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 partsContents
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.
- Real-time, skill-first. Every part fires on a button. Aim, dodge, position and manage energy yourself — a well-piloted small robot can shoot out a mammoth. Stats tilt the odds; they never auto-win.
- No passive play. Fighting and extracting are active. A land's node fills on its own, but the pile only moves for a robot that is present and takes it. Offline is pure vulnerability — a sitting duck, earning nothing.
- Extract and forge. Everything you pull from a land is forged straight into the robot's parts — its progress lives on the machine itself.
- Go everywhere. Twenty lands, twenty materials, twenty parts. A land's terrain has one best tool — but its material forges a different land's tool, so no land is self-sufficient and completion is a tour of the whole map.
- Everything on the asset. Tier, twenty part levels, integrity, energy, heal state, carried materials — all mutable attributes on the robot.
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:
- Integrity — the health pool. Take enough fire and you're knocked out and sent home.
- Defense — damage mitigation, diminishing returns. Softens every incoming hit.
- Energy — capacity + regeneration. Firing costs energy; energy is the throttle on how hard and how long you can pour out your kit. A base stat, like health — not a part.
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.
| Lv | Robot | Integrity | Defense | Energy cap | Regen /s |
|---|---|---|---|---|---|
| 1 | Scrapling | 500 | 20 | 60 | 4 |
| 2 | Fledgling | 700 | 30 | 75 | 5 |
| 3 | Talon | 980 | 45 | 92 | 6 |
| 4 | Harrier | 1,370 | 68 | 112 | 7.5 |
| 5 | Raptor | 1,920 | 102 | 138 | 9 |
| 6 | Warhawk | 2,690 | 153 | 168 | 11 |
| 7 | Skyreaver | 3,770 | 230 | 205 | 13.5 |
| 8 | Thunderhawk | 5,280 | 345 | 250 | 16.5 |
| 9 | Phantom | 7,390 | 518 | 305 | 20 |
| 10 | Garud Prime | 10,350 | 777 | 372 | 25 |
▍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.
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.
| # | Part | Extraction | Combat | Fire (CD · ⚡) |
|---|---|---|---|---|
| 1 | Rotary Drill Arm | Bores deep ore veins | Armor-piercing melee | 3s · 12 |
| 2 | Plasma Cutting Torch | Slices scrap & detaches parts | Beam, damage-over-time, −armor | 2s · 8 |
| 3 | Multi-Spectrum Sensor Array | Reveals hidden nodes & purity | Breaks stealth, marks weak points | 6s · 6 |
| 4 | Gravity Tether | Pulls loose ore from range | Yanks enemies, throws debris | 5s · 14 |
| 5 | Reinforced Locomotion Treads | Traction over hazard terrain | +Ram, anti-knockback | 4s · 10 |
| 6 | Hydraulic Piledriver | Fractures rock, frees gems | Heavy strike, AoE stagger/stun | 6s · 18 |
| 7 | Micro-Drone Hive | Scouts tunnels, ferries rares | Swarm blind, intercept missiles | 8s · 16 |
| 8 | Thermal Venting System | Melts ice & permafrost | Superheated cloud, obscures aim | 4s · 10 |
| 9 | Sonic Resonance Emitter | Shatters crystal cleanly | Disorients sensors, cracks armor | 5s · 12 |
| 10 | Kinetic Storage Flywheel | Stores labor as stored energy | Burst dodge / supercharged strike | 8s · 18 |
| 11 | Chemical Synthesizer Sprayer | Dissolves unyielding rock | Corrodes plating, immobilizes | 4s · 10 |
| 12 | Magnetic Polarization Plating | Attracts loose ferrous ore | Repels ballistic projectiles | 5s · 10 |
| 13 | High-Capacity Vacuum Intake | Sucks up dust & particulate | Draws in mines & drones | 5s · 8 |
| 14 | Ground-Penetrating Radar Spike | Maps subterranean pockets | Ground shock on grounded foes | 7s · 14 |
| 15 | Exoskeletal Cargo Grapples | Carries massive containers | Grapples & restricts movement | 6s · 16 |
| 16 | Arc Welder Node | Fuses scrap, repairs rigs | Chain lightning, brief stun | 5s · 12 |
| 17 | Pressurized Pneumatic Cannon | Fires charges into rock faces | AP slug, hard knockback | 4s · 14 |
| 18 | Cryo-Coolant Dispensers | Cools drills, stabilizes isotopes | Freezes joints, slows attack speed | 5s · 12 |
| 19 | Nano-Repair Swarm | Repairs worn mining tools | Heals hull mid-fight, cleanses | 9s · 20 |
| 20 | Heavy Shield Emitter | Shields against cave-ins | Absorbs fire, directional barricade | 6s · 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.
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.
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.
| # | Land | Material | Best worked by | Its material forges → |
|---|---|---|---|---|
| 1 | Ferrous Flatsferrous | Lodestone | Magnetic Polarization Plating | Plasma Cutting Torch |
| 2 | The Scrapmawsalvage | Scrap Alloy | Plasma Cutting Torch | Thermal Venting System |
| 3 | Glacius Shelfice | Rime | Thermal Venting System | Sonic Resonance Emitter |
| 4 | Crystalline Hollowscrystal | Resonite | Sonic Resonance Emitter | Rotary Drill Arm |
| 5 | The Deep Veinsdeep ore | Corevein Ore | Rotary Drill Arm | Hydraulic Piledriver |
| 6 | Boulderfall Gorgeboulders / gems | Gemrock | Hydraulic Piledriver | Micro-Drone Hive |
| 7 | The Warrentunnels | Tunnel Ore | Micro-Drone Hive | High-Capacity Vacuum Intake |
| 8 | Dust Basinparticulate | Fines | High-Capacity Vacuum Intake | Chemical Synthesizer Sprayer |
| 9 | Acidmirecorrosive hardstone | Reagent Salt | Chemical Synthesizer Sprayer | Ground-Penetrating Radar Spike |
| 10 | Gasfen Depthssubterranean gas | Gascondensate | Ground-Penetrating Radar Spike | Pressurized Pneumatic Cannon |
| 11 | Cliffbreakrock faces | Facestone | Pressurized Pneumatic Cannon | Reinforced Locomotion Treads |
| 12 | The Slickshazard mud / ice | Tarpitch | Reinforced Locomotion Treads | Gravity Tether |
| 13 | Rubblewasteloose debris | Slag | Gravity Tether | Exoskeletal Cargo Grapples |
| 14 | Megalith Reachmegaliths | Titanblock | Exoskeletal Cargo Grapples | Heavy Shield Emitter |
| 15 | The Riftunstable / cave-in | Riftstone | Heavy Shield Emitter | Cryo-Coolant Dispensers |
| 16 | Emberventsvolatile isotopes | Isotope Cell | Cryo-Coolant Dispensers | Arc Welder Node |
| 17 | Fracture Fieldsfractured | Fusewire | Arc Welder Node | Nano-Repair Swarm |
| 18 | Abrasion Flatsabrasive / high-wear | Nano-slurry | Nano-Repair Swarm | Kinetic Storage Flywheel |
| 19 | Loadstone Quarrydense / heavy-lift | Densite | Kinetic Storage Flywheel | Multi-Spectrum Sensor Array |
| 20 | Shrouded Hollowhidden | Veilquartz | Multi-Spectrum Sensor Array | Magnetic Polarization Plating |
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 rule | Reference value |
|---|---|
| Yield rate | 1 unit / 5 min (12 / hr · 288 / day) |
| Accumulation | Piles on the node until extracted |
| Node cap | 288 units (one idle day) — tunable |
| Terrain match | Matched tool extracts far faster than off-terrain |
| Presence | Only 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.
Core loop
- 1 · Deploy. Send a robot from base to one of the twenty lands.
- 2 · Fight. If a rival is there, duel in real time — fire your kit, manage energy, drop them. The loser is pushed to base; the winner holds the ground.
- 3 · Extract. Work the node by hand; the terrain-matched tool hauls the accumulated pile fastest.
- 4 · Forge. At base, burn the material into that land's part, raising it toward 100 — which unlocks the next land's tool (§6).
- 5 · Complete. Circuit the map, max all twenty parts, then promote.
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.
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 band | Material / level | Units in band |
|---|---|---|
| 1 → 10 | 1 | 10 |
| 11 → 20 | 2 | 20 |
| 21 → 30 | 3 | 30 |
| 31 → 50 | 4 – 5 | 90 |
| 51 → 80 | 6 – 8 | 210 |
| 81 → 100 | 11 – 12 | 230 |
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.
Progression & meta
- Completion. Average part level is a robot's public progress — a scrap machine reads near 1, a finished one 100 and ready to promote.
- Titles & records. First to complete a tier, longest-held land, most eliminations — milestones carried as attributes.
- Land registry. Which of the twenty lands a pilot has held and worked; completing the set is its own badge.
- Fleets. With unlimited storage, players run fleets — some robots farming quiet lands, some raiding contested ones.
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.
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.
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.