Inside Squadron 42’s New Screenshots: Gladius Cockpits, Crew and Alien Encounters

Two Gladius fighters flying through electrically charged clouds

A closer look at the campaign’s official gallery, from a fighter hangar to immense stations and the people who inhabit them.

A Gladius waiting in a hangar is an easy place for a Star Citizen player to begin. The raised canopy, the compact fighter and the pilot walking towards it all feel familiar. Follow Squadron 42’s new official screenshot gallery a little further, though, and the setting opens into something much more varied: immense station structures, a wooded landscape beneath a dam, a quiet conversation over a restaurant table and an alien standing uncomfortably close.

The collection accompanying the game’s new Steam presence is worth spending time with. A small fighter disappears against the bulk of a station; a few images later, a face fills the frame. That range suits a campaign built around a naval pilot and their crew. The spectacular places are there, but so are the people who give you a reason to return from them.

The Gladius has somewhere to go

Pilot approaching a Gladius with its canopy raised

The hangar scene gives the fighter room to breathe. You approach it on foot, with its canopy open and the surrounding structure setting the scale. It is a useful introduction to a campaign about being a naval pilot: before the combat comes the aircraft, the place it is kept and the short walk that connects the person to the machine.

Cockpit displays and spacecraft in a Squadron 42 combat scene

Elsewhere in the gallery, the view shifts inside the cockpit. The canopy frames a busy encounter, while targeting information and the flight displays compete for your attention. The contrast is immediate. From outside, the Gladius is a clean silhouette; from the seat, it becomes the space you occupy while trying to follow a fight.

There is a pleasing density to that cockpit view. The canopy frame cuts across the action, the displays remain close at hand and the station beyond provides a backdrop with real scale. A Gladius may be small next to the larger ships of the fleet, but from this seat there is more than enough to occupy a pilot.

Stations that dwarf the fighter

Gladius beside a circular space-station entrance

One of the most striking exterior images puts a small Gladius beside an enormous circular station opening. The architecture dominates the frame, leaving the fighter as a measure of its size. The attraction is not only the machinery: the dark opening, illuminated rim and clouded space beyond it give the approach a sense of destination.

The gallery also includes a first-person view looking into a tall, broken interior. Light enters from above, while structural fragments and platforms complicate the vertical space. It suggests a very different sort of encounter from the clean station exterior. One invites an approach in a ship; the other makes you look for a route through the structure on foot.

First-person view into a towering damaged interior

Looking upwards through that interior produces a very different feeling from looking out through the cockpit. The space seems awkward and imposing at human scale, full of edges and broken surfaces. The light above gives the eye somewhere to go, while the darker machinery below makes the depth difficult to ignore.

Beyond metal walls

Illuminated dam above a wooded landscape

The dam scene changes the mood again. Trees occupy the foreground, the facility rises behind them, and points of artificial light pick out the upper structure against the evening sky. It is industrial scenery placed in a landscape, with neither element disappearing behind the other.

First-person combat from a small boat

A separate image puts the player on a small boat, firing towards a spherical object. The water-level viewpoint is an especially welcome contrast to the cockpit and station scenes. It brings the action down into the environment instead of keeping the player above it in a fighter.

Water, trees and a wall of concrete bring a different texture to the campaign’s imagery. The dam has the same imposing scale as the station, but the foreground is softer and more familiar. Then the boat scene puts that landscape within reach, with the player low over the water rather than looking down at it through a canopy.

The people between missions

Woman in a flight suit in Squadron 42
Older pilot wearing a patched leather jacket

Two of the quieter images concentrate on faces: a woman in a flight suit looking away from the camera, and an older pilot wearing a leather jacket covered in patches. The shift in scale matters. After the station exteriors, the viewer is close enough to notice the fabric, lighting and expression rather than the size of the set.

Pilots talking at a restaurant table

Another scene gathers pilots around a restaurant table. It supports the emphasis on living and working alongside the crew in the game’s official description. A campaign can give a familiar face somewhere to belong, and these interiors look designed to be occupied as well as crossed on the way to the next objective.

That restaurant scene is a welcome pause among the military spaces. The people are still dressed as pilots, but the setting gives them somewhere to talk rather than another station to man. For a campaign centred on a crew, moments like these have an obvious appeal: you want to recognise more than a voice over the radio when somebody flies on your wing.

An encounter at arm’s length

Vanduul standing in a confined interior

The close Vanduul image has little in common with a distant target marker. The alien fills the space in front of the player, with the surrounding interior making the encounter feel confined. The scale that looked impressive beside a capital structure becomes threatening when it is attached to a figure directly ahead of you.

Seen together, these images make a compelling introduction to Squadron 42’s range: ship combat, substantial environments, people with lives aboard them and enemies that do not always remain on the other side of a canopy. They are still pre-release screenshots, and they are not a substitute for playing the finished campaign. For now, they offer plenty to examine without needing to invent the missions that join them.

Visual feature based on the official Squadron 42 website’s screenshot gallery, checked 11 October 2026. Images are pre-release promotional material; observations describe the displayed scenes, not hands-on experience, final performance or confirmed mission mechanics. Artwork: Cloud Imperium Games. Story spoilers and unsupported route, character or gameplay claims have been omitted.