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Auto Warz — Scope & MVP Document

Document Type: Scope & MVP Version: 0.2 (Updated) Status: In Progress Last Updated: 2026-02-22 Vault destination: 01_Design Documents Author: Solo Developer Parent Document: [01_Master GDD](<./01_Master GDD.md>) Related Documents: [01_Development Roadmap](<../04_Project Management/01_Development Roadmap.md>) · [04_Factory & Resource System Design](<./04_Factory & Resource System Design.md>) · [01_Technical Architecture Document](<../02_Technical Documents/01_Technical Architecture Document.md>)


Table of Contents


Purpose of This Document

This document exists to protect the project from its greatest enemy: scope creep.

Auto Warz as fully designed in the Master GDD is a 5,000–10,000+ hour development project. At a hobby pace of ~10 hours per week (~500 hours per year), building everything at once before any public release would take 10–20 years. That is not a viable path.

This document defines: - What ships in Early Access (the smallest version of Auto Warz that is genuinely fun) - What ships in each major update after Early Access - What is permanently cut or deferred until funding or team expansion allows

Every design decision from this point forward must be measured against this document first.

The Rule: If a feature is not in Phase 1, it does not get built in Phase 1. No exceptions.


Developer Reality Check

Factor Reality
Team size 1 (solo developer)
Development pace Hobby (~10 hrs/week, ~500 hrs/year)
Engine TBD — Godot 4 (likely) or Unreal Engine 5
Programming Developer-directed, AI-assisted (Claude, Codex)
Art AI-generated (Meshy for 3D, Midjourney for concepts)
UI design Developer-designed, AI-coded
Music & sound AI-generated (Suno/Udio for music, ElevenLabs for SFX)
Writing & narrative Developer + Claude
Budget Self-funded (hobby budget)
First public release target Steam Early Access
Revenue model One-time purchase + cosmetic DLC

What AI Assistance Changes (And Doesn't)

AI tools meaningfully accelerate code generation, art creation, and writing. However, the developer still carries full responsibility for architecture decisions, debugging, game feel, balancing, playtesting, and quality control on all AI outputs.

AI assistance may effectively double productive output but does not change the fundamental constraint of 10 hours per week of focused human decision-making.


Release Philosophy

Auto Warz will be released in three major phases, each one a complete and satisfying game in its own right.

Phase 1 — Early Access
"Build the machine."
Pure factory automation on a single planet.
A complete game. Shippable. Fundable.

Phase 2 — Major Update: Space
"Launch the machine."
Factory output feeds a space layer.
Shipbuilding, mining, inter-planet logistics.

Phase 3 — Full Release: War
"Win with the machine."
The complete Auto Warz vision.
Fleet combat, territory, faction war, multiplayer.

This approach provides three major advantages: Early Access sales fund Phase 2 and 3 development; players grow with the game and become invested advocates; and real player feedback shapes the Space and War layers before they're built.

This is exactly the model that made Factorio, RimWorld, and Dwarf Fortress successful.


The Three-Phase Release Plan

Phase Content Est. Dev Hours Est. Timeline (hobby pace)
Phase 1 — Early Access Planet layer only ~800–1,200 hrs ~2–2.5 years
Phase 2 — Space Update Space layer + ship builder ~600–900 hrs ~1.5–2 years post EA
Phase 3 — War & Full Release War layer + multiplayer ~800–1,200 hrs ~2 years post Phase 2
Total Full Auto Warz vision ~2,200–3,300 hrs ~6–7 years

These estimates assume AI toolchain assistance. Without it, multiply by 1.5–2x.


Phase 1 — Early Access: Planet Layer

The Core Promise to Players

"A deep, satisfying factory automation game set in a stylized sci-fi universe — with a universe worth coming back to."

Early Access players know more is coming. The Planet layer must be fun, polished, and replayable on its own. It is not a demo — it is a game.

What Is In Phase 1

Planet & World

  • One procedurally generated planet per session (varied biome, resource distribution)
  • Top-down 3D perspective with pan, zoom and orbit camera (orbit is yaw-only, at a fixed pitch)
  • Surface terrain with resource nodes (ore deposits, gas vents, crystal fields)
  • Day/night cycle (visual only in Phase 1)
  • Session creation screen with basic host rules (planet size, resource richness, difficulty)
  • Save and resume session (exact state)

Factory Core Systems

  • Resource extraction buildings (mining drill, atmospheric pump, liquid extractor)
  • ~3–4 raw resource types (Metal Ore, Energy Crystals, Chemical Gas, Silicon)
  • Multi-stage production chains (minimum 3 tiers: raw → refined → component)
  • ~20–30 total buildable structures at launch
  • Conveyor belt system (straight, corners, splitters, mergers)
  • Drone logistics system (for longer-distance internal transport)
  • Power grid (generators, power poles, consumption balancing)
  • Storage containers and buffer tanks
  • Factory blueprint tool (copy, paste, save layouts)
  • Supply chain diagnostics (shortage indicators, bottleneck highlighting)
  • Build mode UI with categories, search, and hotkeys

Progression & Goals

  • Research tree — Industrial branch only (Phase 1)
  • Unlocks new buildings, faster machines, better logistics
  • ~20–30 research nodes at launch
  • Session goals system: host sets a win condition (e.g. produce X units of advanced components)
  • Sandbox mode: no win condition, build freely
  • Time limit option (host-set)

Platform & Tech

  • PC (Windows primary, macOS and Linux if straightforward in engine)
  • Keyboard + mouse controls, fully remappable
  • Basic settings: resolution, display mode, audio volumes, keybindings
  • Performance target: stable 60fps with up to 500 simultaneous factory entities

Art & Audio

  • Cel-shaded stylized art style established (defines the visual language for all future phases)
  • Full set of Phase 1 building models and animations
  • Planet surface environment (terrain, resource node visuals)
  • UI framework designed and implemented (used across all future phases)
  • Background music (2–3 ambient factory/sci-fi tracks)
  • Sound effects for all Phase 1 buildings and interactions

Steam Specific

  • Steam page, screenshots, trailer
  • Steam achievements (10–15 at launch)
  • Steam cloud saves
  • Early Access roadmap clearly communicated on Steam page

What Is Explicitly NOT In Phase 1

  • Space layer of any kind
  • Spaceships or ship builder
  • War, combat, or factions
  • Multiplayer or networking
  • Mobile build
  • Any content beyond the Planet layer

Phase 2 — Major Update: Space Layer

Full design in: [[Spaceship Design & Building System]] · [[Space Exploration Design]]

What Phase 2 Adds

  • Galaxy map with fog of war (initially 3–5 reachable systems)
  • Inter-planet travel via player-built spaceships
  • Modular ship designer (hull + component attachment)
  • Ship classes: Freighter, Mining Vessel, Scout (combat ships deferred to Phase 3)
  • Mining expeditions to asteroid fields and secondary planets
  • Freight route design: physical supply chain extending from planet to space
  • Space station / orbital shipyard building
  • Research tree — Exploration branch unlocked
  • New resources only found in space, feeding back into Planet factories
  • Expanded session rules (galaxy size, exploration settings)

Phase 2 Success Criteria

  • The Planet → Space supply chain loop is satisfying and complete
  • Players have meaningful reasons to both stay on the planet AND venture into space
  • Phase 1 players feel rewarded, not invalidated, by the new content

Phase 3 — War & Full Release

Full design in: [[Combat & War System Design]] · [02_Server Architecture Document](<../02_Technical Documents/02_Server Architecture Document.md>)

What Phase 3 Adds

  • Full War layer: RTS-style fleet combat and territory control
  • Combat ship classes: Fighter, Frigate, Cruiser, Carrier
  • Faction AI with distinct playstyles and aggression
  • Star systems as conquerable territory nodes
  • War resources: fuel, ammunition, repair kits (all factory-produced)
  • Multiplayer networking: co-op session support, faction system, role freedom
  • Headless server support (PvE and PvP)
  • Inter-faction trade system
  • Research tree — Military branch unlocked
  • Full three-layer supply chain: Planet → Space → War
  • Mobile build (iOS & Android)
  • Cosmetic DLC launch (ship skins, factory themes, faction banners)
  • Version 1.0 designation

Phase 3 Success Criteria

  • The full Planet → Space → War loop is seamless and satisfying
  • Multiplayer co-op is stable and fun with 2–4 players
  • The game feels complete and worth its full purchase price

Post-Launch Roadmap

After v1.0, subject to community feedback and available funding:

Feature Priority Notes
Global community server High Only if funded — persistent faction territory
Console port Medium Accepting certification friction
Modding support Medium Steam Workshop integration
Additional planet biomes High Expands replayability
Diplomacy system Low Complex to balance
Ground combat Low Separate from fleet war
PvP tournament tools Medium Supports competitive community
Additional cosmetic DLC Ongoing Primary post-launch revenue

AI Toolchain Strategy

Full detail in: [03_AI Toolchain](<./03_AI Toolchain.md>)

Discipline Tool(s)
Programming Claude, GitHub Copilot / Codex
3D Modelling Meshy, CSM
Concept Art Midjourney
Music Suno, Udio
Sound Effects ElevenLabs, Freesound (licensed)
Writing Claude
Game Design Developer (human) — AI assists, human decides

Scope Risk Register

Risk Likelihood Impact Mitigation
Scope creep into Phase 2 features during Phase 1 High High This document. Refer to it constantly.
Factory simulation performance issues at scale Medium High Profile early, set entity limits, optimize before adding content
AI art inconsistency breaking visual style Medium Medium Create style guide and master prompt library before generating assets
Burnout from hobby-pace long development Medium High Celebrate milestones, keep Phase 1 small, build in the open
Engine choice causing rework Low High Finalize engine before writing any game code
Steam Early Access underperforming Low Medium Build community before launch (devlog, Reddit, Discord)
Multiplayer architecture harder than expected High Medium Deferred to Phase 3 — do not touch in Phase 1 or 2

The Cut List

The following features were considered and deliberately cut from all phases of Auto Warz v1.0:

  • Player character / avatar (game is always disembodied commander RTS-style)
  • Ground combat (war is fleet-only)
  • Full diplomacy system (beyond basic faction relationships)
  • Voiced dialogue or cutscenes
  • Procedurally generated missions / quest system
  • PvP at Early Access (deferred to Phase 3)
  • Console at Early Access (deferred to Phase 3)
  • Official global server (funding dependent, post-launch)
  • Modding tools (post-launch)

Definition of Done (Early Access)

Phase 1 is ready for Steam Early Access when ALL of the following are true:

  • Core factory loop (extract → produce → research) is fun for at least 10 hours of solo play
  • No game-breaking bugs in a 2-hour play session
  • Stable 60fps with 500 factory entities on a mid-range PC (circa 2021)
  • Save/resume works reliably across 10+ test cycles
  • Art style is consistent across all Phase 1 assets
  • Steam page, trailer, and screenshots are complete
  • At least 5 people outside the developer have playtested and given feedback
  • The Early Access roadmap (Phases 2 and 3) is clearly communicated to players
  • Developer has a plan for at least one content update within 3 months of EA launch

Revision History

Version Date Changes
0.1 2026-02-22 Initial draft
0.2 2026-02-22 Fixed TOC to use Obsidian-native anchor link format
0.3 2026-08-29 Phase 1 camera line corrected from pan and zoom to pan, zoom and orbit. CameraRig.gd has implemented a yaw-only orbit at a fixed pitch since before this was written, so the scope line understated what ships. (OI-007)

This document must be reviewed at the start of every new development phase and any time a new feature is proposed. If a feature isn't on this list, it doesn't get built until it is.