11 years and $750 million later, Star Citizen now has a new star system and MMO-scale server sizes

By Alex Johnson | January 01, 0001

12 years on from its initial announcement, work on Star Citizen shows no signs of slowing down (not that it was exactly going at lightspeed in the first place). Developer nb, which is a pretty big deal. For context, version 3.0 of Star Citizen came out back in 2017, so this theoretically represents quite a big jump for the game.

The update introduces the new Pyro star system, which is made up of six planets, six moons, and countless outposts and bases. Maybe the highlight of the update, however, is that the game now uses server meshing, which means that the maximum number of players supported per server has shot up from 100 to 500. That effectively bumps up the player count on each server to MMO scale, where before it was just, uhhh, MO scale. The amount of changes in the update also means that all servers are getting reset and wiped, with everyone starting afresh with an extra 20,000 aUEC of in-game currency, while of course getting to keep their hangars of .

(Image credit: Cloud Imperium Games)

So is that supposed to be good? Really? Because for a game that's been in development for over a decade, has been playable in Early Access since 2017, and is working with a $750 million crowdfunded budget, that doesn't sound great. There does seem to be a lot of , especially [[link]] with the 4.0 update, but whenever I see gameplay of Star Citizen, I struggle to see where that eye-watering amount of money is going. 

Take this below clip of one player who was moved to tears when they first set foot on Bloom, one of the new planets. Am I being haughty, or does it just look like a procedurally generated landscape of undulating hills with no notable geological landmarks in sight? And the grass clips through the bottom of the ship, goddamit! 

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It's great that there are people out there enjoying Star Citizen, and [[link]] this update certainly seems like a step towards that , according to CEO Chris Roberts. I just struggle to see how it can possibly match the expectations that its silver-tongued bosses and astronomical budget have set for it. 

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