1. EVE Online
  2. News

EVE Online News

EVE Evolved: The Future of EVE’s API

EVE Online has always been more than just a game - it’s a vast ecosystem where player ingenuity thrives. A crucial part of that ecosystem is the EVE Swagger Interface (ESI), the official RESTful API that empowers third-party developers to create tools, apps, and services that enhance the EVE experience. Whether it's market analysis, fleet management, industry logistics, or intel gathering, ESI plays a key role in how players interact with the game - both inside and outside New Eden.

[h2]What is ESI?[/h2]
ESI is a scalable RESTful API with SSO authentication and read/write capabilities. In practice, it powers thousands of applications, serving as the backbone of EVE’s extensive third-party ecosystem.

The third-party development community has built a powerful suite of tools that extend EVE’s gameplay, foster innovation, and even shape in-game economies. Market and trade tools like EVE Market Browser and Janice help traders track market trends, optimize logistics, and compare buy/sell orders in real time. Corporation and alliance management platforms such as Alliance Auth automate recruitment, permissions, and access control for player organizations, ensuring smooth functionality for massive alliances. Intel and mapping tools like DOTLAN and RIFT support strategic movements and enemy tracking, while industry tools like Fuzzworks and Adam4EVE assist with blueprints, asset management, and production chains. Even beyond standalone applications, ESI supports integrations like the EVE Online Excel add-in, which provides seamless access to in-game data for planning and analysis.

ESI is massive in scale. Over 2,350 active third-party applications rely on it, with 42% of active EVE players having at least one character authorized in an ESI-based app. The API handles over 350,000 requests per minute, powering countless player-made resources and dashboards. The sheer volume of traffic to ESI-powered websites is immeasurable - if you’ve ever used a community tool for intel, trading, or planning, you’ve likely interacted with ESI. From trade hubs to war councils, from solo industrialists to massive coalitions, ESI is an essential part of EVE Online’s metagame.

This dev blog takes a closer look at ESI today, the challenges it faces, and the steps being taken to ensure a better future for third-party developers and the players who rely on their tools.

[h2]History Lesson[/h2]
APIs have been an integral part of EVE Online for over a decade, allowing players to extend the game beyond the client and into a vast ecosystem of third-party tools. The EVE Swagger Interface (ESI) is the latest evolution, replacing its predecessors, the XML API and CREST. ESI provides both public and authenticated endpoints, with the latter requiring login via EVE Single Sign-On (SSO) to access character or corporation-specific data.

The launch of the XML API was groundbreaking. At the time, no other game offered such a deep level of programmatic access to its data. Players used it to build some of EVE’s earliest third-party tools, from character planners to market aggregators. There were significant limitations, however. It was read-only, slow to update, and the documentation was lacking.

To address these issues, CREST was introduced, offering a RESTful interface and faster access to live simulation data. However, CREST lacked consistency and scalability, making it clear that a more robust solution was necessary.

[h2]Enter ESI[/h2]
Built on Swagger (now OpenAPI), ESI aggregates API specifications from multiple Kubernetes services into a unified API, handling routing, authentication, input/output validation, and more.

ESI’s introduction coincided with Project Sanguine and the first iteration of EVE Portal in late 2016. These projects laid the foundation for a more advanced server architecture within EVE Online and introduced a message bus paradigm that improved real-time data flow between services. As usage evolved, a higher-performance protocol was needed, leading to the integration of gRPC for faster serialization and communication.

This shift paved the way for Quasar, a technology designed to further modernize EVE’s backend with gRPC, event-driven messaging, and microservices. From the early days of XML APIs to the modern era of ESI, Kubernetes, and Quasar, EVE Online remains at the forefront of game-integrated APIs.

Support for third-party development continues to evolve, and as you’ll see next, there’s still work to be done to ensure that ESI remains robust, reliable, and future-proof.

[h2]Recent Developments in ESI[/h2]
As you can imagine, there is a long list of improvements planned for ESI. However, before implementing changes, a thorough evaluation of the platform’s current state is necessary, not just in terms of how it was designed to function but how it actually operates today and where it is lagging behind in the EVE ecosystem.



[h2]The First Step: Quasar Integration[/h2]
ESI predates Quasar, and while communication exists between them, deeper integration could unlock significant improvements. Currently, ESI relies on RabbitMQ, which limits it to handling only requests rather than processing real-time game data. For example, location data requests (“Where is character X?”) are cached for five seconds to enable mapping tools to track movement. If ESI could receive real-time notifications when a character changes solar systems, it could invalidate the cache dynamically instead of relying on fixed intervals.

However, integrating Quasar more fully presents challenges. The transition requires migrating remaining ESI requests to Quasar Protocol Buffer (protobuf) requests, a major undertaking that involves remodeling parts of the EVE universe into protobuf messages. Some of this work has already been completed as part of feature improvements, but further progress is needed to ensure full compatibility.
[h2]ESI Bookmarks: The not-So-Temporary Blackout[/h2]
When the new bookmark system was launched in 2019, it introduced an ACL-based sharing system that conflicted with ESI. As a result, esi-bookmarks were “temporarily” disabled.

Upon further review, it became clear that esi-bookmarks would need a complete rebuild to function within the updated system. Given the scale of this effort, a decision was made to shut the ESI bookmark endpoints down permanently. Future reimplementation remains a possibility, but this is definitely a long-term decision.
[h2]Market History and Its impact on the Monolith[/h2]
ESI handles an immense volume of traffic, which is typically manageable. However, the Market History endpoint posed a unique challenge.

The endpoint provides a 500-day history for a single item in a single region, cached downtime-to-downtime. If the data is unavailable in cache, it pulls directly from market nodes in Tranquility (TQ), creating additional strain.

When originally designed, the endpoint’s purpose was to mimic the in-game market history graph.



However, due to the sheer number of non-cached requests – across 70 regions and thousands of items – server load became excessive. Compounding the issue, malformed requests (such as “What is the market history for Fedos in Abyssal Space?”) caused unnecessary database lookups, further increasing load.

Efforts to block abusive requests turned into an ongoing cat-and-mouse game, with some users circumventing restrictions using AWS and Tor. By late 2022, the strain had reached a breaking point, forcing a temporary removal of the endpoint while some of the underlying issues were dealt with.

To mitigate the impact while maintaining functionality, rate limits were introduced, allowing continued access while providing time to explore long-term solutions.
[h2]Character Sheet and Corporation History Endpoints[/h2]
In addition to the market history endpoints, high request volumes also affected both the character sheet and character corporation history endpoints.

For the corporation history endpoint, a solution similar to the market history fix was implemented. Since most results were the result of data scraping by third-party applications, a low rate limit was applied to ease server load.

For the character sheet endpoint, a different approach was necessary. This endpoint is used by many applications for user authentication, making rate limiting an impractical solution. Instead, caching adjustments were made to reduce direct backend queries.

Caching functions similarly to rate limiting by reducing unnecessary requests, but rather than blocking excessive queries, it increases the likelihood that previously requested data is served from cache. Since players often log in to multiple applications, increasing cache duration raises the chance that multiple systems will reuse the same stored data, significantly reducing backend strain.

[h2]Toward the Future[/h2]
The aim is to reintegrate ESI into the EVE Online development and expansion cycle, and so several key improvements are planned to ensure better performance, reliability, and scalability.

[h2]Observability Enhancements[/h2]
EVE Online’s backend uses Honeycomb, a monitoring tool that provides real-time visibility into incoming requests, whether from the EVE Client or ESI. This system tracks request duration, system impact (Quasar or Monolith), and metadata, offering valuable insights into performance bottlenecks.

Previously, tracing only began after a request entered Quasar or Monolith, leaving a blind spot on HTTP requests themselves. A recent update now allows tracing to begin the moment a request enters ESI, providing crucial data on:
  • Which applications are making requests at exactly five-minute intervals.
  • How effective caching is, including whether cached responses are being utilized efficiently.

Although the information was available before, it was difficult to correlate. These enhancements help make requests more useful, optimize performance, and prevent unnecessary strain on the backend. In other words, setting your User-Agent will now be helpful!

[h2]Static Data Export Improvements[/h2]
A Static Data Export (SDE) is created roughly once per month, containing essential game data that rarely changes, such as ship types, solar systems, NPC stations, agent locations, etc. While some of this information is available through ESI, many developers prefer to use SDE for efficiency.

Currently, SDE generation is a manual process, for a variety of reasons, leading to delays and inconsistencies between the SDE and live game data on Tranquility. To address this, work is underway to automate updates and ensure that exported data remains current.

Several approaches are being considered, including:
  • Generating a new SDE after every Tranquility update.
  • Updating the SDE every Tuesday, aligning with weekly maintenance.

Multiple considerations must be taken into account, such as developers using conversions of the SDE, and so on. Additionally, some expected files are missing from the SDE, requiring developers to source them from alternative locations, and addressing these gaps is on the radar as well.

[h2]Transitioning to the Data Hub[/h2]
Many ESI requests are still sent directly to the Monolith, which can create performance bottlenecks and impact Tranquility. The long-term goal is to transition most read requests to the Data Hub, an internal system designed to store all game activity for analysis and monitoring. Importantly, it contains the information that ESI frequently queries. By shifting ESI’s read requests away from Monolith and Quasar and toward the Data Hub, system stability will improve, as load from third-party applications will no longer affect the game’s core infrastructure. In other words, even if ESI crashed the Data Hub (which is not meant as a challenge!), there would be no impact on the game itself. This separation would allow for increased flexibility and scalability as more third-party applications continue to rely on ESI.

Additionally, more game data is becoming available via the EVE launcher and web-based services such as Frontlines, which was recently updated with detailed Pirate Insurgency tracking. Connecting ESI to these additional sources would provide more flexibility in how real-time game data is accessed.

To fully implement this transition, extensive backend changes will be required, and testing will take place with select endpoints before a broader rollout.



[h2]Rate Limits and Error Handling Improvements[/h2]
ESI rate limits exist to prevent excessive load on Tranquility, but the current system lacks transparency and provides little feedback to developers. Currently, rate limiting is enforced by the Monolith, meaning that developers only become aware of their request limits once they are exceeded. This lack of visibility makes it difficult for applications to adjust their behavior proactively.

To address this, a token-based rate limiter is being explored. Under this model, each ESI request would consume a different number of tokens based on the type of response received:
  • Successful responses with data would consume two tokens.
  • Successful responses with no new data (304 Not Modified) would consume one token.
  • User errors (400-499 response codes) would consume ten tokens.
  • Server errors (500-599 response codes) would consume zero tokens, removing penalties for backend failures.

Each endpoint would have a set number of tokens, which would be replenished at regular intervals. This system would provide real-time feedback, allowing developers to monitor their usage and adjust accordingly.

Another challenge with the current system is that error rate limits can sometimes penalize users for issues beyond their control. At present, every failed request, whether the issue lies on the client side or is a result of a backend problem, counts against a user’s limit. Under the new system, only client-side errors (400-series response codes) would impact token usage, while server-side errors would not.

These ideas are ambitious and a lot of work is required to get there, but it is definitely worth exploring. This approach would create a fairer and more predictable experience for third-party developers while still protecting Tranquility’s stability.

[h2]Infrastructure Overhaul and New Endpoints[/h2]
The ESI infrastructure is undergoing modernization to align with EVE’s updated coding standards and to make it easier to develop and deploy new endpoints.

The goal is to make ESI more resilient, improve uptime for third-party applications, and allow for faster iteration on new endpoints.

Several new endpoints are in development as part of the ongoing improvements to ESI, including.
  • Corporation Projects – A new endpoint providing an overview of the corporation-managed projects, including contributions, logistics, and financial tracking. This will allow corporations to better manage their internal objectives and reward top contributors.
  • Sovereignty System Support – Updates to sovereignty tracking, including sovereignty hubs, customs offices, skyhooks, and mercenary dens. These additions will support recent and upcoming sovereignty changes and provide more detailed insight into territory control.
  • Paragon Hub and SKINR Integration – New endpoints for tracking Paragon Hub listings, SKINR material usage and SKIN license applications. These will provide all the tools necessary for budding SKINdustrialists.

Initially, these endpoints will be read-only. Endpoints with writing capabilities will need to wait, as they are more complex in execution.

Beyond these, additional endpoints will be introduced over time, including support for upcoming expansions and game features later this year. Work will also continue to migrate older endpoints to the updated infrastructure to improve performance and maintainability.

[h2]Conclusion & Community Resources[/h2]
EVE Online has always been at its best when the player community pushes the boundaries of what’s possible, both in-game and beyond. Third-party developers have built an incredible ecosystem of tools that enhance everything from market analysis to fleet operations. Ongoing improvements to ESI will ensure that developers have the tools, documentation, and support needed to keep innovating.

If you’re a developer looking to get started, or a veteran seeking to contribute, here are some essential resources to help you on your journey:
  • EVE Developers Portal – Your primary hub for third-party development. Here, you can register applications, access API & SSO documentation, third-party dev blogs and news (RSS feed available), and find additional resources to integrate with EVE Online.
  • EVE Online Excel Add-in – A powerful integration for players who want direct access to EVE’s in-game data within spreadsheets, making it easier to analyze assets, markets, and industry data.
  • Community Tools and Services – A showcase of player-created projects that enhance the game experience. Developers who wish to contribute their own projects can submit a pull request to have their work featured.
  • awesome-eve – Another comprehensive community-maintained list of apps and tools built by EVE players.
  • ESI Issues & Feature Requests – The principal repository for tracking bugs, reporting issues, and requesting new ESI features. Both developers and players can engage here to help shape the future of ESI.
  • Join the Discussion on Discord – Hang out with CCP devs and third-party developers by joining the #3rd-party-dev-and-esi channel on the official EVE Online Discord server to share ideas, ask questions, and collaborate on new projects. You can also subscribe to the #3rd-party-dev-blog announcement channel to have news delivered directly to your own Discord!



Speed Evolved: More FPS in New Eden

Speedy capsuleers,

The future of EVE Online is accelerating. As part of EVE Evolved, a transformation is coming to how EVE renders space, unlocking a boost in performance and taking another step toward EVE forever.

With a cutting-edge GPU-driven pipeline, New Eden’s battles, bustling trade hubs, and deep-space explorations will look and feel better than ever. By shifting more processing to your GPU, capsuleers will experience smoother gameplay, higher FPS, and a more immersive universe, all while reducing the strain on CPU-bound processes. This fundamental change offloads more rendering tasks to the GPU, allowing for more efficient batching of draw calls, reduced CPU overhead, and better parallel processing of graphical elements. The result? A game that runs faster, feels more responsive, and can handle larger-scale engagements with greater stability.

Testing so far has shown an average FPS gain of 25-50%! Whether you’re navigating through Jita’s busiest trade lanes, engaged in high-speed skirmishes, or commanding massive fleets, performance gains will be felt across the board. This means less stutter, fewer slowdowns in large battles, and a visually richer experience with reduced strain on your CPU.

[previewyoutube][/previewyoutube]
These improvements are tailored for DirectX 12 and macOS users, setting the stage for even more advancements in the future. But before this evolution fully takes flight, we need your help in putting it to the test!

[h2]Join the Mass Test on Singularity[/h2]
From 17:00-19:00 UTC on 28 February, capsuleers are called upon to log into the Singularity test server to put the new rendering system through the motions. The more pilots in space, the better we can refine and optimize this leap forward. More information on the test is available here.

After the initial test, the server will remain open for extended testing until 3 March, allowing further data collection and refinements. As a thank-you for your service, Large Skill Injectors will be available on Singularity, so there will be plenty of fun to be had during the testing window and opportunities to try something new. The new system will be released on Tranquility on 18 March.

Indulge your need for speed and stress test the new rendering system. See you on Singularity!

https://store.steampowered.com/app/8500/EVE_Online/

https://store.steampowered.com/app/1872800/EVE_Vanguard/

EVE Fanfest 2025 Tickets are Already Sold Out


Today, CCP Games made the surprising announcement that EVE Fanfest 2025 has already sold out after tickets hit the market three months ago.





Despite tickets only becoming available starting November 2024, CCP Games has made the startling announcement today that tickets for EVE Fanfest 2025, scheduled to take place in May 2025 at the Harpa conference hall in Reykjavik, Iceland, have officially sold out. The official announcement comes from the CCP Games X (formerly Twitter) account, and it can be seen below.






EVE Fanfest 2025 is sold out in record time! Thank you for continuing to make Fanfest history #tweetfleet 💙

https://t.co/WOKBC2YrMd pic.twitter.com/kK2A1UIzD5

— CCP Games (@CCPGames) February 26, 2025




CCP Games’ official announcement reads, “The passion and dedication of the EVE community continue to shape New Eden, and this milestone is yet another testament to its strength. The 17th edition of Fanfest promises an unforgettable celebration of... Read more



Paint Your Ship Red & Make it Faster?

Capsuleers,

It’s time to continue the conversation around Quasar, the underlying ecosystem for modern development in EVE Online. Since its introduction at Fanfest 2022, it has become the foundation for several major advancements, including:
  • https://www.eveonline.com/news/view/sovereignty-updates-transition-and-upgrades
  • https://store.steampowered.com/news/app/8500/view/4221643401455949514
  • https://store.steampowered.com/news/app/8500/view/4174351800579482458

This journey, a part of EVE Evolved, has touched on set theory, graph theory, and, uh… color theory. Today, however, the focus is on the technology powering capsuleer-created ship SKINs, because it is much more than just a fancy editor and shader wizardry! In fact, it is a key part of unlocking future capabilities for server performance. Brace yourself, though, as a few technical crash courses will be needed to appreciate the ins and outs of what the team has been up to.

[h2]Netcode and Tick Rate[/h2]
One of the most common challenges in multiplayer games is its network architecture, colloquially referred to as “netcode”. Whether striving to ensure a consistent experience for all players or to prevent cheating, the way information is transmitted to game clients plays a crucial role in the overall performance and enjoyment. A key factor here is tick rate - the frequency at which the game server updates and sends information to connected clients.

Different game engines approach this in different ways. Unreal Engine, for example, emphasizes relevancy filtering, sending only the most important updates to each client, while Source Engine focuses on input prediction, reducing the number of corrections needed to maintain smooth gameplay.

Regardless of approach, tick rate remains a fundamental factor in network performance. Most games operate between 20Hz and 120Hz, depending on the number of players online, meaning that updates are sent between 20 and 120 times per second per client. For instance, at 60Hz, the server must process and send updates every 16.6 milliseconds to ensure that 60 updates can happen within one second, and leave room for other players to receive the same information in the same time frame. Assuming a magical latency-free internet connection bringing clients the game state directly on connect (let’s just pretend that exists), a 60Hz server would process game state updates like this:

[h2]Two ticks of a 60hz Server[/h2]

Input prediction and movement interpolation can create the illusion of near real-time interaction, even without a magical zero-latency internet. But as tick rates drop, delays become more noticeable. Which sounds bad, right? So why would you ever want a lower tick rate?

Well, EVE Online has been around since the days of 56k modems. To keep bandwidth requirements low enough for massive space battles, the server tick rate was set to one second.

More specifically, the tick rate of the physics simulation is 1hz which dramatically reduces the need to send updates to the desktop clients.

Other interactions with elements that don’t affect physics are processed as quickly as the Python hamsters will go. This means that if an input is sent right before a tick, it feels highly responsive. If sent right after, it can feel like it takes a second or even more to see an effect (when factoring in real-world latency – GG, Australia). Technically, therefore, you could get into a good vibe with the server by pressing a key exactly once per second, but of course, for mental wellbeing, it can be very important to click “Jump” thirty times per second.

Looking holistically at Tranquility on average over the past year, it’s clear that the number of operations per second is proportional to the number of active capsuleers in the cluster. On average, each session processes around 0.7 operations per second, demonstrating how efficient EVE Online is at transmitting only the data that is necessary.

The numbers fluctuate, of course, and these are all averages. When fleet fights hit processing limits, Time Dilation (TiDi) kicks in. If you’re curious about the nuts and bolts of that, you can look at the archive on TiDi to learn more.

[h2]So Where do SKINs Come In?[/h2]
Almost all cosmetic mechanisms in EVE Online are sent via simulation frames, EVE’s version of a tick. Before SKINR, ship SKIN changes were delivered with the next simulation frame that was sent to all relevant clients. In other words, SKIN updates could only happen once per second. Even without any rate limits on the UI or network requests, no matter how fast you would change SKINs, no one would be able to see more than one update per second, because that’s the limit on simulation frame transmission.

There’s also another issue: fanout. (Last crash course, promise.)

When you change your ship’s SKIN, the update needs to be sent to multiple recipients – what is referred to as “fanout”. But which ones need to receive the information? What happens if you are near a hundred other ships? What does “near” actually mean, and who are the other hundred?

Simulation frames handle both problems by only processing updates for ships within the same bubble (colloquially grid - not to be confused with warp disruption bubbles). This approach comes at a cost, though, as more data per simulation frame means more serialization and fanout for the server simulating that solar system. Previously, Quasar only tracked which solar system a ship was in, but for SKINR to function in real time, it had to track ship movement between bubbles as well.

This was no small feat. It required deep changes to EVE Online’s core simulation engine to allow Quasar to access its state in a way that hadn’t been done before. The result was shocking! A whopping 27x increase in processed data compared to the simple transitions between solar systems.

Here’s a comparison of events per second between solar system travel and bubble travel – keep in mind that warping traverses multiple bubbles, not just “A to B”.

And that’s just internal traffic, before even considering the fanout problem!

[h2]Solving the Fanout Challenge[/h2]
Now, let’s go back to the “one ship changes its SKIN near 100 other ships” scenario. With Quasar tracking all ships across all bubbles, it now understands what “near” means and which clients need to receive updates. Instead of waiting for the next simulation frame, Quasar immediately dispatches SKIN changes to everyone in a given bubble.

This is made possible by messaging from the mighty NATS, which efficiently handles the roughly 10,000 messages being sent out to EVE clients every second. Services like the ones that handle cosmetic state can now serialize and send a single SKIN update, which is then fanned out to all nearby ships, rather than being delayed by the 1Hz simulation tick.

This is demonstrated in this quick clip from a SKINR playtest:

[previewyoutube][/previewyoutube]

The question becomes: Why is it important that Quasar can track ship locations and send out cosmetic updates independently? Because this technique allows EVE Online to offload a purely cosmetic function from the main simulation engine.

Furthermore, it has broader implications when considering all the other cosmetic effects that need to be serialized and fanned out to clients. Once the conversation moves beyond cosmetics, the natural question becomes: what else could be unloaded to Quasar?

[h2]Pushing the Limits[/h2]
To put the system to the test, part of the SKINR mass test involved removing the UI limiter on SKIN switching to see what would happen. The result? A rather interesting visible effect:

[previewyoutube][/previewyoutube]

The fun part was when the real stress test began, with 500 players simultaneously spamming SKIN changes in the same bubble on a potato test server. This resulted in the system hitting a peak of about 45,000 messages per second!

A big thank you goes out to everyone who participates in these kinds of mass tests. It might not always be obvious just how valuable your contribution is, but this clearly illustrates the impact your participation has.

Going back to the chaotic example above, what exactly did it accomplish?

Looking at the statistics from earlier, Tranquility typically handles roughly 30,000 messages per second across the entire server, giving it a nice average of about one operation per second, or 1Hz. In contrast, the SKINR test reached 45,000 messages per second with just 500 players, meaning Quasar was effectively delivering updates at 90Hz in that scenario.

If Quasar can provide 90Hz traffic for 500 players on a small-scale test server running just three nodes, what could it do if scaled up to the full power of 230 Tranquility nodes with 30,000 active players?

What happens if simulation frames themselves follow the same paradigm?

What happens if simulation frames no longer have to wait a full second to be sent?

What implications does this have for Time Dilation? Does the meta shift when battles are fought real time at scale?

If the fidelity of the network can be increased 90-fold, what new experiences can the designers bring to the pilots of New Eden?

These are the questions that will shape the evolution of EVE Online, and some may be answered on CCP TV at 15:00 on 20 February, so make sure you tune in.

o7

https://store.steampowered.com/app/8500/EVE_Online/

https://store.steampowered.com/app/1872800/EVE_Vanguard/

Drifter Crisis: The Story So Far

[h2]Battle-ready capsuleers,[/h2]

The Drifters have struck and New Eden has answered. From highsec to lowsec, fleets have formed, ships have fallen, and puzzling information is coming to light. The latest intel has been gathered, and it paints a picture of war.



Amid the chaos, the Arataka Research Consortium and other dedicated groups have uncovered fragments of a mystery lurking out there, leading to rumors and theories, all of which remain unconfirmed at this time.

[h2]You Are Ready for the Fight[/h2]

The Drifters are not an untouchable force. They fall to disciplined fleets, coordinated fire, and capsuleers who dare stand their ground. This is not a battle for the elite, but a war for all of New Eden, with skirmishes taking place in lowsec and even highsec. A well-piloted Tech I cruiser, a few allies at your side, and the will to fight will go a long way toward turning the tide. There is plenty of time left to join the fight, and reap great ISK rewards for your valor. In addition, capsuleers have reported spotting Drifter officers in some of these sites, so there may be even greater glory and riches to be had.



If you’re looking for advice on getting started in the war against the Drifters, these community resources are a great place to start:

[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]

A particularly resilient group of capsuleers recently became the first to bring down a Vigilant Dreamer structure in a Crisis Resolution site, despite overwhelming adversity. These pilots have been awarded a medal for their achievement. Read more about that here. A special thank you to capsuleer Walter Islands for capturing the image at the head of this article, marking the occasion.



Using telemetry gathered during the Vigilant Dreamer’s destruction in Tash-Murkon, the Society of Conscious Thought has been able to synthesize new upgrades for Crisis response fleets. Targeting computer modifications and improved hyperspace tracking methodologies will ensure Vigilant Dreamers remain available for assault as long as they are in a system.

The storm is brewing. The fight is now. Victory is yours for the taking.