War Tribes · Design Bible

WAR TRIBES

The world already ended.
The only question left is who you'll be.

↓ choose your fate

The spine

The tech-tier ladder

Every step toward the cities raises the tech, the danger, and the temptation. How far you climb — and what you trade away — is the game.

0

Off-grid — Home Valley

Hillbillies / Preppers. Hand-built, scavenged. Melee + crude ranged. No shields.

Safe
1

The Outskirts

Scavengers, drifters. Salvaged tech.

Low
2

The Roads

Couriers, black market. Mixed / gray-market gear.

Medium
3

City Edge

Baron enforcers, drones. High-tech, automated. Shields appear.

High
4

The City Core

Barons, cyborgs. Cybernetic / elite.

Lethal

The factions

The tribes

Each clan is a different relationship to technology — and the society that comes with it. Standing with them gates your trade posts and prices.

Tier 0 · home

Preppers

Off-grid mountain survivalists. Self-sufficient, barter-only, deadly on their land. Your clan.

Tier 1–2 · waste

Marauders

Wasteland warlord hordes living on their wheels. Top of the food chain outside the walls.

Tier 1 · street

Thuggies

Electric-scooter street muscle. Denied citizenship, denied fuel. Whips, poles, spears.

Tier 2 · mobile

The Brotherhood

Ex-military bikers, fuel- and ammo-rich. An "Angels" chapter teaches farming & co-op.

Tier 2–3 · walls

The Military (New Texas)

A collective of generals behind a massive berm. Funds ops for paying clients.

Tier 3–4 · cities

Barons

City rulers hoarding shelter, water, power, DroneLink. Ruinous prices, robot enforcers.

The engine under the hood

Exodus Earth → ground level

The proven systems from your space GDD Sol Survivor port straight down. Only the skin changes — space becomes wasteland.

Exodus Earth (space)War Tribes (ground)Notes
Ship (Tier 1→5)Vehicle / chassis + body6-chassis taxonomy
Ship Store + HangarTrade Post + Garagebuy / equip / repair
CreditsScraploot · salvage · missions
Faction reputationTribe standinggates vendors & prices
Hull / Armor / ShieldHealth / Armor / Shieldshields tech-gated
Mark I–VI item tiersMark I–VI by tech tierthe ladder is the upgrade curve
5 mission typessame 5clear · collect · scout · rescue · defend

The grammar of danger

Light language

One consistent visual code, taught in the first 90 seconds and never broken.

Cyan — scanning
Amber — tracking
Red — hostile / lethal
Blue-white — objective
Green — ally

What the game pulls from

The asset library

The book, broken into modular records the prototype loads. Each type has a defined set of variables (the schema) so any bot can build the JSON.

Tech tiers — the 0–4 ladder spine Factions — tribes, ethos, reputation rules Characters — cast, roles, dialogue hooks Zones — overworld nodes, POIs, spawns Bots — 6 chassis, stats, loot, weaknesses Vehicles — chassis + module slots Items — Mark I–VI gear by category Gear — real products, priced + cited Survival skills — real, sourced (goal #2) Missions — 5 types, rewards, dialogue Resources — scrap, fuel, food, water UI — light language, HUD constants