Player levelling is persistent across all sessions — it is tied to the player account, not to any individual session. Every activity in Auto Warz contributes XP at different rates. As players level up they earn a mix of cosmetic rewards (skins, titles, themes) and meaningful-but-not-game-changing mechanical bonuses that apply at the start of every session.
The pace is logarithmic — levelling always feels achievable. Early levels come quickly, high levels slow down, but you always feel forward progress no matter how long you've been playing.
All activities contribute to a single XP pool. Rates are ranked by contribution — War/combat is the highest earner, reflecting the most active and dangerous gameplay. Hours played is the baseline that rewards simply being in the game.
Rank
Source
XP Rate
How It's Measured
1
War / Combat
High
XP per alien killed, per faction fleet destroyed, per territory captured
2
Factory / RP Production
Medium-High
XP per Science Drive consumed, per RP generated, per production milestone
3
Asteroid Mining
Medium
XP per resource unit extracted from asteroids (Phase 2+)
4
Exploration
Medium-Low
XP per new planet discovered, per system revealed, per planet type landed on first time
5
Hours Played
Low
Passive XP trickle — 10 XP per minute in-session
6
Gauntlet Planet Waves
Bonus burst
Large XP burst per wave completed — infrequent but rewarding
Mechanical bonuses are passive — they apply automatically at the start of every session. They are meaningful but never dominant. A level 50 player has a real but modest advantage over a level 1 player.
Milestone
Bonus
Level 10
+2% supply chain contribution per session
Level 20
+1% extraction rate on all resources
Level 30
+2% supply chain contribution (cumulative: +4%)
Level 40
+5% XP gain rate (levels faster)
Level 50
+2% supply chain contribution (cumulative: +6%)
Level 60
+1% extraction rate (cumulative: +2%)
Level 70
+2% supply chain contribution (cumulative: +8%)
Level 80
+10% passive Field Data RP rate per session
Level 90
+2% supply chain contribution (cumulative: +10%)
Level 100
+5% to all mechanical bonuses (amplifier)
Level 110+
Pattern repeats with diminishing returns
Design note: Research slots are exclusively unlocked through the Research & Science branch of the research tree — player level has no influence on this. At level 100, a player has +10% supply chain contribution, +2% extraction rate, and +10% passive RP rate per session. Meaningful but never dominant.
Cosmetic philosophy: Skins change colour, trim detail, and emissive effects — they do not change building silhouettes or readability. A level 100 player's factory looks impressive but a new player can always read it.
# PlayerProfile.gd — persistent, stored in user://player_profile.tresclass_namePlayerProfileextendsResource@exportvarplayer_name:String@exportvartotal_xp:int=0@exportvarcurrent_level:int=1@exportvarunlocked_cosmetics:Array[String]=[]@exportvaractive_genesis_skin:String="default"@exportvaractive_ui_theme:String="dark_steel"@exportvaractive_building_skin:String="default"# Mechanical bonuses — derived from level, applied at session startfuncget_supply_chain_bonus()->float:varbonus=floor(current_level/10.0)*0.02ifcurrent_level>=100:bonus*=1.05# level 100 amplifierreturnbonusfuncget_extraction_bonus()->float:returnfloor(current_level/20.0)*0.01funcget_passive_rp_bonus()->float:return0.10ifcurrent_level>=80else0.0# Level calculationstaticfuncxp_required_for_level(level:int)->int:returnint(500*level*(1.0+log(level)/log(10)))staticfunclevel_from_xp(xp:int)->int:varlevel=1whilexp_required_for_level(level+1)<=xp:level+=1returnlevel# XP gain — called from various game systemsfuncadd_xp(amount:int,source:String)->void:total_xp+=amountvarnew_level=level_from_xp(total_xp)ifnew_level>current_level:_on_level_up(current_level,new_level)current_level=new_levelResourceSaver.save(self,"user://player_profile.tres")func_on_level_up(old_level:int,new_level:int)->void:# Fire signal, check cosmetic/mechanical unlocks, show level-up UIpass
Initial document — persistent player levelling, one XP pool with 6 sources, logarithmic curve, reward schedule (mechanical + cosmetic), cosmetic system details, GDScript implementation, XP constants
0.2
2026-02-27
Removed level 80 research slot bonus — research slots are exclusively unlocked via Research & Science branch. Replaced with +10% passive Field Data RP rate.