GARUD·
Whitepaper · v0.3

GARUD

A real-time, skill-based robot combat-and-extraction game. Pilot your machine live, fire a twenty-part kit on cooldowns against an energy budget, fight for territory across twenty lands, and forge yourself part by part — every upgrade carried on the robot itself.

Real-time · 20 lands · 20 parts

Contents

01

Overview & design pillars

Garud is a real-time game of matter and skill. You pilot a robot into a world of twenty lands, each holding one material that forges one of your twenty parts. You fight live for the ground, work the node by hand, and haul matter home to build yourself up. Nobody wins while parked; nobody wins on stats alone.

Everything on the machine. A robot's entire progress — tier, twenty part levels, integrity, energy, carried materials — is stored as attributes on the hybrid asset itself.
02

The robot — base stats

A robot has three base stats set by its tier (§3), plus a twenty-part kit (§4) that levels 1 → 100. The base stats are what tier buys — and all tier buys:

What tier does not buy: piloting. Tier grants no aim, no accuracy, no movement edge. A higher-tier robot is tankier and can sustain more fire — but a lighter machine flown well can keep its distance, land its shots, and outlast a big one that empties its energy chasing a target it can't hit. Durability is bought; skill is not.
03

Tiers & promotion

Ten tiers, Scrapling → Garud Prime. Everyone starts at Level 1 with the weakest bases. Higher tiers carry more Integrity, Defense and Energy — a bigger robot can down a small one in a handful of clean shots — but never a guaranteed win against a skilled, present pilot.

LvRobotIntegrityDefenseEnergy capRegen /s
1Scrapling50020604
2Fledgling70030755
3Talon98045926
4Harrier1,370681127.5
5Raptor1,9201021389
6Warhawk2,69015316811
7Skyreaver3,77023020513.5
8Thunderhawk5,28034525016.5
9Phantom7,39051830520
10Garud Prime10,35077737225

Promotion — the long road

When all twenty parts reach level 100 the robot is Complete and may promote in place to the next tier: the same hybrid asset steps up a tier, base stats jump, and the twenty parts reset to level 1. The machine you finished becomes the frame of a bigger one — and the climb begins again on larger numbers.

04

The kit — twenty dual-purpose parts

Every robot carries the same twenty part slots, and every part does two jobs: a tool that works a specific terrain, and a weapon you fire in combat. Each part levels 1 → 100, and leveling scales both jobs — more extraction yield, more damage or a stronger effect. Every part must be manually activated — fire or toggle by hand, nothing triggers automatically. Each activation spends energy and puts the part on cooldown. Twenty parts on staggered cooldowns means there's almost always something ready — energy, not cooldown, is what limits you.

#PartExtractionCombatFire (CD · ⚡)
1Rotary Drill ArmBores deep ore veinsArmor-piercing melee3s · 12
2Plasma Cutting TorchSlices scrap & detaches partsBeam, damage-over-time, −armor2s · 8
3Multi-Spectrum Sensor ArrayReveals hidden nodes & purityBreaks stealth, marks weak points6s · 6
4Gravity TetherPulls loose ore from rangeYanks enemies, throws debris5s · 14
5Reinforced Locomotion TreadsTraction over hazard terrain+Ram, anti-knockback4s · 10
6Hydraulic PiledriverFractures rock, frees gemsHeavy strike, AoE stagger/stun6s · 18
7Micro-Drone HiveScouts tunnels, ferries raresSwarm blind, intercept missiles8s · 16
8Thermal Venting SystemMelts ice & permafrostSuperheated cloud, obscures aim4s · 10
9Sonic Resonance EmitterShatters crystal cleanlyDisorients sensors, cracks armor5s · 12
10Kinetic Storage FlywheelStores labor as stored energyBurst dodge / supercharged strike8s · 18
11Chemical Synthesizer SprayerDissolves unyielding rockCorrodes plating, immobilizes4s · 10
12Magnetic Polarization PlatingAttracts loose ferrous oreRepels ballistic projectiles5s · 10
13High-Capacity Vacuum IntakeSucks up dust & particulateDraws in mines & drones5s · 8
14Ground-Penetrating Radar SpikeMaps subterranean pocketsGround shock on grounded foes7s · 14
15Exoskeletal Cargo GrapplesCarries massive containersGrapples & restricts movement6s · 16
16Arc Welder NodeFuses scrap, repairs rigsChain lightning, brief stun5s · 12
17Pressurized Pneumatic CannonFires charges into rock facesAP slug, hard knockback4s · 14
18Cryo-Coolant DispensersCools drills, stabilizes isotopesFreezes joints, slows attack speed5s · 12
19Nano-Repair SwarmRepairs worn mining toolsHeals hull mid-fight, cleanses9s · 20
20Heavy Shield EmitterShields against cave-insAbsorbs fire, directional barricade6s · 14

Cooldowns and energy costs are launch reference values, tunable per season. Leveling a part raises the magnitude of both jobs (damage / effect strength and extraction yield); cooldown and base energy cost are per-part constants.

05

Real-time combat

Combat is piloted live and resolves on the server, never by auto-battle. You fire parts by hand; each shot spends energy and goes on cooldown. Land hits, dodge theirs, watch your energy, and drop the rival's Integrity to zero before yours. There is no turn order and no dice standing in for your aim.

// the real-time exchange
Fire a part    → spend its Energy cost; blocked while on cooldown or if Energy < cost
Energy         → refills continuously at the tier's Regen rate (a base stat)
A landed hit   → HitDamage × (1 − rivalDefense / (rivalDefense + 600))   // leveled parts hit harder
Integrity 0    → knocked out → pushed back to base → heals over time before it can redeploy

Defense uses diminishing returns — Defense / (Defense + 600) — so higher tiers shrug off more, but a fresh challenger who keeps landing shots still wins. Both robots share the same firing rules, so the difference on the field is pilot skill plus how well each machine's energy sustains its kit.

Offline is a target, not a fortress. A robot left on a land doesn't defend itself well — a present, online pilot can shoot out a far bigger offline machine and take the ground. Holding territory means being there. Losing costs only position and time: the loser keeps its hybrid asset and any materials already carried; the fight is over the node's pile, which only the winner extracts.
06

The twenty lands & the forge chain

The world is twenty lands, each with one terrain, one material, and one best-suited tool. The twist that forces the tour: the material a land drops forges a different land's tool — never its own. Working a land hands you the key to the next, and the chain loops through all twenty. To extract well anywhere you must first have earned the tool somewhere else.

#LandMaterialBest worked byIts material forges →
1Ferrous FlatsferrousLodestoneMagnetic Polarization PlatingPlasma Cutting Torch
2The ScrapmawsalvageScrap AlloyPlasma Cutting TorchThermal Venting System
3Glacius ShelficeRimeThermal Venting SystemSonic Resonance Emitter
4Crystalline HollowscrystalResoniteSonic Resonance EmitterRotary Drill Arm
5The Deep Veinsdeep oreCorevein OreRotary Drill ArmHydraulic Piledriver
6Boulderfall Gorgeboulders / gemsGemrockHydraulic PiledriverMicro-Drone Hive
7The WarrentunnelsTunnel OreMicro-Drone HiveHigh-Capacity Vacuum Intake
8Dust BasinparticulateFinesHigh-Capacity Vacuum IntakeChemical Synthesizer Sprayer
9Acidmirecorrosive hardstoneReagent SaltChemical Synthesizer SprayerGround-Penetrating Radar Spike
10Gasfen Depthssubterranean gasGascondensateGround-Penetrating Radar SpikePressurized Pneumatic Cannon
11Cliffbreakrock facesFacestonePressurized Pneumatic CannonReinforced Locomotion Treads
12The Slickshazard mud / iceTarpitchReinforced Locomotion TreadsGravity Tether
13Rubblewasteloose debrisSlagGravity TetherExoskeletal Cargo Grapples
14Megalith ReachmegalithsTitanblockExoskeletal Cargo GrapplesHeavy Shield Emitter
15The Riftunstable / cave-inRiftstoneHeavy Shield EmitterCryo-Coolant Dispensers
16Emberventsvolatile isotopesIsotope CellCryo-Coolant DispensersArc Welder Node
17Fracture FieldsfracturedFusewireArc Welder NodeNano-Repair Swarm
18Abrasion Flatsabrasive / high-wearNano-slurryNano-Repair SwarmKinetic Storage Flywheel
19Loadstone Quarrydense / heavy-liftDensiteKinetic Storage FlywheelMulti-Spectrum Sensor Array
20Shrouded HollowhiddenVeilquartzMulti-Spectrum Sensor ArrayMagnetic Polarization Plating
Read the chain. "Best worked by" is the tool that extracts most on that terrain; "forges" is the tool that land's material builds — and the two columns never match on any row. Hold Ferrous Flats and you earn the Plasma Torch, which unlocks the Scrapmaw, which earns the Thermal Vent, which unlocks Glacius Shelf… twenty links, closing in a full loop. You bootstrap with weak starter tools that work any terrain poorly, and each conquest sharpens the next.

07

Extraction

Each land's node yields one unit of material every 5 minutes and piles up until taken — so an unwatched land becomes a growing prize. Extraction is an active job: you work the node by hand with a tool, and the terrain-matched tool (the land's "best worked by") pulls far more per effort than an off-terrain one. A stronger, better-matched, higher-level tool clears a fat pile faster.

Node ruleReference value
Yield rate1 unit / 5 min (12 / hr · 288 / day)
AccumulationPiles on the node until extracted
Node cap288 units (one idle day) — tunable
Terrain matchMatched tool extracts far faster than off-terrain
PresenceOnly a present robot may work the node; contested → fight first

The node cap stops an unwatched land hoarding forever and gives late arrivals a reason to challenge for a ripe node instead of starting fresh. Nothing accrues to an offline player — the world fills the node, but only an active robot takes it.

08

Core loop

09

Bases & healing

Every robot has a home base — where it returns by choice or defeat to heal, and where forging happens. A player keeps as many robots per base as they like: a base is a roster, not a slot. Healing is time-dependent — a knocked-out robot restores Integrity over real time and can't redeploy until it passes a threshold, and heal rate scales with tier, so bigger machines take longer to patch. The price of losing is measured in downtime, not lost matter.

10

Forging parts — the 1 to 100 climb

Every material is consumed to raise a part's level. Each part climbs 1 → 100, and each level costs units of exactly that part's material, in rising bands, so the last levels cost far more matter than the first. Since one land feeds one part, the only way to pay is to keep returning to the land that forges it.

Part-level bandMaterial / levelUnits in band
1 → 10110
11 → 20220
21 → 30330
31 → 504 – 590
51 → 806 – 8210
81 → 10011 – 12230

Maxing one part takes on the order of 590 units of its material — roughly two idle days of a node, longer where lands are contested — and twenty parts complete a robot. The material is fused into the part as it levels.

12

Progression & meta

13

Architecture — on-chain / off-chain

On-chain (AtomicAssets): the robot NFT stays in the player's wallet — no staking, no transfer to a game account. The backend reads and writes its mutable_data directly via setassetdata: tier, twenty part levels, Integrity, Energy, heal timestamp, carried materials, current land. The robot record is the game state.

Off-chain (authoritative real-time server): the live combat sim — inputs, aim, cooldowns, energy, hit resolution — plus the 5-minute node clock, extraction work, and heal timers. The player loads their NFT into a session; the server validates every action against its on-chain attributes and writes outcomes back via setassetdata at settlement points (extract, knockout, promote) — not every frame.

14

UI / UX direction

The combat view is a live arena with an energy bar as the central gauge and twenty cooldown pips ringing it — the player reads energy the way a shooter reads ammo. The world view is the twenty lands with live node timers and current holders; the robot view is a twenty-part schematic, each part showing its 1–100 level, terrain and the land that forges it. Signature elements: beveled armor-plate panels, a plasma energy-ring, and a completion meter that fills toward promotion.

16

Disclaimer

This document is informational and describes a work-in-progress design (v0.3); mechanics and all numeric values are reference points and subject to change.

Nothing here is financial, investment, or legal advice, nor an offer or solicitation to buy any asset.