# Phase 7 UI Production Contract ## Visual System - Landscape reference stage: `16:9`; protected controls stay inside safe edges. - Owner-facing shell: quiet light workspace with a persistent dark index. - Game surfaces: painted world first, compact graphite/ivory instruments second, teal route state, gold committed action, jade safe result and coral danger. - Actor scale: ordinary battle units occupy 10-14% of stage height; UI portraits may be larger only in Recruit inspect, loss review and Records. - Text is native HTML. AI imagery may never provide labels, values or controls. - Every primary action has enabled, selected, disabled and failure language. ## Eight Page Families 1. Boot, Title and Run creation. 2. Guild, Market and Recruit management. 3. Equipment, Artifact and Party preparation. 4. Risk selection and commitment. 5. Automatic Battle, inspect, pause, retreat and resume. 6. Result, casualty, reward, recovery and run closure. 7. Progression, Records, Chronicle and Oath Season. 8. Settings, save/data and accessibility. ## Asset Slots - `actor-card`: transparent identity anchor, full body, feet visible. - `actor-line`: idle/action frame at crowd scale with stable baseline. - `equipment-96` and `equipment-64`: accepted transparent item assets. - `vfx-128`: detached semantic cue; never baked into actor identity. - `environment-16x9`: opaque scene art behind editable HTML/UI layers. Generated identity anchors are visual candidates only. They may populate design pages after provenance, chroma cleanup and play-size review, but do not become runtime sprites until a later motion and engine-integration Goal. ## Responsive Rule The game stage keeps `16:9`. Wide desktop uses available width up to a readable maximum. Portrait mobile treats the stage as a horizontal artifact: the shell stacks controls above it and the dedicated viewer permits horizontal inspection without compressing game text into an unreadable portrait imitation.