Rift Type UI Wireframes¶
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 provides text-based structural wireframes for the different Rift screens.
1. Combat / Elite / Boss Rift¶
Standard encounter layout. Boss/Elite uses the same foundational layout with more prominent health bars and boss mechanics.
+-------------------------------------------------------------+
| [Esc] Pause Turn: 5 | [!] Objectives |
+-------------------------------------------------------------+
| |
| |
| [HERO CHARACTER] [ENEMY 1] [ENEMY 2] |
| HP: 50/50 HP: 30/30 HP: 15/15 |
| Energy: 3/3 Intent: Atk Intent: Buf|
| Status: [None] |
| |
| |
+-------------------------------------------------------------+
| [Discard: 3] [Draw: 15] |
| |
| +-------+ +-------+ +-------+ +-------+ |
| | Card 1| | Card 2| | Card 3| | Card 4| |
| | 1 Enrg| | 0 Enrg| | 2 Enrg| | 1 Enrg| |
| | Atk 10| | Def 5 | | Skill | | Atk 5 | |
| | | | | | | | | |
| +-------+ +-------+ +-------+ +-------+ |
| [END TURN] |
+-------------------------------------------------------------+
2. Protection Rift¶
Similar to default combat but includes the Protectable Entity.
+-------------------------------------------------------------+
| [Esc] Pause Defend for 3 Turns | [!] Objectives |
+-------------------------------------------------------------+
| |
| [PROTECTABLE ASSET] |
| HP: 100/100 |
| |
| [HERO] [ENEMY 1] [ENEMY 2] |
| HP: 50/50 Targeting Target Asset|
| |
+-------------------------------------------------------------+
| ... |
+-------------------------------------------------------------+
3. Shop Rift¶
Economy interface.
+-------------------------------------------------------------+
| [Esc] Pause [Current Currency: 250c] Faction: Axiom|
+-------------------------------------------------------------+
| SHOPKEEPER PORTRAIT |
| "Looking to upgrade your arsenal?" |
| |
| CARDS RELICS SERVICES |
| +-------+ [50c] [Icon] [150c] [Heal] [30c] |
| | Card | Relic Name Restore 30 HP |
| | | |
| +-------+ [Icon] [200c] [Remove][75c] |
| Relic Name Trash 1 Card |
| +-------+ [75c] |
| | Card | |
| | | |
| +-------+ |
+-------------------------------------------------------------+
| [LEAVE SHOP] |
+-------------------------------------------------------------+
4. Rest / Sanctuary Rift¶
Recovery node layout.
+-------------------------------------------------------------+
| [Esc] Pause Camp/Sanctuary|
+-------------------------------------------------------------+
| |
| AMBIENT CAMPFIRE/BASE |
| |
| |
| [RESTORE HP] [UPGRADE CARD] [DEFRAGMENT] |
| Heal 30 HP Select 1 Remove 1 |
| |
+-------------------------------------------------------------+
| [DEPART] |
+-------------------------------------------------------------+
5. Event / Anchor Rift¶
Narrative or map-altering prompt interface.
+-------------------------------------------------------------+
| [Esc] Pause Anomaly Detected|
+-------------------------------------------------------------+
| |
| ILLUSTRATION OF THE EVENT / ANCHOR NODE |
| |
| "You discover an ancient terminal partially phased |
| into the floor. It hums with latent energy." |
| |
| > [Hack Terminal] (Requires 1 Energy Core) Lose 5 HP, |
| gain 1 Rare Artifact. |
| |
| > [Anchor Reality] Stabilize this sector. Reveal 2 |
| adjacent hidden nodes. |
| |
| > [Leave] Do nothing. |
| |
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