Background Star Citizen is under development by Cloud Imperium Games, a studio founded by
Chris Roberts, Sandi Roberts, and
Ortwin Freyermuth in 2012. While working at
Origin Systems from 1990 to 1996, Roberts became known for his groundbreaking
Wing Commander franchise. After the completion of Starlancer in 1999 by Roberts' studio Digital Anvil, lengthy delays in the production of extensive plans for the game
Freelancer led to the company's acquisition by Microsoft and Roberts' exit from the project. Completed under a new lead and numerous staff replacements, the finished game was well received, but criticized for lacking the extensive features Roberts had planned. Roberts has since claimed that
Star Citizen is a spiritual successor to both
Wing Commander and
Freelancer. Pre-production of
Star Citizen began in 2010 with production starting in 2011 using
CryEngine 3. Several contractors and outsourced development companies such as CGBot, Rmory, VoidAlpha and
Behaviour Interactive were hired to build an early prototype of the game and concept art. The goal of the prototype was to gain outside investment, but following the success for the
Double Fine Adventure Kickstarter campaign, Roberts decided to crowdfund the game instead. After hiring Ortwin Freyermuth, Ben Lesnick, and David Swofford, Cloud Imperium Games was formed with the intention of building the initial campaign.
Star Citizen was officially announced at
GDC on October 10, 2012, during which the website they had built for the campaign crashed. Following the GDC presentation, the company announced a Kickstarter campaign on October 18, 2012. The game was originally developed on CryEngine 3 before switching to Lumberyard in December 2016. According to creative director
Chris Roberts, the decision to switch to Lumberyard was based on its online services such as deep back-end cloud integration on
Amazon Web Services and its social component with live-streaming platform
Twitch.
Kickstarter and early releases In its initial debut on Kickstarter,
Star Citizen was marketed as "everything that made
Wing Commander and
Privateer / Freelancer special". The proposed game was claimed to include a single-player story driven mode called
Squadron 42 that would include drop in/drop out co-op, a company-hosted persistent universe mode, a self-hosted, mod-friendly multiplayer mode, no subscriptions, and no pay-to-win mechanics. The initial estimated target release date was stated to be November 2014, with all proposed features available at launch. Additional promised features included
virtual reality support,
flight stick support, and a focus on high-end PC hardware. While the initial release would be targeted for Windows, Roberts stated that Linux support was a goal for the project after its official release. As development continued, Chris Roberts announced in August 2013 that they would be releasing the "Hangar Module", a way for players to explore an enclosed space and some of the ships that have been completed. The module was released six days later, on August 29, and was considered the "first deliverable" of the project. This would mark the beginning of
Star Citizen's modular development process, where smaller pieces of the game would be released leading up to the release of the Persistent Universe. During this early period, it was announced that the games would utilize the
artificial intelligence system Kythera, developed by Moon Collider. The game is produced in a
distributed development process by Cloud Imperium Games and Foundry 42 with
studios in
Austin,
Frankfurt,
Santa Monica,
Wilmslow, and
Derby. Additional partners that are or have been working on the project include Turbulent,
Virtuos, and Wyrmbyte. Turbulent was acquired by Cloud Imperium Games in July 2023.
Arena Commander Arena Commander, the "flight combat" module, was released on June 4, 2014. It allows players to test the ship combat and racing portion of the game against other players or AI opponents in various game types. These game types were released to all players as single-player offerings, with a small number of players receiving access to the multiplayer version with plans to scale until the module was considered fully released.
Star Marine Star Marine was considered the "FPS module" for
Star Citizen. The module was announced at PAX Australia 2014 with a projected release date in 2015. The development of Star Marine was contracted out to the Colorado-based third-party studio
IllFonic. Initially, the module was set to include features like teams starting within a ship and needing to fly to a space station to begin their engagements and much more EVA-based gameplay including the disabling of gravity during matches. However, close to being finished, CIG found that the assets that were built for the module weren't at the same scale as those built for the rest of the game. By August 2015, the contract was terminated and development of
Star Marine returned to an in-house team at Cloud Imperium Games. The issues plaguing Star Marine's development caused significant delays, pushing the release beyond the originally expected 2015 release date. Just prior to the module being pulled from Illfonic, outlets began reporting that the module was "delayed indefinitely" or "cancelled". During development in 2015, a game type called SATA Ball was announced, an in-game sport where players would be split up into two teams and would fight each other in a
zero-gravity environment. It has yet to be implemented in the game. The module was released on December 23, 2016, a year after its original projected release date.
Two months later, in October 2016 at the annual CitizenCon event, Cloud Imperium Games claimed that Alpha 3.0 would be split into four smaller releases. When December arrived, Cloud Imperium Games made a surprise announcement that they would be migrating Star Citizen'' to the Amazon Lumberyard engine. Alpha 3.0 wouldn't release until December 2017, and following its release the developers implemented a public roadmap that would show features and content that was in development for the future.'''' As development continued, Cloud Imperium Games began releasing more features in incremental versions that built on Alpha 3.0. Early updates focused on implementing initial gameplay mechanics specific to the Persistent Universe module and efforts to stabilize the "barely playable" Alpha 3.0 update. Face-over-IP technology was implemented in Alpha 3.3, which was built in partnership with
FaceWare Technologies. Feature additions continued through 2019 as Cloud Imperium Games adopted a quarterly schedule for providing updates to the module, though concerns over its lengthy development continued. With the release of Alpha 3.18 update, the game experienced major outages.
Delays and extended development During the 2012 crowdfunding campaign, Chris Roberts suggested that the game might be released in 2014. At the time, Roberts said that "Really, it's all about constant iteration from launch. The whole idea is to be constantly updating. It isn't like the old days where you had to have everything and the kitchen sink in at launch because you weren't going to come back to it for awhile. We're already one year in – another two years puts us at 3 total which is ideal. Any more and things would begin to get stale." Star Marine, originally scheduled for a 2015 release, was delayed until December 2016.
Squadron 42, the now-standalone single player component of the game, was initially scheduled for the project's initial 2014 release, but suffered from delays as well. After it missed the 2014 release window, a release window in 2016 was suggested before the project was "delayed indefinitely". In 2018, Cloud Imperium Games announced a plan to enter the beta stage of
Squadron 42s development before the end of the first quarter of 2020, but that date was later pushed back to the end of the second quarter of 2020. As the project continued to delay key features and miss projected deadlines, the media began to suggest that the game may become
vaporware and might never be released. Many of these delays were blamed on
micromanagement of the project by key members of Cloud Imperium Games, and criticisms of
feature creep plagued the project. Comparisons were made between
Star Citizen and
Elite: Dangerous, another crowdfunded space flight simulation game announced at about the same time and released in 2014. In November 2021, Cloud Imperium announced it would be opening a new office in Manchester to open in May 2022. Upon opening, it would become the company's UK headquarters and 400 people from the Wilmslow office would relocate to Manchester. At the end of January 2024, live game director Todd Papy, along with several other lead staff members, left the company as part of a restructuring connected to the company's office relocation. Preceding their annual CitizenCon event in October 2024, CIG was reported to have mandated a 7-day work week for employees working on deliverables for the event. The goal of this two-week
crunch period was reportedly to finish the 3.24.2 update for the Persistent Universe and a gameplay demonstration of
Squadron 42, which was shown on stage at CitizenCon 2954 on 19 October. Employees were promised 12 hours of
time off in lieu per week to be made available after the release of
Squadron 42 on the condition that they still worked at the company at the time.
Funding Crowdfunding and early access sales The developers of
Star Citizen began crowdfunding in 2012, on their own website and
Kickstarter. Funding quickly surpassed initial target goals and subsequently additional stretch goals have been added to the funding campaign, most promising more or expanded content at release. At initial pledge campaign end, the total pledge amount was above all goals initially set by Cloud Imperium Games and reached . In 2014,
Guinness World Records listed the sum of pledged on
Star Citizen website as the "largest single amount ever raised via crowdsourcing". During the 2014
Gamescom event on August 15, Chris Roberts announced the crowdfunding campaign had surpassed . On May 19, 2017, crowdfunding surpassed $150 million. In addition to crowdfunding, funding for the game's development has continued through a variety of in-game transactions and subscriptions. In January 2017, when asked about the financial situation of
Star Citizen, Chris Roberts said: "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." For contributing to the project's funding, backers receive virtual rewards in the form of tiered pledge packages, which include a spaceship and credits to buy additional equipment and to cover initial costs in the virtual economy, like fuel and rental fees, but according to the developers, players will be able to earn all backer rewards in the game itself, with the exception of certain cosmetic items and Lifetime Insurance (LTI), without having to spend additional money. Crowdfunding from backers exceeded US$170 million by December 2017 when
Star Citizen released in early access. Since then, the developer has not stated a clear split of crowdfund based revenues and straight early access sales so the total crowdfund figure is unclear. Combined regular sales from early access and original crowdfunding total exceeded $300 million in June 2020, surpassed $400 million in November 2021, and $500 million in September 2022. The current number of paying players is unknown, as it does not equal the advertised counter
Star Citizens.
Private funding Billionaire
Clive Calder purchased a 10 percent stake in Cloud Imperium Games for US$46 million in December 2018, placing the company at a $460 million
valuation, regarding which
TechCrunch commented, "One may very well question the sanity of such a valuation for a company that has not yet shipped an actual product." In addition to the stake, Clive and his son,
Keith Calder, gained
board seats at Cloud Imperium. In March 2020 an additional $17.25 million investment was received, raising total private funding to $63.25 million. Due to
United Kingdom financial disclosure laws, Cloud Imperium Games released financials for parts of the company. The documents revealed that in 5 years of development, from 2012 to 2017, the company had spent US$193 million and reserved $14 million. CIG financials for UK in 2020 revealed that it had paid about £1 million in dividends to shareholders. CIG financial disclosure for 2022 in the UK, posted in March 2024, includes further details regarding the terms of this external investment in Note 28 of the report. The investment carries a put option that allows investors to recover their investment plus interest at certain time windows during 2024, 2025 and 2028. In the same financial disclosure CIG estimates this liability at £47.8 million for the part of the external investment in the UK business. Since Clive Calder's investment was performed in equal measure in the US side of the CIG business, further estimates quantify the total liability by CIG, owing to investors around $130 million overall if these were to call their put options. == Grey market ==