{"id":51833853,"url":"https://github.com/huiung/claude-citizen","last_synced_at":"2026-07-22T18:32:26.747Z","repository":{"id":364278172,"uuid":"1267193003","full_name":"huiung/claude-citizen","owner":"huiung","description":"An open-source attempt to finish Star Citizen before Star Citizen does. 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Built with Claude.\n\n**They've had 14 years and $800M. We have Claude and weekends.**\n\n![Mine, trade, fight pirates, jump across the galaxy, and chat — multiplayer, in your browser](./docs/loop.gif)\n\n▶ **Full 1080p showcase** — mining → trading → combat → quantum travel, end to end:\n\nhttps://github.com/huiung/claude-citizen/releases/download/v0.7-cinematic/claude-citizen-showcase-1080p.mp4\n\n\u003e ⚠️ **Not affiliated with Cloud Imperium Games or Roberts Space Industries.**\n\u003e This is an independent open-source project. \"Star Citizen\" is referenced purely\n\u003e as a comparison target. No assets, names, lore, or code from the original are used —\n\u003e everything here is procedurally generated, hand-made, or CC0-licensed.\n\n\u003e Named-planet imagery: NASA/USGS (public domain) — MESSENGER (Mercury, + USGS DEM relief), Magellan (Venus), Blue Marble (Earth, orbit view), Viking (Mars, + MOLA relief), Cassini (Jupiter).\n\n## Play now\n\n**▶ Play now: [claudecitizen.com](https://claudecitizen.com)** — no download, no account. Click → fly, in seconds.\n\nOther pilots share your sector in real time (and you can chat). Every feature that breaks\n\"60 seconds to flight\" gets rejected — that's the one rule. Prefer to self-host? See below.\n\n```bash\ngit clone https://github.com/huiung/claude-citizen\ncd claude-citizen\nnpm install\nnpm run server \u0026   # multiplayer relay on :8080\nnpm run dev        # open http://localhost:5173, enter a callsign, LAUNCH\n```\n\nOther pilots on the same server show up next to you in real time. That's it. That's the MMO (so far).\n\n## What works today\n\n- 6DOF spaceflight in your browser — coupled (flight assist) and decoupled (full Newton) modes\n- A refinery, a mining colony, planets, an asteroid belt — the world is procedurally generated (ships \u0026 sound effects are hand-made or CC0)\n- **Mine ORE** from asteroids with a mining laser — ore veins deplete and fresh ones respawn around you, so you prospect and move on instead of parking on one rock forever\n- **A living economy:** dock to trade ore and alloy; prices react to your trades and drift back over time\n- **Upgrade your craft:** cargo hold, top speed, boost, and mining yield — five tiers each, a credit sink that scales with your rank\n- **Delivery contracts:** accept haul missions, deliver to the destination outpost for the reward\n- **Pirates:** hostiles hunt you in the sector — shoot back, watch your hull, collect the bounty\n- **PvP Phase 1:** cycle to the deep-space Practice Arena or Ranked Arena beacon with `[N]`, quantum-jump beyond the named solar system, then enter the arena marker to enable pilot-vs-pilot fire, server-authoritative hull damage, peer health bars, kill feed, and a small credit bounty. Practice is open; Ranked requires a verified 1,000+ token balance, uses a wallet-only Ranked PvP leaderboard, and pushes under-threshold pilots back at the boundary. The expanded deep-space arenas give dogfights more room before the bloodbath starts\n- **An endless procedural galaxy:** fly any direction and planets, moons, stations, and derelicts keep appearing — some planets are vast\n- **Deep space:** the farther you fly from the core, the more rare gold ore veins (credit jackpots) and tougher, higher-bounty pirates appear — a HUD gauge tracks how deep (and dangerous) you are. Risk and reward scale together\n- **A named solar system:** Sun + Mercury through Saturn at a compressed scale, each with a procedurally textured surface (oceans/continents, gas bands, ice caps) — and they're solid, so you fly *around* them, not through\n- **Drop to the surface:** approach an earth-type world and it resolves into continents, rivers, forests, deserts and snow-capped peaks (procedural, higher-detail up close); the sky fills in with day/night atmosphere, an altimeter kicks in, and collision follows the *real terrain* — so you can skim low over its hills and valleys instead of bouncing off a sphere\n- **Quantum travel:** pick a destination with `[N]` or open the **Solar Atlas** with `[M]` and click a planet, charge the drive, and jump to any planet in the system or the deep-space PvP arena approach lanes — warp streaks, a wide-FOV cruise, and a named arrival\n- **A cinematic sky:** bloom glow, sunlit planet atmospheres (bright day limb, a warm sunset terminator, dark night side), a procedural nebula backdrop, slowly rotating worlds, and parallax dust that streams past for a sense of speed\n- **Ship classes:** buy and switch hulls at a station — hauler, fighter, miner, interceptor (detailed 3D models), each trading cargo/speed/toughness, unlocked as you climb the ranks\n- **Holder cosmetics:** verified token holders get tiered nameplate/chat colors. Holder-only HANGAR visuals unlock by tier: T2 gets Doge Runner Mk II; T3 gets Void Interceptor and Sovereign Wraith. Cosmetic only: no stat advantage\n- **Orbit camera:** press `C` to inspect your ship from every angle, then use the mouse wheel to zoom the orbit view in and out\n- **A capital ship:** a procedural dreadnought ~120× your fighter, its hull aglow with hundreds of windows — fly its length for the scale\n- **Game feel:** a chase camera that carries G-force weight, a boost ignition punch (FOV kick + exhaust flare + whoosh), and an air-rush layer that swells with speed\n- **Combat HUD:** target brackets + range, off-screen threat arrows (know where you're being shot from), and a lead indicator so you can actually land hits on pirates\n- **Leaderboards:** Career ranks the top 100 pilots by *lifetime* credits earned; Ranked PvP tracks ranked arena kills. Wallet-connected pilots display as callsign (short wallet), while anonymous Career pilots keep their callsign only. Page through both on the landing screen and in-game (`[L]`)\n- **Pilot ranks:** six tiers (Cadet → Admiral) earned by *lifetime* credits, so spending never demotes you — each rank brings a growing **earnings bonus** (+0% → +50% on every payout) and **unlocks new ships**, so there's always a reason to keep flying. HUD progress track, promotion banner, and rank tags on the leaderboard\n- **Pilot Level \u0026 campaign:** a separate *active* growth spine alongside Career Rank — hunt raiders and run a **Sector 1 quest chain** to earn XP and **level up** (HUD shows your level + a gold XP bar; level-up banners fire). Pirates now come in tiers — **grunt → elite → named miniboss** — and the campaign hunts you toward named raiders (*Vex Marrow*, then the *Raider Captain*) before unlocking the next sector; named kills drop guaranteed crafting cores. Vertical slice: Sector 1, levels 1–5\n- Hybrid audio: procedural engine/mining/quantum beds + CC0 sci-fi event SFX\n- Real-time multiplayer: see other pilots' craft, and chat in-sector (Enter)\n- **Progress saves automatically** — anonymous token, no account; come back later and your credits, cargo, upgrades, and ship are still yours. Grab a **Pilot Code** to restore your pilot on another device (one live session per code). Optional wallet linking can claim your anonymous progress to a verified wallet identity; claimed anonymous tokens are retired server-side so old localStorage saves cannot resurrect duplicate leaderboard rows\n- 586 tests, because \"built with AI\" shouldn't mean \"built badly\"\n\n## Controls\n\n| Input | Action |\n|---|---|\n| Mouse | Pitch / yaw |\n| W / S | Forward / reverse thrust |\n| A / D | Strafe |\n| R / F | Vertical thrust |\n| Q / E | Roll |\n| Shift | Boost |\n| X | Brake |\n| V | Toggle flight assist (coupled ↔ Newtonian) |\n| Left-click (hold) | Fire mining laser at a nearby asteroid |\n| Right-click (hold) | Fire weapon at hostiles |\n| Space | Dock (when slow + near an outpost) — trade, upgrade, buy ships, take contracts |\n| M | Open the Solar Atlas (system map) — click a planet to set your quantum destination |\n| N | Cycle the quantum destination (Mercury → Saturn, then Practice Arena and Ranked Arena) |\n| J | Quantum jump to the selected destination |\n| L | Toggle the leaderboard |\n| C | Toggle orbit camera |\n| Mouse wheel | Zoom orbit camera (while orbit camera is active) |\n\n## Roadmap\n\n| Phase | What | Status |\n|---|---|---|\n| 0 | Flyable browser sandbox + multiplayer presence | ✅ shipped (day one) |\n| 1 | Docking, two-way cargo loop, credits | ✅ shipped |\n| 2 | Mining, dynamic market, craft upgrades, contracts, audio | ✅ shipped |\n| 3 | Pirate threats — combat, hull, bounties, safe zones | ✅ shipped |\n| 4 | Endless procedural galaxy, quantum travel, ship classes | ✅ shipped |\n| 5 | Persistence (anonymous token) + in-sector chat | ✅ shipped |\n| 6 | Hosted, playable at [claudecitizen.com](https://claudecitizen.com) | ✅ shipped |\n| 7 | Low-poly planet surfaces + cinematic sky (bloom, atmospheres, nebula, warp) | ✅ shipped |\n| 8 | Game feel + 3D ship models + capital ship + combat HUD + leaderboard | ✅ shipped |\n| 9 | Detailed earth-type surfaces, day/night atmosphere, low-altitude terrain-following flight | ✅ shipped |\n| 10 | PvP combat — practice/ranked arenas, 1,000+ token Ranked gate, peer hull bars, kill feed, Ranked PvP leaderboard | phase 1 shipped |\n| 11 | Pilot progression — active Pilot Level spine, Sector 1 campaign quest chain, enemy tiers (grunt/elite/named) | slice shipped (Lv 1–5) |\n| 12 | Full planetary landings — touch down, walk the surface, take off | planned |\n| … | … | … |\n| 42 | Getting out of bed animation *(took the original 6 years — we'll take a weekend)* | someday |\n| 1.0 | **Ship before Star Citizen ships** | the whole point |\n\n## How this is built\n\nEvery line of this project is written with **Claude** (Anthropic's frontier model)\ndriving [Claude Code](https://claude.com/claude-code). One human sets direction, reviews,\nand tunes the flight feel. The AI does the typing.\n\nThe dev log lives in [FABLE.md](./FABLE.md) — what got built, what the human did,\nwhat the model did. Receipts, not claims.\n\n## Contributing\n\nIf you can code, do procedural art, design missions, or write shaders — open an issue or just send a PR.\nThe bar for a first contribution is intentionally low; the `good first issue` label is real.\n\nAmbitious, probably stupid, doing it anyway.\n\n## Token\n\n$Citizen Token\n\n**CA:** `6FCeoWmjurxX7EsH7zdWRMDn4HGTBhJXLryKTqkepump`\n\n## License\n\n[MIT](./LICENSE)\n","project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fhuiung%2Fclaude-citizen","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Fhuiung%2Fclaude-citizen","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fhuiung%2Fclaude-citizen/lists"}