Visual Component Library · Phase 3 Review

A proposed shared visual language for every interface in the game. This review page does not alter gameplay; it establishes the families that will replace inconsistent one-off styling.

Review specimen — not yet migrated globally
01 · Foundations

One palette and one readable type hierarchy

Cinzel supplies medieval character and authority. Lora carries descriptions, instructions, settings, and other reading-heavy content.

Parchment #F1E6C8 · reading
Antique Gold #C8A35A · hierarchy
Void Black #0E0E10 · deepest ground
Stone Gray #25252A · tactile controls
Fissure Violet #8A3DFF · magic and selection
Deep Indigo #1B1E3A · game panels
Display and command text · Cinzel

Your Isle

Sky Bazaar

Recruit Paladin

Body and explanatory text · Lora

Paladins are elite heavy fighters trained to hold the line. Their clear role and readable statistics should remain understandable even over detailed town artwork.

Supporting text remains at 13px or larger. Important instructions use 15–16px.

Rule: Cinzel is never used for long paragraphs or brittle 9–10px interface copy.

02 · Surfaces

Materials communicate purpose

Dark stone and indigo handle active play. Parchment is reserved for comfortable reading. Void is the quietest, deepest layer.

Gameplay Panel

Town controls, banners, Bazaar containers, standings, settings groups, and tactical windows.

Reading Panel

How to Play, lore, patch notes, longer explanations, and reference material. Dark ink is always paired with parchment.

Void Surface

Tooltips, card footers, deep wells, and restrained negative space behind high-priority content.

03 · Actions

Buttons have explicit jobs

Gold progresses, stone supports, violet selects or invokes magic, red destroys, and quiet controls step aside. These roles should not be mixed.

Canonical action hierarchy

The violet crystal construction is isolated as the magic/selection family. It can later accept authored Photoshop textures without changing spacing, text, or behavior.

Usage boundaries
Gold
Advance, confirm, continue, or enter battle.
Stone
Ordinary support actions such as upgrade, reroll, and menu.
Violet crystal
Magic, meaningful selection, and the approved Bazaar recruit signature.
Danger
Disband, abandon, delete, or destructive reset.
Quiet
Cancel, back, dismiss, or defer.
Icon
Close, settings, lock, and compact utilities.
Implementation specification

One geometry beneath every material

These measurements are the working baseline for desktop QA, not loose examples.

Property Standard action Icon action Rule
Height44px44 × 44pxGeometry never changes between states.
Minimum width132px44pxWide progression actions may use 190px.
Horizontal padding20px09px gap when an icon and label appear together.
Command typeCinzel 700 · 14px17px symbolUppercase, 0.08em tracking, one line.
Structure1px border · 4px cornerSameMaterial changes; the underlying frame does not.
Motion140ms standard140ms standardHover lifts 1px; pressed moves down 1px.
Focus2px violet external ringSameAlways visible for keyboard input.
Disabled42% opacitySameNo hover lift; cursor communicates unavailable.
Complete state matrix

Every family must survive every state

Loading preserves width so surrounding controls never jump.

Family Default Hover Pressed Keyboard focus Disabled Loading
Primary
Secondary
Magic / recruit
Danger
Quiet
Icon
Background stress test

Legible before it enters the game

Each specimen uses the same controls without one-off contrast fixes.

Neutral solid
Parchment
Dark void
Busy landscape
Bright artwork
05 · Form controls

Settings and inputs share one dependable construction

Labels remain above fields, help text remains separate from values, and interactive targets stay at least 42px tall.

Text and selection fields
Up to 16 characters.
Toggles and sliders
Music Play the town and battle score.
Health bars Show health over every formation.
Master volume Current value: 72%
06 · Metadata

Tags identify; icons accelerate scanning

All tags use one base geometry. Color indicates category or rarity. Only the four key combat statistics require symbols.

Unified tag family
Legendary Magic Light Healthy Heavy Human

This replaces the visually overlapping tag, pill, metadata-pill, trait, and sort-chip styling.

Key combat statistics
22 Attack
18 Defense
45 Health
7 Speed

The speed symbol remains a placeholder until the raised running-boot icon is authored.

07 · Cards and rows

Content density follows the decision being made

Bazaar units need strong art, large names, key statistics, traits, price, and one obvious action. Buildings and banners remain compact rows.

Two approved densities

Browse quickly, then inspect deeply

The Bazaar remains compact enough for five offers; the dossier carries the complete explanation.

Bazaar browse card · 248px target width
Paladin unit artwork
Tier IV · Legendary

Paladin

Heavy Human Fighter
22Attack
18Defense
45Health
7Speed
1,600g

Contains comparison essentials: identity, race, combat traits, four stats, price, and action.

Selected unit dossier · expanded inspection
Tier IV · Legendary

Paladin

Heavy Human Fighter

Elite human warriors trained to hold the line through punishment and protect nearby allies.

Ability
Radiant Guard
Role
Front-line protector
Synergy
Defenders and healers
Pool
3 units available
22Attack
18Defense
45Health
7Speed

Full description, traits, ability, role, synergies, availability, and expanded art live here.

Browse-card family · source-art stress test
Paladin unit artwork
Tier IV · Legendary

Paladin

Heavy Human Fighter

Elite human warriors trained to hold the line through punishment and protect nearby allies.

22Attack
18Defense
45Health
7Speed
1,600g
Elf Archer unit artwork
Tier II · Uncommon

Elf Archers

Light Elf Ranger

Precise ranged troops that punish lightly armoured targets from behind a protected line.

14Attack
6Defense
24Health
8Speed
400g
Wraith unit artwork
Tier III · Rare

Wraiths

Mystic Undead Hybrid

Spectral attackers that drift through the melee and bring fissure magic into close combat.

18Attack
10Defense
32Health
9Speed
950g
Building row
Town Hall Improves Bazaar rarity
Banner row
War Hounds · 6 Light · Animal · Assassin
12 5 28 11
08 · Windows and feedback

Every overlay shares structure and hierarchy

A consistent header, close control, body measure, action footer, backdrop, and stacking model replaces individually constructed windows.

Canonical anatomy

Shared structure, measurable rhythm

Gameplay, parchment, and confirmation windows change material—not construction.

Window Title

Readable content measure

Body copy and controls use the same inset. Longer reading never stretches across the entire screen.

54px header 44px close target 24px body inset 68px action footer
Header
54px minimum height
Title inset
20px minimum
Close target
44 × 44px
Body padding
24px
Reading measure
680px maximum
Footer
68px minimum height
Action gap
12px
Viewport edge
32px desktop · 16px compact

The 680px reading measure applies to prose. Tactical grids may use wider bodies while retaining the same header and footer.

Gameplay×
Settings

Dark indigo for active play and tactical controls.

Reading×
How to Play

Parchment for sustained reading, lore, and reference material.

Confirmation×
Recruit Paladin?

Focused language and no unrelated controls.

Confirm Recruitment

Recruit Paladins for 1,600 gold? They will establish a new banner and reserve their units from the shared pool.
Tooltip / dossier
Toast / system feedback
Bazaar locked These offers will remain for the next round.
Empty state
Empty Banner Recruit a troop from the Bazaar to establish this banner.
09 · Whole-interface audit

What currently prevents consistency

These findings are based on the current source, the Phase 1 inventories, and the latest playable Phase 3 baseline.

High priority

One utility button does too much

The current utility class represents purchases, navigation, tabs, warnings, closing, market increments, and ordinary secondary actions.

High priority

Inline styling blocks migration

168 static elements carry inline styles. Several require later overrides or !important, making visual changes fragile.

High priority

Small type breaks hierarchy

Important labels and metadata reach 8.5–10px with wide letter spacing. Cinzel becomes especially brittle at these sizes.

Consolidate

Four competing tag systems

Tags, metadata pills, detail tags, and sort chips communicate similar information with unrelated sizes, corners, and interaction cues.

Consolidate

Shape language is arbitrary

At least 17 radius forms are present. Ornamental frames should create character while four structural corner values provide consistency.

Consolidate

Windows lack a shared anatomy

Settings, tutorials, confirmations, recap, Compendium, and end-state windows use different header spacing, close controls, body measures, and action placement.

Keep

Material direction is strong

Dark cards, parchment reading surfaces, restrained gold, and violet magic produce a distinct identity when their roles remain disciplined.

Keep

Existing behavior can remain

IDs and event handlers do not need to be renamed. Canonical classes can wrap the current behavior while presentation is migrated family by family.

10 · Migration map

Proposed order for applying the library

Each pass should preserve every existing action, then receive a focused visual and interaction check before the next family is migrated.

Pass Current concepts Canonical family Reason
1 · Actions .big, .ubtn, buy, close, reroll, mode and difficulty controls Primary, secondary, magic, quiet, danger, icon Highest repetition and the most visible inconsistency.
2 · Navigation Chat tabs, Settings tabs, leaderboard tabs, sort chips, view toggles Tab rail, segmented selector, noninteractive badge Separates navigation from commands and labels.
3 · Windows Overlay cards, Settings, tutorial, Compendium, recap, confirmation gates Gameplay window, parchment reading window, modal, tooltip, toast Creates reliable spacing, close placement, and text measure.
4 · Cards Bazaar card, building row, banner row, Compendium item Unit offer card, compact information row, selected list item Improves the game’s most decision-heavy content.
5 · Controls Text fields, selects, sliders, toggles and developer inputs Field, help text, switch, range control Finishes consistency and keyboard accessibility.
6 · Cleanup Inline declarations, duplicate selectors, literal values Shared classes and approved tokens Prevents the inconsistencies from returning.
Approval gate for every family
  1. Specify: measurements, states, usage, and responsive behavior exist in this library.
  2. Integrate once: apply the family to one representative real screen without changing behavior.
  3. Stress test: verify 1920×1080, 1280×720, 1024×768, compact width, keyboard focus, and disabled/loading states.
  4. Approve: do not migrate the next family until the current real-screen result is accepted.

First integration: Actions on the Bazaar—Recruit, reroll, lock, upgrades, To Battle, close, and destructive controls.