VFX (visual effects) are the small animations that tell the player what just happened: a choice was accepted, a move was refused, a front struck, a process touched its target. The lead's brief asked for "quiet, tactile pixel feedback".
Rules#
These rules come from the user's reviews and are binding on every group.
- No words, no popups. VFX carries meaning by animation alone. There is no outcome text, chip, toast or receipt, and there are no dark popups. The user said: "THE PLAYER IS NOT STUPID. THE PLAYER IS NOT BLIND." Words live only in hover titles (see Icon labels).
- Refusal = the box shakes. A small, whole-pixel shake of the refused box. In the world, a blocked walk shakes the body; nothing is drawn on the obstacle.
- Success = the slot lights up.
- Corners on hover. Selection corners appear on hover and keyboard focus, never on click. Overworld objects get no corners; an E keycap floats over the nearest interactable instead.
- Real results only. A cue plays only from a result the game has already committed, or a refusal it returned. An animation ending never implies success.
- Reduced motion. No entrance or exit motion; the same settled result. A moving unit never jumps from tile to tile: the user rejected a jump as "too much like teleporting". The still version shows a dotted path trail and a faint ghost on the start tile.
- Pixel craft. Integer pixels, whole-step timing, no blur or sub-pixel tweening, colours from the B08 palette.
- Game rules shown honestly. Ward is a partial 60% share, never immunity. A lost neuron or segment looks different from a temporary overload.
Groups#
| Group | Covers | Status |
|---|---|---|
| Survey VFX | Scan, reveal, nothing found, look-ahead | Approved; in the alpha |
| Ward VFX | Ward plates, Stand Fast, 60% share | Approved; in the alpha |
| Care VFX | Care, recovery Care, Tend, Engulf, Settle | Approved; in the alpha |
| Astro VFX | Link opening, calming visit | Approved; in the alpha |
| Orders VFX | Direct, Swap, Huddle, Call | Approved; in the alpha |
| Pull and Glide VFX | Pull, Glide, dragged debris | Approved; in the alpha |
| Pressure front VFX | The animated front | Approved; in the alpha |
| Vessel VFX | Monocyte surge countdown, adhesion | Approved; in the alpha |
| Panels VFX | Menus, tabs, equip | Approved; in the alpha |
| Quests VFX | Tracking, evidence, unlock, pickup source | Approved; in the alpha |
| Build VFX | Built, in use, road repair | Approved; in the alpha |
| Home VFX | Podium, companions, Apothecary rest | Approved; in the alpha |
| Movement VFX | Walk trail, Flow trail, blocked walk | Approved; in the alpha |
Development#
- First slice (31 October,
5a55c2834): six studies with a glyph language (tick, cross, dash) and words. The user's later no-words ruling replaced the words with marks only (001647be4). - Catalogue groups (1 November): a registry (
aa26877d) and eleven parallel agents, each on its ownclaude/vfx-<group>branch. The five overworld groups merged intoclaude/vfx(76b3afbe). The six encounter groups paused when the game went turn-based, then were rebuilt for turns, with a new Vessel group. - 24×20 boards: all eight turn groups split tile width and height and read Claude B's foot point.
- User approval: every turn group was approved on 2 November, with three looks redone (astro-2 removed, Pull reduced motion, Vessel colours).
- In the alpha: the turn groups are pinned in the encounter host at each group's tip. The overworld groups are vendored unchanged from
claude/vfxa0ba90a7a. The lead reports "transaction-driven menu/trade/home/movement VFX". A fresh full event review was not claimed.
Gallery#


See also#
Sources#
a0ba90a7a:docs/vfx/groups/BRIEF.mda0ba90a7a:docs/ops/agent-messages/2026-11-01-claude-vfx-catalogue-groups.mda0ba90a7a:docs/vfx/VFX_FIRST_SLICE.mdb89f778c2:src/main-game/game/INTEGRATION.jsonb89f778c2:docs/ops/agent-messages/2026-11-02-lead-reconciled-game-integration.md- docs/ops/agent-messages/2026-10-31-lead-claude-vfx-and-cast-handoff.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 (31)
- Art direction
- Astro VFX
- Build VFX
- Care VFX
- Character sprites
- Encounter backgrounds
- Environment art
- Flow
- Hearth podium
- 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
- Review process
- Run HUD
- Studios interior
- Survey VFX
- Tendrils
- Threadway 3D scene
- Typography
- Vessel VFX
- Ward VFX