Precision without rebasing
World positions remain 64-bit. The universe does not slide around the player to preserve the illusion of stability.

Development transmission / 001
AsteronEngine is the purpose-built native engine behind ClaudeCitizen—a seamless journey from the ground, through a moving ship, and into orbit.
The game
ClaudeCitizen is a persistent planetary-scale space game built around a physical sense of place.
You are not a camera that changes levels. You are a person in a world: standing on a planet, boarding a ship, moving through its interior as it flies, leaving through an airlock, and returning to the surface. The journey is the game, and every metre should belong to the same connected universe.
Visit ClaudeCitizen ↗The technology
AsteronEngine is not a general-purpose engine. Every system exists because ClaudeCitizen needs it, and every constraint is chosen around one continuous planetary world.
World positions remain 64-bit. The universe does not slide around the player to preserve the illusion of stability.
Planets, ships, and stations are first-class reference frames, making interiors and EVA consequences of one model.
A fixed simulation tick, client/server authority, and one owner per state keep the world reproducible.
People, tools, and AI agents work on the same readable scenes and prefabs. The editor is a view, not a gatekeeper.

Join the transmission / Discord
Follow AsteronEngine as it takes shape, see work in progress before it reaches the devlog, share ideas, and meet the people gathering around ClaudeCitizen.
Join our Discord ↗Field notes from development
How moving reference frames let a player board a ship, fly from a planet into orbit, and step into EVA without a teleport or a special case.
ClaudeCitizen needs one continuous world—from boots on the ground to a ship in orbit. We're building the engine around that promise.