Squadron 42 vs Star Citizen: The Difference Between Star Citizen and Squadron 42
Star Citizen and Squadron 42 share a universe but play nothing alike. Here
If you have ever watched a Star Citizen stream and then pulled up a Squadron 42 trailer, you have probably wondered why they look so alike yet feel so different. The core difference between Star Citizen and Squadron 42 comes down to a single design choice: Star Citizen is an open-ended, always-online sandbox, while Squadron 42 is a finite, story-driven single-player campaign. Knowing the difference between Star Citizen and Squadron 42 before you spend money saves you from buying the wrong experience — and it also explains why features from one game keep showing up in the other.
The Difference Between Star Citizen and Squadron 42 at a Glance
Cloud Imperium Games (CIG) develops both projects in parallel, and they share a universe, an engine, and a lot of underlying technology. What they do not share is a design goal. One is built to be played indefinitely; the other is built to be finished.
| Question | Star Citizen | Squadron 42 |
|---|---|---|
| Format | Persistent universe MMO | Single-player cinematic campaign |
| Online requirement | Always online, shared servers | Solo, no MMO servers needed |
| World structure | Open sandbox with no ending | Linear missions launched from a hub ship |
| Session goal | Whatever you decide to do | Advance the story |
| Progress | Persistent, wiped periodically during alpha | Save-file based |
| Combat focus | Emergent PvE and PvP | Designed encounters and set pieces |
| Best for | Sandbox, sim, and multiplayer fans | Narrative and cinematic fans |
That table is the short answer. The rest of this guide unpacks the details so you can decide which project deserves your time.
What Each Game Actually Is
Squadron 42: A Story You Complete
Squadron 42 is the crowdfunded, single-player counterpart to the MMO — a campaign built around a military sci-fi narrative with an all-star cast and heavy performance capture. According to community reports from early play tests, the game opens with a large-scale space battle that shifts from a more cinematic role into first-person survival, then settles into a mission cadence.
Between missions, you live aboard a capital warship, walk its corridors, and interact with a crew that has its own routines and fully voiced dialogue. Relationships with those characters evolve as you return to the ship. It is deliberately not an open-world game — think a modern take on Wing Commander, not “Skyrim in space.”
Star Citizen: A Universe You Inhabit
Star Citizen is the persistent universe (often called the PU): a shared, always-online world where players haul cargo, mine, salvage, bounty hunt, race, and organize into groups. There is no ending, no credits roll, and no scripted final mission. Session goals are self-assigned, and the game’s long-term alpha status means progress can be wiped between patches.
Gameplay Loop: Mission Cadence vs. Open Sandbox
This is where the difference between Star Citizen and Squadron 42 shows up most in daily play. One hands you objectives; the other asks you to invent them.
| Activity | Star Citizen | Squadron 42 |
|---|---|---|
| Flight | Free-form encounters, player-driven fights | Scripted missions, escort and strike runs |
| Ground combat | Emergent firefights across the PU | Designed encounters with coordinating squad AI |
| Economy | Cargo, trading, mining, salvage | Loot, armor wear, crafting and repair |
| Exploration | Entire star systems and orbital markers | Handcrafted levels, stations, and interiors |
| Social play | Orgs, friends, and random players | Crew NPCs with routines and arcs |
| Guidance | Marker-based navigation and missions | Community reports say you can genuinely get lost |
Player experience from the test events notes that Squadron 42 removes modern hand-holding: no painted yellow route markers, unforgiving EVA where a missed grip sends you drifting into space, and puzzles described as more involved than the obvious solution.
Buying and Playing: How the Two Are Sold
The two games were originally bundled together in early backer packages. That changed when CIG announced a package split, separating Squadron 42 from Star Citizen so each could be purchased on its own. You can read the details in Roberts Space Industries’ official package split announcement.
| Purchase question | Star Citizen | Squadron 42 |
|---|---|---|
| How is it sold? | Starter packages that grant PU access | Standalone purchase |
| Does either include the other? | No, not since the split | No |
| Free access events | Occasional free-fly promotions | None announced |
| Platform | PC | PC |
| Payment model | Package plus optional in-game ships | One-time buy |
The practical takeaway: owning one does not give you the other. If you want the campaign and the sandbox, budget for both.
Shared Tech: What Squadron 42 Gives Back to Star Citizen
Even if narrative games are not your thing, Squadron 42 matters to Star Citizen players because the campaign is effectively a technology test bed. Community reports from hands-on sessions highlighted several systems that will flow into the MMO.
| Squadron 42 technology | Why Star Citizen players should care |
|---|---|
| Maelstrom destruction | Granular damage: armor pieces can be shot off, visors can shatter, and pressure loss becomes a real threat |
| Quantum boost and travel | Boost and quantum travel on a single button with no charge-up, plus maneuverability while boosting |
| Quantum anomalies | Hazards during quantum travel that must be dodged to avoid damage |
| Cockpit readability | Physical controls with press animations and cleaner, more legible displays in ships like the Gladius |
| NPC combat AI | Aggressive enemies that revive wounded allies, reposition, and shoot through destructible cover |
| Multi-tool rework | A four-module tool tuned for campaign pacing rather than hardcore simulation |
The Maelstrom implications are the biggest deal for the PU. If armor degrades through use — and community reports suggest looted gear will arrive damaged or entirely destroyed — then repair and crafting suddenly have a permanent role in the economy. Right now, players can stack flawless looted sets; that changes when every piece has wear.
Hands-On Impressions: What Play Testers Report
Wave 1 testers reportedly received roughly five hours with the build. Their impressions were broadly positive, though CIG still has polish work left. Treat everything below as community reports, not final review scores.
| Category | Reported result |
|---|---|
| Performance | Around 60 FPS at native 4K without upscaling or frame generation, on high-end RTX hardware |
| Graphics | Described as a clear step beyond the current PU build |
| Acting and voice work | Praised, with noticeably improved facial lighting and animation |
| Sound and music | Considered a standout, with the orchestral score earning heavy praise |
| Combat AI | Enemies described as aggressive, coordinated, and capable of reviving teammates |
| Difficulty | Three levels, adjustable separately for FPS and flight combat |
| Bugs | Minor NPC glitches (odd outfits, physics props) plus at least one story-character soft lock |
That last row matters. A tester reported that a major NPC’s ship could collide with a station, explode, and lock progress — the kind of edge case that needs fixing before launch but is not a structural failure. Most testers described the build as technically close to release-ready and mainly in need of polish.
Which One Should You Play First?
If you are still weighing the difference between Star Citizen and Squadron 42 for your own library, use your priorities as the tiebreaker.
| Your priority | Better starting point |
|---|---|
| A beginning, middle, and end | Squadron 42 |
| Cinematic presentation and a famous cast | Squadron 42 |
| Practicing combat without other players hunting you | Squadron 42 |
| Flying with friends tonight | Star Citizen |
| Hauling, mining, and ship collecting | Star Citizen |
| Long-term progression in a living world | Star Citizen |
A few practical notes:
- Squadron 42 is the gentler on-ramp for flight and shooting because you can tune ground and space difficulty independently. The PU is a harder, less forgiving simulation layer.
- Star Citizen gives you a taste of the same ships and flight feel, but its economy, wipes, and bugs are part of the deal during alpha.
- The lore runs both directions, so playing the campaign first makes the PU’s factions and locations more meaningful.
Once you understand the difference between Star Citizen and Squadron 42, the marketing stops being confusing: they are two products from one studio, aimed at two very different appetites.
FAQ
Is Squadron 42 a DLC for Star Citizen? No. Squadron 42 is a standalone single-player game. Since the package split, it is sold separately from Star Citizen, and buying one does not unlock the other.
Do I need Star Citizen to play Squadron 42? No. Squadron 42 runs as its own solo campaign and does not require an MMO account or a Star Citizen game package.
Does progress carry between the two games? Not in the traditional sense. Squadron 42 is a save-file campaign, while Star Citizen is a persistent universe with its own economy and periodic wipes. What carries over is technology — flight model changes, Maelstrom destruction, and AI improvements developed for the campaign are expected to feed into the PU.
What is the main difference between Star Citizen and Squadron 42 in terms of playtime? Star Citizen is endless by design: you set your own goals and can play for years. Squadron 42 is a finite narrative campaign you complete and then replay for difficulty, alternate paths, and different death scenes.
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