547 developer answers · 2012–2026
Developers keep returning to landing zones and cities (Lorville, Area 18, ArcCorp, Port Olisar) as modular, iteratively expanded places. Early answers cover planetary landing rules, traffic control, and PvP-safe areas. Later ones turn to underground facilities, derelicts, contested zones, freight elevators, hangars, and transit. AI summary
The first island has a theme of a Normandy-style beach landing with immediate, intense uphill fighting, and encounters are designed with peaks and troughs so intensity alternates with moments to regroup.
Max Southerton · Luke · Elliot Maltby · Star Citizen Live · 5 Aug 2026The last section now lets players take a shuttle straight back into the action instead of flying their own ships to the barge, and the barge has a redesigned maze layout and a fully designed boss fight.
Elliot Maltby · Luke · Max Southerton · Star Citizen Live · 5 Aug 2026Genesis won't make ArcCorp a futuristic city, roads aren't planned yet and weather may take priority, farmland will be raised with the creative director, and crash-site terrain changes are wanted but need performance and network work first.
Ali Brown · Spectrum · 13 Oct 2025The freight elevator hero squad started later than it should have, and fixes so far address obstruction and bounds checks, a self-healing reconnect (hotfixed), UI/platform resyncs and error handling, with some items still to be fixed and more multiplayer testing added.
Benoit Beausejour · Jared Huckaby · Star Citizen Live · 11 Sep 2025The transit hero squad has stabilized the system enough that carriages are rarely lost and destinations mostly work, but issues like odd timers, missing elevators and trapped players remain, and leadership is accepting its current state and shifting focus to transport.
Benoit Beausejour · Jared Huckaby · Star Citizen Live · 11 Sep 2025Transport, a full rewrite of transit, is built and drives New Babbage habs internally, with instanced links and trains being added; there are high hopes for 2026, with a tech preview planned only after QA checks fully pass.
Benoit Beausejour · Jared Huckaby · Star Citizen Live · 11 Sep 2025Genesis could technically make anything size, but the intention is not to make cities, which should stay handcrafted; it is aimed at lots of small to medium towns and tiny settlements.
Ali Brown · Star Citizen Live · 15 Nov 2024CitizenCon 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 2024Planetary navmesh does apply to existing locations, but old sites lack guard and patrol behaviors, which need designer-defined information and a pipeline still being finished, so patrols haven't appeared there.
Francesco Roccucci · Star Citizen Live · 15 Dec 2023No: on-foot routing will be comprehensive, but space navigation won't be hand-held door to door, because they want to avoid players only watching the map and not the game.
Simon Bursey · Jared Huckaby · Bone · Zane Bien · Star Citizen Live · 10 Nov 2023Rainer is working on derelict habs, such as habitation pods, garages or workshops built from ship pieces, to dress up crash sites in following releases as part of an asset library.
Rainer Ricq · Nicolas Painchaud · Annie Bouffard · Jared Huckaby · Star Citizen Live · 2 Dec 2022For the next year derelict work will focus more on Stanton since Pyro isn't ready, with Pyro eventually following, and Pyro can't enter the Persistent Universe until Server Meshing is in.
Nicolas Painchaud · Annie Bouffard · Jared Huckaby · Rainer Ricq · Star Citizen Live · 2 Dec 2022Grim HEX lacks facilities other starting locations have, so it won't be a starting location in 3.15, though it remains under active discussion.
Richard Tyrer · Jared Huckaby · Star Citizen Live · 22 Oct 2021Current events are built for one location to prove out tech and mission logic first, and are expected eventually to happen in as many locations as possible as the technology grows.
Cloud Imperium · Spectrum · 8 Sep 2021Upcoming work focuses on hospitals as save points, a first tier of actor status with drugs and alcohol, and the revive/DNA-integrity healing loop, hopefully alongside physical inventory, with no permanent visual changes in the first tier.
Richard Tyrer · Calling All Devs · 30 Oct 2020The fights so far mostly exposed remaining bugs, such as locking and firing missiles through walls, but it's too early to draw conclusions since players are still going wild with the new feature.
Luke Pressley · Star Citizen Live · 16 Oct 2020Armistice zones were lifted at rest stops because the team felt the policing, defenses and AI were ready to try, with the new security response needing more complexity and a bug fix in a coming patch.
Luke Pressley · Todd Papy · Star Citizen Live · 16 Oct 2020Free-standing turrets give the most coverage with the fewest turrets, Art didn't want stations looking like battleships, and they also help with firing angles and make targets easier to pick out.
Luke Pressley · Todd Papy · Star Citizen Live · 16 Oct 2020Because biomes are no longer tied to specific height maps, features like a single oasis in a large desert are possible, and the team hopes to craft more points of interest like caves.
Sebastian Schroeder · Michel Kooper · Star Citizen Live · 13 Dec 2019ArcCorp was only kept close to or slightly better than its V3 version, gaining more consistent space-to-ground transitions, with a fuller rework using V4 left for when it's revisited later.
Sebastian Schroeder · Michel Kooper · Jared Huckaby · Star Citizen Live · 13 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 Carrack was shrunk back down by removing connecting corridors and compacting rooms while keeping its contents, with landing gear now integrated into the hull, a holo sphere on the bridge, and a high-tier med bay.
John Crewe · Jared Huckaby · Reverse the Verse · 7 Dec 2018Their 3.0 work focused heavily on surface outposts, building themed sets of furnishings, mining, storage, hydroponics and habitation props plus exterior assets, and working with the procedural tech developer.
Ben Curtis · Cory Bamford · Town Hall · 6 Jun 2017Rocks, trees and bushes are populated automatically anywhere on the planet, while content like crashed ships is currently hand-placed, with logical automatic distribution still being researched.
Hannes Appell · Reverse the Verse · 28 Oct 2016Roberts says Star Citizen is the game he has always wanted to make, letting players pick professions, fly ships, and walk around ships and planets in detail beyond what was possible before.
Chris Roberts · Press · 6 Oct 2016Alpha 2.0 will have landings on space stations rather than planets, with planetary landings expected next year, similar to CitizenCon 2014 but probably better, and not yet shown.
Chris Roberts · 10 for the Chairman · 16 Nov 2015A planetside or large asteroid hangar should let you reach local shops and pubs, but there'd be no shuttle service to places elsewhere, so you'd need to fly your own ship there.
Chris Roberts · 10 for the Chairman · 15 Dec 2014The goal is no loading screens and seamless travel from orbit to planet without leaving your seat, though that may not be achieved in the first version, and they say they are working toward it.
Rob Reininger · Reverse the Verse · 30 Oct 2014