docs: map every player-facing screen and state
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# Aetherbound Guild: Screen And State Map
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> Authority: complete player-facing navigation, screen purposes, major states,
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> onboarding surfaces, and chapter-specific presentation coverage.
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>
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> Stage: pre-production design. This document specifies presentation; it does
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> not claim an implemented or human-understood interface.
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## 1. Screen Contract
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The game uses a landscape `16:9` reference canvas at `1920x1080`. The minimum
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supported design viewport is `1280x720`; the large reference is `2560x1440`.
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Critical controls remain inside a `96 px` reference safe margin on every edge.
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Extra-wide displays reveal more world at the sides and never stretch the HUD.
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Every player-facing state must answer these questions without opening another
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page:
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1. Where am I?
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2. What changed since the previous state?
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3. What is the current pressure, cost, or opportunity?
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4. What is the one next action the page recommends without forcing?
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5. How do I inspect the rule and how do I leave safely?
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The interface is a game scene with docked instruments, not a dashboard of
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floating cards. Full-screen locations, characters, routes, and battle actors
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carry the fantasy. Panels attach to screen edges or physical in-world surfaces.
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Only repeated inventory entries, modal confirmations, and comparison tools use
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bounded cards.
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## 2. Global Shells
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### 2.1 Guild Shell
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The Guild is a full-bleed, evolving illustrated yard. Restored services occupy
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physical locations and animate when active. A shallow top status rail shows the
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current chapter objective, Crowns, selected company readiness, and save state.
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A bottom destination dock contains five persistent destinations:
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`Yard | Company | Workshop | Records | World Map`
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The current destination is shown by a raised metal-and-cloth tab plus a text
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label. Settings is a gear icon in the top-right safe area and is never hidden in
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a destination overflow menu.
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### 2.2 Expedition Shell
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The route fills the world surface. A left edge expedition strip shows company,
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Supplies, Strain, and Command preparation. A right edge Cache strap shows
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secured and unsecured value. The lower band contains the selected node's
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threat/reward comparison and one primary commit action. Route nodes never look
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like generic circles: each is a miniature place silhouette with a type marker.
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### 2.3 Battle Shell
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The battlefield occupies at least 68% of the reference frame. Six allied slots
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sit in the left/lower half and enemy lanes in the right/upper half. HUD elements
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attach to actors, lanes, or screen edges; they do not form a wall over the
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action. At 1x speed, the visual priority is:
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1. next major enemy telegraph and affected lane;
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2. allied unit at greatest immediate risk;
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3. legal Directive and remaining Command charges.
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Pause, speed, event log, settings, Cache risk, and retreat remain available in
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the safe area without competing with the three priority reads.
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### 2.4 Overlay Stack
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Overlays darken but do not blur the underlying state. Only the top overlay owns
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input. Back/cancel closes one layer and restores prior focus. The stack order is:
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`base screen -> inspect drawer -> selection overlay -> review -> confirmation`
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No confirmation opens another confirmation. Destructive confirmation uses the
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full effect statement, stable target name, and a hold or second explicit input;
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cancel receives default focus.
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## 3. Complete Navigation Tree
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```text
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Boot
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|- Accessibility primer (first launch)
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|- Language and safe-area calibration (first launch)
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`- Title
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|- Continue -> Returning recap or current safe state
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|- Campaign slots -> New campaign / slot actions
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|- Second Weave -> Postgame slot selection
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|- Records -> profile completion overview
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`- Settings / Credits / Licenses
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Guild Yard
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|- Company
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| |- Roster -> Adventurer detail -> Profession / Skills / Equipment
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| |- Formation workshop -> Company validation
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| `- Presets / Reserves / Standing orders
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|- Workshop
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| |- Forge / Upgrade / Salvage
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| |- Clinic / Strain recovery
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| `- Service restoration / facility detail
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|- Records
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| |- Bestiary / Items / Professions / Characters
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| |- Achievements / Collections / Guild history
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| `- Tutorial and glossary archive
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`- World Map
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|- Chapter overview -> settlement -> expedition briefing
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`- Second Weave laws and mastery hunts
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Expedition
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|- Route graph -> node preview -> commit
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|- Encounter preview -> company adjustment -> battle
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|- Noncombat decision / camp / recruit / mastery trial
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|- Reward draft -> Cache decision
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|- Anchor -> bank / recovery / standing-order update
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`- Withdrawal / defeat recovery -> Anchor or Guild
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Battle
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|- Live battle -> telegraph/status/event inspect
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|- Directive selection -> targeting -> review -> commit
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|- Pause -> battle options / controls / retreat review
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|- Victory -> diagnosis -> reward
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`- Defeat -> cause -> loss review -> recovery choice
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```
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## 4. Screen Inventory
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### 4.1 Boot, Title, And Campaign
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| ID | Screen | Three-second focal order | Primary action | Required variants and exit |
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|---|---|---|---|---|
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| `SYS-001` | Boot and studio marks | animated Waylamp line, product mark, loading state | none | first load, shader/content migration progress, recoverable load error; proceeds automatically |
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| `SYS-002` | Accessibility primer | text size preview, contrast example, Continue | Apply recommended preset | 100/115/130%, reduced motion/flashes, captions; back is disabled only before a legal preset exists |
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| `SYS-003` | Language and safe-area calibration | language pair, corner markers, Continue | Confirm language and safe area | English, zh_CN, controller overscan; can reopen later from Display settings |
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| `SYS-004` | Title | working guild above a ruptured route, Continue, current slot summary | Continue | no save, resumable battle, postgame unlocked, offline service warning; Settings and slot select remain visible |
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| `SYS-005` | Campaign slots | three named slot ledgers, last location, play time | Open selected slot | empty, healthy, recovered backup, migration required, conflict, deleted-in-trash; back to Title |
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| `SYS-006` | New campaign setup | difficulty consequence comparison, accessibility inheritance, Begin | Begin Wayfinder campaign | difficulty review, slot overwrite review, seed disclosure; no character creator or randomized roster |
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| `SYS-007` | Returning recap | illustrated last events, unresolved objective, one suggested inspection | Resume | 1-7 days, 8-30 days, 30+ days, post-failure, post-restoration; skip to safe state |
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| `SYS-008` | Save recovery | valid lineage, exact lost interval, recovery options | Load recommended valid commit | corrupt active, all snapshots corrupt, migration fallback, cloud conflict; export diagnostics and return to slots |
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| `SYS-009` | Profile completion | campaign, mastery, collection, challenge completion rings | Open incomplete category | first campaign, completed, 100% state; back to Title or Records |
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| `SYS-010` | Credits, licenses, and data use | credits chapters, licenses, privacy/offline statement | Open section | text search, external link confirmation; back to Title |
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### 4.2 Guild And Company
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| ID | Screen | Three-second focal order | Primary action | Required variants and exit |
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|---|---|---|---|---|
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| `GLD-001` | Guild Yard | current objective in world, active service, ready company | Open World Map | chapter 1 broken yard through eight restoration states; idle, returning, facility alert, chapter complete |
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| `GLD-002` | Objective board | next anchor objective, two optional goals, known consequence | Track objective | no optional goals, completed, blocked by route, postgame; close to Yard |
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| `GLD-003` | Roster | six selected members, readiness issues, available recruits | Inspect adventurer | 30 owned, filtered, injured, no valid deployable, new recruit, 130% text; back to Company |
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| `GLD-004` | Adventurer detail | full-body adventurer, current profession/talent, readiness | Edit loadout | recruited, locked silhouette with known route, three Strain, relationship scene ready, max mastery |
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| `GLD-005` | Formation workshop | six-slot Weave Grid, predicted protection/targets, validation | Confirm company | empty slot, invalid role, reserves, drag and tap-select paths, compare preset, tutorial highlight |
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| `GLD-006` | Company presets | named formation preview, legal differences, save/overwrite action | Apply preset | empty, invalid after content change, current, six saved presets; overwrite/delete review |
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| `GLD-007` | Profession assignment | character silhouette, base/advanced tree, combat role preview | Assign profession | locked, mastery-ready, branch choice, respec, no compatible advanced branch; cancel preserves loadout |
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| `GLD-008` | Skill loadout | four skill slots, timeline effect preview, point budget | Confirm skills | empty slot, over budget, invalid combination, refund, maxed, large text scroll |
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| `GLD-009` | Equipment loadout | equipped silhouette layers, exact behavior delta, inventory candidates | Equip selected item | no item, unique-group dormant, comparison, attunement, locked route, salvage-protected |
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| `GLD-010` | Standing orders | event-condition-action row, exception preview, mastery eligibility | Save order | no mastery, invalid condition, overlapping rules, disabled, training preview; back to Company |
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| `GLD-011` | Recruit review | named character, motive and field proof, company impact | Recruit | roster full is not a blocker because reserves are persistent; decline defers, never deletes recruit |
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| `GLD-012` | Relationship scene index | two-character scene illustration, unresolved relationship, reward type | Play scene | locked reason, ready, seen, consent-sensitive skip summary; back to Adventurer or Records |
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| `GLD-013` | Guild history | chronological illustrated repair line, current consequence | Inspect event | empty first launch, filtered character/region, ending; back to Records |
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### 4.3 Workshop And Services
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| ID | Screen | Three-second focal order | Primary action | Required variants and exit |
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|---|---|---|---|---|
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| `WRK-001` | Workshop floor | working forge, selected recipe family, material shortage/surplus | Open Forge | broken, basic, selected chapter restoration, postgame; back to Yard |
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| `WRK-002` | Forge and craft | output item, exact budget/effect, ingredient change | Craft one | affordable, insufficient, deterministic counter-item fallback, duplicate, inventory cap policy |
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| `WRK-003` | Upgrade | before/after item, behavior preserved/changed, exact cost | Upgrade | at cap, chapter lock, insufficient, equipped item, unique behavior boundary |
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| `WRK-004` | Salvage review | item to lose, returned materials, affected presets | Confirm salvage | locked/favorite/equipped/protected, bulk selection, no eligible items; destructive second confirm |
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| `WRK-005` | Clinic | injured adventurers in scene, Strain, available recovery | Recover selected unit | no Strain, insufficient Supply only at Anchor, full Guild recovery, story scene ready |
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| `WRK-006` | Service restoration | two physical service futures, world/economy consequences, preview | Choose restoration | eight chapter-specific decisions, consequence comparison, confirmation, completed permanent state |
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| `WRK-007` | Facility detail | facility process animation, current capability, next unlock | Use service | locked, newly restored, upgrade-ready, fully complete; back to Yard |
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| `WRK-008` | Training hall | fixed threat, selected counter hypothesis, no-reward label | Start training | tutorial, same-seed replay, custom formation, invalid company, completed analysis |
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### 4.4 Records And Collections
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| ID | Screen | Three-second focal order | Primary action | Required variants and exit |
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|---|---|---|---|---|
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| `REC-001` | Records atrium | illustrated category shelves, newest discovery, completion | Open category | first discovery, all complete, filtered; back to Yard |
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| `REC-002` | Bestiary | enemy illustration/silhouette, known mechanic, counter evidence | Inspect identity | unseen, observed, researched, mastered, variant, boss; chapter/filter/search states |
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| `REC-003` | Item catalog | item illustration, owned count, behavior summary | Inspect item | unknown source, known-unowned, owned, upgraded, attuned, collection-linked |
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| `REC-004` | Profession atlas | 12-base radial branches, selected role, mastery proof | Inspect profession | locked advanced, eligible, mastered, character compatibility, comparison |
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| `REC-005` | Character archive | 30 portrait ledger, selected arc state, relationship links | Inspect character | unknown, recruitable, recruited, arc complete, ending state |
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| `REC-006` | Achievement ledger | achievement artwork, exact requirement progress, reward | Inspect achievement | hidden only when discovery is the mechanic; incomplete, claim-ready, complete, platform sync pending |
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| `REC-007` | Collection room | physical collection display, missing evidence, regional consequence | Inspect collection | empty plinth, partial, complete, Second Weave variation |
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| `REC-008` | Tutorials and glossary | current topic illustration, plain-language rule, replay link | Replay example | never seen, newly unlocked, completed, returning recommendation, search/no result |
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| `REC-009` | Battle reports archive | encounter scene strip, first failure point, build snapshot | Open report | victory, defeat, retreat, training, missing old ruleset; compare two reports |
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### 4.5 World, Chapter, And Expedition
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| ID | Screen | Three-second focal order | Primary action | Required variants and exit |
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|---|---|---|---|---|
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| `WLD-001` | Concordance world map | active rupture, current settlement, chapter route | Enter chapter | chapter locked, available, active, restored, postgame remix; back to Yard |
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| `WLD-002` | Chapter overview | settlement key art, learning goal, persistent choice | View expedition | new, in progress, confrontation ready, restored, unresolved objective, Reweave |
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| `WLD-003` | Settlement hub | local service at risk, named contact, route exits | Open route board | chapter-specific before/after repair, optional scene, recruit ready |
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| `EXP-001` | Expedition briefing | route objective, company readiness, difficulty losses | Begin expedition | invalid company, no counter tag, safe warning, resumed expedition, Reweave law |
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| `EXP-002` | Route graph | next forks, route pressure, Cache/Supplies | Inspect node | hidden, forecasted, selected, completed, closed, reroute path, boss approach |
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| `EXP-003` | Node comparison | two node scenes, threat/counter, reward/cache delta | Commit node | safe/elite/camp/story/recruit/mastery/boss, unknown bounded reward, inaccessible reason |
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| `EXP-004` | Encounter preview | enemy formation, major telegraphs, projected first targets | Prepare company | ordinary, elite, sub-boss, boss, researched variant, surprise clause with legal preview |
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| `EXP-005` | Between-node company | formation, health/Strain, reserve and limited changes | Continue | reserve swap, one free change, extra change costing Supply, no legal unit |
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| `EXP-006` | Camp | recovery candidates, Supply cost, next pressure | Commit camp action | heal, clear Strain, field craft, relationship, leave unused; exact opportunity cost |
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| `EXP-007` | Noncombat decision | illustrated situation, two or three consequences, affected records | Choose reviewed option | insufficient condition, defer, irreversible chapter flag, accessibility summary |
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| `EXP-008` | Reward draft | three authored rewards, build interaction, Cache exposure | Accept reward | bad-luck guarantee, deterministic counter item, no inventory space policy, skip for Crowns |
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| `EXP-009` | Cache management | unsecured physical satchel, exact risk lines, Anchor distance | Secure or continue | empty, mixed splittable/indivisible, difficulty preview, loss example, post-battle update |
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| `EXP-010` | Anchor | banked reward transfer, persistent route state, three next plans | Commit next plan | bank, recover, update order, withdraw, chapter confrontation, corrupted save blocked |
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| `EXP-011` | Withdrawal review | bank/discard comparison, Supply conversion, route consequence | Confirm withdrawal | three difficulty contracts, noncombat only, cancel, operation retry receipt |
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| `EXP-012` | Chapter confrontation | boss scene, learned mechanics checklist, consequence allies | Begin confrontation | not ready, ready, alternate ally support, Reweave clauses |
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### 4.6 Battle, Result, And Recovery
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| ID | Screen | Three-second focal order | Primary action | Required variants and exit |
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|---|---|---|---|---|
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| `BAT-001` | Battle opening | lane matchup, first telegraph, greatest-risk ally | Start or inspect | 1x tutorial lock, normal, boss phase intro, resumed snapshot |
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| `BAT-002` | Live battle | next telegraph, threatened ally, Directive state | Inspect or intervene | calm, busy, Break, Downed, Rescue Window, Fracture Clock, boss phase, low-power |
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| `BAT-003` | Telegraph inspect | affected lane/targets, countdown, plain cause/counters | Close and act | known, partially researched, variant, non-counterable but mitigable; pauses at allowed speeds |
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| `BAT-004` | Status and unit inspect | selected actor, current event timeline, exact derived values | Pin event or close | ally/enemy/device/decoy, hidden value explanation, screen-reader linear version |
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| `BAT-005` | Directive selection | two prepared Directives, legal states, Command cost | Select Directive | zero charge, illegal target, cooldown/window, mastered standing-order interaction |
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| `BAT-006` | Directive targeting | legal target/lane, outcome preview, cancel | Review target | tap-select and controller focus, no legal target, target changes before commit |
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| `BAT-007` | Directive review | exact event insertion, one charge cost, changed forecast | Confirm Directive | duplicate confirm receipt, stale target rejection, cancel spends nothing |
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| `BAT-008` | Battle event log | chronological icon/text rows, selected cause chain, jump-to-event | Inspect event | current, paused, post-battle, filtered actor/type, captions, 130% text |
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| `BAT-009` | Battle pause | battlefield frozen, resume, current objective | Resume | settings overlay, controls, event log, retreat review; no hidden simulation progress |
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| `BAT-010` | Retreat review | channel time, expected Cache/Supply/Strain transaction, risk | Start retreat channel | unavailable, interrupted, completed, difficulty variants, cancel before commit |
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| `RES-001` | Victory tableau | surviving company, decisive rule, reward path | View diagnosis | ordinary, elite, boss, no Downed, rescued, challenge complete |
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| `RES-002` | Battle diagnosis | predicted vs actual timeline, first divergence, counter options | Continue to reward | victory lesson, defeat cause, standing-order exception, no actionable error |
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| `RES-003` | Defeat transaction | exact lost Cache lines, Strain/Supplies changes, cause | Accept committed result | three difficulties, operation retry receipt, all cache lost, no cache |
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| `RES-004` | Recovery choice | first preventable event, three legal paths, retained state | Reconfigure at Anchor | train same seed, end at Guild, no Anchor fallback; never paid continue |
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| `RES-005` | Chapter restoration result | transformed location, chosen service, new capability | Return to Guild | eight chapter-specific transformations, delayed consequence, Reweave change |
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| `RES-006` | Campaign ending | working federation panorama, character outcomes, completion | Enter epilogue records | choice-reactive panels, credits, Second Weave offer, continue completed world |
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| `RES-007` | Second Weave setup | carried accord, selectable law, visible changed route | Begin new weave | locked requirements, law conflict, difficulty review, completed challenge state |
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### 4.7 Settings And Diagnostics
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| ID | Screen | Three-second focal order | Primary action | Required variants and exit |
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|---|---|---|---|---|
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| `SET-001` | Settings index | categories, changed-value indicator, Reset category | Open category | title/guild/battle entry, unsaved input remap, safe defaults |
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| `SET-002` | Display | UI scale preview, safe area, contrast | Apply display settings | 100/115/130%, high contrast, color cues, brightness, window/display modes |
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| `SET-003` | Motion and effects | live sample, reduced motion/flashes, camera/hit stop | Apply effects | low power, particle density, shake 0-100%, photosensitivity preset |
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| `SET-004` | Audio | master/music/ambience/voice/SFX sliders, live test | Apply audio | mute, output change, subtitles/captions, dynamic range, mono compatibility |
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| `SET-005` | Controls | current device map, focus path sample, conflicts | Save mapping | touch options, mouse/keyboard, controller, hold timing, reset, disconnect |
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| `SET-006` | Language and text | language preview, glossary sample, subtitle size | Apply language | English, zh_CN, 130%, dyslexia-friendly spacing option, pseudolocale developer-only |
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| `SET-007` | Gameplay assists | pause behavior, speed defaults, forecast detail | Apply assists | no result-changing assist hidden as accessibility; changes explain scope |
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| `SET-008` | Save and cloud | local commit health, cloud state, export | Manage save | offline, sync, divergence, conflict, backup recovered, diagnostics export |
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| `SET-009` | Data and reset | exact scope summary, recoverable trash policy | Open review | campaign delete, profile reset, local diagnostics clear; destructive flow only |
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| `SET-010` | Diagnostics | build/ruleset IDs, event/export summaries, copy action | Export diagnostic | redacted by default, no credentials, export success/failure |
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## 5. Chapter-Specific Visual Screen Families
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Each chapter requires at least three independently composed full-screen scenes.
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They share HUD geometry but not background composition, palette, primary prop,
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weather, route material, or boss silhouette.
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| Chapter | `A` Route/settlement scene | `B` representative battlefield | `C` restoration/choice scene |
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|---|---|---|---|
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| `CHV-01A/B/C` First Light, Broken Bell | Windmill basin and silent bell wave crossing farm pumps | Bright grass terraces, three wind lanes, armored scavengers bracing against dark wavefront | Clinic lamps or warning towers receive the recovered bell pulse; chosen service begins moving in Guild Yard |
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| `CHV-02A/B/C` Voices in Glass | Flooded reed channels carrying visible voice ribbons toward ferry platforms | Translucent reed walls, rising water bands, delayed burst markers, recital-engine silhouette | Three ferry assemblies compare testimony; governance choice physically redirects clean water |
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| `CHV-03A/B/C` The Heat We Owe | Furnace district split between mint pipes and worker heat lines | Vertical smelter lift, pressure gates, alternating hot/cool bands, ledger constructs | Foundry charter table between labor furnace and mint conduit; selected network gains stable flame |
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| `CHV-04A/B/C` Leaves That Disagree | Living archive canopy with two incompatible charters growing as branches | Ink-leaf platforms where repeated action glyphs are visibly redacted | Canopy court preserves annotated disagreement or prunes a branch; the archive silhouette permanently changes |
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| `CHV-05A/B/C` Two Tides, One Name | Moon-tide harbor with real and mirrored manifests traveling on separate piers | Reflective reef lanes with offset doubles, identity rim patterns, rescue beacons | Customs desk and rescue tower face the same manifest wall; chosen priority changes which lights answer |
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| `CHV-06A/B/C` A Crown Made of Weather | Four floating wards orbiting the storm's calm eye | Layered aerial bridges, readable gust arrows, selective anchors, parallax rotation | Public weather mechanism is handed to central or rotating stewardship; ward paths visibly reorganize |
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| `CHV-07A/B/C` The Market Beneath Names | Descending market ring with deliberately blank registry fields paired with living owners | Intimate lantern platforms, false-safe telegraphs, memory-map cords, relational tells | Anonymous maintainers decide reveal/protection at a circular registry; no person is rendered as an erased silhouette |
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| `CHV-08A/B/C` A Concord of Many | Seven consequence rooms converging on the First Junction | Multi-region battlefield where three linked telegraphs require visibly different roles | Public plural charter is woven from eight region materials; final guild remains a working repair yard, not a throne |
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Every `A` scene appears in `WLD-002` and `WLD-003`, every `B` scene supports
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`EXP-004`, `BAT-001`, and `BAT-002`, and every `C` scene supports `WRK-006` and
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`RES-005`. Boss confrontations add a unique boss layer to the chapter's `B`
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scene rather than replacing it with an unrelated arena.
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## 6. Common Component States
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Every actionable component implements the same semantic states. A screen cannot
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invent a sixth meaning for disabled or selected.
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| State | Visual and text contract | Input result |
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|---|---|---|
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| Available | full silhouette, action verb, cost/effect visible | opens review or commits only when no review is required |
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| Selected | physical raised edge, high-contrast outline, check marker | second input opens detail or confirms according to screen contract |
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| Active | moving state marker and explicit `Active` label | does not restart or spend again |
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| Unaffordable | required value and current shortfall shown | inspect remains legal; commit disabled with reason |
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| Locked | named requirement and where it can be fulfilled | inspect requirement; never silent tap |
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||||
| Temporarily unavailable | reason plus event/time that restores it | inspect reason; no success feedback |
|
||||
| Complete | final result and next consequence shown | opens result/history; does not claim again |
|
||||
| Claimed | receipt/check marker and granted result | returns original receipt on duplicate input |
|
||||
| Recoverable error | plain cause, safe retained state, Retry/Alternate | retry receives new attempt identity where required |
|
||||
| Blocked | external or integrity boundary and safe exit | cannot proceed; export diagnostics when relevant |
|
||||
|
||||
## 7. Loading, Empty, Error, And Interruption States
|
||||
|
||||
- Loading longer than 300 ms shows the named operation, never a generic spinner
|
||||
over an apparently tappable screen.
|
||||
- A content list empty because of filters shows `Clear filters`; genuinely
|
||||
undiscovered content shows its acquisition route when the design allows it.
|
||||
- Network unavailability cannot block campaign play. Platform achievements and
|
||||
cloud work enter a bounded outbox and show local completion separately.
|
||||
- Input-device change during a target or confirmation pauses selection and
|
||||
spends nothing.
|
||||
- Backgrounding during battle saves the deterministic snapshot and returns to a
|
||||
resume review, not directly into a running timeline.
|
||||
- A stale preview is rejected before cost. The updated preview highlights the
|
||||
exact value, target, or rule that changed.
|
||||
- Fatal content/ruleset mismatch returns to Campaign Slots with diagnostic
|
||||
export. It never offers to continue into a partially loaded campaign.
|
||||
|
||||
## 8. Onboarding Surface Map
|
||||
|
||||
The first 20 minutes use the normal screens with temporary teaching layers. No
|
||||
separate tutorial UI is allowed to teach a control that looks different later.
|
||||
|
||||
| Time | Base screen | Teaching layer | Removal condition |
|
||||
|---:|---|---|---|
|
||||
| 0:00-0:30 | `GLD-005` | highlights one Front slot and its protected Rear relation | valid tap-select/tap-destination placement |
|
||||
| 0:30-2:00 | `BAT-001/002` | freezes at first intercept and labels source, protector, result | player opens or dismisses cause chain |
|
||||
| 2:00-4:00 | `EXP-004` + `GLD-009/008` | presents guard-item and interrupt-skill counters side by side | either legal plan confirmed |
|
||||
| 4:00-7:00 | `BAT-002` | no answer highlight; event log records changed first failure point | variant resolved or free training reset chosen |
|
||||
| 7:00-10:00 | `EXP-003/009` | brackets reward, Unsecured Cache, and Anchor distance | player reviews and commits route risk |
|
||||
| 10:00-14:00 | `BAT-005/006/007` | one legal Directive path plus preserved-charge comparison | Directive result or explained preserved charge |
|
||||
| 14:00-18:00 | `EXP-006/005` | compares Supply recovery and reserve rotation | one reviewed option committed |
|
||||
| 18:00-20:00 | `EXP-002..010` | objective pin remains; all action highlights removed | player completes node and names next pressure |
|
||||
|
||||
After two failed independent attempts, `RES-002` offers the same-seed training
|
||||
replay with no rewards. It explains the first preventable event but does not
|
||||
equip or choose the answer.
|
||||
|
||||
## 9. Responsive And Accessibility Matrix
|
||||
|
||||
Every screen family must be designed and later captured at:
|
||||
|
||||
| Axis | Required states |
|
||||
|---|---|
|
||||
| Viewport | 1280x720, 1920x1080, 2560x1440; extra-wide reveal policy |
|
||||
| Language | English, Simplified Chinese, longest localized string fixture |
|
||||
| Scale | 100%, 115%, 130% UI/text |
|
||||
| Input | touch-only, mouse/keyboard, controller; focus indicator always visible |
|
||||
| Motion | normal, reduced motion, reduced flashes, camera shake 0 |
|
||||
| Audio | normal, master mute, captions-only, mono-compatible information cues |
|
||||
| Power | normal and low-power without changing simulation or decision timing |
|
||||
| Vision | standard and high contrast; no state relies only on hue |
|
||||
|
||||
At 130%, secondary prose may move into an inspect drawer, but cost, state,
|
||||
consequence, objective, and primary action remain in the first viewport. The
|
||||
battle event log becomes a full-screen linear overlay at 130% instead of
|
||||
shrinking the battlefield into an unreadable remainder.
|
||||
|
||||
## 10. Coverage Gate
|
||||
|
||||
The presentation package is incomplete until:
|
||||
|
||||
- every ID in Section 4 has one canonical layout and all listed variants;
|
||||
- all 24 `CHV` scene families have a visual board or prototype frame;
|
||||
- opening, first action, first choice, pressure, failure, recovery, reward,
|
||||
transformation, ending, and Second Weave are visible at actual landscape
|
||||
play size;
|
||||
- every action has available, locked/unavailable, selected, committed, and
|
||||
duplicate/retry behavior where applicable;
|
||||
- navigation is proven with touch, keyboard/mouse, and controller semantics;
|
||||
- English, zh_CN, 130%, reduced-motion, mute/captions, and low-power layouts are
|
||||
represented;
|
||||
- the interactive prototype can complete the first 20-minute flow as a
|
||||
compressed click path without unexplained dead controls.
|
||||
|
||||
This gate proves specification coverage only. Human visual quality,
|
||||
comprehension, fun, device behavior, and release acceptance remain open.
|
||||
Reference in New Issue
Block a user