Planetspite

Documentation

Everything you need to survive Planetspite — how to move and fight, how the world escalates against you, and how to build the kit that keeps you a step ahead. This mirrors the in-game F1 help and the design field manual.

Getting started

You begin weaponless on Planet 1, the tutorial world. An NPC called The Keeper stands near your landing site — walk up and press F to open the onboarding guide. From there the shape of every run is the same:

  1. Gather wood, stone and fiber from nearby nodes (F near a node, or click it).
  2. Build a campfire and a forge, then craft your first weapon — a wooden spear is pre-researched and free.
  3. Fight the wandering creatures to level your weapon line and bank Research Points.
  4. Manage Wrath — the more you gather and kill, the angrier the planet gets, until its bosses wake.
  5. Clear the bosses, step through the portal the final kill opens, and land on Planet 2.
New here? Press F1 at any time in game for the controls overlay. Nothing you do on Planet 1 is lost — it eases you in with reduced Wrath gain and no tactical creatures.

Controls

Planetspite plays on desktop with keyboard & mouse and on touch devices with an on-screen layout. The keyboard bindings:

Movement & combat

W / Move forward (S / ↓ back)
AD / Turn left / right
QEStrafe left / right
ShiftWalk (you run by default)
SpaceJump
Mouse / left stick
Attack & aim the camera
16Action bar slots (also NumPad)
TabCycle lock-on target
FGather / interact (chests, portals, NPCs)

Panels & screens

CCrafting
RResearch tree (also respawn while dead)
KTechniques
VCharacter sheet
IInventory (modeless)
MWorld map (drag to spin, wheel to zoom)
LPlanet resources census
NStatistics
OWaypoints panel
PPlant / remove a waypoint beacon here
HCombat log
JActivity console
F1Controls / help overlay
F2Frame profiler (debug)
EscClose newest panel, else pause

In Voxel planet mode, G digs the ground and B raises it. A System Menu icon bar (top-right) opens the same screens by click, plus the Mesh Viewer and Customize-HUD editor.

Touch controls

On coarse-pointer devices a full touch layout appears: a floating move stick (left), a right-hand look/attack stick that drags to turn and taps to strike, a clustered action hotbar with Strike/Heavy, a TARGET button for lock-on, and HP / Stamina / Target / Wrath bars. A battery-saver profile caps the frame rate and throttles when idle.

The core loop

Planetspite is built on four beats that feed each other, with the planet's temper riding on top:

BeatWhat you doWhat it earnsWhat it costs
GatherHarvest nodes (short cast bar; moving cancels it)Materials for crafting+1.5 Wrath
CraftResearch then forge at the right stationWeapons, armor, tonics, buildingsMaterials
FightKill creatures & bossesWeapon XP, Research Points, Insight, loot+4 Wrath / kill
AdvanceClear all bosses, enter the portalA deeper, richer, deadlier planetLeaving the world behind

Two independent axes govern how a run scales. Planet number (deeper = harder) sets creature level, armor, boss strength, gear power and what content unlocks. Planet size (radius) sets only spawn counts — bigger worlds are more populous, not deadlier. A third, faster axis — Wrath — rides on top within a single planet.

Combat & weapon lines

There are eight weapon lines, each owning one combat verb and scaling three passives additively as you level it from Novice to Grandmaster. Proficiency is use-based: you earn it by landing hits, striking weak points and killing — you never spend it.

The eight lines

LineVerb / identityPaired survival skill
BladesBleed — precision & bleedButchering
CleavingSunder — sunder & momentumWoodcutting
BludgeonStagger — control & breakingMining
PolearmsReach — reach & anti-chargeHunting & fishing
HurlingSnare — snare & improvisationForaging
ArcheryPierce — patience & weak pointsTracking & stealth
BrawlingGrapple — the survival netAthletics & climbing
StormcallingShock — conjured lightningProspecting & attunement

The XP curve & ranks

Each level costs round(8 · L^1.5) XP — a back-loaded curve. You reach Adept in a session; the Grandmaster capstone is a long haul. XP is earned per event and challenge-scaled:

EventBase XPNotes
Landed hit1Any connecting swing
Weak-point hit3Marked / precision strike
Killtier × 10Tier 1–6 → 10–60, then challenge-scaled

An anti-grind multiplierclamp(1 + 0.1·(threat − skill), 0.1, 2) — floors XP at ×0.1 against foes 10+ levels below you, and pays ×2 against a fight 10+ above. Ranks band the 1–100 track: Novice 1–20 · Adept 21–40 · Expert 41–60 · Master 61–80 · Grandmaster 81–100. Level 100 grants the line's Mastery passive.

Offensive stats. Strength adds +1% swing damage per point; Dexterity adds +1% attack speed per point (cooldown never drops below 40% of the base swing). Both come from gear and tonics — you start at 0.

Techniques & Insight

Each line has 4 purchasable Techniques — one per rank above Novice — bought with Insight, a milestone currency earned the first time you accomplish a feat, never by grinding. You must reach the rank and afford the cost; Insight banks freely but the rank gate is a hard wall.

Rank gateInsight costExample (Blades)
Adept3Open Vein
Expert5Riposte
Master8Flense
Grandmaster13Exsanguinate

One full line's 4 Techniques cost 29 Insight; all 8 lines, 232. Insight comes only from one-time feats — first kill of a species (minor, +1), first charge-counter or weak-point kill (major, +3), first pack hunt survived or apex felled (landmark, +5).

Techniques stay off the action bar by design — they are passive rule-changes to a line, not slotted abilities. Open the panel with K; it's tabbed by weapon type as a rank-chain graph.

Targeting

On desktop, Tab cycles a lock-on through the nearest creatures. The locked target gets a gold ring and a Target panel, and thrown weapons (Hurling) auto-aim within a cone onto it. Lock-on is gated off on touch by default, replaced by a TARGET button. Reach to acquire a target is tuneable (default 45 world units); the hurl auto-aim cone is a 55° half-angle.

Crafting & research

Recipes are unlocked in the research tree (press R): a flat, branching graph with one node per recipe. Spend Research Points (earned from kills — tier-scaled, big bonus on bosses) plus a one-time material sample to research a node, once its prerequisites are researched and the planet can supply its materials. Starter recipes are pre-researched and free.

The material ladder

The tree flows left→right along the metal spine, with weapon, armor, jewelry and consumable branches hanging off each ingot node. A node costs Research Points by the depth of its deepest material, plus one unit of that material as a sample:

TierPlanet gateNode costSampleExample unlocks
StartersP1freenoneSmelt Copper · Roast · Poultice · Wooden Spear · Cloth set (×6) · Saw Planks
CopperP1◆10Copper IngotCopper plate set & sword, gauntlets, ring/bracelet, wooden shield
Leather / boneP5◆25Hide · BoneLeather armor set, copper earring/amulet, Wooden Sling
IronP13◆60Iron IngotIron plate & chain, sword/spear/mace/greatsword, Stew, Strength Tonic
SilverP25◆150Silver IngotSilver plate set, Silver Sword, Storm Staff, Swiftness Tonic
GoldP38◆300Gold IngotGold jewelry · Prepare Feast · Warding Draught
MythrilP50◆600Mythril IngotMythril Greatsword, Tempest Staff, mythril jewelry · Iron Elixir

Forging & salvage

The craft panel (C) groups recipes by output category (Cooking Smelting Weapons Armor Carpentry) and its station. You must stand within crafting range of the right station. A recipe forged deeper yields stronger gear: power = 1 + 0.12·(planet − 1) — a copper sword forged on Planet 25 is 3.9× the Planet-1 version. Salvaging owned gear at its making station refunds ~half its recipe inputs (always lossy).

Gear & equipment

Open the character sheet with V for a WoW-style paperdoll. Equipped gear is hidden from the inventory grid, and item tooltips append a vs-equipped comparison so you can see an upgrade at a glance.

  • Weapon — one of the eight lines. Owned weapons cycle on the action bar.
  • Armor — multi-slot plate/chain/leather/cloth sets (head, chest, hands, legs, feet…).
  • Accessories — Amulet, Ring, Earring, Bracelet slots, enum-driven and expandable.

Weapons can hold a bone-attached shield or off-hand. Each weapon type has its own range (tuneable), and Hurling weapons throw with unlimited ammo — stones are flavor, not a resource.

Homestead & building

Craft placeable buildings to turn a patch of planet into a base. Select a placed building to drag it, wheel-rotate it, upgrade it, or demolish it (demolish refunds half). The whole camp is run-scoped: it survives reloads in place, and stepping through the portal re-plants it near your next landing with its layout intact.

BuildingCostPurpose
Campfire5 Wood + 3 StoneCooks food; a safe haven — no creature enters its radius
Forge12 Stone + 3 Copper OreSmelts ore and forges weapons & armor
Workbench8 Wood + 2 StoneSaws timber into building components (Carpentry)
Storage Chest6 WoodA container (open with F); contents save & travel with camp
Bed / Bedroll4 Wood+2 Hide+2 Fiber / 4 Fiber+1 HideSets your respawn point
Stone Wall / Fence4 Stone / 3 WoodBarriers creatures won't cross (they never break a chase); ends snap together
Torch / Lantern Post2 Wood+1 Fiber / 3 Wood+1 Copper IngotFirelight havens creatures keep clear of

Upgrades. Select a placed building → Upgrade to rebuild it in place as a better tier, keeping its spot & contents: Campfire→Hearth (wider safe zone), Forge→Great Forge, Wall→Reinforced Wall, Torch→Brazier, Bed→Fine Bed, Chest→Large Chest. Decorative pieces — gateposts, banners, scarecrows, stone wells — dress a camp with no gameplay effect.

Safe zones vs barriers. Only havens (campfire, torch) actually scare an attacker off. Barriers (walls, fences) repel creatures that aren't already chasing you, but never break a chase — chain them into a perimeter, then fall back to a haven when pressed.

Planets & progression

Planet N has N bosses and is +5 radius larger than N−1 (start radius 100). All combat difficulty scales on the planet number; the numbers below assume a calm planet (Wrath 0).

EntityBase HPBase DMGLevel formulaHP / DMG scaling
Ambient creature3081 + round(2·steps)× Wrath mult (to 2.6× / 2.2×)
Boss2201815 + round(2.5·steps)× (1 + 0.15·steps)

steps = PlanetIndex − 1. The deepest ambient creature lands at level ~99 on planet 50 — right at the weapon-skill cap of 100 — so the final ambient fight is fair. Bosses grow +15%/planet, a shade above your gear's +12%/planet, so a boss always stays a step ahead without ballooning into a damage sponge. Per-instance "vigor" jitters each creature's HP/DMG/size by ±(15% + 3%·steps), capped at ±50%. Combat tactics (circling, pouncing, flanking) switch on at planet 5 and sharpen each planet deeper.

Regions

Themed sub-planet regions — cemetery, highlands, ruins — carve sphere-circles that override the local biome's creature pool, giving each world distinct pockets of danger.

Wrath — the planet's temper

"Combat with nature itself." Gathering (+1.5) and killing (+4) raise Wrath 0→100; idle time decays it. Decay scales with the planet number — planet 1 never calms, ramping linearly to the full rate by planet 50. Every escalation knob reads the normalized 0–1 fraction.

TierWrathSpawn everyLive capPack size
Calm0–15%~11s61
Stirring15–40%~8s101
Angry40–65%~6s142
Seething65–85%~4s182→3
Furious85–100%2.5s223

At full fury a creature reaches 2.6× HP, 2.2× damage, 1.5× speed and 1.8× aggro range, on top of planet-number scaling. Wrath is what wakes the bosses: each takes form the first time the fraction crosses its schedule threshold, spread evenly from 0.35 (first) to 0.9 (last), one at a time. Fell a planet's final boss and its Wrath collapses — hostile waves and resource spawns stop (livestock still wander in), and a portal opens where the boss died. Walk up and press F to travel when you've gathered what's left.

Survival

There is no hunger bar — food heals and buffs instead. You manage two pools and a small defensive stat block:

StatDefaultMeaning
Max Health100Regens 0.6/s; die and you respawn at your bed (or the landing site)
Max Stamina100Spent on swings and digging; regens 14/s (running is free)
Armor1Flat damage soaked from each incoming hit
Evasion1%Chance to avoid an incoming hit entirely
Block5%Chance to parry a frontal hit (negate + stagger + riposte)

Buffs from food and tonics show on a HUD buff bar with countdowns. On death, creatures play a death clip and leave a corpse that fades over ~10s, dropping loot gems that auto-pickup.

Interface & panels

Most screens are modeless tool windows with a unified title bar (maximize, close, double-click to maximize) that you can drag, scale and hide. Esc closes the newest-opened panel first, then pauses. A Customize HUD editor lets you drag, scale and hide ten HUD widgets, saved to local storage.

  • System Menu — a top-right icon bar mirroring every screen, always topmost.
  • Mesh Viewer — inspect every model in the game (orbit / pan / zoom, clip player).
  • Console (J) — a non-combat activity log; Combat log (H) is its combat twin.
  • Statistics (N) — lifetime play metrics: kills by species, resources gathered, bosses, deaths, planets cleared.

Saves

Planetspite keeps 5 named save slots in browser local storage. A reload (F5) restores the exact planet — resources, creatures, bosses and your position — from the save blob, so you never lose a world-in-progress. Your homestead, waypoints, research, Insight and progression all travel in the blob.

Nothing to install. Planetspite runs entirely in the browser via OpenSilver (WebAssembly). Saves live on your device; clearing site data clears them.

Tuneables

Planetspite is heavily data-driven. Server-authored content catalogs (items, buildings, recipes, gear, research) download and cache at startup, and a settings screen exposes the player-facing knobs from GameConfig. World-gen knobs (marked ⟳) rebuild the planet only on Apply; everything else applies live. A selection:

FieldDefaultWhat it does
World & spawns
InitialPlanetRadius100Starting planet surface radius (world units)
PlanetRadiusGrowth5Each planet is this much larger than the last ⟳
HarvestablesOnPlanet160Gatherable nodes on planet 1 (count scales with surface area)
CreaturesOnPlanet14Wandering creatures on planet 1 (count scales with surface area)
Rendering & performance
QualityPreset3Master fill-rate dial: 1 Low · 2 Med · 3 High · 4 Ultra
RenderBackend10 Auto · 1 WebGL2 (default) · 2 WebGPU (falls back)
ViewDistanceFactor1.5× radius = cull distance for props/creatures past the horizon
Survival & movement
MaxHealth / MaxStamina100 / 100Player pools (hunger removed)
MoveSpeed / RunMultiplier9 / 1.6Walk speed (Shift) and the running multiplier applied by default
GatherCastSeconds / CraftCastSeconds1 / 2Channel time before a gather / craft lands
Wrath
WrathPerGather / WrathPerKill1.5 / 4Full-intensity Wrath added per gather / kill
WrathDecay / WrathMax1.0 / 100Calmed per second while idle / ceiling
Creatures & boss
CreatureHealth / Speed / Damage30 / 5.5 / 8Baseline creature stats
TacticsStartPlanet5Planet from which hunting styles switch on
BossHealth / BossDamage220 / 18Boss baseline (scaled +15%/planet)
BossFirstWrath / BossLastWrath0.35 / 0.9Wrath thresholds bosses wake at

The complete field manual — with interactive charts of every curve — ships in the game at /manual/. It's the authoritative reference for exact values.

Metrics server

Planetspite ships with an optional self-hosted telemetry backend (ASP.NET Core + LiteDB, packaged as a Synology .spk). The game fires one fire-and-forget check-in on load; the server aggregates anonymous progression and play metrics into an admin dashboard and leaderboard. It's entirely opt-in and never blocks play — a blank server URL silently disables it. The same server is the authority for all content catalogs and default tuneables, which clients download and cache at startup.

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