#sz-news

Online Technology

In July, the Network team focused on improving reliability and preparing more dynamic server management. Fixes now provide accurate server-load measurement and reporting while removing outdated calculations. The team also advanced demand-based scaling, which will allow servers to be added during busy events and released afterward. Work continued on dividing the game world into server-managed regions using grid-based spatial mapping, alongside code cleanup.

Online Services resolved dozens of player-reported issues while progressing Item Recovery. Planned improvements will let players reclaim items lost to bugs or crashes, with UI work covering even very large collections. The team also investigated mission and delivery-contract generation, whose excessive background data was straining servers, and planned a rebuild to improve performance and stability. Early Crafting and Refining designs explored how created or upgraded items will interact with existing gear and insurance.

Live Tools completed several major initiatives. Hex 4.0 rebuilt investigation tools covering inventory, ownership, sanctions, infractions, reputation and ledgers, while user research now informs pre-release UX work. Development also continued on Citadel’s role-based access and a Bootstrap client rebuild.

Crash reports linked to a known fault in 13th and 14th-generation Intel processors are now handled automatically, reducing manual triage. Panic Switch also received post-launch improvements to rule creation and malformed payload detection.

R&D

In July, R&D focused on adding snow and expanded weather behavior to the planet simulation while improving cloud-rendering performance.

A new time-of-day-dependent temperature model accounts for elevation, humidity, wind and broader climate conditions. Temperature and precipitation probability now determine where and how much it rains or snows, with stable long-term accumulation and interoperability between rain and snow.

Local models also estimate precipitation and lightning probability using climate conditions and cloud coverage. Temperature and snow data are now available through CPU and GPU weather queries and terrain debug tools.

Cloud temporal rendering progressed toward release, with improved quality from distant orbit and optimized guide storage. Ongoing work targets stability during little or no movement, sharper results and the removal of transmittance halos.

Tech Art/Animation

Last month, Technical Animation refined the DNA head pipeline, fixing alignment and expression issues, restoring save-and-load support for hybrid heads, and progressing head exports for the Tumbril Cyclone’s occupants.

New meshes for a creature family are now ready for playtesting, while weakspot implementation progressed on the apex sand valakkar.

Cloth R&D introduced tools for more natural movement, including proximal face constraints and per-vertex goal-weight painting. Facial-rig corrective shapes were also refined, resolving jaw movement affecting collar motion.

The Aegis Retaliator’s cockpit was re-rigged following its interior redesign. The game-wide usable refactor also continued across doors, buttons and railings, alongside grip fixes for one-handed props, new collectible rigs and a fully interactive arcade joystick.

PU Monthly Report - July 2026

AI Content

Last month, AI Tech supported Alpha 4.9 and 4.10, including Recco Battaglia’s return, repeatable mission comm calls, and content for her upcoming instanced gameplay.

The team also supported the new Siege of Orison content by populating social spaces, adding a mission provider and introducing new enemies. Alongside bug fixes, it continued ongoing initiatives and supported a performance-capture shoot for future releases.

AI (Features & Tech)

Last month, AI Features & Tech updated the ‘FlyTo’ behavior, giving heavy fighter NPCs faster strafing parameters. Initial animations also began for a new creature and its variants.

Valakkar development continued with fixes to underground hearing, irradiated variant emergence and player targeting. Its line of sight, spitting range and tracking accuracy were also increased. Behaviors now vary by type: juvenile sentries avoid melee by submerging, while non-sentry juveniles bite once before repositioning and resuming their spit attacks. Adult sentries fight at close range without retreating, while damaged non-sentry adults relentlessly chase and bite players.

Yormandi fixes prevent it from getting stuck or missing its major pain reaction after a shock barrel explodes in its mouth. A partial fix addressed the second yormandi failing to spawn, though further investigation is required. Kopion combat was also improved, preventing it from getting stuck, detecting targets through walls or remaining in combat without a target.

For Human combat, fixes addressed mounted-weapon firing and failure loops, HMG backpack ammo feeders, incorrect surrendering after ladder use, super heavy NPCs attempting to use cover, and increasing delays between single shots. Beam-weapon impact sounds now correctly alert nearby AI. Weapon-selection debugging and reaction animations were also improved.

Animation

Animation continued to work on the apex valakkar and its gameplay attacks alongside creating enter and exit animations for new vehicles.

Art (Characters)

In July, the Character Art team polished the upcoming super-heavy armor and supported the creation of ‘loadouts.’ They’re currently progressing with new armor sets and mission reward items for later in the year.

Ship Pipeline Tracker - August 2026

-# This chart provides a visual representation of ships and vehicles mentioned in monthly reports, Inside Star Citizen episodes, and official CIG communications. It is updated as needed to reflect new information and serves as a rough guide to each ship’s progress through the development pipeline. While some ships may be missing or shift positions over time, we strive to keep the chart as accurate as possible based on the official information available.

Sneak peek of the week:

Kruger Stingray

Quote: The art of adaptation.

This Week in Star Citizen:

TUESDAY, AUGUST 11

  • This Week In Star Citizen
  • August Monthly Bundle Comm-Link
  • Maintenance: Issue Council, starting at 1:00 PM

WEDNESDAY, AUGUST 12

  • Roadmap Update

FRIDAY, AUGUST 14

  • RSI Weekly Newsletter

SATURDAY, AUGUST 15

The roadmap will focus on 4.11 features

SteelTek - Bundle

Forego subtlety and stealth, stroll headstrong into the fight and outgun your way to victory with the SteelTek bundle, featuring matching silver with Damascus-steel accents. Includes the CDS BUL-H4 super heavy armor, Apocalypse Arms Vendetta HMG, and SteelTek paint for the Anvil Asgard.

The CDS BUL-H4 armor utilizes advanced synthetic polymers to significantly mitigate impact, transforming the wearer into a bulwark of defense. The armor’s power-assisted frame maintains mobility and allows its wearer to wield the Apocalypse Arms Vendetta heavy machine gun, which boasts a huge rate of fire for absolute target saturation.

The SteelTek Bundle will be delivered in Alpha 4.10.


Roadmap Roundup - August 12, 2026

Release View

Alpha 4.11

Nyx I

Nyx I is a coreless planet that orbits closest to the sun in the Nyx system. Once considered impossible to terraform, Nyx I has undergone a drastic transformation thanks to new experimental technology developed by Genesis Terraforming and now features a robust ecosphere capable of supporting a wide diversity of life.

This card has been set to Tentative.

Starchitect Mission Pack

Implementing new sandbox missions across sprawling planetary locations designed to keep players planetside for longer, with focus on more localized objectives.

This card has been set to Tentative.

Genesis: Planet Tech v5

Implementing Planet Tech V5, a complete rework of how planets are built, populated, and rendered. Introducing emergent biomes driven by realistic physical properties, and scattering plants and rocks according to their natural behaviour, reworking terrain shading across materials like sand, dirt, rock, and snow, and moving generation and spawning to the GPU to support denser environments with improved rendering performance.

This card has been set to Tentative.

Genesis: Starchitect

Implementing Starchitect, a new procedural world-building system that automatically scatters sectors, clusters, and locations across planetary bodies while constructing locations from modular tiles. Using Genesis data to identify suitable placement for game objects, Starchitect introduces a new workflow for populating planets and building large-scale locations across an expanding universe.

This card has been set to Tentative.

Genesis: Population Manager

Implementing the Population Manager tech. Its primary goal is to load balance the server population and create inhabitants appropriate to their local environment, while enabling more complex interactions between agents focused on a dynamic context.

This card has been set to Tentative.

Starchitect POIs

Implementing new ground locations owned by various factions, offering a variety of procedurally generated combinations of building compositions. These will support a wide variety of mission archetypes and gameplay loops.

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.

Character Customization Update (Brows)

Implementing three new eyebrow styles and updating six existing options to bring them up to the current visual quality standard.

This card has been set to Tentative.

Kastak Arms “Verdict” LMG

Implementing the Kastak Arms “Verdict” LMG, a medium-range weapon that builds heat through sustained fire before unleashing devastating superheated plasma projectiles with its alternate fire mode.

This card has been set to Tentative.

Kastak Arms “Hellion” Pistol

Implementing the Hellion Plasma Pistol, a high-velocity plasma weapon that creates hazardous impact zones, allowing operators to rapidly deploy multiple areas of denial across the battlefield.

This card has been set to Tentative.

New Wikelo Ship Offerings: Tiburon

Adding an Aegis Tiburon 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.











Additional info regarding PTV5 from Will Hain (river guy) from 10-42’s stream:

  • “Won’t spoil surprises around other planets - but be excited”

  • Outposts are new and not in the style of Pyro’s, everything from the CC25 Nyx 1 preview is on Nyx 1 in 4.11

  • Tech has turned out better than expected. Biggest focus right now is performance, as much as possible has been moved to GPU - but also doing a lot more work. At the moment its hard to compare, not really apples to apples.

  • ​​V6 is not something planned, “next leap” for planet tech would be change in Height pipeline (think real mountains and canyons) - that’s the least touched part in V5 (though the offline part has changed significantly). R​ivers - not coming with Nyx 1. There’s new tech that could be used for rivers, but didn’t make it in time for Nyx 1.

  • ​​V5 is not currently in S42 and has been iterated in SC codebase.

Sneak peek of the week:

Greycat MFC

Quote: Hot or cold?

Thorsten regarding future aspects of ship combat:

Short term plans:

  • TTK will return to pre-engineering levels, which will have an economic impact due to faster mission completions.
  • Coherent balance for band-aid fixes, which they recognize has weakened balance over time.
  • Shield updates, health, recharge rates etc, avoidance of ‘escape game’ (I assume nav out) in PvP.

Long term plans:

  • Armour bandings with clearly defined, understandable rules.
  • Clear weapon identity and choices between weapon types, IE gatlings vs cannons.
  • Adjusting ship part health properly for engineering (which has not yet been done)
  • A tech preview or PTU for these changes (not his call but desired) to be tested heavily internally and externally.

Some of these plans were considered for 4.10 but the decision has been taken to make sure that balance changes are ‘done right’ as opposed to sweeping changes we have seen in previous PTUs, and adjustments to some of these (like TTK) impact more than just combat. However, there is a strong desire to reach a solid basis for ship balancing going forward.

This Week in Star Citizen :

On Wednesday, we’re tentatively planning the start of some focused stress tests. Keep an eye on Spectrum for more information soon!

MONDAY, AUGUST 17

  • This Week In Star Citizen

TUESDAY, AUGUST 18

  • Ship Showdown 2956 - Phase 2 Commences

FRIDAY, AUGUST 21

  • RSI Weekly Newsletter

time to vote everyone <:scamMan:847502148464148531>

Ship Showdown - Limited ship sales

While all the participants of the tournaments can be obtained with a 2 year insurance during the whole event
The Idris-P will only be obtainable during limited wave sale, only accessible to Chairman’s Club members

Wave 1: Tuesday, August 25, 2026 4:00 PM
Wave 2: Tuesday, August 25, 2026 8:00 PM
Wave 3: Wednesday, August 26, 2026 12:00 AM
Wave 4: Wednesday, August 26, 2026 4:00 AM
Wave 5: Wednesday, August 26, 2026 8:00 AM
Wave 6: Wednesday, August 26, 2026 12:00 PM

RSI Launcher 2.16 Release Notes

Hello everyone,

Today, we are releasing the RSI Launcher 2.16

In this version, we’re fixing QoL issues and introducing a new visual feature:

This update unlocks the following functionality in your Launcher:

  • When hovering on a specific card a video will display in the background. It is not visible for now but it will be when we release a new game patch.

New features:

What’s new in this release:

  • Video display on card hover.
  • You can now select text and copy paste in the guide session chat.

Fixed Issues:

  • LCH-3224: Guide panel now follows Accessibility settings.
  • Comm-Links click on links fixed
  • Horizontal scroll on guide proficiencies fixed
  • LCH-3235: Black Box issue fixed.
  • Fixed issue on invisible status removed when entering game.

Known issues:

  • If you witness a black rectangle on the bottom right of your screen, please turn off the overlay notification in your notification settings.
  • Some users encounter a flickering Launcher background, which can be partially mitigated by turning off accessibility settings. Please refer to this comment for a potential fix:
  • The Launcher sometimes fails to create the StarCitizen/Live folders for some users, leading to Error 2000, Error 5008, or Error 5010. Try creating the folder manually and running the Launcher as an administrator.
  • LCH-1030: Launcher suppresses Screen Saver
  • LCH-1958: Never Ending Download loop. Please report the issue; we are encountering trouble investigating it.
  • Users might encounter Desync with Language and Proficiencies while using the guide system both on Spectrum and in the Launcher at the same time.

PTU Stress Test, Alpha 4.10: Siege of Orison, Recco Battaglia, and… the Kruger Stingray

We’re getting into the home stretch for Alpha 4.10, and we’d like to spend the rest of this week putting the PTU through its paces before we roll out to the Live servers.

We’ve got a number of fixes in, along with some additional backend logging to help us keep a better eye on things while you’re playing. Now we want to put some real load on the areas we’re most interested in seeing hold up.

In particular, we’d love to see you spend some time with:

  • Siege of Orison
  • Recco Battaglia
  • Cargo Missions

As part of this final push, we’re giving active PTU testers a chance to take the Kruger S-65 Stingray out for a spin. Those who receive access will be able to fly it for free through Sunday.

If you’ve already put substantial time into testing the PTU, you may find the Stingray available immediately with today’s new build. If you’re just getting started with the PTU today, spend some time playing the focused activities mentioned above, and we’ll be keeping an eye out for active players to grant access to the Stingray as well. Once it’s available in your hangar, take it out for a spin and let us know what you think.

The main goal here is pretty straightforward: we want to find the things that are going to break when we put this in front of everyone on Live. If something feels off, breaks, gets weird, or just doesn’t behave the way you think it should, let us know on Spectrum and the Issue Council.

Thanks for continuing to participate on the PTU, and we’ll see you in-game!

Sneak peek of the week:

Generator Prop

Quote: Electrifying.

This Week in Star Citizen :

If all goes smoothly, we’re aiming to roll Alpha 4.10 out to Live this week.

We’re doing things a little differently for this year’s celebration. With Alpha 4.10 heading toward Live, we want to give the team room to monitor the release and continue improving the experience once it lands. So, this year’s Ship Showdown Free Fly will be focused on the community already in the 'verse. From August 26 to September 2, all existing backers will be able to take the Elite Eight for a spin before the Final Four take the spotlight at Best in Show during this year’s Intergalactic Aerospace Expo.

Or, put simply: launching a major patch and running a wider Free Fly in the same week… we’re not going to do that.

MONDAY, AUGUST 24

  • This Week In Star Citizen

WEDNESDAY, AUGUST 26

  • Ship Showdown 2956: Elite Eight Free Fly Begins
  • Roadmap Update
  • Roadmap Roundup

FRIDAY, AUGUST 28

  • Bar Citizen World Tour @ Gamescom - Cologne, Germany
  • RSI Weekly Newsletter
  • August Issue of Jump Point for Subscribers