A recent post on the official Star Citizen website unveiled the concept art for the game's first-shown mining ship. The concept of the ship pegs it as more of a “mobile platform” than a proper ship, noting that it's equipped with mining drones and its own ore refinery.

Day one, year one of PAX South concluded with an off-site event hosted by the Cloud Imperium Games team, headed-up by CEO and Star Citizen lead Chris Roberts.

CIG's Star Citizen aims to revitalize the PC gaming space by fully utilizing every system component to its fullest potential, starting with multi-million poly-count objects that hit the GPU heavily. In our very first interview with CIG's Chris Roberts – a man who has managed to raise $60 million in crowd-funding – we discussed Star Citizen's emphasis on full system hardware utilization. Roberts told us “I've got eight cores – I want to use them.”

The game is currently in alpha, versioned at version 0.9.2.2. Star Citizen's persistent universe (the major multiplayer component) has yet to begin production and is still in the design phase, though the “Arena Commander” module is currently available for download to early backers. The next module in the release schedule will patch-in FPS elements, but the game's current alpha offers dog-fighting, free flight, hangar exploration, and “murray cup” racing.

Today marks the official unveil of Star Citizen's FPS module, an add-on to the existing “Arena Commander” DFM (Dog-Fighting Module). For those caught unawares, Star Citizen has raised nearly $60 million in crowd-sourced funding and aims to be one of the biggest, most comprehensive space simulators of gaming history. We've written about the game several times in the past, including a previous overview of plans for the First-Person Shooting element.

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The world's most heavily crowdfunded game, Star Citizen (now at $60 million), just announced that the impending Star Citizen Fan Event in Melbourne will showcase the FPS module for the first time. The Star Citizen Fan Event will be held in Melbourne, Australia on November 1 at 9PM local time -- that'd be 6AM EST on Saturday, for East Coasters. Viewers worldwide will be able to tune-in to the broadcast on the Roberts Space Industries website.

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Half of GN’s team is presently in Whistler Blackcomb as a refresher off the tail-end of PAX Prime 2014 (full event coverage here), but that hasn’t stopped us from pumping out content – including this Star Citizen piece. We recently published an interview discussing the research and implementation of procedural generation within Star Citizen, the stretch goal set about “$10 million ago,” so to speak.

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Today’s content specifically explains customization within Star Citizen. We spoke with CIG CEO & Chairman Chris Roberts about character, ship, organization, and space station customization in Star Citizen, including ship tuning and painting. As a quick throw-in, we asked Roberts about adjusting or changing FOV in Star Citizen.

Star Citizen’s temporary alpha V0.9 delay hasn’t put a damper on CIG CEO Chris Roberts’ mood. Then again, not much does. The Wing Commander creator made a brief appearance at Intel’s PAX Prime 2014 keynote (which we filmed) – a very marketing-heavy, Intel-focused event – but not before speaking with us. We had the chance to collect community questions, as always, and then break the content into more consumable article-video components.

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Our last interview specifically looked at the team’s plans for FPS in Star Citizen. Today’s focus is on the recent ~$41m stretch goal established by CIG: expanded procedural content R&D and generation in Star Citizen. We also had the opportunity to discuss customization within Star Citizen’s universe, including character creation, ship painting, ship tuning, station customization, and more. The customization interview will go live on September 3 (subscribe to the YouTube channel or follow us on Twitter, Facebook, and RSS).

Let’s get to the procedural generation content!

While at PAX Prime 2014 today, we received news from Cloud Imperium Games that Star Citizen’s much-awaited V0.9 alpha would be delayed until after the holiday weekend. Shortly after conducting two interviews with Chairman & CEO Chris Roberts (posts forthcoming), the announcement was made that Alpha V0.9 still hosted too many bugs to reliably release to the community for play. The announcement did contain information as to the content being pushed with the eventual update, though.

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Star Citizen launched its Dog Fighting Module shortly after its PAX East unveil event, which we covered here.

With Star Citizen's "Arena Commander" module now at full bore, we popped in last night for a quick gameplay session to showcase the dog-fighting module's mechanics. Things are pretty simple right now, given their rather slimmed-down state and use of placeholder graphics assets, but it's a solid start for the ambitious title.

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The module saw a rocky launch over the last week. During this time, it was announced, then revoked, and then announced again -- and the final release didn't include the maps, which delayed players from flight by another hour or two. Not a big deal in the grand scheme of a game's launch, but the internet might have you believe otherwise.

Star Citizen stands as one of the most anticipated PC games in recent years. Space-flight simulation has been a part of PC gaming since its very beginnings, but we've scaled-up quite a bit from Galaga to now. In our very first interview with Chris Roberts, CEO & Chairman of Star Citizen's Cloud Imperium Games, we discussed the tremendous focus on graphics and technology for the game. Roberts told us that he wanted something to enjoy on his maxed-out, expensive gaming PC -- something that could make use of SLI and an X-series CPU.

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After months of WIP screenshots and concept art, we're finally starting to see a few game items receive high-fidelity polish.

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