claude-citizen
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- License — License: MIT
- Description — Repository has a description
- Active repo — Last push 0 days ago
- Low visibility — Only 5 GitHub stars
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- process.env — Environment variable access in server/index.mjs
- network request — Outbound network request in src/audio/sound.ts
- network request — Outbound network request in src/main.ts
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An open-source attempt to finish Star Citizen before Star Citizen does. Built with Claude Fable 5.
Claude Citizen
An open-source attempt to finish Star Citizen before Star Citizen does. Built with Claude.
They've had 14 years and $800M. We have Claude and weekends.

▶ Full 1080p showcase — mining → trading → combat → quantum travel, end to end:
⚠️ Not affiliated with Cloud Imperium Games or Roberts Space Industries.
This is an independent open-source project. "Star Citizen" is referenced purely
as a comparison target. No assets, names, lore, or code from the original are used —
everything here is procedurally generated, hand-made, or CC0-licensed.
Play now
▶ Play now: claudecitizen.com — no download, no account. Click → fly, in seconds.
Other pilots share your sector in real time (and you can chat). Every feature that breaks
"60 seconds to flight" gets rejected — that's the one rule. Prefer to self-host? See below.
git clone https://github.com/huiung/claude-citizen
cd claude-citizen
npm install
npm run server & # multiplayer relay on :8080
npm run dev # open http://localhost:5173, enter a callsign, LAUNCH
Other pilots on the same server show up next to you in real time. That's it. That's the MMO (so far).
What works today
- 6DOF spaceflight in your browser — coupled (flight assist) and decoupled (full Newton) modes
- A refinery, a mining colony, planets, an asteroid belt — the world is procedurally generated (ships & sound effects are hand-made or CC0)
- 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
- A living economy: dock to trade ore and alloy; prices react to your trades and drift back over time
- Upgrade your craft: cargo hold, top speed, boost, and mining yield — five tiers each, a credit sink that scales with your rank
- Delivery contracts: accept haul missions, deliver to the destination outpost for the reward
- Pirates: hostiles hunt you in the sector — shoot back, watch your hull, collect the bounty
- An endless procedural galaxy: fly any direction and planets, moons, stations, and derelicts keep appearing — some planets are vast
- 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
- 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
- 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
- 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 — warp streaks, a wide-FOV cruise, and a named arrival - 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
- 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
- A capital ship: a procedural dreadnought ~120× your fighter, its hull aglow with hundreds of windows — fly its length for the scale
- 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
- 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
- A leaderboard: top pilots by lifetime credits earned — on the landing screen and in-game (
[L]) - 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
- Hybrid audio: procedural engine/mining/quantum beds + CC0 sci-fi event SFX
- Real-time multiplayer: see other pilots' craft, and chat in-sector (Enter)
- 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)
- 147 tests, because "built with AI" shouldn't mean "built badly"
Controls
| Input | Action |
|---|---|
| Mouse | Pitch / yaw |
| W / S | Forward / reverse thrust |
| A / D | Strafe |
| R / F | Vertical thrust |
| Q / E | Roll |
| Shift | Boost |
| X | Brake |
| V | Toggle flight assist (coupled ↔ Newtonian) |
| Left-click (hold) | Fire mining laser at a nearby asteroid |
| Right-click (hold) | Fire weapon at hostiles |
| Space | Dock (when slow + near an outpost) — trade, upgrade, buy ships, take contracts |
| M | Open the Solar Atlas (system map) — click a planet to set your quantum destination |
| N | Cycle the quantum destination (Mercury → Saturn) |
| J | Quantum jump to the selected planet |
| L | Toggle the leaderboard |
Roadmap
| Phase | What | Status |
|---|---|---|
| 0 | Flyable browser sandbox + multiplayer presence | ✅ shipped (day one) |
| 1 | Docking, two-way cargo loop, credits | ✅ shipped |
| 2 | Mining, dynamic market, craft upgrades, contracts, audio | ✅ shipped |
| 3 | Pirate threats — combat, hull, bounties, safe zones | ✅ shipped |
| 4 | Endless procedural galaxy, quantum travel, ship classes | ✅ shipped |
| 5 | Persistence (anonymous token) + in-sector chat | ✅ shipped |
| 6 | Hosted, playable at claudecitizen.com | ✅ shipped |
| 7 | Low-poly planet surfaces + cinematic sky (bloom, atmospheres, nebula, warp) | ✅ shipped |
| 8 | Game feel + 3D ship models + capital ship + combat HUD + leaderboard | ✅ shipped |
| 9 | Detailed earth-type surfaces, day/night atmosphere, low-altitude terrain-following flight | ✅ shipped |
| 10 | Co-op combat — fight pirates together | next |
| 11 | Full planetary landings — touch down, walk the surface, take off | planned |
| … | … | … |
| 42 | Getting out of bed animation (took the original 6 years — we'll take a weekend) | someday |
| 1.0 | Ship before Star Citizen ships | the whole point |
How this is built
Every line of this project is written with Claude (Anthropic's frontier model)
driving Claude Code. One human sets direction, reviews,
and tunes the flight feel. The AI does the typing.
The dev log lives in FABLE.md — what got built, what the human did,
what the model did. Receipts, not claims.
Contributing
If you can code, do procedural art, design missions, or write shaders — open an issue or just send a PR.
The bar for a first contribution is intentionally low; the good first issue label is real.
Ambitious, probably stupid, doing it anyway.
Token
$Citizen Token
CA: 6FCeoWmjurxX7EsH7zdWRMDn4HGTBhJXLryKTqkepump
License
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