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| Jester's 2026 ACU graph |
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| Jester's 4-year comparison graph |
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| Jester's Daily Average Concurrent User Chart Per Year |
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| Jester's 2026 ACU graph |
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| Jester's 4-year comparison graph |
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| Jester's Daily Average Concurrent User Chart Per Year |
In addition, the company has received a total of $68.25 million in outside investment. According to the 2023 financial report, $4.8 million of the amount was returned to investors in 2020 and another $3.1 million in 2023-2024. Including the outside investment money, the total amount raised by CIG to create Squadron 42 and Star Citizen is $1,272.3 million ($1.27 billion), or $1.264.5 million ($1.26 billion) when excluding the returned funds. An additional $12.6 million in loans issued in March 2025 and due for repayment on 31 December 2027 are not included in the total.
I know that the blockchain technology used basically overshadows all of the gameplay features incorporated since the beginning of closed public-facing testing began in May 2024. Now seems a good time to revisit the alpha and see how the game has progressed. And by progressing, I mean changed from the original.
As I'm wont to do with EVE Frontier posts I will turn to the Unofficial Official AI Sponsor of Fenris Creations, Google DeepMind. These posts (yes, I intend on going further) are created by using Gemini. As such Gemini would like me to add the following
Disclosure: The comparison breakdown below was generated with assistance from Google Gemini based on the EVE Frontier Cycle 7: Vestiges patch notes.
I'll begin with the TL;DR table and then follow with the words from Gemini.
In EVE Online, you set a 30-day queue for a Level V skill and log off. In EVE Frontier, progression is tied to active execution:
You generate experience/memories by physically interacting with space—mining asteroid fields, cracking wrecks, surviving microrifts, and landing manual shots on Feral Drones.
Rather than waiting weeks to fly or fit an item, pilot efficiency grows organically from repetition.
Cycle 7 explicitly formalizes the division between Character skills and Shell skills:
Character Progression: Governs pilot-level abilities, cerebral synchronization, and survival efficiencies that stick with your persona.
Shell (Chassis) Progression: Pertains to the physical craft you occupy. Because hulls in Frontier function more like modular survival vessels than permanent garage assets, shell proficiency reflects how well systems integrate with that specific frame.
In EVE Online, your character sheet is an ever-expanding, permanent record of SP.
In EVE Frontier, your accrued proficiencies plug into Crowns (bankable neural arrays). Because Crowns level through active use and can be configured or swapped, progression behaves more like specialized equipment loadouts rather than an immutable, 15-year-old character sheet.
In New Eden, if you have the ISK and the SP, you can dock in Jita 4-4, buy a fitted hull, and undock. In Frontier:
There are no highsec hubs or instant NPC seed markets.
Progression is tied to the physical tech tree: anchoring automated fabricators, retrieving mummified clone schemas, refining raw hydrocarbon fuels, and managing the extreme heat/cooling cycle of the Creche or deep space.
The "can I fly this?" question is answered by "Can you harvest the resources, refine the fuel, and physically assemble the hull on grid?" rather than whether you trained Spaceship Command to V.
With Cycle 7’s implementation of full 6DOF flight (strafe, roll, manual Aim Flight) and line-of-sight projectile occlusion, progression in combat relies heavily on player execution:
In EVE Online, a pilot with Max Gunnery/Missile skills will mathematically outperform an un-skilled pilot at target lock.
In EVE Frontier, weapon fire requires manual lead, line of sight, and spatial awareness behind asteroids or debris rings. Even with optimized Crown levels, missing your manual shots or failing heat management results in a dead hull.
The video is "EVE Frontier | Frontier Friday - 2026 End of Year Roadmap Update!" from the official EVE Frontier channel [
The stream covers development updates, design philosophy, and release milestones leading up to December 2026.
1. Cycle 5 EVE Points Error
The team addressed community reports regarding an issue with Cycle 5 EVE Points calculations, confirming that an error occurred on their end [
An internal investigation is underway, with a formal statement and corrective remedy planned once the root cause is determined [
2. Core Pillars & "Closing the Gap" on the Vision Trailer
The team reaffirmed the core design pillars: hard sci-fi grounding, digital physics, digital chemistry, cruel survival MMO mechanics, and rebuilding a broken world [
Rather than adding raw features on top of legacy EVE mechanics, the focus has shifted toward building tactile, intimate moment-to-moment interactions directly into the 3D scene [
The HUD is seeing a major decluttering pass ("the war on brackets") to replace dense window overlays with direct world context and in-world interaction widgets [
3. Flight Controls & Mining Rework
Flight Physics: Ship handling is shifting from abstract controls to direct, mass-and-thruster physics [
Selective / Cavity Mining: Asteroid mining is moving toward targeted resource extraction (drilling directly into specific mineral pockets inside asteroids) paired with contextual scanning menus [
Cycle 7 Launch (September 29, 2026): [
Cycle 7 Midcycle (November 3, 2026): [
Cycle 8 Launch (December 2026): [
Next Stream: Deep dive into Cycle 7 features and mechanics [
Following Week: Founders Q&A session post-Cycle 7 launch [
What about the winter expansion? Is Fenris going to delay the launch until December to avoid the launches of both WoW Forever and GTA 6? I think the Major Update dev blog put to rest that question.
The AIR Career Program (ACP) migrates to Paragon Services achievements in November. Anyone with unfinished ACP tasks should complete them and claim the rewards before the move. Once those tasks become achievements, they can be completed again through the new system, so there's a second run at them waiting on the other side.
In addition to the new achievements system the first military campaigns will also end with CoW. So trying to figure out when the winter expansion will launch actually has a useful component to it. Here are the launch dates of the last four winter expansions.
Fenris Creations’ EVE Online: Cradle of War Update Makes It Harder for Alliances to Rush Fleets Across Space, Shaking Up War StrategiesLaunching September 22, Ansiblex jump bridges now run on a distance-scaled charge, alongside Pirate Insurgency changes, wormhole combat site overhaul, Pochven updates, and moreREYKJAVÍK, Iceland – September 22, 2026 – Today, Fenris Creations launched the next major update for EVE Online: Cradle of War, the latest expansion for the iconic sci-fi MMO EVE Online. Centered on a revamp of Ansiblex jump bridges, the player-built gates that let nullsec alliances project force across huge stretches of space at short notice, the update also iterates on Pirate Insurgencies, improves low-class wormhole combat sites, and rebalances ships across New Eden. It represents the most impactful step in Fenris Creations’ ongoing work on force projection and nullsec sovereignty since the Equinox expansion, and addresses a long-standing community call for changes to force projection.“Ansiblex jump bridges – player-built stargates – have worked the same way for years, and players got very good at using them to be everywhere at once,” said Bergur Finnbogason, Creative Director for EVE Online. “Adding a cost to project force over vast distances changes the paradigm and makes moving a large fleet more deliberate and predictable. Changing how groups travel leads to interesting knock-on effects; for example, a smaller alliance might be able to hold ground without a fleet from the other side of the map landing on top of it. No matter the outcome, every group will have to rethink how it moves and solve a new set of problems. This is where EVE players are at their best.”Against a backdrop of strange shifts affecting the fabric of New Eden and wormhole space, even established technologies are being forced to adapt, with Upwell’s Ansiblex network among those feeling the effects.Until now, Ansiblex networks have let alliances move large fleets without this kind of constraint. Each gate now holds a limited pool of energy that drains with every ship that passes through and refills slowly afterwards. Once it’s empty, the gate is unusable until it recovers. Jump cost depends on the destination, distance from an alliance’s capital system, and the ship itself, with different ship types carrying different costs. Journeys that carry a fleet far from its home territory drain the gate far more than trips heading back toward it. Only subcapital ship classes can use the network, and each gate is now restricted to members of the alliance that owns it rather than its wider network of allies.Alliances can still reach anywhere in New Eden, but the cost climbs with distance, giving every group a practical operating range for its Ansiblex network. The benefit is greatest for smaller groups. Where a much larger fleet could previously arrive from the far side of the map with little warning, players will now have a much clearer sense of what may reach them, from where, and in what numbers. Ansiblexes remain only one of several ways fleets can project across space.Other key features of the Cradle of War major update include:
- Pirate Insurgency Changes: Pirate Insurgencies in low-security space are now shorter and spread faster, giving players greater control over how and where corruption spreads. A new battlecruiser-sized “Moderate” combat site, the Insurgency counterpart to Cradle of War’s battlecruiser Factional Warfare site, joins reinforcement-cycle changes that reward winning an Insurgency outright over farming the sites around it.
- Wormhole Combat Site Overhaul: Encounters across Class 1 to Class 3 wormhole combat sites have been modernized with smarter enemies, clearer objectives, and a refreshed visual pass.
- Pochven Updates: More roaming enemy fleets with smarter behavior, adjusted wormhole connections in and out of the region, and revised fleet-size caps, with Vigilance Point increasing from 10 to 12 ships and Observatory Flashpoint dropping from 15 to 12.
- Ship Balance: Marauders and Black Ops battleships are now lighter for easier wormhole travel. Underperforming heavy assault cruisers, assault frigates, and railgun ships have been buffed, lancer dreadnoughts are more durable, and a cheaper Zero-Point Field Manipulator is expected to lower Tech II Triglavian production costs.
- Rampant Drone Fabricator Rewards: The challenging Rampant Drone Fabricator – a new piece of wormhole content introduced this summer featuring a ‘horde mode’ mechanic – becomes more rewarding, yielding additional Fabricator Data that can be exchanged in the Pochven LP Store for powerful new drone upgrades. These include four new mutaplasmids for customizing drone support modules and an exclusive Hybrid Drone skill book that increases hybrid drone damage by 3% per level. Quality-of-life changes also make it easier to bring interdictors into Fabricator fleets.
Much of today’s update was shaped directly by feedback from the Council of Stellar Management and player groups, including Wormhole UN and FW Parliament, and shares a common thread: revisiting systems players have optimized over the years to create room for new strategies. Pirate Insurgencies now move faster and place greater emphasis on winning the conflict. Pochven’s fleet-size and reward changes create new challenges, while Class 1 to Class 3 wormhole combat sites modernize some of EVE’s oldest PvE content with smarter enemies, clearer objectives and refreshed environments, bringing them more closely in line with the rest of EVE’s PvE experience. Ansiblex jump bridge changes cut deepest into that established order, reshaping how alliances move and forcing groups across nullsec to reconsider how they project power, hold territory and respond to threats.
World of Warcraft: Forever is also taking a new approach to how players choose where they play. For many players, that first realm choice has always carried a lot of weight: pick the right one and you can adventure with your friends, join the right community, and find groups more easily; pick a different one and you might discover too late that the people you wanted to play with are somewhere else entirely.Instead of asking players to make that decision before creating a character, World of Warcraft: Forever is going realmless, making it easier to connect with friends while still preserving the community feel that has always made realms memorable.
Each ruleset functions more like its own large ecosystem than a single traditional realm. This is not one giant realm for everyone, and cross-ruleset grouping is not supported. Factions remain separate, so Horde and Alliance players still cannot group together. Players can group, run dungeons, and raid with others who have chosen the same ruleset. Hardcore will remain a fully enclosed ecosystem, but if a Hardcore character dies, that character can transfer to another ruleset, including PvP.
As part of the server updates, characters will also use two-part names, similar to having a “first name” and “last name.” Because names will be unique per region, this gives players more room to create original character names, such as “Ana Forever,” while keeping those identities recognizable across the larger connected environment.
I'm not really qualified to opine on the new version of WoW right now since I stopped playing the game back in 2006. But I think I am qualified to anticipate what WoW Forever will do to the video game release calendar.
Any company that bailed on releasing a game in the final three months of 2026 is breathing a sign of relief they made the right choice. On top of the release of Forever on 4 November comes the much anticipated release of Grand Theft Auto VI on 18 November. Between the release of new entries from two classic franchises I'd say little attention will be available for other games in the releasing in the fourth quarter.
My favorite games hopefully shouldn't have an issue. Final Fantasy XIV's Evercold expansion is scheduled to launch sometime in January 2027. EVE Online's winter expansion hopefully will not launch in November. I think Fenris could get away with releasing the expansion on 8 December, giving curious people a month to play the new game before the series business of internet spaceships. And Cloud Imperium? They had already delayed the launch of Squadron 42 to the second quarter of 2027. But I wonder the effect on the biggest sales event, the Intergalactic Aerospace Expo. Something to watch out for in 8 weeks.
Probably the biggest Diablo news was the announcement of Diablo V coming out sometime in 2029. I've never played a Diablo game but have seen enough clips over the years to kind of understand what is going on in the trailer.
But the following trailer hyping up 30 years of Diablo really got me to thinking. I never played but the game is an all-time classic. So I decided to take a look at what was going on 30 years ago with the franchises I cover.
First up is EVE Online. I know, I know, EVE did not launch until 2003. But Fenris Creations will also celebrate its 30th year of operations in 2027. According to official Icelandic business records, FC was originally incorporated on 16 July 1997.
Next comes my current main game, Final Fantasy XIV. The game dates back to its original start in 2010, but the Final Fantasy franchise dates back to 1987. I do have to say that Diablo's launch month was a very good month for video games. Four weeks after Diablo launched on 3 January 1997, Square released Final Fantasy VII in Japan. For those wondering, Final Fantasy VII release in the U.S. in September and Europe in November. An interesting fact is that FFVII was the first Final Fantasy game to release in Europe.
Finally, I have to mention Star Citizen because of Chris Roberts. If Star Citizen and Squadron 42 are the spiritual successors to the Wing Commander series, then I'd be remiss in not pointing out that the last Wing Commander game Roberts released, Wing Commander IV: The Price of Freedom, released on 8 February 1996, almost a full year ahead of Diablo's launch.
I do want to point out something about the cost of developing video games back in the mid-1990s. When Wing Commander IV launched, Origin bragged that the $12 million development cost, the record at the time, was "the price of freedom." Of course, Wing Commander IV was a bit unusual as 90% of the development cost was shooting the cutscenes.
That record only lasted a year as 1997's Final Fantasy VII took $40-$45 million to develop with another $40 million spent in marketing the game. Meanwhile, Diablo only needed to sell 20,000 copies to break even.
Those were the days.