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Star Citizen still hasn’t launched, but it’s already banning cheaters

Developer bans "over 600" players for exploiting an item duplication glitch.

Kyle Orland
For an unreleased game, Star Citizen still has some really pretty ships... Credit: RSI
For an unreleased game, Star Citizen still has some really pretty ships... Credit: RSI

At this point in Star Citizen's drawn-out, 11-plus-year development cycle, we're usually reminded of the game when it hits some crowdfunding microtransaction milestone or updates its increasingly convoluted alpha development roadmap. So last week's announcement that developer Cloud Imperium Games (CIG) has banned over 600 cheaters from its servers is a notable reminder that some people are actually enjoying—and exploiting—the unpolished alpha version of the game.

Shortly after the May release of Star Citizen's Alpha 2.23.1 update, players started noticing that they could easily make extra money by storing a freight ship, selling their cargo, and then returning to the ship to find the cargo ready to be sold a second time. As knowledge of this "money doubling" exploit spread, players reported that the price of basic in-game resources saw significant inflation in a matter of days.

Now, Cloud Imperium Games Senior Director of Player Relations Will Leverett has written that the developer has investigated "multiple exploits within Star Citizen that compromised stability and negatively impacted the in-game economy." In doing so, CIG says it "identified and suspended over 600 accounts involved in exploitative behaviors while also removing the illicitly gained aUEC [in-game currency] from the Star Citizen ecosystem."

A ban for "over 600" players may not seem that notable when games like Dota 2 and World of Warcraft routinely announce ban waves that include tens of thousands of players. Still, it's a reminder that at least a small portion of the game's more than 5.2 million backers are actively playing the alpha so much that they're willing to cheat to see more of what the game has to offer.

"From zero, in two evenings, I did make about [200 million aUEC] just to buy ships that [are] unavailable for me, to try it in full!" user ZeroInsideOut wrote on the game's forums. "There [are] many things in Star Citizen [which] I would like to try and test, but I am short of money."

It’s getting late for “early access” bugs

Leverett wrote that exploits like these should be expected in Star Citizen "at this stage of development"—a stage that we hasten to once again point out is now part of well over a decade of active development. Finding and squashing these kinds of bugs "early" is all part of the game's crowdfunded development plan and "one of the benefits of open development and working closely with our community," Leverett wrote.

"We've gained valuable insights through your issue council reports, and we thank you for that," he continued. "However, once an exploit is identified and confirmed, continued abuse for personal gain will not be tolerated and will result in action on our part."

However, some players feel that the "open development" process failed to find this significant issue quickly enough. Commenter Nitebird took CIG to task for "allow[ing] exploits reported during [Public Test Universe] to go to live despite many people confirming the issue in [the Issue Council] and urging CIG to pause to fix it. The patch is ruined regardless for many people... What is IC good for than to prevent this?"

A fan-designed Star Citizen development roadmap summary, posted in early 2023.
A fan-designed Star Citizen development roadmap summary, posted in early 2023. Credit: Odysseus1992

CIG launched an important "Persistent Universe" update for Star Citizen over a year ago and announced late last year that spin-off Squadron 42 had reached "feature complete" status. Despite those signs of progress, though, there's still no target date for Star Citizen to finally transition from its extended alpha to that fabled "Version 1.0" release.

CIG founder and CEO Chris Roberts said in a March update that the development team "is hard at work, heads down, driving toward the finish line" and that the leadership team has now "spent significant time looking at what Star Citizen 1.0 means and what it would take to get there." That includes the planned introduction of long-sought key features like base building and crafting that were apparently not a priority during the game's first 11-plus years of development work.

"As that roadmap [for a 1.0 release] comes together and becomes validated, we look forward to sharing with you both its vision and executional plan later this year," Roberts wrote.

Listing image: RSI

Photo of Kyle Orland
Kyle Orland Senior Gaming Editor
Kyle Orland has been the Senior Gaming Editor at Ars Technica since 2012, writing primarily about the business, tech, and culture behind video games. He has journalism and computer science degrees from University of Maryland. He once wrote a whole book about Minesweeper.
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