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 ManagementAuthor: 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
- #The Player Promise
- #Base Game Pricing
- #Achievement Cosmetics (Earned — Never Sold)
- #DLC Cosmetic Packs
- #What Is Never For Sale
- #Release Timeline
- #Revenue Projections
- #Community Trust Principles
- #Revision History
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¶
- Never gameplay-affecting — cosmetics only, zero impact on factory output, research speed, or combat
- Never overlapping with achievement rewards — no DLC item can be obtained through achievements, and no achievement cosmetic is ever sold
- Clearly optional — the base game is complete without any DLC
- 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.