#sc-news

Roadmap Roundup - April 23, 2025:

Release View:

Cards added to Release View 4.1.0 & 4.1.1:

  • New Hairstyles

[Youtube | Star Citizen Live: Q&A - The Story So Far](

https://www.youtube.com/watch?v=5qOJ0gZxrMI)

New Squadron tweet - “I fight because I am Vanduul”

Sneak peek of the week:

Quote: Prepare for combat.

This Week in Star Citizen:

  • Thursday: Invictus Information + Behind the Ships highlighting the new vehicles of Invictus
  • Saturday: Bar Citizen World Tour 2025: Nashville, Tennessee and Seoul, South Korea

Jump Point: April 2025

JP13_02_April_RockNRoll_Flight_School.pdf

Starlancer TAC teaser

Youtube | Star Citizen | Behind the Ships: MISC Starlancer TAC

Sneak peek of the week:

Rocket Pod

Quote: Missiles ready.

This Week in Star Citizen - May 5th, 2025

Monday, May 5, 2025
• This Week In Star Citizen

Tuesday, May 6, 2025
• May Subscriber Comm-Link
• May Subscriber Newsletter

Wednesday, May 7, 2025
• Roadmap Update
• Roadmap Roundup
• April Monthly Report

Thursday, May 8, 2025
• Inside Star Citizen - Alpha 4.1.1, on YouTube
• Patch Watch

Friday, May 9, 2025
• RSI Weekly Newsletter

May 2025 Subscriber Promotions - WIP

In-game flairs:

  • Centurion subs: Idris-P T-Shirt

Roadmap Roundup - May 7th 2025:

Release View:

Cards added to Release View 4.1.1:

  • Missions - Local Site Maintenance
  • Missions - Animal Population Control
  • Mission - Hunt The Polaris
  • VOLT SMG “Quartz”
  • Components Balance Pass
  • Wikelo Special Ships

Progress Tracker:

Cards added to the Progress Tracker:

  • REDACTED Sandbox Activity
  • REDACTED Sandbox Location
  • Radiation Gameplay
  • REDACTED Vehicle
  • REDACTED Creature

PU Monthly Report April 2025

AI (Content):

  • The team worked on a new approach that, when implemented, will be an exciting new way to update players on storylines and events.

Animation:

  • The Animation team continued to support the studio-wide initiative of focusing on content for the PU
  • Progressed with the valakkar, supported various new mission givers and world NPCs, and began working on a new creature.

Art (Ships):

  • In the EU, the team focused on closing out tasks for Invictus Launch Week, including three new ships planned for release at the event.
  • The MISC Starlancer TAC was also completed for its upcoming flyable release.
  • Progress was also made on four unannounced vehicles. The first is progressing through whitebox toward full production, while the second is approaching its greybox review and LOD0-complete. The third, which was briefly shown on a recent episode of Inside Star Citizen, is progressing through concept. The fourth vehicle, the first in a while from an existing manufacturer, has been formally kicked off.
  • The Consolidated Outland Pioneer continued through the pre-production and whitebox phases
  • The North American Content team began closing out two new variants with polishing and bug fixing. An all-new ship progressed too, with recent decisions being made on cargo capacity and tractor-beam placement.
  • The RSI Apollo continued through the greybox phase, with new concepts for the med-bay area and bridge.
  • Work continued on the RSI Perseus to define the interior look and feel and ensure it functions as intended.

Core Gameplay:

  • Core Gameplay added updates to the engineering UI screen, including countdown warnings for catastrophic explosions, and reinstated and advanced the diagnostic screen MFD.
  • For flight experience, the team enabled the new space flight mode in their feature streams.
  • An overhaul of control-surface tech began. As such, flying in atmosphere and especially gliding is now much more realistic thanks to believable aerodynamic behaviors, such as the nose falling in turns or accurate drag on large AOAs, especially in regards to changing atmospheric densities.
  • April also saw an update to the new quantum tech. In addition to adding a slow-speed variant of quantum boosting, the devs resolved several bugs and improved reliability and performance.
  • The team continued to polish FPS Radar & Scanning gameplay via regular playtests. April’s work included adjusting the detection formula, highlighting visuals, and disabling the ‘influence signature’ system to improve it to better serve the intended gameplay.

Economy:

  • The team discussed the next iteration of Item Recovery and how it will influence the prices and exclusivity of different items.
  • Work continued on the backend shop refactor that will provide the tools to start building a better shopping experience.

R&D:

  • In April, various improvements were made to the lightning evaluation that’s part of the cloud and atmosphere raymarch.
  • For dynamic weather, the temporal stability of the CPU-accessible weather map was improved, extra helpers for CPU weather queries were implemented, and robustness was improved when creating query contexts.
  • Work also began on adding texture streaming support for volumetric cloud and ground-fog rendering. Sun disc rendering behind sufficiently dense planetary clouds was improved and should result in softer transitions than before

UI:

  • The UI team worked to implement unique UI styles for several upcoming vehicles. They also supported upcoming events and created environmental UI to support the gameplay and storytelling.

VFX:

  • Pre-production VFX work also began for an upcoming major release, including locations, creatures, and weather.