Arborwake Wiki

in: Interface

Icon labels

In the alpha Interface · facts checked 2 November 2026

Icon labels are the way Arborwake puts words on screen. On 31 October the user ruled that every icon needs a label on hover and a description on click, because "this is an educational game at its core". That ruling replaced an earlier idea of a wordless interface that named things only on first sight.

How it works#

"In the brain" lines#

Each card links the game idea to real neuroscience in one or two sentences. These lines keep the project rule that abilities are fictional mechanics, not real cell phenotypes or clinical claims. Each line is marked with its review state. In the run HUD and the Hearth strain card they are an AI literature check, not an expert review.

All words are hover text#

On 1 November, while playing the turn-based prototype, the user ruled: "In the final build, all the words need to be a hover textbox." No unit names, percentages or turn counts are painted on the board or in the scene. Prototypes may keep debug labels for testing.

Tutorial exception (1 November): "For tutorials, it's best if there's actually text that explain everything… The player knows nothing about the game." Tutorial rooms show full explanatory text, written in naturalised ASD-STE100.

VFX follows the same rule from the other side: effects carry no words at all.

Icon design#

Icons are designed around what a thing does, not its name, and are tested blind with open questions before the user sees them. The Inventory HUD research note records the shared visual vocabulary: you are a teal cell, a friend is a small mint cell with a face, a job is "!", and hidden things have a dotted outline.

Development#

See also#

Sources#

  1. 7c54d3631:docs/hud/HUD_AND_INVENTORY.md
  2. 7c54d3631:docs/hud/HUD_ICON_RESEARCH.md
  3. 7c54d3631:docs/hud/SCIENCE_CHECK.md
  4. a893e4f08:docs/ops/agent-messages/2026-11-01-claude-run-hud.md
  5. docs/ops/agent-messages/2026-11-01-claude-workstreams-todo.md (working copy, not in Git)
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