SKYSHIFT · BUREAU OF INTERFACE
UI Design
Inspired by official documents with serial codes and stamps.

Default panel surface. Every panel, card, or control that sits over live content — HUD buttons, the speed rack, landing cards, help cards, the codex header — uses the shared glass recipe: var(--glass-bg) (low-opacity dark tint), var(--glass-blur) (blur(32px) saturate(220%)), and var(--glass-edge) for the soft top highlight. The low fill lets the backdrop color bleed through as an obvious saturated hint; the strong blur keeps shapes abstract so text stays readable.

01  Color / what each color is for

Surfaces
Base#0a0d14
Deepest background — the page, and the empty channel behind cargo bars.
Card · bottom#11151f
Bottom half of the ID card gradient — the deeper, settled side.
Card · top#1a2030
Top half of the ID card gradient — the lifted, cooler side.
Lines · dividers
Line · default#d2dcf5 · 8%
Faintest divider — for separations that should barely register.
Line · strong#d2dcf5 · 16%
Default border for interactive pieces — buttons, racks, dials, cards.
Line · emphatic#d2dcf5 · 28%
Hover edge — the border brightens to confirm something's interactive.
Foreground
Paper#e8e4d6
Readable text, more important — names, headlines, primary values.
Paper · dim#b8b3a3
Readable but less prominent — idle buttons, body copy, supporting data.
Paper · mute#7a7668
Accent or decorative text, not important for gameplay — mostly group labels.
Paper · faint#524e44
Structural texture — dialog morse bars and other marks that should barely register against the dark card surface.
Accent
Active · gold#f5c26b
User actions, high visibility, important text — active buttons, key values, codes.
Accent · green#87d186
Informational, not interactive — status readouts like cargo fill and current log lines.
Semantic — alert states
Error#f0b4b4
Error toasts and inline failure messages — text, background, border.
OK · success#87d186
Success toasts and confirmation messages — background and border. Text reuses --accent (green).

02  Typography / what each size is for

DISPLAY · SPACE GROTESK VARIABLE
Skyshift
34 / 500 · page hero — this showcase only, not in-game
Leafsong
17 / 600 · primary object name — ship, station, or sector
Seedhaul
14 / 600 · codex drawer title
Grown-hull pod vessel of the Bio-Annex.
12 / 400 · body copy — lore text, descriptions
MONO · JETBRAINS MONO VARIABLE
BIO-42
11 / 700 · 0.08em · serial code on the ID card
// 04 · Seedhaul
10 / 500 · structural labels — stack groups, cargo rows
36.3k/43.2k +5/s
10 / 500 · cargo numbers — amount + rate

Stack labels — corner annotations

Muted mono comment lines that sit above HUD groups and name the corner they anchor. Pattern: // [grid-code] * [description]. Retired from the live game to reduce mobile clutter; kept here as design-system vocabulary. The game's one remaining mono comment — the elapsed-time readout — is styled separately as .speed-hud__elapsed so stack-label can evolve independently.

// NW1 * overview
NW corner · overview pane identifier
// SE1 * simulation speed
SE corner · speed HUD
// SW1 * zones, overview, settings
SW corner · control toggles
// NW2 * Codex Entry
Secondary NW slot · lore drawer
// NW1 * selected, viewing
Context variant · selection dossier

03  Buttons / icon toggles · default · active · soft

Backdrop uses the shared glass tokens (--glass-bg, --glass-blur, --glass-edge) — see §00 Surfaces. Buttons sit over the live starfield, and the saturated blur is what gives them readable contrast while the backdrop color still reads through.

DEFAULT
ACTIVE · IS-ON
SOFT · IS-SOFT  / auto / ambiguous state

04  Controls / speed rack · zoom dial

Same glass recipe as the buttons (--glass-bg + --glass-blur + --glass-edge) — the rack and dial are single pills over the starfield.

SPEED RACK
ZOOM DIAL
0.4×

05  HUD Controls / bottom-left · every toggle · speed · zoom

SPEED · PAUSE → 1× → 2× → 5×
ZOOM
0.4×
GRID · AUTO → ON → OFF
AUDIO · ON → OFF
VIEW MODE · ZONES
VIEW MODE · TRADE & HEALTH
VIEW MODE · BOTH OFF
HUD SEGMENT · SCROLLING
HUD SEGMENT · ALWAYS
HUD SEGMENT · NEVER
SPEED HUD · 1× RUNNING
// elapsed 00h:12m
// SE1 * simulation speed
SPEED HUD · 2× RUNNING
// elapsed 00h:12m
// SE1 * simulation speed
SPEED HUD · 5× RUNNING
// elapsed 00h:12m
// SE1 * simulation speed
SPEED HUD · PAUSED
// elapsed 00h:12m
// SE1 * simulation speed
CONTROLS · HIDDEN → COMPACT → FULL

06  Selection / top-left ID card · sector · stations · ships

The stack-label (// NW1 * selected, viewing) sits outside the card as constant flavor — type and size moved into a small mono subtitle (.id-type) under the id-name where they're easier to read. Serial code and seal take the nation color; body remains on the shared ink gradient.

Sector

06-A  SECTOR · WITH LORE
// NW1 * selected, viewing
Green Silence
Sector · coords (-1,1)
SCT-GR
Supports Stations
Farm · Medical Lab
Water Processing · Habitat
Environment: Bio Nebula
// NW2 * Codex Entry
Green Silence
The Bio-Annex breadbasket. Vast grown-hull farms nest in the deeper branches of Palo Celestia, tended by crews who rarely speak to outsiders.

Stations

06-B  STATION · HUB
// NW1 * selected, viewing
Iron Gate
Metal Forge · Large
HUB-M
Metals 30.6k/43.2k, +4/s
Mineral 32.8k/86.4k, −6/s
Reserved −8.0k
Producing Metals
06-C  STATION · BIO
// NW1 * selected, viewing
Bloomreach
Farm · Large
BIO-F
Food 36.3k/43.2k, +5/s
Inbound +2.1k
Water 20.7k/86.4k, −3/s
Producing Food
06-D  STATION · ORE
// NW1 * selected, viewing
Ironvein
Mine · Large
ORE-N
Ice 62.2k/115.2k, +3/s
Mineral 89.9k/115.2k, +2/s
Producing Ice
06-E  STATION · SKY
// NW1 * selected, viewing
Faint Echo
Observatory · Medium
SKY-O
Signal 19.0k/28.8k, +2/s
Producing Signal
06-F  STATION · FAR
// NW1 * selected, viewing
Last Anchor
Water Processing · Small
FAR-W
Water 12.1k/28.8k, +1/s
Ice 5.2k/28.8k, −2/s
Producing Water
06-G  STATION · IN CONSTRUCTION
// NW1 * selected, viewing
Cold Theory
Tech Factory · Medium
HUB-Z
Provisions 2.3k/4.8k
Inbound +420
Hulls 3.1k/4.8k
In Construction
06-H  STATION · EMIGRATING
// NW1 * selected, viewing
Spore Refuge
Medical Lab · Medium
BIO-L
Evacuation 60%
Boarding
Generational ship Transitus
Emigrating

Ships

06-I  SHIP · HUB · EN ROUTE
// NW1 * selected, viewing
Accord
Trader
HUB-07
Metals 1.6k/2.5k
Tech 700/2.5k
Route
HUB Iron Gate to
HUB Far Theorem
Flying
06-J  SHIP · BIO · IDLE
// NW1 * selected, viewing
Leafsong
Seedhaul
BIO-42
No Cargo 0/4.0k
Status
Last trade 23s ago
Looking for Traders
06-K  SHIP · ORE · EN ROUTE
// NW1 * selected, viewing
Grinder
Tanker
ORE-12
Water 9.4k/10.0k
Route
ORE Ironvein to
BIO Bloomreach
Flying
06-L  SHIP · SKY · EN ROUTE
// NW1 * selected, viewing
Wanderloft
Jumpship
SKY-03
Hyperdata 1.5k/2.0k
Route
SKY Faint Echo to
SKY Drifthollow
Flying
06-M  SHIP · FAR · IDLE
// NW1 * selected, viewing
Pathfinder
Trader
FAR-19
No Cargo 0/2.5k
Status
Last trade 47s ago
Looking for Traders

07  Overview - nations / NW1 pane · nations tab

Pane layout

07-A  NATIONS PANE · LAYOUT (HUB ACTIVE)
// NW1 * overview
Hub-Cluster Alliance
grows core systems
HUB
Tech factories: 3·Stations: 8
Builds stationstech-factory · water-processing · shipyard

Card states reference

07-B  NATION CARDS · IDLE STATES
// NW1 * nations, expansion
Hub-Cluster Alliance
grows core systems
HUB
Tech factories: 3·Stations: 8
Builds stationstech-factory · water-processing · shipyard
Bio-Annex
cultivates bio-prosperity
BIO
Farms: 3·Stations: 6
Builds stationsfarm · medical-lab · habitat
20th Mining Fleet
mines asteroid veins
ORE
Mines: 3·Stations: 7
Builds stationsmine · metal-forge
Skyshift Cooperative
explores deep space
SKY
Archives: 2·Stations: 4
Builds stationsarchives
Farshift Collective
scatters frontier outposts
FAR
Observatories: 2·Stations: 3
Builds stationsobservatory
Wayfarer-Ark Transitus
transports communities
WAY
Generational Ships: 1·Stations: 1
Builds stationsnone
Shore Leave
07-C  NATION CARDS · MID-EVENT (STRIKE THRESHOLDS)
// NW1 * nations, expansion
Hub-Cluster Alliance
grows core systems
HUB
Tech factories: 3·Stations: 8
Builds stationstech-factory · water-processing · shipyard
Surveying new sites 75%
Top sectors
• Abject Pride
• New Logic
• Border 02
Surveying
Hub-Cluster Alliance
grows core systems
HUB
Tech factories: 3·Stations: 8
Builds stationstech-factory · water-processing · shipyard
Building at Iron Gate · tech-factory · 45%
In Construction
Bio-Annex
cultivates bio-prosperity
BIO
Farms: 3·Stations: 6
Builds stationsfarm · medical-lab · habitat
Seeding new prospects 52%
Top sectors
• Overgrowth
• Green Silence
• The Fallow
Surveying
20th Mining Fleet
mines asteroid veins
ORE
Mines: 3·Stations: 7
Builds stationsmine · metal-forge
Prospecting new claims 38%
Top sectors
• Hearth
• Void of Silence
• Gap of Calamity
Surveying
Skyshift Cooperative
explores deep space
SKY
Archives: 2·Stations: 4
Builds stationsarchives
Charting new horizons 20%
Top sectors
• Blind Study
• Deep Space
• Not Here
Surveying
Farshift Collective
scatters frontier outposts
FAR
Observatories: 2·Stations: 3
Builds stationsobservatory
Seeking new frontiers 22%
Top sectors
• Long Decimal
• Thin Edge
• Cold Theory
Surveying
07-D  CONTRACT · BUILDING VIA CONTRACT
// SKY contracting BIO * habitat
Skyshift Cooperative
explores deep space
SKY
Archives: 2·Stations: 4
Builds stationsarchives
Building via contract with BIO Drifthollow · habitat · 45%
In Construction

08  Overview - wares / overview sidebar · wares tab

08-A  OVERVIEW · DEFAULT · NO WARE
// NW1 * overview
Overview
08-B  OVERVIEW · DROPDOWN OPEN
// NW1 * overview
Overview
// None
// Metals 12.4k
// Food 8.7k
// Water 6.1k
// Ice 3.9k
// Mineral 2.7k
// Hyperdata 0.8k

09  Overview - emigration / NW1 pane · emigration tab

// overview * NW1 pane content

Gen-ship dossier

09-A  GEN-SHIP · TAKING IT EASY (WAY)
// NW1 * selected, viewing
Transitus
Wayfarer-Ark
WAY-01
Crew status
enjoying shore leave
Destination
The Long Drift
Taking It Easy
09-B  GEN-SHIP · PREPARING TO JUMP
// NW1 * selected, viewing
Transitus
Wayfarer-Ark
WAY-01
Destination
The Long Drift
Departure T − 42s
Passengers
8,400 aboard
from 3 stations total
Preparing to Jump

Emigration controls

09-C  EMIGRATION CONTROLS · AUTO
// NW1 * overview
Emigration
Emigration triggers automatically once a vast majority of sectors are populated.
Percentage of stations that will start emigrating out of the cluster.
09-D  EMIGRATION CONTROLS · MANUAL
// NW1 * overview
Emigration
Emigration only triggers when you start it yourself.
Percentage of stations that will start emigrating out of the cluster.
Encourage station population to board generational ship and emigrate to another cluster.

Event log

Fourth tab in the overview. A FIFO list of notable world events — emigration start/end, station construction start/complete, new surveys, gen-ship arrivals. Each entry is timestamped with player-facing elapsed time and color-coded by category. Newest on top, capped at 200 entries. Persisted with the save.
09-E  OVERVIEW · LOG
// NW1 * overview
Log 6 / 200
12h:42m Emigration complete: 4 stations departed to The Long Drift
11h:58m Construction complete: Leafsong — Tech Factory, HUB
10h:17m Emigration started: 4 stations bound for The Pale Reach — ORE, BIO
08h:04m Survey started: Farm in sector B4 — BIO
06h:49m Gen-ship arrived: Causeway
03h:12m Construction started: Brackwater — Mine (M), ORE
09-F  OVERVIEW · LOG · EMPTY
// NW1 * overview
Log
Events will show up here as they happen:
  • Station construction
  • Emigration
  • Generational ship arrival

10  Codex & Log / collapse · codex · log

Three icon toggles outside the card's right edge. ChevronUp is always visible and collapses the card to a title-only strip; the other two hide with it. Book opens the codex drawer, Logs opens the trade log — either, both, or neither, and each hides itself when the selection has no info of that type.
10-A  CODEX OPEN · LOG CLOSED
// NW1 * selected, viewing
Leafsong
Seedhaul
BIO-42
Food 1.9k/4.0k
Medicine 880/4.0k
Flying
// NW2 * Codex Entry
Seedhaul
Grown-hull pod vessel of the Bio-Annex. Drifts between stations nested in the Palo Celestia tree nebula.
10-B  BOTH OPEN
// NW1 * selected, viewing
Leafsong
Seedhaul
BIO-42
Food 1.9k/4.0k
Medicine 880/4.0k
Flying
// NW2 * Codex Entry
Seedhaul
Grown-hull pod vessel of the Bio-Annex. Drifts between stations nested in the Palo Celestia tree nebula.
// NW2 * Ship computer log
Selling: Food
From: BIO Bloomreach 84% (36.3k/43.2k)
To: HUB Drifthollow 12% (1.7k/14.4k)
▸ Fly: Bloomreach → Drifthollow
  Deliver: 4.0k food
Default behavior: trade
10-C  COLLAPSED · title only
// NW1 * selected, viewing

11  Ship log / debug log · faction tint · emphasis rules

Three stacked treatments break the dense log into scannable chunks without adding height: dashed rule between ware groups echoes the id-card divider; faction-tinted code (BIO · HUB · ORE · FAR) lets the eye group rows by nation at a glance; focal + mute keeps the ware name and percentage in paper while dropping parenthetical inventory to paper-mute and the trailing reason to paper-dim italic. Compact footprint is preserved — numbers use the k formatter (38.7k vs 38,652).
11-A  SHIP LOG · ACTIVE HAULER · MULTI-LEG
// NW2 * Ship computer log
Selling: Medicine
From: HUB Last Resolve 82.3% filled (28.9k/35.2k)
To: BIO Bloomreach 22.4% filled (7.9k/35.2k)
Bonus: Provisions (8.1k on ship)
▸ Fly: Last Resolve to Bloomreach
  Dock: Bloomreach
  Deliver: 28.9k medicine
  Load: 8.1k provisions
  Fly: Bloomreach to Last Resolve
  Dock: Last Resolve
  Deliver: 8.1k provisions
  Orbit: Last Resolve
Default behavior: trade
11-B  SHIP LOG · IDLE TRADER
// NW2 * Ship computer log
Trader wants to fill at least 20.7% of cargo space
Water (sell): 44.7% (38.7k), no destination needs it, 3 most eligible:
 · BIO Bloomreach: 60.6% (38.4k +14.0k in)
 · HUB Far Theorem: 60.4% (34.8k)
 · HUB Last Resolve: 49.3% (28.4k)
Ice (buy): 56.5% (87.5k +10.0k in), no producer has surplus, 3 most eligible:
 · ORE Dustrock: 48.4% (83.6k)
 · ORE Ironvein: 43.6% (50.3k -10.0k out)
 · ORE Deepvein: 41.6% (71.9k)
Default behavior: trade

12  Landing page / index.html · cover · ledger · dossier · register

The cover page reuses the in-game passport vocabulary above the starfield — stack-labels, mono-caps straps, the .id-card chassis. The only piece unique to this surface is the gradient wordmark; everything else is HUD register applied at landing scale.

12-A  HERO · gradient wordmark

Skyshift

12-B  LANDING CAPTION · hero register
// FIVE NATIONS TRADE · BUILD · EMIGRATE
BIO · HUB · ORE · SKY · FAR
12-C  UNIVERSE PICKER · selected card gets gold title + border
12-D  SETTINGS PANEL · audio + savegame slots
Settings

» View

Show sector grid

» Audio

Announce station and ship names

» Browser Savegame

» File Savegame

Saved.
This save is from a different build of Skyshift and can't be loaded.
12-E  COLOPHON · numbered registry

13  App icon / iOS home-screen · squircle mask

iOS masks apple-touch-icon.png to a squircle on the home screen, so the home-screen icon insets the reticle (a tighter version stays in favicon.svg for browser tabs). Background is a 4-unit dashed paper-line grid, tuned strong enough to read at 180×180 — the dashes stand in for a projected HUD overlay behind the sighting glyph. Source is public/app-icon.svg; rasters are emitted by node dev/images/generate-app-icon.mjs.