So what else did we get last year?
TL;DRThe year delivered a long list, including stable tech, new locations and creatures, spawning in hangars, two star systems, working bounty beacons and interdiction, a new tech base with Vulkan, and cross-shard event tracking.
Well, I've got a list here that I worked out a little bit with Jens, just to gather up because the game is so big.
So I'm going to limit you a little bit on this time. I'm going to give you five minutes.
Okay, 30K protection. Transit improvements, right, to make it stable. A stable tech base for the content teams. What doesn't show is that to achieve the content we shipped in '25, we actually froze a lot of the technology to give the content teams a stable base to work off. Before, it was a bit more of a mayhem. So we did that. As we built all of this content last year, a monthly patch was a very heavy cadence. 10 patches last year. I think that what's really cool is that we've built kind of a library of locations and events that if you start playing Star Citizen today, there's that to do, right? We never had that before. A real set of locations that have a full-on storyline to follow. So that's really cool. In these locations, we were able to ship some new creatures. So a lot of new creatures and boss fights. So we had the first couple of boss fights this year, with Jormandy's Thumbbreaker. So that's a brand new design discipline for us, to design boss fights for multiplayer elements. So that's new. Spawn in hangar is something that we've actually been able to enable this time. So we tried to enable that at the end of '24 and that was a bit of a disaster. '25 now, spawn in your hangar is there. So if your hangar is available, you spawn directly there. That's actually a very large quality of life improvement. I play the game a lot. Not having to go to the habs is fantastic. We've been able to put weather in key locations, including some of those big hero locations we talked about. We're hoping to do more, but for now, it actually is there. Two new star systems, we talked about this. Jump gates, which is a game on its own. The way it functions is actually super interesting, as you're going through, the zone is moving and you're moving within the zone. It's really a fun system to go through. So that's in. We fixed the goddamn bounty beacons, which is one of the coolest loops in the game. I love it. And that was obviously not working. So now we've actually got them to work again, which is a big win. Quantum interdiction was in the same bag, where now with a server mesh, having proper interdiction was kind of difficult, so restoring it was an interesting one. We had to actually build systems to allow that, because not every server has a view of the entire shard anymore, and so in order to interdict cross-server, you needed to have a special tech to do that. That fixed also quantum linking. Now, routing, there's still issues, right? It's getting there, but at least there's been some quality of life improvements on that side that we've done this year. Freight elevator: ongoing, ongoing, ongoing. We'll have a whole section on freight elevators. But throughout the year, freight elevators have received tons of fixes.
Compared to where they started when we attempted to push them to the forefront for an event.
We talked about server FPS and stability from the meshing and the cleanup that we've put in place. Also, we pushed in the middle of the year, it came for you guys at the end of the year, but actually we merged it in the middle of the year, a whole new tech base, including at least a year of graphics updates, including Vulkan, coming into the game now. That's what will allow us this year to do some pretty large changes as well. The first weaponized mech, so the ATLS IKTI came in, so that's also a really big boost. We still don't know if it's a vehicle; John Crewe and I have this ongoing feud. He says it's not. I say it is.
You're dipping into content here. I'm not going to let you count the IKTI. That's content. Although the jump jets were a feature, I suppose. I'll give you half credit for the IKTI.
Thank you. I will take that. Comms notifications got a big facelift. It's something that we want to use a lot more of. And so we needed the proper tech to be able to render that properly and not just the equip lines; you need more immersion than that. So that was actually a pretty big thing, with facial animations and tracking. And so that's in there. And then cross-shard progress for events. So what powered a lot of the content this year was a new service in the background of the game called the scenario service, which, whether you're doing Clean Air or the Resource Drive last year, the cross-shard progress of these events is tracked by the scenario system. And so that's how we were able to show tables about how many resource drives, stuff like that.