EXCERPTS:
Long ago, lost in the mists of time before COVID, at CitizenCon 2949 [2019], we showcased
the first in-game prototype of traveling from the Stanton System to the Pyro System via a Jump Point. [But don't forget the 2015 concept demo

]
...what was
teased in 2019 becomes a
reality for all players when we launch Star Citizen Alpha 4.0 to the live servers, as part of what we are calling the
4.0 Preview. For
the first time in our history, we will run 2 live releases in parallel, each with their own progress and persistence. This means you'll have
the unique opportunity to choose which version you want to dive into,
at least for a little while. At this stage, we both want and need the high traffic of a Live release to thoroughly test Server Meshing
and the newly refactored systems that rely on it as they go through their
final paces. We acknowledge that we did not have time to get all the mission types working before our holiday break.
[Mission refactor].
...by running both builds on the Live environment, we can take steps to ensure that your
progress on 4.0 will carry over.
...a clean slate for the new systems coming online in the 4.0 Preview, ensuring a consistent and stable environment as we look to
deprecate 3.24.3 in the new year
Each planet, landing zone, or major station is now covered by different game servers. [$$$]
...ensuring smooth, uninterrupted gameplay. This means that server performance, playability, and overall health are now local to each of the nodes in the server mesh....
It also means improved performance, as each server is simulating fewer entities, resulting in more responsiveness and allowing the game we are striving to create to finally shine through its content.
This means areas that were previously neutral will become hostile or friendly depending on your choice. This decision will become even more important next year as we start to put a greater focus on
storytelling inside the ‘verse.
This type of content is an important
milestone as we start to introduce different ways for players to progress in the game
2025: A Focus on Playability
...our primary focus across our Star Citizen teams is clear: improving playability. Our drive for playability surrounds three critical areas - performance, stability, and content. We understand that the Live environment must be far more reliable and consistent, and we are determined to deliver on this [lol]
Over the years, we have
experimented with different approaches to improve quality of life (QoL) and tackling tech debt. However, the ongoing challenge has been balancing these efforts alongside the introduction of new features and technology.
Too often, testing new features within the same pipeline as content has led to unintended ripple effects—creating instability, hindering performance, and impacting overall gameplay.
In some cases, new features that are not fully mature have delayed the release of content or caused blockers that impact our progress. This has prompted us to reevaluate our approach to feature and content rollout,
To achieve our goals, we are making a fundamental change: decoupling feature development from content creation and general fixes. This means new features will no longer hold up content delivery or risk destabilizing the Live environment.
This approach will leverage the Tech Preview Channel, which was reserved for major new pieces of technology, like the Replication Layer and Server Meshing will now extend to gameplay feature testing too.
When a new feature is deemed complex or risky enough to require focused testing, we’ll introduce a separate Experimental PTU (EPTU) channel dedicated to that feature. Testing in this isolated channel will allow us to refine and stabilize the feature without impacting content and broader development work. Only once the feature is fully greenlit will it integrate into our standard Evo/PTU/Live pipeline.
This means each new content drop will be more focused and drive an overall narrative forward similar to our Overdrive and Save Stanton events [live service baby]
But I have rarely met a publishing executive that has the ability to see the possibility in this kind of vision.
They can only see a known quantity, a sequel, a bet on an existing IP. This is why I chose crowdfunding for Star Citizen, rather than pursuing a development deal with a big publisher,
[Like those publishers who didn't want a Wing Commander sequel
]
We have already made great strides. With today’s release, Server Meshing is no longer a question mark, but a reality, [lol]
the Shenzhen Bar Citizen each drew over 2,000 attendees, while CitizenCon 2954 in Manchester welcomed more than 5,000 fans from every corner of the globe.
Over one million of you have played 32 million hours in the game this year, and our ranks have swelled by almost half a million Citizens. [Not backers tho?]
This is a community that is only getting stronger! [Other than the lower sign up numbers

]
The journey hasn’t been without its challenges, nothing great ever comes easy, but there’s no one we’d rather have by our side than you.