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:
- Gather wood, stone and fiber from nearby nodes (F near a node, or click it).
- Build a campfire and a forge, then craft your first weapon — a wooden spear is pre-researched and free.
- Fight the wandering creatures to level your weapon line and bank Research Points.
- Manage Wrath — the more you gather and kill, the angrier the planet gets, until its bosses wake.
- Clear the bosses, step through the portal the final kill opens, and land on Planet 2.
Controls
Planetspite plays on desktop with keyboard & mouse and on touch devices with an on-screen layout. The keyboard bindings:
Movement & combat
Attack & aim the camera
Panels & screens
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:
| Beat | What you do | What it earns | What it costs |
|---|---|---|---|
| Gather | Harvest nodes (short cast bar; moving cancels it) | Materials for crafting | +1.5 Wrath |
| Craft | Research then forge at the right station | Weapons, armor, tonics, buildings | Materials |
| Fight | Kill creatures & bosses | Weapon XP, Research Points, Insight, loot | +4 Wrath / kill |
| Advance | Clear all bosses, enter the portal | A deeper, richer, deadlier planet | Leaving 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
| Line | Verb / identity | Paired survival skill |
|---|---|---|
| Blades | Bleed — precision & bleed | Butchering |
| Cleaving | Sunder — sunder & momentum | Woodcutting |
| Bludgeon | Stagger — control & breaking | Mining |
| Polearms | Reach — reach & anti-charge | Hunting & fishing |
| Hurling | Snare — snare & improvisation | Foraging |
| Archery | Pierce — patience & weak points | Tracking & stealth |
| Brawling | Grapple — the survival net | Athletics & climbing |
| Stormcalling | Shock — conjured lightning | Prospecting & 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:
| Event | Base XP | Notes |
|---|---|---|
| Landed hit | 1 | Any connecting swing |
| Weak-point hit | 3 | Marked / precision strike |
| Kill | tier × 10 | Tier 1–6 → 10–60, then challenge-scaled |
An anti-grind multiplier — clamp(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 gate | Insight cost | Example (Blades) |
|---|---|---|
| Adept | 3 | Open Vein |
| Expert | 5 | Riposte |
| Master | 8 | Flense |
| Grandmaster | 13 | Exsanguinate |
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).
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:
| Tier | Planet gate | Node cost | Sample | Example unlocks |
|---|---|---|---|---|
| Starters | P1 | free | none | Smelt Copper · Roast · Poultice · Wooden Spear · Cloth set (×6) · Saw Planks |
| Copper | P1 | ◆10 | Copper Ingot | Copper plate set & sword, gauntlets, ring/bracelet, wooden shield |
| Leather / bone | P5 | ◆25 | Hide · Bone | Leather armor set, copper earring/amulet, Wooden Sling |
| Iron | P13 | ◆60 | Iron Ingot | Iron plate & chain, sword/spear/mace/greatsword, Stew, Strength Tonic |
| Silver | P25 | ◆150 | Silver Ingot | Silver plate set, Silver Sword, Storm Staff, Swiftness Tonic |
| Gold | P38 | ◆300 | Gold Ingot | Gold jewelry · Prepare Feast · Warding Draught |
| Mythril | P50 | ◆600 | Mythril Ingot | Mythril 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.
| Building | Cost | Purpose |
|---|---|---|
| Campfire | 5 Wood + 3 Stone | Cooks food; a safe haven — no creature enters its radius |
| Forge | 12 Stone + 3 Copper Ore | Smelts ore and forges weapons & armor |
| Workbench | 8 Wood + 2 Stone | Saws timber into building components (Carpentry) |
| Storage Chest | 6 Wood | A container (open with F); contents save & travel with camp |
| Bed / Bedroll | 4 Wood+2 Hide+2 Fiber / 4 Fiber+1 Hide | Sets your respawn point |
| Stone Wall / Fence | 4 Stone / 3 Wood | Barriers creatures won't cross (they never break a chase); ends snap together |
| Torch / Lantern Post | 2 Wood+1 Fiber / 3 Wood+1 Copper Ingot | Firelight 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.
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).
| Entity | Base HP | Base DMG | Level formula | HP / DMG scaling |
|---|---|---|---|---|
| Ambient creature | 30 | 8 | 1 + round(2·steps) | × Wrath mult (to 2.6× / 2.2×) |
| Boss | 220 | 18 | 15 + 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.
| Tier | Wrath | Spawn every | Live cap | Pack size |
|---|---|---|---|---|
| Calm | 0–15% | ~11s | 6 | 1 |
| Stirring | 15–40% | ~8s | 10 | 1 |
| Angry | 40–65% | ~6s | 14 | 2 |
| Seething | 65–85% | ~4s | 18 | 2→3 |
| Furious | 85–100% | 2.5s | 22 | 3 |
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:
| Stat | Default | Meaning |
|---|---|---|
| Max Health | 100 | Regens 0.6/s; die and you respawn at your bed (or the landing site) |
| Max Stamina | 100 | Spent on swings and digging; regens 14/s (running is free) |
| Armor | 1 | Flat damage soaked from each incoming hit |
| Evasion | 1% | Chance to avoid an incoming hit entirely |
| Block | 5% | 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.
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:
| Field | Default | What it does |
|---|---|---|
| World & spawns | ||
| InitialPlanetRadius | 100 | Starting planet surface radius (world units) |
| PlanetRadiusGrowth | 5 | Each planet is this much larger than the last ⟳ |
| HarvestablesOnPlanet1 | 60 | Gatherable nodes on planet 1 (count scales with surface area) |
| CreaturesOnPlanet1 | 4 | Wandering creatures on planet 1 (count scales with surface area) |
| Rendering & performance | ||
| QualityPreset | 3 | Master fill-rate dial: 1 Low · 2 Med · 3 High · 4 Ultra |
| RenderBackend | 1 | 0 Auto · 1 WebGL2 (default) · 2 WebGPU (falls back) |
| ViewDistanceFactor | 1.5 | × radius = cull distance for props/creatures past the horizon |
| Survival & movement | ||
| MaxHealth / MaxStamina | 100 / 100 | Player pools (hunger removed) |
| MoveSpeed / RunMultiplier | 9 / 1.6 | Walk speed (Shift) and the running multiplier applied by default |
| GatherCastSeconds / CraftCastSeconds | 1 / 2 | Channel time before a gather / craft lands |
| Wrath | ||
| WrathPerGather / WrathPerKill | 1.5 / 4 | Full-intensity Wrath added per gather / kill |
| WrathDecay / WrathMax | 1.0 / 100 | Calmed per second while idle / ceiling |
| Creatures & boss | ||
| CreatureHealth / Speed / Damage | 30 / 5.5 / 8 | Baseline creature stats |
| TacticsStartPlanet | 5 | Planet from which hunting styles switch on |
| BossHealth / BossDamage | 220 / 18 | Boss baseline (scaled +15%/planet) |
| BossFirstWrath / BossLastWrath | 0.35 / 0.9 | Wrath 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.