SkyCraft

A shared voxel sky island in the browser where players and two AI companions walk, mine, craft and build in one world. The server checks everything they do.

JavaScript · Three.jsMITstarted Sep 2026activesource ->

Why

Most “AI plays a game” demos let the model drive directly and hope. Here the model proposes one action, the server validates it and runs it as deterministic code, and success is reported only after checking the world. The companions, Codex and Claude, play by the same rules as the humans.

What’s inside

  • Mining, placing and crafting, with pickaxes, a furnace and lamps. Trees regrow. A ten-minute day and night cycle across six islands.
  • Companions that take chat requests and act through skills: go to, gather, craft, mine trip, give, build.
  • Build orders and blueprints, protected areas, a crew stockpile, and missions with escrowed rewards.
  • Invite-only mode with guest limits, plus phone and touch controls.
  • Generated textures, music and sound. No copied assets.

How it’s built

The server simulates the world at 60 Hz and sends browsers snapshots at 20 Hz, with prediction on the client. Navigation has a 1.5 ms deadline per server step. Every action lands in a trace log with command-line tools to read it. The runtime dependencies are Three.js and ws, nothing else.

Status

Very early. One commit, September 2026. Companion turns currently need a CopeNet checkout next to it; a built-in bridge is planned. The code is written many statements to a line, which the README itself calls unreadable. It is a toy, and it is mine.

github.com/pattty847/skycraft-crew