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


Below you will find the latest roadmap for the development of the Star Citizen Persistent Universe. While the bulk of this schedule outlines our tasks and estimates that you can expect to find in the upcoming 3.0.0 patch (as well as some of the tasks that we’ve already completed) , we are also including projections for the remainder of the year so you can have some visibility into the upcoming Persistent Universe features and content. These are the very same schedules we update daily and circulate 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.

Also note, this schedule does not represent everything CIG is working on, but more the functionality and content we feel comfortable committing to at this time. Outside of the work on Squadron 42, we have a few research projects that, once validated, we would move into production and add to this schedule. 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.

V.This schedule doesn’t cover everything being worked on across Cloud Imperium Games, but is meant to highlight our aims for the remainder of the year on the Persistent Universe.

VI.This schedule doesn’t include every audio, vfx, tech art, etc. task. Those are detailed in our departmental sub-schedules.

VIIAlthough technology is shared between the two games, this does not reflect the Squadron 42 schedule. That will be released at a future date.

VIII.These aim dates are determined based on our current staff. Additional hiring will potentially allow us to bring in some dates below.


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 : July 21st, 2017

3.0.0 Overview

The following lists and charts show our progress towards releasing 3.0.0, with all remaining major tasks listed. 3.0.0 marks the next major step forward in realizing the vision of the Star Citizen Persistent Universe. As you’ll see from the sections below, there’s a lot of new content and underlying tech being worked on for this release which will enhance the experience of our players.

Tasks are either feature complete, or have an ETA for completion. It’s important to remember that some tasks may require further QA, bug-fixing and iteration. Tasks that delay beyond our target dates might cause the release of 3.0.0 to be delayed, or might be excluded from 3.0.0 if appropriate to maintain the release date target. 3.0.0 work is separated into Subsections: Persistent Universe Content, FPS / Space Gameplay, Engineering, UI, AI, Graphics, Backend, Network, and Ships & Weapons.

Since our last update, the team has been busy addressing the feedback from our ongoing Directors reviews. With the various systems being implemented and tested, we’ve discovered a handful of new bugs that have required additional focus.

Planetary Update


Yela is the most frigid of the Crusader moons. Those bold (or careless) enough to step outside without a spacesuit will be killed instantly by its freezing temperatures. If the cold doesn’t kill you, than any of the treacherous crevasses that crisscross the planet might. Cyrovolcanos have been known to erupt unexpectedly from such crevasses, so be wary when flying at low altitudes. Despite all its danger, there is much beauty to be found on Yela, like the underwater caves hidden beneath the moon’s crust.


Burning with volcanic activity, Cellin is the counter to her icy sister. Although the volcanoes have been dormant for hundreds of years, the surface is dotted with thermal geysers that erupt without notice. The largest of such geysers can destroy heavy vehicles. Highly corrosive clouds of gas are regularly released from the moon’s surface, creating low visibility and damaging anything caught outside.


Daymar’s surface is like a harmonic blend of Yela and Cellin. It’s mountainous surface is reminiscent of Cellin’s volcanoes, while its craters share a warm likeness to Yela’s frozen crevessases. Known for its dense atmosphere, thick fog and a loose dirt surface makes travel difficult. Lightning storms can help illuminate the fog, just don’t get struck by their flash.

Remaining Aims for 3.0.0 Release

Persistent Universe Content


  • We are adding 3 new moons to the Crusader system; Yela, Cellin, and Daymar.
  • Feature Complete

Surface Outposts

  • The new moons will also have outposts on their surface to explore.
  • Feature Complete

Surface Outposts Lighting

  • Feature Complete

Mission Givers

  • We’re introducing Miles Eckhart (first seen in the Gamescom video) and Ruto to provide missions to players.
  • The estimate for the mission givers has been pushed back due to some animations requiring rework and newly discovered code dependencies.
  • ETA is 28th July (was 14th July)

Basic Derelict Ships

  • Feature Complete

Inhabited Derelict Ship Sites

  • Feature Complete

Debris Fields

  • Feature Complete

Delamar / Levski

  • We are adding the planet Delamar and the landing zone, Levski
  • There is some remaining shop kiosk implementation to be completed for 3.0.0 resulting in a slight delay.
  • ETA is 28th July (was 14th July)

Already complete in the 3.0.0 branch:

  • Modular Room System for procedural generation of planetary outposts
    • Official Outpost Spawning System ready for mission designers
    • Integrated Outpost distribution to PlanetEd
    • Single outpost Object Preset
    • Cluster of Outposts
    • Crash site mission
    • Interface to hand place modules and save to Layer
    • Interface to teleport the camera to the closest outpost
    • Area boxes created by artists (all room sizes are now usable in the outpost procedural system)
    • Entrance Room system working (stairs and ramps are now available as initial rooms)
    • Rooftop Prop system working for Solar panel
    • Wall prop system working for additional prop variations
    • Material Wear/Dirt on props using Layer Blend done and actually working
    • Developed Outpost “feet” system
    • Set random rotation and offset caps on planet editor
    • Start documenting 3 possible map layouts looping system (using 2 or 4 meters metrics * system; using connection additional corridor pieces; using spline skinned corridors)
    • Support Aircon/solar panel system on outposts
    • Added color tinting to Outposts
    • Added color tinting interface to Planet Ed
    • Created material distinction for interior / exteriors
    • Group elements offset in Planet Object Preset to be able to offset landing pads
  • New Assets:
    • Heavy Marine Armor
    • Explorer Suit Armor
    • Cloth and Clothing simulation on various assets old and new
    • Updated helmet interiors and exterior for updated art, FOV tech and standardization
    • Armor converted to work within modular customization structure
    • Finalized delivery of ALL facial assets from 3lateral.
  • Ships:
    • New Skinning and Rigging tools for landing gear on ships.
    • Constellation Cargo Bay/Elevator extensions
    • Light Group entity optimization


Player Manned Turrets

  • Feature Complete

Pick Up & Carry

  • As we’re introducing cargo with 3.0.0, players will be able to manually interact with their cargo to load and unload it properly on their ships.
  • Feature Complete

Item 2.0 Ship Conversion – Part 1

  • We are beginning the process of converting our available ships over to the item 2.0 system. This will allow for greater player control of the ship and also allow for expanded gameplay.
  • Feature Complete

Item 2.0 Ship Conversion – Part 2

  • With Part 1 of this feature (the Engineering side) drawing to a close, and appearing to come in as estimated. We have been properly able to schedule out the Tech Design side of this.
  • Feature Complete. Bug fixing in progress.

Item 2.0

  • Operator Seats.
    • Operator seats replace existing vehicle seats as the new controllers of Item 2.0 based ships.
    • Feature Complete
  • Radar System
    • Feature Complete
  • Light Control System.
    • Feature Complete
  • Fuel / Refuel.
    • Feature Complete
  • Power Supply / Pipes.
    • Feature Complete
  • Quantum Drive.
    • Feature Complete


  • Code Complete. Now supporting bugfixing


  • All 3.0.0 tasks complete. This feature will be developed further for future releases.

Doors & Airlocks

  • We are starting to update the doors and airlocks within the game to be more intelligent. This would mean that the door would ‘know’ if a room beyond them is depressurized and would stay shut for safety.
  • * Feature Complete for 3.0.0. Bugfixing in progress.*


  • Code Complete. Now supporting bugfixing.


  • Implementing items to represent units of commodity cargo.
  • Feature Complete

Kiosk Support

  • Code Complete. Now supporting bugfixing.

Atmospheric Entry Support

  • Feature Complete

Persistent Damage, Ammo and Missiles

  • Persistence ensures that your vehicle state is saved between sessions.
  • Feature Complete


  • Code Complete Bugfixing to follow as needed.

Inventory System Support

  • The inventory will offer a way to manage the cargo and commodities that are being carried by the ships a player owns.
  • Date will remain connected to the UI team’s progress on the inventory.
  • ETA is 27th July (was 20th July)

Rover and Dragonfly in Ships

  • Feature Complete

IFCS Performance Improvements – New Addition

  • Changing the IFCS system to work in batch updates for performance improvements
  • Feature Complete

Hint System

  • We have decided to include a first iteration of in-game hints to help new players acclimate to the various complex gameplay mechanics in Star Citizen. This is a feature we have worked on in the background and until this week, were unsure if it would be ready in time for 3.0.0. As work on this has progressed better than expected, we have made the decision to include this feature for 3.0.0
  • Feature Complete for 3.0.0. Bugfixing & polish in progress.

Already complete in the 3.0.0 branch:

  • Crusader Converted to Object Container Setup
    • With the transition to Object Containers, the Crusader map was completely re-designed. Each Point of Interest is now an object container laid out via the Solar System Editor. This is in preparation for Object Container streaming and seamless transitions from different POI’s and between Star Systems. Mission Flowgraphs are converted over to use Subsumption and the new Mission System.
  • Mega Map for Persistent Universe
    • Mega Map tech (also used in Crusader for seamless loading between different gamemodes) is now possible in the new PU map, which is setup in the Solar System Editor. This allows the utilization of Mega Map technology.
  • Revamp of Power Plants / Shield Generators / Coolers and the Heat & Power System for improved gameplay and conversion to Item 2.0

Core Tech

Planetary Tech

  • Feature Complete

Solar System Tool

  • Feature Complete

Entity Update Component Scheduler

  • Will allow lower priority entities (i.e. those further away from players) to be updated less frequently, which should improve the overall framerate and allow us to add more content to the universe.
  • Intended work on this feature will extend past 3.0.0. This feature will extend past 3.0.0 as the work is ongoing, and continual improvements will be made in the run up to 3.0.0 release.
  • The LA Engineering team is currently busy supporting the item 2.0 ship conversion and the UI team with the implementation of their features, their support is required for this particular bug so we had to wait until they were available, resulting in a delay.
  • ETA is 14th July (was 7th July)

Entity Owner Manager

  • The Entity Owner Manager will track entities that are moved around the universe, making sure we spawn and unspawn them at the correct time
  • Work on this feature was paused in order to support various bugs and feature polish for this week’s milestone review.
  • LA Engineering has identified additional tasks needed to support persistence and netcode.
  • ETA is 28th July (was 20th July)

Already complete in the 3.0.0 branch:

  • New Radar Databank
  • Subsumption Base Functionality
    • This is the initial release of the foundation technology that drives all of the AI, mission, dynamic content, and conversation logic. The mission content previously created with FlowGraph has been replaced and the implementation time to achieve a desired effect has been cut dramatically.
  • Various Performance improvements
  • Planetary Physics Grid to support orbiting and rotating planets
  • Multi-Function Display implementation for Item 2.0 Components on ships
  • IFCS improvements to support AI & Takeoff System
  • Unified Visor for seamless Ship 2.0 / FPS transition
  • HUD/Visor integration for new Radar Databank
  • Object Distribution
  • Terrain / Object blending for soft natural transition of objects intersecting with the ground
  • Video codec updated to Bink2, providing higher fidelity at lower bitrate
  • Vehicles no longer use Lua
    • This is a huge step forward on the code side.
  • Skeleton Extension support for Item Port Offset overrides per item
  • Numerous types of physics simulation for all Item 2.0 attachments including hair, weapons, grenades and more.
  • Destructible component for items, props and environment assets
  • Nested Physics Grids support for vehicle transportation inside large ships, i.e. DragonFly & Rover
  • Physics simulation gravity vector now respects planetary gravity
  • Modular loadouts rule sets and support for up to five loadouts
  • Animation driven facial audio implemented
  • Updated Sandbox Editor Python integration.
  • Zone culling on all character assets and layers, system complete and mesh markup complete supplemented with tools to easily support new assets.
  • Solar System Editor
    • A tool that will layout entire solar system with their astral objects (sun, planets moons) as well as space stations, etc.
  • New Light Controller for runtime light switches
  • New network message queue (current in QATR) to reduce network bandwidth and network thread time.
  • Light Entity Render node merging.
  • Dynamic Physics Grid to support sparse space areas vs. dense areas like space stations.
  • Highly optimized vertex and position format for all geometry
  • Texture memory usage reduced across the project
  • Unified material libraries for use across all departments
    • Comparing and finding all duplicated normal maps and albedo maps in the LayerBlend texture library
    • Clean up LayerBlend Material Libraries, Resolution Adjustments, Renames to Lower Case
    • Follow-ups on list of unused textures and materials
  • Massively improved LOD computation and average face sizes for ships
  • Shared hair assets (instead of bespoke asset per head) for character creation
  • Automated facial asset LODs, skinning algorithm per LOD updated.
  • Reworked mesh setup of facial assets for optimal performance and reduced drawcalls.
  • Unified helmet and character mesh into singular render proxy for better performance and visuals.
  • Various portal and culling improvements.
  • Improved Animation Data Base collection and build process for optimized animation data streaming also added external tools to manage this.
  • Deprecated thousands of legacy and test assets including animations, geometry, libraries and more for reduced build size.
  • Automatic Asset Error collection and tracking.
  • Reworked itemport layout for characters and character items
  • Updated all assets using HumanSkin to highly optimized HumanSkinv2 shader. This saves upwards of a 100 megs of texture memory per face.
  • Vastly improved memory allocator which allowed massive reduction in runtime allocation count
  • Several significant optimizations to entity update code


As you will see, the UI schedule has undergone some significant changes to accommodate some new features designed to enhance the player experience. The following schedule and dates will be used as the new baseline for the UI schedule, the previous completion dates have been included to indicate the change.

Kiosk UI

  • Feature Complete

Item 2.0 Multi Function Displays

  • MFDs are being converted to work in the new item 2.0 system to give pilots even more control of their ships.
  • Feature Complete

Field of View Slider

  • Feature Complete

Character Customization

*Players will now be able to customize their characters’ heads, hair, eye color, and skin color.

  • Delayed due to team’s focus on priority tasks for internal milestone review.
  • ETA is 25th July (was 17 July)

Personal Manager App

  • This App will allow players to review their inventory and customize various aspects of their suit and weapons.
  • Further polish work is needed to implement a profile selection and create a pop-up to select between loadout slots, but requires a little more time to complete.
  • Feature Complete Bug Fixing in progress.

Mission Manager App

  • Feature Complete. Bug fixing in progress

Cargo Manifest App

  • After buying items at a Kiosk, players will be able to head to their ship and check their cargo manifest This incorporates the work that was previously accounted for in the “Cargo UI” task
  • Delayed due to complications while hooking up the search bar and transfer popup, but the feature is now code complete and requires some final hookup to Flash.
  • ETA is 27th July (was 20th July)

Vehicle Customizer App

  • This app will allow players to customize their ship via the ship customization screen, so edits can be done without locating the exact port on the ship.
  • Delayed due to team’s focus on priority tasks for internal milestone review, specifically the Hint System.
  • ETA is 27th July (was 13th July)

Ship Selector App & Insurance Claim

  • This app would exist alongside the Ship Selection Terminals in the Persistent Universe, allowing players more freedom to spawn ships at designated locations.
  • Code is complete and now requires final hookup, but this has been delayed due to the team supporting hint system for designers. Also, the completion date for this feature has moved out in order to support the item 2.0 Multi-Function Displays and Inventory.
  • ETA is 3rd August (was 19th July)

Heavy Armour for Star Marine

  • Heavy armor will be enabled for selection within the Star Marine loadout customization menu.
  • Feature Complete

Inventory System

  • Very closely linked to the cargo manifest App. This will be the place to look for you personal inventory.
  • Also delayed due to complications while hooking up the search bar and transfer popup, but the feature is now code complete and requires some final hookup to Flash.
  • ETA is 27th July (was 20th July)

Mission Board App

  • The mission board allows players to see the service beacons that have been set up around the universe by other players calling for assistance.
  • Feature Complete

StarMap App

  • Feature Complete

UI Owner Component

  • Feature Complete

mobiGlas Overhaul

  • Feature Complete

Comms System UI

  • We are adding the initial implementation of the Comms System in to 3.0.0 which will allow players to hail in order to request landing while at the various space stations in the PU.
  • Delayed due to knock-on effect of the delay to the inventory system work.
  • ETA is 25th July (was 18th July)


Mission System

  • The overall system that will be used to create mission flows when we start building missions like Patrol, Assassination, Smuggling, etc.
  • We are continuing to build on the mission system AI in order for design to implement more missions for inclusion in 3.0.0
  • ETA is 24th July

AI Turrets

  • We are adding the ability for AI to operate turrets in Crusader, so we are working to make sure that they track and fire upon the correct targets.
  • Feature Complete


Render to Texture

  • This will have many uses going forwards, but our focus for now is to improve UI rendering and to introduce live rendering of video communications. We’re aiming to improve rendering performance by rendering as much of the UI ahead of a frame. For video communications, this will mean that we don’t have to pre-render the comms and store those files on the hard drive, as is the case with most games, allowing us to maintain fidelity and save hard drive space.
  • This system is still in progress, but due to its overall size and some of the other features for 3.0.0 that require Render to Texture, teams are using the system as soon as they are able, which means that Render to Texture is requiring bug fixing support while it’s being developed which results in further delays of the system as a whole. The date below does also take dedicated bug fixing time into account.
  • ETA is 10th August

Environment Probe

  • This allows for bounced lighting and reflections to be updated dynamically and will result in better lighting visuals.
  • This has been quite an in-depth task for the Graphics team whose work revealed a variety of unknown issues causing a delay.
  • Feature Complete

Atmospheric Entry

  • Feature Complete

Volumetric Fog

  • The completion date has moved back due to unexpected issues with implementing the Volumetric fog away from Lumberyard to work correctly with our systems.
  • Completion of required tasks are taking a bit more time than expected.
  • ETA is 9th June (was 30th May)

GPU Particle Foundation

  • Feature Complete

Engine Trails & Contrails

  • Feature Complete

Asteroid Physics

  • * Feature Complete

Exposure Improvements

  • We are adding support for peripheral vision to be taken into account when calculating exposure, rather than just what is onscreen. This will avoid situations like looking into a space when there is something very bright (such as a planet surface or space station) just off-screen.
  • As other work progressed, we gained insight into this task which made the completion much more straight forward, allowing the improvements to be made earlier than anticipated.
  • Feature Complete.

Already complete in the 3.0.0 branch:

  • RenderTarget refactor
    • This saves over 50% of the video memory previously used for dynamic textures.
  • Physically-based area lights
  • Shadow map caching system
    • This allows for many more shadow casting lights at once and avoids the need for baking shadows.
  • Revamped decal rendering system which renders fully deferred, instanced decals with aggressive overdraw optimizations


Diffusion Subset for 3.0.0

  • Diffusion is our second-generation cloud-oriented back-end service architecture. It dramatically simplifies the effort required to implement, maintain, and interact with services, while simultaneously providing major enhancements in the areas of scalability and redundancy.
  • Feature Complete

Solar System Shop Service

  • Feature Complete

Solar System Mission Service V1 “Mission Broker”

  • Feature Complete


New Message Queue

  • Feature Complete

Physics Serialization

  • This will fix a few long standing threading issues between the network and physics code which will improve separation of physics and netcode for better maintainability.
  • Code Complete. Bug fixing in progress.

Persistent Data Refactor

  • Code Complete for 3.0.0

Ships & Weapons

Drake Dragonfly

  • Feature Complete. Some code bugs remain

Drake Cutlass Black

  • Feature Complete

RSI Constellation Aquila

  • Feature Complete. Some code bugs remain

RSI Ursa Rover

  • Feature Complete

MISC Prospector

  • Feature Complete. Some code bugs remain.

RSI Aurora

  • This is an updated version of the Aurora. We previously didn’t think that we would have the time to complete this rework for 3.0.0, however, with the movement of our release dates we are now able to include this rework with 3.0.0.
  • Implementing the “springy” landing gear on ships, and bug fixing on other ships have delayed the delivery of the Aurora.
  • ETA is 4th August (was 21st July)

Behring P8-SC

  • Feature Complete

Apocalypse Arms Scourge Rail Gun

  • A shoulder mounted railgun capable of providing high levels of damage at a long range.
  • Completion on UI tech has slightly pushed the completion date for this weapon.
  • ETA is 9th June (was 8th June)

Klaus and Werner Gallant Rifle

  • Feature Complete

Arrowhead Sniper Rifle

  • Rework of the legacy weapon.
  • Feature Complete Some minor polish remains.

KSAR Devastator-12 Shotgun

  • Rework of the legacy weapon.
  • Feature Complete Some minor polish remains.

h2.Klaus and Werner Arclight Pistol

  • Rework of the legacy weapon.
  • With the moving of our release date, this weapon rework has been signed off to be included for the 3.0.0 release.
  • Feature Complete

h2.Gemini L86 Pistol

  • Rework of the legacy weapon.
  • With the moving of our release date, this weapon rework has been signed off to be included for the 3.0.0 release.
  • ETA is 28th July

Behring P4-AR

  • Rework of the legacy weapon.
  • Feature Complete

Beyond 3.0.0 - Overview

Click Here to Download.

3.1.0 Goals


New Additions:

  • Modular Space Station – Truckstop
  • Arc Corp / Area 18


New Additions:

  • Female Player Locomotion
  • AI Locomotion
  • Shouldered Weapons
  • Throwable Weapons
  • Armed (FPS Weapon Equipped)
  • Fists
  • Knife
  • Take down (Front, Sides, Rear)
  • Knockdown and Knockbacks


New Additions:

  • Fuel (Item 2.0)
  • Criminality System
  • Room System v2 (Physical Depressurization)
  • Item 2.0 Elevators v2
  • Item 2.0 Airlocks v2
  • Diffusion Refactor
  • Item Degradation/Failure/Luck
  • Service Beacon v1
  • Parties and Orgs(Group Entity Component)
  • Game persistence
  • Spectrum Integration in game
  • Repair and Restock System
  • Elevators v2
  • Bind / Unbinding
  • Object Container Streaming Core Engine Support


  • MISC Razor
  • RSI Aurora (Update)
  • ANVIL Terrapin
  • MISC Hull C
  • DRAKE Cutlass Red
  • DRAKE Cutlass Blue
  • AEGIS Vanguard Harbinger (Variant)

3.2.0 Goals


New Additions:

  • Crusader
  • Hurston
  • MicroTech (Stretch Goal)


New Additions:

  • New Ammo Types
  • Gadgets (drones / shields)
  • Bumps
  • Coperative Avoidance
  • Downed
  • Drowning
  • Item Inspection
  • Looting IK / Permissions


New Additions:

  • NPC Generation (Archetype)
  • Interaction System – Useables
  • Radar System (Item 2.0)
  • Cargo v2
  • Service Beacon v2
  • StarMap v2
  • Gas Giant Tech
  • Ship to Ship Refuel System
  • Breaching
  • Security / Access Control
  • Object Container Streaming


  • RSI Constellation Pheonix
  • RSI Constellation Taurus
  • MISC Freelancer MAX
  • AEGIS Vanguard Sentinel (Variant)
  • MISC Freelancer DUR