Ashen Spire · Visual exploration · October 1, 2026

A pilgrimage with presence.

Twelve illustrated boards explore 24 player-facing feature views on desktop and portrait mobile. The shared direction uses painted environments, weathered equipment, warm ivory text and restrained brass. Select a board to inspect it at full size.

These are visual concepts. Generated names, values, card text and some control states are placeholders. Each board includes implementation notes; the game’s source contracts remain authoritative.

12 boardsDesign notesSaved prompts
01

Arrival & Identity

Title, save slots & resume · Character creation

Use scenery to establish scale, with one prominent resume action. Fold creation choices progressively on mobile.

Implementation notes

Portraits, starting values, kit names and keepsakes are illustrative; retain canonical class identity and data.

02

Story & Consequence

Opening sequence · Events & dialogue

Give narrative scenes room to breathe. Put consequence previews beside the choice that causes them.

Implementation notes

Opening prose, event copy and the Road Warden portrait are concept inventions; retain authored dialogue and consequences.

03

World & Routes

World Journey · Classic Climb map

Make destinations recognizable from landmarks and routes. Keep mobile destination details in a bottom tray.

Implementation notes

Several map labels and the desktop navigation rail are invented presentation ideas, not new world content.

04

Places & Encounters

Crownfall services & quests · Legacy dungeon exploration

Treat towns as places, with service landmarks. Give dungeons visited, reachable and unknown room states.

Implementation notes

Room names, threat stars, service labels and projected rewards are illustrative; do not introduce unimplemented exploration rules.

05

Combat & Threats

Tactical combat · Boss & status inspection

Ground fighters in the environment. Keep intent, health and buildup close to the relevant target.

Implementation notes

The generated Dodge Roll text is inaccurate, and the boss End Turn is red. Preserve the real Dexterity/Stamina/Block rules, canonical card effects and shared End Turn color contract.

06

Armoury & Carry

Character & equipment · Inventory & comparison

Use the character as the visual anchor. Show load, weight class and card changes in the swap receipt.

Implementation notes

The invented Materials category and trinket slot are not feature proposals. Item values, prepared-set count and card-package receipts must come from the real equipment model.

07

Deck & Relics

Deck & card inspection · Relics & flasks

Let cards read as documents and relics as carried objects. Keep equipment ownership visible.

Implementation notes

The image implies a persistent 24/30 deck cap and direct add/remove of equipment cards. The real deck cap applies only at creation, and equipment cards follow ownership. Relic effects and extra names are invented.

08

Trade & Forge

Merchant · Smith services

Give services a human face. Open one offer category at a time and explain unavailable operations.

Implementation notes

The merchant shows 120 cinders and a 120-price offer as unaffordable: correct this in implementation. The desktop smith mount is hypothetical; current shipped equipment may have none. Use canonical merchant and smith text.

09

Rest & Spoils

Rest site · Post-combat rewards

Keep recovery previews and collection state explicit. Use quieter scenes for moments of relief.

Implementation notes

The recovery preview must respect max HP; 62 to 72 is only illustrative. Checkmarks must distinguish collected rewards from merely selected rewards, and collection actions must remain per reward.

10

Growth & Discovery

Class progression · Compendium

Show one progression branch at a time on mobile. Preserve the mystery of undiscovered objects.

Implementation notes

The generated 6-second skill duration does not belong to turn-based combat. Node names, effects, weapon ranges and favorite controls are placeholders, not new mechanics.

11

Company & Legacy

Forsaken Together co-op · Run results & history

Make party readiness and connection states clear. Let results have atmosphere without burying the run record.

Implementation notes

The board combines lobby readiness with an in-run vote for coverage. Keep their actual flows separate and disable Start when readiness or reconnection prevents it. History names and values are illustrative.

12

Preferences & Run Setup

Settings, controls & profile · Custom run & draft

Use readable, plain labels for settings. Keep optional configuration folded around the current decision.

Implementation notes

The Low/Medium/High/Epic art-quality labels are invented; preserve actual built-in/local-high-res choices. Draft card rules and availability must use canonical data.

Arrow keys change boards. Escape closes. Scroll to inspect the full image.