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# Reference Experience Mapping
Date: 2026-08-11
Status: `PHASE5_REFERENCE_FIDELITY_CANDIDATE`
## Purpose
This document maps directly observed functional structures from authorized
public-video research into Aetherbound Guild's original product. It is not a
commercial screen catalog and contains no copied screenshots, names, prose,
formulas, art, audio, code, or extracted assets.
The mapping answers four questions for every important player surface:
1. What layout and operation were directly observed?
2. Why did that structure help the player make a decision?
3. What does Aetherbound adopt or improve?
4. Which expressive or product-specific parts remain rejected?
Evidence classes retain their research meaning: `PROVEN`, `PROVEN_UI_ONLY`,
`LOWER_BOUND`, and `UNKNOWN`. An observed layout never proves an unseen rule.
## Product Decision
Aetherbound may learn functional information architecture, option grouping,
interaction sequence, visible state, comparison density, and feedback timing.
It does not reproduce the reference game's ornament, exact geometry, wording,
content identities, formulas, radial graph, or commercial media.
The strongest adopted composition is:
```text
persistent run/status strip
-> visible Company bench
-> three comparable Market or encounter choices
-> visible run inventory and mode actions
-> one primary commitment
```
The player should not need to leave the Market merely to remember Company size,
available inventory, current Coin, refresh cost, lock state, or what changed.
## Fifteen-Surface Mapping
| ID | Observed surface and evidence | Functional layout and visible options | Why it works | Aetherbound adoption | Deliberate change or rejection | Target |
|---|---|---|---|---|---|---|
| `REF-01` | Title and run entry; `PROVEN` across Phase 3 terminal returns and versioned titles | Stable title, current version/state, obvious new/continue path, secondary system entries at edges | Separates run action from persistent preparation | Title keeps Continue, New Run, Records, Settings, and save health in one first viewport | Original guild threshold art and hierarchy; no copied title treatment | `SYS-003`, `SYS-004` |
| `REF-02` | Difficulty and run setup; `PROVEN` for three described difficulties and mobile setup | Few large mode/difficulty choices, concise consequences, one commit | Makes failure policy visible before investment | Contract, difficulty, slot, and four stable provisional Recruit offers are reviewed before atomic Run creation | No clan names, copied difficulty prose, or hidden permanent-death switch | `SYS-005`, `PST-002` |
| `REF-03` | Mobile Shop/Hall; `PROVEN` continuous tutorial and late-run states | Company bench above, three offer cards centered, inventory grid below, tools on edges, currency and victories persistent | Keeps purchase context visible and makes comparison fast | Market shows Company, three Recruit offers, inventory, Coin, Credit, refresh, lock, selling mode, and the next risk route together | Original parchment-workshop composition; no copied frame, symbols, or exact dimensions | `SHP-001` |
| `REF-04` | Recruit offer and inspection; `PROVEN` tutorial purchase and multiple profession/tooltips | Large offer card, price, role/stat read, inspect before buy, Company slot context | Turns hiring into valuation rather than a blind button | Generated identity, Profession, Trait benefit/cost, behavior read, price, fit and Company delta precede hire confirmation | No fixed commercial character identity or relationship content | `SHP-002`, `REC-002` |
| `REF-05` | Inventory, equipment and selling; `PROVEN` Tap inventory placement, selling mode and visible capacity | Persistent slot grid, equipped/unequipped distinction, explicit selling mode, focused tooltip | Reduces navigation and prevents accidental destructive input | Eligible inventory, before/after behavior delta, target Recruit, reversible apply, separate sell review and capacity read | Equipment changes behavior; no copied item list, rarity palette, or exact sell values | `SHP-003`, `EQP-001`, `EQP-002` |
| `REF-06` | Ordered party surface; `PROVEN` Tap pickup/swap and late ten-member bench | One ordered horizontal Company row, stable slot positions, direct swap, equipment visible near each unit | Makes formation the central build expression | Tap Recruit then Tap destination is primary; drag optional; protected rear remains left and exposed front right | No named formation cards required for basic ordering and no mirrored locale layout | `PTY-001`, `PTY-002` |
| `REF-07` | Three-card encounter choice; `PROVEN` early and late runs | Three adjacent choices expose enemy composition, bounty/reward and entry result before battle | Creates a repeated risk/reward comparison with low navigation cost | Three battle offers show threat, reward class, retreat consequence, current coverage and frozen Company order | No copied enemy names, bounty formula or mystery card backs | `RSK-001`, `RSK-002` |
| `REF-08` | Automatic horizontal battle; `PROVEN` ordinary, ten-member and boss battles | Enemy and Company occupy one landscape arena; health/status remain near units; battle fills the visual center | Lets preparation become a readable spectacle | One ordered Company line, automatic actions/ultimates, clear objective, forecast, position and no-respawn rule | No manual attack/ultimate controls and no copied actor or HUD art | `BAT-001`, `BAT-002` |
| `REF-09` | Battle observation controls; `PROVEN` pause, speed, camera and retreat boundary | Small persistent controls around the arena without replacing combat focus | Supports diagnosis and pacing while preserving automation | Pause, `1x/2x/4x`, inspect, event log and retreat review remain available; event cause can be pinned | No pointer-only shortcuts or hidden manual targeting | `BAT-003..BAT-006` |
| `REF-10` | Victory report and reward; `PROVEN` ordinary/boss reports | Outcome appears immediately, unit rows and rewards remain visible, then returns to preparation | Connects battle result to the next build decision | First meaningful divergence precedes totals; losses, returned equipment, fixed reward choices and next Market are explicit | No copied report decoration, reward formula or item identities | `OUT-001..OUT-004` |
| `REF-11` | Game Over and persistent handoff; `PROVEN` at multiple run terminals | Full-party terminal report, accumulated victories/reward, direct route to persistent spending/title | Failure still advances understanding and long-term breadth | Run summary names exact closure cause, retained Records/Renown, cleared Coin/Credit and legal next actions | No same-battle resurrection claim and no victory-count farming requirement | `OUT-005`, `SYS-003` |
| `REF-12` | Rune Circle transaction; `PROVEN` point debit/path illumination, other persistence operations `UNKNOWN` | Persistent currency header, connected prerequisite paths, selectable node preview, visible cost and unlock boundary | Makes long-term planning spatial and shows progress immediately | Guild Charter uses eight horizontal Region seals, exact prerequisites, cost, future-run effect and breadth-only receipt | No radial graph, copied nodes, raw power, refund/import claims or reference formulas | `PRO-002` |
| `REF-13` | Forge, storage and veteran operation; `LOWER_BOUND` with one completed consumptive operation | Recipe browser or operation modal over visible inventory/storage; ingredients, target and result reviewed before commit | Keeps production transaction grounded in owned items | Equipment Workbench and Artifact Ledger keep source items, target, behavior delta, conflict and receipt visible | No separate crafting economy until a vertical slice proves it changes decisions; no copied recipes or probabilities | `EQP-001`, `ART-001` |
| `REF-14` | Tavern retirement/experience recovery; `PROVEN_UI_ONLY` | Separate between-run surface explains retirement value and redistribution but execution was not observed | Offers a closure sink for veteran value | Generated Company is archived into Records; Guild breadth and Oath eligibility persist without playable Recruit carryover | No retirement XP conversion, irreversible operation, equipment disposal or save claim until independently designed | `PRO-003`, `PST-001` |
| `REF-15` | Raid, final boss and continue/retire modal; `PROVEN` final victory and explicit choice | Boss preview precedes a large automatic fight; report and two clear post-victory paths follow | Gives the long run a visible target and respects completion/continuation motives | Sixteenth boss settles first, then Complete the First Chronicle or Open the Oath Season; both archive Company, ordinary New Run remains | No copied Raid page, boss identity, special reward, endless current-Company continuation or retirement wording | `RSK-002`, `BAT-002`, `PST-001..003` |
## Cross-Surface Option Inventory
The following observed option families are valid structural inputs:
- New Run, Continue, difficulty, mode/law review and safe return;
- recruit, inspect, compare, buy, refresh, lock and selling mode;
- inventory placement, equipment apply, storage inspection and transaction
review;
- Tap pickup, Tap destination, optional drag and stable position labels;
- encounter comparison, battle start, pause, speed, inspect and retreat;
- result acknowledgement, reward choice, recovery, Game Over and next run;
- persistent-path inspect, cost preview, prerequisite preview and claim;
- boss preview, final victory, finite completion and continued mastery.
Every adopted option must bind to an Aetherbound transaction and state. A
button is rejected if it merely resembles the reference UI or duplicates an
existing action without changing player choice.
## Layout Acceptance
The HTML reference map must show all 15 rows without embedding commercial
media. `REF-03`, `REF-07`, `REF-08`, `REF-12`, and `REF-15` require distinct
neutral wireframes plus the actual Aetherbound target composition. Desktop and
phone layouts must keep both the observed structure and the original adaptation
fully inspectable.
Owner review should answer:
1. Does the Aetherbound Market now preserve enough Company and inventory context?
2. Are three offers comparable without opening three separate pages?
3. Does the battle still read as the payoff of preparation?
4. Is the Guild Charter understandable despite rejecting the radial layout?
5. Does the final choice preserve the motivation of continue versus finish?