OC3D Star Citizen Member Thread

She's a beaut !

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Lots of juicy info, PU Monthly Report - February 2026.

AI Content

The Social AI team started the month fixing bugs in support of Alpha 4.6, then shifted focus toward future releases.

AI Content collaborated with Mission Design to set up characters players will encounter in new game loops. They also added initial setups and placeholder dialogue so designers and directors could test game flow, allowing writers to later refine the lines and ensure they work properly in context.

The team also continued defining their goals for the coming year and identifying the support needed from other teams to implement them.

AI (Features & Tech)

Last month, AI Features & Tech improved valakkar underground traversal, prototyping future movement speeds and updating its combat behavior with linear acceleration and deceleration.

They fixed an issue where toy guns triggered weapon-fire and bullet-hit sounds, causing NPCs to cower, and adjusted accuracy calculations to give Design better control.

Safe zones were also improved within the global perception system, creating areas where players can rest or regroup without NPC detection.

The team continued integrating the voxel grid (currently in extensive QATR testing) and began supporting AI features for refueling missions.

Animation

Animation spent February improving assets for the kopion, while Facial Animation focused on the first performance-capture shoot of the year. This was held at the end of February and captured numerous new characters.

Art (Characters)

February saw Character Art polishing assets for Alpha 4.7 alongside working through art debt in preparation for StarWear. The team also continued to work on new gang outfits and Subscriber Flair items.

The Concept Art team explored new combat armors and prepared handoff sheets for upcoming mandates.

Art (Ships)

In the UK, the Ships team completed the art phases for the Aegis Hammerhead gold standard, which moved to downstream teams for close-out. Work then shifted to a related ship approaching whitebox.

The Gatac Railen passed its whitebox gate review and entered greybox ahead of its planned Alien Week release, with additional artists joining to build assets for future Gatac ships.

The Greycat UTV received newly captured enter and exit animations and is now with downstream teams for completion.

The MISC Hull-B continued toward its LOD0 gate review, with Tech Art finalizing the complex spindle deploy and retract animations.

The Drake Ironclad, Ironclad Assault, and Command Module passed greybox gate reviews and moved into LOD0, progressing quickly thanks to whitebox work on the modular kit.

Three unannounced vehicles also progressed: one is nearing greybox, another passed greybox after minor director feedback, and the third passed whitebox but is receiving layout tweaks before greybox.

In North America, another unannounced ship passed whitebox, with feedback focused on rear-section interactions.

Finally, the Drake Kraken’s whitebox review was moved to early March after additional concept work. The team refined ship traversal and removed or downsized rooms that added little gameplay value while preserving major interior spaces like Engineering. The ship remains on track for release next year.

Community

The Community team began the month by publishing the January PU Monthly Report and preparing February’s seasonal events.

They supported Coramor (Star Citizen’s Valentine’s Day) with a catch-all post covering the event, including a Referral Bonus and the Love, Actually: Stories of the 'Verse 2956 contest highlighting memorable community moments. Coramor also introduced the Argo MOTH salvage ship, alongside a Q&A and a guide to the new Industrial missions.

The team also supported the Red Festival, celebrating the new lunisolar year, with an event thread and the Earned Fortune screenshot contest. For both events, they updated the Welcome Hub, New Player Guide, and Welcome Back, Pilot pages to keep new and returning players informed.

Throughout February, they monitored feedback across Spectrum and social media, compiling sentiment reports and sharing insights with development teams.

February also featured Enter ATMOSPHERE, a major community racing event by ATMO Esports in Sydney, where top racers competed in multiple challenges. The event included exclusive prizes and appearances from Chris and Sandi Roberts, with support across Spectrum and social media.

The team also continued regular updates such as This Week in Star Citizen, and bi-weekly Roadmap updates and Roundups.

Core Gameplay

As seen by Evocati players during recent Tech Previews, the Core Gameplay team made solid progress on the Inventory Rework. Final polish and bug fixes are underway as the team prepares it for release.

Capital Ship Services progressed well, too, and will be delivered to downstream teams soon. The team's focus was also on the social features demonstrated during CitizenCon 2954.

Economy

The Economy team spent part of February tracking exploits, particularly those causing item duplication or generating large amounts of aUEC. Many loopholes were closed, with further fixes planned for Alpha 4.7, followed by new guardrails and monitoring systems to reduce the impact of illicit aUEC on the economy.

They also continued balancing commodity prices and trade routes while laying groundwork for future systems such as Item Recovery and Crafting.

The team noted the positive community response to the Clear The Air live event and is currently working on mission balancing and rewards, while revisiting past content, including an additional pass on Wikelo-related missions.

Mission Design

In February, the devs continued to work on the Alpha 4.7 mission pack, which adds more content to Nyx and revives the courier missions that have been waiting for a refactor since Alpha 4.0. These missions also have small design changes. For example, ‘courier’ missions now range from one-handed items to two-handed boxes, ‘delivery’ missions range from 1 SCU box to 6x 1 SCU boxes, and ‘hauling’ begins from 6 SCU upwards.

Defend Ship missions also received an update allowing the team to accurately track the health of the ship. This will prevent the ship from appearing at almost full health before dying.

Ship Wave missions have been expanded to other contractors outside of Gilly, including a variation that ends with a large ship ‘boss.’

Narrative

In February, the Narrative team focused on Alpha 4.7, expanding content in Nyx. This included work on new locations such as QV Breaker stations (home of the Rock Cracker mission) and People’s Service Stations, refueling hubs run by the People’s Alliance. The team created signage, environmental storytelling, PA audio, and missions, while also collaborating with Design to add dozens of new contracts across the system.

They also wrote scripts and recorded dialogue for new NPCs tied to a gameplay loop arriving later this year, including a new faction representative, along with additional content for the Tactical Strike Group mission shown at last year’s CitizenCon.

The team further wrote a new story mission to help establish the pipeline for 1.0 main story delivery, and began developing a future storyline involving a new faction players will confront.

Online Technology

In February, the Network team focused on Hybrid/DGS stability and reliability, fixing several high-impact crashes, watchdog timeouts, and replication errors. They advanced integration of the scp-network stack into patch branches, resolved build conflicts, and continued QDSM V1/V2 development and testing to improve dynamic server scaling.

They also implemented authority and replication improvements, refactored streaming bind/unbind logic, added new engine metrics for observability, and supported item-imprint development, mission markers, and bootstrap/developer workflow issues.

After last year’s internal Item Recovery T1 demo, the Online Services team prepared a feature-complete internal demo and finalized remaining work for its upcoming release. They also improved the long-term database to increase speed. Together with Core Gameplay, they continued planning social features, while instancing entered its final technical stage before handoff to downstream teams.

The Live Tools team, following the Bootstrap user survey, conducted user interviews to identify pain points and prioritize stability and performance improvements. The Panic Switch error-reporting tool received updates including deployment improvements, better access management, and a more consistent UI.

Finally, Live Tools continued modernizing the Hex game dashboard, with the new architecture now actively being implemented.

R&D

In February, work on the improved ground fog continued; a dissipation model was implemented to simulate fog behavior during a full day/night cycle.

Elsewhere, a memory corruption in the engine’s internal name table code was identified. This led to a rewrite of the name table code and related functionality, which now provides a thread-safe and significantly more efficient implementation.

VFX

In February, the VFX team focused heavily on supporting Alpha 4.7, contributing to the development of new locations, creatures, props, and vehicles as additional deliverables for Nyx came online. For example, one of the major Points of Interest for 4.7.0 received extensive fine-tuning, resulting in a significantly improved final look.

Creatures for Nyx also received a dedicated VFX pass to ensure their visuals are up to date and properly integrated into their new environments. In addition, the team helped bring several upcoming vehicles to life.

Ship dev and release schedule

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