Inhaltsverzeichnis
PU Monthly Report
Alpha 4.2: Storm Breaker is live in the Public Test Universe! There’s still a lot to do behind the scenes as the new content gets pushed to the breaking point in preparation for Live release. Alongside patch fixes and other various changes, many teams touched on tech, locations, and updates coming later this year. Read on for all the latest info.
AI Content
AI Content continued to support Star Citizen’s monthly release cadence.
“It was exciting to see the comms calls start to make their way into the game as well as finally unveiling the NewsFlash content around the landing zones. These little updates will help provide players updates about the events happening around the ’verse.” AI Content Team
As they continued to develop these features, the devs requested additional functionality to allow for new features, such as scheduling, as well as scope-out work to make things like channels.
AI Content also continued to support the Mission teams as they integrated new comms content alongside new lines for Wikelo.
On larger-scale initiatives, the team worked alongside Combat AI to devise a new collection of wildline triggers for combatants and how they could (or whether they should) plug into the proposed line set for generic population NPCs.
The team also reviewed and standardized the trigger list used by behaviors across the game to ensure that there’s a single list of context words that everyone is operating with. This will prevent confusion when building behaviors or structuring missions.
AI (Features)
In May, AI Features ensured Human combat is in an optimal state in several key areas: ammo management and behavior, cover usage, first reactions and perception, attack and defend areas, investigations, grenade use, tactics, and medical behavior. The main focus is to stabilize and reach ‘gold standard’ for each.
In pursuit of the above, various issues were fixed, including NPCs looting ammo too close to hostiles, NPCs handling light switch disruption, and first reactions triggering simultaneously and putting the AI into an unresponsive state. A bug was also fixed that caused NPCs to incorrectly count ammo and evaluate remaining resources, causing them to loot more than necessary.
Various improvements were made too, including how NPCs select and use cover for shooting. They also made it easier to add new information to the AIWeaponComponent debug, and improved the ‘investigate’ flow to work better over a range of conditions with multiple NPCs at different awareness levels.
The devs also customized the friendly-fire check so that it can be balanced to give NPCs the desired behavior and prevent them from shooting when players feel they shouldn’t.
The wildlines setup channel was updated to enable the devs to mute and suppress already queued lines after the death of an NPC.
Defend-area and combat-movement queries were also updated to ensure NPCs don’t get stuck in spawn closets. For example, if too many NPCs are set to enter a 3m x 6m area, they will get stuck.
New tech and features were implemented too, including logic to prevent low-to-medium priority wildlines from triggering during TrackView sequences that NPCs are involved in.
Logic was also added for switching the aim target location to the visible element of the body while considering aiming priority (torso then head).
AI Features also finished work to ensure NPCs animatedly react to compromised cover, cleaned up the NPC-medic flow to make it more robust and improve the visuals, added additional debugging to balance first reaction times for audio and visual events, and added ‘trait debugging’ to prevent conflicting behavior traits.
A fix was added for placed dead bodies to prevent them from causing the AI to react when, from a story perspective, they already exist in the world.
Finally for AI Features, the team added audio proc clips to takedown animations so that nearby AI are alerted. They also added debug logging to disturbance events to prevent AI from reacting before the level has started properly.
AI (Game Intelligence Development Team)
In May, the Game Intelligence Development team began work on the UI prototype for Mission System v2; specifically the ‘outline header’ design, including the mission object properties design, the outline infrastructure, and a generic outline panel. This also involved creating UI visuals for the outline with all its components.
Alongside this, the team also fixed small bugs and worked on features requested by the game designers to improve StarScript.
AI (Tech)
Last month, AI Tech continued to improve how navigation links connect to external zones. The team are currently updating links that utilize motion warp, such as mantle or jumping down, to rely on specific metrics, which will enable them to be utilized by different categories of creatures. Updates were also made to the chase movement request to allow multiple destinations around bigger targets, like ground vehicles or apex creatures.
The first stage of ongoing improvements to 3D navigation was completed. This involved voxelizing custom areas and allowing them to define granularity. Currently, the voxelization data is being used to improve collision avoidance during AI ship flight.
The core work for serializing Subsumption variables was completed, which is used for network synchronization and the save-and-load mechanism.
For the Subsumption conversation feature, a clustering algorithm was added to split participants into more meaningful groups. This group data will be used to create avoidance obstacles, meaning NPCs will be able to avoid others already in a conversation group.
On the tools side, multiple usability improvements were made to StarScript, such as allowing bulk node deletion and the discarding of invalid sub-platforms when loading a platform or marking a document as modified when re-ordering variables.
Animation
The Facial Animation team recorded and processed content for upcoming releases for both new and existing mission givers, including Wikelo. They also continued to provide new voice packs that will populate generic NPCs throughout the ‘verse and began supporting the recently added NewsFlash content. Animations were developed for an upcoming creature, too.
Art (Characters)
May saw the Character Art team progress with new creatures, a heavy armor, and gameplay rewards. They also kicked off a light armor.
The Concept Art team prepared handoff sheets and explored future in-game armor rewards.
Art (Ships)
As usual, May was extremely busy for the Vehicle Content teams as they supported new releases, progressed with upcoming vehicles, and kicked off projects for the next year or so.
In Europe, four unannounced ships progressed. The first officially entered production, while the second progressed toward its upcoming whitebox review gate. The third continued down the production pipeline, with the artists currently awaiting feedback from the LOD0 review. The fourth received considerable attention during its whitebox phase, particularly around the cockpit entry requirements, as it will receive entirely new enter and exit animations (something rarely done to this level).
For already announced ships, the Anvil Paladin progressed through greybox, benefiting from the recent work on the Asgard to help speed up its creation.
The Consolidated Outland Pioneer continued its long and extensive whitebox phase.
“The sheer scale and complexity of this ship mean this is a longer-than-normal phase!” Vehicle Content Team
Then, after a short pause to help close out the Invictus ships, work resumed on the Ironclad, with a focus on blocking out every room with the appropriate Drake kits.
With the Guardian MX live, the North American teams moved onto closing out an upcoming variant for its impending release, with the ship successfully passing its final review. Another unannounced vehicle passed its whitebox review following minor adjustments to one of its key mechanics.
The RSI Apollo Medivac and Triage passed their greybox reviews, with a focus on ensuring each med-bed module tier is distinct without being disruptively different to use. The RSI Perseus continued through greybox ready for its gate review early this month.
Community
The Community team spent much of May breaking down Community feedback/sentiment across all platforms and ensuring its delivery to the right teams internally. The team published the Save the Date announcement for Invictus Launch Week 2955, as well as providing Spectrum support with an informative guide and FAQ. They also advised the community of the new opportunity for Idris owners to name their ship, and made players aware of the changes introduced with Alpha 4.1.1.
Support for Invictus and the accompanying Free Fly also included multiple Comm-Links, such as the manufacturer schedule, a referral bonus promotion, and Q&As for the Greycat MTC, Mirai Guardian MX and Anvil Asgard. The team also supported a social media selfie screenshot contest, which allowed players to show off their best looks at a variety of exotic locales around the ‘verse.
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Throughout May, the team connected with the community as part of the 2025 Bar Citizen World Tour. This included venues in the United States, Korea, China, Spain, Germany, and France. The team published an invitation to the upcoming International Bar Citizen Weekend 2025, and have plans to visit additional locations throughout the year. Correspondingly, submissions were announced for CitizenCon Direct Watch Parties that will pair the camaraderie of Bar Citizen with the energy of CitizenCon! The team is currently deep in planning for this year's event, which is shaping up to be a fun one!
Finally, alongside evergreen tasks such as This Week in Star Citizen, the bi-weekly Roadmap Updates and Roundups, Monthly Reports (like this one!) and the monthly refresh of the Arena Commander Schedule, the Community team supported the epic conclusion to the System 7 race series presented by ATMO esports.
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Core Gameplay
Core Gameplay are currently working through a long list of weapon improvements to further modernize the FPS experience for both Squadron 42 and Star Citizen, including tweaking how disruptive weapon raising is to the flow of combat. Engineering and Design collaborated to iterate on these improvements and provide more polished combat gameplay.
Work on hacking continued, which involved highlighting suggested abilities for certain gameplay situations. Abilities are also now disabled when they’re not applicable in a specific situation to better explain hacking gameplay. The hacking terminal now also supports color-coded terminal output for better clarity.
The team also wrapped up work on the new Argo ATLS IKTI and GEO IKTI, both of which support weapons instead of their utility attachments. Additional bug fixes and polish are underway, but the team is excited to further expand the ATLS platform and provide players with more options on the battlefield.
For Engineering, the team reviewed feedback and outstanding work before dividing the feature into smaller milestones. The first milestone primarily covers core gameplay mechanics, such as the engineering screen and its ability to manipulate power distribution and item states. A recent internal review provided feedback and polish that will be addressed before the feature reaches players. The diagnostics screen also received new functionality and utility.
As part of the ongoing quality-of-life initiative, Core Gameplay are working on improvements to the harvestable and loot systems. This is to address various performance issues and, more importantly, give the designers more control over how harvestables and loot are spawned.
For Alpha 4.1.1 the devs enabled the ability for players to quantum travel to their own vehicles, which was received positively by the community.
Item Recovery is currently progressing, with tasks for tier 1 progressing.
As part of the space combat-focused content in Alpha 4.1.1, Core Gameplay supported Design in tweaking and tuning recoil for vehicle weapons. In collaboration with SFX, VFX, and Vehicle Content, they made a concerted push to polish the combat experience in cockpits and turrets and are hoping to expand this to more weapons soon.
As an additional stepping stone toward the new vehicle radar and scanning system, changes were made to the information available to players before a ship is scanned. The team are currently reviewing the feedback that came from this change and are looking to implement improvements that smooth out that flow.
Quantum interdiction is also being reworked to be more compatible with Server Meshing, leveraging tech developed for Alpha 4.1 to communicate across different volumes on different servers. This rework is primarily about reliability, not the mechanic itself.
“We recognize that there’s an imbalance between lawful and unlawful gameplay and want to ensure players on both ends have the tools needed to contend with the other.” Core Gameplay Team
The recent work on control surfaces reached a major milestone, with most of the atmospheric flight model behaviors now in first-pass implementation. As part of this, ships will now more accurately reflect the expected flight behavior based on lift, drag, angle of attack, and other factors. Thrusters currently activate smoothly to compensate for different atmospheric densities, while hovering feels more natural.
The Core Gameplay team fixed numerous issues related to cargo crates intersecting with each other alongside the ability to retrieve multiple vehicles from a hangar. Players now also receive a warning when their ship accumulates distortion damage.
For upcoming gameplay, medical beds now heal radiation damage. A pass was also done to ensure players receive proper visual feedback on radiation in the environment.
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The transit rework (internally referred to as the ‘transport system’) continued toward the first playable version for internal validation. The team moved transport from ‘push system’ to ‘serialized variables’ on the Transport Manager for improved reliability. To validate the new system, Design trialed the transport system in the New Babbage habs. They’re currently addressing feedback and issues resulting from the test.
For the Apex Valakkar, Core Gameplay supported the Character and AI teams on multiple fronts. For example, the irradiated Apex Valakkar’s projectiles will now spawn hazard volumes that damage the player over time. The apex creature also spawns a “mole hill” wherever it exits or enters the ground.
FPS radar and scanning also progressed. The devs can now specify if contacts should remain visible for extended periods after they have been first scanned, which is useful to the designers in curated situations. Additionally, they can now reduce the signature of a contact if it’s considered dead. For example, dead NPCs are no longer detectable from the same distances as living ones.
As part of the upcoming patch release, a lot of feedback was received around the reliability and quality of the new comms notifications. As a result, the team is working through various improvements to ensure mission givers appear at their best and don’t awkwardly look at players.
Finally for Core Gameplay, the team are currently supporting an upcoming Global Event, including new ways to track and display player progress.
Lighting
Lighting supported all recent and upcoming patch releases, including adding environmental and dynamic lighting to interactable event locations in Pyro.
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Locations
The Locations teams continued to support the ongoing monthly content releases. Last month, there was a particular focus on Invictus Launch Week, with the devs looking forward to releases in July and August alongside updates to Wikelo.
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Narrative
May brought with it a flurry of activity for the Narrative team. The top of the month saw them tackling bugs found in Alpha 4.1.1 PTU in preparation for the patch’s full release. Simultaneously, members of the team finalized new content that will be heavily narrative focused and even feature audio recordings for players to discover.
Beyond that, dozens of new mission contracts were created for upcoming gameplay to not only provide players with critical information but a sense of character as well. The writers also worked on scripts for new mission providers who will be making an appearance later this year.
“Because of the time involved with writing, recording, and processing performances, there’s an interesting balance of locking down a script while allowing for the Design team to continue refining the gameplay as they continue development. This often means that we record alternate lines that would be useful in case the scope or design of a new mission needs to be adjusted closer to release.” Narrative Team
Finally, the team solidified the story plans for next year, taking the initial high-level outline and pulling in more details to help other teams continue with their planning.
Online Technology
In May, the Network team continued work on Dynamic Server Meshing, separating the DGS assignment from the territory manager. The objective is to base territory runtime redistribution on several factors, including entity and player distribution and overall shard occupancy. Subsequent work will remove territories from the equation altogether, allowing compute resources to be deployed exactly where they're needed.
The Live Tools team worked on improving moderation tools to provide a better user experience for everyone. They also improved the solution that allows the Publishing team to schedule in-game messages and continued to add smaller improvements to the various tools used across development. New infrastructure was deployed to better handle game crashes and errors too.
Online Services continued work on the Item Imprint system, including the design aspects, and progressed with diffusion removal to lay the groundwork for the social refactor. Online Services also continued to help fix various issues that were discovered by players alongside minor improvements to the mission-system tools.
UI
In May, the team completed the UI for an upcoming event, creating various screens to support the narrative and gameplay. Once completed, the Design teams kicked off plans for the next one.
The new Mirai UI was also finished, which the team kept quiet until the launch of the Guardian MX.
“Mirai uses vibrant colors and dynamic shapes, which were great fun to work on and mark an interesting departure from the retro sci-fi look of our other styles, like Drake and Aegis.” UI Team
The new layout and shapes were a challenge to implement with the existing setup. So, the team assessed the problems and rewrote the UI core to make it easier to create more interesting styles in the future.
Elsewhere, performance improvements continued, with the team investigating spreading UI processing across multiple cores. Visual prototypes were also worked on for some interesting but currently confidential 3D interactive UIs to replace one of the older systems in the game.
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