◀ MAIN MENU// FIELD MANUAL · ARCHIVE

Terrain, Cliffs, HUD & Screens

Every visual surface that isn't a unit, building or faction crest. Seamless terrain tiles, per-orientation cliff art, the rust-metal HUD chrome, and every full-screen / popup state the player ever sees. Buildings, units, factions and the campaign each have their own page.

Terrain

The renderer paints a single dirt base across the whole map, then layers each non-base terrain through a Gaussian-blurred SVG mask so adjacent tiles merge into Dune II–style organic blobs instead of square cells.

Dirt — Primary

Dirt — Primary❄ Locked

Universal base layer. Painted as a single rect under everything else; never masked. Default move + buildable.

RolePrimary (base)
Move cost100%
BuildableYes
Source256×256 seamless

Files

Dirtoriginal ↗game ↗
Sand — Rough

Sand — Rough❄ Locked

Friction terrain. Painted through a feathered alpha mask so dunes blend into dirt. Slows movement, blocks construction.

RoleRough
Move cost75%
BuildableNo
Source256×256 seamless

Files

Sandoriginal ↗game ↗
Rock — Blocking

Rock — Blocking

Impassable, blocks line-of-sight. Feathered overlays form organic ridges and choke points.

RoleBlocking
Move cost
Blocks LoSYes
Source256×256 seamless

Files

Rockoriginal ↗game ↗
Wasteland — Hazard

Wasteland — Hazard

Scorched magma-veined crust. Impassable + damage-over-time. Rendered with an animated shimmer overlay.

RoleHazard (var 0)
DoTYes
BuildableNo
Source256×256 seamless + shimmer

Files

Wastelandoriginal ↗game ↗
Water — Hazard

Water — Hazard❄ Locked

Toxic pool. Impassable + DoT. Same shimmer overlay as wasteland but cooler palette.

RoleHazard (var 1)
DoTYes
BuildableNo
Source256×256 seamless + shimmer

Files

Wateroriginal ↗game ↗
Grass — Decor

Grass — Decor❄ Locked

Reserved for future biome maps; not used by the demo scenario. Authored alongside the core set for parity.

RoleDecor
Move cost100%
BuildableYes
Source256×256 seamless

Files

Grassoriginal ↗game ↗
Cracked Earth — Overlay

Cracked Earth — Overlay

Sparse pass-2 detail painted over primary tiles to break up tiling repetition.

RoleOverlay
PassDecoration pass-2
SourceSeamless overlay

Files

Crackedoriginal ↗game ↗
Aetherite Vent

Aetherite Vent❄ Locked

Glowing crystalline geyser overlay. Marks high-yield ore strikes and flavors the wasteland with violet emission.

RoleDecor / world flavor
VariantsDirt, grass, generic

Files

Vent — Genericgame ↗
Vent — Dirtgame ↗
Vent — Grassgame ↗

Cliffs & Elevation

Plateaus are assembled from per-orientation art instead of rotating a single master tile — this keeps the sun direction consistent across every face. The renderer picks the exact edge / corner PNG for each tile, then composites it over the base terrain so dirt, sand or grass shows through the transparent plateau interior. Three variant slots (V1 / V2 / V3) are wired in cliffTiles.ts; only V1 ships today, swap live with the toggle on /demo.

Edge — South

Edge — South

South-facing cliff face. Lit top, shadowed base. Painted along the southern boundary of a plateau.

RoleEdge
OrientationS (south face)
Variants1 / 3 (V1)
Source512×512
Edge — North

Edge — North

North-facing cliff face — receding shoulder, dimmer top. Used along the back edge of a plateau.

RoleEdge
OrientationN
Variants1 / 3 (V1)
Source512×512
Edge — East

Edge — East

East-facing wall. Sun-on-left lighting; vertical strata.

RoleEdge
OrientationE
Variants1 / 3 (V1)
Source512×512
Edge — West

Edge — West

West-facing wall — mirror of the east edge to keep the sun direction consistent across a plateau.

RoleEdge
OrientationW
Variants1 / 3 (V1)
Source512×512
Outer Corner — SE

Outer Corner — SE

Convex south-east corner of a plateau. Joins the south and east edges.

RoleOuter corner
OrientationSE
Variants1 / 3 (V1)
Source512×512
Outer Corner — SW

Outer Corner — SW

Convex south-west corner. Mirrors SE to keep lighting consistent.

RoleOuter corner
OrientationSW
Variants1 / 3 (V1)
Source512×512
Outer Corner — NE

Outer Corner — NE

Convex north-east corner — shoulder of the plateau facing back-right.

RoleOuter corner
OrientationNE
Variants1 / 3 (V1)
Source512×512
Outer Corner — NW

Outer Corner — NW

Convex north-west corner.

RoleOuter corner
OrientationNW
Variants1 / 3 (V1)
Source512×512
Chamfer — SE

Chamfer — SE

45° diagonal cliff face replacing the right-angle SE outer corner. Opt-in per cell via the editor's Chamfer tool. RA / StarCraft-style — the grid stays cardinal, only the painted face is diagonal.

RoleChamfered corner
OrientationSE
LightingLit
Source1024×1024
Chamfer — SW

Chamfer — SW

45° diagonal cliff face replacing the SW outer corner.

RoleChamfered corner
OrientationSW
LightingHalf-lit
Source1024×1024
Chamfer — NE

Chamfer — NE

45° diagonal cliff face replacing the NE outer corner.

RoleChamfered corner
OrientationNE
LightingShadow
Source1024×1024
Chamfer — NW

Chamfer — NW

45° diagonal cliff face replacing the NW outer corner. Deep shadow side — sun is upper-left.

RoleChamfered corner
OrientationNW
LightingDeep shadow
Source1024×1024
Inner Corner — SE

Inner Corner — SE

Concave south-east corner — used where a notch is carved out of a plateau.

RoleInner corner
OrientationSE
Variants1 / 3 (V1)
Source512×512
Inner Corner — SW

Inner Corner — SW

Concave south-west corner.

RoleInner corner
OrientationSW
Variants1 / 3 (V1)
Source512×512
Inner Corner — NE

Inner Corner — NE

Concave north-east corner.

RoleInner corner
OrientationNE
Variants1 / 3 (V1)
Source512×512
Inner Corner — NW

Inner Corner — NW

Concave north-west corner.

RoleInner corner
OrientationNW
Variants1 / 3 (V1)
Source512×512
Mesa — Small

Mesa — Small

Single-tile butte — all four edges in one piece. Used for isolated rock pillars that don't form a larger plateau.

RoleStandalone
Footprint1×1
Variants1 / 3 (V1)
Source1024×1024
Mesa — Medium

Mesa — Medium

Two-tile-wide butte. Larger plateau footprint with continuous basalt rim.

RoleStandalone
Footprint2×2
Variants1 / 3 (V1)
Source1536×1536
Mesa — Large

Mesa — Large

Three-tile-wide butte. Big rocky plateau with cracked top surface and scattered boulders.

RoleStandalone
Footprint3×3
Variants1 / 3 (V1)
Source1920×1920
Ramp — North/South

Ramp — North/South

Traversable vertical slope. Cuts a two-tile-wide channel through a north or south edge.

RoleTraversable
Compositionedge-e + edge-w (2 tiles wide)
Variants1 / 3 (V1)
Source2048×1024
Ramp — East/West

Ramp — East/West

Traversable horizontal slope. Cuts a two-tile-tall channel through an east or west edge.

RoleTraversable
Compositionedge-n + edge-s (2 tiles tall)
Variants1 / 3 (V1)
Source1024×2048

Roads

Cracked asphalt segments painted as a dedicated road terrain id (not as decorations). Roads lower A* movement cost to 0.8, giving ground vehicles a ~25% speed bonus and biasing the pathfinder toward existing routes — Dune II / Red Alert style. Five base shapes cover every junction; corners, T-junctions and dead-ends rotate in 90° steps via the editor.

Road — Straight

Road — Straight

Cracked post-apoc asphalt segment. Painted as terrain (not a decoration) — gives ground vehicles a ~25% movement bonus and lowers A* cost so the pathfinder prefers road routes.

RoleRoad terrain
Move cost0.8 (vehicles +25% speed)
BuildableNo
Rotation0 / 90 / 180 / 270
Source256×256 PNG

Files

Road — Straightoriginal ↗game ↗
Road — Corner

Road — Corner

90° bend. Rotate via the editor to produce NE / NW / SE / SW corners from a single source.

RoleRoad terrain
Variants (rotation)4
Source256×256 PNG

Files

Road — Corneroriginal ↗game ↗
Road — T-Junction

Road — T-Junction

Three-way junction. Rotate to face N / S / E / W.

RoleRoad terrain
Variants (rotation)4
Source256×256 PNG

Files

Road — T-Junctionoriginal ↗game ↗
Road — Cross

Road — Cross

Four-way intersection. Single rotation; symmetrical.

RoleRoad terrain
Source256×256 PNG

Files

Road — Crossoriginal ↗game ↗
Road — Dead End

Road — Dead End

Terminal cap — used where a road runs into rubble or open desert. Rotate to face any direction.

RoleRoad terrain
Variants (rotation)4
Source256×256 PNG

Files

Road — Dead Endoriginal ↗game ↗

Decorations

Neutral, non-faction props placed by scenarios — ruined buildings, civilian structures, industrial debris, and dead-Earth flora. Most decorations block movement and have HP so weapons can blast a path through them; passable decorations (craters, scorched earth) only render and are invulnerable. All variants are catalogued in assetConfig.ts → DECORATION_SPRITES.

Ruined House

Ruined House

Ruins & Wreckage — blocking prop with 150 HP. Destructible by weapons fire.

GroupRuins & Wreckage
Footprint2×2
HP150
PassableNo

Files

Ruined Houseoriginal ↗game ↗
Bombed Factory

Bombed Factory

Ruins & Wreckage — blocking prop with 200 HP. Destructible by weapons fire.

GroupRuins & Wreckage
Footprint3×2
HP200
PassableNo

Files

Bombed Factoryoriginal ↗game ↗
Collapsed Tower

Collapsed Tower

Ruins & Wreckage — blocking prop with 120 HP. Destructible by weapons fire.

GroupRuins & Wreckage
Footprint1×2
HP120
PassableNo

Files

Collapsed Toweroriginal ↗game ↗
Tank Wreck

Tank Wreck

Ruins & Wreckage — blocking prop with 100 HP. Destructible by weapons fire.

GroupRuins & Wreckage
Footprint1×1
HP100
PassableNo

Files

Tank Wreckoriginal ↗game ↗
Crashed Dropship

Crashed Dropship

Ruins & Wreckage — blocking prop with 250 HP. Destructible by weapons fire.

GroupRuins & Wreckage
Footprint3×2
HP250
PassableNo

Files

Crashed Dropshiporiginal ↗game ↗
Small Crater

Small Crater

Ruins & Wreckage — passable cosmetic prop; units walk over it and it cannot be destroyed.

GroupRuins & Wreckage
Footprint1×1
HP
PassableYes

Files

Small Crateroriginal ↗game ↗
Large Crater

Large Crater

Ruins & Wreckage — passable cosmetic prop; units walk over it and it cannot be destroyed.

GroupRuins & Wreckage
Footprint2×2
HP
PassableYes

Files

Large Crateroriginal ↗game ↗
Scorched Earth

Scorched Earth

Ruins & Wreckage — passable cosmetic prop; units walk over it and it cannot be destroyed.

GroupRuins & Wreckage
Footprint2×2
HP
PassableYes

Files

Scorched Earthoriginal ↗game ↗
Bone Pile

Bone Pile

Ruins & Wreckage — blocking prop with 60 HP. Destructible by weapons fire.

GroupRuins & Wreckage
Footprint1×1
HP60
PassableNo

Files

Bone Pileoriginal ↗game ↗
Abandoned Car

Abandoned Car

Ruins & Wreckage — blocking prop with 80 HP. Destructible by weapons fire.

GroupRuins & Wreckage
Footprint1×1
HP80
PassableNo

Files

Abandoned Caroriginal ↗game ↗
Derelict Sedan (Blue)

Derelict Sedan (Blue)

Civilian Structures — blocking prop with 90 HP. Destructible by weapons fire.

GroupCivilian Structures
Footprint1×1
HP90
PassableNo

Files

Derelict Sedan (Blue)original ↗game ↗
Derelict Coupe (Red)

Derelict Coupe (Red)

Civilian Structures — blocking prop with 90 HP. Destructible by weapons fire.

GroupCivilian Structures
Footprint1×1
HP90
PassableNo

Files

Derelict Coupe (Red)original ↗game ↗
Derelict Wagon (White)

Derelict Wagon (White)

Civilian Structures — blocking prop with 110 HP. Destructible by weapons fire.

GroupCivilian Structures
Footprint1×1
HP110
PassableNo

Files

Derelict Wagon (White)original ↗game ↗
Broken Pipe

Broken Pipe

Ruins & Wreckage — blocking prop with 80 HP. Destructible by weapons fire.

GroupRuins & Wreckage
Footprint1×1
HP80
PassableNo

Files

Broken Pipeoriginal ↗game ↗
Ruptured Fuel Tank

Ruptured Fuel Tank

Ruins & Wreckage — blocking prop with 100 HP. Destructible by weapons fire.

GroupRuins & Wreckage
Footprint1×1
HP100
PassableNo

Files

Ruptured Fuel Tankoriginal ↗game ↗
Prefab Shack

Prefab Shack

Civilian Structures — blocking prop with 300 HP. Destructible by weapons fire.

GroupCivilian Structures
Footprint1×1
HP300
PassableNo

Files

Prefab Shackoriginal ↗game ↗
Two-Story House

Two-Story House

Civilian Structures — blocking prop with 400 HP. Destructible by weapons fire.

GroupCivilian Structures
Footprint2×2
HP400
PassableNo

Files

Two-Story Houseoriginal ↗game ↗
Domed Habitat

Domed Habitat

Civilian Structures — blocking prop with 450 HP. Destructible by weapons fire.

GroupCivilian Structures
Footprint2×2
HP450
PassableNo

Files

Domed Habitatoriginal ↗game ↗
Warehouse

Warehouse

Civilian Structures — blocking prop with 500 HP. Destructible by weapons fire.

GroupCivilian Structures
Footprint2×3
HP500
PassableNo

Files

Warehouseoriginal ↗game ↗
Civic Hall

Civic Hall

Civilian Structures — blocking prop with 450 HP. Destructible by weapons fire.

GroupCivilian Structures
Footprint2×2
HP450
PassableNo

Files

Civic Halloriginal ↗game ↗
Clinic

Clinic

Civilian Structures — blocking prop with 400 HP. Destructible by weapons fire.

GroupCivilian Structures
Footprint2×2
HP400
PassableNo

Files

Clinicoriginal ↗game ↗
Chapel

Chapel

Civilian Structures — blocking prop with 350 HP. Destructible by weapons fire.

GroupCivilian Structures
Footprint1×2
HP350
PassableNo

Files

Chapeloriginal ↗game ↗
Diner

Diner

Civilian Structures — blocking prop with 300 HP. Destructible by weapons fire.

GroupCivilian Structures
Footprint1×2
HP300
PassableNo

Files

Dineroriginal ↗game ↗
Fuel Station

Fuel Station

Civilian Structures — blocking prop with 250 HP. Destructible by weapons fire.

GroupCivilian Structures
Footprint2×1
HP250
PassableNo

Files

Fuel Stationoriginal ↗game ↗
Water Tower

Water Tower

Civilian Structures — blocking prop with 200 HP. Destructible by weapons fire.

GroupCivilian Structures
Footprint1×1
HP200
PassableNo

Files

Water Toweroriginal ↗game ↗
Cooling Tower

Cooling Tower

Industrial Props — blocking prop with 250 HP. Destructible by weapons fire.

GroupIndustrial Props
Footprint1×1
HP250
PassableNo

Files

Cooling Toweroriginal ↗game ↗
Satellite Array

Satellite Array

Industrial Props — blocking prop with 300 HP. Destructible by weapons fire.

GroupIndustrial Props
Footprint2×2
HP300
PassableNo

Files

Satellite Arrayoriginal ↗game ↗
Grain Silo

Grain Silo

Industrial Props — blocking prop with 200 HP. Destructible by weapons fire.

GroupIndustrial Props
Footprint1×1
HP200
PassableNo

Files

Grain Silooriginal ↗game ↗
Cargo Container

Cargo Container

Industrial Props — blocking prop with 150 HP. Destructible by weapons fire.

GroupIndustrial Props
Footprint1×1
HP150
PassableNo

Files

Cargo Containeroriginal ↗game ↗
Container Stack

Container Stack

Industrial Props — blocking prop with 200 HP. Destructible by weapons fire.

GroupIndustrial Props
Footprint2×1
HP200
PassableNo

Files

Container Stackoriginal ↗game ↗
Shipping Container (Red)

Shipping Container (Red)

Industrial Props — blocking prop with 220 HP. Destructible by weapons fire.

GroupIndustrial Props
Footprint3×1
HP220
PassableNo

Files

Shipping Container (Red)original ↗game ↗
Shipping Container (White)

Shipping Container (White)

Industrial Props — blocking prop with 220 HP. Destructible by weapons fire.

GroupIndustrial Props
Footprint3×1
HP220
PassableNo

Files

Shipping Container (White)original ↗game ↗
Shipping Container (Yellow)

Shipping Container (Yellow)

Industrial Props — blocking prop with 220 HP. Destructible by weapons fire.

GroupIndustrial Props
Footprint3×1
HP220
PassableNo

Files

Shipping Container (Yellow)original ↗game ↗
Shipping Container (Blue)

Shipping Container (Blue)

Industrial Props — blocking prop with 220 HP. Destructible by weapons fire.

GroupIndustrial Props
Footprint3×1
HP220
PassableNo

Files

Shipping Container (Blue)original ↗game ↗
Boulder Cluster

Boulder Cluster

Natural & Clutter — blocking prop with 999 HP. Destructible by weapons fire.

GroupNatural & Clutter
Footprint1×1
HP999
PassableNo

Files

Boulder Clusteroriginal ↗game ↗
Dead Tree

Dead Tree

Natural & Clutter — blocking prop with 80 HP. Destructible by weapons fire.

GroupNatural & Clutter
Footprint1×1
HP80
PassableNo

Files

Dead Treeoriginal ↗game ↗
Monolith

Monolith

Natural & Clutter — blocking prop with 999 HP. Destructible by weapons fire.

GroupNatural & Clutter
Footprint1×2
HP999
PassableNo

Files

Monolithoriginal ↗game ↗
Sandbag Wall

Sandbag Wall

Natural & Clutter — blocking prop with 120 HP. Destructible by weapons fire.

GroupNatural & Clutter
Footprint1×1
HP120
PassableNo

Files

Sandbag Walloriginal ↗game ↗
Crate Stack

Crate Stack

Natural & Clutter — blocking prop with 80 HP. Destructible by weapons fire.

GroupNatural & Clutter
Footprint1×1
HP80
PassableNo

Files

Crate Stackoriginal ↗game ↗
Dead Pine

Dead Pine

Natural & Clutter — blocking prop with 80 HP. Destructible by weapons fire.

GroupNatural & Clutter
Footprint1×1
HP80
PassableNo

Files

Dead Pineoriginal ↗game ↗
Dead Oak

Dead Oak

Natural & Clutter — blocking prop with 100 HP. Destructible by weapons fire.

GroupNatural & Clutter
Footprint1×1
HP100
PassableNo

Files

Dead Oakoriginal ↗game ↗
Twisted Grove

Twisted Grove

Natural & Clutter — blocking prop with 140 HP. Destructible by weapons fire.

GroupNatural & Clutter
Footprint1×1
HP140
PassableNo

Files

Twisted Groveoriginal ↗game ↗
Petrified Tree

Petrified Tree

Natural & Clutter — blocking prop with 200 HP. Destructible by weapons fire.

GroupNatural & Clutter
Footprint1×1
HP200
PassableNo

Files

Petrified Treeoriginal ↗game ↗
Aetherite Bloom Tree

Aetherite Bloom Tree

Natural & Clutter — blocking prop with 120 HP. Destructible by weapons fire.

GroupNatural & Clutter
Footprint1×1
HP120
PassableNo

Files

Aetherite Bloom Treeoriginal ↗game ↗
Bulldozer

Bulldozer

Industrial Props — blocking prop with 350 HP. Destructible by weapons fire.

GroupIndustrial Props
Footprint1×1
HP350
PassableNo

Files

Bulldozeroriginal ↗game ↗
Excavator

Excavator

Industrial Props — blocking prop with 350 HP. Destructible by weapons fire.

GroupIndustrial Props
Footprint1×1
HP350
PassableNo

Files

Excavatororiginal ↗game ↗
Medic

Medic

Civilian Structures — blocking prop with 60 HP. Destructible by weapons fire.

GroupCivilian Structures
Footprint1×1
HP60
PassableNo

Files

Medicoriginal ↗game ↗
Civilian

Civilian

Civilian Structures — blocking prop with 50 HP. Destructible by weapons fire.

GroupCivilian Structures
Footprint1×1
HP50
PassableNo

Files

Civilianoriginal ↗game ↗
Truck

Truck

Industrial Props — blocking prop with 180 HP. Destructible by weapons fire.

GroupIndustrial Props
Footprint1×1
HP180
PassableNo

Files

Truckoriginal ↗game ↗
Truck Trailer

Truck Trailer

Industrial Props — blocking prop with 150 HP. Destructible by weapons fire.

GroupIndustrial Props
Footprint2×1
HP150
PassableNo

Files

Truck Traileroriginal ↗game ↗
Bridge — Top/Down

Bridge — Top/Down

Industrial Props — passable cosmetic prop; units walk over it and it cannot be destroyed.

GroupIndustrial Props
Footprint1×1
HP
PassableYes

Files

Bridge — Top/Downoriginal ↗game ↗
Bridge — Left/Right

Bridge — Left/Right

Industrial Props — passable cosmetic prop; units walk over it and it cannot be destroyed.

GroupIndustrial Props
Footprint1×1
HP
PassableYes

Files

Bridge — Left/Rightoriginal ↗game ↗

HUD & Interface

The heads-up display is composed almost entirely from CSS — gradients, box-shadows and clip-paths layered with Lucide icons and stencil typography. Hero images here show the kind of art the chrome is built to frame; nothing in this section is a static asset on disk.

Tactical Panel

Tactical Panel

Sidebar containers, dialog frames, and selection cards. Dark rust-brown gradient with copper bezel and riveted corners.

RenderCSS (linear-gradient + box-shadow)
Min size120 × 60 px
Pattern9-slice
Command Button

Command Button

Build, command, and selection action buttons. Brushed copper bezel with ember-orange active state and stencil label.

RenderCSS + Lucide icon overlay
Sizes48×48 → 96×64 px
Power Battery

Power Battery

Vertical sidebar readout: power capacity vs draw. Inset chamber with green→ember→red gradient fill and demand marker.

RenderCSS gradient fill
Size56 × 260 px column
ComponentPowerBattery.tsx
Minimap Frame

Minimap Frame

Square tactical minimap chrome — copper-rust bezel around a dark interior with scanline overlay.

RenderCSS frame around SVG
Aspect1:1, sidebar width
ComponentMinimap.tsx
Resource Readout

Resource Readout

Top-bar Ore counter and sidebar Ore/Power counters. Stencil typography in glowing ember-orange paired with Lucide gem/zap icons.

RenderStencil text + Lucide icon
FontBlack Ops One
Mission Briefing Dialog

Mission Briefing Dialog

Pre-mission objectives modal over a dimmed viewport. Weathered rust-metal frame with ember header and glowing ENGAGE CTA.

RenderCSS dialog
Size480 × auto
Top Bar

Top Bar

Persistent header strip: mission name, elapsed time, ore counter, pause / save / menu controls. Spans the full viewport width above the play field.

RenderCSS bar + Lucide icons
Height44 px
ComponentTopBar.tsx
Build Panel

Build Panel

Sidebar grid of constructable structures. Each tile shows the building portrait, ore cost, build time, and disabled state when prerequisites or power are missing.

RenderCSS grid + portraits
Tile size64 × 64 px
Componentsidebar/BuildPanel.tsx
Selection Panel

Selection Panel

Context panel for the active selection — single unit / building portrait + stats, or grouped roster for a multi-select. Drives the command grid below it.

RenderCSS card + EntityThumb
Componentsidebar/SelectionPanel.tsx

Screens & Popups

Full-screen surfaces and modal dialogs — from the title screen and prologue through the live mission HUD to save / load and auth. Every entry below is a CSS-rendered React component (no static art on disk), so previews are placeholders for now; ask to capture live screenshots when the screens are stable.

Home Screen

Homepage / Title

Landing screen — animated logo, faction picker, primary CTA into the campaign. Sets the rust-and-ember tone for the rest of the UI.

RenderCSS + Motion
Componenthome/HomeScreen.tsx
Route/
Prologue

Prologue Cinematic

Opening narrative scroll played before the first mission. Stencil typography over scorched-earth backdrop with timed reveals.

RenderCSS + Motion
Componenthome/Prologue.tsx
Briefing Terminal

Briefing Terminal

Per-mission briefing — faction crest, mission dossier, primary / bonus objectives, ENGAGE CTA. Frames every campaign mission entry.

RenderCSS dialog
Componenthome/BriefingTerminal.tsx
Transmission Monitor

Transmission Monitor

CRT-style intercept feed used between briefing beats and on the home screen. Scanlines, type-on text, glitch flicker.

RenderCSS + Motion
Componenthome/TransmissionMonitor.tsx
Deploy Splash

Deploy Splash

Loading screen between briefing and the live game. Pulsing DEPLOYING marker over a tactical grid while the scenario streams in.

RenderCSS + Motion
Componentdemo.tsx::DeploySplash
Mission HUD

Mission HUD

The full in-game shell — top bar, sidebar (build / selection / minimap / power), command grid, and viewport. Composed from every HUD piece below.

RenderCSS shell
Componentgame/GameShell.tsx
Objectives / Result

Objectives Overlay

Live objectives panel inside the HUD. Pending entries glow ember; complete entries flash green; failed entries lock red. Dedicated full-screen victory / defeat overlays are planned but not yet built.

RenderCSS panel
Componentgame/GameShell.tsx
Auth Modal

Auth Modal

Sign-in / sign-up modal. Same rust-metal frame language as the briefing dialog, with email + password fields and inline validation.

RenderCSS dialog
Componentauth/AuthModal.tsx
Save / Load

Save / Load Modal

In-mission save & load slots. Lists timestamped saves with mission name, elapsed time, and a destructive confirm before overwrite.

RenderCSS dialog
Componentgame/SaveLoadModal.tsx