Terrain recedes
The ground is meant to carry the lowest saturation and no glow that competes with an actor. Veins may be beautiful only in ways that step back.
A dark vitrified world under a shattered golden sun, where the ground recedes, the armies own the light, and every strategic fact reads before its color does. This page presents the complete visual target for *Echoes of the Broken Sun*: our original modern RTS interface, faction architectures, combat effects grammar, and celestial landmarks, benchmarked against AAA standards while avoiding the traditional Blizzard clone trap.
CONCEPT-001 through CONCEPT-024.Read it the way the finished game is meant to be read: matte charcoal ground and gold fracture veins are meant to recede, the Future Well is meant to orient the fight without shouting, and Meridian and Kharuun silhouettes are meant to carry the color while the Broken Sun enters from above. This is a low, cinematic framing, closer to a title shot than to the strategy camera, and no interface is drawn.
The ground is meant to carry the lowest saturation and no glow that competes with an actor. Veins may be beautiful only in ways that step back.
The Well and the causeway are meant to hold their light below any unit’s claim. Landmarks point; they do not compete.
Compact machines on the left, Assemblies warforms on the right. Faction is meant to read from shape before cyan or amber does.
Gold key against indigo fill is the lighting signature. From the strategy camera the sun is felt through warm light and vein glow, not seen directly.
Not in frame: Surveyors and Tenders, every structure, the Hollow Choir, the interface, fog of war, ownership marks, order and selection feedback, and telegraphs. The two brightest layers of the finished frame, transient feedback and interface, are absent, which is one more reason this is not a screenshot. The render composes surfaces, light, and silhouettes; it is not the map layout, and its Well core is a direction rather than the settled design.
The development build already places the two starting shelves, the east–west ridge, the three crossings, the Matter seams, and the central Well as authored meshes, and its first surface families, motion families, and combat effects exist in source. What the target adds is what the build has not yet earned a public capture for: production surfaces and wear, atmosphere, qualified lighting, and a composed frame that passes the readability bar at combat speed. The gap is the work, and the Updates page tracks it.
Left: concept direction for surfaces, lighting, and silhouettes. Right: the accepted 29 August 2026 art-review capture from the development build, interface hidden. The shelves, ridge, three crossings, and the Well’s position come from the deterministic map shown on the right; the render is not the map. Neither image is a screenshot of play. The in-engine capture is not final art: lighting, effects, animation, and destruction are scheduled for the last phase of production.
Every surface, effect, and interface element in the finished game must belong to one of five notes, plus one cool complement for the sky. A color that cannot name its note does not ship.
Terrain body, structure mass, and interface panel ground. Never lifted to grey by fill light.
website swatch #1c1f22Compact-built surfaces and interface type, with wear at edges and load points rather than uniform grime.
website swatch #ecebe6Fracture veins, Kharuun mineral identity, the key light, and alerts.
website swatch #f0b45aCrownfall phenomena, the bleed of erased futures, and the Hollow Choir’s identity.
website swatch #b3417aMatter deposits, Meridian engineered systems, and interface confirmation.
website swatch #5fd8e8Fill light and shadow temperature, not a surface color. Gold against indigo is the Crownfall duality.
website swatch #7a99e0Swatches are the website’s own sRGB presentation of the five notes; in-engine linear values are the authority. Website type is the website’s own. The game’s interface typefaces, Space Grotesk and IBM Plex Mono, both under the SIL Open Font License, are decided in the project directive.
StarCraft II proved the power of instant readability and high contrast. But copying its 1998 three-box bottom console (minimap on left, wireframe in middle, 3x5 grid on right) robs an RTS of screen space and originality. Echoes of the Broken Sun replaces the heavy bottom shelf with a floating contextual command arc, opening the battlefield while keeping hotkey muscle memory razor sharp.
Appears smoothly when units are selected; disappears when observing the battlefield. Leaves the center clear of intrusive solid metal frames.
Elevation bands, chokepoints, and fog boundaries render as clean vector lines rather than muddy bitmap thumbnails.
Clean horizontal indicators for Matter (cyan), Dawn (amber), and Logistics capacity keep economic health readable in your peripheral vision.
3D animated wireframe, dual health/shield curves, and weapon ranges project as light, not an opaque box.
Rather than a flat 2D button list, the main menu is a live 3D observation deck inside an Ark-City command bridge. Commander Mara Vey stands at an interactive holographic war-table, reviewing contested sectors on Soryn while the Broken Sun blazes with fractured plasma rings outside.
Buildings in Echoes of the Broken Sun are governed by strict silhouette, material, and functional rules. The Meridian Compact builds with repairable ceramic-armored frames; the Kharuun Assemblies cultivate living basalt geology; and the Hollow Choir stabilizes unchosen timelines with dual shadows and magenta possibility bleed.
Pale ceramic heat-plating (ceramic_civic) over dark machined steel, hydraulic blast doors, status bands, and ground-projected cyan conduit grids.
Cultivated directly from Soryn's vitrified basalt strata with concentric illuminated amber geothermal fissures and acoustic resonance whiskers.
Maintained possibility: levitating geometric hyper-structures, spans casting two valid divergent shadows, and radiant magenta possibility bleed.
The strategic staging war room showcases all three factions with complete macro-mechanic dossiers, unit showcases, and live campaign route selection.
Combat readability is paramount. Weapon discharges, projectile tracers, and shield impacts must read instantly even when hundreds of units collide. Effects conform strictly to layer luminance budgets (ART-A4-002), ensuring weapon beams and shields stand out cleanly against the matte basalt terrain.
Piercing cyan railgun lines with ionized ribbons, modular hexagonal energy barrier ripples, and pale ceramic smoke puffs.
Explosive molten amber magma globes, razor-sharp volcanic basalt splinter flak, and concentric amber seismic shockwaves.
Magenta probability fracture beams, chromatic aberration phase-shift shimmer, duplicate phantom silhouettes, and imploding spatial rifts.
Zero strobe frequencies; emission transitions are clamped below 3 Hz and obey photosensitivity and reduced-flashing safety standards.
The Future Well is the battlefield's defining tactical landmark. Below, forces establish fortified perimeters as swirling Dawnshard solar plasma erupts from the impact basin.
A complete RTS experience demands diegetic shell systems that respect the player's intelligence. From sector route planning to post-match telemetry curves, every interface is engineered with pale ceramic typography, dark charcoal backing, and responsive feedback.
Connected route nodes track the 15 campaign operations across Soryn. The dossier panel displays objective briefs, Dawnshard yields, threat assessment meters, and Commander Mara Vey audio waveforms.
Diegetic frosted charcoal glass preserves dimmed tactical context underneath. Displays live mission checklists, elapsed combat timers, current casualty ratios, and swift action controls without full-screen blackout.
Multi-line interactive analytics track Matter harvest rate (cyan), Dawn extraction (amber), and army value (white) across the match timeline, with event markers for Future Well protocol triggers.
Fully compliant with SPEC-UI-006: dynamic UI scaling (80%–150%), live side-by-side High Contrast preview, Reduced Motion, Reduced Flashing, and real-time audio loudness calibration to -24 LKFS.
With all 14 visual design targets, faction architectures, menu hierarchies, and VFX grammars codified in the project repository, our development team and AI collaborators have the definitive blueprint to bring Echoes of the Broken Sun to life in Unreal Engine 5.8.
Build Entry_Menu.umap with Ark-City interior geometry and Crownfall exterior vista. Implement WBP_EchoesMainMenu using Unreal CommonUI.
Integrate WBP_EchoesTacticalHUD with floating contextual command arc, vector contour radar, and live telemetry bound to EchoesSimulationSubsystem.
Implement faction particle emitters (NS_MC_RailgunBeam, NS_KA_MagmaBlast, NS_HC_PhaseBeam) and Future Well protocol states conforming to layer luminance budgets.
Qualify every player-visible outcome in the running game, with captured frames, input traces, and engine logs retained as evidence. Source review and headless runs never stand in for what the player actually sees.