Your body goes with you
Walk, board, sit, fly, stand up, cross the deck, cycle the airlock, push into zero-G, and come back through the same hatch.

The game / ClaudeCitizen
ClaudeCitizen is a space MMO about embodied presence, connected journeys, useful work, and consequences that give every landing a reason to matter.
The fantasy
The ship matters because you walked into it. The world matters because you came from somewhere. The job matters because somebody else needs the result.
Walk, board, sit, fly, stand up, cross the deck, cycle the airlock, push into zero-G, and come back through the same hatch.
Home, street, hangar, ship, atmosphere, orbit, and open space belong to one physical story instead of a chain of disconnected menus.
Careers produce routes, parts, materials, repairs, evidence, rescue, food, and information that other citizens can actually use.
Factions, jurisdictions, markets, and people respond to what happened—not only to the quest title you accepted.
The full loop
There is no single “space part” of ClaudeCitizen. Space begins when a storm grounds your transit, when the lift reaches your hangar, when the ramp closes behind the cargo, and when you decide the distress signal is worth arriving late.
A personal Hab inside a city shaped by the world outside it.
Meet people, hear what the place needs, prepare, trade, and choose a promise.
Walk into a hull with rooms, systems, cargo space, and consequences.
Take off, cross atmosphere and open space, and deal with what changes en route.
Money matters. So do the rescued passenger, damaged drive, copied record, and favor now owed.
Freedom with texture
Open worlds only feel large when places differ, choices cost something, and the trip changes what waits at the end. ClaudeCitizen ties exploration, economy, survival, law, ships, and lore into the same lived universe.
Questions / answers
A shared-universe space MMO built around being a person in the world: embodied on-foot play, walkable ships, hands-on flight, connected careers, planetary homes, and persistent social consequences.
Yes. Surveying, hauling, salvage, repair, rescue, medicine, provisioning, extraction, farming, research, and trade all create useful paths through the universe. Danger can complicate work without becoming the only reason to do it.
No. Ships are places you inhabit: with interiors, cargo, systems, crew roles, life support, and doors you physically use. Piloting is one relationship you can have with a ship, not the entire ship.
They change your starting culture, city, risks, early opportunities, and the meaning of ordinary things—from falling rain on Prime to the absence of ground on Caelora.
Careers feed one another, regions need different things, information has value, law is local, people remember outcomes, and lore belongs to objects and places rather than floating outside them.

Open channel / Discord
Pilot, medic, salvager, surveyor, cook, smuggler, rigger, wanderer—bring a life worth adding to the universe.
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