Skip to content

Anchor Rift Wireframe — Resonance Routing

STATUS: PROPOSED — NOT IMPLEMENTED. Verified 2026-08-27.

Interaction design for a screen that does not exist yet. Kept as the design intent to build against, not as a description of the client.

This document sketches a candidate UI for the Anchor Rift minigame where the player stabilizes a fractured resonance lattice to reveal the realm.

Core Fantasy

The player is not merely clicking "reveal map." They are forcing a broken local reality seam into coherence.

The interaction should feel:

  • short
  • strategic
  • readable
  • high-stakes without being punishing
  • distinct from combat, events, shops, and sanctuary services

Screen Goal

Route a resonance pulse from the Anchor Core to one or more target nodes using a limited number of stabilization actions.

Each successful route produces a different payoff:

  • reveal nearby nodes
  • reveal exact node identities instead of rough categories
  • suppress hazards on one route
  • expose hidden treasure or elite branches
  • reduce transit-interrupt risk

Primary Layout

+--------------------------------------------------------------------------------------------------+
| [Esc] Pause                                             Anchor Rift: Resonance Routing           |
+--------------------------------------------------------------------------------------------------+
| Realm Passive: Flooded Echoes              Stability Actions: 3             Pulse Strength: 5   |
| Objective: Route the resonance pulse through unstable paths to stabilize local reality.          |
+--------------------------------------------------------------------------------------------------+
|                                                                                                  |
|   LATTICE BOARD                                                                                  |
|                                                                                                  |
|         [ANCHOR CORE]-----(A)====(B)----x----(C)------[SCAN NODE]                                |
|              ||              \        unstable     drift                                          |
|              ||               \                                                                   |
|              ||                ====(D)====(E)---x---(F)------[HAZARD SUPPRESSOR]                 |
|              ||                        stable       false echo                                    |
|              ||                                                                                |
|              ||--------------------(G)----(H)====(I)------[HIDDEN ROUTE]                         |
|                                       overload   stable                                           |
|                                                                                                  |
|   Legend:                                                                                         |
|   ==== stable path   ---- normal path   x broken path   drift = pulse may veer   false = decoy  |
|                                                                                                  |
+--------------------------------------------------------------------------------------------------+
| Node Detail                                                                 | Route Effects      |
| Selected: (H) Resonance Junction                                            | [Scan Node]        |
| Trait: Overload                                                             | Reveal 3 nearby    |
| Current Effect: Costs +1 Pulse to cross                                     | nodes exactly      |
| Available Actions:                                                          |                    |
| [Stabilize] [Rotate Junction] [Suppress Drift] [Probe]                      | [Hazard Suppressor]|
|                                                                             | One future path    |
|                                                                             | gains Stable tag   |
|                                                                             |                    |
|                                                                             | [Hidden Route]     |
|                                                                             | Reveal secret path |
+--------------------------------------------------------------------------------------------------+
| Action Log                                                                                       |
| - Probe on (B): confirmed stable branch toward lower lattice.                                    |
| - Stabilize on (D): pulse loss removed from this segment.                                        |
| - Drift still active on (C).                                                                     |
+--------------------------------------------------------------------------------------------------+
| [Commit Pulse]                                                [Reset Planning]   [Leave Anchor] |
+--------------------------------------------------------------------------------------------------+

Interaction Model

The player gets a small number of actions before committing the pulse.

Example action set:

  • Probe: reveal the true trait of one uncertain segment
  • Stabilize: convert one bad segment into a safe segment
  • Rotate Junction: change which branch a split node will feed
  • Suppress Drift: prevent pulse deviation on one unstable branch
  • Ground Overload: remove extra pulse cost from one node

After spending actions, the player presses Commit Pulse and watches the route resolve.

Resolution States

The minigame should support partial success.

Full Success

  • pulse reaches two or more objectives
  • larger map reveal
  • hidden route exposed
  • one route gains a beneficial modifier such as Stable

Partial Success

  • pulse reaches one objective only
  • map reveal happens, but with less certainty
  • no hidden branch unlocked

Failed Stabilization

  • pulse fizzles or is misrouted
  • limited reveal only
  • optional realm penalty such as increased transit-interrupt chance on one path
  • player still moves on; the run is not hard-blocked

Shorter Moment-To-Moment Example

Step 1: Player sees three possible branches.
Step 2: Player probes the upper branch and learns it contains a false echo.
Step 3: Player stabilizes the lower branch and rotates one junction.
Step 4: Player commits the pulse.
Step 5: The pulse reaches Scan Node + Hidden Route.
Step 6: Nearby map nodes are revealed and a secret treasure branch appears.

Why This Feels Like EchoSpire

  • the player is stabilizing reality, not solving an abstract puzzle with no fiction
  • information is the reward, which matters in a fogged realm structure
  • route control is the fun, not raw loot alone
  • different biomes can skin the lattice differently without changing the core loop

Biome Skin Examples

  • Valerii: iron pylon grid, hard angles, stasis locks, disciplined lines
  • Axiom: logic lattice, geometric nodes, predictive overlays
  • Syndicate: prismatic channels, volatile spillover, beautiful false paths
  • Censors: archival threads, memory seams, ghost-route echoes
  • Salvari: jury-rigged scanner, broken pipes, patched conduits, improvised truth

UI Notes

  • Board should fit on a single screen with no scrolling.
  • The player should understand the board in under 5 seconds.
  • Resolution animation should be short and satisfying: the pulse travels, false paths collapse, true routes illuminate.
  • Avoid twitch timing. This should feel tactical, not arcade.
  • Target session length: 30 to 60 seconds on average
  • Decision count: 2 to 4 meaningful actions before resolution
  • Failure cost: informational loss or route-risk increase, not run-ending punishment
  • Realm variation: change node traits, objective count, and reward emphasis by biome and act