09 — Outpost Mode Roadmap¶
Auto Warz — Outpost Mode Last updated: 2026-03-21
How This Works¶
Each milestone is self-contained and playable before the next begins. Status tags: #todo / #in-progress / #done
Dependencies are strict — do not start a milestone until its dependency is marked #done.
Estimated Completion¶
| Milestone | Target date | Status |
|---|---|---|
| OM0 — Procedural Foundation | 2026-03-16 | ✅ Done |
| OM1 — Genesis in Outpost | 2026-03-16 | ✅ Done |
| OM2 — Beacon Restoration | 2026-03-21 | ✅ Done |
| OM3 — Enemy Presence | 2026-04-01 | 🔵 In Progress |
| OM4 — Tower Defence | 2026-04-15 | ⬜ Todo |
| OM5 — Power Grid | 2026-04-29 | ⬜ Todo |
| OM6 — Underground Factory | 2026-05-20 | ⬜ Todo |
| OM7 — Reclaim Building | 2026-06-03 | ⬜ Todo |
| OM8 — Multiplayer | 2026-07-01 | ⬜ Todo |
| OM9 — Polish & Release | 2026-08-12 | ⬜ Todo |
Projected Outpost Mode Early Access: mid-August 2026
Estimates based on observed pace (OM2 ~5 days) scaled for complexity. OM8 (multiplayer) and OM9 (art pass + mobile) carry the most schedule risk.
OM0 — Procedural Foundation #done¶
Goal: A working storey generator that produces valid, renderable layouts from a seed with a functional debug inspector.
Deliverables: - [x] StoreyLayout.gd — data contract, all cell types including BEACON - [x] StoreyGenerator.gd — 5-pass BSP pipeline - [x] StoreyValidator.gd — A* path check, all entries reachable - [x] StoreyRenderer.gd — floor tiles, wall meshes with collision - [x] StoreyObjectSpawner.gd — places BeaconObject and EntryPoint scenes - [x] BeaconObject.tscn — magenta glowing pillar placeholder - [x] EntryPoint.tscn — green corner posts placeholder - [x] SeedInspector.gd — debug UI, seed input, stats panel, legend - [x] outpost_test.tscn — single storey debug workbench
Definition of Done: Type any seed into the inspector, generate a valid storey with correct cell placement, beacon and entry visuals visible, enemy path confirmed reachable from all entry points.
Completed: 2026-03-16
OM1 — Genesis in the Outpost #done¶
Goal: Genesis can fly around a generated multi-storey building, navigate between floors, and is blocked by walls.
Deliverables: - [x] OutpostBuilding.gd — multi-storey stack, forced staircase alignment - [x] OutpostGenesis.gd — flying, WASD + click-to-move, health system - [x] OutpostGame.gd — wires building, genesis, HUD - [x] outpost_game.tscn — game scene separate from debug scene - [x] Wall collision — WALL cells have StaticBody3D + BoxShape3D - [x] Floor navigation — preview mode (camera only) and travel mode (Genesis moves when on staircase cell) - [x] Health bar in HUD - [x] Staircase detection — label and button state update
Definition of Done: Genesis spawns on storey 1, walks around without clipping through walls, reaches staircase, travels to storey 2, camera follows correctly.
Completed: 2026-03-16
OM2 — Beacon Restoration #done¶
Goal: Genesis can restore beacons by spending materials. Each beacon independently contributes to storey yield.
Deliverables: - [x] Materials system — Genesis carries a small inventory of repair materials sourced from the underground - [x] Beacon interaction (E key proximity) - [x] BeaconObject restoration state — restored vs damaged visual (restored: bright glow, damaged: flickering dim) - [x] Bleed calculation — damaged beacon increases bleed on that storey - [x] Storey yield display (Materials label in HUD) - [x] Beacon repair — fully testable when enemies exist in OM3 - [x] Storey completion state — all beacons on storey restored triggers storey complete notification
Completed: 2026-03-21
Definition of Done: Genesis walks to a beacon, spends materials, beacon visually changes to restored state. Damaging it reduces storey yield. Repairing it restores yield.
Dependencies: OM1
OM3 — Enemy Presence #todo¶
Goal: Drones spawn from entry points and roam toward power sources. Aliens roam toward Genesis. Both have health and can be destroyed.
Deliverables: - [ ] OutpostDrone.gd — spawns from EntryPoint, roams toward nearest active power source (beacon counts as power source for now), has health, dies when health reaches 0 - [ ] OutpostAlien.gd — roams toward Genesis position, attacks Genesis on proximity, has health, dies when destroyed - [ ] WaveManager.gd — spawns drones from entry points on a timer, wave composition scales with storey depth - [ ] Basic combat — Genesis can shoot nearby enemies (placeholder auto-attack, no tower involvement yet) - [ ] Enemy health bars (visible when damaged) - [ ] Kill counter in HUD
Definition of Done: Scene loads, drones spawn from entry points and move toward beacons, aliens spawn from nest positions and move toward Genesis, both can be killed.
Dependencies: OM2
OM4 — Tower Defence #todo¶
Goal: Player places towers that shoot drones automatically. Towers consume ammo. Drones target towers when shot at.
Deliverables: - [ ] TowerDefinition resource — type, attack height, ammo type, fire rate, damage - [ ] Basic tower placement — click EMPTY cell to place tower, right-click to remove - [ ] Tower auto-attack — towers shoot nearest drone in range and height tier - [ ] Ammo consumption — towers consume ammo from storey pool - [ ] Shared ammo pool — per storey, per ammo type, HUD display - [ ] Drone height tiers — scout/standard/heavy/command - [ ] Tower height coverage — each tower type engages specific drone height tiers - [ ] Tower repositioning — player can move placed towers for a material cost
Definition of Done: Player places a tower, drones spawn, tower shoots drones in range, ammo pool decreases, drones retaliate when shot at.
Dependencies: OM3
OM5 — Power Grid #todo¶
Goal: A functional power grid connects the power core to towers. Drones target power nodes. Grid failures cause towers to stop firing.
Deliverables: - [ ] Power core — single core per outpost in underground chamber, Genesis activates it to start drone attraction - [ ] Power nodes — placed by player, distribute power across storey - [ ] Transformer — steps down power from underground to storey level - [ ] Breaker — trips when overloaded, Genesis resets it - [ ] Load balancing — factory and defence compete for power - [ ] Drones target power nodes — destroying one cuts power to towers in that zone - [ ] Power status in HUD — load bar, breaker state
Definition of Done: Power core activated, towers powered, drone destroys a power node, affected towers stop firing, Genesis resets breaker, towers resume.
Dependencies: OM4
OM6 — Underground Factory #todo¶
Goal: The underground layer has a working mini factory that produces consumables for the defence above.
Deliverables: - [ ] Underground floor generation — UNDERGROUND StoreyType, connected to building via shaft cells - [ ] Mini factory — Genesis places assemblers, belts, tube connections on underground floor - [ ] Tube system — 2 shaft points per storey, vertical tubes carry items to storey shared pool - [ ] Ammo production — factory produces ammo types matching towers placed above - [ ] Repair pack production — Genesis collects and uses to repair damaged beacons and towers - [ ] Relay component production — used for power grid repairs - [ ] Tube throughput upgrades — two-tier upgrade path
Definition of Done: Genesis builds a small production line underground, ammo flows up tubes to the storey pool, towers consume it during waves.
Dependencies: OM5
OM7 — Reclaim Building #todo¶
Goal: All beacons restored triggers RECLAIM option. Player can optimise before locking in the building permanently.
Deliverables: - [ ] All beacons restored detection — OutpostBuilding tracks restoration state across all storeys - [ ] RECLAIM prompt — appears in underground control room when all beacons restored - [ ] Optimisation window — player can revisit any storey, repair bleed, adjust towers before triggering - [ ] RECLAIM trigger — locks building permanently - [ ] Trickle calculation — final rate based on bleed state at time of reclaim - [ ] Planet map integration — reclaimed building appears on planet surface as active outpost - [ ] Passive trickle — deposits resources into host supply chain on timer
Definition of Done: All beacons restored, RECLAIM prompt appears, player triggers it, building locks, trickle begins, building visible on planet map.
Dependencies: OM6
OM8 — Multiplayer #todo¶
Goal: Two players can run an outpost together in live co-op. Host gets trickle, support gets XP.
Deliverables: - [ ] Two-player session — host creates, support joins via session code - [ ] Shared storey state — both players see same layout, same beacon states, same wave - [ ] Fluid roles — both players can be on storey or underground simultaneously - [ ] XP system — support player earns XP, prominently displayed - [ ] Session codes — 6-digit code for friend invites - [ ] Host disconnect handling — XP banked at storey completion
Definition of Done: Two players join the same outpost, complete a storey together, support player receives XP, host gets trickle credit.
Dependencies: OM7
OM9 — Polish & Release #todo¶
Goal: Outpost Mode ready for Early Access alongside main game.
Deliverables: - [ ] Remove all debug print() statements - [ ] Art pass — replace placeholder box meshes with proper assets - [ ] Seasonal outpost system — monthly rotation, leaderboard - [ ] Mobile build — Android first, iOS deferred - [ ] Cross-platform account linking — Steam ↔ mobile - [ ] Feedback capture — in-game feedback on each storey - [ ] Performance pass — test on minimum spec hardware
Definition of Done: Outpost Mode ships alongside Auto Warz Early Access with full asset pass, seasonal system, and mobile companion app on Android.
Dependencies: OM8
Quick Reference¶
| Milestone | Status | Target | Goal |
|---|---|---|---|
| OM0 — Procedural Foundation | ✅ Done | 2026-03-16 | Generator + debug inspector |
| OM1 — Genesis in Outpost | ✅ Done | 2026-03-16 | Flying Genesis, floor nav |
| OM2 — Beacon Restoration | ✅ Done | 2026-03-21 | Genesis restores beacons |
| OM3 — Enemy Presence | 🔵 In Progress | 2026-04-01 | Drones and aliens |
| OM4 — Tower Defence | ⬜ Todo | 2026-04-15 | Towers shoot drones |
| OM5 — Power Grid | ⬜ Todo | 2026-04-29 | Power core and grid |
| OM6 — Underground Factory | ⬜ Todo | 2026-05-20 | Mini factory, tubes, ammo |
| OM7 — Reclaim Building | ⬜ Todo | 2026-06-03 | Lock building, start trickle |
| OM8 — Multiplayer | ⬜ Todo | 2026-07-01 | Live co-op, XP, session codes |
| OM9 — Polish & Release | ⬜ Todo | 2026-08-12 | Art pass, mobile, Early Access |
Update status tags and check off deliverables as work progresses. The quick reference table at the bottom is the at-a-glance tracker.