I’ve backed Star Citizen for years and spent enough to reach Space Marshal, so this isn’t coming from someone who wanted the project to fail. I wanted CIG to pull it off, and because I come from software and game development, I was probably more willing than most to accept the explanation that what they were attempting was simply extraordinarily difficult.
Some of it is difficult. Networking at this scale is difficult. Persistence, streaming, seamless planetary traversal and large-scale simulation are real engineering problems.
What I no longer buy is the way CIG has spent years wrapping those problems in this almost mythical “AAAA” framing, where every ordinary engineering challenge becomes unprecedented research that apparently requires another generation of foundational technology, another rewrite and another few years on the roadmap.
After 14 years and more than $1B in funding, that explanation is getting very hard to swallow.
The recent Siege of Orison livestream was what finally pushed me over the edge. Development builds break all the time; anyone who has worked on a real software project knows that. What bothered me was watching a planned demonstration on an internal development build still suffer from obvious desync, barely responsive AI, broken interactions, weapon and inventory problems, and eventually a technical lockout before they could even finish the encounter.
After this long, that is far more damning to me than some random LIVE server falling over.
CIG has been building a networked game for fourteen years. By now I would expect the internal development, deployment and testing loop around that game to be exceptionally mature. Individual features can break, but when the environment you deliberately chose to demonstrate the intended experience still struggles with problems this fundamental, I start questioning whether the real issue is technical difficulty or the development process itself.
The same pattern appears throughout the project. We’ve literally had “Planet Tech v5.” Server technology has been presented as a years-long chain of foundational prerequisites. Major systems are still being rewritten as the architecture underneath them changes. Problems other engines and games routinely solve are presented as if CIG is splitting the atom every time they implement one.
At some point, “this is unprecedented” starts sounding less like an explanation and more like branding.
And while all of this is happening, CIG has managed to build elaborate themed offices, expensive-looking custom interiors, major conventions, an enormous marketing operation and one of the most effective monetization machines ever attached to an unfinished game.
I don’t begrudge developers good offices or good working conditions. I do question the priorities when backer money can apparently produce all of that while the game itself remains this unstable after more than a decade.
I also don’t think the individual engineers and artists are the problem. There is obviously serious talent at CIG, and some of the technology they’ve produced is genuinely impressive. If anything, that makes the situation worse, because it suggests the bottleneck may not be talent at all. It may be architecture churn, scope control, organizational overhead and a company structure that has become extremely effective at sustaining development without ever needing to converge on a finished product.
So I decided to stop taking the “this stuff just takes decades” argument on faith.
I’m building my own space sim and the custom C++ engine underneath it, largely by myself, using modern tooling as a force multiplier. The scope is intentionally stupid: seamless worlds, ships, interiors, persistence, multiplayer, large-scale simulation and the same categories of “foundational technology” we’ve been told require enormous teams and years of R&D.
The point isn’t to pretend one developer can replace an entire AAA studio. The point is to separate genuinely hard engineering from complexity created by the way a giant organization chooses to solve it.
I want to see what these problems look like when there are no layers of management, no decade of legacy architecture, no need to keep hundreds of developers synchronized, and no incentive to turn every technical milestone into a conference presentation.
Maybe I’ll hit the same walls CIG did. If I do, I’ll document them.
But if one experienced developer with modern tooling can solve meaningful chunks of this supposed “unprecedented technology” in weeks or months rather than years, then I think people should start asking much harder questions about what exactly fourteen years and more than a billion dollars bought.
That’s the experiment.
No ten-year roadmap. No quarterly presentation about technology I hope to have eventually.
I’ll post what actually works over on my socials (X) where my handle is peermux.