Hey all, I've made a browser-based 'side-app' for EVE that simulates managing the crew aboard your ship.
I humbly present EVE Crews: https://eve-crews.com/ and would love to get some playtesting feedback.
I appreciate crew management is a feature that few asked for (and has entirely no impact on EVE gameplay), but I've always found the art and lore of EVE hugely inspiring. As a game that involves a LOT of ship spinning, I can't be the only one who zooms in and wonders about all those windows and hatches. Or maybe I am.
In any case, EVE Crews now gives all capsuleers to opportunity to observe and influence the activity and events that take place aboard all ships, from shuttles to capitals. Here's your chance to build your elite crew (or repeatedly send hundreds of mewling mortals to their deaths for your own amusement).
How do I play EVE Crews?
EVE Crews is designed to work alongside your EVE game experience and complement it. It can run your browser or on a separate device. For the most part, it sits in the background for you to tinker with as you want. Capsuleers are aloof and capricious - the crews are used to it.
How does EVE Crews work?
Using EVE's Single Sign-On (SSO) like all third-party apps, the capsuleer chooses an Executive Officer (XO) 'Command Commission' depending on their chosen hull size. Then the XO guides the capsuleer to use available funds (fake ISK, f-ISK? EVE Monopoly money) to recruit line officers and crew, who then interact according to allegiance, training, and the state of their resilience, morale, and loyalty.
What does EVE Crews do with my login?
EVE Crews uses EVE's ESI output and some manual gamelog submissions to to monitor your ship type, location and state (docked/underway) and other details like cargo, and it does its best to predict activity. These are used to trigger narrative shipboard events. One hurdle was that EVE's ESI doesn't output much hint of combat unless a killmail is generated or a bounty payment is received, so there's a degree of 'heuristic' prediction going on. Thematic opportunities to submit gamelogs enables EVE Crews to refine after action reports and exploration activities.
Why did you make EVE Crews?
It's a complex game design rabbithole I fell down as a result of tinkering with vibecoding. It was all a bit of a happy accident based on some EVE blogging and research I did many years ago (I was very invested in EVE's lore once upon a time, so I've diligently tried to make EVE Crews as lore-accurate as possible). For anyone interested, I've been using Google's NotebookLM for planning, analysis and bug-hunting, and Claude for execution.
I'm happy to answer any questions here, and there's an EVE-O forum thread where some players have been really helpful with ideas and development. Thoughts and contributions welcome. https://forums.eveonline.com/t/eve-crews-a-lore-accurate-api-linked-crew-simulator/510327
EVE Crews: https://eve-crews.com/