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WC was greatIt does, gameplay reveal is on the 18th. The customisation hints to a more expansive game than what the constrictive universe allows, and the solo experience does sound like a standalone Star Wars episode.
Back in the day, Wing Commander came first, now Squadron 42 will come second![]()
Star Citizen surpasses $300 million in crowdfunding from almost 3 million pledges
Star Citizen has hit an historic $300 million in crowdfunding since the campaign started in 2012 (via GameSpot).
A spiritual successor to the space trading sim Freelancer, Star Citizen is being led by director Chris Roberts, creator of Wing Commander, and developed by Cloud Imperium Games. The collaborative project kicked off its crowdfunding campaign in 2012, and attained $6.2 million in pledges, exceeding all of its stated stretch goals. Then, in mid-2013, the total reached $15 million, securing Star Citizen’s record for the “most-funded crowdfunding project anywhere.” Evidently, the game didn’t slow down, and $150 million had been raised in 2017, with that figure doubling this month.
Eight years have passed, and there is still no official word on a release date for the game, and more and more features creep into the funding goals. However, Roberts expressed that he was happy with the way the project is progressing. “I’m not worried, because even if no money came in, we would have sufficient funds to complete Squadron 42. The revenue from this could in-turn be used for the completion of Star Citizen,” he said in 2017.
Not only is there funding from the star citizens, but there is external investment to Star Citizen, too. In 2018, billionaire Clive Calder purchased a 10 per cent stake in Cloud Imperium Games for $46 million in December 2018, boosting the studio to a $460 million market valuation. Tech publisher TechCrunch had its own view on the transaction: “one may very well question the sanity of such a valuation for a company that has not yet shipped an actual product.” Yikes.
In May of this year, Cloud Imperium Games hosted a free-to-play window for Star Citizen, as well as the periodic releases of bits and pieces of the full game over recent years. The Xbox Series X and PlayStation 5 are just around the corner, to be launched in holiday 2020. With all of the enthusiasm and excitement surrounding the next generation, it is hoped that Star Citizen doesn’t get left behind.
WC was great![]()
Star Citizen's revised Squadron 42 roadmap now has its own roadmap
“In the immediate future, we plan to deliver the following communications:
- Give an explanation of the goals of our new Roadmap and what to expect from it
- Show a rough mockup of the proposed new Roadmap
- Share a work in progress version of the Roadmap for at least one of our core teams
- And then finally transition to this new Roadmap”
Forget about it and if it ever does come out it will be a nice surprise.I doubt SQ42 will release next year. I also doubt that it will release in close cycle to any other space sim or space based game. Perhaps 2023?
People still throw money at Star Citizen, and many players have recently criticised the incremental updates as underwhelming and lacking roadmap consistently, all the while CIG is hosting massive hanger sales which is always well-received by the same community.
I wouldn't be surprised to see the crowd sourced title, /cough studio, be valued a billion dollars (obviously including other investments) at launch or even cancellation. In the case the development does become 'turbulent' it is likely to be picked up by another publisher. Freelancer went through this...
Forget about it and if it ever does come out it will be a nice surprise.
/snip
https://www.rockpapershotgun.com/20...-squadron-42-roadmap-now-has-its-own-roadmap/
You couldn't make this up....![]()

I had to give you a like just for the sheer effort involved![]()
https://www.rockpapershotgun.com/20...-squadron-42-roadmap-now-has-its-own-roadmap/
You couldn't make this up....![]()

Star Citizen is adding another development studio
CIG has partnered with Canadian company Turbulent to launch a studio dedicated to making new Star Citizen content.
Star Citizen, the MMO that never ends, is adding a new studio to its development pipeline. Canadian company Turbulent, which Cloud Imperium Games acquired a minority stake in last year, is launching a new operation based out of Montreal dedicated to creating new features, locations, and entire star systems that will be added to the game "on an ongoing basis."
Turbulent has been involved with the development of Star Citizen for years, but primarily behind the scenes, on things like the Star Citizen support site and backend technology. This announcement is for a separate, dedicated studio that Turbulent and Cloud Imperium hope to expand to 100 developers over the next three years.
...
Cloud Imperium chief development officer Erin Roberts said that the Star Citizen studio has been partnered with Turbulent for eight years, beginning as a web developer and then expanding to work on "publishing and platform capabilities."
Hi everyone,
Last time we updated you, we talked about the current roadmap and its limitations, what steps we’re taking to amend that, and shared a work-in-progress shot of our new Roadmap.
The new Roadmap has been in active development and we’re still marching towards our end-of-year target. It may seem like a simple task, but an oft-overlooked aspect of building out this Roadmap is the management of such a massive dataset. Building out the front end for a Roadmap isn’t the hardest part – not even close. The new Roadmap relies on large swaths of data coming in from more than 50 teams, which requires a lot of effort to organize and make presentable for public consumption. In addition, since we’ll be sharing headcount, expertise, and more, this massive dataset will require ongoing and regular maintenance and QC. The key has been in establishing a pipeline/process so that the new roadmap is sustainable.
What To Expect In December
So, what can you expect this December? We plan on delivering a Roadmap that focuses on our core features from our “upstream” teams initially. An “upstream” team is a team that is responsible for a core deliverable (tech/content/feature), while “downstream” teams often won’t have a good idea of their work until the upstream team’s content has been decided and locked in. Downstream teams consist of support teams such as UI, Audio, and other similar teams. The nature of development is obviously that downstream teams have to be reactive to some degree to what upstream teams are working on, which can make it very difficult to accurately map out long-term work. Not only that, but the process works both ways, so often times the downstream evaluations that feed back into upstream planning can alter the upstream team’s timelines.
Progress and Priorities, Not Promises
A key goal of ours with the updated Roadmap is to move away from promises of when we think things will arrive, and instead shift the focus to progress and priorities: tracking our current quarter’s progress, what we’re working on, and what our current priorities are for the quarters after. To be entirely candid, we’re fully aware that regardless of caveats or explanations, there will always be folks who see projections as promises. Our new roadmap is not for them; it’s for us to present our progress and priorities, as we said, and show what our teams are working on for those who want to see our development. Content will obviously be more reliable for the current quarter, slightly less so for the quarter right after, and continue to diminish the farther out you go. That is just the nature of development. We don’t always know what we don’t know, and if a team hasn’t started working on a specific piece of content yet, the estimates on velocity and work will not be as accurate. The key is going to be in pulling back the curtain so you know what we know, and to share changes rapidly as our development on deliverables progress every few weeks and sprints.
0/10Just team up with Hello Games and Frontier Development