How much is star citizen. How much is star citizen

Or was it? Because this level of funding was only commitments made until 2014. Private donations, investments, and stock trading meant Star Citizen had amassed over $ 250 million in funding by the end of 2019.

Star Citizen reaches $350m in crowdfunding after record 2020

Monday, March 15, 2021

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According to the latest data from Cloud Imperium Games, Star Citizen has already earned over $ 350 million.

The long-term title hit a new milestone in February when it grossed in about $ 5 million.

November 2020 had one of the largest months in history, with revenues of $ 16.9 million. This was due to the annual International Aerospace Expo that opens the game and a complete list of 100 ships for new players.

Star Citizen saw a similar increase in November 2019, when a $ 9 million haul put the game above $ 250 million. It reached $ 300 million in June 2020.

Cloud Imperium describes a significant portion of its income as “crowdfunding,” even though it comes mainly from the sale of starter kits and in-game items – which is common in live games that generally don’t classify such income as crowdfunding.

However, despite being in production for ten years, Star Citizen has yet to receive the full commercial release. The single player spin-off, Squadron 42, sold separately since 2016, has no release date yet.

Nevertheless, it continues to generate money at an impressive pace. According to Polygon calculations, Cloud Empire brought in $ 77 million in crowdfunding in 2020 alone – its most successful year to date.

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The complaint criticizes the developer for marketing items that cannot be used in the game

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Joe.Blobers Surveyor, Satsuma Droid 10 months ago

CIG amassing more and more cash every year, simply because it offers players a unique experience, now in an Alpha state.
It’s certainly not for everyone, but also a good sign for the official release, with far more players eager to play the final build.

CIG is also the only company that offers everyone the opportunity to test the latest SC version free of charge several weeks a year, so everyone can decide whether they want to join now or support the game without any competition whatsoever.
That’s true in 2020 and earlier, even more in 2021 with twice the content, 3 new gameplay and the implementation of core technology compared to the last two years!
All for $ 45 as all flying ships can be purchased in-game with credits.

Meanwhile, publishers either ship the same game with a re-skined year after year, or supply a completely shitty unfinished game (Fallout76), remove it from the store (Anthem), or release it a year or two before it’s finished (CP2077). Also, don’t forget about the remaster of the older game. There is no ambition and novelty at all. Publishers want quick profit, not ambition for the gaming community.

Incidentally, CP2077 took 8 years from a well-established studio with all current pipelines and hundreds of developers on its first day to a game that’s a fraction of the ambition of SC + SQ42.

Look no further why CIG gathers more and more new sponsors every quarter 🙂

While Cloud Imperium Games has made it easier to try out the game itself over the past few years, the various purchasing methods have become very complicated as well. What exactly would your money buy and what are the benefits of pledging now as opposed to waiting for your discharge?

How much is star citizen

Computer requirements; Windows 8 (64-bit), Windows 10 Anniversary Update (64-bit) DirectX 11 graphics card with 3 GB of RAM (definitely 4 GB) Quad-core processor with AVX instructions (Intel Sandy Bridge processor and AMD Bulldozer or newer) 16 GB + RAM SSD drive strongly recommended

Embark on an epic single-player campaign set in the Star Citizen universe. Squadron 42 is currently under development. This promise gives you access to your digital game once it’s released.

Squadron 42

Squadron 42

Squadron 42

Answer the call and join Earth’s most elite pilots in this cinematic science fiction adventure from acclaimed developer Chris Roberts. Embark on an epic single-player campaign in the Star Citizen universe featuring intense combat and a captivating storyline by an all-star cast including Mark Hamill, Gary Oldman and Gillian Anderson.

Included in this package:

Squadron 42 is currently under development. This purchase grants you access to the digital game upon its release. This commitment also includes immediate access to Arena Commander and Star Marine.

Squadron 42 was a side project led by Erin Roberts, brother of Chris Roberts who had helped him work on games in the past, leading to his position as the lead developer for Squadron 42.

When will Star Citizen launch?

The three hundred million dollar question! Over the years, both Star Citizen and Squadron 42 have had initial distribution windows that were routinely skipped or delayed due to the appearance of creepy features as the scope of the project expanded rapidly.

For this reason, Cloud Imperium Games has just decided to abandon the anticipated release dates entirely. Right now, we have no idea when any of the games will come out, instead we have an action plan that is a comprehensive look at how development is progressing.

Here, fans can follow the various “deliveries” that are clearly defined milestones of development that the people working on Star Citizen have accomplished, what is the current timeline for future products, and what each department is working on. Between the roadmap and the game’s many playable modules, Cloud Imperium Games doubles transparency – partly due to past criticism of its lack, which has resulted in skepticism as to whether the budget will actually be allocated to creating the game.

Star Citizen has endured a lot of controversy over the years due to the constant delays and feature creep that routinely pushes the release date. Many critics already refer to it as “vaporware” or say it will never be completed and released, with supporters throwing their money away.

Admittedly, in the early transitional period following a sudden financial boom, Cloud Imperium Games was not very good at communicating with sponsors or setting realistic goals, however, recent efforts to make the development process more transparent while giving players more assurances of progress paid off. Between the currently playable modes that are constantly evolving and the public Roadmap, it is clear that the progress of the Star Citizen project is moving forward at high speed.

The lack of even an initial release date indicates that the final version is still expensive, so if you’re considering supporting Star Citizen, keep in mind that the premiere won’t materialize for a few years, realistically. That said, you can jump right into the playable sections of the game.

How much does Star Citizen cost?

This is also a bit of a complicated question. Currently, players can declare money for the development of Star Citizen and Squadron 42 in many ways, but not all of them provide access to the game itself.

To “buy” Star Citizen – actually, pre-order – right now, you’ll need to purchase one of the many game packs available. These are packages that contain permanent ownership of the spaceship you will fly in the game along with a certain currency, a hangar slot, and ship insurance. These game packs give you access to Star Citizen itself, if any.

The cheapest options for the game bundle are $ 57.15, which is standard on AAA games. This will give you either a Mustang Alpha or the Aurora MR, both single-seater small spaceships, perfect for new players. You’ll also get a slot in the cheapest hangar variant, 1,000 credits and a 3-month insurance policy for your ship.

Note that this doesn’t include Squadron 42, only Star Citizen – the story campaign is sold separately for $ 57.15 as well, a purchase that will only give you access to story mode, not the persistent universe. If you want both, there are bundled Game Packs for $ 82.55, which is cheaper than buying each separately.

There are also more expensive Game Packs that include better ships and more gadgets. You can purchase standalone ships which may or may not be cheaper than the game pack as add-ons to your account, but you will actually only be able to fly them if you have access to the game through a qualifying oath.

You can browse the Pledge Store for countless ships, packages, add-ons or physical goods.

When I talk about the projects that grow in relation to Star Citizen, I mean their goal-stretching. What started out as a project with the best of intentions quickly turned into something so huge and ambitious that it saw millions of sponsors coming to the project based on the scope of what the developers wanted to achieve.

Kickstarter Record-Breaker

Kickstarter maintains a register of the largest crowdfunding projects on its platform. With its important milestone, the Cloud Empire space simulation far surpasses the once more top-of-the-range smartwatch called Pebble Time.

Data from Statista shows that Pebble Time had raised a total of $ 20.5 million by July 2021, placing it in a distant second place.

When it comes to the most funded video games on Kickstarter, Star Citizen again outperforms some very popular campaigns.

These include “Shenmue 3” ($ 6.3 million), “Pillars of Eternity” ($ 3.9 million), and even the most competitive space simulation “Elite Dangerous” ($ 3,500.1 million).

Insane Fan Support

But Star Citizen’s crowdfunding efficiency doesn’t stop with the total money it has raised.

PC Gamer broke the $ 400 million mark in less than 18 months after crossing the $ 300 million mark, which is quite unprecedented considering the game has been underway since 2012.

But fans don’t seem to worry about that. The game currently hosts a free flight period until December 1, where sponsors have more options to contribute money for the project.

a screenshot of a star citizen

These free flight periods are one of the biggest earners for Cloud Imperium Games, and the money they usually collect during this time period can easily reach $ 200,000 to even $ 700,000 a day.

As of this writing, the game’s current Free Fly spell has allegedly raised a total of 3,500 million, according to PC Gamer original report.

Provides a screen showing all ship and vehicle systems related to the battle. It can be used to manage shields and energy, select and switch targets.

Star Citizen’s Microtransactions and Pay-to-Win Claims

Microtransactions and external purchasing options are generally quite controversial, but the debate about Star Citizen’s trading systems is somewhat unique in scope and implication.

At the core of this particular controversy is the very idea that Cloud Imperium Games is using microtransactions to raise more funds for a game that has already broken crowdfunding records and ranks high among the most expensive games in history. Some fans are concerned not only about the price of individual transactions (some Star Citizen ships can cost over a thousand dollars), but the ethics of selling such expensive in-game content that is not finished and sometimes prevents players from using the items they buy at the time of purchase. The most infamous example of the latter is the time Star Citizen offered to buy plots of digital real estate that did not yet exist and would not be available.

Recently, fans have also raised concerns about the idea of ​​Star Citizen becoming a “pay-for-win” experience. These concerns gained momentum in 2018 when the Star Citizen team announced that they had removed the in-game currency cap. Chris Roberts noted that this was not a pay-to-win example as there is no “specific win state” and that you win by play, but some fans are wondering how these systems and the apparent lack of security will affect the PvP mechanics and features society.

Star Citizen’s Money Mismanagement Claims and Feature Bloat

This is quite a controversy (to say the least), but most of this post can be traced back to a 2019 Forbes article that provided a bit more detailed information on Star Citizen’s money economy problems.

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This article focuses on how the Star Citizen team has used their resources so far. While concerns about the aforementioned resources relate to how the developers spent their time (one source said Roberts was obsessed with micromanagement and constantly starting new ideas before the old ones are finished), most of the report is about the game’s finances. From the uncertainty over the salaries managers received to the influence of outside investors who bolstered the game’s marketing budget, there were many claims that Star Citizen’s budget was not properly supervised in a way that would best bring about the actual development of the title.

Given that the new update reveals that Star Citizen has raised over $ 350 million to date, questions about how Star Citizen executives are handling all the money that has come their way will almost certainly continue.

Given that the game bypassed many launch windows (it was originally scheduled to be released in 2014), this question is entirely based on Cloud Empire and its founder Chris Roberts.

What Is Star Citizen?

Star Citizen is an ambitious project that was launched in 2011 by Roberts Space Industries. The idea of ​​the game was to create a spiritual successor to other games created by Chris Roberts, head of the RSI (Roberts Space Industries).

The game was supposed to be a sequel to one where his previous projects like Wing Commander and Freelancer were discontinued and Chris took the game to Kickstarter to not only increase awareness but also financial support via crowdfunding – and this is where the real Star plot begins Citizen.

Hailed as a “multiplayer space trading and combat simulator”, the game was a huge success based on Chris’ vision, and the game received a whopping $ 3,500.1 million in its first Kickstarter campaign. Scheduled for release in 2014, the RSI began development immediately, and by 2013 it only released what they called the “hangar module”.

In the Hangar module, players could explore their ships in first-person view entirely in a virtual hangar – no real flying, combat, or other gameplay was allowed, so it was a very limited demo of what was to come. Then, in 2014, the Arena Commander module was released which allowed players to fly their ships in a controlled environment, fighting other players or AI ships to test the physics and gameplay of combat between ships.

Finally, in 2016, Star Marine was released to players, which allowed them to get involved with Star Citizen’s FPS elements. All these different modules have since been combined into one comprehensive experience; Alpha 2.0 This is where all future releases and updates will be built into the game and players will be able to play the latest version of Star Citizen.

However, don’t be fooled. Alpha 2.0 was not a finished product. Instead, it was more of a demonstration ground for the latest features to be implemented. At the time of writing, Star Citizen has yet to receive the 3.9 update, which is due to be released in Q1 2020 (as I write, we’re in the last month of Q1). Yes, more patches are planned, but at the moment the actual release of these updates is weak and their content does not represent the finished game in any glimmer of the imagination.

What Does Squadron 42 Have To Do With Anything?

Squadron 42 was a side project led by Erin Roberts, brother of Chris Roberts who had helped him work on games in the past, leading to his position as the lead developer for Squadron 42.

But what is Squadron 42? It is a single-player role-playing game set in the Star Citizen universe that runs as a standalone game developed by Foundry 42, originally scheduled for release in… 2014.

Evidently developments and changing goals have led to a huge delay in the game’s release, with the projected beta release date now expected to be in Q4 2020. Whether the game will be playable on that date is questionable, but material that we’ve seen so far makes the Squadron 42 look… pretty good.

I admit, I bought it a few years ago. The game features a cast with names such as Sigourney Weaver, Mark Hamill, Gary Oldman, John Rhys-Davis, Liam Cunningham, Andy Serkis and more, as well as engaging gameplay in a universe that has been refined in every way to an insane degree of storytelling.

The game physics looks great too, you can check out the trailer for yourself below – but Squadron 42 looks incredibly attractive, and its playerbase is looking forward to finally launching it. As with Star Citizen, there is a problem.

The developers have now announced that they are planning an episodic release of Squadron 42. The first episode is said to have over twenty hours of gameplay and 71 missions – but it’s still not a fully finalized product.

In fact, none of the products that RSI originally planned to release in 2014 have been launched in a condition that could adequately represent a fully completed game. This is where the problem of many people lies.

This is how the Quantum journey begins simply and comfortably. The other menus are similar. However, the relevant preconditions must be provided in each case. The quantum leap can only be started after selecting a destination and loading the disk.

What Star Citizen features does GameGlass support?

  • In Star Citizen, GameGlass supports flight systems, spacecraft and vehicle combat systems, ground vehicle functions, emotes and camera settings, as well as special functions related to competitions such as mining.

GameGlass sits technically between the Star Citizen client on the computer and the input devices used. Simulates the input of keyboard commands. Thus, the application is limited to those functions that can be entered via the keyboard, controller or joystick.

The GameGlass Basic Star Citizen menus are divided into different sections.


It contains the most important commands in flight mode, such as turning systems on and off, quantum drive, landing gear, opening and closing doors, lights and scanning.


It provides similar control over ground vehicles and space bike systems such as the Nox and Dragonfly. Using GameGlass, for example, a second person can operate shields during battle. © GameGlass


Provides a screen showing all ship and vehicle systems related to the battle. It can be used to manage shields and energy, select and switch targets.


This includes emoticon and camera settings. Screenshots can be much more convenient than using F4 + Page up / down and cursor keys.


This tab is for upcoming modular expansion systems in conjunction with the new Star Citizen competitions. The first entry here is Mining (read more about it in our ultimate mining guide for Star Citizen).

The menus are arranged reasonably enough, only a few buttons are placed a little too close together. The Face-Over-IP / Voice-Over-IP button is quite small and is located close to the Engine button, which can quickly lead to an unintentional shutdown of your drives. Not a good idea as I’m racing through an asteroid field at 1235m / s and just want to make a FOIP call.

After all, the key buttons for eject, self-destruct, and power are all positioned away from other frequently used functions, stand out in red from the others, and need to be held down to trigger the corresponding function. Personally, I’d prefer these buttons were even smaller, so I’d have to hit them very accurately to blow up my ship. It’s not for nothing that in science fiction movies and series, self-destruct mechanisms are hidden behind a series of mechanical security features or passwords. With GameGlass, just causing death is much easier.

The side of the vehicle is quite thin in terms of functionality. I can honk my horn frequently, but otherwise there are only the most important standard commands. This isn’t because the developers of GameGlass: Star Citizen just doesn’t offer many options for ground vehicles at the moment.

Ingame-Menus cannot be replaced completely

While the app is convenient, there are a few things we need to do in the game itself. For example, you can’t switch weapon groups via GameGlass. If you want to switch the Avenger’s front weapon to weapon group zero and your wing weapon to weapon group one, you still need to do so on the MFD in the cockpit of the ship. Mining-UI for Star Citizen is available for a fee on GameGlass. © GameGlass

Also, no interactions in the game world can be replaced, so the ‘Y’ and ‘F’ keys are still responsible for the freelook and interaction by default. These examples show the limitations GameGlass currently has. Until Star Citizen supports mods and releases an API that allows direct access to controls, panels like GameGlass won’t be able to offer completely external in-game displays.

It is also not possible to directly control the vehicles. Whoever counts on controlling Star Trek: Enterprise via a touchscreen may be partially disappointed. So far, the only exception is the Mining-Shard, where dynamic energy control can be done via the tablet’s touchscreen and thus via GameGlass.

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