344 developer answers · 2013–2026
Squadron 42 recurs as the single-player campaign whose features, such as the flight model, FPS polish, AI and swimming, are built first and then planned for the Persistent Universe. Early answers cover story, casting and mission plans; from 2019 on, resource split, schedule and roadmap priority dominate. AI summary
The new flight model is functionally complete in Squadron 42, with no master modes, power-pip control and freeform quantum boost; the remaining work is bringing it into Star Citizen, including networking and multiplayer.
Richard Tyrer · Ian Leyland · Karl Chandler · 10 From the Community · 5 Oct 2026Gamepad improvements made for Squadron 42 will come back to Star Citizen, though they need fine tuning because flight model and quantum differ, and the team says it wants to support all peripherals.
John Crewe · Thorsten Leimann · Jared Huckaby · Star Citizen Live · 8 May 2026Yes, that is the plan: Squadron's ships are well along in being converted to the new physics-based damage system, hero ships are getting extra breakup work first, and PU adoption is not dated.
John Crewe · Jared Huckaby · Star Citizen Live · 16 May 2025Dave Haddock is narrative director working on story, characters, dialogue and scripts for Squadron 42 and Star Citizen, and was among the company's first five or six people.
Dave Haddock · Jared Huckaby · Star Citizen Live · 2 Aug 2024Ahead of the shoot, Squadron 42's first chapter went through many drafts, and the writers spent about two months starting work very early to overlap with the UK team, which backfired because of traffic.
Dave Haddock · Star Citizen Live · 2 Aug 2024Creature work has started, beginning with the Quasigrazer, with several other creatures in development, but details are withheld and there is no promise of a big feature, as they would rather let players discover them.
Andrew Davies · Francesco Roccucci · Jared Huckaby · Star Citizen Live · 15 Dec 2023Yes, Zanelli met Chris Roberts through the film Outlander, and Roberts asked him to score Squadron 42 because it's a story-driven, epic narrative and he'd shown he could tell a complicated story.
Geoff Zanelli · Star Citizen Live · 24 Nov 2023The new flight feature stays in Squadron 42 for now because bringing it to the PU means retuning every ship and component, multiplayer testing and finishing the UI, and it will likely be tested with Evocati before wider release.
Richard Towler · Yogi Klatt · Star Citizen Live · 9 Dec 2022The audio team has been given the green light to potentially quadruple in size to finish Squadron 42 audio while maintaining Star Citizen, and is hiring across sound design, programming, technical roles and a new Audio Rigger position.
Graham Philipson · Star Citizen Live · 11 Nov 2022Feature teams in the core gameplay pillar design systemic features with Star Citizen and Squadron 42 leadership, release minimal tiers to the live game, then hand them to content teams to use.
Richard Tyrer · Star Citizen Live · 3 Sep 2021To bring feature teams and level designers closer, Squadron 42's FPS level design and social teams join the core gameplay pillar, letting the creative director focus on flight and features be tested in real gameplay.
Richard Tyrer · Star Citizen Live · 3 Sep 2021Squadron 42 is described as basically a giant mission inside Star Citizen, where the same features can be proven more simply because the path is less sandbox, while Star Citizen still lacks mid-to-long-range combat and planetary AI.
Richard Tyrer · Star Citizen Live · 3 Sep 2021Yes, the habitation section can be extended quickly if more personnel are needed, and the team wants Squadron 42 locations to feel fully realised and explorable rather than just corridors to an objective.
Ross Wilding · Nick Elms · The Briefing Room · 10 Oct 2020Squadron 42 is the top priority, so PU-only work gets less attention for now, while professions are built from activities, with resource gathering, trading, piracy, mercenary and bounty hunting named as the first focus.
Todd Papy · Star Citizen Live · 6 Sep 2019Partly: some developers will roll over to the PU quickly, others will move to pre-production on the next Squadron 42 chapter, and some disciplines will roll off earlier, with resources evaluated as they go.
Brian Chambers · Star Citizen Live · 6 Sep 2019The changed cadence should help Squadron 42 because it shares the codebase and gets fixes in better shape sooner; they plan to revise the roadmap, aiming for a real game once persistence, orgs and server meshing are in.
Erin Roberts · John Crewe · Pillar Talk · 30 Aug 2019The Squadron 42 roadmap took long because teams wanted to validate and estimate remaining tasks bottom-up, complicated by tasks shared with Star Citizen, since the roadmap mirrors their internal task tracking.
Chris Roberts · Around the Verse · 20 Dec 2018Squadron 42 is on the downhill slope, with features targeted by end of the year, then optimization and polish, then beta, though estimates could slip; remaining technical risk is mostly object container streaming.
Chris Roberts · Sandi Gardiner · Around the Verse · 20 Dec 2018AI is called the biggest remaining risk to the Squadron 42 schedule, with too few AI programmers and more being sought, alongside the time needed for content and polish.
Chris Roberts · Around the Verse · 20 Dec 2018The goal is smooth performance, at least 30 and closer to 60 frames per second, which he thinks is a good shot since single-player avoids multiplayer networking overhead.
Chris Roberts · Around the Verse · 20 Dec 2018Sean's team built an importer that stitches the performance-capture edit files together in about 30 seconds, instead of half a day to a day per scene.
Steve Bender · Sean Tracy · Happy Hour · 10 Mar 2017As Director of Cinematics he co-directs the Squadron 42 performance-capture shoots and leads the team integrating them into cutscenes, most of which are meant to run in real time.
Hannes Appell · Brian Chambers · Reverse the Verse · 28 Oct 2016The shoot was an emotional mix of living the dream and feeling stuck there, with highlights of watching actors inhabit their roles and Gary Oldman asking about how his character would speak.
Hannes Appell · Brian Chambers · Reverse the Verse · 28 Oct 2016The character and animation departments contribute most, supplying fixes and raw animation, plus tool-side R&D so ships can be moved in cinematics.
Hannes Appell · Brian Chambers · Reverse the Verse · 28 Oct 2016He's confident about the very large number of Squadron 42 scenes, which mostly keep the player's viewpoint and agency, with full filmic cutscenes a small part and a balance between design and cinematics ongoing.
Hannes Appell · Brian Chambers · Reverse the Verse · 28 Oct 2016Chris Roberts says Squadron 42 will be playable offline without co-op, and smaller private servers for friends are still planned, though with less scale and slower content updates than the main universe.
Chris Roberts · 10 for the Chairman · 1 Dec 2014Squadron 42 is estimated at around 50 hours with 50 missions of at least 30 minutes each plus time between missions, and the first episode is expected towards the end of next year.
Chris Roberts · 10 for the Chairman · 20 Oct 2014No dedicated school is promised; Squadron 42 is intended as the training experience, with Arena Commander for practice and website tutorials, and targeting improvements for joysticks and gamepads are being worked on.
Chris Roberts · 10 for the Chairman · 29 Sep 2014They want to release Squadron 42, or part of it, before the Persistent Universe is finished, possibly episodically in polished batches of missions, though this thinking is still in process.
Chris Roberts · Wingman's Hangar · 6 Dec 2013