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Player trading is a much-needed feature now that we have crafting. Any news on that?
Rick Porter · Design Director

Yes and no. It's something that's really important to me in particular. I got on stage a couple years ago and talked about how important I think the player-driven economy can be, especially now that we're finally getting crafting out. If you can't do player trading, it's not what I want it to be. So I'm going to get there as fast as possible. We've got to balance it against some other things like social features and so forth. But what we want to do is give players a space in the world, taking advantage of the trade centers that we already have, and locations where you can go there and you can take anything in your local inventory and put it on the local net and pick your price and sell it for what you want. Or anybody else there that's done the same, you can buy their stuff and get what you need. So we have those actual in-world commercial centers. And then eventually we'll have player places, base building, where you can do that locally and build your own town.

Jared Huckaby · Host, Community

I'm glad you mentioned social right there. That is the precursor to this. The work that Benoit and his team are doing on developing social tools — which I don't think anybody that's ever played Star Citizen for more than five minutes will argue is not incredibly important and incredibly needed — the work that they're doing on social lays the groundwork. It's a necessary foundation for then building player trading on top of that. You have to be able to effectively communicate to people before you can start player trading. So the social tools are what they're focused on right now.

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Published on this date.2026-04-16
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