reflecting their destructive power. Until the content arrives that makes their role essential, they will remain priced high to preserve that balance.
Why does the Polaris often open fire upon allied ships, players in my party?
This is a known issue and confirmed bug.
Can bunker missions be adjusted to stop automatically revealing all objective markers, allowing players to search manually?
Markers, such as ASD locations, only appear as players approach the objective. In the future, when FPS scanning is implemented, many markers for items and combatants will be removed entirely.
What is the current status of ship modules and modular ship development?
Work on the Caterpillar and the Ironclad will introduce a new form of modularity through the command module. This development extends the underlying functionality needed to support modular content, laying the groundwork for modular systems across multiple ships in the future.
What improvements are planned for the inventory UI to improve ergonomics and clarity?
Refactor is underway and the updated interface will include improved item filters that allow users to quickly sort and locate specific gear, a stack all button, a search filter, and streamline moving objects between containers to feel more intuitive.
Are there plans for personalized hangars that expand to include separate rooms for trophies and living spaces?
The intention is to introduce modular options that unlock new functionalities within the hangar. For example, spaces could be outfitted with dedicated interchangeable sub-modules, such as additional freight elevators, empty rooms for you to decorate as you please, and even medical facilities.
Are there any improvements to come to ships’ lights?
Cockpit lighting is an ongoing balance between being bright enough to read instruments and not so bright that it affects visibility in dark environments, which we are working towards striking a good balance. In the meantime, we’ve started adding player-controlled lighting options in some ships, such as the Golem and Wolf, which allow toggling between default and alternative light states.
What is the current status and plan for implementing ships’ armor systems?
Ships’ armor systems will be introduced in stages. Initially, a temporary system will launch with Engineering Gameplay, providing protection to ship components; as armor health reaches zero, those components will become more vulnerable. Later, this will be replaced by the Maelstrom system, which will use the ship’s hull materials as armor to protect both the ship and its components.
Are improvements planned for ASOP terminal filters, allowing sorting by ship, pledge status, role, or size?
Yes, improvements to ASOP terminal filters are planned, such as the ability to search for a ship.
What steps are being taken to improve in-game chat moderation, filtering, and customization options?
We are working to bring in-game chat moderation and customization closer to the standards seen in other MMOs. This includes features like functional “mute” and “report” options accessible directly from a player’s name in-game.
Hurston Dynamics triumphs in the Race for Stanton!
It’s official, Hurston Dynamics has emerged victorious in the Race for Stanton, securing their dominance in the Regen Crisis.
Rewards:
- In Alpha 4.3.1, players who have reached Tier 5 with the winning faction in their quest to assist the mega-corporation will receive an exclusive Strata “Hurston” Black Armor with the HD’s logo.
- In a future update 4.3.2, Hurston Dynamics will also take over ownership of the Pyro Gateway space station in the Stanton system, with decorations and ownership visually represented on and in the jump point station. Additionally, all players will also receive a permanent 5% discount on all products, ships, items sold in Lorville’s landing zone, low-orbit space station Everus Harbor, and also its newly acquired jump point station.
sc-testing-chat | Wakapedia-CIG:
We’re currently working on rolling out a server side PTU hotfix to help with medical beds not allowing spawning across authority zones i the mesh. Will take a bit of time to propagate to all the DGS
Yarr, mateys!
The code for the Pirate Week scavenger hunt has been fully deciphered!
The code is: ||M50-BT3480-7142-0059GM-ON-2-6-1STRD||
Enter it here
Reward:
An update on that interview with the SQ42 player VA video we posted the other day:
The video was made private pretty soon after we posted about it. It has now been reposted with all mentions of Squadron removed from the entire video and the title of the video. To us, this means one of two things, either:
- Everything Ian Duncan said in the video was correct, including the game dropping early 2026, and CIG nuked the video to prevent the spread of that information, OR
- Everything Ian Duncan said in the video was incorrect, meaning the game is Definitely Not dropping early 2026, and CIG nuked the video to prevent people from getting lofty expectations.
Make of it what you will, we’re not your parents, but this is still an interesting development.
This week in Star Citizen:
-
**Wednesday: **
- Roadmap Update
- Roadmap Roundup
-
**Friday: **
- RSI Weekly Newsletter
CIG introducing Focused feature/bug test group
Coming Soon: Select Group Gameplay Testing
-# -Wakapedia
Greetings Citizens,
We’re excited to announce the launch of our new program for select group gameplay testing! These tests are designed to gather rapid, focused feedback on critical game systems through highly focused, short-burst sessions.
HOW IT WORK
The select group gameplay testing will operate on an invitation-only basis, bringing together small, carefully selected groups of players based on player activity for targeted testing under NDA (Non-Disclosure Agreements). Unlike our standard PTU waves, these tests will focus on specific systems or mechanics that require immediate, concentrated feedback during active development.
Tests will launch at irregular intervals based on development needs with short notice periods. Test duration will vary depending on the scope and requirements of each system being evaluated. All participants must sign and acknowledge NDA terms before gaining build access.
FEEDBACK PROCESS
All feedback for these tests will be submitted directly to us via email only (email will be provided as part of the test invitations). For these tests we will not allow forum posts, spectrum discussions, Issue Council reports, or external discussions about the test content. Participants will receive a comprehensive survey following each test session to capture their experience and observations.
Selected citizens will receive invitations via email as an NDA agreement to sign. Keep an eye on your communications!
Thank you for testing along with us!
-Player Experience Team
Roadmap Roundup - Sept 24th, 2025
Release View
4.3.1
All Committed cards were marked as Released.
- Armor and Ballistic Damage Update
- Reviewing all ship ballistic weapons to improve their overall effectiveness.
This card has been set to Released.
- Missiles Damage Radius Update
- Adjusting the missile explosion radii of all missiles from Size 1 to Size 7, to support their overall effectiveness.
This card has been set to Released.
4.3.2
- New Event
- A new event in 4.3.2 related to the Fight for Pyro storyline.
This card has been set to Tentative.
- Klaus & Werner Laser Repeater Art Refactors
- Updating several Klaus & Werner Laser Repeaters’ art style and geometry: Size 1, 2, and 3.
This card has been set to Tentative.
- New Wikelo Ships Offerings (4.3.2)
- Adding multiple new ships and vehicles to the ever-expanding Wikelo’s Emporium: Crusader A2 Hercules, Crusader Ares Starfighter Inferno and Ion, Esperia Prowler Utility, with upgraded components and a unique base livery. These rewards can be unlocked by completing Wikelo’s contracts.
This card has been set to Tentative.
- Heavy Battle Tech Armor
- Adding a new Heavy Battle Tech Armor.
This card has been set to Tentative.
- New Hairstyles (4.3.2)
- Adding two new hairstyles.
This card has been set to Tentative.
- AI FPS Turret
- Adding anti-personnel turrets for players to avoid or destroy, providing additional PvE challenges.
This card has been set to Tentative.
- Mission Pickup On Location
- Enabling new missions to be discovered and added to journals when you approach or enter a designated area.
This card has been set to Tentative.
Progress Tracker
We’ve updated a few deliverables in the Progress Tracker, which you can review below. Just a reminder: when progress on a deliverable is marked as complete, it doesn’t necessarily mean it’s ready for release. It may still require downstream support, transition to another team for further work, or other additional steps before completion.
- Crafting
- Engineering
- FPS Radar & Scanning
- Inventory Rework
- Transport Refactor
- Command Module










