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Auto Warz — Gauntlet Planet Design

Document Type: Design Document Version: 0.1 (Stub) Last Updated: 2026-02-27 Vault destination: 01_Design Documents Related Documents: [01_Master GDD](<./01_Master GDD.md>) · [05_World Generation & Planet Types](<./05_World Generation & Planet Types.md>) · [08_Research Tree Design](<./08_Research Tree Design.md>) Folder: 01_Design Documents Phase: Phase 2 (Space Layer)


Overview

The Gauntlet Planet is a unique, fixed planet that exists exactly once per galaxy. It is discoverable via the scanner system like any other planet — but when landed on, it presents a different challenge to all other planets: tower defence gameplay.

Instead of an open-ended factory session, the Gauntlet Planet presents the player with a fixed arena and escalating alien waves. The player must build defences before each wave and survive as long as possible. Completing waves unlocks permanent modifiers for the current session.


Core Concept

  • One per galaxy — generated deterministically from the galaxy seed. Always exists, always discoverable.
  • Fixed arena — the planet grid is pre-shaped (not procedurally generated terrain). A defined path network that alien waves travel along, with buildable zones on either side.
  • Escalating waves — each wave is stronger than the last. Waves do not stop — the challenge is how many you can survive.
  • Wave rewards — completing each wave unlocks a modifier. The type and power of modifier scales with wave number.
  • No resource extraction — the Gauntlet Planet does not produce resources. Its only output is modifiers earned through wave completion.
  • Session-scoped — modifiers earned on the Gauntlet Planet apply for the remainder of the current session only.

Wave Rewards — Design Space (TBD)

The following reward categories are under consideration. Final values and unlock thresholds to be determined during Phase 2 design.

Reward Category Description Design Status
Production boost +X% production rate on home planet Candidate
Efficiency boost -X% power draw on all buildings Candidate
Supply chain contribution +X% to planet's SC contribution multiplier Candidate
Research acceleration +X% RP generation rate Candidate
Resource multiplier +X% extraction rate on specific resource Candidate
Genesis upgrade Temporary Genesis speed/damage boost Candidate
Fleet modifier +X APR to all ships for current session Candidate
Exotic modifier Unique effects (TBD — unlocked at high wave counts) Pending

Design note: Reward type and magnitude should scale with wave number — early waves give small production bonuses, later waves give rarer and more impactful modifiers. The decision of which modifier to award per wave (fixed schedule vs random from pool) is TBD.


Open items for this document are tracked in docs/open-items.md, area gauntlet.

Revision History

Version Date Changes
0.1 2026-02-27 Initial stub — concept, reward categories, open questions. Full design deferred to Phase 2.