Dev mode (DEV_DEFAULT = true for now, backtick toggles it at runtime) unlocks Explore mode, stratum browsing and the inspector panel. Without it the map screen always opens in Walk mode and Tab and i are inert. The minimap now lives in the lower part of the inspector panel; the player's own map will be a different thing later. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
cyberpunk
A terminal roguelike in a full cyberpunk setting. You will play it on foot through a multi-level city, and later from inside the Net as well.
The first subsystem is in place: a seeded, deterministic city generator and the full-screen terminal app that lets you generate, explore and walk its cities.
The generator builds a city as walkable tile maps on four strata:
| Stratum | What lives there |
|---|---|
| Net | cyberspace: a dotted grid, a construct on every building, district hubs, link lanes, ICE at the gates |
| Heights | rooftops of the tall towers, helipads, bridges between them |
| Skyways | elevated walkways, mid-rise lobbies, platforms over intersections |
| Street | districts, arterials, blocks, buildings, markets, neon |
| Undercity | tunnels under the roads, sewers, a rail line, basements, black clinics |
Every building you see at street level is the same building you stand on at Heights. Districts have themes (corp core, night market, megablocks, combat zone, docks, industrial, neon strip, old town) that drive street layout, building mix, palette and signage. A Net graph of subnets, nodes and links is anchored to the physical tiles and can be shown as a digital overlay.
The same graph is cyberspace. Jack in at any street terminal (walk up to it and
press enter): your body stays at the port and you emerge in the Net at the
same spot, in a wireframe world laid out one to one with the city. enter
again jacks out. In Explore mode ] past Heights shows the Net.
Same seed and parameters always produce a byte-identical city.
Run
cargo run --release -p cyberpunk
Headless generation, for scripts and tooling:
cargo run --release -p cyberpunk -- gen --seed 42 --size medium --out cities/demo.city
cargo run --release -p cyberpunk -- gen --seed 42 --size large --json --out /tmp/demo.json
Sizes: small (160x80), medium (240x120), large (320x160) or WxH.
Other flags: --districts 4..12 (an upper bound; slivers merge into their
neighbours), --water none|bay|river, --density 0..1.
Needs a truecolor terminal of at least 100x30 cells (iTerm2, Ghostty, kitty,
WezTerm). Saved cities go to ./cities/*.city.
Keys
Dev mode is on by default for now (DEV_DEFAULT in crates/cyberpunk/src/app.rs)
and shows a DEV badge in the status bar. It unlocks the free camera, stratum
browsing and the inspector with its minimap. Press ` to flip it at runtime;
with it off you are always on foot.
Title ↑↓ select · enter confirm · q quit
Configure ↑↓ field · ←→ adjust · type digits into the seed · enter
on RANDOM SEED / GENERATE · esc back
Generating space pause · + - steps per frame · enter skip to the
end · r reseed after an error · esc back
Explore hjkl / arrows pan the cursor (shift: fast) · [ ] stratum down / up (Net on top) ·
w walk · i inspector · m minimap (inside the inspector) · e legend · d digital overlay ·
s save · r regenerate · g configure · ? keys · q title
Walk hjkl yubn / arrows move · < > take stairs, lift, ladder or
manhole · enter jack in at an adjacent terminal / jack out · . wait ·
tab back to the free camera · panels as above
Layout
crates/citygen world model + city generator (no terminal dependencies)
crates/cyberpunk the game: ratatui app, screens, renderer, walking and jacking in, the `gen` CLI
flavor/ names.ron (names, signage glyphs) · style.ron (palettes, glyph sets)
docs/superpowers/specs design specs
docs/superpowers/plans implementation plans
Develop
cargo fmt --all --check
cargo clippy --workspace --all-targets -- -D warnings
cargo test --workspace
cargo test -p citygen --test seeds -- --ignored # 250-seed sweep