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 : Mar 24th, 2017

2.6.2 Overview

The following lists and charts show our progress towards releasing 2.6.2, with all remaining major tasks listed.

Tasks are either feature complete, or have an ETA for completion.

Some tasks may require further QA, bug-fixing and iteration.

Tasks that delay beyond our target dates might cause the release of 2.6.2 to be delayed, or might be excluded from 2.6.2 if appropriate to maintain the release date target.

2.6.2 work is separated into Subsections: Star Marine, Network, UI, and Gamecode

2.6.2 is intended to be a further bugfixing/polish patch with the main aim of improving the player experience, and building upon the foundations for features we introduced in 2.6.0, and built upon in 2.6.1. What we have represented in the schedule below are the smaller improvements to improve the player experience, such as the hopeful inclusion of the Multiplayer Mega Map, support for non 16:9 screen resolutions, fixes for the Arena Commander and Star Marine lobbies, along with general bugfixing from other teams.

We published the first version of 2.6.2 to the Evocati group on Tuesday this week. Thanks to their feedback, we are continuing to fix remaining issues for Multiplayer Mega Map and Serialized Variables and although we are hoping to have all the kinks ironed out very soon, we began to release builds to the PTU. Also, as some of you may have discovered, we have included a new ship in 2.6.2, the Drake Interplanetary Buccaneer. We have not previously listed this as something we were including for 2.6.2 as we were unsure if the ship would be finished in time, but our ship team had an extra push to get it finished and in your hands for this release.

Bug Progress

Below is an overview of the kinds of issues that we have fixed since releasing 2.6.1 Live:

  • Crashes
    • Fixed a crash in CTextMessages::PushEntry_Text
    • Fixed a crash in CPlayerStateLedge::IsLedgeExitBlocked
    • Fixed a crash in CMannequinInterface::UnloadAll()
    • Fixed a crash in CArticulatedEntity::Action
    • Fixed a crash in CItemPortContainer::GetController
    • Fixed a crash in CFrontendEALobbySetupComponent::Focus
    • Fixed a crash in ZoneSystem::CheckAABBAgainstDepthBuffer
    • Fixed a crash in CGeometry::IntersectQueued
    • Fixed a crash in CPhysicalWorld::PrimitiveWorldIntersection
    • Fixed a crash in CSerializedVariableContextObject::RecvSerializedVa…
    • Fixed a crash in CActionGame::FixBrokenObjects
    • Fixed a crash in CVehicleSeat::CreateActorAttachment
    • Fixed a crash in CPhysicalWorld::RepositionEntity
    • Fixed a crash in cmpLocations::operator()
    • Fixed a crash when on the final count of the end of match countdown timer in Arena Commander
    • Fixed a crash in CGameRules::GetGameTokenContainer
    • Fixed a crash in CInternetSimulatorSocket::SProfileController::ControllerUpdate
  • Main Menu
    • Fixed an issue where the player would be unable to go back to the main menu if they were in a party prior to entering Arena Commander
    • Fixed an issue with players being unable to navigate between the game modes on the in-game leaderboards
    • Fixed an issue in the Arena Commander ship customization where the holographic ship could not be rotated
    • Fixed an issue where Private matches were not allowing more than half of the maximum player count
  • Arena Commander / Crusader
    • Fixed an issue where backing away from an activated ASOP terminal would make it unusable to other players
    • Fixed an issue where the on-foot radar could break after piloting a ship
    • Fixed an issue where it was possible for the rings or Port Olisar to get added to the physics grid of a ship and behave oddly
    • Fixed an issue where the audio would degrade over time during Vanduul Swarm
    • Fixed an issue where ships would not despawn correctly when a player requests a second ship from an ASOP terminal while one is still in their posession
    • Fixed an issue where the “Press X to Begin” notification would not appear, and the game would immediately start
    • Fixed an issue where Vanduul Glaives in Vanduul Swarm were capped at a speed of 50 m/s
    • Fixed an issue where the player could bounce off a landing pad when landing a ship
    • Fixed an issue where all the race matches started would load into the Old Vanderval map
    • Fixed an issue where the REC box overlapped the scoreboard
  • Star Marine
    • Fixed an issue where the radar would not update properly when looking at other players
    • Removed floating debris from the Outlaw spawn point in Echo 11
    • Fixed the floating ammo crate in the engineering section of Echo 11
    • Fixed an issue where the player could jump out of the gameworld behind a staircase in Echo 11
    • Fixed an issue in Demien where players could exploit the level and shoot other players from under the floor in certain locations
    • Fixed an issue where players could end up with an infinte number of Medipens after healing
    • Scoreboard now allows for negative kills. Players with 0 kills that kill themselves will now show -1 in the kill column
    • Fixed various prop collisions in Demien so they no longer allow for exploiting of the map
    • Players can now shoot through their own spawn barrier at enemies to reduce base camping
    • Fixed an issue where the UI showed the match ending in a draw
    • Fixed an issue where a small burst of static could be heard when using a MediPen in Star Marine
    • Fixed an issue where the Star Marine map intro flythroughs were showing in black and white
    • Fixed an issue where the “Find My Rank” button on the Arena Commander and Star Marine leaderboards was not working
    • Fixed an issue in Star Marine where the start of the match countdown could play twice
    • Fixed an issue where the Star Marine game music would be affected by the EVA SFX filter
    • Increased the audio for grenade cooking in Star Marine
    • Fixed an issue where hip fire was more accurate than aiming down the sites of the P4-AR
    • Fixed an issue where players were not awarded Terminal Capture Assist points when assisting with the capture
    • Fixed an issue where multiplayer matches were not appearing on the leaderboard
  • Ships
    • Fixed an issue with unstable flight behaviour as a result of incorrect rotation calculations
    • Fixed an issue where the Origin 350r was unable to use missiles
    • Fixed an issue where the rear of the Drake Cutlass became invulnerable after destroying the rear of the ship
    • Fixed an issue where the player could be killed when passing through both the bottom and top hatches of the Retaliator while in EVA
  • Network
    • Fixed an issue where the player could become invisible and invincible after performing a certain procedure
    • Fixed an issue where players received a code 34 message when joining any of the ** available space ports
    • Fixed an issue where various instances in the GIM would take longer than normal to start
    • Fixed an issue where players could get stuck on a black screen when joining a multiplayer match
  • Cameras
    • Fixed an issue with dead players becoming distorted when viewing in spectator mode
    • Fixed an issue where audio heard when in spectator mode would always have the EVA filter applied
    • Fixed an issue where players were unable to enter third person spectator mode
    • Fixed an issue where players leaving before the spectator would cause the spectator to become stuck until the end of the match
  • Misc
    • Fixed an issue where any resolution other than 16:9 caused the UI/HUD to not scale correctly
    • Increased the volume of the Shotgun
    • Fixed the Medi-pen heal animation not working
      Comstab, GSafe, and Coupled mode settings are now saved between player respawns and client restarts
    • Fixed an issue with burst mode weapons where the weapon would fire one less bullet than intended per burst
    • Fixed the looping Tigerstrike T-21 Gatling audio
    • Corrected the legal screens to display correctly in a 21:9 resolution
    • Various LOD fixes for props
    • Added foley when switching weapon fire mode in Star Marine
    • Fixed the looping Scorpion GT-215 Gatling audio

Breakdown by Subsection

Star Marine


  • Planned bugfixing is Complete


Serialized Variable

  • Feature Complete
  • Minor bugfixing remains

Multiplayer Mega Map

  • Feature Complete
  • Minor bugfixing remains


Bug Fixing/Front End Polish

  • Minor bugfixing remains

Support for non 16:9 Resolutions

  • Work is COMPLETE

Arena Commander Ship Customizer Fixes

  • Work is COMPLETE

Arena Commander/Star Marine Lobby Fixes

  • Work is COMPLETE



  • Minor bugfixing remains

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.
  • 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.

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