We are nearing completion, it should be finished soon.
We are nearing completion, it should be finished soon.
To the best of my understanding, original supporters will receive both Star Citizen and SQ42 once they’re released. So is SQ42 a standalone title? That’s unclear from what I see. From a real-world perspective, how significant will that difference be? Will it require separate purchases? Are there distinct launchers? Could they still work together in some way? I’m unsure about these details. Does it really matter if they’re different games, especially since original backers already get both for the cost? I’m not overly concerned about them taking on too much at once. Some time ago, they seemed to lock in the final features and direction. Any new additions now are mostly solutions to existing issues—for example, the Mobi-Glass UI was added later, which wasn’t part of the original plan. So it could be considered a fresh feature, but it also highlights the need for good user interfaces. Everything from the past year or so has been about confirming the scope and moving toward long-term plans. Once they’re closer to public release, they’ll likely focus more on sustainability and future content. For staying updated, I recommend following their official YouTube channel, which posts regular progress videos, and checking their website periodically for timelines and reports. There are also several channels that cover similar news, though I don’t follow any of them personally.
Because I mentioned it, I'm curious about a specific date if possible. What made you ask? I didn’t join the critics. If I had, I wouldn’t have needed to. Sometimes imaginative minds appreciate guidance from EA or others, or they veer off course. Not everyone thinks logically, and you make many assumptions. I believe you should be less fixated on something as minor as software. It feels like someone is mocking your family. Haha, thanks! I think the multiplayer side makes this game much more engaging, so the single-player mode or standalone version doesn’t matter much to me. Are they planning to add more features before completing the main game? That’s what I meant by taking on too much at once. I support adding features, but stick to what’s already planned. The Star Citizen Tracker site illustrates this well; you can see how many features are expected over time. Sure, some were promised but never confirmed, yet it gives a clear picture of development. It’s been fascinating to observe. I doubt other companies will copy this approach too closely.
nobody has a clear idea about finishing the core game first. At this stage their main priorities are building out the existing Solar System, adding new regions or bases, and getting the economy started. Once one system is solid, they aim to expand more. This part is tricky for me (because of how much effort it will need). The current setup was made entirely by hand, covering almost every location, planet, moon, etc. I think they’ll keep doing this manually, but they might use procedural generation for some systems too. I don’t remember the exact number of playable systems they intend—originally around 20, but it could be much more now.
The procedural planet tech has been covered in several videos recently. This confirms that achieving such a scope requires this support. Similar approaches will be applied to city development, which has already been demonstrated. The playable system count has remained steady at 100 since the project's early stages, even starting from around $6 million. I don’t have any further details, though—I’m not sure if the star map is fully complete or just a partial list. You can check their official site or the YouTube channel for more information.
To stay updated on the game’s development, these channels are helpful. Personally, I purchased it when 3.0 launched; though my performance isn’t great, not everyone is the same. I also hope for more regular updates with the new "Delta Patcher" system. The delays seem to stem from two main areas: first, establishing large studios from scratch both locally and in the UK, and second, developing all low-level systems such as procedural planet tech and AI integration. One source noted that subsumption was the most time-consuming part, possibly slowing progress overall. Keep in mind they’ve significantly overhauled the engine—now known as the "Star Engine." Most of what the game requires from the engine wasn’t originally built for. Additionally, they moved from CryEngine to Lumberyard, which is essentially Amazon’s version of CryEngine. All these changes take time.
Lumberyard simplifies handling complex high-poly models and numerous LODs, especially for large environments. CryEngine was built around traditional sky boxes, not open-world applications—let alone at such a scale! You could store every Crysis level ever, along with their skyboxes, in the current SC Alpha Stanton system millions of times without running out of space. The key improvements lie in networking and tighter integration with AWS, which also explains their shift from Google Cloud.