• About Star Citizen
  • Careers
  • Misunderstandings
  • Alien & Human Races
  • Manufacturers & Ships
  • Our Fleet
  • Mercury Rising Org

About Star Citizen

Star Citizen is best described as being a living, breathing universe, built upon a versatile simulated economy, where you live the life you want, and control your own destiny. You decide how you want to play the game, whether you want to be a trader transporting cargo across the galaxy, a fighter pilot clearing the area of hostile pirates, or a bounty hunter capturing the UEEs most wanted criminals. You can do all of this, and much much more, whenever you want. There are no skill trees to master, only player ability and reputations. If you choose a life of crime as a pirate, then you're reputation as a pirate would prevent you being able to act as a bounty hunter, however being a notorious pirate could open up missions only offered to worthy players.

One of Star Citizens strengths is the seamless transition throughout - you will be able to enter your ship, take off and travel through numerous systems, walk around inside the ship at any time, stop and EVA out into space for a bit of sight seeing, get back in and fly down to a planet and walking around their shops, and never see a single loading screen.

In the SC universe, there is already a vast quantity of NPC (AI) player who have their own jobs and purpose in the universe, they are traders, pirates, shop sellers, crew for hire, and they will outnumber the player base by roughly 10:1, so the universe will always feel alive and active, and any jobs which players dont want to do can still be completed by NPCs.


Gameplay can be split into 4 aspects: Combat, Exploration, Trade & Industry, and Criminal


Whether you're playing as a lone-wolf or working with others, the SC Universe will be filled with plenty of opportunity for combat, with the hostile Vanduul race on the outer fringes of the known universe, and pirates occupying low-sec space. Because many areas of space can be dangerous, there is high demand for escorts, where people are looking to reduce the risk of travel in exchange for payment.
Combat can also happen outside on foot, both inside and outside of ships, there will be a need for soldiers when boarding space stations or attempting a hostile capture of someones ship, and equally defending a ship if it happens to be boarded.


One of the most popular aspects of Star Citizen is the exploration. The Star Map contains hundreds of planets in numerous systems, however there is significantly more out there which has yet to be found. Exploration covers a vast array of aspects, whether its discovering new planets or systems, finding a new jump-point, or simply finding asteroid fields for mining or wrecks for salvage. You'll even be granted the naming rights if you're the first person to report the discovery of a new planet or system, which you can either use to give yourself eternal fame or sell the rights to the highest bidder.

Trade & Industry

Trade & Industry covers a wide array of jobs, such as trader, miner, scientist, salvage, refuelling, repair, and dozens more. These are the jobs that the universe requires in order to function, jobs that help drive the economic simulation. Planets and factories can post jobs requesting specific resources, such as food, luxury goods, or manufacturing materials. In some cases the goods will have already been purchased, and you'll be asked to pick them up and deliver them, in other cases you'll be able to find your own source, either by harvesting them yourself or by finding somewhere you can buy them cheap and sell them on for a profit.


There are multiple varieties of criminal, from the traditional Pirate who'll threaten to attack if you dont pay them a tax, as well as Smugglers trying to sneak contraband past security, Assassins who will kill a target as long as you pay them enough, Privateers who'll take payment to attack groups as requested by a rival group, and many more. Anyone who says crime doesnt pay was never a good criminal.

Whether its keeping the human race safe from attacks by the Vanduul, discovering new locations or faster routes to get there, competing in eSports to provide entertainment to the population, transporting sensitive data around the universe, or delivering food to planets, every role has a need, and a way to make an income from doing the role well. With no skill tree, player ability will be the differentiator. Do a poor job, and your reputation will take a hit, become trusted or even indispensable and the money will come flooding in.

Multicrew & Multiplayer

Star Citizen features dozens of single-seater ships for a variety of purposes, however one area where it excels is the multi-crew capability. There are ships designed to be operated using 2 players, while other huge capital ships are designed for over 100. With Multicrew ships, you'll be able to join friends on the same ship, and all walk around freely and share the responsibilities between each other, so you could have 1 person as a pilot, 2 as turret gunners, and another managing the ships power, shields and radar/navigation, or you could have the pilot doing the navigation, and the 2 gunners sharing the shields and power management.

The ships are built to feel authentic, and where possible they'll feature beds, toilets, and relaxation areas, larger ships will have rooms dedicated for the power plant, gravity generators, cooking & eating, repairs or medical facilities, and much more.

The multiplayer aspect will also allow you to go out with a group of others, in a variety of ships, so you could have a large multi-crew cargo ship and 2 people flying single-seater fighters as escorts to protect from any pirates.

NPCs & Hiring

A downside of multicrew ships is that some of them are so large they require a number of people to operate them efficiently, you could take most ships out solo or with a couple of friends, but you'd likely be at a disadvantage. Fortunately there is a large population of NPCs as well as players who are looking to do the stuff that many people have no interest in doing. If you're a terrible pilot, then your services as a gunner could be very useful to someone who needs people to man their turrets. If you're a good pilot, you could be hired to fly escort or to fly a cargo hauler. If you've got experience at mining, then those specific skills could be very valuable to someone looking for experienced workers, rather than taking someone with no experience and letting them learn how it all works using your ship and possibly destroying materials.

The other option is to utilise the NPC population, they have many skilled workers looking for work, some of them you'll be able to employ on a permanent basis, others you'll just hire for the job at hand and let them go at the end. NPCs will also learn and gain experience on the job, which is a benefit of permanent employment, compared to hiring a skilled worker and paying them a high wage. The other advantage of NPC workers is their intent is likely to be genuine. With another player, can you ever really trust them? Their experience and reputation will be a useful measurement, with someone with a solid reputation having more to lose by doing something that could damage their reputation and their ability to earn a good income in the future, whereas a character with no reputation could have devious intentions, looking to sabotage your operation, coordinate an attack with pirates, or attempt to take over the ship and steal it along with its contents. It could make for very interesting scenarios, and while its plausible that the motives of another player to be more devious, its not impossible to rule out an NPC having similar intentions. You could even be transporting civilians to their destination, and encounter a hostage situation triggered by criminal passengers waiting to make their move.


Organisations are the Star Citizen equivalent of clans, guilds, teams etc. The RSI website caters for these directly, allowing anyone to start an Org for various purposes. The advantages of being in an organisation are similar to many other games, having other players around at the same time to play with, or to take part in jobs which are more complex. Orgs also have the benefit of being able to share selected assets to others, so the org could pool or tax funds from their members income and use it to purchase new ships, upgrades, cargo/goods and then let others use those items. Likewise players will be able to allow their personal ships to be used by org members too. It allows each individual to have their own personal ships which are yours until you sell it, or its owned by the Organisation itself. Theres no risk of giving someone your ship and them not giving it back, or a member borrowing an org ship and then leaving the org and stealing their ship. The ownership is still with the correct person, except you'd be classified as having stolen it, as it doesnt belong to them.

Economy and Player Impact

The game features a living, breathing economy which has many implications - If there was a large-scale Vanduul attack orchestrated, ships would be destroyed, resources like missiles, fuel, weapons & ship system are lost, and people are injured or killed. The effect of this is that there is a sudden increase in demand for new ships to be built, resources need replacing, pilots and crew need to be rescued and given medical treatment, and all of this created knock-on effects within the supply & demand within the economy. Goods which were in abundance could suddenly be a priority, while the desire for luxury goods could plummet as the population has more important needs to be attended. One attack could generate combat missions to join the fight, resource missions to harvest resources for the rebuilding process, transportation missions to get goods to the factories, salvage missions to clean up the wreckage left behind, and search & rescue and medical missions to recover pilots and crew.

It might seem like a complex economy only benefits trade & industry, however it cleverly pulls the strings that gives everyone something to do.


Once the game is released, one of the many plans at CIG is to take advantage of complex GM tools, to influence what happens in the universe, to respond to actions in a realistic manner. Some examples:

  • If a large player org is causing problems, then the GM can influence the universe to help equalise the issue, either by bringing in a nearby UEE heavyweight and escorts to de-escalate the situation, when the local police are unable to. They can also allow a story to be told and gradually allow it to unfold.
  • The UEE senate could decide that threats from Vanduul getting more opportunistic and coming further into UEE controlled space should be treated as a threat and move ships into strategic positions as a show of force, and you'd see the implications of these actions. The areas they previously occupied could be targeted by pirates, production of military ships in preparation could result in the manufacturing of civilian ships being delayed, causing the 2nd hand market to benefit.
  • UEE Citizens could vote in upcoming elections, and the actions of the candidates and their dirty work could spill out, regions could benefit or suffer by endorsements, the threat of the elected president being opposed to military actions could see UEE space become more secure as units are pulled back.
  • The GM tools will allow the developers to write a long-term story, and integrate current events and small incidents into it, and create a universe-wide story which is happening in the background of your own personal story.

    Beyond Release

    As well as having the GM tools available to keep things interesting and being solely dependent upon player driven stories, CIG will still retain staff for the production of new ships/weapons/goods etc, new missions, new locations and other such content. Unlike during the crowdfunding phase, once the game is released players will only be able to purchase game packages which will include credits to purchase a starter ship in-game, all purchases of ships, weapons etc would take place in-game using game credits (UEC). In the future, expansion packs will be created in the vein of Squadron 42, the single-player campaign, however the creation and sale of such items would not only fund building that content but also new assets like ships, which would be introduced into the universe to everyone.
    It has been suggested that further down the line there could be campaigns for some of the alien races (Banu, Xi'an, Vanduul), giving you a new perspective of the game, and this could open up playing the online game as an alien character, rather than being restricted to being a human.

    Star Citizen Careers

    Star Citizen has a wide range of career paths you can follow, there is no XP, Skill Trees or any similar sort of rules to say what you are, the only skill is player skill. There are no fixed careers, they are just roles in which you chose to play, so if you buy a cargo hauler then you could be a trader, however theres nothing to stop you using the same ship to do many other jobs, the only limitation is whether the ship has the features to do the role, so you could buy a luxury yacht and use it to smuggle contraband, but it couldnt do mining unless you could fit all the required components.

    Other limitations could be your criminal status and reputation. Even the notoriety of a family member has influence, so if you're the relative of a pirate, the UEE is unlikely to issue you a Bounty Hunting license if you have no reputation to support it, conversely, you'll find that reputation advantagious if continuing the life of a pirate.

    The list below is a collection of career paths which i believe are distinct enough to warrant there place.

    Combat Careers

    Career Description
    Escort One of the more common combat orientated roles is to safely escort other ship through potentially dangerous space.
    Mercenary Gun for hire. Mercenaries are typically hired to do the dirty work for someone else, whether its Org conflicts, retaliation, or even NPC corporations hiring you to wipe out a group of pirates intercepting their deliveries.
    Crusader Similar to Mercs, the main difference being they head into the most dangerous areas of space, primarily Vanduul occupied space, and take out any Vanduul fighters. Crusaders make their money by salvaging parts of the wreckage in order to sell the highly sought after components for collectors of Vanduul space crafts & artifacts. Its an extremely dangerous role, but the rewards are high.
    Soldier/Security FPS Soldiers, whether they're sweeping derelict space stations, attempting a hostile take-over on other ships, or protecting their ship from being captured, soldiers will be in demand.
    Bounty Hunter UEE Licensed - Hunting down and killing/capturing individuals on the wrong side of the law. Any bounty captured alive would be delivered to a prison, for a higher reward.

    Non-Combat Careers

    Career Description
    Exploration Going out into space and finding things others haven't found before. Discovering new points of interest, mapping the information and then selling the information or keeping it for yourself. The first recorded discoverer of important things are able to name them, and in some instances like discovering alien life, will be entered into the lore as the one who discovered them. Of course, with some things like jump points if someone discovers them after you, but gets that information to the UEE before you, they get paid as you’re the first person to inform the UEE of its existence – you'd be left trying to sell them info they already know.
    Trade & Hauling Hauling goods, either speculatively (buy low to sell high), or picking up a job to move items from A to B for a fee (collect Alu, deliver to missile factory). Could also be useful within an escort to carry any resources like ammo and spares.
    Mining Heading out into asteroid fields, scanning the contents, and then mining the resources. See official documentation for in-depth details, its more involving than it might seem on the surface.
    Salvaging Salvaging is a mixture of reclamation of scrap and scavenging any salvageable goods from wreckages found out in space. Its expected that data for located wrecks could be traded, another alternative is to hire Mercs go create wreckages for you to clean up!
    Refuelling Harvesting, refining and then either transporting the fuel to refuel stations or by roaming space waiting for distress calls from a stranded crew needing fuel. Could also be hired as part of an escort to refuel ships when heading into areas of space where fuel stations wont be found.
    Civilian Transport This ranges from transporting someone from place to place like a taxi, going to commercial transport hubs and collecting workers/passengers like a commercial bus or aeroplane service, or even transporting VIPs in luxury yachts. The quality of the service and its demand will dictate how much you can charge.
    Farmer Space Potatoes!! Certain crops are in high demand, and grow in very specific conditions. By setting up your space farm in certain locations, you'll be able to grow, harvest and then transport and deliver the goods to places where they're needed. You'll be able to grow a variety of resources from food to recreational crops.
    Tuner A lot of items in SC will have the ability to tune them like you would with cars or computers, tuning a gun to fire faster or with more damage (energy) would give you an advantage in a fight, but generate more heat and drain more power, which will put stress on other areas of the ship. Tuning would let you influence a wide variety of statistics, at both ends of the spectrum - you could make money building the fastest or even the most economic engines. A ship which is able to operate efficiently on low power will be harder to detect on various spectrums (IR, radar etc). The person tuning the best items will command the best prices, if you wanted to sell them.
    Science & Research If the 'Tuning' role is taking advanced electronics and modifying them to get the best results, the Science & Research role is likely to be similar but on a wider spectrum of fields, such as organic materials, like genetically modifying crops for better yields. Its analysing, understanding and modifying data for different fields. Should tie in with Farming, Tuning, Exploration and other aspects.
    Engineer/Repairs Doing in-situ repairs, inside and outside of ships. You'd likely either be employed to be part of a convoy, to repair any damaged ships, or would be similar to Search & Rescue, locating stranded ships and offering assistance for a fee.
    Search & Rescue Profiting from peoples misfortune! Typically this would be searching for ejected/podded players floating out in space, picking them up and returning them to civilisation. It also branches to include things like ships being out of fuel, or in need of repairs or a tow to a repair station.
    Medic A medical ship is a bit like a mobile spawn point. If you get shot or caught in an explosion, in a 'non-fatal' way, you'll be teleported to the nearest medical center (in space or planetside) to receive medical help for a fee, and then leave to either go about your business or request pickup from one of your ships and fly back into the battle.
    Racing There are a number of organised competitions where the best of the best meet to eventually claim the title of the fastest pilot in the galaxy. The stakes will be high, and its been suggested that manufacturers will sponsor the very best racers, as well as price money to be collected.
    Comms/Data Information running. It's the hauling of electronic data, info such as data on new systems, points of interest (asteroid fields etc), jump points. The information is then sold to the highest bidder (orgs & players) or the UEE to then be sold to citizens like a SatNav update.
    Press/Journalism Reporting the events happening in the universe, whether its capturing action from a racing event or recording evidence of illegal activities to send to the UEE or Insurance company to report crimes committed.
    Crew We cant all be pilots. We'll need gunners, navigation officers, repairmen and various other system-control orientated roles (ie power management).
    eSports We've already covered Racing, however there are other sports already outlined, such as Sataball, and its likely that simulated combat in the form of Arena Commander and Star Marine will be recognised eSport events you can participate in.

    Criminal Careers

    There are a few criminal career paths, they're commonly tarred and feathered with the title 'Pirate', however theres multiple varieties of pirate, and even more which are simply illegal careers. Hopefully this will break them down and explain the differences.

    Career Description
    The 'Good' Pirate The common misconception is that pirates are savage criminals, they'll attack anyone weaker and blow them up. This couldnt be further from the truth. A respectful pirate only cares about money, profit. They'll take actions to pressure you into releasing cargo or paying a toll for your safety. For the, its much more profitable to keep a trade route operational, and simply tax people for using it. Despite their illegal actions, they have honour and will stay true to their word. If you refuse their offer, and cannot agree terms, then it will likely lead to combat, but if a transaction is agreed and completed, you'll be free to go on about your business, and they'll wait for the next passing ship to harass. For the trader, it can be cheaper to pay the tolls than hire escorts for protection.
    The 'Evil' Pirate If the Good pirate is honourable and looking for free money, the Evil pirate is one that doesnt follow any code. They are likely to be more aggressive and demanding, even going as far as to EVA over to your ship and take over your ship, potentially killing you and your crew, gaining control of the ship and any cargo.
    Being a ruthless pirate is more dangerous and more rewarding, however one significant difference between good & evil pirates, is that as good pirate, you're unlikely to draw too much attention to yourself, but as a ruthless pirate it wont take much before theres a bounty on your head, and people will come looking for you. For this reason, aggressive pirates are less common than respectful ones, however because their actions are more distinct, it can feel like they're more common.
    The 'Bad' Pirate So if a good pirate just wants free money, evil pirates are dishonest & dangerous, the 'Bad' pirate is perhaps better described as the Griefer. They think they're pirates, but their actions say otherwise. A blown up ship leaves little to no cargo, its just a big bang. So anyone wasting ammo and fuel with nothing to gain is a pretty stupid pirate. They are simply griefers, giving 'pirates' a bad name. The good news for most players is that CIG has confirmed that players recognised as griefing will be removed from common instances, and rather than playing with the general population (players & NPCs) they'll only see NPC and other griefers, allowing them to mess about without ruining the fun of others.
    Privateer Privateers are similar to Mercenaries, they'll be hired to cripple or destroy rival groups, at great risk to themselves. There are instances in history where Privateers would be free to carry out their actions, provided they dont target any allied ships, however typically the Privateer is the Mercenary of lawless space.
    Assassin Similar to the Bounty Hunter, however instead of the UEE issuing a bounty for a target, it'll likely be a player seeking vengence. Assassins are likely to go the extra mile, and rather than simply blow your ship up, and allow your injured body to be found & healed, they'll make certain that you are dead. Life lost. Terminated.
    Smugglers Smugglers move illegal or contraband items. Many systems refuse certain goods, however there is often still a demand for such items and people willing to pay a premium to anyone who can bypass the authorities and meet their needs. Other items could include goods which have been stolen, or acquired by dubious means.
    Fences Fences deal in illegal goods, either buying & selling or in some cases, forging documentation or modifying serial numbers on stolen parts to hide their origins and stolen status when scanned by UEE authorities. If you're a pirate or undertaking many criminal career paths, its likely that you'll be needing a good fence to buy all your ill-gotten gains, just dont expect to get a great price.
    Note: Its currently unknown whether players will be able to create modified items or if its limited to NPCs (if everyone can wipe clean their stolen goods, whats the point?).
    Career Criminals These are highly organised groups who will look for big payday opportunities, whether its an escorted Hull E, or an escorted UEE convoy. They will be targetting convoys with heavy protection, rather than smaller jobs, hopefully ensuring that the cargo within is worth the danger.

    Misunderstandings and Misinformation

    Star Citizen has taken criticism for a variety of reasons, some understandable, some spread from lack understanding, and sadly some with nothing better to do with their time. The best thing I can suggest is source your own information and come to your own conclusion, and hopefully this will be of some help to provide some of that information.

    What is needed to play Star Citizen

    A Star Citizen package containing everything you'd need to enjoy everything the Star Citizen universe has to offer today can be bought for as little as $45 USD (regional taxes may apply), this includes alpha & beta access, the full game upon release, and a basic ship to start you off with. There are more expensive packages which include additional benefits, such as physical goods, most contain a variety of digital items, with the most significant factor being the ship that you'd start the game with. There is nothing that you can buy with money that you cannot buy or discover in-game.


    One common argument against Star Citizen was that it was 'P2W', the more you spent, the better the ship you had, giving you a competitive advantage. To a degree, it can be argued there is a P2W element, where it falls apart is that there isn't anything that cant be earned in-game, nothing is locked behind a barrier only available to those handing over money. Even 'Pay to get a head start' isn't that accurate, the SC universe will be populated at a ratio of roughly 9 NPC players for every 1 gamer. So it stands to reason that there will be NPCs who own expensive ships, they will be as close to indistinguishable from other players as possible, and so trying to spend money to get a head start on a thriving universe isnt really going to achieve much. If it was 'P2W', what is that win? If you want to be the biggest hauler in the universe, maybe you'll get a small head-start, but with no XP or skill-trees, reputation and money is all we have, and a better player can easily overcome that.
    With most crowd-funded projects, the high-priced backer rewards are fixed, however CIG went a step further, removing price tiers and what that buys you - you can pledge as much as you want, and you pick your own backer rewards.

    So why would someone pay more than the minimum

    For the last decade or so, the games industry has got somewhat lazy, fuelled by the demands of publishers who fund the development and expect to see a sizeable profit. There have been hundreds of brilliant indie titles, and hundreds of generic publisher funded replica games, each one marginally different from the last. Its safe, its predictable, and so attempting to build something as adventurous as Star Citizen was seen as being too risky. This is where crowd-funding stepped in and made the difference, the generation of gamers who spent their youth playing games like Wing Commander are now adults, and the days of Wing Commander, Elite, X-Wing vs Tie Fighter are long gone, but the fan base was still there. What is happening is that people are using their disposable income to help support the funding of their dream game, they're treating this like any other hobby, and so to spend hundreds or even thousands in support of something they love is not irrational or done in the pursuit of gaining an advantage, it's the hope of building something as great as Star Citizen looks set to be.

    Selling Ships

    A popular criticism even within the community has been that they're too busy with building and selling ships and not focusing on making a game. They see new concept sales, trying to sell people a ship based on pictures, a description, and some TBD stats, and yet where is the PU, why isn't X & Y finished, they should focus on that not simply trying to find new ways to make money. The flaw in this argument is that the people who come up with a concept for a ship don't usually build the 3D model or its animations, they're not responsible for other game elements, they're concept artists and they're responsible for coming up with the various ships that will exist within the universe at some point. Theres absolutely no doubt its also a brilliant marketing tool, but it has no impact on other areas being worked on by other teams. What it does is generate interest in SC, it starts the process towards more diversity within the game, it generates additional income from those sales, and more money pays wages to expand the development team. A steady predictable flow of income is also imporant for real life factors, such as moving to bigger office space - it shows consistent regular income.
    For a while it could seem like new ships were being announced and sold, and very few ships were being finished to justify a longer queue. Now that there are dedicated studios working on different ship manufacturers and more specifics are dialled in on designs, we're starting to see a steady progress of ships being added into the game, with 1-2 ships being added each month.

    Feature Creep

    As part of the crowd-funding process, CIG were able to expand the scope of what the project included. The initial expectation for the game was to raise a portion of the funds to prove there was an audience for such a game, and to then fund the rest with financial investment elsewhere, with around $23m being the target for their plans. As the crowd-funding hit different targets, new features to be added into the game were announced as ‘stretch goals', and it didn't take long to realise that with the funding coming in the scope of the game could be far greater and more impressive. Some people saw this as ‘feature creep', starting off with something manageable and it getting bigger and bigger to the point where if you kept adding more features you'd never reach the end. To a degree, it was fair criticism, but at the same time if they had hit $46m, double what they expected, and didn't use that additional funding to expand the scope of the game, those same critics would likely be demanding to know what happened to the rest of the money.
    No new stretch goals have been added since the end of 2014, and even then many of them were set with no guarantee of them being added at release, they were long term goals. One goal/feature was looking into proceedural generation technology, its something that done correctly will save them considerably more time in the long run, and makes a better game. Some did involve more work, but content like new ships and planets arent hard to hire more people to build them, 2 people working on 1 ship or 10x 2 people working on 1 ship, it makes little difference and they are independent from the core game stuff like implementing 64-bit precision, capable AI, network code, flight mechanics etc. 10 planets and 5 ships, or 100 planets and 50 ships, the other elements would still take a long time. Where things start to fall apart is putting more people on a single job, its better to have an efficient team than too many cooks.

    It simply isn't possible!

    Not such a common statement these days, but for some time people went out of their way to make as much noise about how the goals simply weren't achievable at the level being claimed. At the time, there wasn't much to show for the project, but there were certainly snippets of proof of concepts being shown, and that has continued on at a rate consistent with game development. Those examples of proof of concept have gradually become playable content, and even while they are being integrated into the playable universe, demonstrations of new features are being shown, new content is being presented and a steady stream of content is coming through, and as a result the doubters are starting to dwindle down to just internet trolls.

    What about the bad press?

    These days everyone is looking for attention, so any excuse to write a story on a subject people are interested in, that's going to draw attention. As an open development project, CIG frequently provide reports on progress, they do multiple weekly shows with new content discussed or shown, and new bits of information come out very frequently. There's no shortage of information, more so than any other developer, and certainly not one at this level. One downside to this is that CIG has no motive behind that of the game itself, they have no publisher you don't want to upset, no advertising revenue at risk following a critical story, no threat of being blackballed for review copies of their future games. So its extremely easy and risk-free to write whatever you want, positive or negative, truthful or spreading blatent rumours. The result is clickbait headlines and stories, and individuals with no credibility making claims without any facts hiding behind ‘sources'.

    The sad thing is stuff like this needs to be explained sometimes, not because bad things have happened and need to be explained or excused, but simply because all too often the people who make the most noise are the ones who get heard, and people quickly build an opinion based on what they hear. The first time I heard about the project was an announcement of having raised $38m, I read the article and thought it was terrible that such amounts of money were being thrown at an Early Access title given how they'd been turning out, and this was for a space sim, no thanks. A few weeks later a friend mentioned it and pointed me to an explanation of a somewhat simple but beautiful mechanic, ‘Death of a Spaceman'. It didn't take long before I recognised the name, but what I read from that led me to continue reading, to keep looking for information, and despite having very little interest in anything space related, I could see why people believed in the project. I could easily have kept my initial reading, heard nothing until stumbling upon something negative, and doubled-down.
    Theres no guarantees it wont be a flop, but there hasn't been anything ive seen or heard which makes me doubt it, so far what we've been able to experience first-hand supports what they've been saying they can do, but there will always be a risk just like any other game.

    The amazing thing is that throughout the highs and lows, the developers haven't withdrawn into their shell, they haven't hid from their work, their claims or their beliefs, they've just focused on making the game and let that answer the critics, and its working. Long may it continue.

    Alien & Human Races

    United Empire of Earth
    The UEE is split between 3 branches: Advocacy, Military (Army, Navy & Marines) & Senate.
    You can become a UEE citizen through service in the UEE Military (by completing the Squadron 42 single player campaign), by purchasing it outright, and if your background is unlikely to be approved by the UEE, you can attempt to acquire forged papers. It isnt necessary to be a UEE Citizen, however there are perks.
    The Banu were the first race discovered, they're a peaceful race, friendly to the UEE and all other races. They're pretty loose on laws, and exist within a culture of trading. The Banu Merchantman, a huge trading ship, is said to be passed down through generations. If you're a Banu and arent into trading, you're an outcast.
    The Tevarin were the 3rd race discovered by the UEE, however little is known about them. After periods of war with the UEE, their defeat saw them assimilated into the UEE, much to their resentment, few even bother applying for citizen status.
    The Xi'an are a technologically strong race, who have a reptilian look to them. They've a strong military background, with all citizens required to serve 15yrs in their military branches, and are considered reserves for the rest of their life. There was a 250yr cold war between the UEE and Xi'an, without war erupting, however there has been peace for almost as long, with human manufacturers now using Xi'an tech in their ships. They have a long standing war with the Kr'Thak, and a strong disliking for the Vanduul.
    The Vanduul have no government or military, If they see something they want, they take it. They're not a bloodthirsty race, however they're viewed as being brutal warriors, if they want your resources then nothing will get in their way. For this reason, most races consider them hostile, or avoid getting in their way.
    The Kr'Thak are an race which the UEE has never even encountered, everything we know about them comes from what the Xi'an have told us, including their war which lasted centuries. The UEE has considered attempting communication, however the implication of contacting them could have serious consequences to the relationship with the Xi'an.

    Manufacturers & Ships

    Aegis Dynamics
    Aegis Dynamics was founded from a merger between Earth-based Aegis Macrocomputing and Davien-based Dynamic Production Systems, with the explicit goal of constructing naval spacecraft. These days, Aegis only produces a few craft, most are old UEE ships repurposed or de-militarised for private ownership.

    Ship Variants Information
    Avenger Stalker, Titan, Warlock Single seater - Bounty Hunter, Hauler, E-War
    Gladius Single seater - Short Range Fighter
    Idris Frigate P, M Multi-Crew - Capital Ship
    Javelin Destroyer Multi-Crew - Capital Ship
    Reclaimer Multi-Crew - Salvage
    Redeemer Multi-Crew - Gunship & Boarding
    Retaliator Base, Bomber Multi-Crew - Multi-Purpose Fighter
    Sabre Single Seater - Short Range Fighter
    Vanguard Warden, Sentinel, Harbinger Multi-Crew - Long Range Versatile Fighter, EWar, Bomber

    Anvil Aerospace
    Produces dogfighters, but with less of the pirate stigma. These ships are more expensive, less spit-and-glue, and built to take more hits than a comparable Drake model. The bulk of Anvil’s income is from its military contracts with the UEE to design and build their warships, especially the iconic Hornet.

    Ship Variants Information
    Carrack Multi-Crew - Exploration
    Crucible Multi-Crew - Repair Ship
    F7A Hornet (UEE Exclusive) Single Seater - Short Range Fighter
    F7C Hornet Base, Tracker, Ghost, Super Hornet Single Seater - Short Range Fighter, Scout, Infiltration, Space Superiority
    F8 Lightning (UEE Exclusive) Single Seater - Short Range Fighter
    Gladiator Single Seater - Short Range Bomber

    Consolidated Outland
    Produces the Mustang spacecraft line as direct competition to the RSI Aurora, using newly-developed construction techniques and ultralight material alloys sometimes considered unsafe, Consolidated Outland pushes power ratios to the limit. The result is sleek and stylish spacecraft.

    Ship Variants Information
    Mustang Alpha, Beta, Gamma, Omega, Delta Single Seater - Versatile Starter Ship, Touring, Racing, Racing, Fighter

    Drake Interplanetary
    Drake Interplanetary builds ships which are ostensibly for legal purposes (local militias, etc.), it’s an open secret that they manufacture cheap, well-armed craft favored by pirates so it has the appearance of a military fighter, but mated to an awkwardly larger hull for collecting loot; it should have visible forward-facing tractor beams and a seat for a second crewman even though there’s no turret (as you’ll need a second man to board an enemy ship.)

    Ship Variants Information
    Caterpillar Multi-Crew - Pirate/Transport Ship
    Cutlass Black, Red, Blue Multi-Crew - Pirate, Search & Rescue, Police
    Dragonfly Single Seater - TBC
    Herald Dual Seater - Info Runner

    Musashi Industrial & Starflight Concern
    Mass produces very efficient, modular ships, mostly armored freighters of different sizes that make them the preferred brand for traders and larger corporations. MISC are known for their precision assembly and being fully modular, they also have an unlikely business relationship with the Xi’an, introducing advanced technology to the already popular heavy industrial orientated ships, including the introduction of Xi’an thruster technology with the introduction of the Reliant.

    Ship Variants Information
    Endeavor Multi-Crew - Research (Science, Medicine etc)
    Freelancer Base, DUR, MAX, MIS Multi-Crew - Versatile, Exploration, Cargo, Missile Boat
    Hull Series A, B, C, D, E Multi-Crew - Cargo Transport
    Reliant Kore, Tana, Sen, Mako Dual Seater - Cargo, Skirmisher, Researcher, News Van
    Starfarer Base, Gemini Multi-Crew - Fuel Refiner & Refueller

    Origin Jumpworks
    Origin Jumpworks is a ship manufacturer known for their expensive ships. To some, an Origin ship is a status symbol. Origin ships usually get numbers instead of names. Origin has a strict anti-piracy policy, with the company spending billions to counter piracy, and refusing sales of 300 series ships to known pirates attempting to purchase craft from Origin in person.

    Ship Variants Information
    300 Series 300i, 315p, 325a, 350r Single Seater - Short Range Touring, Exploration, Interdiction, Racing
    890 Jump Multi-Crew - Luxury Yacht
    M50 Interceptor Single Seater - Short Range Racing/Interception

    Roberts Space Industries
    The original creators of the engine that kickstarted humanity’s expansion into space, Roberts Space Industries build a wide range of spaceships that serve all needs starting at basic interstellar travel to deep exploration on the outer edges of the galaxy.

    Ship Variants Information
    Aurora CL, ES, LN, LR, MR Single Seater - Versatile Starter Ship
    Bengal Carrier Multi-Crew - Capital Ship
    Constellation Taurus, Andromeda, Aquila, Phoenix Multi-Crew - Cargo, Versatile, Explorer, Luxury Touring
    Orion Multi-Crew - Mining
    Pegasus Escort Carrier Multi-Crew - Capital Ship


    Ship Variants Information
    Aopoa Khartu-al (aka Xi’an Scout) Dual Seater - Short Range Fighter
    [unknown] Merchantman Multi-Crew - Trade & Transport
    Crusader Industries Genesis Multi-Crew - Passenger Transport
    Esperia Glaive Single Seater - Short Range Vanduul Fighter
    Esperia Prowler Multi-Crew - Boarding Ship
    Kruger Intergalactic P-52 Merlin Single Seater - Snub Fighter
    Kruger Intergalactic P-72 Archimedes Single Seater - Versatile

    The Mercury Rising Fleet

    Current Line-up

    CombatCargo & IndustryMisc
    Vanguard Warden Hull C Cutlass Black
    Sabre Starfarer Aurora LN (x3)
    Super-Hornet Freelancer MAX Mustang Alpha
    Gladius (x2) P-72 Archimedes
    325A (x2) P-52 Merlin
    Mustang Delta
    Avenger Stalker

    Expected Lineup

    Mercury Rising Org

    Link: Mercury Rising Org

    More Info Coming Soon

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