in: Art, Visual effects, Overworld VFX groups
Movement VFX
In the alpha Art · facts checked 2 November 2026
Movement VFX is the effect group for walking on the overworld. It is presentation only. Codex owns movement, collision and pathfinding, and this group never moves a body or decides whether a route is open.
How it works#
- Walk: a short trail of dots behind the cell, about two dots, gone in 300 ms.
- Flow: a shorter, finer and lighter dotted line, gone in 280 ms.
- Blocked or refused: the body shakes. Nothing is drawn on the obstacle.
The review studies drove the Ranger with the lead's own overworld movement code, pinned byte for byte, so the trail follows real movement and real collision. Flow uses the approved flow-cleanup-v1 Ranger sheets.
How the design changed#
| Version | Result |
|---|---|
| Per-step contact marks (tuft, dust, ripple) | Retired "looks like jumping" |
| Broad Flow wake | Retired "too much for just movement" |
| Turn scuffs and stop ticks | Dropped; a reversal shows in the dots |
| Marks traced on a blocking obstacle | Retired read as an "unidentified effect" (2 November) |
| Dot trail, finer Flow trail, body shake | Approved |
Development#
- Critique: two blind rounds before the user's review.
- In the alpha:
movement.jsis vendored unchanged fromclaude/vfxa0ba90a7a; the lead reports transaction-driven movement VFX.
Gallery#

See also#
Sources#
a0ba90a7a:docs/vfx/groups/movement.mda0ba90a7a:docs/ops/agent-messages/2026-11-01-claude-vfx-catalogue-groups.mdb89f778c2:src/main-game/game/INTEGRATION.json
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