World, Planets & Disasters
Planets
Runs progress across four elemental planets, each with its own enemy roster, backgrounds and color identity:
| Planet | Element / palette | Roster & disasters |
|---|---|---|
| Earth | Soil / brown-green | see planet page |
| Fire | Ember / red-orange | see planet page |
| Water | Deep blue | see planet page |
| Wood | Forest green | see planet page |
Clearing a planet raises permanent difficulty for the rest of the run (see Mechanics), and triggers the Voting state for what comes next.
Disasters
Each planet has signature disasters — map-level hazards that strike during waves and force repositioning: Vortex pulls everything toward its center, Sandstorm blinds a moving region, Lava Pools cycle open and closed. Full list on the disasters index.
Design intent: disasters attack the space, not the player — they invalidate camping spots and reshape the arena mid-wave.
Maps
🚧 TBD — arena sizes and layouts per planet, obstacle density rules, spawn-point placement rules, trees/destructibles (a perk references tree spawns — formalize the system).
Run structure
🚧 TBD — planet order (fixed or voted?), waves per planet, what carries between planets, run length target, win condition after the final planet.