Art-Version Archive
v1–v2 / Establishing the asset language
The first output defined core states, Makers, Tools, Gifts, UI icons and FX families. Coverage mattered more than a unified silhouette or world semantics, and several objects still resembled generic science-fiction symbols.
v3 / SNES INK8

v3 locked an eight-color tendency, coarse master texels and the star-workshop proposal. Abstract modules began turning into readable objects. Separate Maker and icon sheets checked motion phase and static silhouette.

v4 / EPIC DIORAMA

v4 changed isolated icons into a world:
- Core expanded to 160×160 with an idle loop.
- Six Maker families occupied visible orbits and workshop displays.
- Directional dithering gave buildings, rockets and satellites material structure.
fx_tap / grow / loopintegrated with runtime pages.

v5 / CONSOLE-RGB16 OUTLINED RELIC

v5 became the web visual golden version:
- Up to 16 colors with saturated classic red, yellow and blue.
- Continuous 2 px dark outlines and blue inner edges.
- Material-direction dithering rather than uniform noise.
- Active/owned states reduced to corner marks instead of covering silhouettes.
- CJK bitmap fixes for proportions, title shadows and shell consistency.
v6 / OLED DEVICE

v6 added a six-frame sleeping core, settings icons and more CJK glyphs for a real device. Assets now had to survive RGB565, binary packing, PSRAM budgets and physical bezel clearance.
Effect evolution
Late improvement did not mean adding frames. Every frame needed a legible black/RGB565 silhouette and correct swept bounds for sparse tails under partial refresh.


V4 ICONSV5 ICONS
V4 FXV5 FX