Explore the latest developments concerning A classic space.
A classic space sim conceived by Star Citizen's creator just got an unofficial sequel after 15 years of development: 'The project was based on the crazy idea that Microsoft "axed" Chris Roberts' Freelancer'
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Before he spent thirteen years struggling to finish Star Citizen, Chris Roberts spent six years struggling to finish Freelancer. Digital Anvil's third-person space-sim was conceived by Roberts in the late nineties. But after blasting through both Freelancer's budget and its planned two-and-a-half-year development cycle, Digital Anvil was acquired by Microsoft. Roberts left the company shortly after the buyout—though he remained involved with Freelancer as a creative consultant.
Freelancer eventually released in 2003, more than three years later than originally planned. Its cinematic, arcade space combat was generally well liked. But the game was also criticised for being simplistic compared to other space sims—a consequence of Microsoft scaling down the project following their acquisition of Digital Anvil.
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Squadron 42 is content complete, Star Citizen gets surprise experimental VR mode
While there are plenty of memes about Star Citizen being in forever Alpha, and Squadron 42 never releasing at all, Cloud Imperium Games is hard at work on both games, and has made some significant progress on them this year. In a letter to fans from Cloud Imperium founder and CEO Chris Roberts, we got a round-up of all the work done on the sci-fi world of Star Citizen in the year 2025.
The main game itself, Star Citizen, got an experimental VR mode as a "Christmas surprise" for fans in Alpha 4.5. "What began as a passion project quickly caught people's attention, and the response from those who have tried it has been genuinely exciting," Roberts wrote. "I've long believed that Star Citizen is a natural fit for VR because of how we build our worlds. We physicalize almost everything, keeping first and third-person views consistent in a shared universe. That approach takes more effort, but it makes the experience feel grounded and real, and it highlights the value of those design choices in a way few other technologies can."
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