docs: map every player-facing screen and state

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# Aetherbound Guild: Screen And State Map
> Authority: complete player-facing navigation, screen purposes, major states,
> onboarding surfaces, and chapter-specific presentation coverage.
>
> Stage: pre-production design. This document specifies presentation; it does
> not claim an implemented or human-understood interface.
## 1. Screen Contract
The game uses a landscape `16:9` reference canvas at `1920x1080`. The minimum
supported design viewport is `1280x720`; the large reference is `2560x1440`.
Critical controls remain inside a `96 px` reference safe margin on every edge.
Extra-wide displays reveal more world at the sides and never stretch the HUD.
Every player-facing state must answer these questions without opening another
page:
1. Where am I?
2. What changed since the previous state?
3. What is the current pressure, cost, or opportunity?
4. What is the one next action the page recommends without forcing?
5. How do I inspect the rule and how do I leave safely?
The interface is a game scene with docked instruments, not a dashboard of
floating cards. Full-screen locations, characters, routes, and battle actors
carry the fantasy. Panels attach to screen edges or physical in-world surfaces.
Only repeated inventory entries, modal confirmations, and comparison tools use
bounded cards.
## 2. Global Shells
### 2.1 Guild Shell
The Guild is a full-bleed, evolving illustrated yard. Restored services occupy
physical locations and animate when active. A shallow top status rail shows the
current chapter objective, Crowns, selected company readiness, and save state.
A bottom destination dock contains five persistent destinations:
`Yard | Company | Workshop | Records | World Map`
The current destination is shown by a raised metal-and-cloth tab plus a text
label. Settings is a gear icon in the top-right safe area and is never hidden in
a destination overflow menu.
### 2.2 Expedition Shell
The route fills the world surface. A left edge expedition strip shows company,
Supplies, Strain, and Command preparation. A right edge Cache strap shows
secured and unsecured value. The lower band contains the selected node's
threat/reward comparison and one primary commit action. Route nodes never look
like generic circles: each is a miniature place silhouette with a type marker.
### 2.3 Battle Shell
The battlefield occupies at least 68% of the reference frame. Six allied slots
sit in the left/lower half and enemy lanes in the right/upper half. HUD elements
attach to actors, lanes, or screen edges; they do not form a wall over the
action. At 1x speed, the visual priority is:
1. next major enemy telegraph and affected lane;
2. allied unit at greatest immediate risk;
3. legal Directive and remaining Command charges.
Pause, speed, event log, settings, Cache risk, and retreat remain available in
the safe area without competing with the three priority reads.
### 2.4 Overlay Stack
Overlays darken but do not blur the underlying state. Only the top overlay owns
input. Back/cancel closes one layer and restores prior focus. The stack order is:
`base screen -> inspect drawer -> selection overlay -> review -> confirmation`
No confirmation opens another confirmation. Destructive confirmation uses the
full effect statement, stable target name, and a hold or second explicit input;
cancel receives default focus.
## 3. Complete Navigation Tree
```text
Boot
|- Accessibility primer (first launch)
|- Language and safe-area calibration (first launch)
`- Title
|- Continue -> Returning recap or current safe state
|- Campaign slots -> New campaign / slot actions
|- Second Weave -> Postgame slot selection
|- Records -> profile completion overview
`- Settings / Credits / Licenses
Guild Yard
|- Company
| |- Roster -> Adventurer detail -> Profession / Skills / Equipment
| |- Formation workshop -> Company validation
| `- Presets / Reserves / Standing orders
|- Workshop
| |- Forge / Upgrade / Salvage
| |- Clinic / Strain recovery
| `- Service restoration / facility detail
|- Records
| |- Bestiary / Items / Professions / Characters
| |- Achievements / Collections / Guild history
| `- Tutorial and glossary archive
`- World Map
|- Chapter overview -> settlement -> expedition briefing
`- Second Weave laws and mastery hunts
Expedition
|- Route graph -> node preview -> commit
|- Encounter preview -> company adjustment -> battle
|- Noncombat decision / camp / recruit / mastery trial
|- Reward draft -> Cache decision
|- Anchor -> bank / recovery / standing-order update
`- Withdrawal / defeat recovery -> Anchor or Guild
Battle
|- Live battle -> telegraph/status/event inspect
|- Directive selection -> targeting -> review -> commit
|- Pause -> battle options / controls / retreat review
|- Victory -> diagnosis -> reward
`- Defeat -> cause -> loss review -> recovery choice
```
## 4. Screen Inventory
### 4.1 Boot, Title, And Campaign
| ID | Screen | Three-second focal order | Primary action | Required variants and exit |
|---|---|---|---|---|
| `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 |
| `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 |
| `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 |
| `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 |
| `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 |
| `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 |
| `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 |
| `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 |
| `SYS-009` | Profile completion | campaign, mastery, collection, challenge completion rings | Open incomplete category | first campaign, completed, 100% state; back to Title or Records |
| `SYS-010` | Credits, licenses, and data use | credits chapters, licenses, privacy/offline statement | Open section | text search, external link confirmation; back to Title |
### 4.2 Guild And Company
| ID | Screen | Three-second focal order | Primary action | Required variants and exit |
|---|---|---|---|---|
| `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 |
| `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 |
| `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 |
| `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 |
| `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 |
| `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 |
| `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 |
| `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 |
| `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 |
| `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 |
| `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 |
| `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 |
| `GLD-013` | Guild history | chronological illustrated repair line, current consequence | Inspect event | empty first launch, filtered character/region, ending; back to Records |
### 4.3 Workshop And Services
| ID | Screen | Three-second focal order | Primary action | Required variants and exit |
|---|---|---|---|---|
| `WRK-001` | Workshop floor | working forge, selected recipe family, material shortage/surplus | Open Forge | broken, basic, selected chapter restoration, postgame; back to Yard |
| `WRK-002` | Forge and craft | output item, exact budget/effect, ingredient change | Craft one | affordable, insufficient, deterministic counter-item fallback, duplicate, inventory cap policy |
| `WRK-003` | Upgrade | before/after item, behavior preserved/changed, exact cost | Upgrade | at cap, chapter lock, insufficient, equipped item, unique behavior boundary |
| `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 |
| `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 |
| `WRK-006` | Service restoration | two physical service futures, world/economy consequences, preview | Choose restoration | eight chapter-specific decisions, consequence comparison, confirmation, completed permanent state |
| `WRK-007` | Facility detail | facility process animation, current capability, next unlock | Use service | locked, newly restored, upgrade-ready, fully complete; back to Yard |
| `WRK-008` | Training hall | fixed threat, selected counter hypothesis, no-reward label | Start training | tutorial, same-seed replay, custom formation, invalid company, completed analysis |
### 4.4 Records And Collections
| ID | Screen | Three-second focal order | Primary action | Required variants and exit |
|---|---|---|---|---|
| `REC-001` | Records atrium | illustrated category shelves, newest discovery, completion | Open category | first discovery, all complete, filtered; back to Yard |
| `REC-002` | Bestiary | enemy illustration/silhouette, known mechanic, counter evidence | Inspect identity | unseen, observed, researched, mastered, variant, boss; chapter/filter/search states |
| `REC-003` | Item catalog | item illustration, owned count, behavior summary | Inspect item | unknown source, known-unowned, owned, upgraded, attuned, collection-linked |
| `REC-004` | Profession atlas | 12-base radial branches, selected role, mastery proof | Inspect profession | locked advanced, eligible, mastered, character compatibility, comparison |
| `REC-005` | Character archive | 30 portrait ledger, selected arc state, relationship links | Inspect character | unknown, recruitable, recruited, arc complete, ending state |
| `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 |
| `REC-007` | Collection room | physical collection display, missing evidence, regional consequence | Inspect collection | empty plinth, partial, complete, Second Weave variation |
| `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 |
| `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 |
### 4.5 World, Chapter, And Expedition
| ID | Screen | Three-second focal order | Primary action | Required variants and exit |
|---|---|---|---|---|
| `WLD-001` | Concordance world map | active rupture, current settlement, chapter route | Enter chapter | chapter locked, available, active, restored, postgame remix; back to Yard |
| `WLD-002` | Chapter overview | settlement key art, learning goal, persistent choice | View expedition | new, in progress, confrontation ready, restored, unresolved objective, Reweave |
| `WLD-003` | Settlement hub | local service at risk, named contact, route exits | Open route board | chapter-specific before/after repair, optional scene, recruit ready |
| `EXP-001` | Expedition briefing | route objective, company readiness, difficulty losses | Begin expedition | invalid company, no counter tag, safe warning, resumed expedition, Reweave law |
| `EXP-002` | Route graph | next forks, route pressure, Cache/Supplies | Inspect node | hidden, forecasted, selected, completed, closed, reroute path, boss approach |
| `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 |
| `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 |
| `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 |
| `EXP-006` | Camp | recovery candidates, Supply cost, next pressure | Commit camp action | heal, clear Strain, field craft, relationship, leave unused; exact opportunity cost |
| `EXP-007` | Noncombat decision | illustrated situation, two or three consequences, affected records | Choose reviewed option | insufficient condition, defer, irreversible chapter flag, accessibility summary |
| `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 |
| `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 |
| `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 |
| `EXP-011` | Withdrawal review | bank/discard comparison, Supply conversion, route consequence | Confirm withdrawal | three difficulty contracts, noncombat only, cancel, operation retry receipt |
| `EXP-012` | Chapter confrontation | boss scene, learned mechanics checklist, consequence allies | Begin confrontation | not ready, ready, alternate ally support, Reweave clauses |
### 4.6 Battle, Result, And Recovery
| ID | Screen | Three-second focal order | Primary action | Required variants and exit |
|---|---|---|---|---|
| `BAT-001` | Battle opening | lane matchup, first telegraph, greatest-risk ally | Start or inspect | 1x tutorial lock, normal, boss phase intro, resumed snapshot |
| `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 |
| `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 |
| `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 |
| `BAT-005` | Directive selection | two prepared Directives, legal states, Command cost | Select Directive | zero charge, illegal target, cooldown/window, mastered standing-order interaction |
| `BAT-006` | Directive targeting | legal target/lane, outcome preview, cancel | Review target | tap-select and controller focus, no legal target, target changes before commit |
| `BAT-007` | Directive review | exact event insertion, one charge cost, changed forecast | Confirm Directive | duplicate confirm receipt, stale target rejection, cancel spends nothing |
| `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 |
| `BAT-009` | Battle pause | battlefield frozen, resume, current objective | Resume | settings overlay, controls, event log, retreat review; no hidden simulation progress |
| `BAT-010` | Retreat review | channel time, expected Cache/Supply/Strain transaction, risk | Start retreat channel | unavailable, interrupted, completed, difficulty variants, cancel before commit |
| `RES-001` | Victory tableau | surviving company, decisive rule, reward path | View diagnosis | ordinary, elite, boss, no Downed, rescued, challenge complete |
| `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 |
| `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 |
| `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 |
| `RES-005` | Chapter restoration result | transformed location, chosen service, new capability | Return to Guild | eight chapter-specific transformations, delayed consequence, Reweave change |
| `RES-006` | Campaign ending | working federation panorama, character outcomes, completion | Enter epilogue records | choice-reactive panels, credits, Second Weave offer, continue completed world |
| `RES-007` | Second Weave setup | carried accord, selectable law, visible changed route | Begin new weave | locked requirements, law conflict, difficulty review, completed challenge state |
### 4.7 Settings And Diagnostics
| ID | Screen | Three-second focal order | Primary action | Required variants and exit |
|---|---|---|---|---|
| `SET-001` | Settings index | categories, changed-value indicator, Reset category | Open category | title/guild/battle entry, unsaved input remap, safe defaults |
| `SET-002` | Display | UI scale preview, safe area, contrast | Apply display settings | 100/115/130%, high contrast, color cues, brightness, window/display modes |
| `SET-003` | Motion and effects | live sample, reduced motion/flashes, camera/hit stop | Apply effects | low power, particle density, shake 0-100%, photosensitivity preset |
| `SET-004` | Audio | master/music/ambience/voice/SFX sliders, live test | Apply audio | mute, output change, subtitles/captions, dynamic range, mono compatibility |
| `SET-005` | Controls | current device map, focus path sample, conflicts | Save mapping | touch options, mouse/keyboard, controller, hold timing, reset, disconnect |
| `SET-006` | Language and text | language preview, glossary sample, subtitle size | Apply language | English, zh_CN, 130%, dyslexia-friendly spacing option, pseudolocale developer-only |
| `SET-007` | Gameplay assists | pause behavior, speed defaults, forecast detail | Apply assists | no result-changing assist hidden as accessibility; changes explain scope |
| `SET-008` | Save and cloud | local commit health, cloud state, export | Manage save | offline, sync, divergence, conflict, backup recovered, diagnostics export |
| `SET-009` | Data and reset | exact scope summary, recoverable trash policy | Open review | campaign delete, profile reset, local diagnostics clear; destructive flow only |
| `SET-010` | Diagnostics | build/ruleset IDs, event/export summaries, copy action | Export diagnostic | redacted by default, no credentials, export success/failure |
## 5. Chapter-Specific Visual Screen Families
Each chapter requires at least three independently composed full-screen scenes.
They share HUD geometry but not background composition, palette, primary prop,
weather, route material, or boss silhouette.
| Chapter | `A` Route/settlement scene | `B` representative battlefield | `C` restoration/choice scene |
|---|---|---|---|
| `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 |
| `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 |
| `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 |
| `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 |
| `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 |
| `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 |
| `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 |
| `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 |
Every `A` scene appears in `WLD-002` and `WLD-003`, every `B` scene supports
`EXP-004`, `BAT-001`, and `BAT-002`, and every `C` scene supports `WRK-006` and
`RES-005`. Boss confrontations add a unique boss layer to the chapter's `B`
scene rather than replacing it with an unrelated arena.
## 6. Common Component States
Every actionable component implements the same semantic states. A screen cannot
invent a sixth meaning for disabled or selected.
| State | Visual and text contract | Input result |
|---|---|---|
| Available | full silhouette, action verb, cost/effect visible | opens review or commits only when no review is required |
| Selected | physical raised edge, high-contrast outline, check marker | second input opens detail or confirms according to screen contract |
| Active | moving state marker and explicit `Active` label | does not restart or spend again |
| Unaffordable | required value and current shortfall shown | inspect remains legal; commit disabled with reason |
| Locked | named requirement and where it can be fulfilled | inspect requirement; never silent tap |
| 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.