Auto Warz — Pitch Lines¶
Document Type: Reference — marketing copy Version: 0.1 Status: Living Document — add lines as they emerge Last Updated: 2026-09-03 Author: Solo Developer Related Documents:
[01_Master GDD](<../01_Design Documents/01_Master GDD.md>)·[00_Canonical Design Facts](<../04_Project Management/00_Canonical Design Facts.md>)·[03_Monetization Design Document](<../04_Project Management/03_Monetization Design Document.md>)
Purpose¶
Sentences that say what the game is, in the game's own voice, for the Steam page, the trailer, the capsule copy and the Early Access pitch.
These are not design principles. Principles that decide design arguments live in
[00_Canonical Design Facts](<../04_Project Management/00_Canonical Design Facts.md>). This page is for the sentences that sell it, and some of them are
the same idea said for a different reader.
Add a line when it earns its place. Delete one when it stops being true.
The vision statement¶
Build the machine that wins the war.
Unchanged since the Master GDD. Everything below is a way of explaining it.
What makes it different¶
You lose because your ammunition line ran at 40 a minute and the front needed 60.
The single most useful sentence for explaining the game to someone who plays factory games. It says war is a logistics problem, that failure is diagnosable, and that the factory is the game, all at once.
You cannot buy capacity. You can only build it.
Answers the monetisation question before it is asked, and states the design rule that protects the factory.
The reward for good automation is that the war continues while you sleep.
The clearest statement of why automation matters here in a way it does not elsewhere.
The war layer¶
Your enemy's wreck becomes your next magazine.
A war is a trade: your common output for their rare output.
The scale of your war is the scale of your server.
You join a war by travelling to it.
A mercenary brings their own gate and fights for someone else's cause.
Persistence and fairness¶
You keep who you became. You lose what you owned.
For explaining what survives a world ending, and why nothing can be bought or sold for real money.
Voice notes¶
Per [01_World Bible](<./01_World Bible.md>), the tone is optimistic resilience, occasionally wry, never dark or
nihilistic. A competent engineer wrote everything.
- Prefer a concrete number to an adjective. 40 a minute beats insufficient.
- Prefer the player's own failure to the enemy's threat. This game is about what you built.
- Never promise a battle simulator. The combat is real, but the skill is throughput.
Revision History¶
| Version | Date | Changes |
|---|---|---|
| 0.1 | 2026-09-03 | Initial. Lines from the war layer design session. |