The Run HUD is the interface the player uses inside turn-based rooms. On 1 November the user gave one session all of it: "All run related HUDs and related things go to them." The town and home interface stays with the Inventory HUD.
Parts#
| Part | What it shows |
|---|---|
| Goal strip (top) | A round track: fronts still to come, the settle window and the deadline. A quiet front that may still be hidden is a bare mark with a question mark |
| Action bar (bottom) | One pixel icon per action, with cooldowns. The same picture is used for each skill on every screen |
| Unit cards (bottom left) | Action pips and Composure for the Ranger and any companion; a unit switch for the companion's bar |
| Tutorial prompt | Full explanatory text in tutorial rooms; it cannot be dismissed and goes away after the action |
| Result screen | Settled, unsettled, overloaded or overwhelmed, and the reason |
| Endurance chip (top left) | Endurance pips for the outing |
| Goal box (top right) | A foldable box with the goal in words, like Into the Breach |
The display paints no words on the board. Every part has a parchment hover title of five words or fewer and a click card with the details and an "in the brain" line (see Icon labels). Tutorials are the one exception: the user said the player knows nothing yet, so tutorial rooms explain everything in text.
Location variants exist for Hearth disturbances (a chip per disturbance type, connections grouped by line) and for Quiet Tracts.
The goal strip#
The session first researched how other games show a goal: Into the Breach, Plants vs. Zombies, XCOM 2, Slay the Spire, Wildfrost, Inscryption, Overcooked 2, Baldur's Gate 3 and Hades. It offered three options. Fifteen blind testers then tried them, with colour-vision simulations.
- Option A as first tested failed: 0 of 3 testers read the quiet-front mark or the bonus coin.
- Option B failed at 43% overall.
- The revised A4 passed: 100% on the open and learnability questions, and every colour-vision pair passed.
The user approved A4 on 1 November ("Approved.") and later approved the strip again ("good. approved", 2 November).
24 px and 24×20 boards#
No HUD piece is sized in tiles; everything is placed in stage pixels. On the 24×20 boards the session checked how many walkable squares each piece covers. The goal strip covers at most 5 and the tutorial prompt up to 26, on bare floor only. Claude A keeps tutorial boards' lower middle clear and the bar's bottom-row band clear.
A see-through goal strip for a sprite that overlaps it was built for the larger Ranger (b990d4a5c). It is parked on claude/run-hud-parked-unitsat, because the larger Ranger was withdrawn.
Development#
- In the alpha: the lead's audit lists the main alpha copy at
a893e4f08. An older nested pin (6484bd9f) also exists in the encounter host. - Checked on the real engine: 87 Hearth cases with 0 failures (
7542fe67). - Still to review: fit on real mobile screens and joined campaign behaviour.
- Retired: the rest-stop screen, since rest moved to the Apothecary.
Gallery#



See also#
Sources#
a893e4f08:docs/ops/agent-messages/2026-11-01-claude-run-hud.mda893e4f08:docs/run-hud/BOARD_24PX.mda893e4f08:docs/run-hud/GOAL_DISPLAY.mda893e4f08:docs/run-hud/goal/READABILITY.md- docs/ops/agent-messages/2026-11-02-lead-full-project-reconciliation-audit.md (working copy, not in Git)
- docs/ops/agent-messages/2026-11-01-claude-workstreams-todo.md (working copy, not in Git)
What links here (38)
- Arborwake alpha
- Art direction
- Astro VFX
- Build VFX
- Care VFX
- Character sprites
- Composure
- Controls
- Encounter backgrounds
- Environment art
- Flow
- Hearth podium
- Hearth strain
- Home art
- Home VFX
- Icon labels
- Inventory HUD
- Movement VFX
- Orders VFX
- Palettes
- Panels VFX
- Places dialog
- Pressure front VFX
- Pull and Glide VFX
- Quest scroll
- Quests VFX
- Quiet Tracts
- Review process
- Studios interior
- Survey VFX
- Tendrils
- Threadway 3D scene
- Threats
- Typography
- Vessel VFX
- VFX
- Ward VFX
- Workstreams