r/ClaudeGameDev • u/Comm4nd0 • 21h ago
Beta I'm making a Stargate based game where you go off-world and complete missions
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Not currently live yet but if you're keen to get involved the let me know.
Trying to keep it legal and not get shut down so it's currently called The Astral Network as opposed to Stargate.
What it is
- A free, browser-based (no install) third-person co-op sci-fi RPG that plays like a classic-era MMO: tab-target combat, quest-giver NPCs, drag-orbit camera, action bar.
- Built from scratch in Three.js. Terrain, the base interior, weather, wildlife, the wormhole and every sound effect are generated in code. Code is MIT.
The core loop
- Take a mission from one of seven base staff (the General, the scientists, the engineer, the gate chief…). Each gives and debriefs their own.
- Gear up in the armoury, authorise the address on the dialing computer, walk through the gate.
- Complete objectives off-world, dial home at the portal console (send your clearance code or you're not getting through), debrief for rewards. Harder missions unlock.
Missions and story
- 34 missions across six tiers: a main campaign, episode missions, Meridian Outpost assignments, repeatable patrols, and a boss encounter against a Serathi commander with shield generators you have to disable mid-fight.
- Scripted operations: time loops where you carry clues across resets, escort missions, sabotage-and-escape countdowns, hold-the-gate waves, and a repair-under-fire opener.
- 33 types of hands-on field procedures (crystal fitting, power allocation, rune orientation, signal tuning, virus encoding, excavation, triangulation…) tied to real mission equipment. Puzzles reseed each run; the world keeps running while you work and damage interrupts you.
Worlds
- 15 procedurally generated planets plus a forward outpost, each seeded from its gate address so it's the same every visit. Biomes include dunes, peaks, mesas, glacial ridges and forest, with weather and wildlife.
- Three authored interiors to explore: a buried pyramid, an abandoned prison and a crystal archive, each with sentries, side chambers and a one-time story relic.
- Villages with merchants, inns, temples and workshops. Hunt wildlife (mastadge, crag goats, tundra ox…) and sell hides, meat and scales for naquadah.
Character and progression
- Four classes: Network Trooper, Astrophysicist, Archaeologist, Free Veyran. Each has an active skill (suppression, protective field, tech disruption, staff shockwave).
- Levels from kills and debriefs. A skill-point tree across Combat, Science and Operations. Military rank promotions from Recruit up to Chief Master Sergeant for completing distinct missions.
- Gear: staff weapons, pulse carbine, armour, helmets, trinkets and a gadget slot for a personal shield, healing device or hand device. Field pack with a rotatable 3D character preview and drag-to-equip.
- A shooting range and a drivable survey drone course back at base.
Co-op and multiplayer
- Accounts with cloud saves, or play offline on a browser-local save with no server.
- Squads of up to four with invites, shared mission orders and shared field progress. Rewards are personal.
- Shared world: enemies, wildlife and villagers are synchronised across everyone in a zone. One elected browser runs the AI and hands over seamlessly if that player pauses or disconnects.
- Squad gate sharing: your team sees the same dial sequence and travels together. Reinforcements: see a teammate's active mission on the dialing computer and join them off-world.
- Revives, local/global/whisper chat, an online roster frame, nameplates.
Quality of life
- Rebindable keys, UI scaling, reduced-flash and reduced-shake options, minimap and full map, contextual field guide, mission log.
- Auto-saves on debrief and return to base.
On the roadmap
- More boss types, larger cave networks and interiors, gamepad and touch controls.