Inside Star Citizen – Engineering Talkin' with Thorsten
Engineering has been teased, prototyped, and test-flown for years. From CitizenCon presentations to Arena Commander tech previews, it’s long been positioned as one of Star Citizen’s defining systems. In the latest episode of Inside Star Citizen, “Engineering Talkin’ with Thorsten,” CIG finally lays out what engineering is really meant to be in Alpha 4.5 – and how it will change every ship you fly.
This isn’t about drowning players in alarms and busywork anymore. It’s about ship longevity: keeping your vessel alive just long enough to limp home, recover from disasters mid-fight, and turn close calls into stories instead of reclaims.
Engineering’s New Mission: Ship Longevity, Not Player Misery
Earlier iterations of engineering leaned hard into constant reactions, rapid micromanagement, and punishing failures. During the tech previews, it became clear: that direction wasn’t actually fun for most players.
Thorsten explains that the core philosophy has shifted:
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Engineering is now about extending the lifetime of ships, not making life miserable on board.
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The system still adds depth and decision-making, but it’s designed to support the main gameplay – not completely hijack it.
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You’ll engage with engineering when it matters, rather than being chained to panels and warning lights every second.
The intention is clear: engineering should feel like a tool for survival and mastery, not a punishment for daring to undock.
Preparation Is Gameplay Now: Fuses, RMC, and Spare Components
The new loop starts before you ever leave the hangar.
Thorsten frames preparation as the first phase of engineering:
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Stock fuses ahead of time so you can replace blown units mid-flight instead of watching your power budget crumble.
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Carry filled RMC canisters so you can repair critical components on the spot.
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On larger ships, buy and store spare components on board, ready to be swapped in while traveling or even under fire.
In practice, that means that the “first five minutes” before a journey become meaningful gameplay. You’re not just checking fuel and routing a quantum jump; you’re deciding how much redundancy your ship needs to stay alive if things go wrong.
Single-Seat Ships: Limping Home Instead of Just Exploding
Engineering isn’t only for big multi-crew ships. Single-seat fighters and small ships will also feel the impact – just in a more streamlined way.
For these ships:
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Engineering is still active under the hood, affecting how long your systems last and how they fail.
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After a brutal fight where you barely survive, you’ll be able to use your MFDs to repair key components.
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The goal is to let you patch your ship up just enough to get home, rather than forcing a hard reset back at a station.
Instead of a binary “fine vs. dead,” engineering introduces a space where your battered ship can struggle on, if you know how to stabilize it.
Big Ships, Big Stakes: On-Board Repairs and Component Access
Where engineering really shines is on ships with interiors and dedicated engineering spaces.
On multi-crew and large ships:
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You’ll have physical access to components inside the ship.
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Crew can run to damaged systems, hit them with a repair tool, and bring them back from zero health to full.
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Fires can be extinguished, components repaired, and fuses replaced while the ship is under attack.
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The system scales with crew size – more hands on deck means more ability to keep a ship running under pressure.
Pre-engineering, a critical component failure usually meant a quick and unavoidable death. With the new system, your survival window stretches. Skilled crews can keep a ship in the fight by actively managing its guts.
Relays, Fuses, and Power: No More One-Shot Weak Points
Early tech previews showed relays as terrifying weak points: hit them in the right place, and you could shut down an entire ship almost instantly. That might have been technically clever, but it clashed hard with the goal of longer time-to-kill.
The updated approach:
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Relays and fuses are still important, but they’re no longer catastrophic “off switches.”
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If a relay runs out of fuses, your ship loses maximum power capacity rather than shutting down doors and systems outright.
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You’ll want to restock and repair relays to restore full performance, but your ship won’t instantly become a dead hulk from a single targeted shot.
The result is a more forgiving, tactical layer: your power grid can deteriorate, but it does so in a way that supports longer fights and more meaningful decisions instead of instant hard locks.
Fire: The New Interior Threat You Can’t Ignore
With engineering comes a new ship-board enemy: fire.
According to Thorsten, fires can start in three main ways:
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External damage
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Incoming fire can damage interior components and trigger fires.
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Energy weapons are currently the most effective at igniting interiors if they hit internal components.
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Ballistics have a much smaller chance to cause ignition inside.
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Overheating and mismanagement
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Running your ship “too hot” – for example, cutting cooling to push other systems – raises component temperatures.
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There are auto shut-off systems to prevent the worst, but they won’t always save you.
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Push components too far, and they can literally incinerate themselves and start a fire.
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Wear, tear, and repeated repairs
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Components that have been repaired many times without being replaced become more prone to malfunction.
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As wear increases, so does the chance they’ll trigger ignitions during operation.
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Fire isn’t just a visual effect; it’s a systemic consequence of how you fly, manage power, and maintain your ship.
Fighting Fires: Extinguishers and Venting
The episode also covers how players are meant to fight back against fires:
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Every ship now includes at least one fire extinguisher.
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Multiple extinguishers focused on the same fire will put it out much faster.
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You can vent the ship by “daisy-chaining” doors:
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Open a door from the fire room to the next room, then the next, and eventually to an exterior door.
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This vents atmosphere – and starves the fire of oxygen.
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Firefighting becomes a mini-game of positioning, coordination, and sacrifice. Do you risk decompression to save the power plant? Do you have enough extinguishers in the right places? Those decisions will matter.
Tech Previews, Rebalancing, and the Push for Fun
The Arena Commander tests and tech previews weren’t just demos – they were live experiments.
From that feedback, engineering has been tuned heavily:
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The team performed a full rebalance of ship components and overall ship behavior.
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Feedback pushed them toward a loop that prioritizes survivability and fun over constant stress.
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The longer tech preview runs, the more data they gain about what still needs adjusting.
Engineering isn’t being dropped in as a one-and-done feature. It’s been shaped by players already – and will continue to evolve post-release.
How Many Ships Are Ready in 4.5?
When Alpha 4.5 lands, not every ship will be at the exact same level of engineering support, but coverage is already broad:
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Around 80 ships will fully support the engineering system at release.
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Roughly 30 more ships will be in various partial states of conversion:
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Some will have engineering screens but not yet fully physicalized components.
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Others will have physical components before their full engineering UI is in place.
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Even in partial states, those ships will still benefit from the system in some way. But the long-term goal is clear: every ship will fully support engineering.
Armor Joins the Party – and a Full Engineering Guide Is Coming
As a final kicker, Jared notes that since the episode was recorded, armor has also been confirmed for the 4.5 release alongside engineering.
To help players get to grips with everything:
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A dedicated engineering guide will be released with 4.5.
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That guide will break down the systems, loops, and best practices so players aren’t left guessing.
Between engineering, armor, and a new star system, 4.5 is shaping up to be a major shift in how ships live, fight, and die.
Engineering as a Defining Pillar – and Why Feedback Still Matters
Thorsten is clear on one thing: engineering is “made to stay.”
The team sees it as a defining part of what Star Citizen is supposed to be – a deep simulation where ship management and crew action genuinely matter. But “made to stay” doesn’t mean “finished.”
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What’s in PTU now is not set in stone.
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The team expects and wants feedback on what feels overwhelming, too punishing, or too trivial.
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There are additional ideas and features already on their list, deliberately held back to avoid overloading players at launch.
The plan is to watch how players actually use the system, then refine, expand, and adjust based on real gameplay rather than theory alone.
For pilots, orgs, and crews across the ‘verse, that means now is the time to jump into PTU, push the system to its limits, and help shape the future of engineering before it becomes the new normal for every ship in the game.
Source: Inside Star Citizen – Engineering Talkin' with Thorsten