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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

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.