UI & UX
Interface stack
- UI Toolkit is the primary UI technology; legacy UGUI remains where Toolkit falls short. All text renders through TextMesh Pro; animated text (cutscenes, flourishes) uses a text-animator layer.
Screens
- Main menu — play, shop (permanent upgrades), character selection, settings.
- Lobby — Steam lobby browser/invites, ready-up.
- HUD (gameplay) — health, aura, weapons, wave timer, Zingthon count.
- Card screen — the 3-card suggestion layout each Break.
- Purgatory — end-of-run results.
🚧 TBD — wireframes/mockups per screen; final HUD layout.
Feedback language
- Popup text — floating damage/loot numbers at the point of impact.
- Notifications — typed system (popup, slide, input prompts) for meta events.
- Telegraphs — enemy windups tint the sprite (see Enemies & AI).
- Color language — rarity Tier 1–5 and the four planet palettes are used consistently across cards, badges and this wiki.
Accessibility
🚧 TBD — colorblind-safe palette check for rarity/planet colors, input remapping, screen-shake/flash toggles, text scaling.