438 developer answers · 2014–2026
Developers keep returning to ground vehicles as ship-carried cargo: which rovers, bikes and tanks fit which bays, and how they are stored and spawned. Early talk (2014-2017) was of planned rovers and the Nova tank. Later answers cover physics and handling work, vehicle roles, and new vehicles, with the rework still unfinished and set to follow the new flight model. AI summary
The Ironclad Assault has more guns, a larger front door that fits tanks, a service bay for repair, refuel and rearm, and some quad-mount turrets, in exchange for somewhat less cargo capacity.
John Crewe · Jared Huckaby · Mark Gibson · Star Citizen Live · 15 May 2026Ground vehicles come after the new flight model; a 1.0 plan meeting is imminent, aiming to improve tires, suspension, world interaction and move them onto ship systems, plus easier storage and calling.
Richard Towler · Thorsten Leimann · John Crewe · Jared Huckaby · Star Citizen Live · 8 May 2026The three delayed ships are a crafting-section variant, a ground-vehicle crafting and med-bed base, and a small-to-medium solo crafting ship with a refinery and ground extractors; they slipped because crafting hasn't shipped, and whether crafting arrives in 2026 is left to another team.
John Crewe · Ben Curtis · Jared Huckaby · Star Citizen Live · 27 Nov 2025John Crewe fixed a ground-vehicle category display bug, which led to a wider clean-up of inconsistent categories, including removing ground as a career, and an updated Shipyard is planned for 2026.
Jared Huckaby · John Crewe · Star Citizen Live · 27 Nov 2025They deny any conspiracy, saying the Wolf shipped without some component bays because of time, and those bays are in progress and expected in a patch before the end of the year.
John Crewe · Ben Curtis · Jared Huckaby · Star Citizen Live · 21 Aug 2025CitizenCon showed only the densest, purest biomes; the system supports varied density, including clearings and paths, so landing and driving conditions will differ across a planet.
Sebastian Schroeder · Jared Huckaby · Star Citizen Live · 15 Nov 2024With new local data, rocks will be distributed less evenly, with big ones more out of the way, so driving should hopefully be smoother, though this needs testing once a planet is finished.
Sebastian Schroeder · Ali Brown · Star Citizen Live · 15 Nov 2024The Valakkar will not be a mobiGlas mission; it's planned as a multi-stage event where players must coax it to a location, with further details deliberately withheld.
Zac Preece · Jared Huckaby · Star Citizen Live · 8 Nov 2024Dan says he would first work out how a boat tank moves through water, argue it out with Corentin, then choose a heavy, industrial, percussive sound style based on how the vehicle looks.
Dan · Star Citizen Live · 22 Sep 2023Audio and sound design work in parallel using Wwise and a sound list, and Dan says being involved earlier in vehicle concepts lets audio ask for component placement changes that avoid noisy mix problems.
Corentin Grenier · Dan · Star Citizen Live · 22 Sep 2023The Galaxy's rear hangar is too small for a Prospector and has no ramp, so only the central area works with ground vehicles, though the refinery module can still take Prospector and MOLE cargo.
Cloud Imperium · Ship Q&A · 5 Dec 2022Team members pitch personal wishes, including colonizing ships, a giant mobile ground base, organic creature ships, junker ships, a questline-restored old ship, and an early quantum-capable ship.
Cory Bamford · Mark Gibson · David Colson · Ben Curtis · Henry · Jared Huckaby · John Crewe · Star Citizen Live · 18 Nov 2022No, the 3.12 multi-tool tractor beam is force-limited and can't lift a ground vehicle, though larger tractor beams could, and dedicated stronger tools are planned down the road.
Richard Tyrer · Jared Huckaby · Star Citizen Live · 11 Dec 2020The physics team knows about ground vehicles falling through lift floors when frame rates or syncing slip, intends to fix it, and has made improvements in nearly every patch, though edge cases remain.
John Crewe · Ben Curtis · Jared Huckaby · Star Citizen Live · 4 Dec 2020An auto flip-over option is something they will look into, possibly via a tool or thrusters, but it depends on first improving ground vehicle physics, which is a lot of work.
Richard Towler · Star Citizen Live · 6 Nov 2020Ships carrying other vehicles will handle them as an item port, like the existing customization system, with a default vehicle that can be removed or swapped, and changes after spawning requiring a store and respawn.
John Crewe · Star Citizen Live · 6 Dec 2019A planet-spanning train network would be cool and possible, but it is time-consuming to build and maintain while terrain keeps changing, and it is not on the schedule right now.
Andreas Johansson · Jared Huckaby · Calling All Devs · 18 Dec 2018The 890 Jump can store two 85Xs but comes with only one as standard, and has no dedicated X1 hangar, though its cargo bay has enough space to carry an X1 or ground vehicles.
John Crewe · Reverse the Verse · 7 Dec 2018Paul Jones first thought a space motorcycle was crazy; an early mistake of using ship components made it too large, so they switched to vehicle components and made it more Drake-like.
Paul Jones · Jared Huckaby · Reverse the Verse · 2 Sep 2016Paul Jones agrees the grav-lev handling can evolve as a first foray, mentions unspecified secret work they can't talk about yet, and says it isn't Dragonfly variants.
Paul Jones · Jared Huckaby · Reverse the Verse · 2 Sep 2016Already-shared land vehicles include the Greycat, the Dragonfly in ground mode, and rovers carried by ships like the Aquila, probably the Carrack and the Phoenix; he lists only those that come to mind.
Jared Huckaby · Tyler Witkin · Reverse the Verse · 22 Jul 2016Roberts says there is a large internal corporation list, including a company making hangar models, but he isn't sure about vintage-vehicle makers like prop planes or sports cars, saying only "perhaps".
Chris Roberts · 10 for the Chairman · 13 Oct 2014Roberts expects various ground vehicles, small to luxury, and longer-term explorable open areas using procedural work, but doesn't know how much will be in the first complete Persistent Universe.
Chris Roberts · 10 for the Chairman · 8 Sep 2014