What this is about
You have started Star Citizen and wake up somewhere. No tutorial, no arrow saying “this way”. This guide tells you what to do in the first minutes – in an order that makes sense.
Waking up
You usually start in a bed in your habitation. The first step is meant literally: get up. The game has its own function for that (“exit seat”).q1
Stand still for a moment and look around. Nothing is urgent.
Getting your bearings
Three things help immediately:
- The exit. Habitations are small; there is exactly one door.
- The lift. It takes you to shops, the spaceport and the vehicle terminals.
- The markers in your view. The game shows signs and waypoints.
If something does not react: you almost always need the interaction mode – a key that shows a cursor you use to operate buttons and doors.q2 More in controls & interaction.
Word by word
These terms come up constantly. Explained once, and you are in:
- mobiGlas – your wrist computer. Map, contracts, inventory, messages. Own guide: understanding the mobiGlas.
- PU – “persistent universe”, the shared game universe everyone travels in together.
- Shard – the server you are currently playing on. You do not see players on another shard.
- Vehicle terminal (ASOP) – the kiosk where you request your ships. In game the interface is called “fleet manager”.q1
- ATC – air traffic control. It clears you for a hangar or a landing pad.q1
- Quantum travel – the jump across long distances. Without it you travel for hours.
- FPS – “first person shooter”: everything you do on foot, above all combat.
- SCU – the size unit for cargo boxes. You only need it once you fly cargo.
- HUD – the displays shown to you in the cockpit or in your helmet.
The first steps
- Get up and leave the habitation.
- Open the mobiGlas once and close it again.
- Go to the vehicle terminal and request your ship: finding your ship.
- Get in and switch the systems on: starting your ship.
- Get clearance and take off: take-off & landing.
- Accept a simple contract: your first mission.
If something does not work – and at the start some things will not – when something goes wrong says what helps.
Next: controls & interaction