asterbattle.com Open ↗ Has Plan
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design.md ×
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plan.md
PREVIEW

asterbattle.com — Product Plan

Asterbattle. A neon-arcade asteroid combat game for mobile. Mine, upgrade, fight. Solo runs + clan battles + weekly tournaments. Free to play with cosmetic IAP — never pay-to-win. Built for the "5-minute commute, 50-hour campaign" gamer.

1. The wedge — why asterbattle wins

  • The arcade-vs-gacha gap. Pure arcade games (Asteroids reboots) feel dated. Modern gacha shooters (Genshin, Honkai) are pay-walled and time-sink-heavy. Nothing serves the player who wants 1985 Asteroids energy with 2026 production value and no aggressive monetization.
  • Skill-based, not luck-based. Combat outcome is 90% reflex + 10% loadout. No "lucky pulls" change the game. This wins long-term retention from the core ARPU-rich PC-arcade crowd that mobile has been losing.
  • Indonesian + SEA first. Built with local payment rails (QRIS, OVO, DANA) and Indonesian-language polish from day one. SEA mobile gaming market = $5.4B / year, growing 13% YoY (Newzoo 2025). No competitor owns "arcade combat" niche locally.
  • Cross-platform from day one. iOS + Android + Web (WASM). Same save state via Cloudflare. PC/console release year 2.

2. Money stack (cosmetic-only IAP + ad-light)

Stream Model Year-1 target
Cosmetic IAP Ship skins ($1.99–$14.99), ship trails, paint kits, hangar bays. Never affects combat. $180K
Battle Pass ($4.99 / season) 30-day cosmetic + boosters track. Free track too. $90K
Founder's Pack ($24.99) Day-one launch — exclusive ship hull, name color, hangar emblem. Cap at 10K sold. $250K (one-time)
Tournament Entry ($0.99–$4.99) Weekly skill ladder. Top 100 = cosmetic prizes + leaderboard glory. $40K
Rewarded ads (opt-in only) Watch ad → extra continue. Cap 3/day. $30K

Year-1 target: $500K+ (with 50K DAU by month 9).

Unit economics: CPI target $1.40 (BR/MY/PH ad networks). LTV at 90 days = $4.20 (top quartile). Break-even by month 4.

3. Acquisition (triple-stack)

  1. TikTok gameplay clips — 30-sec ship-explosion compilations + skill montages. Hook: "Asteroids if it was made in 2026." Posting 5x/week.
  2. Discord-first community — soft launch beta to 2,000 Discord members; tournament infrastructure built first, players invited second. Owns retention before paid acquisition starts.
  3. YouTube creator deals — 8 SEA mobile gaming YouTubers (50K–500K subs), gameplay video + custom referral code → free Founder's Pack. Pay performance ($5 per 1K verified installs).

4. AI automation map

Loop Model Cost guard
Ship/skin concept art generation kie.ai z-image $0.01/concept
Procedural mission generation DeepSeek v3.2 via OR $0.001/mission
In-game NPC dialog (commander chatter) Gemini 2.0 Flash via OR $0.0002/line
Customer support intent triage gpt-5-mini via OR $0.002/conv
Cheater detection (anomaly scoring) Self-hosted XGBoost on CF Workers free
Marketing creative variants Higgsfield Sora 2 (15s clips) $0.40/clip
Translation polish (EN→ID/TH/VN/TL) Claude Sonnet 4.6 $0.01/screen

5. Cloudflare architecture

  • Worker: asterbattle-com — landing + press kit + privacy/terms
  • Worker: asterbattle-api — auth, leaderboards, IAP receipts, tournament results
  • Pages: asterbattle-web-game — WASM build of game playable in browser
  • D1: asterbattle_db — accounts, inventory, leaderboards, tournament history
  • R2: asterbattle-assets — game asset CDN (sprites, sounds, music), ~400 MB initial
  • R2: asterbattle-replays — match replay files (~10 KB each, deleted after 30 days)
  • KV: asterbattle-cache — leaderboard cache (3-min TTL), player profile cache
  • Durable Objects: MatchSession — real-time PvP coordination for clan battles
  • Queue: asterbattle-events — analytics events → BigQuery offload
  • Cron: hourly leaderboard rollups + weekly tournament settlement

6. 30/90 day plan

Day 1–2 (now): asterbattle.com landing + press kit + Discord invite live Day 3–14: Closed alpha to 500 Discord members. Daily build, daily feedback loop. Day 15–30: Open beta. 5K players target. App Store submission begins. Day 31–60: Soft launch in Philippines + Vietnam (test ad networks). Discord community grows to 10K. Day 61–90: Global launch. Founder's Pack drops (cap 10K). First weekly tournament. TikTok creator deals go live.

7. Moat

  • Community before product. Discord-first acquisition = retention pre-baked. We launch with engaged players, not strangers.
  • Skill-based core loop. Once players invest 20 hours of muscle memory, switching cost is enormous (Counter-Strike effect at micro-scale).
  • No pay-to-win commitment. Every other top SEA mobile game extracts via power IAP. We make our "no P2W" stance a brand pillar — irreversible.
  • Local payment + language. SEA-native QRIS/DANA/GCash + flawless Bahasa/Tagalog from day one. Global competitors take 12+ months to localize.

8. Mandatory standards

  • 100% Cloudflare. Mobile-native landing + PWA. JSON-LD complete (VideoGame schema).
  • T2I hero/screenshots via kie.ai z-image. Logo via gpt-image-2 (3 concepts).
  • Heroes piped via xmoj.com before R2/assets.
  • WCAG AA on every text color (dark theme — neon brights need verified contrast).
  • Press kit page with downloadable assets (logos PNG+SVG, screenshots, fact sheet).

9. Competitor synthesis

  • Asteroids Recharged (Atari, 2021): retro reskin, no progression, no community. Win: live ops + tournaments + skins.
  • Galaga Wars (Bandai Namco): dated UI, premium-only ($4.99 upfront). Win: F2P + modern visuals + free-to-start.
  • EVE Echoes: deep + slow, alienating to commute players. Win: 5-min runs core loop, deep when you want it.
  • Genshin Impact / Honkai Star Rail: gacha-heavy, time-sink, story-driven. Win: skill core, no FOMO mechanics.
  • Mobile Legends / Free Fire: competitive PvP but team-required. Win: solo viable, 1v1 ladder ranked.

10. Missing parts audit

  • Domain + CF zone live
  • Apple Developer Program enrollment ($99/yr) — Phase 2
  • Google Play Developer Console ($25 one-time) — Phase 2
  • Unity 6 Pro license OR Godot 4 (lean toward Godot for cost) — Phase 2
  • Discord server template + bot config (announce, tournament, mod) — Phase 2
  • Stripe + Xendit accounts for IAP/Founder's Pack — Phase 3
  • EFF-RTC self-hosted signaling on CF Durable Objects for PvP — Phase 4 (technical risk)
  • ESRB + IARC rating submission — Phase 4

⚙ HARD CONSTRAINTS (enforced for all sites)

This domain MUST operate within these constraints — no exceptions:

  • 100% Cloudflare serverless — Workers + D1 + R2 + KV + Workers AI + Vectorize. NEVER PM2, NEVER VPS, NEVER Docker in production path.
  • 100% AI-automated — every customer interaction, every moderation decision, every transaction reconcile = AI. No manual queue, no live human chat support, no physical fulfillment.
  • 1-operator solo — one person can run the entire operation from a phone. No team meetings, no shared inbox, no shift rotation.
  • WhatsApp AI bot for all support (24/7, instant response, no SLA promises that need humans).
  • Mayar QRIS for all Indonesian payments (subscription auto-renew, no manual invoicing).
  • Indonesian UI primary — bahasa-first, English fallback only where unavoidable.
  • Privacy — opt-in only, delete-on-request honored within 24h (cron-driven).
  • No physical goods, no inventory — digital products + affiliate referrals only.

If the plan above describes any flow that violates these constraints, treat the plan as ASPIRATIONAL only and rework before building. The constraint trifecta wins.

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