267 developer answers · 2012–2026
Developers keep returning to mining as one stage of a gather-refine-craft loop, with ship-based and on-foot mining, ore sacks and refineries. Early answers (2012–2018) cover finite persistent resources and the Prospector; later ones cover the MOLE, Arrastra, ship refining, crafting and separate FPS, vehicle and ship deposits. AI summary
Shop contents are chosen so every game loop is accessible, tied to narrative and location context, and sometimes just for fun, with narrative team input on what fits each place.
Andrei Tudor · Jared Huckaby · Nick Wardle · Star Citizen Live · 3 Jul 2025The speakers say this is the purpose of the Hathor mineral work and that more NPC and in-universe tie-ins will come, but it depends on development resources and tools becoming available.
Jared Huckaby · Dave Haddock · Will Weissbaum · Star Citizen Live · 24 Apr 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 2024Most machines hold output in an internal buffer or can fill boxes, and boxes are mag-locked under the base's usual permissions so others can't take them, while some machines can send output directly to storage such as a hangar.
Cloud Imperium · Star Citizen Live · 6 Dec 2024Underground deposits will respawn, but very unlikely on a plot you already extracted, so players are meant to move on to new locations, and the economy will need careful balancing of resource sources and sinks.
Thorsten Leimann · Jacob Taylor · Jared Huckaby · Star Citizen Live · 6 Dec 2024Mining will be split into bespoke rocks per resource and separate FPS, ground vehicle and ship deposits, while salvage will yield ship construction materials that can be separated, though that approach is still being decided.
Thorsten Leimann · Jacob Taylor · Declan Holmes · Star Citizen Live · 6 Dec 2024There's no single answer: some smaller ships are stepping stones and some careers move to locations, but the aim is soft gating that encourages a preferred progression rather than hard-blocking players.
John Crewe · Jared Huckaby · Star Citizen Live · 19 Aug 2022Todd Papy sees cargo and mining as compressed loops whose pay should reflect danger, and wants a split mining/hauling loop once cargo works, with tuning to follow.
Todd Papy · Star Citizen Live · 15 Jul 2022Cargo and things like Prospector bags become individual entities that can be detached, stolen or moved between ships, and anything you can get access to, such as by sneaking aboard, can be taken.
Rob Reininger · Ben Dorsey · Chad McKinney · Star Citizen Live · 6 Aug 2021Gas clouds are planned to become danger zones with distortion and electrical hazards, to hold smaller clouds in open space and later jump points, and they are cold atmosphere affecting actor temperature.
Todd Papy · Richard Tyrer · Star Citizen Live · 11 Dec 2020The Fair Chance Act protects planets with developing species from interference, and LaSalle argues it is applied too broadly and should be modernized to allow resource extraction where life is not sentient.
Cherie Heiberg · Dave Haddock · Will Weissbaum · Adam Wieser · Star Citizen Live · 9 Oct 2020Radar detects signatures within a range, ping multiplies that range and shows vague blobs, and scanning reads details of a targeted entity; scanners are not tied to the hull and will be swappable components.
Kirk Tome · Jared Huckaby · Calling All Devs · 18 Dec 2018On-foot mining is an option they're looking into, but asteroid mining and then salvaging come first, and the FPS mining mechanics are still undecided.
Dan Trufin · Jared Huckaby · Calling All Devs · 24 Sep 2018They want to add remote hacking and have several designs, but it needs time to prototype and pick one; it should be balanced and a logic puzzle, not a quick-time event.
Dan Trufin · Jared Huckaby · Calling All Devs · 24 Sep 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 2017Tony Zurovec says he is most looking forward to the breadth of features and player choice, paired with consequences such as security and reputation systems pushing back on player actions.
Tony Zurovec · Reverse the Verse · 12 Aug 2016Roberts doesn't expect players to work jobs like station security at big NPC mining stations soon, but says players could take contracts or missions from large NPC organizations, with career paths a long-term idea.
Chris Roberts · 10 for the Chairman · 21 Dec 2015Roberts is unsure an asteroid anchor is needed since ships stay put in space, says it wouldn't be technically hard but wasn't considered for the first mining iteration, and notes enhanced key-locks.
Chris Roberts · 10 for the Chairman · 21 Dec 2015Only the Reclaimer is purpose-built for salvage so far, the Caterpillar and Crucible can do light salvage, and more salvage ship concepts are being looked at, with more to come later.
Matt Sherman · Randy Vazquez · Calix Reneau · Ben Lesnick · Reverse the Verse · 10 Dec 2015Yes, smaller mining and reclaiming equipment and a smaller dedicated miner are in longer-term plans, though the ships are not designed yet and timing depends on priorities.
Chris Roberts · 10 for the Chairman · 7 Dec 2015Players will refine raw materials themselves, and at some point players or organisations will likely be able to own later nodes in the chain, as part of wanting players to be able to focus on economic play.
Chris Roberts · 10 for the Chairman · 29 Sep 2014Mineable resources are planned to be mostly finite, with new systems supplying fresh material and regeneration used only if everything gets mined out too quickly, and the economy is meant to be balanced via simulation.
Chris Roberts · 10 for the Chairman · 19 May 2014