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Auto Warz — Monetization Design Document

Document Type: Project Management Version: 0.1 (Draft) Status: In Progress Last Updated: 2026-02-22 Vault destination: 04_Project Management Author: Solo Developer Parent Document: [01_Master GDD](<../01_Design Documents/01_Master GDD.md>) Related Documents: [02_Server Architecture Document](<../02_Technical Documents/02_Server Architecture Document.md>) · [01_Development Roadmap](<./01_Development Roadmap.md>) · [01_Art Direction Document](<../03_Art & Audio/01_Art Direction Document.md>)


Table of Contents


Purpose of This Document

This document defines the complete monetization model for Auto Warz — what is sold, what is earned, what is never for sale, and how the model respects the player community.

Monetization in indie games lives and dies by community trust. This document exists to make the model explicit, consistent, and something the developer can point to publicly.


The Player Promise

"Buy the game once. Play the complete experience. Earn exclusive cosmetics through play. Everything sold is cosmetic only — it never affects gameplay, and it never overlaps with what you can earn."

This promise is the foundation of every monetization decision. If a proposed feature violates this promise, it is rejected regardless of revenue potential.


Base Game Pricing

Platform Price Notes
PC (Steam) — Early Access ~$25 USD Phase 1 content only — factory layer
PC (Steam) — Full Release ~$35–40 USD All three layers complete
Mobile Free-to-play Separate monetization model — see below

Early Access Pricing Philosophy

  • Early Access price is lower than full release price — rewards early adopters
  • Players who buy in Early Access pay once and receive all updates including Phase 2 and Phase 3 at no extra cost
  • Price increases at full v1.0 release — clearly communicated on Steam page from day one
  • Inspired by Factorio's approach: fair price, no tricks, no pressure

Mobile Pricing (Phase 3 — TBD)

Mobile monetization is a separate design challenge deferred to Phase 3. Principles: - Core gameplay must be accessible without payment - No pay-to-win mechanics - No energy systems or artificial wait timers - Cosmetic-only purchases consistent with PC model

Mobile monetization design to be documented in a separate appendix when Phase 3 begins.


Achievement Cosmetics (Earned — Never Sold)

Achievement cosmetics are exclusive to gameplay. They cannot be purchased under any circumstances. This is a permanent, non-negotiable commitment.

Why Exclusive Achievement Cosmetics Matter

  • Players who earn them feel genuinely rewarded — the cosmetic means something
  • The community respects games where earned items stay earned
  • It creates visible "prestige" — other players recognise what a Genesis skin represents

Achievement Cosmetic Tiers

Tier Earned By Cosmetic Type Examples
Common Basic factory/research milestones Building colour variant Smelter in Blue, Assembly in Red
Rare Hard factory or defence milestones Full building skin Rusted Smelter, Crystalline Assembler
Legendary Long-session or high-skill achievements Genesis skin Battle-Scarred Genesis, Gilded Genesis
Hidden Easter egg / secret achievements Special effects Spark trail on Genesis, Glowing faction badge

Cosmetic Scope at Early Access Launch

Target: 15–20 earnable cosmetics across all tiers at Early Access launch. More added with each major update.


DLC Cosmetic Packs

DLC packs are sold post-launch as optional cosmetic additions. They are entirely separate from achievement cosmetics — different designs, different themes, never overlapping.

DLC Design Rules

  1. Never gameplay-affecting — cosmetics only, zero impact on factory output, research speed, or combat
  2. Never overlapping with achievement rewards — no DLC item can be obtained through achievements, and no achievement cosmetic is ever sold
  3. Clearly optional — the base game is complete without any DLC
  4. Fair pricing — small packs (~$3–5) rather than large expensive bundles

Planned DLC Pack Themes

Pack Content Target Price Release
Faction Colours Pack Building colour schemes for each faction ~$3 3 months post-EA
Industrial Grunge Pack Weathered/rusted building skins for all categories ~$5 6 months post-EA
Crystal Biome Pack Crystal/alien aesthetic building skins ~$5 Phase 2 launch
Genesis Companion Pack 3 alternate Genesis visual designs ~$4 9 months post-EA
Neon Sci-Fi Pack Bright neon-lit building skins ~$5 Phase 3 launch

DLC Content Types

  • Building skins — alternate visual models for building categories (affects all buildings in that category)
  • Genesis skins — alternate visual design for Genesis (player's own Genesis only)
  • Faction badge designs — alternate badge styles (shape and pattern, not colour — colour is always faction-defined)
  • Planet terrain themes — alternate ground texture/colour palette for home planet
  • Belt and pipe visual variants — different visual style for logistics infrastructure

What DLC Never Includes

  • New gameplay mechanics or buildings
  • Research shortcuts or RP boosts
  • Extra module slots
  • Faster construction speeds
  • Anything that affects another player's experience without their consent

What Is Never For Sale

This section is as important as what is sold. These items are permanently off the table.

Item Why It's Never For Sale
Achievement cosmetics Earned items must stay earned — selling them devalues player accomplishment
Gameplay advantages Pay-to-win destroys community trust instantly and permanently
Research unlocks The research tree is the progression — selling unlocks breaks the game
Extra Genesis bots Genesis is one per player — it's a narrative and design pillar
Module slots Module slots are earned through research — selling them is pay-to-win
Additional save slots Basic QoL features are never paywalled
Bug fixes or patches Maintenance is the developer's responsibility, not a product
Early Access content Phase 1 buyers receive Phase 2 and 3 at no extra cost

Release Timeline

Milestone Monetization Event
Early Access Launch Base game sale at ~$25. No DLC yet. Achievement system live.
3 months post-EA First DLC pack (Faction Colours). Price confirmed on Steam page from day 1.
Phase 2 Launch Base game price increases to ~$35. Crystal Biome Pack DLC.
Phase 3 Launch Base game price increases to ~$40. Neon Sci-Fi Pack DLC. Mobile release.
v1.0 Full Release Final price locked. Full cosmetic DLC catalogue available.

Early Adopter Protection

  • Players who buy at any price point receive all future game content (Phase 2, Phase 3) at no extra cost
  • DLC is always optional — never content that was originally promised as part of the base game
  • Price increases are announced at least 2 weeks in advance on Steam and community channels

Revenue Projections

These are rough hobby-scale estimates — not business targets. The game is a labour of love first.

Conservative Scenario (1,000 EA sales)

Source Estimate
EA sales (1,000 × $25 × 70% Steam cut) ~$17,500
DLC sales (20% attach rate × $4 avg) ~$1,400
Total ~$18,900

Moderate Scenario (5,000 EA sales)

Source Estimate
EA sales (5,000 × $25 × 70%) ~$87,500
DLC sales (25% attach rate × $4 avg) ~$8,750
Total ~$96,250

What These Numbers Mean

  • Conservative scenario covers AI tool costs and software licenses for several years
  • Moderate scenario represents a meaningful financial return on 1,500+ hours of development
  • Neither scenario is life-changing — this is a hobby project, not a startup
  • Success is measured primarily by: players enjoying the game, community forming, and personal satisfaction in shipping something complete

Community Trust Principles

Be Transparent

  • Monetization model is documented publicly on Steam page from day one
  • Price increases announced in advance with clear reasoning
  • DLC contents previewed before release — no surprise packs

Be Consistent

  • The Player Promise is never violated for short-term revenue
  • If the community identifies something that feels exploitative, take it seriously

Be Fair to Early Adopters

  • Early Access buyers are the game's foundation — they took a risk on an unfinished product
  • They are rewarded with the lowest price and all future content included
  • They are never penalised for buying early

Community Red Lines

If the community ever identifies any of the following, treat it as a critical issue: - Any cosmetic that provides gameplay feedback advantage (e.g. a skin that makes enemies easier to see) - Any achievement being retroactively sold - Any DLC that contains content originally promised in the base game


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

Revision History

Version Date Changes
0.1 2026-02-22 Initial draft — base game pricing, achievement cosmetic exclusivity (Option A), DLC pack themes, what is never for sale, community trust principles

Every monetization decision must pass the Player Promise test: does it respect the player's time, money, and trust? If not, it doesn't ship.