Production Schedule Report
Our schedule for the next Star Citizen Alpha releases, up to date.


Below you will find the Current Milestone Schedule. These are the very same schedules we update daily and are circulated internally on our intra-studio hand-offs with a few exceptions: the individual developer names assigned to the tasks will be omitted (for obvious reasons), we’ll remove the JIRA details and we’ll modify the technical wording to make it readable for a wider audience, but otherwise, when something changes, slips or is completed, you will know.

What you are seeing here is the result of our scheduling and planning process. We have a high level feature and content set that we want to achieve for Star Citizen and Squadron 42. The first step is to break these features into higher level tasks with which we populate Microsoft Project, JIRA and Shotgun (the three tools we use for project scheduling and tasking). Then, as we approach a task, Production works with the relevant developer(s) to make sure the task is broken up with enough detail to allow completion. Sometimes this means adjusting the initial task estimate, as things tend to come into a clearer focus when coming up on a task, but it almost always means breaking down the big task into a bunch of smaller tasks that have their own individual sub tasks that possibly are distributed to multiple developers.

Both tasks and sub-tasks get created in JIRA, linked under an Epic (which is a high level task or feature) and are then pulled into Microsoft Project to manage with granular detail providing us global visibility through Gantt charts and visual timelines. No developer works on a task unless it has been created in JIRA, prioritized and assigned by a lead or a member of the Production Team.

Then as the developers work on the tasks, Production will adjust the schedule and JIRA tickets to reflect the work being done.

In the schedule below, you will first find a master schedule that covers the broad departments/disciplines that are being developed. Each department will then have its own dedicated sub-schedule, briefly explaining the various features that are being developed and their current status.


But also, we would like to establish some ground rules before proceeding:

I.Quality will always be our number one goal. We set out on this journey by looking at the gaming landscape and asking: can we do better? We continue to ask that question about everything we do. As a result, we will ALWAYS extend timelines or re-do features and content if we do not feel they are up to our standards. The freedom to fight for a new level of quality in game development is what crowd funding has allowed us, and we will continue to fight to make sure Star Citizen is the best possible game it can be.

II.The estimates we provide are just that: estimates. They are based on our knowledge and experience, but there are many aspects of game development that are impossible to predict because they literally cover uncharted territory. You will see the same estimates we use in our internal planning, but it is important to understand that in many cases (especially with groundbreaking engineering tasks) these estimates are often subject to change due to unforeseen complexity in implementing features.

III.The time expected for bug fixing and polishing is also very hard to estimate, increasingly so in online and multiplayer situations. The complexity and the difficulty in testing at a large scale make it harder to reproduce and isolate bugs in order to fix them. We base our estimates, again, on our experience, but we also know that it’s possible for a single bug to cause a delay of days or weeks when a hundred others might be fixed instantly.

IV.Internal schedules, the ones you will now be privy to, tend to have aggressive dates to help the team focus and scope their tasks, especially in the case of tech development. Every team, even a team blessed with the kind of support and freedom you have allowed us, needs target dates in order to focus and deliver their work.


The community has always been integral to Star Citizen, so we will be updating this page weekly to keep you informed about our development. We hope that this page will not only help explain our latest status, but also provide some explanations in the event that updates are delayed.

Last update : Feb 17th, 2017

2.6.1 Overview

On Feb. 17th we released 2.6.1 Live to everyone! We intended this patch to be released a day earlier, but we found it necessary to delay by a day to make sure that everything was integrated properly.

Bug Progress

Since the release of 2.6.0, we continued to make fixes for bugs in preparation for this 2.6.1 patch. Below is an overview of the kinds of issues that we have fixed since releasing Live:

  • Crashes
    • Fixed crash in CEntityAttachment::OnAttach
    • Fixed crash in CParticleContainer::UpdateState()
    • Fixed crash with SZoneBBox::operator AABB_tpl
    • Fixed crash due to missing elite archetypes
    • Fixed crash in StarCitizen!HUD::CSeatReticlesContextComponent::Enter()
    • Fixed crash in StarCitizen!CHomeScreenComponent::Enter()
    • Fixed crash in CTexture::InsertTextureArrayElement
    • Fixed crash in CPlayerStateItemUnstow::OnUpdate
    • Fixed crash in CEntityComponentLegacyUpdater::EnableEntityForUpdateImpl
    • Fixed a crash when launching a “Classic Race” without changing the map
    • Fixed crash in CThrusterManager::clampToGrid
    • Fixed crash in CZone::RefreshObjectsBBox_ZonePartition
    • Fixed crash in CCameraViewManager::PopGroup
    • Fixed crash in CMessageQueue::WriteMessages
    • Potential improvements and improved logging for crashes with Nvidea 10 series GPU’s
    • Fixed crash in CCinematicCameraController::Reset
    • Fixed crash in CSMLoadoutComponent::Run
    • Fixed a crash that would occur during three player game of Pirate Swarm
    • Fixed a crash caused by repeatedly selecting a new ship in the selection screen
  • Main Menu
    • Players in a party will now all be returned to the lobby
    • Players are now able to enter a game as a pure spectator
    • Fixed menu box becoming offset
    • Custom resolutions greater than 1920×1080 now function correctly
  • Arena Commander / Crusader
    • Killed pirates in Pirate Swarm no longer appear twice in the feed
    • Best lap time was inconsistent across multiple players in Race mode
    • Fixed infinite load screen when entering Arena Commander as a spectator
    • Fixed an issue with players become stuck in place when picking up weapons at Security Post Kareah
    • Fixed an issue where ship retiles could persist on HUD death and respawn
    • Fixed the issue where players could spawn at Grim HEX with no crime stat
    • Fixed an issue where players would be prompted to press ‘X’ to respawn in Pirate Swarm and Vanduul Swarm when they are out of respawns
    • Shotgun in Security Post Kareah can no longer be picked up through the grating
    • Added a kill column to the scoreboard in the Swarm modes
    • Fixed an issue where players landing at Cry Astro pads would get locked into the mobiGlas menu
    • Fixed an issue where teams in Arena Commander where teams were awarded 600 points before the match had started
    • Fixed an issue where ships could spawn inside other ships in Arena Commander
    • Fixed an issue where pickups in Arena Commander restocked incorrect consumable
    • Fixed an issue where missiles would fly erratically
    • Fixed the in-game leaderboards for the race modes so they now pull data from the website correctly
  • Star Marine
    • Weapon sights now being correctly positioned after respawn
    • Control terminal now shows the correct screen when joining a game in progress
    • Revenge kill now resets on round end
    • Dead player was able to capture a control point
    • Thrown grenade impacts now have audio
    • Fixed issue where players could remain on a black screen when joining an Elimination game
    • Fixed Audio corruption during multiplayer matches
    • It is now possible to pick up weapons from killed players
    • Weapon tail audio now works correctly
    • Fixed an issue where vaulting into ZeroG broke MediPens and reloading
    • Fixed an issue where sections of Star Marine maps would flicker when using SLI graphics cards
    • Fixed an issue where players were unable to pick up pistols
    • Fixed the “killed by” notification persisting between game modes
  • Ships
    • All Auroras can now equip a Size 2 missile rack
    • Fixed animations in the Caterpillar that could be interrupted
    • Fixed and issue with vehicle bodies falling through the floor when destroyed in gravity
    • Fixed an issue with incoming missile warning do not disappear from the HUD
    • Adjusted fuel consumption rates
    • Adjusted weapon health
    • Further adjustments to ship speeds
    • Maximum Afterburn is now allowed on all ship axis
    • Fixed an issue with BEHR MVSA Cannon (S2) projectiles not being visible
    • Fixed an issue with the Drake Cutlass Black where its nose guns could pivot too far and shoot the nose of the ship
    • The “Boost Fuel” gauge readout on the Anvil Hornet F7C-M was not updating correctly
    • Fixed issues that prevented the top MFD’s in the Anvil Hornet F7C-M from working correctly
    • Fixed an issue where players could be teleported large distances when exiting ships via ladders
    • Fixed an issue where ESP was not staying on target and causing the pips to drift off target during combat
    • Fixed an issue where the targeting pips would disconnect from their directional line
    • Fixed an issue where the HUD for the Caterpillar was missing
  • Network
    • Fixed various issues with the GIM
    • Various fixes to improve overall network stability
    • Fixed an issue with players region selection not being saved between logins
    • Made further improvements for client disconnects (code 7, 8, and 0)
    • Made further improvements for memory leaks and corruption
    • Made further improvements for desynchronisation
  • Cameras
    • Added “Pure Spectator Mode” which allows users to spectate a game rather than participate in it
    • Added persistent save/load of cameras between game sessions and the 1st person spectator mode
    • Fixed issue where the player could see their character without a head through the helmet when in 3rd person view
    • Fixed an issue where killed players distort when viewed in spectator mode
    • Fixed an issue with the spectator camera not centering correctly on players in EVA
    • Fixed an issue where the camera could become locked on the map origin after using missile camera
  • Misc
    • Improvements to various ship and environment LODs within the game
    • Missile POV camera now deactivates when releasing the missile fire button (Middle Mouse)
    • Improvements to atmospheric audio throughout the game and certain spot SFX in Crusader
    • General fixes to reduce log spam

Breakdown by Subsection

Star Marine

Weapon Balance

  • The intended weapon balancing for the 2.6.0 for the Sniper Rifle and Shotgun progressed much quicker than anticipated and was completed ahead of the original estimate
  • Original estimate was 27th January, work completed on 20th January

Map Improvements

  • The map improvements ended up taking a little longer than anticipated due to wanting to ensure that the changes we had felt correct during our playtests, and then wanting to give the maps a better overall “feel” with extra added props that contribute to the lore of the environments
  • Original estimate was 27th January, work completed on 2nd February

Dialogue Line Improvements

  • This was a slightly later addition to the patch goals, but one that added an improved experience to Star Marine. This was a relatively small amount of work, so came in on time
  • Original estimate was 31st January, work completed on 31st January

Ship Balance / Improvements

Review of Ship Speeds

  • After 2.6.0 had been released Live, the Tech Design team began reviewing player feedback to see where further changes could be made. These changes were fairly quick to make and iterate upon after testing with QA.
  • Original estimate was 25th January, work completed on 25th January

Fuel Consumption Tweaks

  • Similar to the speed changes,Tech Design already had a good idea of which adjustments needed to be made based off player feedback. These changes were fairly quick to make and iterate upon after testing with QA.
  • Original estimate was 25th January, work completed on 25th January

Weapon and Mount Health Balance

  • Changes made to both the weapon and mount health had already been completed by Tech Design just as work on the 2.6.1 patch began

Weapon Projectile Speed Balance

  • Weapon projectile speed changes had already been completed by Tech Design just as work on the 2.6.1 patch began

Allow Max Afterburn on all Axis

  • The work for this was estimated to take 2 days, and that remained true. However, due to other required bugfixing, the start date for this work was delayed a few days
  • Original estimate was 24th January, work completed on 26th January


Serialized Variable – MOVED OUT OF 2.6.1

  • Due to unforseen bugs tied to this feature occuring in other parts of the network code, we have decided to remove this from the 2.6.1 goals in order to preserve our intended release date
  • Our Network engineers are continuing to work on this for inclusion in a future patch

Message Ordering

  • The remaining work required to complete this feature was quite far along by the time work on 2.6.1 really got underway. An initial round of testing and bugfixing revealed that there was less bugfixing and work that was left to complete, which meant that this feature was completed ahead of time
  • Original estimate was 25th January, work completed on 20th January

Mega Map (Singleplayer)

  • After internal testing showed very positive results, it was decided to include this feature into the 2.6.1 patch
  • Original estimate was 26th january, work was completed on 26th January

Multi Region Servers

  • This was not originally intended to be part of the 2.6.1 patch, but due to the Devops team working hard to ensure that this was all set up far enough in advance for plenty of testing
  • Original estimate was 2nd February, work was completed on 2nd February


Bug Fixing

  • Bugfixing is always an ongoing process, and there is always “one more bug” to fix. However, we have made sure to utilise our allotted UI bugfixing time as well as possible

In-Game Leaderboards

  • There were slight delays on this due to integration between the game-side code pulling data from the web platform
  • Original Estimate was 30th January, work completed on 3rd February

In-Game Loadout Customisation

  • This feature took a little longer to complete than anticipated due to some bugs that occurred during the implementation
  • Original Estimate was 1st February, work completed on 3rd February

Grenade Indicator

  • Work for the grenade indicator was delayed due to bugfixing on high priority issues
  • Original Estimate was 24th January, work completed on 7th February


Super Hornet Update

  • Due to the various departments that all have to work on making a ship for scratch, or updating one such as this, each department always wants to ensure a high level of polish to their work. Due to this, work was slightly delayed on this ship update
  • Original Estimate was 27th January, work completed on 30th January

3.x and Beyond - Milestones Overview

3.0 – The Stanton System

Basic Profession functions

  • Trading – Be able to buy/sell commodities via kiosks and NPCs among the various landing zones.
  • Cargo Transport – Pick up hauling jobs between landing zones. Automatic cargo load/unload, manual cargo transport.
  • Piracy and Smuggling – Establish secure/non-secure areas. AI Security response to attacks. Add the ability to retrieve floating cargo from destroyed ships. Create buy/sell system for illicit cargo.
  • Mercenary – Create Service Beacon System (for Combat Assist Contracts). Create AI distress scenarios.
  • Bounty Hunter – Accept missions to terminate wanted players and NPCs.

New Ships

  • RSI Ursa Rover – This rugged all-terrain vehicle is perfect for exploring vast planets.
  • Drake Dragonfly – This fast open-cockpit ship has been seen flying both in atmosphere and in space.
  • Drake Caterpillar – This large, modular cargo ship has a mixed reputation, to some it’s a spacious affordable hauler, to others, it’s up to no good.
  • RSI Constellation Aquila – The exploration variant of the classic RSI Constellation.

Stanton System Roll-Out

Travel around the various planets and stations within the Stanton System. Although technically a UEE system, all of these planets were sold to MegaCorps to help fund the government.

  • Debut of Planetary Tech
  • Expanding the Stanton System
    • ArcCorp
    • Hurston
    • Microtech
    • Crusader
    • Delamar
    • New Space Stations, moons and Asteroid belts

3.1 – Mining & Refining

Basic Profession functions

  • Mining – Retrieve solid and gaseous commodities from planet surfaces, manual cargo transport, refining materials.
  • Refining and Processing – Process raw ore into purified commodities. Most shops will only deal in one or the other form. Initial implementation might be to have dedicated shops handle the refining.
  • Quantum Interdiction – Be able to interdict Player ships from Quantum travel.
  • Refueling – Add Refuel Contracts to Service Beacon. AI tankers and fuel requests (as well as player fuel requests)
  • Escort – Protect one or more ships from harm. Add Escort contracts to Service Beacon. Implement Quantum Linking (multiple ships jumping together)

Additional Solar System Locations

New Ships

  • Drake Cutlass Red & Blue – Variants of the popular Drake fighter.
  • MISC Hull C – This medium sized cargo ship is one of the most common hauling ships in the Empire.
  • MISC Prospector – A small mining vessel for solo operators.
  • Origin 85x – The luxury away-vessel first seen in the 890 Jump brochure.

3.2 – Repair & Salvage

Basic Profession functions

  • Salvage – Strip commodities from ship hulls via handheld tools, retrieve crates and other valuables from derelicts and debris.
  • Repair – Repair damaged ship via tools (later implementation will incorporate the Crucible), repair damaged satellites or stations.
  • Mercenary – Covert Operations – Patrol areas of space, protect stationary entities, advanced mission scenarios: infiltration/covert (retrieve data/object from enemy, sabotage, etc.), hostage rescue missions)

Additional Solar System Locations

New Ships

  • RSI Constellation Taurus – The entry-model of RSI’s iconic Constellation line.
  • RSI Constellation Phoenix – The luxury model of RSI’s iconic Constellation line.
  • Anvil Terrapin – The tough and rugged Scanning and Exploration ship.
  • AEGIS Vanguard Harbinger – The variant of the Vanguard has been converted into a bomber.
  • AEGIS Vanguard Sentinel – An E-War variant of the Vanguard line.
  • AEGIS Reclaimer – Aegis’ industrial salvage ship.

3.3 – Farming & Rescue

Basic Profession functions

  • Farming – Plant and grow crops, harvest when appropriate, and sell the final product.
  • Rescue – Rescue NPCs from a variety of dangers (powerless stations, damaged ships in decaying orbits, evacuate personnel, etc.)

Additional Solar System Locations

New Ships

  • Anvil Carrack – Anvil’s long-range exploration ship.
  • 890 Jump – Luxury cruise liner from Origin.
  • Banu Merchantman – The first Banu spaceship to be introduced in game, the Merchantman is a massive cargo ship.
  • MISC Reliant Variants – All variants of MISC’s rotating vertical ship.

4.0 Jump Points

Basic Profession functions

  • Travel to multiple Star Systems – The universe expands beyond the Stanton System.
  • Exploration and Discovery – Find unknown asteroids, derelicts, fuel sources, bases, commodity locations, scanning of space and surfaces in order to utilize, share or sell the information.
  • Science and Research – Retrieve samples from space and planetside locations for analysis, atmospheric manipulation, scan/analyze various phenomena.

Additional Solar System Locations

New Ships

  • RSI Orion
  • Anvil Crucible