SVERSE UI DESIGN

Design files

Every screen in the spec,
built as real HTML.

Static design files โ€” no data layer, no framework. Each one implements a page from spec/05-page-specs.md using the tokens in spec/06-page-design.md, and carries a banner linking back to the sections it implements.

Screens

14

across 5 blocks

Shared CSS

2

tokens + component library

Images

lorem

picsum.photos, seeded & stable

Dependencies

0

plain HTML/CSS/JS

๐Ÿ–ผ
Photography instead of emoji. Game covers, item art, avatars and screenshots all pull seeded images from picsum.photos so layouts read like a real product. Seeds are stable โ€” the same game always gets the same cover. Emoji survives only where it is genuinely an icon (status glyphs, sidebar).
01

Store & marketplace

Discovery, the game page, the public shareable landing page a creator sends out, and the provenance-priced secondary market.

02

S-Passport

The player's side: one inventory across every game, cross-game wardrobe, the append-only deed ledger, and revenue-funded rewards.

03

Studio console ยท the creator side

Everything a one-human studio needs: analytics, catalog and interop envelope editing, the AI publish wizard, payouts and staking, API keys and webhooks.

04

Admin & audit

What keeps an open, review-light storefront survivable at thousands of studios โ€” and the ledger view that proves the money is safe.

05

Auth

Entry points, with the error and lockout states designers usually skip.

โ†—

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