86 developer answers · 2013–2026
Base building is repeatedly tied to land claims, outposts built by the Pioneer, and later drones, crafting and refineries. Early answers (2014–2018) covered real estate and far-future stations. From 2021 the focus moved to shard replication of claims and raiding on one shard, with plans staying plans. AI summary
Refineries are very high on the priority list, along with player shops, and both tie into base building, while dedicated repair ships are deferred until crafting is finished, though priorities could shift.
Thorsten Leimann · John Crewe · Star Citizen Live · 8 May 2026Drones are tied to base building, and a Nautilus turret mine would have its turret work like PDTs, which the team also wants to improve with player control over targeting and threat order.
Thorsten Leimann · John Crewe · Star Citizen Live · 8 May 2026Plans include crafting directly into local storage soon as a stopgap for larger items, and longer term hangar crafting and intermediate ship-crafting steps through base building.
Rick Porter · Jared Huckaby · Star Citizen Live · 16 Apr 2026A copy of every land claim exists on all shards in a region so none can be claimed twice, shop inventories are shared, and raids happen on one dynamically chosen shard where attackers and defenders get transferred.
Declan Holmes · Spectrum · 31 Oct 2025The Apollo launches next month without drone gameplay, since drones are tied to base building and no longer fit medical gameplay, but all six medical bay modules will be included free on every Apollo.
John Crewe · Jared Huckaby · Star Citizen Live · 21 Aug 2025The developers say bases can be used however players choose, from small mining outposts to trading hubs, with likely links into most gameplay, and even players without bases benefit by using other players' facilities.
Loek Gijsbertse · Jacob Taylor · Thorsten Leimann · Declan Holmes · Star Citizen Live · 6 Dec 2024The plan is for bases, land and extraction pots, and much of their functionality, to be visible across all shards in a region, but raiding can only happen on one shard, usually the owner's if online, so players must switch shard to attack.
Declan Holmes · Star Citizen Live · 6 Dec 2024The developer describes plans for player settlements built from connected structures, enabled by iCache persistence, with the Pioneer reworked as a mobile fabrication facility, and expects updates later next year since iCache must work first.
Cloud Imperium · Spectrum · 9 Oct 2020As far as they know there are plans for wear and tear and varied states on outposts, with systems like power and atmosphere that can be disabled, aiming for an interactive rather than static world.
Andreas Johansson · Friedrich Bode · Star Citizen Live · 15 May 2020Running a space station isn't being designed yet; Todd Papy wants to see how the modular system works first, and it might end up as something else, like a surface option.
Todd Papy · Jared Huckaby · Reverse the Verse · 31 Aug 2018There is a plan for swappable Caterpillar modules but no ETA since it is a lower-priority backlog item, and the Pioneer possibly using similar tech is unconfirmed and not yet built.
Kirk Tome · Jared Huckaby · Calling All Devs · 28 May 2018Player-built space stations are being considered and the team would love them, but only in the far future, with concerns about players cluttering space.
Dan Trufin · Jared Huckaby · Calling All Devs · 26 Mar 2018Outposts are made of interconnected modules, including habitation for respawn, armory, refining, hydroponics, storage and medical, and the owner can grant access to anyone they choose.
Cloud Imperium · Ship Q&A · 27 Nov 2017Founding player colonies is a long-term, non-promised idea; they'd start with taking over and running existing production nodes, later possibly building from scratch, as player-and-NPC end-game content rather than SimCity-style building.
Chris Roberts · Tony Zurovec · Persistent Universe Panel · 30 Jan 2015Chris Roberts is unsure a station as big as the Squadron 42 one would be buyable early, but says players will be able to mine, own silos or warehouses, and possibly build up a mining station.
Chris Roberts · 10 for the Chairman · 3 Apr 2014Fully colonizing new planets and building stations is a long-term goal that probably won't be in the initial release, which should instead have planets and outposts evolving from player action and organizations building up some industry.
Chris Roberts · 10 for the Chairman · 10 Jan 2014Colonizing new planets and building stations is a long-term goal that probably won't be in the initial release, though planets and outposts should evolve and organizations may build up some industry.
Chris Roberts · Wingman's Hangar · 10 Jan 2014