#sc-news

VEH2605_AuroraMKII_CAR_Plus_H264_1920x860_30fps_260324.mov

Metallic dark blue with black and red highlights.

Gifted to Aurora Mk I owners at the end of this promotional period.

**Mk I SE: **
This master starter ship ends its availability in style with the release of the Aurora Mk I Special Edition.
With the versatility of the MR, the cargo capacity of the CL, the firepower of the LN, and the luxury of the LX, the Special Edition encapsulates everything that has made the Aurora series a long-beloved staple of spaceflight.

Disco paint for Mk1 gifted to all Mk1 owners - all past paints also available (including Kickstarter skins).

SE is marked as available only during the Mk1 celebration sale.

If you have a MK1 Aurora standalone or CCU in your buyback, it will be removed on the 30th September 2026 - the Aurora Mk1 is being removed entirely from sale, including in game shops, similar to the Hornet Mk1. If you want a MK1, you’ll need to get it before then.

Edit: This does not appear to include Game Packages.

Release View

Alpha 4.7

All of the following 4.7 cards have been set to Released as part of Alpha 4.7 going live later today: New Hairstyles, Light Combat Armor, Heavy Combat Armor, Claw Salamanders Faction Outfits, Crafting T0, Inventory Rework, People’s Service Stations, QV Breaker Stations, New Wikelo Ships Offerings (4.7.0), FPS Weapons Art Refactor, MaxOx Neutron Cannon Size 3, Ice Adult Valakkar, Ice Juvenile Valakkar.

Nyx Missions (Pack 2) has been set to Committed, and is planned for a later release in 4.7.x.

RSI Aurora Mk II

Implementing the RSI Aurora Mk II, building upon RSI’s legacy as the starting point of exploration, progression, and expedition.

This card has been set to Released.

Ice Adult Valakkar

Adding the Ice Adult Valakkar that players can find within QV Breaker Stations.

This card has been set to Released.

Ice Juvenile Valakkar

Adding the Ice Juvenile Valakkar that players can find within QV Breaker Stations.

This card has been set to Released.

Alpha 4.8

Refueling Missions

Implementing refueling missions centered on servicing NPC ships. Players will also be able to request refueling via a beacon, which will initially be fulfilled by NPCs.

This card has been set to Tentative.

Refueling Improvements

Implementing refueling and docking improvements, simplifying the refueling process with simplified fuel deliver and updating docking to support mutual requests and automatic docking at close range, alongside more impactful itemization for fuel capacity and transfer speeds.

This card has been set to Tentative.

Flight Suits G-Force Resistance

Implementing G-Force resistance modifiers to flight suits, enabling players to choose specialized equipment for improved maneuverability and endurance.

This card has been set to Tentative.

Ship Hangar Service T0

Implementing service gameplay updates that draw from resources stored in your ship’s cargo grid to fulfill refueling, repair, and restocking requests via dedicated service hangars.

This card has been set to Tentative.

Vehicle Command Module

Implementing Vehicle Command Module docking/undocking and ship systems transfer.

This card has been set to Tentative.

New Wikelo Ships Offerings (4.8.0)

Adding a Kruger L-22 Alpha Wolf with a unique base livery and upgraded components as a reward for completing a new addition to the variety of available Wikelo’s Emporium contracts.

This card has been set to Tentative.

UltiFlex Crossbow

Implementing the long-awaited crossbow, featuring a devastating, shattering bolt and harsh projectile drop, the Ultiflex Crossbow rewards skilled aim with immense power. Its near-silent firing mechanism lets you strike quietly and gain the upper hand on your foes.

This card has been set to Tentative.

KSAR Plasma Grenade

Implementing Kastak Arms area-denial grenade. Prime and throw to lock down an area and prevent enemies from pushing through.

This card has been set to Tentative.

Transport System

Implementing the new Transport System, a full rewrite of transit across the universe, supporting trams, trains, and elevators with improved reliability and scalability for technologies like Server Meshing and Instancing.

This card has been set to Tentative.

Aegis Hammerhead - Gold Standard

Updating the Aegis Hammerhead to Gold Standard, and implementing improvements and updated interior art.

This card has been set to Tentative.

Star Citizen 1.0

Maelstrom

Implementing a new physically based destruction system.

This card has been set to Tentative.

Roadmap Roundup - March 25, 2026

Hello everyone!

Every two weeks, we accompany the Roadmap update with a brief explanatory note to give you insight into the decision-making that led to any changes. This is part of an effort to make our communications more transparent, more specific, and more insightful for all of you who help to make Star Citizen and Squadron 42 possible.

Just a reminder: The 1.0 column showcases features and content planned for inclusion in or before Star Citizen 1.0. This means you may not have to wait for the 1.0 release to experience them. As features/content in the 1.0 column become ready, they will migrate left into a point patch column for release.

Be sure to check back every two weeks for the latest updates.

With that, let’s dive into this week’s Roadmap Roundup!

-CIG Community Team

We’ve preemptively marked the Alpha 4.7 cards as Released ahead of our scheduled LIVE publish happening later today.

CRAFTING YOUR UNIVERSE

The history of Star Citizen’s development has always been a symbiotic one, with players and developers working together to build a universe of unprecedented size and scope, and in Alpha 4.7, we take our next major step forward in allowing you to shape and conform the universe as you see fit. This starts with hundreds of blueprints, allowing you to create custom FPS items with improved handling and performance determined by the quality of your materials. A system that will continue to evolve intended to bolster individual agency and combine the efforts of all players throughout every aspect of Star Citizen’s gameplay.

Whether you’re the miner who collects raw materials or the salvager collecting unique components, the refinement specialist producing the highest grade commodities or the long haul trucker delivering everything to where it’s needed most; the mercenary who hunts for the latest and rarest blueprints or the combat specialist who serves as both client and protector: the crafting journey that begins here with Alpha 4.7 is an essential element to realizing the living, breathing, interconnected universe we’re building, and is one of the most exciting additions to the universe this year.

Below we’ll share with you the first steps of this adventure that’s come online with Alpha 4.7, where item fabrication debuts giving you the ability to craft your own FPS items, improve base stats, and customize your Star Citizen experience like never before.


Resources and Quality

This adventure starts with using resources first gathered from vehicle and FPS mining. Throughout the universe, these resources now have a quality value between 0 and 1000. This value is instrumental in determining the traits of any crafted item that uses it, so making the effort to search for high quality materials can be a valuable endeavour.

While every resource in the ‘verse now has this quality value, only some are used in blueprints for Alpha 4.7, with the intention that every resource in the game makes its way into the crafting loop in later iterations.

Blueprints to Collect and Craft

Blueprints are digital recipes for how to craft an item, and they inform you about the resources and quality requirements to create a given item. To begin your mission to manufacture, a small collection of blueprints is made automatically available to you immediately. You can access your collection of blueprints through the screen on any Item Fabricator. While this allows everyone to experience crafting almost immediately, the real adventure lies in collecting the majority of blueprints through mission contracts throughout the ‘verse.

In Alpha 4.7 the available blueprints focus on FPS weapons and armor, including many variants of base items you may already be familiar with. It is also important to note that like many aspects of the continuing development of Star Citizen, blueprints requirements are subject to changes in future patches as the system evolves and expands to include additional game loops like refining, salvage and research, as well as the inclusion of newer blueprints.

Item Fabricator

This is your crafting machine. It can be purchased from shops located at select shops in landing zones or space stations, and like all large inventory items, it can be retrieved and stored via the freight elevators. (Note: if you participated in the recent Lifeline for Levski event, you may already have one waiting for you.)

Moving an Item Fabricator can easily be done via tractor beam and attaches easily to cargo grids, allowing them to be placed in certain ships for crafting on the go, and serves as your primary interface for accessing your blueprint library and the crafting process as a whole.

Inside the Item Fabricator is a cargo grid which can be used for the input and output of resources and items, however when placed within your hangar, the unit has access to your local inventory as well.

At present, there are two key functions of an Item Fabricator: Crafting and Dismantling.



Crafting

To craft, select an option from the interface of available, previously collected blueprints. These will be highlighted amongst the unavailable ones still waiting for you to discover.

Once selected, you’ll find the list of materials required but remember to consider their quality! Manually assigning materials from your local inventory with specific qualities will cause the displayed item stats to increase or decrease based on your choices or simply using the autofill function to let the system pick for you. Mixing qualities may result in an average quality value.

Once you have your item selected and materials set, you can begin your crafting job proper. Crafting times will vary depending on the size and quality of the item, and multiple jobs can be set up in the crafting queue. Once a job has been completed, you’ll see it in the history log tab within the queue screen.

Crafting and dismantling have their own distinct queues, allowing you to have multiple crafting and dismantle jobs running simultaneously.

Dismantling

As you might surmise, dismantle allows you to convert items back into resources. In this first release, you can dismantle most FPS items found in shops, loot or crafted by players.

For items found in loot or purchased in shops, dismantling these will provide materials of their default quality values.

For player-crafted items, dismantling will provide you with materials of the same quality used in the original construction, but at a reduced quantity due to the manufacturing and dismantling process.

Today and Tomorrow

We are tremendously excited by this addition to the game and what this step means for the universe as a whole. Like every feature in Star Citizen, crafting will continue to grow and evolve through subsequent releases, connecting as many aspects of life in the ‘verse as possible, and giving you as the player more agency and control of your experience than ever before.

That said, we also wanted to share with you a few select details about where the crafting system goes from here, and you can find those below.


New Refining System

  • New system creates alloys / composite materials.
    • No longer converting Iron Ore into Iron, but into Iron Ore (primary) + Carbon (Secondary)
  • Primary input determines the quality of the refined product.
  • Quality of the secondary determines how much of it is needed.
  • Allow use of things like creature harvestables to creating new materials in a grounded and believable manner.
  • Add unlockable blueprints required for select exotic materials.

The Future of Crafting

This is an inexhaustive list of select improvements already in development related to crafting.

General Expansion

  • Additional items including, but not limited to:
    • Vehicle components and weapons.
  • Integration with base building for crafting entire vehicles.
  • Additional stats for all craftable items to provide increased variety and customization.
  • Catalysts, optional items which unlock additional benefits when included in crafting jobs.
  • NPC shops pay more for higher quality materials.
  • Crafted gear may be looted from select NPCs or found in crates.
    • Dismantling this loot will result in appropriate quality values on the materials.
  • Player trading will support transactions of quality materials and crafted items.
  • Base building will add additional support for player operated stores and advertisements.

Blueprint Acquisition

  • Blueprints can be granted from physical datapads discovered in the ‘verse.
    • Datapads are one time use.
    • Datapads can be sold or gifted to other players before use.
  • Blueprints can be granted via reputation rewards.
  • Blueprints can be purchased from NPC stores.

Blueprint Tiers

  • Most crafted items will have Tiers 1 to 3, while vehicles expand to 5.
    • Higher tier items have access to increased stat ranges.
    • Higher tier blueprints have more complex requirements.
  • Increasing a blueprints tier requires the player to complete research tasks.
  • Items can be upgraded from one tier to the next using a specialist upgrading blueprint.
    • These upgraded items will have access to increased stat ranges.
    • It should be more efficient to craft a higher tier item from scratch than it is to upgrade an item from tier 1 up to its maximum.

Interface

  • Dedicated blueprint library app.
  • New folder style management for materials of the same type which are different quality.
  • Ability to split and merge resource containers within the inventory where the quality averages out.

Item Functionality, Degradation and Repair

Without items degrading and needing to be replaced the crafting economy is much less appealing to crafters, due to crafting your item once and never need a new one.

  • Items will degrade with usage.
    • Degradation impacts the functionality of the item.
    • Items can be repaired to restore some functionality.
    • Every repair reduces maximum functionality of the item.
    • Low functionality will mean more malfunctions.
  • Items will get damaged.
    • Items can be repaired to restore its integrity.
  • Item recovery and claiming will NOT reset functionality on items.
  • Pledge items are still subject to degradation, repair and maintenance but will never become permanently unusable.
    • Paths to restore complete functionality will be available.

Pledge Gear and Crafting

  • Any item obtained via pledge will be a tier 1 quality item.
  • Pledge items will never degrade to 0
  • If the pledge item has a unique livery the owner receives a cosmetic paint item.
    • The cosmetic paint item allows you to apply that livery to the same item.
    • You do not receive the blueprint to craft the original item itself, this must still be earned in-game.
    • Pledge items cannot be traded or dismantled.

Crafting Vehicles

  • Functional dedicated In-Vehicle Crafting Machines.
  • The ability to input/output both materials and items using the vehicle cargo grids.

Additional Fabricator Types

  • Food
    • To craft items like rations, water, etc
  • Medical
    • Med pens, medicine, drugs
  • Construction
    • Large hangar-sized space used in base building for crafting spaceships

Salvage

  • Construction material split into the refined materials that vehicles are made out of.
  • Select materials are exclusive to this method, e.g. salvaging alien ships to get alien metals.

Sneak peek of the week:

Greycat UTV

Quote: Four wheels. One box. Let’s go.

This Week in Star Citizen:

TUESDAY, MARCH 31

  • Squadron 42 Newsletter

WEDNESDAY, APRIL 1

http://youtube.com/@RobertsSpaceInd>)

  • March 2026 PU Monthly Report

FRIDAY, APRIL 3

  • RSI Weekly Newsletter

TAKE UP ARMS

The next essential preparation is to arm our recruits. The selection of standard-issue UEEN weapons has been streamlined throughout years of hazardous engagements to give each recruit a comprehensive arsenal for varying combat scenarios.

  1. Behring S-38 Ballistic Pistol: Versatile lightweight polymer sidearm
  2. Behring P4-AR Rifle: Close-quarters firefight weapon valued for accuracy
  3. Behring FS-9: Light machine gun with full auto mode for sustained covering fire
  4. UltiFlex FSK-8 Combat Knife: Simple and effective carbon steel blade (16cm)

Squadron 42 newsletter

Suit up for service

EQUIPED FOR VICTORY

Wear the uniform and wield the weapons. Prepare yourself for a prodigious military career with the most cutting-edge armaments out there, tried and tested by every legend that came before you. Stack your inventory with the best of the best and become an overwhelming battlefield force in your own right. The Navy has your back, so you can have ours.