Games, tools, and infrastructure for EVE Online — all under one roof.
Six projects spanning a Python arcade shooter, an intel monitoring tool with 2,500+ downloads, a 2D starmap, logistics utilities, and a shared ESI API client that ties them together. Built by a longtime EVE player who got tired of duplicating API code across repositories.
Real-time EVE Online intel monitoring with system tray integration, auto-discovery, layout presets, visual alerts, hotkeys, and theme support. Cross-platform (Linux native + Flatpak, Windows .exe).
v2.4.2 · 86 commits · 7 releases · CI passing · 2,500+ downloads Full documentation suite: README, QUICKSTART, CHANGELOG, CONTRIBUTING, SECURITY
Posted to r/Eve — 8.1K views, 34 comments.
This is the most polished project in the collection and sets the quality bar for everything else.
Top-down Python arcade shooter set in the EVE universe. Inspired by DUST 514 — you play a rogue Templar navigating the gap between DUST's fall and the Deathless emergence. This is unexplored EVE lore territory that no other community project has touched.
Weighty combat, clone economy (clones as currency, not just respawns), five dropsuit classes with distinct abilities, faction reputation system, and orbital strikes as earned devastation.
Python (Pygame/Arcade) · Functional · Pinned on GitHub
Same game, different stack. Demonstrates multi-language capability and Rust game development. In progress.
Rust · In development
Mobile-first starmap with live data overlays. Route planning, capital jump calculation, kill/jump heatmaps, character location tracking, and Corp Projects overlay.
Data sources: Fuzzwork SDE (8K+ star systems), ESI live endpoints for kills, jumps, and sovereignty. Requires EVE SSO for character location features.
Python + React · Architecture complete, implementation in progress
Asset management and logistics planning tool using the ESI API.
Python · Functional
Monitoring and alert system for corporation and alliance activity via the ESI API.
Python · Functional
The real architectural win of this monorepo. Three shared modules that every API-dependent tool imports instead of rolling their own:
Single, compliant ESI client used across all tools that need API access. Rate-limited (20 req/s), cached (ETag + local), typed responses (Pydantic), async-capable (httpx), with retry logic for transient failures.
from shared.esi import ESIClient
client = ESIClient()
kills = await client.get_system_kills() # typed, cached, rate-limited
route = await client.get_route(origin, dest) # same client, same guaranteesOAuth2 PKCE flow for any tool needing authenticated API access. Token storage with auto-refresh. Scope management.
from shared.sso import SSOAuth
auth = SSOAuth(scopes=["esi-location.read_location.v1"])
token = await auth.authenticate() # opens browser, handles callbackConsolidated image assets from EVE's image server. Used by Rebellion for game sprites and Gatekeeper for map overlays. Properly attributed under CCP's third-party developer license.
EVE_Collection/
├── argus/ ← Intel monitor (production, cross-platform)
├── rebellion/ ← Python arcade shooter (flagship game)
├── rebellion-rust/ ← Rust port (in progress)
├── gatekeeper/ ← 2D starmap + route planner
├── quartermaster/ ← Inventory/logistics tool
├── sentinel/ ← Monitoring/alerts tool
├── ship-sprites/ ← Top-down orthographic renders from STL models
├── ship-data/ ← Ship data and SVG sprite collection
└── shared/
├── esi/ ← Shared ESI API client
├── sso/ ← Shared EVE SSO authentication
└── assets/ ← Ship sprites, icons
Every EVE project that touches the API needs an ESI client with rate limiting, caching, and error handling. Every project that needs authentication needs an SSO flow. Previously, each repo had its own copy — or worse, a half-implemented version that didn't handle edge cases.
Consolidating under one roof means the ESI client gets written once, tested once, and maintained once. When CCP changes an endpoint, the fix propagates to every tool automatically.
Each project remains independently runnable. You can cd rebellion/ && python main.py without configuring the entire monorepo.
All projects comply with EVE Online's third-party developer license:
- ESI rate limits enforced (20 req/s per IP) via shared client
- Response caching using ETag headers as required
- No automation of in-game actions
- No facilitation of real-money trading
- Asset attribution included for all CCP-owned images
- SSO apps registered at developers.eveonline.com
- shared/esi/ client — Foundation for everything API-dependent
- shared/sso/ auth — Gatekeeper needs this for character location
- Gatekeeper SDE import + frontend — Bulk load 8K systems, React canvas renderer
- Rebellion CI/CD — Automated testing and release packaging
- Top-level screenshots — Visual showcase for this README
Rebellion occupies a unique narrative space in EVE's timeline. The "Lost Years" between DUST 514's shutdown and the Deathless emergence in EVE Uprising are largely unexplored by CCP and the community. The game's story follows a clone soldier navigating a post-DUST power vacuum — mercenary infrastructure collapsing, immortal soldiers losing purpose, new factions emerging.
This same lore feeds into the "New Eden Whispers" YouTube channel (produced autonomously via Animus Forge media pipelines).
| Project | Connection |
|---|---|
| Animus | Media Engine produces EVE lore content via Forge pipelines. |
| LinuxTools | G13 driver includes EVE-specific key profiles. |
MIT
EVE Online and all related assets are property of CCP Games. This project is not affiliated with or endorsed by CCP Games.