Asset & Font Contract
Inventory
The frozen v5 set contained 111 non-font frames:
- 53 static sprites for core states, two-state Tools/Gifts, settings and semantic UI.
- 11 animation sheets for core idle/sleep, three FX families and six Makers.
- 58 authored animation frames inside those sheets.
- 303 CJK bitmap glyphs, extended to 320 for v6 device settings.
The v7 firmware pack contains 125 non-font sprites/frames and 710,740 bytes.
CONSOLE-RGB16
| Color role | Use |
|---|---|
| Black | AMOLED ground and transparent-edge compositing |
| Paper white | Highest information layer, type and Starlight |
| Yellow | Current focus, reward, charge and confirmation |
| Red / coral | Risk, heat, dangerous confirmation and trails |
| Blue | Structural orbits, hue-shifted shadow and inner outline |
| Cyan | Information, sensors and TEAM |
| Green | Success and small owned marks, never a full-object wash |
| Dark purple / gray | Continuous outline, disabled and low-level wireframes |
Color is semantic. Blue changing to yellow usually means structure becoming focus; red is reserved for risk, launch or high-energy feedback.
Pixel geometry
- Non-font assets render at 1:1 logical pixels.
- Major texture uses 2×2 blocks; UI may use 1 px lines.
- Alpha is binary to prevent translucent dirt in RGB565 composition.
- Outlines are continuous and worst-case animation bounds stay inside round-screen clearance.
- Frame count, grid, FPS and size live in the manifest, and runtime rejects drift.
Fonts
The game uses a 5×7 ASCII bitmap and 16×16 CJK atlas rather than system fonts. Titles may scale 2× with a one-pixel shadow; body copy stays 1× to protect closed CJK counters.
The documentation site self-hosts the open-source Fusion Pixel 12px Proportional SC for headings and uses programmer-oriented sans/mono faces for long reading. Its SIL OFL 1.1 license is stored at /docs-assets/fonts/OFL.txt.
Three generations
v4 established coarse texels and scene presence. v5 regenerated each family with continuous dark outlines, blue inner edges, directional dithering and stronger material identity.
Automated quality gates
The asset pipeline validates dimensions, palette size, binary alpha, 2×2 master texels, sheet geometry, glyph inventory, round-screen clearance, public/export mirrors and deterministic ZIP output. Runtime validates manifest versions again so new assets cannot silently load through old code.


V4 / SNES INK8V5 / RGB16