IFA // PUBLIC REFERENCE PROJECT

DOCUMENTING
AGRICULTURE

A source-led record of what Cloud Imperium Games has said, shown and designed for farming in Star Citizen. It covers everything from the Endeavor’s Biodomes to planetary cultivation and ranching.

LAST REVIEWED // 05 SEPTEMBER 2026
REFERENCE CONTROL // EACH CLAIM IS LABELLED BY ITS EVIDENCE STATE
CURRENT DIRECTIONHISTORICAL DESIGN INTENTIMPLEMENTEDOPEN QUESTION
01 // LIVING EVIDENCE RECORD

WHAT WE KNOW ABOUT FARMING

Farming is not currently playable, but it remains an explicitly presented part of Star Citizen’s future. This record separates modern direction from older design detail so that possibility is never mistaken for implementation.

THE SHORT VERSION

CIG has repeatedly described farming as a profession. Its clearest recent presentation came at CitizenCon 2954: low-tech cultivation, hydroponic facilities and ranching were shown as activities within player-built settlements. Release timing and final mechanics remain unconfirmed.

HISTORICAL DESIGN INTENT

THE ENDEAVOR’S ORGANICS MODULE

CIG publishes its most detailed farming design: seeds, soil, fertiliser, water, temperature and radiation influence plant growth inside two Biodomes. Crop quality, harvesting, perishability and specialised plant outputs are discussed.

DESIGN NOTES: THE ENDEAVOR ↗
HISTORICAL DESIGN INTENT

FARMING AS A VIABLE PROFESSION

The Endeavor Q&A describes mobile farming economics, rare seeds, perishable produce, medicinal compounds and growing crops while travelling to market. It establishes farming as intended profession design, not a released feature.

ENDEAVOR Q&A PART III ↗
HISTORICAL DESIGN INTENT

PLANETARY HYDROPONICS

In the land-claim Q&A, a hydroponics module appears as part of the proposed player-outpost system, producing organic materials for periodic harvesting and storage.

UEE LAND CLAIM Q&A ↗
HISTORICAL DESIGN INTENT

SOIL AND ENVIRONMENTAL MODIFICATION

A follow-up Q&A discusses altering surface soil composition for more effective farming and considers local atmospheric modification for greater environmental control.

LAND CLAIM Q&A PART 2 ↗
REAFFIRMED DIRECTION

FARMING REMAINS IN THE PLAN

Chris Roberts lists farming among the team’s larger plans. A later AMA recap includes hydroponic domes in the infrastructure envisioned for connected player settlements.

CURRENT DIRECTION

FARMING AND RANCHING IN BASE BUILDING

CitizenCon 2954 presents low-tech farming using seeds, suitable environments, soil and nutrients; high-tech hydroponic buildings for exclusive plant strains; and ranching based on feed, water and shelter. CIG also cautions that the showcased systems are still in design or early whitebox.

CRAFTING YOUR HOME // 49:28 ↗
DETAILED FINDINGS

WHAT THE RECORD ACTUALLY ESTABLISHES

The timeline proves continuity. These notes preserve the mechanical and economic detail while keeping old proposals separate from modern direction.

ENDEAVOR CULTIVATION INPUTS

The 2015 design names soil, fertiliser, seeds and water as the basic requirements. Plant species are described as having different preferred conditions.

ENVIRONMENTAL VARIABLES

Soil quality, fertiliser type, temperature, water and radiation can affect growth. Radiation includes type, intensity and exposure duration.

BIODOME MANAGEMENT

The Organics Module has two Biodomes with discrete gardening beds, growth lights and monitoring. Crops in one dome share its temperature setting.

PLAYER WORK

The operator would monitor plants, supply water and fertiliser, adjust conditions and harvest at the appropriate time.

CROP QUALITY

Growing conditions are connected to final crop quality. The proposed system therefore appears to include different grades of output, rather than a simple success or failure.

PROPOSED PRODUCTS

Food, herbs, spices, fragrance components, medicinal compounds and decorative plants are discussed as possible outputs. CIG has not confirmed a final crop catalogue.

SEEDS AND DISCOVERY

The Q&A connects seed acquisition and rare varieties to exploration and trade. Crops could grow while the mobile farm travels toward market.

PERISHABILITY AND MARKETS

Perishable produce, rarity, medical applications and supply and demand are described as business factors. This would make logistics relevant to the value of a harvest.

EARLY PERSISTENCE IDEA

The 2015 Q&A proposed growth near an active player and paused growth after logout. CIG has not reconfirmed this for the modern server model.

PLANETARY HYDROPONICS

The 2017 outpost proposal includes hydroponics producing organic material for periodic harvest, supported by storage.

SOIL PREPARATION

The 2018 follow-up considers altering surface soil composition and possibly modifying the local atmosphere to improve growing conditions.

MODERN LOW-TECH FARMING

CitizenCon 2954 describes acquiring seeds, choosing suitable soil and surroundings, supplying nutrients, growing the crop and harvesting it.

MODERN HIGH-TECH FARMING

Dedicated hydroponic buildings would allow players to grow exclusive plant strains.

RANCHING

CIG describes herds supplied with feed, water and shelter in return for produce. Not every animal will be suitable for ranching. The species and products have not been specified.

DEVELOPMENT CAUTION

CIG introduces the 2024 systems as still in design or early whitebox. This shows the current direction, but it is not finished gameplay and it comes with no delivery date.

DOCUMENTATION RULE

IFA treats 2024 as the newest clear statement of direction. Older material is retained for context, but is never silently promoted to current fact. Classifications should change when CIG publishes newer evidence.

UPDATE LOG05 SEP 2026

Initial evidence record assembled and classified. Future official statements can be added chronologically without rewriting the operational library.

02 // CURRENT POSITION

THE SHORT ANSWER

PLANNED

Yes. Farming has repeatedly appeared in official design material and was presented again in the 2024 base-building showcase.

PLAYABLE

No. Star Citizen does not currently offer a complete player farming profession or released ranching loop.

RELEASE DATE

Unknown. No reliable public release date or final implementation specification has been provided.

IMPORTANT LIMIT

The detailed 2015 Endeavor design is valuable historical evidence, but should not be treated as a guarantee that every mechanic will survive unchanged.

03 // MODERN PUBLIC DIRECTION

CONFIRMED DIRECTION

CIG explicitly described these elements in its 2024 presentation. Here, “confirmed” means that CIG has publicly presented the idea. It does not mean the gameplay has shipped or that every detail is final.

01LOW-TECH FARMING

Acquire seeds, plant them in suitable soil and surroundings, supply nutrients, allow growth and harvest.

02HIGH-TECH FARMING

Construct dedicated hydroponic buildings capable of growing exclusive plant strains.

03ENVIRONMENTAL SUITABILITY

Different environments and soil types matter to cultivation.

04RANCHING

Keep suitable animals in herds and provide feed, water and shelter in exchange for animal produce.

05BASE-BUILDING CONTEXT

Farming and ranching were presented as activities supported by player-built settlements.

WATCH THE OFFICIAL PRESENTATION AT 49:28 ↗
04 // PUBLISHED, NOT PROMISED FINAL

HISTORICAL DESIGN INTENT

Earlier documents contain much more mechanical detail. They show the depth of CIG’s thinking, but age and redesign risk mean they are evidence of intent rather than a current specification.

ENDEAVOR CULTIVATION VARIABLES

Soil quality, fertiliser, seed species, water, temperature, radiation type, intensity and exposure duration.

BIODOME OPERATIONS

Discrete gardening beds, shared environmental controls, growth lighting, monitoring and manual servicing.

OUTPUTS AND ECONOMY

Food, herbs, fragrance components, medicinal compounds, crop quality, perishability, rarity and supply-and-demand considerations.

PLANETARY CONTROL

Hydroponic modules, organic storage, soil modification and possible local atmospheric control around outposts.

05 // NOT YET ESTABLISHED

OPEN QUESTIONS

These subjects remain unresolved in public information. The absence of an answer is recorded deliberately rather than filled with theorycrafting.

  • When will the first farming or ranching gameplay become playable?
  • Which crops, strains and animal species will be available?
  • How much of the 2015 Endeavor design remains current?
  • How will growth persist while players are offline or far away?
  • How will soil, climate, disease, pests and crop quality be simulated?
  • What automation, labour and maintenance systems will farms require?
  • How will yield, perishability, processing and market demand interact?
  • How will planetary farms be protected, damaged, raided or abandoned?
  • How will Endeavor cultivation connect to planetary base farming?
06 // PRIMARY MATERIAL

SOURCE LIBRARY

Start here if you want to read or watch the evidence yourself. Sources are ordered chronologically and link directly to CIG’s publications.

07 // CURRENT & DOCUMENTED MATERIALS

AGRICULTURAL MATERIALS DATABASE

The working registry of organic commodities, harvestables, seeds and biological materials already established in Star Citizen.

HARVESTABLES ARE NOT FARMING

The field guide records 16 naturally occurring biological harvestables. Six are currently tied to Rayari Collection missions. Molina Mold is retained separately as an event material. None of these records proves that planting, breeding, crop cultivation or Endeavor Biodome gameplay is available.

08 // CULTIVATION REFERENCE

FARMING SYSTEMS

CIG’s published Endeavor design describes farming as environmental management rather than a single production action. These records preserve that design without presenting it as current gameplay.

01SEEDSpecies and cultivar requirements
02SOILQuality, chemistry and structure
03FERTILISERNutrient type and application
04WATERQuantity and timing
05TEMPERATUREShared environmental tolerance
06RADIATIONType, intensity and duration
09 // AGRICULTURAL PRODUCTION MODEL

THE SYSTEM DOES NOT BEGIN WITH THE HARVEST

Agriculture connects environmental suitability, biological inputs, cultivation, processing and logistics. This framework becomes the foundation for crop guides when playable systems arrive.

01ENVIRONMENTLocation, atmosphere, temperature
→
02INPUTSSeed, soil, fertiliser, water
→
03CULTIVATIONRadiation, growth and monitoring
→
04HARVESTTiming, quality and recovery
→
05OUTPUTProcess, store, transport, market
10 // OPERATIONS DEVELOPMENT

TOOLS RESERVED FOR GAMEPLAY

These modules remain inactive until observable mechanics and reliable values exist. IFA will not populate them with invented performance data.

AWAITING GAMEPLAY DATA

CROP COMPATIBILITY

Match cultivars against environmental and facility conditions.

AWAITING GAMEPLAY DATA

BIODOME PLANNER

Allocate growing beds around shared temperature tolerances.

AWAITING GAMEPLAY DATA

GROWTH CYCLE

Plan inputs, intervention timing and harvest readiness.

AWAITING GAMEPLAY DATA

THROUGHPUT & LOGISTICS

Calculate storage, perishability, transport and market flow.