Old Earth

What it is

A low-altitude ground-skimming biome rendered as cold grey ruins on a dirty surface: opaque hand-baked dirt scrolling beneath the ship, a square topographic lat/long grid drawn on top of the dirt, and dark grey square buildings sitting on the ground (instead of dissolving into a void skyline like Sunrise City’s towers). It is the only biome that has no entry in the biome config table — the world generator falls back to the starter biome’s hub-and-spoke topology while the attached level preset overrides the terrain shape pool to buildings. The biome is also the only one that swaps in a dedicated “grounded” building bake variant, and the only one that draws a lat/long topo grid as its gameplay underlay. One player-facing planet attaches to this biome.

Identity

FieldValue
Player-facing labelCold grey ruins on a dirty ground
Terrain contentSquare buildings on hub-and-spoke roads (no asteroids, no pillars)
Buildings allowedYes
Default level presetOld Earth Ruins
Generator modeStandard ring-based hub-and-spoke pass with starter-biome topology defaults
Building bake variantGrounded (flat base connecting to dirt — not the skyline fade)
Gameplay underlaySquare lat/long topographic grid (unique to this biome)
RoleSniper-pressure planet with the cold-ruins ground-skim vibe
Attached planetsOne

Visual and ambient

The biome runs the dark mastering preset with a low-thin atmospheric fog layer. The parallax recipe is deliberately minimal — a single fully opaque hand-baked dirt-ground layer at near-the-ship parallax replaces the standard back/mid/foreground stack. There is no starfield, no atmosphere haze, and no silhouette buildings — the camera reads as “ship skimming a surface” rather than “looking down from orbit”. The dirt layer modulates RGB noise on a four-octave value-noise tile so the ground has a grain to it; alpha stays full so every pixel of nebula below is hidden. The gameplay underlay then draws a square topographic lat/long grid on top of the dirt, with roughly one in three-and-a-half grid cells dropped to give the ruined-survey-grid look. The background nebula is keyed to a grey-green mist archetype with cold-ruins tone. The level palette is a near-black base with deep grey lines, light grey accents, and a near-white illumination on hub markers; the hub style is “crater”, the spoke style is “ghost” (no energy flow), and the hub particle is “dust”. The lantern preset is “dawn”. Drop shadows render at the default offset.

Backdrop and lighting knobValue
Atmospheric fog alpha0.25
Post-processing masteringDark
Shadow offset multiplier1.0
Background nebula poolPer-planet pinned archetype (not the shared smooth-nebula pool)
Pinned planet archetypeOld Earth Nebula (grey-green mist, square noise shape, low warp 0.6, density 0.40, low luminosity 0.9)
Building bake variantGrounded (visible base block connecting to dirt)
Parallax layerSlotParallaxRole
Hand-baked dirt groundNear0.90Fully opaque ground that hides everything below
Gameplay underlay (this biome)Value
PatternSquare lat/long topographic grid
Cell size (world px)96
Cell drop rate0.28
Pattern repeat (cells)16
Tile size (world px)1536
Level visual knobValue
Base colorNear-black (#0d0d0d)
Line colorDeep grey (#374151)
Accent colorLight grey (#9ca3af)
Illuminated colorNear-white (#e5e7eb)
Spoke styleGhost (no energy flow)
Hub styleCrater
Hub particle effectDust
Spoke flowDisabled
Illumination speed0.4
Danger tint0.4
Pathable wildsYes
Lantern presetDawn
Preferred palette presetTone
NoirNear-greyscale ruins look
Pure GreyTotally washed-out variant
Dusty RoseFaint sunset wash over the ruins

Terrain mix

Because the biome ID has no entry in the biome config table, the world generator falls back to the starter biome’s topology defaults (ring-based hubs and spokes, 6 hubs per ring, 400–1000-unit ring distance, 150-unit spoke width). The attached level preset then overrides the terrain shape pool to the city building pool, the terrain density to 0.85, and the layout pattern to chaotic. So the terrain is dark grey buildings — the same four footprint sizes the Sunrise City biome uses — placed inside the wilds of a hub-and-spoke ring layout rather than inside city blocks. There are no asteroids, rock shards, or obsidian pillars in the pool. The 3D draw path uses the grounded skyscraper bake variant (front face holds full alpha all the way down and connects to a visible base rectangle on the dirt), so every building reads as sitting on the ground instead of dissolving into the void.

LayerShape pool weights
Centers (large pieces)building_2x3 50, building_2x1 30, building_1x2 20
Mediums (intermediate ring)building_1x1 35, building_2x1 30, building_1x2 25, building_2x3 10
Smalls (outer ring)building_1x1 50, building_2x1 25, building_1x2 25
Topology and densityValue
Level radius (fallback)2500
Terrain density (level preset override)0.85
Terrain intensity (fallback)0.7
Hub min distance (fallback)400
Hub max distance (fallback)1000
Hubs per ring (fallback)6
Hub clear radius200
Spoke width150
Layout patternChaotic
Hub size factor0.45
Spoke width factor0.8
Density factor0.99

Enemy bias

Uses the bugs-with-sniper variant of the enemy roster — the orb is still the swarm archetype (most spawns), and the rare/elite slots are filled by the charger and a sniper variant. The sniper is borrowed from the city-roster’s leader pool and used here as the scary rare invader against the cold-ruins setting. Spawn pools shift across run progress from pure orb commons in the opening band, through orb commons plus sniper commons and a single charger common in the early-mid band, to orb rares and epics with charger rares and sniper rares/epics in the late band.

Spawn pressureValue
Enemy count multiplier1.0
Spawn grace before full pressure (s)1
Enemy setBugs-with-sniper (orb swarm, charger + sniper rares)
Swarm archetypeOrb
Leader archetypesCharger, sniper
Crate density (of 100)40
Debris density (of 100)16
Spawn pool band (progress %)Composition focus
0–8Orb commons dominate, single charger common, single sniper common
8–20Orb commons + first orb uncommons, charger common, two sniper commons
20–40Orb commons and uncommons, charger uncommon, sniper common + uncommon
40–60Orb uncommons and rares, charger uncommon, sniper uncommon + rare
60–999Orb rares and epics, charger rare, sniper rare + epic
Event pool weightingWeight
Magnet2
Weapon1
Artifact1

Boss-arena default

The boss is keyed per-planet, not per-biome. When the encounter starts, the building scatter clears inside the arena and a boss-keyed terrain pattern drops in for the duration of the fight. Old Earth’s boss is the Ringmaster — a name-only entry in the boss-ID list at the time of writing, with no concrete boss definition yet — so the arena pattern is a forward placeholder until the boss is built.

PlanetBoss at T-zeroArena pattern
Old EarthRingmaster (no concrete definition yet)Placeholder until boss is built

Which planets use it

A single player-facing planet attaches to the Old Earth biome.

PlanetNumeric ID
Old Earth33

The planet’s reward-track XP curve is set to a 1.0x placeholder multiplier — equal to the Landing Site baseline — and base run XP per completion is a placeholder of 10. Reward names for the planet are still placeholder strings (“Earth Event”, “Secret Boss”, “Global Shield Boost” buff, plus generic ship and weapon TBDs).


EXTRACT-CANDIDATE: this is the only biome ID in the planet config that has no entry in the world-generator’s biome config table. The generator falls back to the starter biome’s hub-and-spoke topology while the attached level preset overrides the terrain shape pool. The fallback path is the same one that the parallax recipe registry uses for unknown biome IDs but used here on purpose. Worth a callout on world.md explaining the “biome ID without a biome config” pattern.

EXTRACT-CANDIDATE: the grounded skyscraper bake variant (front face holds full alpha all the way down, with a visible base block connecting to the dirt) is unique to this biome. The default Sunrise-City variant fades the front face to zero alpha at the bottom for the “dissolving into the void skyline” look. Worth a one-line callout on world.md or biomes.md next to the building-shape pool documentation.

EXTRACT-CANDIDATE: the square lat/long topographic grid is one of three gameplay-underlay variants (default hex grid, Delphi water-wave grid, Old Earth lat/long grid) and is unique to this biome. Worth a shared “gameplay-underlay variants” table on world.md or biomes.md.

EXTRACT-CANDIDATE: the bugs-with-sniper enemy set borrows the sniper archetype from the city roster’s leader pool and uses it as a bug-roster rare. Old Earth is the only player-facing planet that wires the sniper this way. Same pattern as Network Station (field), Delphi (racer), Solaris (mortar). Worth a “bug-roster variants share city-roster leaders” callout on enemies.md rather than restating per biome page.

EXTRACT-CANDIDATE: per-planet boss assignment (Old Earth Ringmaster) is duplicated between this page, biomes.md, and bosses.md. Acceptable repetition per the wiki stat-table rule — flagging only.

EXTRACT-CANDIDATE: the planet-specific archetype pin (Old Earth Nebula archetype, grey-green mist, low luminosity 0.9) is a single derived fact in code and is not yet captured anywhere else in the wiki. Old Earth differs from Landing Site / Sunrise City / Voidstar / Obsidian Spire (which all pull from the shared smooth-nebula pool); it has its own pinned archetype like Solaris through Obelisk do. Candidate for promoting to the planets rollup.

EXTRACT-CANDIDATE: planet 33’s XP-curve multiplier (1.0x) and base run XP (10) are explicitly flagged as “placeholder” in the source data, as are the reward-track names (“Earth Event”, “Secret Boss”, “Global Shield Boost”). Worth a “placeholder vs. final” classification on planets.md or progression.md so the placeholder state of planets 30–37 is visible from one place.

EXTRACT-CANDIDATE: the Ringmaster boss is a name-only entry in the boss-ID type union with no concrete definition file yet. Same status as several planet 30–37 reward names. Worth a “named-but-undefined boss” list on bosses.md.