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Thread: [PC] Star Citizen - Unlimited crowdfunding if you never release the game!

  1. #601
    Variation on a Dream LtPsycho's Avatar
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    Quote Originally Posted by Tonne View Post
    Niet bepaald schokkend hoor.
    Geld in crowdfunding moet je per definitie zien als weggegooid imo.
    Maar ik ben dan ook tainted door een aantal Kickstarter projecten waar geen product uit gekomen is /shrug

  2. #602
    Member Paralize's Avatar
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    Quote Originally Posted by Tonne View Post
    Jammer dat ie de rechtzaak niet door heeft laten gaan.
    'Toast'

  3. #603
    Administrator Like-a-Bunny's Avatar
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  4. #604
    Member Paralize's Avatar
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    Is de documentaire maker van Fyre festival hier al in gedoken?

    Tijdens dat interview hierboven worden ze gewoon live bijgepoederd
    'Toast'

  5. #605
    Choose Wisely The_wildcard's Avatar
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    PSN ID: PsyKu Steam ID: STEAM_0:0:5264387
    Even de huidige build uit ge-probeerd.
    Hoewel glitchy loopt de game wel ontzettend smooth. Tenminste op mijn systeem.
    Besturing e.d. moet ik nog wel even uit vogelen
    Getting to know a girl who can fold like Origami paper...... Look a Swan

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  6. #606
    Variation on a Dream LtPsycho's Avatar
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    Quote Originally Posted by The_wildcard View Post
    Even de huidige build uit ge-probeerd.
    Hoewel glitchy loopt de game wel ontzettend smooth. Tenminste op mijn systeem.
    Besturing e.d. moet ik nog wel even uit vogelen
    En wat is jouw systeem tegenwoordig? Kan ik het vergelijken tegenover mijn laptop

  7. #607
    Choose Wisely The_wildcard's Avatar
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    Quote Originally Posted by LtPsycho View Post
    En wat is jouw systeem tegenwoordig? Kan ik het vergelijken tegenover mijn laptop
    Check mijn Sig. Ryzen 2700x 16 Gb Ram en een GTX 1080 Ti. als je net inspawned in de game merk je mogelijk een hapering of 2. Daarna heb je eigenlijks alleen Visuele/Physic Glitches
    Mits je het op een SSD hebt ge-installeerd.

    Mechanische schijven blijkt het spel niet lekker te werken.
    Getting to know a girl who can fold like Origami paper...... Look a Swan

    Ps4, Ps3, Ps Vita, GameCube, NZXT H500, Amd Ryzen 7 2700x, 16GB Ram, Asus X470 Prime Pro, MSI GTX 1080 Ti, Asus Xonar Essence STX II, Plantronics Rig 500 Pro.

  8. #608
    Variation on a Dream LtPsycho's Avatar
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    Quote Originally Posted by The_wildcard View Post
    Check mijn Sig. Ryzen 2700x 16 Gb Ram en een GTX 1080 Ti. als je net inspawned in de game merk je mogelijk een hapering of 2. Daarna heb je eigenlijks alleen Visuele/Physic Glitches
    Mits je het op een SSD hebt ge-installeerd.

    Mechanische schijven blijkt het spel niet lekker te werken.
    Niet te zien binnen Tapatalk, sorry
    Maar dank voor het alsnog overtypen!
    Heb zelf een i7 met een 2060rtx en 16gb ddr. En alles op ssd.
    Maar weer eens testen dan!

  9. #609
    Producer DjDark's Avatar
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    Gamertag: TakingdjAztec PSN ID: Dip_Snoes Steam ID: takingdjaztec
    Begint een beetje Scientology scam te worden zo:

    All you need to know: https://www.viberate.com/artist/mindru

  10. #610
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  11. #611
    Choose Wisely The_wildcard's Avatar
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    Getting to know a girl who can fold like Origami paper...... Look a Swan

    Ps4, Ps3, Ps Vita, GameCube, NZXT H500, Amd Ryzen 7 2700x, 16GB Ram, Asus X470 Prime Pro, MSI GTX 1080 Ti, Asus Xonar Essence STX II, Plantronics Rig 500 Pro.

  12. #612
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  13. #613
    Pankēkigēmu Masemium's Avatar
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    Zou deze niet nu of binnenkort 11 dagen F2P zijn ?
    There is a point where we needed to stop and we have clearly passed it, but let's keep going and see what happens.

  14. #614
    Variation on a Dream LtPsycho's Avatar
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    Quote Originally Posted by Masemium View Post
    Zou deze niet nu of binnenkort 11 dagen F2P zijn ?
    Is nu inderdaad.

  15. #615
    Senior Member RPGer's Avatar
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    Ik voel steeds meer irritatie bij deze videos.
    Ik wacht rustig af.

  16. #616
    Administrator Like-a-Bunny's Avatar
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    Quote Originally Posted by RPGer View Post
    Ik voel steeds meer irritatie bij deze videos.
    Datte.
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  17. #617
    dbz freak coola's Avatar
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    Nu ik weer een redelijke pc heb geniet ik echt zwaar van deze game ( op de momenten dat het daadwerkelijk werkt)
    Ashley 'Ash' J. Williams: "When Evil shows up, it blows up." Still workin' on the slogan

  18. #618
    Administrator Like-a-Bunny's Avatar
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    Quote Originally Posted by coola View Post
    Nu ik weer een redelijke pc heb geniet ik echt zwaar van deze game ( op de momenten dat het daadwerkelijk werkt)
    Wat speel je zoal?

    Ik heb alleen een demobuild getest tijden geleden. Geen idee of het nu de moeite van het spelen waard is.

    [edit]

    Star Citizen is free to play until the end of the month
    Try before you fly.
    Last edited by Like-a-Bunny; 24th May 2020 at 20:44.
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  19. #619
    Choose Wisely The_wildcard's Avatar
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    Even geleden dat ik hem uit geprobeerd heb. Hou deze game ook maar oppervlakkig in de gaten. Je wilt dit niet op de voet volgen.
    Getting to know a girl who can fold like Origami paper...... Look a Swan

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  20. #620
    Administrator Like-a-Bunny's Avatar
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    Eight Years Into Development, Star Citizen Fans Are Increasingly Upset That Star Citizen Is Still Being Star Citizen

    While the wider world has accepted that Star Citizen (and its singleplayer spin-off Squadron 42 campaign) are perhaps never coming out, those who paid for the game back in 2012—and have either paid or kept paying since—are growing increasingly unhappy at developer Cloud Imperium Games’ lack of apparent progress and communication.

    The latest bout of fan unrest concerns Squadron 42, a game once due in 2016, specifically. In March, CIG released a development roadmap promising more regular updates on the game, saying “we’ve found that the format in which we’ve attempted to visualize our progress linearly does not match the approach we’re taking in the development of Squadron 42", and that “We want to be clear: progress on Squadron 42 is happening and we’re broadly happy with that progress. But we know that our roadmap is not reflecting that progress.”

    It’s now nearly August, and fans haven’t seen or heard a thing, prompting Reddit posts and threads on the game’s own forums complaining about this, and asking, sometimes in less polite terms than this, what’s up.

    In response, CIG released a new statement that says...they’re now working on a new roadmap, but that it’s not ready, and that “because that is still very much in development, we can’t share as much about it as [we] would like”. Hilariously, the statement winds up with:

    While it’s not quite ready, it’s currently top priority on the web team’s current projects. In the immediate future, we plan to deliver the following communications:

    1. Give an explanation of the goals of our new Roadmap and what to expect from it
    2. Show a rough mockup of the proposed new Roadmap
    3. Share a work in progress version of the Roadmap for at least one of our core teams
    4. And then finally transition to this new Roadmap

    Please note that last month Star Citizen’s funding drive, which began in 2012, passed the $300 million mark. And that in 2018 I wrote a post about Squadron 42 which ended with Cloud Imperium saying “we will publish the full roadmap to Squadron 42’s release in December”.
    bron

    Even Star Citizen Fans Are Getting Shitty About Squadron 42


    Star Citizen Squadron 42: Die Fans werden ungeduldig


    Last edited by Like-a-Bunny; 30th July 2020 at 09:20.
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  21. #621
    Choose Wisely The_wildcard's Avatar
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    Als ze nou de Campaign Episodic uit bregen gezien de hoeveel heid missies het heeft. Maar dat hebben ze blijkbaar ook niet in Chronologische Volg order gemaakt, En zijn ze ook nog steeds mee bezig.
    Getting to know a girl who can fold like Origami paper...... Look a Swan

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  22. #622
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    'Star Citizen-gameplay is geen utopie'

    Chris Roberts, de oprichter van Cloud Imperium Games en de man achter de nog niet officieel uitgebrachte ruimtegame Star Citizen, heeft in een reactie op kritiek op de staat van de game gezegd dat de beloofde gameplay geen utopie is en dat het spel daadwerkelijk uit zal komen.

    Chris Roberts heeft op het forum van Star Citizen gereageerd op kritiek van een speler. Deze speler uit kritiek op de communicatie over de staat van de game, waarbij volgens hem nogal eens wordt gezegd dat eraan gewerkt wordt, dat het wachten frustrerend kan zijn en dat er uitgelegd wordt hoe het systeem uiteindelijk zal gaan werken. Volgens de speler zijn de makers er na acht jaar nog niet in geslaagd om een goed uitziend schademodel te ontwikkelen. Ook vindt hij dat veel basismechanismen ontbreken en dat hetgeen dat er wel is, op zijn best amateuristisch genoemd kan worden. Hij stelt dat het bereiken van de beloofde gameplay zoals Roberts het voorspiegelt, nog wel tien tot twintig jaar kan duren.

    Roberts zegt dat de gameplay zoals hij die in zijn uitgebreide reactie omschrijft, geen utopie is en dat het geen tien of twintig jaar meer duurt voordat er geleverd wordt. Hij zegt dat de systematische aanpak van Cloud Imperium Games meer mogelijkheden met zich meebrengt, maar dat het ook langer duurt voordat er resultaten te zien zijn. Daarbij zet hij Star Citizen en diens gameplay specifiek af tegen het ontwikkelen van gescripte handelingen; dat laatste zou minder tijd vergen om het te voltooien, terwijl Roberts aangeeft dat het voor Star Citizen eerst nodig is om de fundamentele systemen te bouwen en te zorgen dat ze met elkaar in verband staan, voordat de volledige omvang van de gameplay duidelijk wordt. Robert beklaagt zich ook een beetje over het cynisme dat in zijn ogen vandaag de dag volop aanwezig is op internetfora, waarbij mensen al snel van het slechtste scenario uitgaan.

    Robert geeft nog geen tijdspad voor wanneer 'alles samenkomt'. Uit de sinds maart niet meer vernieuwde planning blijkt dat Squadron 42, een apart singleplayerverhaal, in het derde kwartaal van dit jaar in bèta zou moeten gaan. Op dit moment is er een periode van enkele weken waarin spelers gratis kunnen rondvliegen in het spel. Dit duurt tot 23 september. De ontwikkelaar had in juni al 300 miljoen dollar opgehaald voor de ontwikkeling van Star Citizen en inmiddels zit die teller op 313 miljoen dollar.
    bron
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  23. #623
    Variation on a Dream LtPsycho's Avatar
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    Ja, logisch dat hij zo reageert
    We gaan het wel meemaken of deze scope-creep ooit echt uit komt. Eens ik de zoveel tijd start ik weer eens op een verbaas ik me over alles dingen die toegevoegd zijn en hoe goed ze eigenlijk werken.
    Daarna vraag ik me af waarom ze toegevoegd zijn, omdat ze niks met de originele premise te maken hebben en sluit ik weer af :')
    Last edited by LtPsycho; 15th September 2020 at 11:47.

  24. #624
    Senior Member RPGer's Avatar
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    Ik wacht rustig af.

  25. #625
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  26. #626
    Administrator Like-a-Bunny's Avatar
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    Star Citizen Reveals New Studio to Create Planets & Gets Trailer as Crowdfunding Passes $323 Million

    Today Cloud Imperium Games and Turbulent had a couple of relevant reveals related to the growing space simulator Star Citizen.

    First of all, the new hall dedicated to Musashi Industrial and Starflight Concern (A.K.A. MISC) has been opened at the Intergalactic Aerospace Expo in New Babbage.

    To accompany the event, a new trailer starring Jeremy Clarkson parody Jax McCleary has been revealed, focusing on the manufacturer’s racing line of ships.



    The second relevant piece of news comes via a press release from Cloud Imperium’s partner developer Turbulent.

    The company opened a brand new studio in Montreal, Canada, which will be directed by CTO and co-founder Benoit Beausejour, producer Guillaume Voghel, art director Pierre-Luc Boulais and lead game designer Louis Rousseau.

    The studio will join the already large developer force workingon Star Citizen to develop new tools, enhance and expand the development pipeline, create new locations and features, and “build entire new star systems for Star Citizen, which will make their way into the Star Citizen universe on an ongoing basis.”

    The goal is to grow the studio to 100 developers over the next three years.

    The press release included a comment from Benoit Beausejour:

    “I am extremely proud to officially announce the creation of a Star Citizen development team in Montreal at Turbulent. Montreal has an amazing talent pool of developers and a rich video game history, and we couldn’t be happier to add the very best local talent to work with the CIG family on the focused goal of building worlds for this unprecedented persistent universe.”
    Cloud Imperium Games co-founder and chief development officer Erin Roberts also provided a statement.

    “Over the years, Turbulent has proven themselves to be an extremely reliable and creative partner. We entered into a partnership with Benoit and the team at Turbulent eight years ago, first to help us develop our web presence and then our publishing and platform capabilities. Their hard work and efforts have been integral to our success.

    It’s a natural progression of our close relationship that we have now asked them to build out a dedicated content team from Montreal’s finest developers to help us create entire new star systems for the Star Citizen Persistent Universe. I couldn’t be happier to welcome Guillaume, Pierre-Luc, and Louis to the CIG and Star Citizen team.”
    In other Star Citizen news, the crowdfunding total is currently at $323,669,295 at the moment of this writing, having passed $323 million today.

    The number of registered accounts is also well over 2.8 million (currently at
    2,888,681).

    As usual, you should keep in mind that it’s known that not all of them are paying players. The number includes free accounts created for a variety of reasons, including Free Fly events like the one going on right now.

    If you want to learn more, we recently got a sizable update on the progress of the single-player campaign Squadron 42 and a really lovely cinematic trailer.

    For the sake of full disclosure, the author of this article has been a Star Citizen backer since the original Kickstarter campaign several years ago, so you should keep that in mind while reading.
    bron
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  27. #627
    Milieu onbewust Ries's Avatar
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    Inmiddels al de duurste game ooit, neem ik aan?
    This post is subjective but tries to take the multicultural global society of various beliefs, sexual orientations and gender identities into consideration.

  28. #628
    Variation on a Dream LtPsycho's Avatar
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    Quote Originally Posted by Ries View Post
    Inmiddels al de duurste game ooit, neem ik aan?
    Niet als je de bedrijven mag geloven die PS5 games maken :')

  29. #629
    Administrator Like-a-Bunny's Avatar
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    Letter from the Chairman

    “It was the best of times, it was the worst of times…”
    - A Tale of Two Cities, Charles Dickens


    I can’t think of a better quote that encapsulates what Star Citizen has achieved this year, and the horrible year that 2020 became, as the world became upended by the biggest global pandemic since the 1918 influenza pandemic.

    I would have never guessed last year that I would spend the last nine months of 2020 working from home under various levels of lockdowns, that I wouldn’t be able to travel to see friends or family in person or visit our various offices. COVID-19 has affected billions of people and cut short the life of way too many. To any of you that have lost friends or family members, or been adversely affected economically, our thoughts are with you. Hopefully 2021 will be a better year, allowing all of us to get back to a semblance of normal life. We certainly miss the personal connection we have internally when working together in the same space, or we get to experience with the community at events like CitizenCon, various Bar Citizens or get-togethers.

    The growth of Star Citizen’s community and the increased amount of time spent playing is one of the few bright spots of 2020 for me. One of the strengths of Star Citizen is that it is a place where people can meet up and adventure together, away from the worries of the world, with friends or strangers. People may not have been able to socialize in person but through our revamped friends system, FOIP/VOIP, chat or third party apps like Discord, people have been able to get together and have fun in Star Citizen’s virtual universe. With the reduction of human connection in the real world, multiplayer games like Star Citizen have been essential in maintaining some semblance of human connection in an isolating time.

    This has been borne out by the number of hours and active users that have played Star Citizen this year. When I look back on the breadth and passion of our player-base this year, I’m amazed. In 2020, we had players from over 200 unique countries and territories around the world and from 56,340 unique cities play 26,576,364 hours of Star Citizen. This year, we had over 740,000 unique players play Star Citizen, and we still have another week and a half to go. Nearly half a million of them were returning or continually active players, and a quarter of a million were complete newcomers to the ‘verse that we welcomed to our community this year. It’s no wonder that with that type of record engagement we had our most successful year of revenue ever, eclipsing last year’s historic mark by over 60% (you can read about our 2019 Financials in our annual post by our CFO).



    Year in Review
    Taking stock of this year, despite the challenges, I am proud of what we were able to deliver to players this year in Star Citizen. We continued to make good on our pledge of quarterly updates, releasing four major ones – 3.9, 3.10, 3.11, and 3.12 – this year, along with two in-game events, Invictus Launch Week and IAE. Invictus Launch Week in May was a big debut for us and for the players, as it marked the introduction of capital ships to the ‘verse. Not only did we show off the Idris in Star Citizen, but we also presented the Javelin, and the spectacle of both major UEE capital ships and the ‘verse’s sci-fi version of a real-world Fleet Week in-game was so big that it led to our largest single day, week, and month of unique player logins ever. It also brought our servers down, and we learned a lot from that event that helped us accelerate our backend and game services work to prepare us for even more concurrency. When this year’s IAE rolled around, we were ready, and had a demonstrably smoother experience for players after the lessons learned in May.

    Looking back at all of 2020, we made some big strides with each update.

    In Alpha 3.9 we introduced the city of New Babbage and its spaceport as an active landing zone, microTech’s 3 moons (Calliope, Clio and Euterpe), Player Status, Personal Inventory, Player Inner Thought, and Prison gameplay.

    Alpha 3.10 brought a huge update to our flight model and combat that made flying in the game more immersive and exciting, especially in atmosphere; a new Player Trading App; and body dragging (a necessary first step in medical and bounty hunting gameplay).

    Alpha 3.11 brought Force Reactions, Cargo Stations, Armistice Zone changes, and a revamped Throwable system for all items as well as grenades.

    Finally, Alpha 3.12 brought Gas Clouds, Refinery Stations, handheld Tractor Beam, Weapon Zeroing and the first iteration of the Reputation System, which tracks a player’s standing with various organizations.

    The Vehicle team delivered some long-awaited ships over the year such as the Origin 100 series, Esperia Prowler, Cutlass Red, Cutlass Blue, and fan-favorites such as the Carrack and Mercury Star Runner. We added a couple of brand-new flyable ships in the Consolidated Outland Nomad and the Esperia Talon and a new straight-to-drivable vehicle in the GRIN Roc. The weapons team delivered eight new FPS weapons including the game’s first Grenade Launcher, which is explosive good fun!

    We also kept improving our subscription programs in 2020, evolving them further away from the old model of supplying video shows and delivering more tangible in-game benefits. This year, subscribers of both subscription tiers received complementary in-game flair including weapons like the Ultiflex Combat Knives and new electron-powered pistol and sniper rifle; cold weather outerwear; utility items like the QuikFlarePro glow sticks and Greycat Pyro Multi-tool; combat gear like the Overlord and Paladin helmets, and various Overlord armor suits; and fun items like faithfully reproduced Second Tevarin War uniforms and Wowblast toy pistols that fired foam projectiles. Subscribers also got to enjoy monthly free flies of some of our most popular newly flyable ships, including the Cutlass Red, Cutlass Blue, Carrack, ARGO MOLE, Sabre, Avenger Titan, Esperia Prowler, and the M50; not to mention a perk new to 2020 of subscriber-exclusive cross-chassis upgrades. The amazing new flair and sub perks were a real hit with players this year, and led to our best year of active subscribers yet.

    All in all, this was a great year for Star Citizen, and I couldn’t be prouder of our dev team for everything they produced and delivered to our community this year.

    While we didn’t deliver a few of the major tech milestones we had hoped to this year like iCache and Server Meshing, we’ve made a lot of progress towards these goals. We are confident that you will see at least one, if not both, debuts of these important technologies next year. Likewise, we plan to open up more play tests next year for Theatres of War, our combined arms game mode within Star Citizen of rapid battles on foot, in vehicles, and in space that many of you have been inquiring about.

    The shift to work from home, while relatively painless and achieved quickly due to our superb IT and DevOps departments, has had an impact on productivity. We are not as efficient in closing out features and content, or solving bugs, when everyone is a remote worker. Creative work feeds off spontaneous collaboration, which is harder to achieve when you have to call someone over Teams as opposed to looking over their shoulder at a desk or bumping into them while grabbing a coffee. Bugs are easier to fix when an engineer can walk over to a tester’s desk and see the bug reproduced and then debug the issue directly. As much as I am proud of how quickly everyone transitioned to a global work-from-home environment, I am looking forward to the point next year where we can start to return to office for in-person collaboration.


    A New Roadmap: Progress, Priorities, No More Promises, More Insight
    This week also marks our first deploy of an all-new roadmap designed to give you more insight and visibility into our development teams than ever before. We’ve embarked on various efforts in the past to show you what our teams are working on, but all have shown just a subset of what our teams are doing. Our most recent roadmap was still predicated on asking our teams to predict when they could deliver a feature, content, or tech, and then holding them as much as possible to that date. However, with agile development and with us building so much that has complex unknowns and downstream dependencies, we realized over time that this approach wasn’t sustainable.


    Introducing the Progress Tracker
    The cornerstone of this new Roadmap is our new Progress Tracker view. With the Progress Tracker, we set out to accomplish two goals: 1) pull back the curtains for all teams, and 2) show you what each team (including each Squadron 42 team) is working on for this quarter and what their priorities are after completing the immediate deliverable at hand. This view is solely meant to share what the teams are working on at any given time, and it should not be used to determine when a deliverable will hit the live servers.

    For the Progress Tracker view, we’ve committed up front to giving you four quarters of visibility into each team’s development. The further out you project, the more fluid (subject to change) the work is and the less hardened the schedules. That’s why we don’t think it is useful to go beyond that four quarters threshold. Even at three to four quarters out, you should know that deliverables will be subject to movement, sometimes moving out a quarter or more. That’s because priorities can change, unknowns may surface that block development, or downstream dependencies may get delayed that force us to pause work or revisit our estimates. But it’s important to note that the new Progress Tracker will show you our best estimates of our teams’ deliverables and the duration of their sprints for four quarters out.


    Our First Update
    With the introduction of the Progress Tracker, we will roll out the demonstrated teams in stages. As we’ve mentioned before, we have over 50 development teams at Cloud Imperium, ranging in size from 4 to 20 team-members. For this first launch of our new Roadmap, we are showing 20 teams. These are all core feature and content teams that are upstream in development, meaning they set the major tentpole development deliverables for the rest of Star Citizen and Squadron 42. These include the Actor Feature Team, Live Mission Content Team, Landing Zone Content Team, US Persistent Universe Feature Team, Planet Content Team, Vehicle Content Team, Vehicle Feature Team, Weapon Feature Team, and more, as well as several dedicated Squadron 42 teams like Squadron 42 Art, Squadron 42 FPS Design, Squadron 42 Flight Design, and Squadron 42 Social Design. And with four quarters of work, we are showing you over 200 deliverables from these 20 teams. To put that into perspective, in our 3.12 Release Card in our previous Roadmap, we showed 26 deliverables. So with just 40% of our teams, we are already showing you more than 8 times what we used to show in a single release card.

    What is still missing is our Core Tech Group, which is comprised of 9 teams working on iCache and Server Meshing, as well as AI, Network, Graphics, and Engine. We know many of you are eagerly awaiting the roadmap for these teams, and we plan to show those in January, when we will also update the Progress Tracker with more teams. As we mentioned in a previous update, our initial publish will exclude our downstream teams, such as VFX, Audio, UI, and others. These teams support the upstream teams, and therefore need to first see the schedules set by the core feature and content teams before they can determine their own work and priorities. Because of that, we opted to hold these teams back from the debut of our Progress Tracker, so they could continue work to solidify their schedules, with the intent of adding them to the Progress Tracker in Q1.


    Update Schedule and More Features
    With our new Roadmap, we plan to continue to provide updates on a regular basis. The old Roadmap was updated every week, and while we will visit our new Roadmap weekly, we’ll aim to update bi-weekly. However, that doesn’t mean that we will have many updates to provide at such a frequent cadence.

    In the short term, we plan to add our Core Tech Group to the Progress Tracker in January, and the downstream teams shortly after that. After that’s done, we will continue to update the new Roadmap as work completes, new projects come online, and any changes occur to progress and priorities.

    You’ll note that the first delivery of the Progress Tracker is actually v0.5. We still have many features & improvements in store for the Progress Tracker before we would call it complete. For instance, we plan to add the ability to search and favorite teams and deliverables, as well as link deliverables in the Progress Tracker to their estimated delivery in the revamped Release View. Not only will we continue to add new features, but we’ll also of course continue to optimize the user experience with improvements to the overall usability.


    The Revamped Release View
    You’ll also notice with the new Roadmap that we have two views: the new Progress Tracker view and a Release View, which is a reimagining of the old Roadmap cards. While the Progress Tracker is showing you what deliverables all teams are working on or plan to work on for the next four quarters, the Release View is meant to give you an idea of when we expect to release those deliverables in the mid-term.

    Our desire is to show you four quarters of releases, but one critical takeaway is that only the immediate quarter in front of us has a chance to have a release view that will be hardened, as the deliverables that appear on the card for the quarter in front of us will have passed Go/No Go gates or be close enough to completion that we can predict their delivery with a high degree of confidence. You could say at that point that we have a ~90% degree of confidence that this deliverable will make its indicated release quarter. Once you go past the quarter in front of us though, that predictability and confidence for delivery will begin to degrade.

    In cases where we have yet to start on a project, it is especially difficult to predict delivery with a high degree of confidence, particularly for projects that have more unknowns. In those instances where we just don’t know yet, we won’t even place that deliverable onto a release card two to four quarters out, even though you will see it scheduled out in the Progress Tracker for work. But for some deliverables that we’ve gotten into a rhythm delivering, such as vehicles and landing zones, we will be better equipped to estimate timelines. These could appear in a release card even a few quarters out. For any of these deliverables further down the line, even then we will only place them onto a release card if we have at least a good level of confidence – around a ~70% confidence level – that we could make that window. If we can’t even clear this hurdle of confidence internally, then we won’t put it on a release card.

    As of this first publish, we are showing you a Release View with just one release column, which is Q1 2021, or Alpha 3.13. But when we return in January, we plan on adding Q2, Q3 and Q4, all alongside debuting a new roadmap feature to further share which deliverables we hope to release in the year to come. In order to capture the fluidity of deliverables that are further in the future, we will be adopting a color coding system that indicates that the further out we get from the first quarter, the fuzzier the release card and the more the deliverables in there are subject to change. The quarter in front of us may be a solid color (although in this case, 3.13 would be grey until we’re closer to GO/No-Go), denoting that we’re in the midst of working on our deliverables and understand velocity enough to determine a very reliable delivery estimate. For the next 3 quarters after that, the release cards will be in light grey, to denote that these estimated delivery times are still fluid and could move around. At the highest level, you’ll know that if you are viewing a release card that is grey, it will be fluid. That’s because even if we have ~70% confidence it will make it, there’s a good ~30% chance it could move. If the release card is solid colored, it will be hardened, with just a ~10% chance or less of moving. Put another way, if it’s grey, don’t be surprised if it moves/changes. If it’s solid, expect it to stay put (with very rare exception).

    We know that the new Roadmap and Progress Tracker, as well as our desire for you to shift your mindset in how you view our progress, will take some getting used to. But we feel that this new view will finally give all of our community the most transparent peek inside our development they’ve ever had, and we have plans to continue to build on this roadmap to make it more informative and instructive for all watchers.



    Squadron 42

    The new Roadmap is not meant to give people an early estimate on when Squadron 42 will be completed. We made a conscious decision to only show the Squadron 42 work concurrently with the Star Citizen work over the Roadmap’s four-quarter window. This is because it is too early to discuss release or finish dates on Squadron 42.

    As I said earlier this year, Squadron 42 will be done when it is done, and will not be released just to make a date, but instead only when all the technology and content is finished, the game is polished, and it plays great. I am not willing to compromise the development of a game I believe in with all my heart and soul, and I feel it would be a huge disservice to all the team members that have poured so much love and hard work into Squadron 42 if we rushed it out or cut corners to put it in the hands of everyone who is clamoring for it. Over the past few years, I’ve seen more than a few eagerly awaited titles release before they were bug free and fully polished. This holiday season is no exception. This is just another reminder to me of why I am so lucky to have such a supportive community, as well as a development model that is funded by people that care about the best game possible, and not about making their quarterly numbers or the big holiday shopping season.

    For most games it is typical to not even announce the project until about 12 months out and only start building awareness with marketing 6 months before launch. The issues with showing gameplay, locations or assets on a narratively driven game this early are twofold. First, a marketing campaign can only last so long and second, there is only so much of the gameplay that we can show before release as we want you to experience a really engrossing story. If we show the non-spoiler gameplay now, that’s prime footage and gameplay that could have been used closer to release. It is better to treat Squadron 42 like a beautifully wrapped present under the tree that you are excited to open on Christmas Day, not knowing exactly what is inside, other than that it’s going to be great.

    Because of this I have decided that it is best to not show Squadron 42 gameplay publicly, nor discuss any release date until we are closer to the home stretch and have high confidence in the remaining time needed to finish the game to the quality we want.

    The planned Squadron 42 specific update show, the Briefing Room is not dead; it will just go on hiatus until we are closer to release and it comes back as a part of an overall plan to build excitement as we show all the amazing features and details players will experience in Squadron 42. This does not mean we will stop communicating our progress on Squadron 42. We will continue with our monthly reports for Squadron 42, and we will also share our current development progress in our New Roadmap.

    I will say that the Squadron 42 team has really stepped up this year; It’s been a pleasure seeing how responsive and agile everyone has been, and just how much the team cares about making things great, despite the challenges of working remotely. All of us, including myself, are in close-out mode and I can’t wait for you all to experience the sprawling sci-fi epic that Squadron 42 is.

    In the meantime, Star Citizen is the best visibility into the gameplay and technical progress we make; you can download a new update every three months with new features and content, as well as advances in tech. We have weekly video shows that go behind the scenes in the creation of these features and content, and we welcome feedback and player input in how to improve things. A lot of the core gameplay of Star Citizen, especially the flight and on-foot combat, will be the same between both games. Squadron 42 will have a much higher level of bespoke locations and assets and a more crafted feel; combined with a cinematic quality and characters played by famous actors delivering performances that take you on a rollercoaster narrative experience that will rival the biggest sci-fi event films.

    My hope is that you’ll be so engaged in Star Citizen that Squadron 42 will be here before you know it.



    2020: Explosive Growth in New Players and Engagement
    Several years ago, in keeping with our value of transparent development, we began sharing our financials with you at the end of each year. This year, we decided to take that one step further and talk about engagement and player growth in 2020.

    If you’ve been following Star Citizen for years, you’ll notice that 2020 was an unprecedented year with explosive growth. The only publicly available metric we provided until recently is spending on our game, via the “funding tracker.” That title is a bit of a misnomer, as we now have thousands of players that are coming to the project as new players without knowledge of its crowdfunding history and are instead spending for early access to the Star Citizen alpha and the current experience it provides.

    The spending on Star Citizen has indeed been phenomenal, and our revenues as shown on the tracker have set monthly records since January, with the exception of October and December, which has yet to close. 2019 was itself a record year at the time, with $48 million in sales revenue, yet 2020 is so far already 60% higher, and will likely close at over $80 million in sales this year.

    Some might think that this is all old backers spending more, but that’s only the tip of the iceberg. Fueling this explosive growth is new players discovering Star Citizen for the first time. Revenues are a lagging indicator, and by themselves tell a very small part of the story. Only if you are doing everything else right will players come and will spending rise. The single biggest takeaway for 2020 is that as we shifted towards a “Playable Now” narrative and delivered more features and content, alongside a greater emphasis on quality of life and performance, we found ourselves drawing more and more new gamers into our universe and reactivating more old backers to return to check out our progress. And despite the fact that we continue to be alpha software with bugs and developing features, these players – new and reactivated – are sticking around in greater numbers than ever before.


    Bringing New Players Into the ‘Verse
    We added over four hundred thousand new accounts to the game in 2020, and grew our paying players by 20%, recording our best year ever in terms of new paid player growth (and our second best in new accounts). This January, we crossed 1 million paying player accounts, and have been steadily adding tens of thousands more every month, especially in May when we debuted Invictus Launch Week. Today, we stand at 1,177,919 Paying Accounts and counting. Even before COVID-19 hit the world, we were recording our best months ever in Q1 in New Accounts, New Paying Players, and revenues. And as the year progressed, we found ourselves building towards our best year ever in new player growth, reactivated players, and unique active players.



    Rising Engagement
    Beyond recording our best new player growth numbers ever, in terms of daily engagement we’ve continued to average 30k Daily Active Users throughout the year, which is a 70% increase over last year. And our MAU (monthly active users) is roughly 35-40% higher than 2019 and 2018. For the whole year (keeping in mind that we still have 10 of our busiest days of the year to go), 2020 has proven to be our biggest year ever in terms of total unique logins. We had over 33 million game sessions started by over 740,000 Unique Players so far in 2020. That Unique Player count is 35% and 40% higher than 2019 and 2018, respectively, and 25% higher than our previous high in 2016 (fresh off the novelty and excitement of the Persistent Universe finally going live).



    Quadrupling Play Time
    We know that this may be hard to believe for some long-time backers who have followed the project for years and been playing since the days of driving a Greycat PTV through your hangar. Moreover, recency bias often leads us to believe that the last 30k or other game-stopping bug means the game is buggier than ever. But in fact, the complete opposite is true. Yes, the game is still in alpha with bugs, and yes, our stability and performance is not yet at gold master software standards; we recognize that and are focused on improving performance with each patch. We know it may not feel like it at times, but Star Citizen is actually more performant than ever before, and the player stats are what tell us that. Since we delivered 2.0 at the end of 2015, our minutes played per player have been steadily increasing. And concurrency, which before was drastically constrained by crashes and bugs that induced restarts, has been steadily climbing as our game environment has become more stable, allowing more players to stay online for longer periods of time. In the first 12 months after we rolled out the Persistent Universe with 2.0, our players were averaging about 32 minutes of play time per day. Today, minutes played per player per day has more than quadrupled.



    In 2016, fresh off the launch of 2.0, players were averaging 32 minutes of playtime per day. That number jumped to 56 minutes on average per day for 2017. In 2018, it jumped again to 81 minutes per day. In 2019, that average increased to 114 minutes played per day per player. And now in 2020, we find ourselves at an average playtime per player per day of 2 hours and 25 minutes.


    We’re Making Steady Strides in Progress
    Many backers who’ve taken breaks and come back to the game marvel at how much it has progressed, especially since last summer. With each successive patch, from 3.5 to 3.6 to 3.7 and into this year, and with the spectacle of events like Invictus Launch Week, we’ve been able to attract hundreds of thousands of new gamers who are awed by the scale and immersion of this one-of-a-kind sci-fi experience. Not only have we added more to do, with new locations to explore, new ships to fly, new missions to undertake, and more to discover, but we’ve also added game-changing new tech like Server-Side Object Container Streaming and the beginnings of our Long-term Persistence in 2020. With these additions, coupled with Star Citizen’s continued improvements in industry-leading visuals, it’s no wonder that we’ve recorded our best year ever in terms of attracting and retaining new players, who have in turn helped us make 2020 a record year in revenues as well.

    That last part – retention – is also extremely important to us; we don’t want to welcome a new player to the ‘verse only to see them churn away instantly due to a paucity of content or a raft of bugs. So that’s why we’ve begun to emphasize quality of life, performance, and stability since 3.7. And while we are still far from where we want to be in those areas, it’s a focus for us now, as we walk the tightrope of ensuring the game is playable and performant enough for ongoing playing and testing while also introducing new features, content, and tech (which unfortunately always introduces new bugs and issues) to move the Star Citizen experience forward.


    Final Notes as We Approach a New Year
    What we’re most proud of this year isn’t the revenue, it’s the fact that we provided an appealing enough value proposition to compel hundreds of thousands of new players to invest their time to try out our game. It’s the fact that we had enough content and enough of an enduring experience to retain a high percentage of those players for weeks and months afterwards. It’s the fact we were engaging and exciting enough with new and revamped gameplay to bring back hundreds of thousands of lapsed backers. When we pull back to regard 2020 in its entirety, all of this shows us that we are making tremendous strides and moving Star Citizen ever closer to its ultimate goal. When we’re playing every day and mired in the day-to-day, it can be hard to see the forest for the trees. But we wanted to arm you, the community that has supported us along the way, with the perspective that we possess internally when we see all the holistic metrics in aggregate that tell us the game is enjoying its healthiest year ever in growth and engagement.

    One final and important note worth making is that the broadening player base and influx of new users is giving Star Citizen a healthier and more sustainable foundation than ever before. We don’t want any backer or new player to ever feel like they are obligated to pledge for a new ship to keep this dream going. All you need is a starter package, and everything can be earned in-game. We are ever grateful for the support of all our backers and immensely appreciative of their funding. But as our player base continues to grow, we want long-time backers to know that a new generation of players is joining Star Citizen in record numbers, and their contribution via their spend is allowing us to continue investing in the infrastructure and talent to keep building Star Citizen and make it the game we all want it to be. We of course want our old backers to continue logging in and playing, to help test and give us the feedback we need to make this game perfect. And if you feel you’ve contributed enough monetary support over the years, then just contribute your time through playing the game. You don’t need to worry about Star Citizen’s or Cloud Imperium’s viability. We’re healthier than ever. But we still value your time and your voices.

    Thanks to all of you in our community who share in the collective dream of Star Citizen, we had our best year ever in the ways that count most – player engagement and new citizens. And we think next year will be even bigger. Star Citizen hit an inflection point back at Alpha 3.7 and we haven’t looked back since. And it’s all thanks to you and the thousands of players, new and old alike, who have joined us in helping to make this the best damn universe sim ever.

    From all of us at Cloud Imperium, we want to wish everyone a happy holidays and a great 2021!

    Chris Roberts
    Founder & CEO
    bron

    Spoiler:

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    Star Citizen’s single-player campaign misses beta window, doesn’t have a release date

    ‘Squadron 42 will be done when it is done, and will not be released just to make a date,’ says Chris Roberts


    Another year will pass with no sign of Squadron 42 from Star Citizen maker Roberts Space Industries.

    RSI revised its project roadmap on Dec. 23, deleting any mention of a Squadron 42 beta, and RSI founder and Star Citizen creator Chris Roberts told the project’s donors not to expect any release or finish dates for the game anytime soon. RSI’s most recent guidance on a Squadron 42 launch came in August 2019, and said a beta would be coming in the third quarter of this year.

    Squadron 42 is a single-player, story-based campaign set in universe of Star Citizen, the spaceflight and first-person shooter MMO that’s been in development since 2011. RSI split off Squadron 42 and began selling it separately from Star Citizen in February 2016; it had been part of the game’s original Kickstarter campaign in October 2012, which gave 2014 as the original delivery date.

    Squadron 42’s A-list Hollywood cast, including Mark Hamill, Gillian Anderson, and Gary Oldman, was revealed in October 2015. RSI had promoted 2016 as the launch year for Squadron 42’s full release, but pulled that forecast back at CitizenCon in October 2016 and hasn’t given a full launch date since then.

    In the note to donors, Roberts said “Squadron 42 will be done when it is done, and will not be released just to make a date.” He also said RSI would not show any of Squadron 42’s “gameplay, locations, or assets” in lieu of a beta, because the game is too far from a full launch to begin a marketing campaign. “If we show the non-spoiler gameplay now, that’s prime footage and gameplay that could have been used closer to release,” Roberts said.

    “Because of this I have decided that it is best to not show Squadron 42 gameplay publicly, nor discuss any release date until we are closer to the home stretch and have high confidence in the remaining time needed to finish the game to the quality we want,” Roberts added.

    Star Citizen has, since its original 2012 Kickstarter, raised more than $339 million in crowdfunding from almost 3 million backers. Those figures are reported by Roberts Space Industries itself. That means it has raised more than $77 million in 2020 alone, surpassing 2019’s record of $47.7 million. Roberts Space Industries also picked up a separate, $46 million private investment from a billionaire record producer at the end of 2018.

    Most of Star Citizen’s funding comes from the sale (or rental) of in-game space ships, many of which cost hundreds of dollars. Star Citizen is currently in alpha version 3.12 of its “Persistent Universe”; Roberts Space Industries stopped giving estimated release dates for the full-version PU in 2016.

    In November 2019, developers announced they were building a 40-player combined arms multiplayer mode called “Theaters of War,” and hoped to deliver it in early 2020. It has been in closed alpha testing, with no beta or full launch date given.

    “In the meantime, Star Citizen is the best visibility into the gameplay and technical progress we make; you can download a new update every three months with new features and content, as well as advances in tech,” Roberts wrote. “My hope is that you’ll be so engaged in Star Citizen that Squadron 42 will be here before you know it.”
    bron
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    Eén voordeel, ver na na de dood van Mark Hamill kunnen we toch nog van hem genieten in een nieuwe rol.
    Ik wacht rustig af.

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    Quote Originally Posted by RPGer View Post
    Eén voordeel, ver na na de dood van Mark Hamill kunnen we toch nog van hem genieten in een nieuwe rol.
    !
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    Waar zou al dat geld nou naartoe gaan? Dit is inmiddels toch al lang de duurste game ooit gemaakt? Elite Dangerous heeft voor 'naar eigen zeggen' $8 miljoen (waarvan nog geen $2 miljoen Kickstarter) de hele Melkweg gemaakt (ok, gegenereerd).

    Waar zijn die andere paar honderd miljoen voor nodig bij Star Citizen? Het shooter aspect, de landingen (die ook naar Elite komen/al zitten), Hollywood-acteurs, of gaat het geld gewoon ergens via een bodemloze put in de boekhouding naar een of andere C. Roberts Maatschappij op de Kaaimaneilanden? Ben benieuwd of je daar ergens iets aan cijfers van kan vinden.

    Een beetje commerciële Wet Openbaarheid van Bestuur lijkt wel op zijn plaats voor de 3 miljoen backers (waarvan er hooguit 500k de game spelen overigens).
    Last edited by Ries; 30th December 2020 at 16:56.
    This post is subjective but tries to take the multicultural global society of various beliefs, sexual orientations and gender identities into consideration.

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    Quote Originally Posted by Ries View Post


    Waar zou al dat geld nou naartoe gaan? Dit is inmiddels toch al lang de duurste game ooit gemaakt? Elite Dangerous heeft voor 'naar eigen zeggen' $8 miljoen (waarvan nog geen $2 miljoen Kickstarter) de hele Melkweg gemaakt (ok, gegenereerd).

    Waar zijn die andere paar honderd miljoen voor nodig bij Star Citizen? Het shooter aspect, de landingen (die ook naar Elite komen/al zitten), Hollywood-acteurs, of gaat het geld gewoon ergens via een bodemloze put in de boekhouding naar een of andere C. Roberts Maatschappij op de Kaaimaneilanden? Ben benieuwd of je daar ergens iets aan cijfers van vinden.

    Een beetje commerciële Wet Openbaarheid van Bestuur lijkt wel op zijn plaats voor de 3 miljoen backers (waarvan er hooguit 500k de game spelen overigens).
    Ik heb het eerder gezegd, hier gaat een dijk van een Netflix documentaire over komen.
    Ik wacht rustig af.

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