301 developer answers · 2012–2026
Developers keep returning to Stanton as the first fully built system and Pyro as its lawless, dangerous counterpart, whose lore was softened to allow more visitable places. Early answers sketch about 100 systems with jump points, gas clouds, asteroid belts and procedural generation. Later ones cover travel, star map and server meshing. AI summary
They list quantum travel and star map bugs they are looking into, including route resets, no plotting around obstacles, and tunnel exits landing in the same system, and say the old routing code has changes coming in the future.
Benoit Beausejour · Jens Lind · Star Citizen Live · 18 Jun 2026Industrial play will never be risk-free, but systems will differ in security, with safer low-reward areas and riskier high-reward ones; they say the law system is not yet where they want it.
Elliot Maltby · Jared Huckaby · Thorsten Leimann · Star Citizen Live · 19 Feb 2026Lore retcons will probably be handled case by case as systems are built, keeping each system's original spirit while walking back the assumption that planets couldn't be landed on.
Dave Haddock · Spectrum · 15 Apr 2025Long Pyro loads are still being investigated, but the current lead is that players wait for the server hosting a large Pyro entity to reboot after a crash, and a code fix is believed ready.
Benoit Beausejour · Star Citizen Live · 6 Feb 2025Game servers handle zones and replicants handle networking, while universe-wide features like weather, voice, groups, persistence and missions are being moved into shared services; the answer doesn't directly address star or cloud movement.
Cloud Imperium · CitizenCon · 20 Oct 2024About five contested zones are currently planned, fairly evenly spread across Pyro, with some locked behind progression or keys, and the longer-term branches require ingredients found in other places.
Kaan Cakir · Jared Huckaby · Star Citizen Live · 16 Aug 2024For now the star map will keep core functionality like the current one with a better interface, with extras such as Galactapedia-style details possible later once it is usable.
Simon Bursey · Bone · Jared Huckaby · Star Citizen Live · 10 Nov 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 2023For 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 2022The answer points to last year's CitizenCon livestream, some new Pyro content at this year's event, and a monthly report, mentions new foods such as nutrient cubes, and says a feature on Pyro foods and interactables is planned.
Jared Huckaby · Will Weissbaum · Star Citizen Live · 9 Sep 2022XenoThreat is Pyro's main gang, while Nine Tails is based in Stanton; Pyro has other gangs too, and some crossover between groups might come later.
Will Weissbaum · Jared Huckaby · Adam Wieser · Star Citizen Live · 9 Sep 2022There should be other places to visit in Nyx beyond Levski, such as outposts from a group called the Moraine, with more locations to be fleshed out as development reaches the system.
Adam Wieser · Will Weissbaum · Star Citizen Live · 9 Sep 2022Server Meshing will let the game scale up players and add new content, starting with new star systems and jump points, and later possibly larger settlements and ship interiors with denser AI and players.
Cloud Imperium · Spectrum · 10 Nov 2021The star map update is progressing as one large system combining radar, star map, possible AR markers and interior map, with tracking groundwork done and ramp-up expected soon, but no release date.
Simon Bursey · David "Bone" Gill · Star Citizen Live · 5 Nov 2021The ARK Starmap is an inspiration for ease of use, but the in-game one should look more sci-fi and add Google-Maps-style search and navigation.
Simon Bursey · Star Citizen Live · 5 Nov 2021The team plans a coordinate system relative to the body you're on, tied to the new star map and radar, at minimum showing your location, with location sharing wanted but undecided.
Simon Bursey · Star Citizen Live · 5 Nov 2021The plan is for ships to hide in gas clouds, but not yet; it depends on an upcoming rebalance of EM and IR signatures, ambient signatures, and a new cross-section signature.
Todd Papy · Richard Tyrer · Star Citizen Live · 11 Dec 2020Gas 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 2020Right now every Lagrange point has gas clouds, each made distinct by things like temperature and density, though this might change in the future as they test and adjust the system.
Todd Papy · Star Citizen Live · 11 Dec 2020The Mercury and Nomad's harsh fuel use was not intended and is fixed in 3.12, and the team is discussing balancing fuel around longer default ranges for future multi-system play.
John Crewe · Star Citizen Live · 4 Dec 2020They aim to make enough content to keep players within one planetary system, bringing other systems up to the content density of Crusader, though some missions that send players across the system will remain.
Luke Pressley · Jared Huckaby · Star Citizen Live · 15 Nov 2019They are rolling back ArcCorp's timeline, limited by other jump point dates, with new dates given for Stanton's discovery and corporate takeover, rolled out slowly with knock-on updates to other lore.
Dave Haddock · Will Weissbaum · Jared Huckaby · Star Citizen Live · 20 Sep 2019No time is given for building a solar system; the team says it depends on the system's size and complexity, but new pipelines, reusable common elements and more hiring should make each one faster than the last.
Luke Davis · Jared Huckaby · Calling All Devs · 19 Nov 2018They say empty gas clouds are fine and intentional, since contrast between dense, busy areas and empty ones matters, and the packed engine room shown was only a demo of their tools.
Mike Snowdon · Michal Piatek · Reverse the Verse · 16 Nov 2018Solar flare and similar effects are on the VFX backlog and one speaker says they are doing them, but close-up stars pose big graphical problems, and gameplay implications were left to design, apart from the guess that getting too close kills you.
Michal Piatek · Mike Snowdon · Ben Parry · Reverse the Verse · 16 Nov 2018Offline travel between planets isn't planned for now, since the team doesn't want players bypassing risk and content, though they might look at other ways to offer something similar if there's a need.
Dan Trufin · Calling All Devs · 5 Nov 2018Gareth describes building the Stanton system in SOLID by dragging planets in as parent and child objects, which then orbit and rotate automatically, with distances he can set in kilometers.
Gareth Bourn · Will Maiden · Happy Hour · 14 Jul 2017The Stanton planets are being built to match their lore, with the 3.0 versions expected to be at least as good as the CitizenCon demo and probably better thanks to more time, polish and maturing tools.
Chris Roberts · Erin Roberts · Tony Zurovec · Reverse the Verse · 13 Oct 2016Chris Roberts explains that moving vector math from 32-bit to 64-bit gives millimeter precision across huge distances, and planet-relative physics grids let players move with a rotating planet.
Chris Roberts · Tony Zurovec · Reverse the Verse · 13 Oct 2016Stanton will be fleshed out, with liberties taken, and another system with jump points will probably be opened later, with everything eventually reconciled with the proper universe; short-term gameplay like delivery missions is planned.
Chris Roberts · 10 for the Chairman · 21 Dec 2015He doesn't remember why Stanton was first, but thinks it was chosen because it has several distinct planets, offering plenty to do and a good system to build out first.
Chris Roberts · 10 for the Chairman · 7 Dec 2015Players can fly between planets manually, or use an autopilot-style fast travel that unhooks speed limits in a straight line, letting them walk around the ship, rather than a cutscene.
Rob Irving · Eric Peterson · Wingman's Hangar · 15 Nov 2013