662 developer answers · 2013–2026
Developers keep returning to customization: character creation and DNA blending, hair and facial hair, and the limits on body shape. They also cover clothing and armor layering, wear, damage and physics, and first- and third-person animation. Early answers state wishes; later ones report tech such as Star Hair, StarCloth and StarWear, with body customization still undated. AI summary
Armor roles, Starwear and suit lockers are all in development and meant to arrive together, with decoration insurance expected to cover weapon racks and suit lockers, but no release timing is given.
Richard Tyrer · Karl Chandler · Ian Leyland · 10 From the Community · 5 Oct 2026Work on functional suit lockers has started, with ships being checked for support, and the initial release should hopefully cover many ships, with no date given and not every ship getting lockers.
John Crewe · Jared Huckaby · Star Citizen Live · 8 May 2026Some ship entry/exit animations, like the Talon's, are too long and need shortening, but speeding them up risks audio desync; being able to cancel them is wanted but is a priority issue outside his influence.
John Crewe · Ben Curtis · Star Citizen Live · 21 Aug 2025Reward value is a balancing act, with a mix of mission-only, mission-or-loot, and loot-only items, some kept visually distinct by how they're obtained, and value isn't just about UEC worth.
Elliot Maltby · Nick Wardle · Star Citizen Live · 3 Jul 2025The mining suit has a prototype with a dedicated visor for scanning mineables at greater range, and the existing salvage armor is getting a backpack that streams salvaged material directly into it.
Nick Peers · Star Citizen Live · 8 Nov 2024A dedicated salvage visor is still at concept stage, intended to give extra detail on salvageable objects, while players without it will rely on their weapon's screen.
Nick Peers · Luke Pressley · Star Citizen Live · 8 Nov 2024Suit lockers and ship inventory storage are on different teams so may not arrive together, but ships have inventory now, more will gain physical panels in 4.0, and there will always be somewhere to store gear.
Luke Pressley · Jared Huckaby · Nick Peers · Zac Preece · Star Citizen Live · 8 Nov 2024The looting screen will be extended to armor and clothing in the PU version via a secondary view, but it needs rework for the persistent universe and they won't give a release timeframe.
Ines Caldas · Jared Huckaby · Jens Lind · Zac Preece · Star Citizen Live · 17 Nov 2023The developers recount odd bugs: room-system crashes caused by helmet previews, refueling docking making ships clip inside the Starfarer, a flashlight slowly damaging Arena Commander ships, and mining consumables detaching without inheriting speed.
Jacob Taylor · Jared Huckaby · Guillermo Bilbao · Star Citizen Live · 21 Oct 2022Wear and dirt are separate but linked systems: shooting and movement wear items down, lowering durability and risking misfires, dirt increases wear and depends on environment, and both can be cleaned or repaired, adding variety and non-permanence.
Declan Holmes · Jonny Jacevicius · Star Citizen Live · 19 Nov 2021The intention is that heavy and medium armor will prevent complex tasks like flying a ship, so players would store armor first, with ships mostly offering somewhere to put it.
Jonny Jacevicius · Star Citizen Live · 19 Nov 2021Four armor archetypes are planned (combat, specialist, utilitarian, support) and are progressing, but won't roll out until each has enough gameplay upsides and downsides, including power generation for support.
Declan Holmes · Jonny Jacevicius · Star Citizen Live · 19 Nov 2021The team is building a simulation-style world where players can do what they expect, with webcam-driven avatar faces and processed voice to boost immersion and social interaction, still being improved.
Chris Roberts · Press · 14 Nov 2019Storage is on the backpack armor only because it was the first implementation; the goal is for most armor and clothing, such as belts and pockets, to add capacity to one inventory.
Dan Trufin · Star Citizen Live · 18 Oct 2019Hurston Business District, voice and face work and other ships stay in 3.4, while the female player character and ArcCorp move out, along with the 300 series ship work.
Chris Roberts · Around the Verse · 9 Nov 2018The female character touches many departments, needing new animations, cockpit fit solutions for a different skeleton height, customizer changes and clothing, and it lives in Game Dev rather than the 3.3 stream.
Chris Roberts · Around the Verse · 9 Nov 2018Female characters are still in progress: assets are being made one-to-one with male ones on a separate, differently proportioned skeleton, and release is expected in a bigger character release after the male work is finished, with no date.
Josh Herman · Jared Huckaby · Sean Tracy · Town Hall · 26 Sep 2017Faceware tracking works with glasses, beards and small children, though imperfectly, for example with thick dark glasses or hidden lips; it can't work with sunglasses, and facial hair is slowing the gene-splicing customization.
Sean Tracy · Josh Herman · Chad McKinney · Town Hall · 26 Sep 2017Face capture has a performance cost, currently around a couple of milliseconds per frame at 60 hertz, so the team is working on load balancing and it will be an optional setting.
Sean Tracy · Chad McKinney · Jared Huckaby · Town Hall · 26 Sep 2017The animation team's goal is to retarget new male animations to the female so she is functional in game, then gradually replace them with female-specific ones, though time means not everything will get a unique version.
Bryan Brewer · Reverse the Verse · 9 Dec 2016Retopologizing means rebuilding a huge high-poly sculpt as a low-poly mesh that can run in game, tracing its shape and silhouette with as few polys as possible while still animating well.
Corey Johnson · Forrest Stephan · Eric Kieron Davis · Reverse the Verse · 11 Nov 2016The big change in 2.1 is a refactored, physics-based EVA that blends animation with ragdoll, rotates from the center of mass, uses physical thrusters, and fixes aim posing and old EVA bugs.
Sean Tracy · Jared Huckaby · Reverse the Verse · 18 Dec 2015Initial 2.0 and Star Marine only have temporary full suits of light, medium and heavy armour; the long-term plan, still being concepted, is mix-and-match pieces with protection by hit location, likely around 2.2.
Chris Roberts · 10 for the Chairman · 16 Nov 2015Roberts says the helmet is mostly a display, and what shows on the HUD depends on the equipment you carry and ship systems you plug in, so it will be very customisable, with different ship HUDs coming around 1.0 or shortly after.
Chris Roberts · 10 for the Chairman · 11 Nov 2014They are talking to 3Lateral about facial motion capture and high-resolution head scanning, with testing about to start on a few heads, using a rig customized to match theirs and gear from stretch goals.
Sean Murphy · Eric Peterson · Wingman's Hangar · 6 Dec 2013Mostly deflects as spoilers: it is a new universe, Blair is probably not returning though homages are possible, and the drunk mission isn't much fun.
Eric Peterson · Ben Lesnick · Wingman's Hangar · 18 Oct 2013