STAR CITIZEN
THE WIKI SAYS..
The image you
provided appears to be a table of contents for an article (likely Wikipedia)
about Star Citizen, an ambitious and controversial space flight simulation game
developed by Cloud Imperium Games (CIG).
Here is an
overview of the key topics listed:
Gameplay
This section
covers the different "modules" that make up the game's current
playable state.
- Hangar Module: The first released
component where players can view and interact with their purchased
spaceships in a personal hangar.
- Arena Commander: A dogfighting and
racing simulator that allows players to practice combat against AI or
other players without risking their main game assets.
- Star Marine: The first-person shooter
(FPS) module, focusing on on-foot combat mechanics and objective-based
multiplayer matches.
- Persistent Universe (PU): The core of
the game—a massive, multiplayer open world where players can mine, trade,
fight, and explore a solar system.
- Squadron 42: The separate,
single-player cinematic campaign starring high-profile actors like Mark
Hamill and Gillian Anderson.
Development
This chronicles
the game's historically long and complex production timeline.
- Background & Kickstarter: Created
by Chris Roberts (famed for Wing Commander), the project launched
as a record-breaking Kickstarter campaign in 2012.
- Delays: The game has faced
significant criticism for missing numerous release dates, often attributed
to "feature creep" (continually adding new mechanics rather than
finishing the ones already promised).
- Funding: Discusses how the project
has raised over $700 million, primarily through crowdfunding and the sale
of virtual spaceships.
- Grey Market: Refers to the unofficial
secondary market where players trade rare or limited-edition digital ships
for real-world currency.
Reception & Legal Issues
Star Citizen is a
polarizing project, reflected in its critical and legal history.
- Reception: While the press and public
praise the game's unprecedented scale and visual fidelity, they also
frequently criticize the monetization model and the lack of a finished,
"1.0" release.
- Refunds: Covers the controversies
surrounding players attempting to get their money back after years of
development delays.
- Crytek Lawsuit: A legal battle with
Crytek (the creators of the engine the game originally used) regarding
licensing agreements, which was eventually settled.
- UK ASA Ruling: Pertains to a ruling
by the Advertising Standards Authority regarding how CIG marketed concept
ships that were not yet flyable in the game.
Building on those
topics, 2026 is shaping up to be the most consequential year in the project's
history. Cloud Imperium Games (CIG) is currently pushing toward several
"make-or-break" milestones that aim to transition Star Citizen
from a perpetual alpha into a commercially viable product.
Milestone Deep Dive
The
"Squadron 42" 2026 Launch
The single-player
campaign is the primary focus of 2026. After 14 years of development, CIG has
announced that the game is "content complete" and playable from
beginning to end.
- Scope: It features over 40 hours of
gameplay and 70 missions, focusing on a narrative-driven experience with
high-fidelity performances from actors like Mark Hamill and Henry Cavill.
- Status: The team is currently in the
"polishing and optimization" phase, aiming for a release later
this year to avoid competing with major titles like GTA VI.
Funding
Surpassing $1 Billion
The project is on
the verge of becoming the first video game to reach $1 billion in crowdfunding.
- Current Status: Total funding has
already surpassed $930 million as of early 2026.
- Momentum: 2025 was the project's most
successful year to date, raising over $155 million, proving that despite
long delays, the community's financial support is actually accelerating
rather than slowing down.
Persistent Universe (PU) & "Star Citizen
1.0"
The multiplayer
side is moving toward what Chris Roberts calls "Commercial Release
1.0."
- Server Meshing: The "holy
grail" of their tech, Server Meshing, saw massive breakthroughs in
late 2025 (Alpha 4.0), finally allowing players to travel between star
systems (Stanton, Pyro, and Nyx) without loading screens.
- New Mechanics: 2026 updates (Alpha
4.5 and 4.6) are introducing long-awaited core loops like Engineering
(where players must physically repair ship components during combat) and Base
Building/Crafting.
Ongoing Legal & Community Context
The "Grey
Market" and "Legal Issues" mentioned in your list remain active
topics. As the game nears $1 billion, scrutiny from consumer protection groups
remains high, particularly regarding the marketing of "Concept
Ships"—digital assets sold for hundreds of dollars before they are
actually flyable in the game.
The image shows
various categories or "Starter Packs" that players can choose from to
begin their journey in Star Citizen. These categories represent
different specialized career paths and the ships best suited for them.
The Main Roles
- Citizen: This is the standard entry
point, often featuring the most basic ships (like the Aurora or Mustang)
designed to give new players a taste of everything without specializing.
- Generalist: Focuses on
"jack-of-all-trades" ships, such as the Drake Cutter or Aegis
Avenger Titan. These ships have balanced combat, cargo, and living
amenities, making them the most recommended starting point for players who
want flexibility.
- Seeker: Primarily focused on Exploration
and Scouting. Ships in this category, like the C8X Pisces, are designed
for seeing the sights, finding new locations, and navigating efficiently
between points of interest.
- Industrialist: Dedicated to the
"heavy industry" of the stars, including Mining and Salvage.
This path is considered one of the most profitable and stable ways to
start making money in the universe.
- Duelist: A combat-focused role for
players interested in dogfighting, bounty hunting, and mercenary work.
These packs include ships with superior firepower and maneuverability but
often sacrifice cargo space.
- Hauler: Focused on Cargo Transport
and logistics. This role involves moving commodities between spaceports
for profit, with ships like the Nomad or Freelancer offering significant
cargo capacity.
- Outsider: Often features more unique
or alien-designed ships that don't fit into standard human manufacturing
styles. These are for players who want to stand out or experience
different flight mechanics.
- Privateer: A specialized cargo role
that emphasizes defensive capability. These ships are designed to haul
valuable goods through dangerous space while being better equipped to
fight off pirates than a standard hauler.
Summary of Career Progression
|
Role |
Primary Loop |
Key Ship
Example |
|
Generalist |
Missions,
Delivery, Light Combat |
Drake Cutter |
|
Industrialist |
Mining, Salvage |
MISC Prospector |
|
Duelist |
Bounty Hunting,
PvP |
Anvil Arrow |
|
Hauler |
Trading,
Logistics |
MISC Freelancer |
Choosing a
starter pack is the most important first step in Star Citizen, as it
determines your initial gameplay loop and how you'll earn your first in-game
credits.
The Generalist
(The All-Rounder)
The Generalist
path is designed for players who don't want to be locked into one career. These
ships are "jacks-of-all-trades" that allow you to dabble in combat,
delivery, and exploration.
- Primary Ships: Drake Cutter or Aegis
Avenger Titan.
- Pros:
- Versatility: You can take a bounty
hunting mission one hour and a delivery mission the next.
- Amenities: Most of these ships
include a bed, which is vital for "bed logging" (saving your
progress in deep space).
- Ease of Use: They are generally easy
to fly and fit into most small hangars.
- Cons:
- Master of None: You won't be as
efficient at mining as an Industrialist or as deadly as a dedicated
Duelist.
The Industrialist
(The Money Maker)
The Industrialist
path skips general missions in favor of specialized professions like mining and
salvage. This is often cited as the most stable and relaxing way to build
wealth quickly.
- Primary Ships: Drake Golem (Mining)
or RSI Salvation (Salvage).
- Pros:
- High Profit Potential: Mining and
salvage are currently some of the most lucrative "loops" for
solo players.
- Linear Progression: You can directly
see your progress as you fill your hold with valuable materials like RMC
(Recycled Material Composite) or raw ore.
- Cons:
- Vulnerability: These ships are slow
and poorly armed. If you get jumped by pirates, your only real option is
to try and jump away.
- Specialization: You cannot easily
participate in combat-heavy missions or high-speed racing.
Quick Comparison:
Which should you pick?
|
Feature |
Generalist
(e.g., Cutter/Titan) |
Industrialist
(e.g., Golem/Salvation) |
|
Early Game Goal |
Learn to fly
and explore missions |
Maximize credit
per hour immediately |
|
Combat Ability |
Moderate to
Good (Great for PVE) |
Very Low |
|
Cargo Space |
Small (4–8 SCU) |
Specialized
pods/grid |
|
Best For... |
Players who
want the "full" experience |
Players who
love "space trucking" or industry |
Pro Tip: Many
veteran players recommend starting with the Generalist path. Because you can
earn enough credits in-game to buy or rent industrial ships like the Prospector
or Vulture, the Generalist path gives you the widest variety of ways to earn
that initial cash.
There are several
wiki resources for Star Citizen, though the community generally
recommends one over the others due to how frequently the game is updated.
1. Star
Citizen Tools (starcitizen.tools)
This is widely
considered the standard community wiki. It is independently hosted and
is usually the most up-to-date source for game data, ship statistics, and patch
notes.
- Focus: Comprehensive guides on gameplay
loops, detailed ship pages, and current development status.
- Why use it: It is cleaner and lacks the
intrusive ads found on other platforms.
2. The
Galactapedia (Official)
Hosted on the
official Roberts Space Industries website, this is the
"official" wiki provided by the developers.
- Focus: Deep in-universe lore,
history of the UEE, and descriptions of alien species like the Xi'an and
Banu.
- Why use it: If you want to know the backstory of
a planet or a ship manufacturer from a narrative perspective.
3. Star
Citizen Wiki (Fandom)
There is a
Fandom-hosted wiki, but it is often outdated and heavily criticized by
the community for its layout and advertisements.
- Status: Many players advise avoiding this
version as it often contains information from several patches ago.
A Note for New Players
Because Star
Citizen is in active development, even the best wikis can sometimes have
incorrect ship statistics.
- Verify with game files: For the most precise, real-time data
on weapon damage or ship health, many veterans use sites like starcitizendb.com,
which pulls data directly from the game's code.
- Watch community videos: YouTube guides are often more
reliable for seeing how a ship actually "feels" or performs in
the current patch compared to a text description.
SHIPS
In Star
Citizen, ships are broadly classified by their primary function and then
further divided into specialized sub-roles. As of 2026, there are over 220
unique ships categorized across several major families.
Combat & Military
These are
specialized for offensive and defensive operations.
- Fighters: Sub-divided into Snub (e.g.,
Fury), Light (e.g., Arrow, Gladius), Medium (e.g., Hornet,
Sabre), and Heavy (e.g., Vanguard, Ares, F8C Lightning).
- Bombers: Designed to carry heavy payloads of
torpedoes, including Stealth (e.g., Eclipse) and Heavy
(e.g., Retaliator) variants.
- Gunships: Massive damage dealers like the Hammerhead
(Heavy Gunship) and the Redeemer.
- Dropships: Built for troop transport and
tactical insertions (e.g., Valkyrie, Vanguard Hoplite, Asgard).
- Capital Ships: The largest naval vessels, including
Frigates (Idris), Destroyers (Javelin), and Corvettes
(Polaris).
Transport & Logistics
The backbone of
the universe's economy, focused on moving goods, data, or people.
- Freight/Cargo: Includes Light (e.g., Avenger
Titan, Cutter), Medium (e.g., Freelancer, Spirit C1, Zeus MK II
CL), and Heavy/Super (e.g., Caterpillar, Hercules C2, Hull C,
Ironclad).
- Passenger Transport: Vessels designed for ferrying NPCs
or players (e.g., Genesis Starliner, MPUV Personnel).
- Data Running: Fast ships for transporting
sensitive digital information (e.g., Drake Herald, Mercury Star Runner).
Industrial & Support
Ships that focus
on resource gathering and fleet maintenance.
- Mining: Ranges from light solo
(Prospector) to heavy multi-crew (Mole) and massive scale
(Orion).
- Salvage: Scraping and structural reclamation
(e.g., Vulture, Reclaimer, and the 2026-released Argo Moth).
- Medical: Flying hospitals and ambulances
(e.g., C8R Pisces, Cutlass Red, Apollo).
- Refuel/Repair: Mobile service stations such as the Starfarer
(Refuel) and the Vulcan or Crucible (Repair).
Exploration & Discovery
Vessels equipped
with advanced sensors and long-range capabilities.
- Pathfinders/Scouts: Small ships for finding new routes
(e.g., 315p, Terrapin, Syulen).
- Expedition: Large, self-sufficient mobile bases
(e.g., Carrack, Odyssey, Constellation Aquila).
- Touring/Luxury: High-end vessels for comfortable
travel (e.g., 890 Jump, 600i, 400i).
Competition & Other
- Racing: High-performance, low-armor
speedsters like the M50, Razor, and Sabre Peregrine.
- Science: Specialized for information analysis
and research (e.g., MISC Endeavor, Reliant Sen).
WEAPONS
In Star
Citizen, weapons are broadly divided into two categories: Ship/Vehicle
Weapons and Personal (FPS) Weapons. These are further classified by
their damage type (how they affect targets) and their mechanical delivery (how
they fire).
Ship & Vehicle Weapons
Ship weapons are
categorized by Damage Type and Firing Behavior.
By Damage Type
- Laser (Energy): The most common type. They use a
ship's power plant to recharge, providing unlimited ammunition as long as
you manage your weapon capacitors.
- Ballistic: These fire physical projectiles that
partially bypass shields to damage the hull directly. They have limited
ammunition and require restocking at stations.
- Distortion: These deal no physical damage to
hulls but excel at draining shields and disabling a target ship's
components (power plants, thrusters) for non-lethal subduing.
- Neutron / Plasma / Tachyon: Rarer energy types that offer
specialized trade-offs in velocity, damage penetration, or heat
generation.
By Firing
Behavior
- Cannons: Low rate of fire but high damage per
shot. Best for long-range precision and attacking large, slow-moving
targets.
- Repeaters: A balanced option with a moderate
rate of fire. Most effective at mid-range and versatile for various target
types.
- Gatlings: Rapid-fire weapons designed for
close-quarters dogfighting, providing sustained pressure but with
significant bullet spread.
- Scatterguns: Essentially space shotguns that
deliver massive damage within a wide spread area at very close range.
Personal (FPS) Weapons
Personal weapons
follow similar damage types (Ballistic, Laser, Plasma, Electron) but are
categorized by their tactical role.
- Pistols: Small sidearms like the ballistic Coda
or laser Arclight.
- Assault Rifles: Versatile main weapons such as the P4-AR
(Ballistic) and Gallant (Laser).
- SMGs: High-rate-of-fire weapons for tight
corridors, like the P8-SC or Custodian.
- LMGs: Heavy support weapons like the FS9
or Pulverizer, capable of suppressing large groups of NPCs.
- Sniper/Marksman Rifles: For long-range engagements,
including the P6-LR (Ballistic) and the high-damage Zenith
(Laser).
- Shotguns: Deadly at point-blank range, such as
the R97 or the Prism.
- Specialty/Utility: Includes Grenade Launchers, Rocket
Launchers (Boomtube), and essential non-combat tools like the Medgun
and Tractor Beam.
Ordnance (Missiles & Bombs)
- Missiles: Guided projectiles for engaging fast
targets. Best fired in bursts to overwhelm enemy countermeasures.
- Torpedoes: Large, slow, but devastating
projectiles designed for taking out Capital ships.
- Bombs: Unguided explosives dropped from
ships like the A2 Hercules for atmospheric area denial or destroying
ground structures.
In Star
Citizen, items are categorized based on whether they are equipped by your
character or installed on your ship. With the Alpha 4.7 Inventory Overhaul
(Early 2026), the system has shifted toward a more organized, "natural
language" search interface to manage these massive lists.
Personal Equipment (FPS)
These items are
carried or worn by your character.
- Armor & Clothing: * Undersuits: The base layer
required to wear armor or survive in a vacuum.
- Armor Pieces: Categorized by weight (Light,
Medium, Heavy) and body part (Helmets, Torso, Arms, Legs).
- Civilian Clothing: Hats, jackets, shirts, and footwear
for non-hazardous environments.
- Storage: * Backpacks: Essential for
carrying extra loot, ammunition, and mining/salvage resources.
- Consumables:
- Medical: MedPens (various types for
different injuries), Hemozal, and larger MedGuns.
- Sustenance: A wide variety of food and drinks
required to maintain your character's hydration and nutrition.
- Tools & Gadgets:
- Multi-Tool: A Swiss-army-knife device with
swappable attachments for Tractor Beams, Cutting, Mining, and Salvage.
- Utility Items: Hacking chips (Tigerclaws), flares,
and the mobiGlas (your primary interface).
Vehicle Components
These are
physical items that can be swapped out to improve ship performance.
- Core Systems:
- Power Plants: Generates energy for all other
modules.
- Coolers: Dissipates heat generated by
weapons and engines.
- Shield Generators: Provides protection against energy
and ballistic fire.
- Quantum Drives: Determines your speed and fuel
efficiency during long-distance travel.
- Specialized Modules:
- Mining Heads: Varying lasers for breaking or
extracting ore.
- Salvage Heads: For scraping hulls or structural
reclamation.
- Refueling Nozzles: Specialized equipment for tankers
like the Starfarer.
- Sub-Components: Small "circuit board"
style items that plug into larger components to provide niche stat buffs
(e.g., faster shield reboot or lower heat signature).
Commodities & Loot
- Cargo (SCU): Standardized Cargo Units of ore,
gas, or refined goods.
- Souvenirs & Flair: Decorative items for your persistent
hangar or ship dashboard.
- Crafting Materials: (New for 2026) Raw materials
gathered from salvage and mining used to build or repair items.
Item Grades & Classifications
Items are further
categorized by their "market segment," which dictates their
performance:
- Military: Best performance, but high power
draw and heat.
- Civilian: Reliable and balanced.
- Industrial: High durability and output, but very
inefficient.
- Stealth: Low performance, but minimal
signature (harder to detect).
- Competition: Peak performance, but extremely
fragile.
PALCES
In Star
Citizen, the playable universe (the "Verse") is currently
composed of three primary star systems, each with distinct planets, moons, and
major landing zones.
As of 2026, here
is a list of the primary locations you can visit:
1. Stanton System (UEE Space)
The most
developed and "civilized" system, where the planets are owned by four
mega-corporations.
- Hurston (Planet): An industrial wasteland.
- Major City: Lorville (Landing Zone).
- Moons: Aberdeen, Arial, Ita, Magda.
- Orbital Station: Everus Harbor.
- Crusader (Gas Giant): Known for its breathtaking floating
platforms.
- Major City: Orison (Landing Zone).
- Moons: Cellin, Daymar, Yela.
- Notable Outpost: Grim HEX (Pirate/Outlaw station
hidden in Yela's rings).
- ArcCorp (City Planet): A world entirely covered by urban
sprawl and neon lights.
- Major City: Area18 (Landing Zone).
- Moons: Lyria, Wala.
- Orbital Station: Baijini Point.
- microTech (Ice Planet): Home to high-tech campuses and
frozen tundras.
- Major City: New Babbage (Landing Zone).
- Moons: Calliope, Clio, Euterpe.
- Orbital Station: Port Tressler.
2. Pyro System (Unclaimed/Outlaw Space)
A dangerous,
lawless system centered around a dying star that frequently emits deadly solar
flares.
- Planets: Pyro I through Pyro VI (Terminus).
- Key Interest Points: * Ruin Station: An abandoned
orbital platform on Terminus (Pyro VI) that serves as a massive hub for
pirate gangs and black market traders.
- Checkpoint Stations: Checkmate Station and Orbituary,
often controlled by rival gangs like the Rough and Ready.
- Environment: Unlike Stanton, there are no
"safe zones" here, and landing requires advanced shielding to
survive the radiation.
3. Nyx System (Independent Space)
A small system
located on the edge of a dark nebula, mostly used as a refuge for those hiding
from the UEE.
- Delamar (Asteroid): A moon-sized asteroid tucked away in
the Glaciem Ring.
- Major Settlement: Levski (Independent Mining
Colony).
- Planets: Nyx I, Nyx II (smog planet), and Nyx
III (ice giant).
Other Key Types of Locations
- Lagrange Points (R&R Stations): Rest and Relaxation hubs found at
points like HUR-L1 or ARC-L1. They feature refineries, cargo decks, and
medical clinics.
- Jump Points: Massive gateways that allow travel
between Stanton, Pyro, and Nyx.
- Derelicts & Covalex Hubs: Scattered throughout space, these
are often the sites of salvage or investigation missions.
PEOPLE
Characters in the
Star Citizen universe are divided into three groups: the star-studded
cast of the Squadron 42 campaign, the Mission Givers you meet in
the multiplayer universe, and the Historical Figures who shaped the
game's deep lore.
Squadron 42 Cast (The Big Names)
The single-player
campaign features a Hollywood-tier cast whose characters lead the United Empire
of Earth (UEE) Navy against the Vanduul threat.
- Admiral Ernst Bishop (Gary Oldman): A legendary commander and a father
figure to the fleet, known for his "Bishop's Speech" at the
start of the war.
- Lt. Commander Steve "Old
Man" Colton (Mark Hamill):
Your mentor and wingman throughout the campaign.
- Captain Rachel MacLaren (Gillian
Anderson): A
high-ranking officer (and daughter of Admiral Bishop) who commands major
tactical operations.
- Captain Thomas Wade (Mark Strong): A stern, mission-focused commander
of your home carrier.
- Captain Noah White (Liam Cunningham): The commanding officer of the UEES
Stanton.
- Julian Wexler (Ben Mendelsohn): A complex character often associated
with the darker, more political side of the UEE.
- Cal Mason (Jack Huston): A famed "Sky Captain" and
pilot whose exploits were legendary long before the campaign's start.
- Ryan Enright (Henry Cavill): A high-ranking pilot and central
figure in the Squadron’s elite operations.
- Thul’Oqquray (Andy Serkis): Captured through motion-performance,
Serkis plays one of the high-ranking Vanduul antagonists.
Persistent Universe Mission Givers
These are NPCs
you physically visit at landing zones to unlock "Verified" or
"Unverified" (illegal) story-driven mission chains.
- Constantine Hurston (Lorville): An elitist corporate aristocrat who
hires players for "clean-up" jobs to protect Hurston Dynamics'
interests.
- Wallace Klim (Grim HEX): A chemist and drug dealer who
provides missions in the underbelly of the drug trade.
- Tecia "Twitch" Pacheco
(Area18): A former
soldier turned mercenary leader who runs the "Dead Saints" gang.
- Ruto (Grim HEX): A mysterious, holographically-masked
information broker who deals in assassinations and data theft.
- Miles Eckhart (Lorville/Orison): The head of Eckhart Research,
providing legitimate security and bounty hunting contracts.
- Clovus Darneely (Lorville): A salvage specialist who tasks you
with recovering experimental technology from downed satellites.
Key Historical Figures
Characters you
won’t meet in person but whose names appear on ships, monuments, and in lore
records.
- Imperator Laylani Addison: The current leader of the UEE
(elected in 2950), known for her pro-science and education platform.
- The Messer Family: A dynasty of dictators (Ivar,
Deacon, etc.) who ruled the UEE with an iron fist for over 250 years
during the "Messer Era."
- Dr. Aka Ibrahim: The scientist who perfected Regeneration
technology, allowing humans to be "reborn" into new bodies after
death.
- Anthony Tanaka: A young boy whose death during a
28th-century protest became the symbol for the revolution that eventually
overthrew the Messers.
The Reputation
System (accessed via the "Delphi" app on your mobiGlas) is the
engine that drives your progression in Star Citizen. It tracks your
standing with various organizations, security forces, and individual
"Mission Givers" like Constantine Hurston and Twitch Pacheco.
How to Gain Favor with Key Figures
To get an
audience with high-level contacts, you generally cannot just walk up to them.
You must prove your worth through the "Contracts" manager first.
Constantine
Hurston (Lorville, Hurston)
- The Path: Start by taking Hurston Dynamics
security or mercenary missions under the "General" tab. You
specifically need to focus on "Bunker" missions (defending
sites) or "Authorized Execution" warrants.
- The Trigger: Once you reach a certain rank
(typically Tier 2 or 3) with Hurston Dynamics, you will receive a personal
invitation titled "Appointment with Constantine Hurston"
in your "Personal" mission tab.
- The Perk: Unlocks high-paying,
"dirty" corporate work, including assassinations and the
recovery of sensitive data that isn't strictly legal.
Tecia
"Twitch" Pacheco (Area18, ArcCorp)
- The Path: You need to lean into the
"Unverified" (illegal) side of the mission board while in
ArcCorp space. Look for "Dead Saints" missions.
- The Trigger: After completing a few successful
criminal missions without being caught or sent to prison, she will offer a
meeting at the Social District in Area18.
- The Perk: She is the gatekeeper for major
heist-style missions and smuggling routes that bypass standard security
scans.
Reputation Tiers & Benefits
Reputation is now
"directional." Gaining favor with one group (like the Bounty Hunters
Guild) may decrease it with others (like the criminal Vaughn network).
|
Tier |
Status |
Typical
Benefits |
|
Rank 0 |
Neutral |
Basic
"contractor" missions; low pay. |
|
Rank 2 |
Junior |
10% bonus to
payouts; access to better mission types. |
|
Rank 4 |
Senior |
Access to
specialized gear (e.g., faction-specific armor) and high-tier missions. |
|
Rank 5 |
Master |
Maximum pay
bonuses (up to 25%+); specialized ship skins or unique items. |
Warning:
Failing a mission or abandoning it will cause a significant "Reputation
Hit." If your rep falls too low, you may be blacklisted by that
organization for several real-world days.
Faction-Specific Perks (2026 Updates)
- Medical Orgs: High rep allows you to spawn
directly at their clinics or receive discounted "Regeneration"
fees.
- Hauling Guilds: Higher ranks unlock the ability to
use Freight Elevators for larger, more lucrative bulk cargo
contracts.
- Security Forces: High standing allows you to
"trespass" in certain restricted areas without getting a
CrimeStat.
BUTTONS
Star Citizen features one of the most complex control
schemes in gaming, necessitating a combination of keyboard, mouse, and often
specialized peripherals like Joysticks (HOSAS/HOTAS).
As of February
2026, here are the core PC controller assignments for the most common input
methods.
Keyboard & Mouse (Standard)
This is the
default setup. Use the F key for the "Inner Thought"
interaction system, which is the gateway to almost every action in the game.
Movement &
Interaction
- W / A / S / D: Walk/Strafe
- Mouse Move: Look / Pitch & Yaw
- F (Hold): Interaction Mode (Focus on
objects/screens)
- Left Shift: Sprint (FPS) / Afterburner (Flight)
- C: Crouch
- Left Ctrl: Prone (FPS) / Strafe Down (Flight)
- Space: Jump (FPS) / Strafe Up (Flight)
Flight
Specifics
- Scroll Wheel: Speed Limiter (increase/decrease
maximum velocity)
- B: Toggle Quantum Travel Mode
- N: Landing Gear
- V: Decoupled Mode Toggle (Newtonian physics vs. Flight
assist)
- RAlt + L: Toggle LAMP (Cockpit Light
Amplification/Night Vision)
Gamepad (Xbox/PlayStation)
While supported,
a standard controller lacks enough buttons for all functions. Most players use
a "Shift" modifier (often the Back/View button) to double the
available inputs.
- Left Stick: Pitch & Roll (Flight) / Movement
(FPS)
- Right Stick: Yaw & Vertical Strafe (Flight) /
Aiming (FPS)
- Triggers (LT/RT): Weapon Groups 1 & 2
- Bumpers (LB/RB): Often mapped to Strafe Up/Down or
Roll
- D-Pad: Power Management (Triangle) —
Redirecting power to Weapons, Shields, or Engines.
Joysticks & HOTAS/HOSAS
For the most
immersive experience, players use HOSAS (Hands On Stick And Stick) to
control all 6 Degrees of Freedom (6DoF).
- Right Stick (X/Y/Z): Pitch, Yaw, and Roll
- Left Stick (X/Y/Z): Longitudinal (Forward/Back), Lateral
(Left/Right), and Vertical (Up/Down) Strafe
- Thumb Hats: Typically mapped to Targeting,
Countermeasures (Flares/Chaff), and Mining/Salvage laser controls.
How to Manage Assignments
- Profiles: You can export your assignments as
an XML file located in \StarCitizen\LIVE\USER\Client\0\Controls\Mappings.
- Importing: Use the console command pp_RebindKeys
<filename> to quickly load community-made layouts for specific
sticks like the VKB Gladiator or Thrustmaster Warthog.
- New for 2026: The Alpha 4.6 update
introduced specific keybinds for Engineering (Physicalized
components) and Base Building modes.