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Star Citizen Passes $141 Million as Dev Teases 2017 Plans

PC space game reaches new heights to start the New Year.

463 Comments

The crowdfunded PC space game Star Citizen starts the New Year with a big number: $141 million. That's how much money the ambitious title has brought in from backers.

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Not only that, but developer Cloud Imperium Games boss Chris Roberts has released a "Happy New Year" statement in which it talked about some of its plans for Star Citizen in the New Year.

In his statement, Roberts started off by saying efforts will be made to refine and enhance the game's engine, Lumberyard. Just before the New Year, the developer announced that it was moving on from Crytek's CryEngine and instead use Amazon's engine.

Roberts went on say that it's been nice to see the positive reaction to Star Citizen's Alpha 2.6 release, adding that there are plans in place for another update to this update. Update 2.6.1. will contain some features that "slipped out of 2.6," as well as bug fixes and more.

You can read Roberts' complete statement below (via DualShockers):

Happy New Year!

There are many exciting things in store for Star Citizen this year. We'll continue to modify and improve our game engine to better suit Star Citizen's unique needs. Gameplay will get deeper as new systems come online to provide players the chance to do more than pew-pew. I also expect exciting advancements as we integrate our revolutionary tech, like subsumption and procedural planets, into the game. On the Community front, we’ll be releasing Spectrum, our new and improved community platform, and revamping our current shows and adding new ones in an effort to best communicate with all of you.

This week Star Citizen devs got back to work after some much deserved time off. Presently the Production Team is huddled with the different team leads updating and detailing out the tasks we have for this year. You’ll begin to see some of these details once we've had the opportunity to refine the Star Citizen and Squadron 42 schedules.

We were happy to see positive feedback from the Alpha 2.6 release and impressed by the number of stunning videos and images being created with the new camera controls. We have been digesting both our own and your thoughts on Alpha 2.6 now that it has been live for two weeks. We are planning releasing an incremental patch, 2.6.1 with some of the features that slipped out of 2.6, bug fixes for increased stability (although 2.6 was possibly our most stable patch to date) as well as continued balance and gameplay tweaks. Expect to hear more details on timing in the next couple of weeks.

2016 was a noteworthy year in Star Citizen’s development. 2017 with Squadron 42 and Alpha 3.0 is looking to be even better.

-- Chris Roberts

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GarGx1

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Edited By GarGx1

Happy New Year Eddie? Glad to see you're resolution is to continue with the "If in doubt create Star citizen click bait" it's guaranteed to bring in 3 pages of the same old comments.

Inb4

"It's a scam"

"Backers are idiots"

"It's vapourware"

"This game will never get released"

"Release date 20XX"

Edit: "It's been in development for 5 or more years" (thanks @pongley)

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nurnberg

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@GarGx1: And all those comments are right.

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GarGx1

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@nurnberg: Are you a backer? If not then why do you care?

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wexorian

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@GarGx1: And comments from robbed Backers who are giving them money again and again who are defending game with their own teeth.

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GeminiJ13

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Edited By GeminiJ13

@sellingthings: It's fun to poke the bear.

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DaVillain

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DaVillain  Moderator  Online

@wexorian: I'm a backer and I been getting lots of updates developments and so with that, I know the game is still in development and that's all you need to know.

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deactivated-58a78a043e9d4

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@GarGx1: Well it has been in development for 6 years with constant feature creep. The criticisms are perfectly valid, especially since CIG does nothing to assuage them.

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GarGx1

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@pongley: Damn I knew I missed one!

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Nerpraptor

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@pongley: It's only been 4 years not 6. It will be about 6 by the time it's released which is normal for an MMO.

All these false stats are why so many people doubt the game. Just spend 5 mins looking into it and you'll see it will be released.

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ConsoleHaven

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Edited By ConsoleHaven

@Nerpraptor: Look it up on google. It's been 6 years. I'm still excited for the game, but will wait until release to buy it. Another big problem with crowd sourced games is : Most sales are made pre release which means the company can't rely on additional sales to fund the next project, and a heavy reliance on microtransactions to fuel support for this title. This doesn't mean the game won't be worth playing. I'm planning on building my first pc because of this game.

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deactivated-58a78a043e9d4

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@Nerpraptor: Development started in 2011, there was in-game footage in 2012. He states a few minutes into the video that he'd been working on it for a year.

https://www.youtube.com/watch?v=7vhRQPhL1YU

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GarGx1

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@pongley: Dude, it took Chris Roberts a year to build the tech demo, with some help from some friends and a couple of Crytech guys, used for the announcement. None of the original tech demo exists in the game apart from the shape of the hornet fighter.

Development of Star Citizen didn't actually start until the Austin studio opened for business in February 2013 and development of Squadron 42 didn't start until the Manchester office opened in October 2013

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deactivated-58a78a043e9d4

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@GarGx1: Every game starts with a prototype, that's what preproduction is. It's still a part of the game's development.

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GarGx1

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Edited By GarGx1

@pongley: He spent a year creating an advert. There was no funding for the game until September 2012 and there were no studios to start creating the actual game until February 2013. Conceptual advertising is not part of the game's development.

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glez13

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@pongley: Yes, but this is a kickstarter campaign you are talking about. That prototype was just a proof of concept thing made by Chris with basically a few friends. Also the funding campaigns ended up contemplating the creation of the studio that would actually create the game. Once the studio was established in 2013, is when the actual development of the game started. If you look at those old videos basically only the art was used everything else you have seen in the alphas is from the studio's work since 2013.

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Kyelo

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Edited By Kyelo

@pongley: So the whole scam/vapourware is valid? Also the feature creep argument is nonsense, if I won a lottery and expected £5k then planned to buy a car with it but actually received £1million I sure as hell wouldn't be buying the same car.

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GeminiJ13

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@kyelo: There is nothing wrong in feature creep. But they should have built a small well-performing core game first and then added on as many features as were bought and paid for by the backers. Let's face the facts, they bit off far more than they could chew.

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deactivated-60b838d2a137f

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@kyelo: Buying things from lotto money and planning a multi-million dollar business venture are not valid comparisons imo. Feature creep needs to be contained at some point, doesn't matter how much money they're taking in during development, the development will never end until they decide on an actual finishing point.

I'm very neutral on this game since I haven't invested any money and I can wait to actually play it and decide how I feel about it, but there's no doubt that ever-expanding the scope of your game is going to be a bad thing after a certain point. I donno if this game has reached that point yet, but I understand the concerns some people have, when new goals are constantly introduced, and old timelines constantly missed.

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BadAshJL

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@nl_skipper: they haven't added any new features since 2014. everything since then is them actually working to deliver on the features they promised.

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ConsoleHaven

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@nl_skipper: And that is why visionaries need to be constrained by accountants. Tim Schafer ran into the same problem with his first kickstarted project : The studio ran out of money because of rising ambition and no one thinking about the bottom line to keep that ambition in check. To be fair, though, if they can just get a 5-10 hour campaign released with a good story and all of the goodies they've been working on I'd happily buy the game.

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Kyelo

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@GarGx1: Beat me to it!

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