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04 Progression & Rewards

Document Type: Design Document Last Updated: 2026-08-26 Vault destination: 06_Outpost

Summary

Progression in Outpost Mode is additive — players always gain, they can only gain more or less depending on performance. There is no failure state, no death, no permanent loss. Tension comes from resource bleed (gaining less than maximum) rather than losing what was earned. Rewards stack across storeys, buildings, and outpost completion, with a passive trickle unlocked at full outpost completion.


Core Progression Loop

Enter storey → place towers → fight / manage power → trigger completion
→ receive storey yield → unlock next storey
→ complete all storeys in building → building multiplier applied
→ complete all buildings → outpost cleared → passive trickle unlocked
→ next outpost level available

Resource Yield

Storey Yield

Each storey has a base yield — the resources it produces if cleared without bleed. Base yield is fixed and determined by: - Storey number (higher storeys yield more) - Outpost level (higher level outposts yield more per storey) - Outpost type (raw resources / intermediate / components / modules)

Actual yield = base yield × (1 - bleed reduction)

Bleed reduction is calculated at storey completion based on how much enemy pressure accumulated during the session.

Building Completion Multiplier

Completing all storeys in a building applies a permanent multiplier to that building's resource output. The multiplier stacks on top of storey yields and is retained in the outpost's locked output when completed.

Multiplier values TBD — to be balanced during implementation. Concept: each building completion meaningfully increases total outpost contribution.

Outpost Completion

Completing all buildings in an outpost: - Locks in the final output value - Unlocks a passive resource trickle that runs continuously - The trickle is a small ongoing contribution to the supply chain — set it up, let it run

Output protection rule: When a player completes a higher-level outpost of the same type, the locked output used is whichever is higher — previous level or new level. Players are never penalised for progression.


Resource Bleed System

What is Bleed

Bleed is a drain on the storey's yield pool while enemies are active. The longer enemies remain alive and active, the more potential yield is lost. Bleed is not a penalty for dying — it is a natural consequence of enemies doing their job.

Bleed Sources

Source Bleed Rate
Active drones Medium — consistent drain
Active aliens Low-Medium — situational
Passive hazards Flat constant rate — always present
Short circuit active (no breaker) High — accelerated during fault
Outpost Compromised status Maximum — grid degrading

Bleed Floor

Yield can never drop below the bleed floor regardless of enemy activity or time elapsed. The bleed floor ensures players always receive meaningful output even in the worst conditions.

Bleed floor scales with outpost level:

Outpost Level Bleed Floor (% of base yield)
1 50%
2 55%
3 60%
4+ Increases gradually, TBD cap

Rationale: Higher level outposts are harder and have more enemies, so the bleed floor rises to compensate. Higher contribution at higher levels remains meaningful even at floor.

AFK Bleed Behaviour

When Genesis is AFK: - Towers continue auto-defending — bleed is suppressed where towers are effective - Genesis auto-shoots nearest enemy — some active mitigation continues - Enemies without sufficient tower coverage continue to bleed the yield pool - Bleed floor prevents total drain - Well-placed towers before going AFK can hold bleed to near-normal rates

Storey Completion Calculation

Bleed is computed at storey completion, not continuously tracked to a ledger. When the completion trigger fires: 1. Calculate total active enemy time during the session on this storey 2. Apply bleed rate per enemy type × time active 3. Cap reduction at (base yield - bleed floor) 4. Deliver final yield to player

This keeps the calculation simple and only meaningful at a natural resolution point.


XP & Player Level

  • XP is awarded per storey completed
  • Bonus XP for completing buildings and outposts
  • Bonus XP for fulfilling supply chain requests from other players
  • XP contributes to the player's overall level in Auto Warz (shared across main game and outpost mode)
  • Genesis equipment unlocks are tied to player level — outpost progression directly improves Genesis capability in both modes

Supply Chain Contribution

Players have three options for their outpost resource output:

  1. Self-supply — resources go directly into their own factory's supply chain
  2. Fulfil a request — contribute to a specific player's posted request (awards bonus XP)
  3. Open market — put resources up for any player to take

Contribution is available per storey completion — players don't have to wait for full outpost completion to start contributing. Resources flow into the shared supply chain pool immediately.


Deconstruct Policy

Towers and power infrastructure can be deconstructed at any time with full material return. No penalty. This policy: - Removes fear of experimentation - Allows complete rebuilds when returning to optimise older storeys - Encourages varied strategies across the player base - Supports the "tinkering" fantasy central to Auto Warz


Session Records

The game tracks per-player: - Total sessions completed - Total storeys cleared - Total buildings completed per outpost type - Outposts cleared per type per level - All-time resource contribution totals - Highest outpost level reached per type

These records are visible to the player and optionally to others — social proof of contribution depth.


Outpost Abandonment

If a player is stuck on an outpost and cannot progress, they can abandon and recreate it. Consequences: - All progress on that outpost is lost - A new outpost of the same type and level is generated with a new seed - Locked output from previously completed outposts of the same type is retained - No XP penalty — the player keeps XP earned from completed storeys before abandoning


Cross-References

  • Bleed interactions with power faults → 06_Outpost/02_Power Systems.md
  • Enemy bleed rates by type → 06_Outpost/03_Enemy Design.md
  • Supply chain integration → 01_Design Documents/01_Master GDD.md

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

Revision History

Version Date Notes
0.1 2026-03-09 Initial draft from design session