/SCG/ - Star Citizen Introduction & Overview
Updated as of LIVE Patch 4.8
I have compiled a list of all the most useful Star Citizen related resources I could find in this Info & Resources rentry.
You can play Star Citizen on Linux.
Check out the starcitizen-lug, made by the LUG community. CIG has also expressed multiple times their intent to further support the game on Linux, starting with the full integration of the Vulkan API.
About
I want to set your expectations going forward here.
This project is far from complete, with many intended features and content still missing/half-implemented, plagued with significant tech debt, and critical back-end technologies still in ongoing heavy development. The current live environment is also often at times extremely broken and buggy, resulting in a very negative playing experience. Star Citizen is still an alpha project, regardless of its lengthy development time; not an excuse, but a sad reality.
The goal I set for this rentry is to serve as a point of reference for new and returning players interested in delving into Star Citizen, while also ensuring that it is continually updated to reflect the current state of the game as best as possible. I personally felt the need to do something for newer players because Star Citizen's complete lack of a new player experience (outside of the bare minimum), and the lack of in-depth guides online makes the learning curve all the more difficult.
I won't be going through everything Star Citizen has to offer as this rentry is already lengthy enough, but I hope that I've pointed you in the right direction. I will also not go into detail about any planned features or systems that CIG has yet to implement, as they are irrelevant to current live experience.
If you prefer a Star Citizen beginner guide in a video format, this is the most recently updated one I could find: https://www.youtube.com/watch?v=5ahnklhMfPY
Note that the inevitable problem with YouTube tutorials for an alpha project such as this, is that frequent updates can and will drastically change many aspects of the game, rendering these tutorial videos obsolete not that long after they are uploaded.

Comprehensive Table of Contents
This rentry may seem overwhelming, but all you really need to know if you already have Star Citizen is under Introduction
Full Table of Contents
- Prologue
- Important To Know
- Introduction
- Additional Resources
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Prologue
| Previous | Topics Covered Here | Next |
|---|---|---|
| Table of Contents | What Is Star Citizen? | Important to Know |
| The Playable Star Systems | ||
| Content & Features | ||
| Should You Consider Playing? | ||
| /SCG/ Orgs |
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What Is Star Citizen?
Star Citizen is an ambitious scifi videogame kickstarter project first announced on October 10th 2012 at GDC by game developer Chris Roberts, who is most known for his work on the Wing Commander, Starlancer, and Freelancer game series. Later that month on the 18th, the official Star Citizen kickstarter page was launched and quickly met its asking funding goal of $2 million. After the kickstarter reached its goal and beyond, CIG moved the crowdfunding campaign to their own website, where they continue to rely primarily on ship sales—or "pledges," if you will, to fund the ongoing development to this day.
The Star Citizen kickstarter project consists of 2 games: A single-player cinematic story campaign titled Squadron 42, and an MMO counterpart dubbed the Persistent Universe, both of which are being developed simultaneously, built upon CIG's in-house heavily modified version of the Cry-Engine into what has now become commonly referred to as the "Star Engine."
This video demonstrates what the Star Engine is currently capable of (as of 2023): https://www.youtube.com/watch?v=nWm_OhIKms8
Every so often, CIG publishes a 10 minute development update video titled Inside Star Citizen, discussing upcoming content/features making their way into the PU in the near future, followed by a livestream Q&A on a Friday with staff from various teams answering community submitted questions for an hour.
On the anniversary of Star Citizen's Kickstarter campaign, CIG throws a big IRL (or sometimes stream only) event dubbed CitizenCon, were they showcase and announce the big-ticket content and features they are working on for the MMO (but it has historically not been a good indicator of what to expect anytime soon).
You can find all of this on their official Youtube channel.
| Info: | Links: |
|---|---|
| Official Website | https://robertsspaceindustries.com/ |
| Official Socials | https://www.youtube.com/@RobertsSpaceInd https://x.com/robertsspaceind https://www.twitch.tv/starcitizen |
The Persistent Universe
The Persistent Universe is a open-world space sandbox PvA MMO that is still in its early stages of development, featuring an alpha live environment that is frequently updated and accessible to download and play right now.
Currently, the PU is host to 3 fully explorable star systems, each with a handful of procedurally generated planets, moons, space stations, handcrafted cities, massive distribution hubs, derelict settlements, and more you can seamlessly traverse to, from the cockpit of your ship to walking around in first person without a single loading screen.
As of 2024, the Persistent Universe has overcome a significant technological hurdle with the introduction of server meshing technology, which allows multiple servers to have authority over certain areas of each star system, significantly expanding player numbers per shard and improving overall performance.
Citizencon 2024 has provided a comprehensive overview for the future of the MMO, including what the initial "1.0 release" will entail. If you are interested about what Star Citizens goals looks like, I highly recommend watching this presentation: https://www.youtube.com/watch?v=WkMD3ZfDZus
Squadron 42
SQ42 is a cinematic space opera linear campaign that mainly takes place in the Odin star system, set just a few years before the events of the Persistent Universe. Chris Roberts has set out for SQ42 to be this generation's Wing Commander, and has for the most part, been the main development focus of CIG since the kickstarter began.
SQ42 boasts an impressive A-list Hollywood cast with actors such as Gary Oldman, Mark Hamill, Gillian Anderson, Mark Strong, Andy Serkis, John Rhys-Davies, and more. The campaign is said to have a playtime of around 40+ hours, and is slated for release sometime in 2026.
SQ42 is not included with starter packs and is not available to be purchased separately at the moment.
| Info: | Links: |
|---|---|
| Wiki | https://starcitizen.tools/Squadron_42 |
| The History of Squadron 42 | https://www.youtube.com/watch?v=vyv9CeQVzBs |
| SPOILER Chapter 1 Prologue Gameplay | https://www.youtube.com/watch?v=1H-0x4xk2Xk |
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The Playable Star Systems
Stanton
The Stanton system was Star Citizen's first and sole star system from alpha patch 2.0 to 4.0 (nearly a decade), acting as the foundation for the continuing development of the MMO. Classified as a mid-sec system, Stanton is home to 4 major corporations, each of which governs their own planetary body with a main, handcrafted city on each, where you can explore and conduct business at. Stanton features several derelict settlements, caves, massive distribution centers, a prison, and an outlaw space station for those on the run.
| Resources: | Links: |
|---|---|
| Wiki | https://starcitizen.tools/Stanton_system |
| Stanton System Index By ChrisGBG | https://docs.google.com/spreadsheets/d/1EfbVwAoAfOgpVKwLBgvipvf8PfgnvX41uYLb2jkDIBc/edit?gid=917767908#gid=917767908 |
| Planetary/POI Overview | https://verseguide.com/location/STANTON |
Pyro
Pyro is the second star system introduced to Star Citizen, announced at Citizencon 2019 and finally added to the live environment in patch 4.0 in January of 2025. Pyro is a hostile null-sec system twice the size of Stanton, home to numerous NPC outlaw/pirate factions that each control their own space stations and planetary settlements.
| Resources: | Links: |
|---|---|
| Wiki | https://starcitizen.tools/Pyro_system |
| Pyro System Index By ChrisGBG | https://docs.google.com/spreadsheets/d/1gCjT49c_ICIr5Wb--HSj-qjFfKOusfxLn2neefHjru4/edit?gid=615020593#gid=615020593 |
| Planetary/POI Overview | https://verseguide.com/location/PYRO |
Nyx
The Nyx system is the third star system introduced to Star Citizens live environment in November of 2025. Nyx is a frontier null-sec system, home of the People's Alliance of Levski, a small settlement in the heart of a large asteroid known as Delemar (OG backers may remember Levski from its temporary home in the Stanton system). CIG's current plan as of Nyx's introduction is to slowly release its intended 3 planets over time as the new procedural planet tech comes online.
As of CitizenCon 2025 the Nyx > Castra jump point has been redirected to Nyx > Stanton. This is not expected to be permanent.
| Resources: | Links: |
|---|---|
| Wiki | https://starcitizen.tools/Nyx_system |
| Planetary/POI Overview | https://verseguide.com/location/NYX |
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Content & Features
Here I will provide a brief overview on the main features and content Star Citizen has to offer in their current (and mostly incomplete) form.
Industrial Professions
PvE & PvP Combat
Blueprints & Crafting
NPC & Player Trading
Open World Activities
Global Events
Other
Industrial Professions
The industrial professions you can pursue and make decent profit off right now in Star Citizen is: Cargo Hauling, Mining, Salvaging, and the most recent addition, Refueler; each at various different stages in their development.
Cargo Hauling
Cargo hauling is the very backbone of Star Citizens industrial gameplay. In one way or another, you will be interacting with and transporting cargo—whether it's the raw materials you mine and refine, the components and weapons you salvage from derelict ships, or the valuables you steal from other players. Cargo haulers earn a living by taking hauling contracts to transport cargo on behalf of clients for a modest profit or using their own in-game credits to trade commodities on the market.
Unlike other popular space games that feature space trucking such as Elite Dangerous, Star Citizen's hauling gameplay loop has a much more physical and interactive element to it. Instead of interacting with UI elements from your pilot seat to load or unload cargo, you will be encouraged to manually move freight on and off your ship's cargo grid utilizing tractor beams (with an auto loading option for commodity trading).
There are a multitude of cargo hauling ships in the, small, medium, large, and capital class that you can progress towards in this career, and rent to get an early start.
Mining
Mining, thus far, has been the most fleshed out industrial profession in Star Citizen since its release in patch 3.2.0 and a more meaningful career to pursue over salvage because the ore gathered through mining is directly tied to the crafting gameplay loop.
There are 2 slightly different variants of mining in Star Citizen:
- Gemstone harvesting on the surface and in the caves of moons/planets with dedicated FPS tools/mining ground vehicles.
- Mining large surface/asteroid rocks with dedicated mining ships.
The mining gameplay loop across both aforementioned forms involves sending a steady beam of energy from your ship/vehicle/FPS tool into a mineable deposit while constantly adjusting its power output to keep it at optimal levels until the deposit safely fractures. Those materials are then collected and need to be refined (with the exception of gemstones) in order to turn them into craftable/tradable commodities. Every mineable resource in the game has a quality rating ranging from 0 to 1000, with 500 as the baseline for all craftable items.
There is an element of skill to picking the right mining gear, tools and gadgets for the right deposit (which I delve into in this rentry), and screwing up can mean death at worst.
Salvaging
Salvaging in Star Citizen has a very straightforward and relatively simple gameplay loop that doesn't offer any real challenge in its current form. Salvage is a three-step operation (done in no particular order), all of which is done through dedicated solo and multicrew salvaging ships, that being:
- Removing any weapons/components/cargo of value from the derelict wreck for your own personal use or to sell.
- Scraping the hull of a wreck, turning the material collected into a tradeable commodity.
- Breaking the hull of a wreck into multiple pieces that are then disintegrated, scooped up, refined, and then sold for a profit (a similar process to mining).
Unlike mining, the main reason to salvage is simply selling the resources for profit, as they do not yet contribute to the main crafting gameplay loop.
As of right now, there are four dedicated salvaging ships available for this profession, three of which are designed for solo players: The DRAKE Vulture & MISC Fortune and for multicrew, the Argo MOTH (currently not earnable in-game) and the Aegis Reclaimer.
Refueler
Patch 4.8 brings the first PvE ship-to-ship refueling missions into Star Citizen, providing all 5 refueling enthusiasts something to finally sink their teeth into. In fact, the ability to refuel other players' ships has existed for a while now, but has been largely useless due to the abundance of rest stops in the game offering fuel for negligible costs.
The process of refueling is quite simple. First, you need to fill up your tanker's fuel pods with hydrogen and quantum fuel, make your way over to the stranded ship, initiate docking, and begin the refueling process. If you ever find yourself in a situation where you are refueling other players' ships, you can even dictate the price of the fuel you are giving out.
Note:
As of writing, there is only 2 refueling ships in the game, the Starfarer, and the Starlight, with only the Starfarer available to be purchased in-game for 13 million aUEC. For the time being, I would recommend new players to consider the other industrial options for their career choice when looking to start out.
PvE & PvP Combat
For the majority of this projects history, combat has been the most prevalent form of content developed for the Persistent Universe. This is in large part due to two main factors:
- Production on Squadron 42 has been CIG's primary focus since the kickstarters inception (and continues to be), meaning industrial gameplay irrelevant to the campaign took a backseat to flesh out combat and its mechanics instead.
- It's much easier for CIG to create new and different types of combat content using existing tech and mission logic to populate the PU.
Star Citizen's PvE combat content is some of the easier methods of making in-game cash, but also can be some of the most repetitive activities the game has to offer. As of this writing, there is a multitude of PvE content to do, with distinct FPS ground locations distributed around the MMO in the form of small bunkers to enormous narrative-rich "dungeons" (including boss fights), such as the Onyx Facilities in Stanton and the Lazarus Labs in Pyro. As for ship orientated PvE content, there isn't much excitement to the extent of FPS content, with it mostly revolving around fending against waves of NPC ships, but it can still prove challenging at times.
PvP, on the other hand, is stuck in a bit of a rut. The main point of contention when participating in PvP is the desync; in FPS combat, it's horrendous, almost to the point of unplayability, and while ship PvP combat does not suffer from the same problem as bad, it has been slowly dying off, largely due to this increasingly unpopular (and still WIP) iteration of the flight model dubbed "Master Modes," one of the most controversial updates to everything related to flight. Don't get me wrong: there's nothing more engaging/emergent than PvP in Star Citizen, but the game doesn't currently support it as a career in any real meaningful sense.
Due to Star Citizen's non existent reputation system, limited social tools, and a real lack of consequences for crime committed in monitored systems(Stanton), the PU has devolved into a type of "dark forest" situation, with player trust at an all-time low, and shoot first ask questions never becomes the default response to random encounters.
Since the Persistent Universe is open PvPvE, there is always the possibility of engaging in combat with other players anywhere outside of safezones; however, even with a current player cap of 700, the game world is vast enough that there is the real possibility you may only on rare occasions encounter anyone outside of safezones and contested PvP hotspots.
Blueprints & Crafting
Crafting is one of the newer features introduced in patch 4.7 that finally gives the materials we acquire a use beyond simply selling them to NPC commodity markets for cash. As of writing, you are able to craft FPS weapons/ammo/armor, and ship weapons/components/utility mounts, with the eventual plan to craft (almost) everything, including ships (even the biggest in the game such as the Bengal Carrier), planetary bases, and entire space stations for your organization. Star Citizen's implementation of crafting draws heavy influence from the crafting mechanics of the Star Wars Galaxies MMO.
Before you can craft anything, you must first obtain its blueprint, which can be acquired through fulfilling a variety of contracts. Some contracts reward a single blueprint, while others reward their own pool of blueprints relevant to the type of contract. Once obtained, they will be attributed to your character and will persist between live patches (assuming no database wipe occurs). Once you have attained your target blueprint, you can begin crafting it.
Crafting is done through the item fabricator, which can be purchased from refinery stations all across the PU (the blueprints you collected will be visible in the fabricators UI). As briefly discussed in the mining section, materials necessary for crafting are currently obtained solely through the mining gameplay loop. All mineables have a quality rating ranging from 0 to 1000, with 500 serving as the base for all craftable items. The quality rating of these materials has a direct influence on the benefits gained from a crafted item, such as an FPS weapon's firing rate or a shield generator's HP pool (crafted items can have around 2-3 stat modifications). The item fabricator can also be used to dismantle items in exchange for their resources.
I wont be delving any further in this rentry about crafting than what you just read.
Crafting isn't something a newer player can easily jump straight into starting out (which is who I am mainly targeting in these guides), so when you believe you have familiarized yourself enough with Star Citizen and made decent progress, use the resources provided here to get started.
| Resources: | Links: |
|---|---|
| Official Crafting Overview & The Long Term Goals | https://robertsspaceindustries.com/en/comm-link/transmission/19652-Crafting-Gameplay-Guide |
| Crafting Guide By MrKraken | https://www.youtube.com/watch?v=-0vJ8lTpEdA |
| Crafting Calculator Sites w/Blueprint Location & Resource Gathering Info | https://www.sccrafter.com/ https://scmdb.net/ |
NPC & Player Trading
Patch 4.1 introduced the PU to its first non-human NPC mission giver, Wikelo, a retired Banu trader who permanently moved shop to human territory. He can be found at the Wikelo Emporium(s) in the Stanton system, where he offers players a variety of fetch quests in exchange for unique rewards he has on display. These fetch quests will require you to collect various materials throughout the game for FPS weapons, armor, and ships with strong default loadouts and unique skins not attainable anywhere else. Trading with Wikelo is currently the only in-game way to obtain the largest capital ships in the game, such as the Polaris and Idris.
Dealing with Wikelo as a frequent player has and continues to be a frustrating process to go through (mainly due to the uncommon bug that eats all the hand-ins without giving you the reward), as the grind associated with many of Wikelo's contracts are a very monotonous undertaking. Like crafting, you won't really be engaging with him starting out as a newer player.
When it comes to player trading, unfortunately, as of writing, there aren't any in-game mechanisms that facilitate actual player trading or player driven markets, such as auction houses, trade hubs, etc. Despite that, player markets do exist in the form of dedicated 3rd party websites and Discords you can participate in, so it will be up to you to accept the risk of any potential scams with no in-game protection against such.
| Resources: | Links: |
|---|---|
| Wikelo Wiki | https://starcitizen.tools/Wikelo |
| Wikelo Sheet Index by ChrisCBG | https://docs.google.com/spreadsheets/d/1ji0q_pp6iW35RG1YyFEsv-lsmZOaCStJXGdIEdLLwhM/edit?gid=265426743#gid=265426743 |
| Player Trading Market | https://sc-market.space https://uexcorp.space/marketplace/ |
Open World Activities
Also known as "sandbox content/theme parks," these activities are an initiative that began in early 2025 by CIG to fill the PU with narrative-driven, permanent gameplay content suitable for group play in the growing MMO, as opposed to only running temporary global events that have come and gone multiple times in previous years. Some of the gameplay you can expect from them includes the following: Fighting a gigantic, radioactive sandworm in the middle of a major, never ending storm; restoring barren mining facilities back to full functionality to extract rare mineable ore; and specialized PvP "extraction"-style zones.
As of this writing, the bulk of these activities have been centered around FPS PvE content, with Tactical Strike Groups being the most recent addition that features multi-role, multicrew PvE ship combat gameplay.
Global Events
These events are large scale, limited time missions that encourage server-wide participation to achieve a common goal, which can include teaming up against an enemy NPC faction in PvE, fighting for control of a specialized PvP zone for high payouts, or gathering a vast amount of resources; in return, participants receive one time unique, account-bound rewards. Global events used to run multiple times a year but have since began phasing out in favor of creating more permanent, open world activities.
Examples of some of global events have repeated over the years are:
- XenoThreat - Assault on Stanton
- Jumptown
- Siege of Orison (Set to return as instanced content)
- Blockade Runner
Other
These professions/gameplay loops unfortunately haven't seen their full potential realized yet due to missing dependencies—for lack of a better word.
- Exploration
- Exploration "gameplay" as it currently stands is just discovering new locations or looting trinkets you've personally never seen before.
- Racing
There are racing missions in the PU, but the harsh penalties of death after accidentally crashing doesn't make it appealing outside of racing in Arena Commander.Racing missions have been temporarily missing from the PU since 4.0, so the only racing to be had in Star Citizen is in the dedicated Arena Commander modes.
- Piracy
- As someone who enjoys piracy in Star Citizen, I'm going to be blunt; it sucks. On the one hand, there is the PvP aspect, which I provided a general overview of further up on the reality of PvP in Star Citizen (PvE & PvP Combat), but when it comes to stealing others' property for your own gain, there is a significant caveat. With the current implementation of item recovery for player characters and vehicle insurance introducing the "bricking" mechanic (ships becoming unusable when a replacement is requested through an insurance claim), means that the only "goods" a pirate can walk away with and keep are whatever their target was carrying of value within the cargo hold of a ship or their backpack, and everything else is off limits.
Vehicle Insurance and Item Bricking Update:
- Medical Rescue Gameplay
- Star Citizen lacks a meaningful gameplay loop for people seeking the "trauma team" experience. Medical rescue beacons do exist and have for years, but the amount of time you'll end up waiting incapacitated for a medic to arrive and the constant abuse of these beacons by pirates for bait have made many people apprehensive of using them at all. And why would anyone call for a medic in the first place if death is nothing more than a small inconvenience due to the current implementation of item recovery?
Medical Gameplay & Its Future:
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Should You Consider Playing?
Let me begin by stating that the live environment is regarded as more of a tech demo than an actual game and that even for all this time in development, updates over the years have consistently been hit or miss (mostly miss), full of glitches, bugs, and desyncing problems that will truly test your patience. It should also be noted that the long term persistence between patches remains very spotty at best, meaning there is a high likelihood that you may lose some of your in-game purchases and loot when a new patch drops, which can be a very big motivation killer. So until they find a permanent solution to this issue, you should prepare for disappointment.
On the other hand, the most recent updates have started to hit their stride, thanks to the many significant technological milestones finally coming online (such as static server meshing), which have been followed by plenty of bug fixes, a push for larger, more narrative-rich content, and many quality of life improvements. As SQ42's development hell draws to an end, more resources have started moving over to the PU, as well as CIG finally having a true "1.0" goal to work toward; things are looking better than ever, but that's easy to say when the bar was so low for so long.
With all that said, if you've found yourself drawn to Star Citizen, I recommend you at least try out the game for free during any of the freefly events that take place multiple times throughout each year, but if you're not a very patient person, I wouldn't bother with the project right now but rather check back every few months or so until you believe it's in a better position to try. Take those opportunities to decide for yourself if you think Star Citizen is worth the investment or if you still want to hold off for the time being.
TL;DR
Interested? Give Star Citizen a try during any of the freefly events before making a final decision. As far as spending money is concerned, you don't need to spend more than the 45$ starter pack minimum, and you can buy all the other ships you want with in-game currency. Still on the fence? Check back every 3–6 months.
Freefly Events & Referral Codes
Freefly events are limited time opportunities (usually lasting 1-2 weeks) to play Star Citizen for free, along with some complementary ships for you to use for the duration, as well as discounts on starter packs. As of 2026, there has been a freefly event following a bi-monthly live patch cadence, so if you miss out on one, don't worry; another will be available soon after.
All that's required to play during a freefly event is making an account on the https://robertsspaceindustries.com website.
During the account creation process, you are given the option to redeem a referral code to gain an extra 50,000 UEC (starting currency), as well as rewarding small bonuses to the code giver. Yes, Star Citizen is also a pyramid scheme—shocked? Instead of using a Youtuber or Twitch streamers referral code, you could instead consider using one of these referral codes provided by anons who actively participate in the threads: https://docs.google.com/spreadsheets/d/15pvHtZOaXMmcmSJM4MW1sJVB1nvUODOGbBCkn3UBZ3k/
If you would like to contribute your code, grab it here : https://robertsspaceindustries.com/referral-program then reply to the thread OP with it.
| Resources: | Links: |
|---|---|
| Wiki | https://starcitizen.tools/Free-fly |
| Referral Program FAQ | https://support.robertsspaceindustries.com/hc/en-us/articles/115013102847-Referral-Program-FAQ |
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/SCG/ Orgs
If you've been lurking /SCG/ for a long time now, then you would have known about the past organizations formed from the general threads that eventually faded away over the years. I won't delve into the history of that bygone era here, but I can say there are still small and upcoming semi-active organizations playing Star Citizen right now, born from the very same /vg/ and /vm/ threads.
| Org: | TimeZone: | QRD: |
|---|---|---|
| https://robertsspaceindustries.com/en/orgs/MERCH | NA/AU | Founded in late 2019 as the /vg/ general threads slowly died off from inactivity, MERCH is a mainly casual org that has remained active in |
| https://robertsspaceindustries.com/en/orgs/FML | EU | Small yurop organization, similar to MERCH in their pursit of profit and something to actually do in this wonderous shitshow of a tech demo. |
I have absolutely no problem with adding other orgs here that may arise from the general threads in the future.
The most important piece of advice I can ever give to new players is to have someone experienced guide you. Given that Star Citizen is a massive game with fuck huge multicrew spaceships, there is no denying that Star Citizen is and always will be a much more enjoyable experience with others. However, if you don't want to join any of the organizations listed here, that's okay, but I still implore you to find someone to play with who is familiar enough with the game to help you through all the jank; it will make your life so much easier.
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Important To Know
| Previous | Topics Covered Here | Next |
|---|---|---|
| Table of Contents | Star Citizens Performance | Introduction |
| Prologue | Public Testing Environments | |
| The Roadmap | ||
| The Issue Council | ||
| Arena Commander |
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Star Citizens Performance
It's a given that as this project is still undergoing heavy development, there will be a lack of optimization, performance issues, and the occasional memory leaks here and there that will hinder your experience, especially on older hardware. Note that the servers themselves are always under constant strain 24/7, so lag, desync and stuttering are very much commonplace. There's also a misconception among some that the servers poor performance negatively affects the clients FPS, this is false.
Keep in mind that Star Citizen is very heavy on the CPU due to the game constantly streaming in/out assets. The main landing zones are the most demanding on your system compared to the rest of the Persistent Universe, and there's only so much you can do until further optimizations make their way in. You should not be expecting a smooth and consistent experience right now!
System Requirements
How to Display Your FPS & Ping
The Telemetry
System Requirements
INSTALLING STAR CITIZEN ON A SSD IS MANDATORY.
Despite 16GB of RAM being the minimum required, it's heavily recommended upgrading to 32GB of RAM for a much better experience.
Windows 7 is no longer supported. Your options either Windows 10/11 or Linux.
| Resources: | Links: |
|---|---|
| Minimum System Requirements | https://www.youtube.com/watch?v=6GLzwOLP0lE |
| Performance Tips | https://www.youtube.com/watch?v=MJzODtk337w |
| Building a PC for Star Citizen | https://www.youtube.com/watch?v=H9zUwbXApbE |
How to Display Your FPS & Ping
Open the game console with the ~ (the key right above TAB), and type r_displayinfo followed by the number 1, 2 or 3 (0 turns it off).2 will display session info, and 3 will display additional GPU debugging information. That additional info is useful to have when submitting bug reports to the Issue Council.
Example with r_displayinfo 1

The Telemetry
The live Telemetry tool provides you with an insight into your PC setup's performance, based on average FPS metrics recorded by tracking tools, allowing you to monitor your in-game experience.
| Official Resources: | Links: |
|---|---|
| Telemetry | https://robertsspaceindustries.com/telemetry |
| Telemetry Overview | https://support.robertsspaceindustries.com/hc/en-us/articles/360011767373-Star-Citizen-Telemetry-Dashboard |
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Public Testing Environments
Even though Star Citizen's Persistent Universe is still in its alpha phase, the live environment is also considered and treated as a "live service product". That means CIG will try to maintain its integrity and keep the servers up and running at all times relatively crash free, and so this is where these additional testing channels come into play.
When you have access to any of these channels, you must copy your account over to their testing servers atleast once.
On the RSI website, go into your Account Dashboard>Settings>Public Test Universe > then click "Copy account to PTU". Every new acquisition attributed to your account such as ships or event rewards will require a recopy to reflect it in the PTU.
Each of these test environments will default to installing a separate instance of the game on your system.
There are a couple tricks you can do when swapping between them to reduce time spent downloading and wasting storage space.
- To save space:
- This thread/Video tutorial will guide you through creating symbolic links in Windows that will let you freely swap between the test environments by simply verifying the files in the game launcher.
- Manually change the name of the folder inside your installation path (
"C:\Program Files\Roberts Space Industries\StarCitizen"by default) to either"LIVE/HOTFIX/PTU/EPTU/TECH-PREVIEW", depending on the environment in which you wish to play, and then verify.
- If you don't mind having multiple environments installed:
- Inside the your installation path (
"C:\Program Files\Roberts Space Industries\StarCitizen"by default), make a new folder, and name it eitherHOTFIX/"PTU/EPTU/TECH-PREVIEW", then copy the contents (or just data.p4k) from the"LIVE"folder over into that new folder you just made, and initiate a verification in the launcher to only download the updated files.
- Inside the your installation path (
EVOCATI
The Evocati test flight, or as they are sometimes referred to as "Avocados", is a handpicked group of players placed under an NDA by CIG, chosen based on how active they are on the PTU or on their contributions to the Issue Council to test out new game builds in their earliest and most broken state before rolling out to the wider audience on the PTU.
Evocati patch notes are now public as of February 2024.
In addition to this change, those who are under the NDA can now speak freely about their experiences with the patch; however, they still cannot share any screenshots, videos, or livestream Evocati content.
| Resources: | Links: |
|---|---|
| Wiki | https://starcitizen.tools/Evocati_Test_Flight |
TECH-PREVIEW
The goal of Tech-Preview is to specifically stress test significant core technology (such as Server Meshing) in a much more controlled environment before rolling out to the PTU with other gameplay features. Access is given to a certain portion of the playerbase, or everyone, NDA or public, depending on testing needs.
| Resources: | Links: |
|---|---|
| Introducing Tech-Preview | https://robertsspaceindustries.com/comm-link/transmission/19556-Introducing-Preview-Channel |
PTU
The PTU is the last test platform before a patch proceeds to the LIVE servers. This environment is public and introduces all gameplay features and other additions in the upcoming quarterly patch shown on the Roadmaps Release View, ready to be tested, along with dedicated feedback threads on the forums.
There is also the EPTU, which is just another test channel that they may use when there's already another patch on the PTU, but I have not seen it used in a long time.
There are 5 waves during the PTU cycle that grant access to the entire player base over time, with wave 5 opening up to all.
Waves move very fast to 5 nowadays.
| Waves: | Candidates: |
|---|---|
| Wave 1 | >Legatus Navium Concierge Backers. >Subscribers. >Top active players rated by hours in the previous two major patch cycles. |
| Wave 2 | >Praetorian Concierge backers. >Second most active players rated by hours in the previous two major patch cycles. |
| Wave 3 | >Wing Commander, Space Marshal, and Grand Admiral Concierge backers. >Third most active players rated by hours in the previous two major patch cycles. |
| Wave 4 | >High Admiral Concierge backers >Fourth most active players rated by hours in the previous two major patch cycles |
| Wave 5 | >All backers with an active Game Package. |
HOTFIX
This channel provides players optional client-side related fixes for certain issues that crop up during a live patch (such as crashes) before confirming the hotfixes don't introduce any further issues, then is pushed out to the rest of the player base.
The Hotfix build still lets you play with others on the live build, but will try to install a separate instance of the game.
See above for the workaround I laid out to avoid downloading the game twice.
LIVE
As mentioned, the LIVE environment is still treated as a live service product while also being a testing platform. Progress is carried over between patches (but can be unreliable), and CIG may also decide to wipe money, reputation, in-game purchased items/ships, or all player progression for numerous reasons at any given time as they continue development.
===============================================================================================
The Roadmap
Every Wednesday on a fortnight, CIG updates the Star Citizen public roadmap Release View and Progress Tracker.
| Resources: | Links: |
|---|---|
| Roadmap Companion | https://robertsspaceindustries.com/comm-link/transmission/18532-The-Public-Roadmap-Companion |
| Release View | https://robertsspaceindustries.com/roadmap/release-view |
| Progress Tracker | https://robertsspaceindustries.com/roadmap/progress-tracker/teams |
Release View
The release view showcases what deliverables are currently slated for an upcoming patch, displaying them as feature cards. These feature cards are labelled either tentative, committed, or released, depending on its development progress.
| Label: | Example: | Description: |
|---|---|---|
| Tentative | ![]() |
This label indicates that the deliverable is scheduled for the upcoming patch, but has not gone through final review, so keep that in mind. |
| Committed | ![]() |
Committed cards have passed their final review and, in CIG's words, "There is a very low chance of this deliverable moving." |
| Released | ![]() |
Self explanatory. |
Progress Tracker
The Progress Tracker provides an overview into each team's quarterly development plans, showing their priorities and work completion dates. It displays up to 4 quarters of work scheduled on deliverables.
When a deliverable on the progress tracker is approaching its end date, that does not strictly mean its ready for release.

===============================================================================================
The Issue Council
As is the nature of this broken mess we call a "game", the Issue Council was created as a dedicated hub for reporting and contributing to bug reports and other issues encountered while playing.
| Official Resources: | Links: |
|---|---|
| Issue Council | https://issue-council.robertsspaceindustries.com/projects/STAR-CITIZEN |
| Using the Issue Council | https://support.robertsspaceindustries.com/hc/en-us/articles/115009643527-Bug-Reports-Using-the-Issue-Council |
When submitting bug reports, it's best to provide a detailed recount on how you encountered the issue, what steps are necessary to reproduce it, and any workarounds you may have found, so that others can also contribute to your report and bring more attention to it. In your report, it is recommended to have video recordings (preferably) or screenshots of the issue, and to include system debugging information by opening up the games console (open with the ~ key), then typing "r_displayinfo 2" (or 3 for more info), along with the session QR code "r_displaysessioninfo 1" included in your videos/screenshots.
Those who actively participate on the issue council in a meaningful way have a chance to be picked by CIG to join their Evocati NDA test group.
===============================================================================================
Arena Commander
Upon entering the main menu, you will be greeted with two options: "Persistent Universe" and "Arena Commander."
Arena Commander is a module, separate from the PU. Its purpose is to give players a taste of some of the activities you can do in the wider MMO without the harsher penalties of death and to help developers gather feedback in a more isolated environment. Arena Commander gamemodes are accessed by means of online matchmaking with other players, creating your own custom lobbies with their own rules, or just practicing offline.
The various types of gamemodes Arena Commander offers range from solo/team based FPS PvP, ship PvE/PVP, Racing, and free flying.
| Resources: | Links: |
|---|---|
| Wiki | https://starcitizen.tools/Arena_Commander |
| Official Article | https://support.robertsspaceindustries.com/hc/en-us/articles/360003091714-Arena-Commander |
| Arena Commander Modes Schedule | https://robertsspaceindustries.com/comm-link/Comm-links/19735-Arena-Commander-Modes-Schedule |
| Leaderboards | https://robertsspaceindustries.com/community/leaderboards/top |
Arena commander also offers some of its own incentives to play as well as things to earn
- Leaderboards
- The Arena Commander leaderboards track both individual and organization progress in all of the available gamemodes that reset every "season" (seasons being defined as a full patch cycle).
- Rewards
- Participating and winning in certain gamemodes offers some small rewards, such as website profile badges, and pledge store unlocks (like the Pirate Gladius and Pirate Caterpillar upon beating Pirate Swarm).
- Rental Equipment Credits
- Arena Commander has its own currency called "Rental Equipment Credits" (REC), earned by participating in any of the gamemodes (online matchmaking only), which as the name implies, can only be spent on renting ships, ground vehicles, components, and FPS gear to use solely within Arena Commander.
Experimental ModesCIG also utilizes Arena Commander to host dedicated gamemodes for the purpose of testing and gathering feedback on new gameplay features and mechanics before they are added into the PU.

The AC home screen as of 4.2
===============================================================================================
Introduction
| Previous | Topics Covered Here | Next |
|---|---|---|
| Table of Contents | Getting Started | Additional Resources |
| Prologue | The Tutorial | |
| Important to Know | The Mobi-Glass | |
| Knowing Your Ship(WIP) | ||
| Making Money(WIP) |
===============================================================================================
Choosing A Starter Pack
Aside from granting your account permanent access to the MMO, starter packs also feature a modest single seater ship that performs one or more roles intended to serve as the initial stepping stone to get you on your way to progressing towards the career you want to pursue.
When deciding on a game package, you should take into consideration how much money you are willing to spend, what activities are you interested in, and does the ship included meet the requirements to get you there? To help you in your decision, I've compiled a list of the starter pack ships that I believe are worth considering for the investment, along with a quick summary of what they have to offer further down.
You have up to 30 days after any purchase to request a refund.
Some freefly events come with discounts on starter packs.
| Resources: | Links: |
|---|---|
| Wiki | https://starcitizen.tools/Game_package |
| Game Packs | https://robertsspaceindustries.com/en/store/pledge/browse/game-packages |
Whats Included

- Vehicle:
- The starter ship included with the pack.
- Insurance:
- The lifetime of the insurance tied to these ships is irrelevant at this point in time, and wont matter until the game is out of beta and into a "1.0" reality.
- Aeroview/Self Land Hangar:
- This was a feature of the Hangar Module, which has since been removed from the game. In the early days of the project, prior to the Persistent Universe, backers only had access to an offline hanger that allowed them to walk around and interact with the ships they purchased, and starter packs included one of four themes for these hangars.Today, the theme of hangars in the Persistent Universe is purely based on their in-game location, and I cant say why they still list this in the packs.
- UEC:
- The in-game currency you start with on your first login, and for now, you will be given an additional 20k upon your first login. Buying more starter packs, or just straight up buying UEC in the store with real money, will add onto that, but never recommended.
- Star Citizen Digital Download:
- Access to the Persistent Universe. Without this on your account you cannot play the game outside of freefly events.
Starter Pack List
To make it very clear, you don't need more than what the $45 starter pack offers to play Star Citizen, but I'm not going to pretend that some of the more expensive packs don't give you better ships to start off with, but that still doesn't always make them worth considering.
Note:
- The Aurora Mk 1 everyone's familiar with has been replaced with the Aurora Mk 2 in the 45$ pack as of patch 4.7. The original and its variants still exists for all those who bought it prior to 4.7, but will cease being sold on the website and in-game stores on the 30th of September 2026: https://robertsspaceindustries.com/en/comm-link/transmission/21037-RSI-Aurora-Mk-I-Celebration
- The Mustang starter pack has been removed from the store. No news on its return, or if a Mk 2 is in production.
- Although there are many other starter packs available not listed here, I would not consider them as potential purchase options.
| Citizen Starter Pack: | Description: |
|---|---|
![]() |
Ship Included: RSI Aurora Mk2Loadout & Stats Overview: https://www.spviewer.eu/performance?ship=rsi_aurora_mk2 Quick Rundown: A brand new take on an OG, drawing inspiration from the Ornithopters of Dune. With the Aurora Mk2, you get: >A great cockpit view. >2 SCU of space. >Modularity (Modules not included in the 45$ pack). >Comfy, small interior with basic amenities. >A bed. Beds in Star Citizen allow you to log out and back in the same position you left off at. Note: The Aurora has two optional modules you can attach to improve its capabilities (not available in the in-game stores yet): You can pick between either a cargo module, which increases SCU capacity up to 8, or a combat module, which adds an additional shield generator and missiles. |
| Generalist & Duelist Starter Pack: | Description: |
|---|---|
![]() |
Ship Included: DRAKE Cutter Loadout & Stats Overview: https://www.spviewer.eu/performance?ship=drak_cutter Quick Rundown: A great starter ship for early exploration thanks to its sizeable fuel capacity, but sorely lacks in its ability to do much of any combat. With the Cutter, you get: >Small living quarters >A bed. >4 SCU of cargo space. >The largest quantum and hydrogen fuel capacity on this list >VTOL capabilities. >Largest health pool listed here. Note: The cargo hold of the cutter can comfortably hold an ATLS GEO, which is a great for those who want to pursue some early mining. |
![]() |
Ship Included: Aegis Avenger TitanLoadout & Stats Overview: https://www.spviewer.eu/performance?ship=aegs_avenger_titan Quick Rundown: The Avenger Titan is an all around community favorite to recommend, with its decent cargo capacity as well as having the most combat prowess out of any ship listed here. With the Avenger Titan, you get: >A great cockpit view. >8 SCU >Small living quarters. >A bed. >Competitive DPS for a starter pack ship. |
These industrial focused starter ships cannot do much of anything outside their role, so make sure this is the path you wish start off with.
| Mining & Salvaging Starter Packs: | Description: |
|---|---|
![]() |
Ship Included: Drake Golem Loadout & Stats Overview: https://www.spviewer.eu/performance?ship=drak_golem Quick Rundown: The Golem will be your starting point into the ship mining profession. With the Drake Golem, you get: >VTOL Capability. >32 SCU of ore storage. Note: The Golem's mining laser head is bespoke to the ship, meaning you cannot swap it with another, though it is still powerful nonetheless. Like the Salvation, the Golem has no walk-able interior. |
![]() |
Ship Included: RSI Salvation Loadout & Stats Overview: https://www.spviewer.eu/performance?ship=rsi_salvation Quick Rundown: The Salvation will be your starting point into the salvaging profession. With the RSI Salvation, you get: >6 SCU of salvaged material storage & 6 SCU internal buffer storage. >Small Profile. >Weapon rack (on the exterior). Note: The Salvation has no walk-able interior. |
===============================================================================================
Getting Started
Once you have installed the game and customized your character, you will be prompted to take an optional beginner tutorial. The tutorial a semi decent step-by-step process that will guide you through the very basics from the moment you first wake up in your hab, all the way to flying and landing at an orbital space station, with some aUEC as a reward for completion.
If you wish to skip the tutorial and jump straight into the game, that's totally fine.
Choosing A Home
As a new player, I strongly advise you avoid Pyro or Nyx as a spawn point.
My reasons for advocating for Stanton as a home system for new players highlight the fact that it was the first system in the game to be gradually built around features and content as they were developed, which means that Stanton was designed with all types of playstyles at all levels in mind and continues to be. Another reason is because Pyro and Nyx are double the size of Stanton, necessitating far more travel time between missions, and your starter ship may not always be able to make the continuous voyages back and forth without frequent refueling stops.
If you accepted the tutorial, you will be locked into only picking a home in the Stanton system.
Your 4 choices as a home you can pick in the Stanton System are:
- New Babbage on the half frozen planet Microtech
- Lorville on the planet Hurston
- Orison floating in the gas giant of Crusader
- Area 18 on the ecumenopolis ArcCorp
Keep in mind you won't be able to change your home location until a new patch drops and prompts you to re-select one.
When it comes to choosing the "best," I can't say there is a definitive answer. Each has its own appeal, depending on who you ask, but if you just want me to tell you what you should choose, being a Lorville enthusiast myself, I would go with that. Lorville has a major benefit in that it is home to New Deal, a ship retailer that sells a wide range of ships for aUEC.
After deciding on your home location, you'll initially spawn within your personal, persistent hangar of that location (for those who chose to take the tutorial, you will start out in the habitation module). Hangar spawning is unique only to your home location upon first spawn and subsequent logins; it's an intentional feature to get you into your ship and into the action ASAP. All other items attributed to your account, such as armor, weapons, skins, etc., will all be stored within the local inventory of your home location, which you can access at any Storage Access Kiosk.
To briefly explain how hangars work in Star Citizen:
Every hangar in the game is instanced and assigned to you only (party members can freely visit, while non-party members are immediately expelled), and only the hangar at your home location is persistent, which means that anything you leave in that hangar, such as decorations, will remain there for the duration of the patch. You cannot have more than the 1 persistent hangar as of writing.
Hangars come in 4 sizes: Small, Medium, Large, and Extra Large. The size of your persistent hangar is determined by the largest ship you own with real money; and acquiring larger ships in-game or via the website after the fact will not increase its size until a new patch drops. Any hangar assigned to you when contacting ATC to land/when retrieving a ship will give you a temporary hangar of appropriate size. Temporary hangars will despawn anything left inside them after leaving them alone for a while.
Your home location will also be your main respawn point. You can change your respawn point at any hospital, station medical clinic, or ship that features a medical bed by finding the Regeneration Terminals and clicking "Transfer Imprint." Every time you die, you will respawn within the hospital/medical facility of wherever your spawn is set. Keep in mind that if you set your spawn inside a ship and it gets destroyed or it runs out of medgel, it will default back to your home location.
The Tutorial/Early Game Tips
Make sure that "Show Hints" and "Control Hints" are toggled to "Yes" in "Options > Game Settings" in order for the tutorial to properly work (should be by default).
You will be given the C8 Pisces as a tutorial ship.
Upon completing the tutorial, you will have access to your starter ship again, so don't freak out when you don't see your starter ship in the ASOP terminal during the tutorial.
The tutorial works the exact same way regardless of the city you pick.

There Isn't much to delve into that the tutorial doesn't make obvious, so here are some tips and tricks you can use along the way:
- The tutorial is not free of annoying bugs and glitches, so try not to get ahead of it to avoid any potential softlocks.
- Occasionally, the tutorial will update the Journal app in the Mobi-Glas with context relevant on what its guiding you through.
- You can adjust your walk/jog speed with the
Scroll Wheel. - Toggle global chat display with
F12. - You can quickly unequip and equip your helmet by pressing
Left Alt + H. This will physically place the helmet on your hip as opposed to taking up inventory space in your backpack, which will be useful when you need to eat/drink on the fly.Right Alt + Hwill make your character hold the helmet under the left arm.
- If you get lost navigating the city for the first time, you can open up the map with the keybind
F2and set a route in the map to the waypoint, making navigation easier: https://www.youtube.com/watch?v=1aJqo77yrYk. - When you are guided to a shop kiosk, take the opportunity to grab yourself a backpack and a Multi-Tool along with the TruHold Tractor Beam Attachment.
- If you wish to jump straight into some early game mining, grab the OreBit Mining Attachment.
- By default, all purchased items are sent to the local storage of the city/station/settlement you're doing business at, which you can access at any Storage Access Kiosk.
- You can change the destination of your purchase on the top left (depending on the item), granted you have the inventory space.
- You can instantly purchase and carry small items that are on display in most general stores (like water bottles) by tapping
F.- Tap
Right clickto store the item you are holding straight into your characters inventory. - Holding
Fon a display item will purchase and send it to your current locations inventory, which you'll then have to retrieve at a Storage Access Kiosk.
- Tap
- When you enter the pilot seat of the tutorial Pisces, you can use the flight ready keybind
Right Alt + Rto turn on both the ships engines and power at the same time. - The quickest way of contacting ATC for both takeoff and landing requests is using the default bind
Left Alt+N. - When you take off, the tutorial will guide you through waypoints which may not be completely obvious at first, so keep an eye out for them as soon as you leave the hangar.
- Hold
Bto swap between the 2 flight modes, Navigation (NAV) and Standard Combat Mode (SCM).- You need to be in NAV mode in order to engage Quantum Travel.
- To avoid having to constantly hold down
Wto fly forward, activate cruise control withLeft Alt + C, then throttle up or down to adjust the speed limiter.- Don't make the rookie mistake of flying straight into the orbital station on approach. Remember to slow down and disable cruise control if you still have it on.
- Swapping to SCM mode from NAV acts as a speed break.
- You can change your respawn point at any hospital, station medical clinic, or ships that feature a medical bed, by finding the Regeneration Terminals and clicking "Transfer Imprint".
- There is no limitations to when you can change your spawn location.
- You can reset your spawn point back to your starting home from any Regeneration Terminal.
- After the tutorial ends, you are free to disable "Show Hints" if you no longer want to have them, but I do recommend leaving "Control Hints" enabled as an in-game reference until you get a good understanding of the keybinds.
===============================================================================================
The Mobi-Glas
The Mobi-Glas and its apps are some of the most vital tools you will frequently be interacting with while playing. Now that patch 3.23 has finally introduced its rework, I wanted to provide an overview here in this rentry.

The Home App as of 3.23
App List
The Vehicles App and Comms App have not yet been updated over to their new UI tech.
These are the 11 current apps that you see in the above image's bottom bar. I will list them out in order from left to right, with a brief rundown on their purpose.
| App: | Breakdown: |
|---|---|
Default keybind = F1 |
This app provides a general overview, such as your character's status, the local environment, active contracts, notifications, your crime level status ect. Clicking the little top-right pointing arrow will take you to the relevant Mobi-Glas app for more information. |
![]() |
The Health app provides a full overview of your character's status, as well as additional information about any injuries you may have sustained during combat and any active drugs in your system. |
Default keybind =F11 |
The Comms app is mainly used to send/accept friend and party requests in the "Friends" tab, along with hailing ATC for landing/takeoff. On the right is the full list of players on your server in alphabetical order. |
![]() |
This app will provide you with a list of various types of contracts, their aUEC payouts, and a summary of what the contract is asking of you, provided by the many contractors you can earn reputation with. These contracts come in the form of bounty, salvage claims, mercenary, and cargo hauling missions, to name a few. The "Verified" tab can be toggled to display lawful or unlawful (unverified) contracts. |
Default keybind = F2 |
The Maps app is how you understand and navigate your way around the Stanton system. It combines both the interior map of any given location you are at, and the larger system-wide overview as a whole, which you are able to freely zoom in and out of with the Scroll Wheel. Upon opening the app, it will display the interior map of whatever city, station, or ship you are currently standing in with relevant labels for the different zones in the area. |
![]() |
The Journal app provides relevant information about the star system, which updates frequently as you play. This information includes commodity price changes, bounty hunting certifications, the planet's jurisdiction and their laws, fines, punishments, and information on what crime you've committed. |
![]() |
Formerly known as "NikNax," the Assets app is used to find where your items are stored anywhere in the system. |
![]() |
This app tracks your reputation progression with the various factions and mission givers, what level you are currently at with them, and the bonuses you receive per tier. |
![]() |
A simple app that lets you send aUEC to anyone you want for a small tax. You can even send money to people who are not on your friends list, not on your server, or not even online. |
![]() |
When you need to repair, restock, or refuel, you use this app. You have to be sitting in your pilots chair and landed on a pad/in a hangar before using the Landing app. This app is also how you initiate ship-to-ship refueling with the Starfarer when docked using the "Manual" option. |
![]() |
The final app on this list and one of the most important. Vehicles (aka the "Vehicle Loadout Manager"), is dedicated to customizing your ship's loadout, modules, and applying cosmetic paints. |
===============================================================================================
Knowing Your Ship
Still WIP
Nearly every aspect of the ship flight and combat experience in Star Citizen is under a constant state of flux, and it hasn't settled down enough to let me make a thorough write up right now. I am in the midst of cooking something up in the background while things change, but I won't leave you in the dark simply because I am not satisfied with what I have yet.
Here is the most useful updated links I have to help you gain a sense of the current status of ship flight and combat in Star Citizen:
| Keybindings: | Links: |
|---|---|
| Settings & Keybinds Guide: | https://www.youtube.com/watch?v=mmIE9zl0wTA |
| Full Keybind List: | https://scfocus.org/star-citizen-key-bindings/ |
| BuzZzKiller's Recommended/Exported Bindings for Common HOTAS & HOSAS Setups: | https://robertsspaceindustries.com/spectrum/community/SC/forum/50174/thread/buzzz-killer-s-recommended-exported-bindings |
| Official Design Documents & Guides: | Links: |
|---|---|
| Vehicle Insurance & Item Bricking Update: | https://robertsspaceindustries.com/spectrum/community/SC/forum/1/thread/alpha-4-8-vehicle-insurance-and-item-bricking-upda/8849042 |
| Engineering Gameplay Guide: | https://robertsspaceindustries.com/en/comm-link/transmission/20935-Engineering-Gameplay-Guide |
| Third-Party Sites: | Links: |
|---|---|
| Wiki: | https://starcitizen.tools/Ships |
| Loadout & DPS Calculator: | https://www.erkul.games/ |
| Extensive Stat & Performance Overview: | https://www.spviewer.eu/ |
| Youtube Guides: | Links: |
|---|---|
| Engineering Beginners Guide | https://www.youtube.com/watch?v=C1hztUKMMEI |
| Dogfighting 101: | https://www.youtube.com/watch?v=kdqEJFcQhVA |
| Where to Buy Ships In-Game (Stanton System): | https://www.youtube.com/watch?v=IYUJkArcawA |
| Short Flight & Fight Guides: | https://www.youtube.com/watch?v=D6aU7tL6raA (Maneuvering) https://www.youtube.com/watch?v=ayEBxAQVQNs (Distance Control) https://www.youtube.com/watch?v=SMO4Iwjq6hQ (Flying Coupled & Decoupled) https://www.youtube.com/watch?v=M25_x1tVrmU (Pitch Fighting) |
===============================================================================================
Making Money
WIP - I've got alot of shit to clean up here.
The contracts I delve into here are for the Stanton system only, but don't worry, you will find plenty of overlap in other star systems.
Going forward, I'll assume that you're a solo player that has just purchased one of the starter packs I listed further back up.
Here I will provide a beginner overview on the entry-level contracts and other content you can do to make aUEC right now as a new player, along with plenty of updated resources to help you along the way.
I'm not going to give you a rundown of every mission in the game; instead, you should check out what's available to you and give each a chance so you don't burn yourself out by doing one mindless grind for money. Make sure to also read the contract description to understand what it's asking of you. I also strongly advise you to take full advantage of the ability to rent ships, which are an excellent way to get straight into different gameplay loops for a fraction of the cost.
| Min-Max/Grindy Methods: | Laid-Back/Slower Methods: | Other: |
|---|---|---|
| Mercenary Contracts | Courier Contracts | Unverified Contracts |
| Bounty Hunting Contracts | Cargo Hauling Contracts | Commodity Trading |
| Intro To Mining | ||
| Intro To Salvaging |
Avoid
To the extent of my current knowledge, these contracts/gameloops are either broken, not worth the effort, or both. I'll attempt to keep this list up-to-date, but I don't check in on every single one of them 24 hours a day, and things do tend to get fixed/changed over time, so feel free to verify them for yourself.
Mercenary Contracts
WIP
Mercenary contracts encompass the majority of Star Citizen's FPS content. This method of earning credits is very accessible but also one of the most repetitive and grindy routes you can currently take. Most of the FPS content in Star Citizen is very basic and mainly takes place in same looking, small underground facilities, commonly referred to as "bunkers", as well as massive distribution centers (Microtech and Hurston only). They are also a great way to horde FPS gear and save yourself money in resupplying.
To begin your grind with Mercenary contracts, you must first complete the initial contract provided by your local jurisdictions security faction, those being:
- "Security Work Assessment" or "Security Contractor Evaluation"
- "Protect Site Trial" (ArcCorp's Jurisdiction)
Which will task you to visit a small underground facility on a planet or moon and assist friendly AI in clearing out hostile NPC's. After completing that, you will start receiving more of the same, but with 2 distinctions:
- Contracts with both friendly and hostile AI, and neutral AA turrets (for example, "Defend Occupants").
- Contracts with only hostile AI and hostile AA turrets (for example, "Remove Illegal Occupants").
These hostile AA turrets on the ground are very brutal but can be destroyed by your ships weapons.
When you reach a certain amount of security reputation with your jurisdiction, these contracts remain the same and only further add additional enemies, and increase the payout. If you started your grind at either the Microtech or Hurston, you will eventually start receiving similar missions at distribution centers.
FPS Tips
- You can refill/repool magazines by pressing
Left Alt + 1to begin the process of pulling the ammo from other mags. - When you've run out of equipped magazines to reload from, your character will start backpack reloading, which automatically performs a short animation to locate and retrieve a mag from your backpack to reload with.
- The bottom right corner of your HUD will show a backback icon to signal that the next mag you'll retrieve is from your belt or backpack.
- When looting corpses in the quick loot screen, press
Tabto toggle between the view of their inventory and equipped armor.- From there you can quickly swap and equip their armor.
- Certain combat helmets give you a dynamic crosshair that follows your weapon barrels placement and hitmarkers.
- You can toggle hitmarkers in
Options>Game Settings>"Hitmarker Enabled"
- You can toggle hitmarkers in
- Press
Jto open an attachment customization menu for the weapon you are holding.- Don't do it while prone or crouched because the view in those stances are misaligned.
- Wipe the moister/frost from your visor that accumulates in heavy weather conditions by pressing
Left Alt + X. - For all the larpers out there, press
Left Alt + Rto hold your gun in a lowered position. - To holster the gun you have equipped, hold
R. - Hold
1to bring up a Weapon Wheel. - Press
F + Right Clickto bring up an interaction wheel full of options for the item/weapon you have equipped. -
Double Clickingitems from the inventory will automatically equip them to any available slot. - You can cancel reloading your weapon by doing any another action, such as sprinting.
- Interaction prompts that have 3 visible dots indicate that you can hold
Fto bring up a radial menu, displaying additional options for that item.

- When you're hovering over one of the options in the radial menu, press the
Middle Mouse Buttonto be given additional prompts that let you set the option as "Primary" or "Secondary".- Tapping
Fon an item will do whatever is set to "Primary". - Double tapping
Fon an item will do whatever is set to "Secondary".- For example, you can set the gems mined from caves to "Store" as primary, and "Inspect" for secondary.
- Tapping
- When you're hovering over one of the options in the radial menu, press the
Bounty Hunting Contracts
Bounty Hunting encompass the majority of Star Citizen's ship combat content, and is one of the more accessible yet repetitive means of earning quick credits, similar to Mercenary content. This gameloop's current, bare-bones iteration can be more considered as "Assassination Missions," because to successfully fulfill a bounty contract (both PvE and PvP), all you need to do is travel to the specified location where the target is hanging out and just kill them.
There isn't much else to expand on about the bounty hunting career in its current form, but it wont remain this dull forever. If you are interested in the future of bounty hunting in Star Citizen, I suggest checking out this video: https://www.youtube.com/watch?v=KNm-eZSAHcU
| Resources: | Links: |
|---|---|
| Wiki Entry | https://starcitizen.tools/Bounty_hunting |
| Game Settings Recommendations | https://www.youtube.com/watch?v=z7lau0HDeN4 |
| Short Flight & Fight Guides | https://www.youtube.com/watch?v=D6aU7tL6raA (Maneuvering) https://www.youtube.com/watch?v=ayEBxAQVQNs (Distance Control) https://www.youtube.com/watch?v=SMO4Iwjq6hQ (Flying Coupled & Decoupled) https://www.youtube.com/watch?v=M25_x1tVrmU (Pitch Fighting) |
To begin bounty hunting, you must first complete the "Tracker Training Permit Certification" via the Contracts app in your Mobi-Glas provided by the Bounty Hunters Guild for a small fee. From there, you can decide on pursing either PvE bounties or PvP.
PvE BH Contracts
PvP BH Contracts
Your First Bounty Hunting Ship
PvE BH Contracts
After completing the certification, you'll unlock a bounty evaluation/assessment contract for the jurisdiction you reside at, those being:
- "Verified Freelancer Bounty Assessment" provided by Crusader Security.
- "Bounty Hunter Contractor Evaluation" provided by Hurston Security.
- "Blacjac Bounty Trial Contract" provided by BlacJac Security (ArcCorp).
- "Active Bounty Evaluation" provided by MT Protection Services.
You will then begin receiving "Very Low Risk Targets" (VLRT) bounty contracts to begin your bounty hunting reputation grind (stick to bounty hunting around the same planet).
When you have earned enough reputation, another permit/license contract will be given out from the bounty hunters guild, which you must complete before to unlock the next tier of higher-paying and more difficult contracts. The difficulty of bounty contracts are rated by the size of the ships you face and the amount of escorts protecting the target, classified as:
- Very Low-Risk Targets (VLRT)
- Low Risk-Targets (LRT)
- Moderate-Risk Targets (MRT)
- High Risk-Targets (HRT)
- Very High-Risk Targets (VHRT)
- Extreme-Risk Targets (ERT)
MRT bounty contracts are where you may start finding them difficult to complete. From that point forward, you could consider renting a more combat capable ship to help you continue building reputation, before fully committing to purchasing your first ship.
PvP BH Contracts
If a player bounty combat logs, their ship & player avatar will remain in-game, but the contract will fail (this is not intended).
To begin receiving bounty contracts for criminal players on your server, you must complete the "Suspect Apprehension Certification," which will have you hunt down those with a crimestat rating of 3+. The target you are assigned to has a persistent "god marker" that follows them wherever they go, visible on the Maps app. Successfully completing that certification is all you need to begin your PvP bounty hunting career.
To apprehend players that have escaped prison, you must also complete the "Fugitive Recovery Certification".
Your First Bounty Hunting Ship
Where to find the ship dealer: https://www.youtube.com/watch?v=IYUJkArcawA
As things stand, the ship you'd want to consider purchasing in-game for PvE bounty hunting would be dedicated solely to combat, such as the Buccaneer as an example. Those that chose the Avenger Titan starter pack can remain with it for a while before moving onto buying a stronger combat ship to handle the harder bounties.
For PvP bounty hunting, you should consider getting a ship with Quantum Dampening (QD) capabilities that'll jam your targets quantum drive, preventing them from having speed in NAV mode and jumping away. The ship best suited for this currently would be the Cutlass Blue.
| Combat Ship: | Description: |
|---|---|
![]() |
In-game Cost = 1,663,200 aUECPurchase Locations = Hurston - Lorville - Teasa Spaceport - New Deal Quick RundownA great fighter with high chasing speed, impressive DPS loudout, and relatively cheap to buy in-game. The Drake Buccaneer has a loudout of:>1 Size 4, 2 Size 3 & 2 Size 1 Weapon hardpoints>2 Missile racks>2 Size 1 Shield generators>1 Size 1 Powerplant>2 Size 1 Coolers |
![]() |
In-game Cost = 3,704,400 aUECPurchase Locations = Hurston - Lorville - Teasa Spaceport - New Deal Notes:Watch this guide on how to utilize the QED https://youtu.be/csV6ZxdRwHU?t=1046The Cutlass Blue's interior is taken up by 12 cryopods that currently serve no purpose and cannot be removed. The Cutlass Blue has a loudout of:>4 Size 3 Weapon hardpoints & 6 Missile racks for the pilot>A manned turret on the top with 2 Size 3 Weapon hardpoints>1 Size 1 Quantum Dampener>1 Size 2 Shield generator>1 Size 2 Powerplant>2 Size 2 Coolers |
Courier Contracts
Courier contracts have traditionally been a beginner's first step into Star Citizen's mission flow for the longest time now. These contracts are very straight forward and accessible to you right away, only requiring just a small amount of free space anywhere within your ship.
To begin, you need to complete an introductory contract under the "Delivery" tab to begin earning reputation with the local contractor at your jurisdiction, those being:
- "Ling Family Seeking New Contractors" provided by Ling Family Hauling at Crusader.
- "Red Wine Seeking New Pilots" provided by Red Wind Linehaul at Hurston.
- "Covalex Evaluation" provided by Covalex Independent Contractors at ArcCorp.
- "UDM Local Delivery Evaluation" provided by Unified Distribution Management at Microtech.
You will be tasked with picking up a small handheld box and dropping it off at an outpost or city. After completion you will receive many more courier contracts, tasking you to deliver one or multiple boxes at a time, sometimes at different drop-off locations within the same contract.
- Retrieval Op - This contract follows the same principle as those above, with just a slight deviation. Here, you are tasked with retrieving boxes at a derelict outpost guarded by hostile AI on the ground.
Tip
To quickly place a box (or any handheld item) you are carrying on any surface, tilt your camera down, hold Left Click, and a holographic image of the box will appear, indicating where it will be placed upon releasing the key.
Cargo Hauling Contracts
Hauling contracts serve as an introduction into Star Citizens hauling profession. They involve manually retrieving and transporting cargo on behalf of contractors to and from all Stanton's cities, stations, distribution hubs, and outposts. The payout for these contracts will take into account the amount of cargo you are transporting and the distance you need to travel.
Before you begin, you must buy yourself either the Multi-Tool along with its TruHold tractor beam attachment, or the much stronger (more expensive) MaxLift tractor beam, in order to move and attach SCU boxes to and from your ships cargo grid. Both of these can be purchased at most general stores, at the spaceport, and Cargo Decks on LEO stations.
Tractor Beam Tips:
- The Multi-tool's tractor beam attachment is limited to only carrying only size 1, 2, 4, 8, and 16 SCU boxes.
- The MaxLift can carry all sizes of SCU boxes.
- Some ships that come with ship tractor beam remote turret can carry all sizes of SCU boxes.
- Be warned, ship tractor beams tend to be quite finicky to use.
- Use
Scroll Wheelto adjust the distance while holding an object. - Hold
Rand move yourMouseorScroll Wheelto rotate the object you're holding - You need to use the Detachment mode (
Left Click) with either of the tractor beam FPS tools in order to snap cargo onto the grids of ships. "Traversal" (Right Click) is only used to pull yourself towards objects in EVA.
| Cargo Resources: | Links: |
|---|---|
| Wiki | https://starcitizen.tools/Cargo |
| General Purpose Website(s) for Trading Logistics and more | https://sc-trade.tools/home https://uexcorp.space/ |
| Complete Guide to Cargo | |
| Ship Cargo Grid Reference Sheets | https://robertsspaceindustries.com/community-hub/post/cargo-grid-reference-guide-vqkv5cQI8ZCLC |
Note:
- There is no automated loading/unloading option available for hauling contracts, only commodity trading.
- You cannot buy or steal the specific commodities the contract requires you to deliver in place of those provided.
- Abandoning a hauling contract will then task you to return the cargo to the initial pickup point. Failing to do so will mark the cargo as stolen
along with losing reputation.
To begin, accept the "Opportunity For Independent Cargo Hauler" contract provided by Covalex Independent Contractors under the "Hauling" tab. You will be tasked with transporting anywhere from 6-11 SCU of cargo from the LEO station above your current spaceport back down to the planet, and storing them via the freight elevators. Upon completion, you'll now start receiving many more contracts to begin your hauling career.
The distance you travel per contract spans from planetary to local up to solar and interstellar, either taking 1 direct route or connecting several pickup locations and one drop-off point—or vice versa. The amount of cargo you will be carrying and the value of the commodity entrusted to you vary between these different contract types:
- Extra Small hauling contracts that range from hauling 6-11 SCU
- Small hauling contracts that range from hauling 10-30 SCU
- Medium hauling contracts that range from hauling 60-400 SCU
- Large hauling contracts that range from hauling 450-4000 SCU
Hauling Contract Tips:
- You won't lose any reputation for abandoning/failing hauling missions. This is temporary.
- The contract will specify the maximum size of the SCU boxes you will be hauling, so consider your ship's capabilities before accepting it.
- You can chain multiple contracts together.
- Pay attention to the pickup and dropoff locations, and make sure you have enough SCU space on your ship.
- In these 2 examples (1, 2), I have 1 pickup location (Everus Harbor) and 3 of the same drop-off points around the planet.
Keep in mind the severe hit to your reputation by potentially failing multiple contracts simultaneously.- Organize the cargo on your ship by keeping the boxes from the same contract together to make the flow of unloading easier.
- You can share these contracts with party members (with the exception of the initial contract).
- Doing this allows you and your group to take on bigger/multiple contracts and split the haul between multiple ships.
- This does also mean that you will end up splitting the reputation and money equally between all members of the party.
Your First Cargo Ship
Where to find the ship dealer: https://www.youtube.com/watch?v=IYUJkArcawA
There are various cargo ships in the small, medium, large, and capital class that you can advance through in this career, but for beginners, the Hull A is undoubtedly your best starting point in terms of the SCU capacity it has for the relatively low price compared to others in its class.
Intro To Mining
Take your pick from any of these methods to get started, but if you're new to the game and have limited funds, I highly recommend starting with FPS gemstone mining:
- FPS Gemstone Mining
- This method serves as the introductory point into the mining profession for new players looking to make some quick and easy money while getting familiar with the gameplay loop.
- Ground Vehicle Gemstone Mining
- Like gemstone mining, this method has less complexity and sees a quicker return on investment.
- Ship Mining(WIP)
- Ship mining is where you'll find the most profit and complexity in the mining gameloop, although this method by far has the slowest return on investment out of any other gameplay loops/careers in Star Citizen.
| Mining Resources: | Links: |
|---|---|
| Dedicated Website For All Things Mining | |
| In-Depth Ship Mining Guide |
FPS Gemstone Mining
To begin FPS mining, you need to buy yourself a Multi-Tool along with the OreBit Mining Attachment and a backpack to store the gems. You can find these at most general stores at major landing zones and Cargo Decks on LEO stations.
Multi-tool Mining Tips:
- Hold
Left Altand use theScroll Wheelto manually adjust the laser's power output. - After cracking a deposit, you can vacuum the gems scattered around to automatically store them straight into your backpack by holding
Right Clickas an alternative to manually picking them up one by one.
| Resources: | Links: |
|---|---|
| Gemstone Mining Guide | |
| Gemstone Locations |
The gem deposits that the Multi-tool can mine can consistently be found within caves on planets and moons. Some caves have waypoints on the starmap (e.g Kudre Ore on Daymar), which makes getting there trivial vs. caves without markers you'd usually have to find through third-party sites such as https://verseguide.com/, or you can leverage the use of contracts that take place in caves to provide you a waypoint.
There are currently 4 different FPS gem deposits you can find that are distinct by their color, each with their own value and rarity. In order from least to most valuable, they are Aphorite (blue), Dolivine (green), Hadanite (purple), and if you are lucky, Janalite (yellow).
Ground Vehicle Gemstone Mining
You need a ship capable of carrying the ATLS GEO
| Resources: | Links: |
|---|---|
| Gemstone Mining Guide | https://www.youtube.com/watch?v=-aRAZam4vOA |
| Gemstone Locations | https://regolith.rocks/survey/gems |
The ATLS GEO's cabin doesn't provide protection from the elements, so its imperative that you equip protective gear if you plan to mine on a really hot or cold planet/moon.
- For freezing temperatures, you need the Novikov Exploration Suit.
- For very hot temperatures, you need the Pembroke Exploration Suit.
You'll also need to buy at least 1 empty SCU container (of any size) in order to transfer and store the gems from the ROC into a station/city's inventory to sell them. These can be purchased at Cargo Decks on LEO stations.
Gem deposits that only the ROC can mine are found on the surfaces of specific planets and moons.
Use your ship's scanner to ping for deposit signatures when low-flying (Tab), and locate the RS signature
Ship Mining
WIP
In-Depth Ship Mining Guide |
As a solo player looking to get into ship mining, your going to need to rent/purchase the Prospector, as it is the only mining ship you can get in-game at the moment. You can do so at any of the Refinery Decks.
Each of the large deposits you encounter while ship mining has its own inherent resistance and instability based on their total mass and ore contents. This greatly influences whether you can shatter them with the tools you have or may necessitate the use of various mining laser heads, gadgets, and modules to successfully fracture.
When you have filled up your cargo with raw ore, head back to a refinery deck and store your mining ship within the station. You need to store the ship in order for the terminals to recognize it and its mined resources. From the refinery deck, you have one of two options:
- Immediately selling the raw ore for only around half the profit.
Or - Refining the raw ore to convert them into physical commodities you would then need to haul off and sell at trade hubs for the maximum profit.
The method of refinement you choose will dictate how long it will take to complete, the total yield, and the overall fee for using their services. In general, the longer it takes to refine, the cheaper and greater the yield will be, vice versa. After refining your ore, you'll need a ship with cargo capacity in order to transport the commodities, and luckily, there is a rental terminal at these refinery decks where you can grab yourself a cargo ship.
Refinery Tips:
- You can have multiple refinery jobs running simultaneously.
- Make sure the cargo ship you plan on using to haul the refined goods is stored at your current location in order for the refinery's terminal to recognize it.
As of writing, there are no resource-gathering missions, so you are going to have to have a lot of patience and leverage the use of third-party tools to determine where the best deposit locations are. The only use for the resources you gather while mining currently is just selling them for credits.
Your First Mining Ship
Where to find the ship dealer: https://www.youtube.com/watch?v=IYUJkArcawA
When it comes to solo ship mining, the Prospector is currently the only option available to you either to rent or purchase, and the Argo MOLE is your only multicrew mining option. The MOLE can also technically be "soloable" and is by those very dedicated (there are plenty of youtube guides); however, you may find it a very tedious task to operate going back and forth the pilot and mining arm. I'm personally not a fan of the "solo mole," but it's up to you to explore that option later down the road.
Intro To Salvaging
The only solo salvaging ship in the game, the Drake Vulture, is currently not available for rent.
Basically meaning that in order to pursue a career in salvaging, you must first grind enough credits to outright buy the Vulture from New Deal, at Loreville on the planet Hurston. Once you've got the ship, you can immediately begin salvaging.
Both "Salvage" FPS tools (the Multi-tool's Cambio-Lite SRT Attachment and the Cambio SRT) are not real profit makers and are intended to be used primarily for future repairing gameplay, so we will be ignoring them for now.
Before you begin, you must grab yourself a Multi-Tool along with its TruHold tractor beam attachment (no need to buy the more expensive MaxLift tractor beam) in order to move and stack cargo boxes the Vulture produces. You can find these tools at most general stores in major landing zones and Cargo Decks on LEO stations.
Salvaging also introduces crafting, albeit in a minor way. All salvage ships feature a terminal within their cargo hold that utilizes the resources gathered while salvaging to craft useful tools and items.
Tractor Beam Tips:
- Use the
Scroll Wheelto adjust the distance of the object you are holding. - Hold
Rand move yourMouseorScroll Wheelto rotate the object while holding it. - You need to use "Detachment" (
Left Click) with either of the tractor beam FPS tools in order to snap cargo onto the grids of ships. "Traversal" (Right Click) is only used to pull yourself towards objects in EVA.
| Resources: | Links: |
|---|---|
| Wiki Entry | https://starcitizen.tools/Salvage |
| Beginner Guide | https://www.youtube.com/watch?v=sndPQX3smiY |
The process by which you go about salvaging a derelict ship with your Vulture is, and can be done in no particular order:
- Stripping components, weapons, and cargo from derelict ships, either to sell or use for yourself.
- Scraping off the hull and being rewarded with valuable Recyclable Material Composite (RMC).
- Breaking down the wreck into multiple pieces, disintegrating and then converting them into Construction Material (CM).
You have a few different ways you can go about finding wrecks to salvage in Star Citizen: Hull Scraping Debris (Panels), Salvage Contracts, and Salvaging Abandoned Player Ships
Hull Scraping Debris (Panels)
This method has you traverse around in asteroid fields (either those at Lagrange stations or Yela's orbit for example) in search of scrap panels, by utilizing your ships scanner (TAB). Compared to salvage contracts, this method has the least amount of travel time and no entry fee.
- These panels only provide you with RMC.
Salvage Contracts
Salvage contracts (verified) serve as an easy introduction to the profession by providing you the salvage rights and location of a derelict ship. You can take your time with these contracts, even abandoning them at roughly 50% completion and still be counted as successful, and as you complete them, you will be provided with contracts for much larger derelict ships.
- Keep in mind that the Vulture can only structurally salvage ships smaller than the Mercury Star Runner.
Salvaging Abandoned Player Ships
When players log off or claim another ship via the ASOP terminals, it tends to create a buildup of abandoned ships that clutter and persist on the outskirts of stations and ground locations, leaving these unowned ships free to salvage. Unowned vehicles are those that players have claimed a replacement for via the ASOP or AI ships that no longer have pilots. You can tell if a ship is unowned by scanning it (V to enter scan mode and hold Left Click), and if the owner of the ship comes back to "Game Rules" instead of an actual players gametag, then it is considered unowned.
- You cannot salvage ships while their shields are up.
- This method is also a great way to farm some decent components to use for yourself.
Your First Salvage Ship
Where to find the ship dealer: https://www.youtube.com/watch?v=IYUJkArcawA
Currently, the only salvage ship available to purchase in-game for solo players is the venture Vulture, and the only multicrew option available is the Reclaimer. As someone who has "solo'd" the Reclaimer a couple of times already, I'd rather stick my head in a blender, but as always, that option is entirely up to you.
| Salvage Ship: | Description: |
|---|---|
![]() |
In-game Cost = 2,646,000 aUECPurchase Locations = Hurston - Lorville - Teasa Spaceport - New Deal NoteThe Vulture cannot structurally break any ship larger than the Mercury Star Runner. With the Vulture, you get:>12 SCU of cargo space>Living quarters>2 Size 1 salvage heads>Multi-Tool crafting station |
Commodity Trading
Commodity trading in Star Citizen, currently works as follows: Each commodity has a fixed buy/sell price set by CIG (which sometimes changes per patch), and each of the game's trade hubs (city's, stations, outposts) has a restricted supply/demand capacity that refreshes on their own specific set timer. All of these trading hubs' supply/demand capacity is shared with every server in every region, forcing you to compete with all the devoted traders online for the most sought-after commodities, resulting in longer wait times at terminals for stock replenishment.
Star Citizen, to this day, still does not have any kind of fleshed-out economy that dynamically simulates the supply/demand, dictates the pricing of commodities, or really anything else for that matter.
Unverified Contracts
The Contracts App provides you with lawful "Verified" contracts, provided by various civilian, security, and bounty hunting factions, along with "Unverified" contracts, which are primarily unlawful counterparts to some verified contracts, offered by unknown and shady entities, toggled via this tab:
I considered putting this in "Avoid" because potentially getting a crimestat as a new player from these contracts can be a pretty big blow towards your early progression, and not to mention very costly. While I don't really touch these contracts myself, I can't say either way if they are bugged/worth the effort or not, so I'll leave it up to you to find that out for yourself, but in any case, you have been warned.
===============================================================================================
Additional Resources
| Previous | Topics Covered Here |
|---|---|
| Table of Contents | Game FAQ |
| Prologue | Troubleshooting |
| Important to Know | |
| Introduction |
===============================================================================================
Game FAQ
WIP
===============================================================================================
Troubleshooting
For owners of an Intel CPU 12th generation and above.
There are reported stuttering issues while having E-Cores enabled (mainly for those on Windows 10), so It's recommend to disable them through your motherboard's BIOS.
When running into performance or other severe issues while playing Star Citizen, it's important to do your due diligence and rule out any issues on your end before seeking further assistance. Make sure that you also read up on the known issues with the current live patch and any technical support articles provided by CIG, provided here.
| Resources: | Links: |
|---|---|
| Known Issues | https://support.robertsspaceindustries.com/hc/en-us/articles/360056254754-Star-Citizen-Alpha-Known-Issues |
| Technical Support Page | https://support.robertsspaceindustries.com/hc/en-us/categories/202530337-Technical-Support |
A basic troubleshooting checklist to run through for Star Citizen goes something like this:
- Make sure that your PC specs meet the minimum system requirements.
- Install the game on an SSD. This cannot be stressed enough.
- Keep your Operating System and GPU drivers updated.
- Enable the XMP profile in your motherboards BIOS to unlock your RAMs advertised speeds.
- You can view your RAM's current clock speed by going to the
Task Manager>Performance Tab, and it will be displayed near the bottom next to "Speed."
- You can view your RAM's current clock speed by going to the
- Delete the "user" folder.
- Other gameplay and performance issues may be solved by deleting the user folder, located in the default
C:\Program Files\Roberts Space Industries\StarCitizen\LIVEinstallation path. - Before you do so, make sure to backup any custom keybindings and character presets you've made.
- Keybind files are located in the
LIVE\user\client\0\Controls\Mappingspath. - Character preset
.chffiles are located in theLIVE\user\client\0\CustomCharacterspath.
- Keybind files are located in the
- Doing so will reset your settings to default.
- Other gameplay and performance issues may be solved by deleting the user folder, located in the default
- Delete the shaders folder if you are running into performance/graphical related issues in-game.
- The shaders folder is located in the default
C:\Users\(You)\AppData\Local\Star Citizenpath. - It will be named something akin to
sc-alpha-(patch number)_vwyoj_0. - The game will then recompile the shaders for each location you visit as you play (if you are running dx11).
- The shaders folder is located in the default
- In some extreme cases, a potential solution is to initiate a character repair through the official website.
- On the RSI website, go into your
Account>Settings>Character Repairand click"Initiate Character Repair". - In doing so:
- Your playing avatar will be re-created.
- Your character will be sent back to your home location.
- Inventories, items, currencies and mission progress will persist.
- On the RSI website, go into your
- Make sure that your systems clock is synced, or you may encounter strange issues in-game (such as not being able to change ship components in the Vehicle app).
- Open your Systems Settings.
- Select Time and Language.
- Click Date and Time.
- Under the “Synchronize your clock” option, select the button that says “Sync Now”.
- Set your keyboard language to the System's default if you find yourself unable to interact with the games UI.
- Restart your PC.
- Reinstall Star Citizen.
If the provided resources linked above and all these steps prove futile in alleviating your issues, then consider reaching out to CIG's customer support for further guidance.
===============================================================================================
End
If you believe the guides here could be clarified better, or have any other general suggestions, feel free to point them out in the threads.










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