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Star Citizen crosses $5 million in pledged funding

Chris Robert's space sim nears the finish line

The total funding for Wing Commander creator Chris Roberts' proposed Star Citizen titles has crossed the $5 million mark. As of this writing, the total sits at $5,213,894 with $3,432,355 in funding through the Roberts Space Industries site and $1,781,539 through Kickstarter. The funding drive will be ending November 19 at 1pm Central Time.

Chris Roberts and the Cloud Imperium Games team are currently running a livestream of the final 24 hours of the funding drive. The livestream can be found on the Roberts Space Industries website.

Star Citizen is intended as space sim with single and multiplayer modes in a persistent universe. Roberts and team promise players jobs, a sandbox universe to play in, a deep physics engine, and user-generated content. The CryEngine 3-powered game has a tentative release window of 2014.

Latest comments (9)

Tom Keresztes Programmer 4 years ago
Its already at 5.5M proving that there is absolutely no need for PC games.
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Tom Keresztes Programmer 4 years ago
They are broadcasting live at their site!
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Robert B. Healy III Writer / Blogger 4 years ago
"proving that there is absolutely no need for PC games. " ...wait, what?
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Show all comments (9)
Thaadd Powell Sales Rep, ACD Game Distribution4 years ago
I've had enough friends ask me if I backed Star Citizen that I was starting to think it was a pyramid scheme. 'HAVE YOU HEARD THE GOOD NEWS?' style.... so I looked, watched, and drank the kool-aid. I hope it's great!
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Neil Hall Senior Lecturer in Games Animation, Teesside University4 years ago
Now, go and back Elite:Dangerous, too! :-)
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Tom Keresztes Programmer 4 years ago
Passed 6M. Going to be hard to break this record !
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Well the only bug bear is 2014?
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Alex Barnfield Lead Engineer, Vitei Inc4 years ago
Now, go and back Elite:Dangerous, too! :-)
I think the pitch needs some work before it can expect the same success as Star Citizen. Less emphasis on nostalgia and procedural generation and more on the expected gameplay experience and more tangible proof of concept.
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From what i've observed of various KS campaigns that are highly successful.

Most have a very solid tangible proof of concept, either as a vertical slice demo or partially completed product in a hollistic way, whereas KS campaigns that have a mixture of flashy key art, and ideas are less so
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