These additional features will come post-launch, as we have always planned. That is solely because we want to make sure it is done correctly and to a quality we are proud of and that matches the other aspects of what we plan to be an incredible experience that we will deliver on 16th December.



We will continue to fully and openly engage with you.



Continuing to grow the game past the launch date as we plan would just not be possible at all with the constraints of physical disc manufacture and distribution, and is made possible only by the online nature of Elite: Dangerous.



When we set out on this journey, our ambition was to make Elite: Dangerous as large a technical step forward today as Elite and Frontier were in their time. The way the game embraces and pushes forward the online aspects of technology has been a particularly exciting aspect of that for me.



The basic fact of being able to interact online with our community during development has been tremendous. Just as in a film, based on feedback some of the things we originally thought would work have been left ‘on the cutting room floor’. We have also added unplanned features which I think are fundamentally key to the experience, and have made the game all the better. For example shifting design emphasis towards fantastic major new features such as supercruise, outposts and multiple ship ownership, to name just a few.