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ClaudeCraft on ThreeZero

World of ClaudeCraft — the complete open-source classic-era MMO: nine classes, three zones, dungeons, delves, ranked PvP, professions and a player market — running unmodified inside Zero on the ThreeZero runtime.

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Updated Jul 19, 20267 launches1 fork
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World of ClaudeCraft — on Zero

This is a port of World of ClaudeCraft (worldofclaudecraft.com), a complete classic-era MMORPG, into the Zero engine. Not a demo scene, not a vertical slice — the entire game ships in this world: the same client, the same authoritative sim, the same content. The game's code runs unmodified.

The game

World of ClaudeCraft is a full MMO in the classic mold, and all of it is here:

  • Nine classes with full kits, ability ranks as you level, and a complete talent system — three specs per class, 27 specs in all.
  • Three open-world zones spanning levels 1–20, nearly 80 quests, and one connected storyline about the Gravecaller conspiracy.
  • Five instanced dungeons — four five-player elite runs and a solo crypt — with AoE boss mechanics, class-archetype loot, a Heroic tier, and open-world world bosses.
  • Delves: scalable small-group runs for one or two players plus an AI companion, rebuilt from randomized chambers every run.
  • PvP: the Ashen Coliseum's ranked 1v1 and 2v2 ladders plus a 2v2 Fiesta mode, and the seasonal Vale Cup boarball tournament.
  • A Book of Deeds — an achievement journal of titles, badge borders, and Renown, with per-zone Chronicles and a lifetime leaderboard.
  • Professions and economy: gathering across every zone, crafting stations in town, a player-driven World Market, and the Ravenpost mail service.
  • Real MMO social systems: parties, guilds, trading, duels, tap rights, party-split XP, whispers, and a Dungeon Finder with role queues.
  • Procedural everything: the timber-framed towns, rigged creature families, painted spell icons, sound, and biome weather are all generated at runtime — the world ships almost no art files.
  • 22 locales, driven by the game's deterministic sim-emits-keys i18n pipeline.

How a browser MMO runs inside a game engine

The client is ~6 MB of built three.js JavaScript. Zero doesn't embed a browser — instead this world carries a JavaScript runtime built entirely from engine content:

  • ZeroJS — a JavaScript interpreter written in pure Luau — executes the game's bundle as-is.

  • ThreeZero supplies the three module the game imports. Its scene graph mirrors 1:1 into native engine entities, so everything on screen is real engine rendering — lighting, cameras, shadows

— not emulation.

  • A browser layer provides the DOM, events, localStorage, Intl, canvas, and network surfaces the client expects, and the engine's input feeds it native keyboard, mouse, and touch.
  • The only preparation step is generic: the project's own vite build, targeted at es2017 with three externalized. It works for any three.js project, and no game source file is modified.

Porting a production MMO is the hardest compliance test a JavaScript runtime can take. Landing this game pushed real language features into ZeroJS itself: generator functions, Proxy, dynamic import(), regex lookahead, BigInt literals, and the full Object reflection surface — capabilities every future JavaScript world on Zero now inherits.

Status

The complete client — bootstrap, plugin layer, all 22 locales, UI wiring, and the full game sim — boots and runs in-world. In progress: the multiplayer bridge, carrying the game's own client-server protocol over Zero's native relay so everyone in this world shares one live ClaudeCraft session, exactly like the original's online mode.

World of ClaudeCraft is MIT-licensed; all game content and art belong to the World of ClaudeCraft project (levy.street).

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