{
  "title": "AshenSpire player polish inspiration",
  "created": "2026-10-01",
  "generator": "Built-in image_gen",
  "status": "Illustrative concepts; no runtime changes",
  "boardCount": 12,
  "featureViews": 24,
  "screenRenditions": 48,
  "targets": {
    "desktop": [
      1440,
      900
    ],
    "mobile": [
      390,
      844
    ],
    "note": "Target viewport labels are conceptual; generated frame proportions and spacing are not measured responsive specifications."
  },
  "boards": [
    {
      "slug": "01-arrival-and-identity",
      "title": "Arrival & Identity",
      "features": [
        "Title, save slots & resume",
        "Character creation"
      ],
      "image": "01-arrival-and-identity.png",
      "polish": "Use scenery to establish scale, with one prominent resume action. Fold creation choices progressively on mobile.",
      "review": "Portraits, starting values, kit names and keepsakes are illustrative; retain canonical class identity and data.",
      "prompt": "Use case: ui-mockup.\nAsset type: a polished illustrated desktop/mobile concept board for Ashen Spire, an original dark fantasy tactical roguelike deckbuilder. This is visual polish inspiration, not an implemented screenshot.\nCreate one landscape presentation sheet, approximately 2400 x 1800, containing TWO clearly separated horizontal rows. Each row shows one feature as a large desktop 1440 x 900 viewport on the left and a portrait mobile 390 x 844 viewport on the right. FOUR UI frames total. Preserve each viewport's proportions; no phone or monitor hardware, no browser chrome, no OS bars. Small elegant feature captions outside frames. Generous gutters. Screens large, sharp, legible, richly illustrated. Board title at top, no commentary paragraphs.\nArt direction grounded in the attached AshenSpire references: quiet grandeur, weathered pilgrim equipment, ruined gothic architecture, painterly realistic environments and full-body class figures. Dark umber/soot surfaces, warm ivory text, restrained oxidized brass edging, ember light, bone and leather. Region-specific light and fog; never muddy. Incised serif headings and clear modern body typography, tabular resource numbers. Precise linework, exquisitely painted objects, cinematic lighting with clean gameplay silhouettes.\nUI polish: strong hierarchy, generous negative space, consistent shallow folding trays, fine dividers rather than nested boxes, restrained decoration. Primary available action uses a muted green accent; category selection brass/gold; focused Back/Close red. HP crimson, mana blue, stamina green, energy readable 3/3. Icons drawn in a consistent engraved style, no emoji. Show short readable English text only, avoid walls of microtext. One obvious primary action per frame. On mobile recompose intentionally for touch with 44px targets, readable type and bottom anchored actions; NEVER simply shrink the desktop. Keep critical information unobscured, no clipped buttons.\nReference screenshots describe actual game features and layout vocabulary; update their presentation ambitiously. Existing painting references establish world and material identity. No unrelated gameplay, no cash shop, no daily rewards, no MMO quest tracker. All data are illustrative.\n\nBoard title: ASHEN SPIRE — ARRIVAL & IDENTITY\nRow captions: \"Title, save slots & resume\" and \"Character creation\".\nROW ONE: Ashen Spire title menu. Monumental broken spire through dawn ash and fog, isolated pilgrim silhouette. ASHEN SPIRE wordmark, Continue with a compact occupied-save receipt 'Reaver · Act I', Begin a Climb, compact secondary Run History, Compendium, Settings, Forsaken Together. Desktop a quiet menu offset against vast landscape with one small save list. Mobile vertically composed spire, clear stacked menu and one resume receipt.\nROW TWO: Character creation. Selected Reaver, richly painted armored figure with greatsword, distinct smaller Rogue, Starseer, Herald portraits. Desktop class choice left, full body figure center, folded configuration and starting attributes right. Picks Class, Kit, Keepsake, Sigil, Tint, Sprite; Standard / Assign points; Journey toggle Classic Climb / World Journey; clear final Begin Journey. Mobile selected figure top, four class tabs and ONE open starting-kit tray with folded rows below, fixed Begin Journey. Read choices back in a compact summary. No invented class names."
    },
    {
      "slug": "02-story-and-choices",
      "title": "Story & Consequence",
      "features": [
        "Opening sequence",
        "Events & dialogue"
      ],
      "image": "02-story-and-choices.png",
      "polish": "Give narrative scenes room to breathe. Put consequence previews beside the choice that causes them.",
      "review": "Opening prose, event copy and the Road Warden portrait are concept inventions; retain authored dialogue and consequences.",
      "prompt": "Use case: ui-mockup.\nAsset type: a polished illustrated desktop/mobile concept board for Ashen Spire, an original dark fantasy tactical roguelike deckbuilder. This is visual polish inspiration, not an implemented screenshot.\nCreate one landscape presentation sheet, approximately 2400 x 1800, containing TWO clearly separated horizontal rows. Each row shows one feature as a large desktop 1440 x 900 viewport on the left and a portrait mobile 390 x 844 viewport on the right. FOUR UI frames total. Preserve each viewport's proportions; no phone or monitor hardware, no browser chrome, no OS bars. Small elegant feature captions outside frames. Generous gutters. Screens large, sharp, legible, richly illustrated. Board title at top, no commentary paragraphs.\nArt direction grounded in the attached AshenSpire references: quiet grandeur, weathered pilgrim equipment, ruined gothic architecture, painterly realistic environments and full-body class figures. Dark umber/soot surfaces, warm ivory text, restrained oxidized brass edging, ember light, bone and leather. Region-specific light and fog; never muddy. Incised serif headings and clear modern body typography, tabular resource numbers. Precise linework, exquisitely painted objects, cinematic lighting with clean gameplay silhouettes.\nUI polish: strong hierarchy, generous negative space, consistent shallow folding trays, fine dividers rather than nested boxes, restrained decoration. Primary available action uses a muted green accent; category selection brass/gold; focused Back/Close red. HP crimson, mana blue, stamina green, energy readable 3/3. Icons drawn in a consistent engraved style, no emoji. Show short readable English text only, avoid walls of microtext. One obvious primary action per frame. On mobile recompose intentionally for touch with 44px targets, readable type and bottom anchored actions; NEVER simply shrink the desktop. Keep critical information unobscured, no clipped buttons.\nReference screenshots describe actual game features and layout vocabulary; update their presentation ambitiously. Existing painting references establish world and material identity. No unrelated gameplay, no cash shop, no daily rewards, no MMO quest tracker. All data are illustrative.\n\nUse the first attached board as the exact visual-system reference (materials, type, spacing), not as a screen to repeat.\nBoard title: ASHEN SPIRE — STORY & CONSEQUENCE\nRow captions: \"Opening sequence\" and \"Events & dialogue\".\nROW ONE: opening narrative scene, weathered hooded Reaver walking a ruined autumn forest road toward distant citadel. Large painterly scenery, six very subtle progression pips, one short narrative sentence 'The road remembers every name.' Continue and unobtrusive Skip. Desktop panoramic illustration with narrow readable lower text strip. Mobile new vertical crop placing pilgrim, road and spire at different depths; text above bottom Continue. This copy is illustrative, not canonical.\nROW TWO: event dialogue 'Grave of the Nameless'. An abandoned gravestone under ash and cold moonlight, solemn hooded Road Warden portrait inset. Two legible choices with explicit illustrative consequences 'Leave an offering · Lose 15 cinders' and 'Walk away'. Desktop scenery left and dialogue folio right. Mobile artwork upper half, portrait and brief text middle, spacious choices lower half. Show history consequence as small 'Your choice will be remembered' receipt. No verbose text tree, no new combat mechanic."
    },
    {
      "slug": "03-world-and-routes",
      "title": "World & Routes",
      "features": [
        "World Journey",
        "Classic Climb map"
      ],
      "image": "03-world-and-routes.png",
      "polish": "Make destinations recognizable from landmarks and routes. Keep mobile destination details in a bottom tray.",
      "review": "Several map labels and the desktop navigation rail are invented presentation ideas, not new world content.",
      "prompt": "Use case: ui-mockup.\nAsset type: a polished illustrated desktop/mobile concept board for Ashen Spire, an original dark fantasy tactical roguelike deckbuilder. This is visual polish inspiration, not an implemented screenshot.\nCreate one landscape presentation sheet, approximately 2400 x 1800, containing TWO clearly separated horizontal rows. Each row shows one feature as a large desktop 1440 x 900 viewport on the left and a portrait mobile 390 x 844 viewport on the right. FOUR UI frames total. Preserve each viewport's proportions; no phone or monitor hardware, no browser chrome, no OS bars. Small elegant feature captions outside frames. Generous gutters. Screens large, sharp, legible, richly illustrated. Board title at top, no commentary paragraphs.\nArt direction grounded in the attached AshenSpire references: quiet grandeur, weathered pilgrim equipment, ruined gothic architecture, painterly realistic environments and full-body class figures. Dark umber/soot surfaces, warm ivory text, restrained oxidized brass edging, ember light, bone and leather. Region-specific light and fog; never muddy. Incised serif headings and clear modern body typography, tabular resource numbers. Precise linework, exquisitely painted objects, cinematic lighting with clean gameplay silhouettes.\nUI polish: strong hierarchy, generous negative space, consistent shallow folding trays, fine dividers rather than nested boxes, restrained decoration. Primary available action uses a muted green accent; category selection brass/gold; focused Back/Close red. HP crimson, mana blue, stamina green, energy readable 3/3. Icons drawn in a consistent engraved style, no emoji. Show short readable English text only, avoid walls of microtext. One obvious primary action per frame. On mobile recompose intentionally for touch with 44px targets, readable type and bottom anchored actions; NEVER simply shrink the desktop. Keep critical information unobscured, no clipped buttons.\nReference screenshots describe actual game features and layout vocabulary; update their presentation ambitiously. Existing painting references establish world and material identity. No unrelated gameplay, no cash shop, no daily rewards, no MMO quest tracker. All data are illustrative.\n\nUse first attached board as visual-system reference, not screen content. The map screenshot is grounding for actual navigation structure.\nBoard title: ASHEN SPIRE — WORLD & ROUTES\nRow captions: \"World Journey\" and \"Classic Climb map\".\nROW ONE: World Journey map 'The Fractured Realm', selected city Crownfall. A spectacular parchment/cartographic painted realm with miniature ruined cities, forests, mountains and sea; authored connected roads, visible discoveries, soft fog beyond. Desktop central map, light top HUD, slim right location receipt with Explore Crownfall. Mobile map fills screen with pinch/zoom buttons and compact location bottom sheet. Show current HP 62/62 and cinders 120, not dozens of random markers.\nROW TWO: Classic Climb, a readable branching ascent for 'Cinder Reach · Act I'. Background basalt citadel and ember ravine, clean vertical routes with distinct combat, elite, event, merchant, rest and boss engraved node glyphs. Selected reachable node glows subtly and has visible route line. Desktop full route and slim encounter preview; mobile vertically scrollable route with a bottom preview 'Wandering Soldier' / Travel. Include node legend, completed checkmarks, unavailable route dimming. Actual branching tactical map, no open-world movement joystick."
    },
    {
      "slug": "04-cities-and-dungeons",
      "title": "Places & Encounters",
      "features": [
        "Crownfall services & quests",
        "Legacy dungeon exploration"
      ],
      "image": "04-cities-and-dungeons.png",
      "polish": "Treat towns as places, with service landmarks. Give dungeons visited, reachable and unknown room states.",
      "review": "Room names, threat stars, service labels and projected rewards are illustrative; do not introduce unimplemented exploration rules.",
      "prompt": "Use case: ui-mockup.\nAsset type: a polished illustrated desktop/mobile concept board for Ashen Spire, an original dark fantasy tactical roguelike deckbuilder. This is visual polish inspiration, not an implemented screenshot.\nCreate one landscape presentation sheet, approximately 2400 x 1800, containing TWO clearly separated horizontal rows. Each row shows one feature as a large desktop 1440 x 900 viewport on the left and a portrait mobile 390 x 844 viewport on the right. FOUR UI frames total. Preserve each viewport's proportions; no phone or monitor hardware, no browser chrome, no OS bars. Small elegant feature captions outside frames. Generous gutters. Screens large, sharp, legible, richly illustrated. Board title at top, no commentary paragraphs.\nArt direction grounded in the attached AshenSpire references: quiet grandeur, weathered pilgrim equipment, ruined gothic architecture, painterly realistic environments and full-body class figures. Dark umber/soot surfaces, warm ivory text, restrained oxidized brass edging, ember light, bone and leather. Region-specific light and fog; never muddy. Incised serif headings and clear modern body typography, tabular resource numbers. Precise linework, exquisitely painted objects, cinematic lighting with clean gameplay silhouettes.\nUI polish: strong hierarchy, generous negative space, consistent shallow folding trays, fine dividers rather than nested boxes, restrained decoration. Primary available action uses a muted green accent; category selection brass/gold; focused Back/Close red. HP crimson, mana blue, stamina green, energy readable 3/3. Icons drawn in a consistent engraved style, no emoji. Show short readable English text only, avoid walls of microtext. One obvious primary action per frame. On mobile recompose intentionally for touch with 44px targets, readable type and bottom anchored actions; NEVER simply shrink the desktop. Keep critical information unobscured, no clipped buttons.\nReference screenshots describe actual game features and layout vocabulary; update their presentation ambitiously. Existing painting references establish world and material identity. No unrelated gameplay, no cash shop, no daily rewards, no MMO quest tracker. All data are illustrative.\n\nFirst reference is visual language only. Board title: ASHEN SPIRE — PLACES & ENCOUNTERS\nRow captions: \"Crownfall services & quests\" and \"Legacy dungeon exploration\".\nROW ONE: Crownfall local city map, overhead painted ruined gothic town, a warm inn, forge, marketplace and gate as distinct illustrated landmarks. Desktop local map plus right folded location tray selected 'Inn · Quest Board'; one quest 'Grave of the Nameless' with Talk to Road Warden action. Mobile city map above location drawer, service tabs Inn, Market, Smith, Gate; show one quest conversation entry. Town services should feel like real locations, not a dashboard.\nROW TWO: legacy dungeon 'Furnace Chapel', cathedral of basalt, chains and embers. Desktop an illustrated connected room map, current chamber highlighted and a slim room receipt with visible exit and threat icons. Mobile tightly composed vertical chamber network, generous node targets, one Explore Chamber action. Show visited rooms and unrevealed silhouettes without spoiling enemy names. Integrate the player's shared minimal run HUD; exploration leads to deck combat, not realtime movement."
    },
    {
      "slug": "05-combat-and-threats",
      "title": "Combat & Threats",
      "features": [
        "Tactical combat",
        "Boss & status inspection"
      ],
      "image": "05-combat-and-threats.png",
      "polish": "Ground fighters in the environment. Keep intent, health and buildup close to the relevant target.",
      "review": "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.",
      "prompt": "Use case: ui-mockup.\nAsset type: a polished illustrated desktop/mobile concept board for Ashen Spire, an original dark fantasy tactical roguelike deckbuilder. This is visual polish inspiration, not an implemented screenshot.\nCreate one landscape presentation sheet, approximately 2400 x 1800, containing TWO clearly separated horizontal rows. Each row shows one feature as a large desktop 1440 x 900 viewport on the left and a portrait mobile 390 x 844 viewport on the right. FOUR UI frames total. Preserve each viewport's proportions; no phone or monitor hardware, no browser chrome, no OS bars. Small elegant feature captions outside frames. Generous gutters. Screens large, sharp, legible, richly illustrated. Board title at top, no commentary paragraphs.\nArt direction grounded in the attached AshenSpire references: quiet grandeur, weathered pilgrim equipment, ruined gothic architecture, painterly realistic environments and full-body class figures. Dark umber/soot surfaces, warm ivory text, restrained oxidized brass edging, ember light, bone and leather. Region-specific light and fog; never muddy. Incised serif headings and clear modern body typography, tabular resource numbers. Precise linework, exquisitely painted objects, cinematic lighting with clean gameplay silhouettes.\nUI polish: strong hierarchy, generous negative space, consistent shallow folding trays, fine dividers rather than nested boxes, restrained decoration. Primary available action uses a muted green accent; category selection brass/gold; focused Back/Close red. HP crimson, mana blue, stamina green, energy readable 3/3. Icons drawn in a consistent engraved style, no emoji. Show short readable English text only, avoid walls of microtext. One obvious primary action per frame. On mobile recompose intentionally for touch with 44px targets, readable type and bottom anchored actions; NEVER simply shrink the desktop. Keep critical information unobscured, no clipped buttons.\nReference screenshots describe actual game features and layout vocabulary; update their presentation ambitiously. Existing painting references establish world and material identity. No unrelated gameplay, no cash shop, no daily rewards, no MMO quest tracker. All data are illustrative.\n\nFirst attached board is a visual-system reference, not content to repeat. Each feature needs its own composed screen. Do not use identical hooded pilgrim art for all classes: Reaver is armored martial, Rogue nimble hooded, Starseer a starstone mage, Herald a robed shield bearer.\nBoard title: ASHEN SPIRE — COMBAT & THREATS\nRow captions: \"Tactical combat\" and \"Boss & status inspection\".\nROW ONE: tactical card combat in ruined misty courtyard. Full-body painted Reaver left, Wandering Soldier and Blight Hound right; fighters have grounding shadows. Visible enemy exact attack intents '7' and '3 × 2', compact HP/Poise under fighters. Top shared compact HP 62/62, mana 1/1, stamina 2/2, relic and two flask icons. Bottom energy 3/3, five illustrated hand cards 'Slashing Strike', 'Shield Defend', 'Gorefire Slash', 'Dodge Roll', 'Shield Defend', draw/discard counters and End Turn. Desktop atmospheric battlefield occupying most space, truly readable card hand. Mobile heroes restaged within portrait width, compact vitals, horizontal hand with selected card expanded and clear tap-target cues, bottom End Turn.\nROW TWO: boss fight 'Charred Colossus' at volcanic Furnace Chapel, immense fractured basalt figure with ember fissures, fighting Herald with shield. Intent '18', HP 140/180, Poise 6/12. Show ONE clean inspected status tooltip 'Bleed · 6/10 buildup' plus visual poise/stagger meter, no fabricated rules. Desktop expanded selected-card detail off battlefield, mobile single status bottom sheet above hand. Spectacle makes threat legible; no effects across text, no giant health panel consuming arena."
    },
    {
      "slug": "06-armoury-and-inventory",
      "title": "Armoury & Carry",
      "features": [
        "Character & equipment",
        "Inventory & comparison"
      ],
      "image": "06-armoury-and-inventory.png",
      "polish": "Use the character as the visual anchor. Show load, weight class and card changes in the swap receipt.",
      "review": "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.",
      "prompt": "Use case: ui-mockup.\nAsset type: a polished illustrated desktop/mobile concept board for Ashen Spire, an original dark fantasy tactical roguelike deckbuilder. This is visual polish inspiration, not an implemented screenshot.\nCreate one landscape presentation sheet, approximately 2400 x 1800, containing TWO clearly separated horizontal rows. Each row shows one feature as a large desktop 1440 x 900 viewport on the left and a portrait mobile 390 x 844 viewport on the right. FOUR UI frames total. Preserve each viewport's proportions; no phone or monitor hardware, no browser chrome, no OS bars. Small elegant feature captions outside frames. Generous gutters. Screens large, sharp, legible, richly illustrated. Board title at top, no commentary paragraphs.\nArt direction grounded in the attached AshenSpire references: quiet grandeur, weathered pilgrim equipment, ruined gothic architecture, painterly realistic environments and full-body class figures. Dark umber/soot surfaces, warm ivory text, restrained oxidized brass edging, ember light, bone and leather. Region-specific light and fog; never muddy. Incised serif headings and clear modern body typography, tabular resource numbers. Precise linework, exquisitely painted objects, cinematic lighting with clean gameplay silhouettes.\nUI polish: strong hierarchy, generous negative space, consistent shallow folding trays, fine dividers rather than nested boxes, restrained decoration. Primary available action uses a muted green accent; category selection brass/gold; focused Back/Close red. HP crimson, mana blue, stamina green, energy readable 3/3. Icons drawn in a consistent engraved style, no emoji. Show short readable English text only, avoid walls of microtext. One obvious primary action per frame. On mobile recompose intentionally for touch with 44px targets, readable type and bottom anchored actions; NEVER simply shrink the desktop. Keep critical information unobscured, no clipped buttons.\nReference screenshots describe actual game features and layout vocabulary; update their presentation ambitiously. Existing painting references establish world and material identity. No unrelated gameplay, no cash shop, no daily rewards, no MMO quest tracker. All data are illustrative.\n\nFirst attached board is a visual-system reference, not content to repeat. Each feature needs its own composed screen. Do not use identical hooded pilgrim art for all classes: Reaver is armored martial, Rogue nimble hooded, Starseer a starstone mage, Herald a robed shield bearer.\nBoard title: ASHEN SPIRE — ARMOURY & CARRY\nRow captions: \"Character & equipment\" and \"Inventory & comparison\".\nROW ONE: Armoury, Character/Equipment presentation. Desktop full-body painted Reaver center, equipment-slot rail left, concise attributes and equip load right; Straight Sword, Round Shield, Wayfarer Plate as exquisitely painted objects. Top tabs Character, Equipment, Inventory, Cards. Weight Class 'Medium', HP/MP/SP capacity and Poise, prepared weapon-set control, folded gear trays. Mobile full-body figure upper portion, current equipment as compact rows with one slot open, sticky Equip/Back.\nROW TWO: Inventory, folded field-case look with orderly weapon/armour/flask/relic categories, NOT a fantasy MMO full of hundreds of tiny slots. Selected Warhammer illustrated large, comparison to Straight Sword visible with before/after damage, weight and resulting Weight Class. Desktop grid left and compare receipt right, clearly state equipment-granted card changes as 'Cards after swap'. Mobile two-column item gallery and one bottom comparison sheet with Equip action, explicit affordability if in combat. Include selected border and locked offhand slot reason, clean numeric alignment."
    },
    {
      "slug": "07-cards-and-relics",
      "title": "Deck & Relics",
      "features": [
        "Deck & card inspection",
        "Relics & flasks"
      ],
      "image": "07-cards-and-relics.png",
      "polish": "Let cards read as documents and relics as carried objects. Keep equipment ownership visible.",
      "review": "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.",
      "prompt": "Use case: ui-mockup.\nAsset type: a polished illustrated desktop/mobile concept board for Ashen Spire, an original dark fantasy tactical roguelike deckbuilder. This is visual polish inspiration, not an implemented screenshot.\nCreate one landscape presentation sheet, approximately 2400 x 1800, containing TWO clearly separated horizontal rows. Each row shows one feature as a large desktop 1440 x 900 viewport on the left and a portrait mobile 390 x 844 viewport on the right. FOUR UI frames total. Preserve each viewport's proportions; no phone or monitor hardware, no browser chrome, no OS bars. Small elegant feature captions outside frames. Generous gutters. Screens large, sharp, legible, richly illustrated. Board title at top, no commentary paragraphs.\nArt direction grounded in the attached AshenSpire references: quiet grandeur, weathered pilgrim equipment, ruined gothic architecture, painterly realistic environments and full-body class figures. Dark umber/soot surfaces, warm ivory text, restrained oxidized brass edging, ember light, bone and leather. Region-specific light and fog; never muddy. Incised serif headings and clear modern body typography, tabular resource numbers. Precise linework, exquisitely painted objects, cinematic lighting with clean gameplay silhouettes.\nUI polish: strong hierarchy, generous negative space, consistent shallow folding trays, fine dividers rather than nested boxes, restrained decoration. Primary available action uses a muted green accent; category selection brass/gold; focused Back/Close red. HP crimson, mana blue, stamina green, energy readable 3/3. Icons drawn in a consistent engraved style, no emoji. Show short readable English text only, avoid walls of microtext. One obvious primary action per frame. On mobile recompose intentionally for touch with 44px targets, readable type and bottom anchored actions; NEVER simply shrink the desktop. Keep critical information unobscured, no clipped buttons.\nReference screenshots describe actual game features and layout vocabulary; update their presentation ambitiously. Existing painting references establish world and material identity. No unrelated gameplay, no cash shop, no daily rewards, no MMO quest tracker. All data are illustrative.\n\nFirst attached board is a visual-system reference, not content to repeat. Each feature needs its own composed screen. Do not use identical hooded pilgrim art for all classes: Reaver is armored martial, Rogue nimble hooded, Starseer a starstone mage, Herald a robed shield bearer.\nBoard title: ASHEN SPIRE — DECK & RELICS\nRow captions: \"Deck & card inspection\" and \"Relics & flasks\".\nROW ONE: Deck viewer / editor. Desktop coherent grid of illustrated document-like combat cards, light Attack / Skill filtering, deck count and one expanded 'Gorefire Slash' detail on right. Art depicts blood-red sword arc, clear energy cost, concise rules, type and source receipt 'Granted by equipment' beside independently owned cards. Include exactly one Dodge Roll entry. Mobile two-column card catalogue and focused card in bottom inspector, readable cost and effect, explicit owner/source chip. Use ash parchment, restrained fine gold, short body text; no card effects invented as exact gameplay claims.\nROW TWO: Relic and flask inspector. Desktop folded relic ribbon opens a field folio with beautifully painted 'Cracked Lantern' selected and compact passive effect area; Crimson and Azure flask charge readouts clearly separate from relics, one flask use confirmation illustrates cost/remaining charges. Mobile touch-sized horizontal relic row, selected relic illustration, named effect and distinct Crimson / Azure flask slots with charge pips and Use action. Relics are passive, flasks usable; do not give relics a Use button. Fewer objects drawn beautifully, no emoji, consistent icon shapes."
    },
    {
      "slug": "08-merchant-and-forge",
      "title": "Trade & Forge",
      "features": [
        "Merchant",
        "Smith services"
      ],
      "image": "08-merchant-and-forge.png",
      "polish": "Give services a human face. Open one offer category at a time and explain unavailable operations.",
      "review": "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.",
      "prompt": "Use case: ui-mockup.\nAsset type: a polished illustrated desktop/mobile concept board for Ashen Spire, an original dark fantasy tactical roguelike deckbuilder. This is visual polish inspiration, not an implemented screenshot.\nCreate one landscape presentation sheet, approximately 2400 x 1800, containing TWO clearly separated horizontal rows. Each row shows one feature as a large desktop 1440 x 900 viewport on the left and a portrait mobile 390 x 844 viewport on the right. FOUR UI frames total. Preserve each viewport's proportions; no phone or monitor hardware, no browser chrome, no OS bars. Small elegant feature captions outside frames. Generous gutters. Screens large, sharp, legible, richly illustrated. Board title at top, no commentary paragraphs.\nArt direction grounded in the attached AshenSpire references: quiet grandeur, weathered pilgrim equipment, ruined gothic architecture, painterly realistic environments and full-body class figures. Dark umber/soot surfaces, warm ivory text, restrained oxidized brass edging, ember light, bone and leather. Region-specific light and fog; never muddy. Incised serif headings and clear modern body typography, tabular resource numbers. Precise linework, exquisitely painted objects, cinematic lighting with clean gameplay silhouettes.\nUI polish: strong hierarchy, generous negative space, consistent shallow folding trays, fine dividers rather than nested boxes, restrained decoration. Primary available action uses a muted green accent; category selection brass/gold; focused Back/Close red. HP crimson, mana blue, stamina green, energy readable 3/3. Icons drawn in a consistent engraved style, no emoji. Show short readable English text only, avoid walls of microtext. One obvious primary action per frame. On mobile recompose intentionally for touch with 44px targets, readable type and bottom anchored actions; NEVER simply shrink the desktop. Keep critical information unobscured, no clipped buttons.\nReference screenshots describe actual game features and layout vocabulary; update their presentation ambitiously. Existing painting references establish world and material identity. No unrelated gameplay, no cash shop, no daily rewards, no MMO quest tracker. All data are illustrative.\n\nFirst attached board is a visual-system reference, not content to repeat. Each feature needs its own composed screen. Do not use identical hooded pilgrim art for all classes: Reaver is armored martial, Rogue nimble hooded, Starseer a starstone mage, Herald a robed shield bearer.\nBoard title: ASHEN SPIRE — TRADE & FORGE\nRow captions: \"Merchant\" and \"Smith services\".\nROW ONE: Merchant inside candlelit Crownfall market with solemn painted trader and warm wood countertop. Desktop five accordion bars Cards, Relics, Flasks, Remove a Card, Sell; ONE open relic section showing three painted offers and price in cinders, selected offer detail and Buy. Currency 120 cinders, visually clear unaffordable price. Mobile trader portrait above single accordion section, one selected offer and fixed Buy / Back. Sell displayed as a compact secondary tab with 'Buyback · half price' receipt.\nROW TWO: Smith at blackened forge, orange light on hammer/anvil and player steel. Desktop selected equipment and card mounts arranged with clear Extract a Card / Seat a Card operations; before/after ownership receipt and price. IMPORTANT these are concept presentations of existing smith mechanics; shipped equipment may currently have no authored package, so show one empty-state note 'No compatible card mounts' in mobile and disabled operation with reason. Desktop illustrate an eligible hypothetical mount labelled 'Illustrative mount' rather than implying shipped availability. Mobile one folded service panel, generous text, no tiny trees. Not generic item upgrading currencies."
    },
    {
      "slug": "09-rest-and-rewards",
      "title": "Rest & Spoils",
      "features": [
        "Rest site",
        "Post-combat rewards"
      ],
      "image": "09-rest-and-rewards.png",
      "polish": "Keep recovery previews and collection state explicit. Use quieter scenes for moments of relief.",
      "review": "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.",
      "prompt": "Use case: ui-mockup.\nAsset type: a polished illustrated desktop/mobile concept board for Ashen Spire, an original dark fantasy tactical roguelike deckbuilder. This is visual polish inspiration, not an implemented screenshot.\nCreate one landscape presentation sheet, approximately 2400 x 1800, containing TWO clearly separated horizontal rows. Each row shows one feature as a large desktop 1440 x 900 viewport on the left and a portrait mobile 390 x 844 viewport on the right. FOUR UI frames total. Preserve each viewport's proportions; no phone or monitor hardware, no browser chrome, no OS bars. Small elegant feature captions outside frames. Generous gutters. Screens large, sharp, legible, richly illustrated. Board title at top, no commentary paragraphs.\nArt direction grounded in the attached AshenSpire references: quiet grandeur, weathered pilgrim equipment, ruined gothic architecture, painterly realistic environments and full-body class figures. Dark umber/soot surfaces, warm ivory text, restrained oxidized brass edging, ember light, bone and leather. Region-specific light and fog; never muddy. Incised serif headings and clear modern body typography, tabular resource numbers. Precise linework, exquisitely painted objects, cinematic lighting with clean gameplay silhouettes.\nUI polish: strong hierarchy, generous negative space, consistent shallow folding trays, fine dividers rather than nested boxes, restrained decoration. Primary available action uses a muted green accent; category selection brass/gold; focused Back/Close red. HP crimson, mana blue, stamina green, energy readable 3/3. Icons drawn in a consistent engraved style, no emoji. Show short readable English text only, avoid walls of microtext. One obvious primary action per frame. On mobile recompose intentionally for touch with 44px targets, readable type and bottom anchored actions; NEVER simply shrink the desktop. Keep critical information unobscured, no clipped buttons.\nReference screenshots describe actual game features and layout vocabulary; update their presentation ambitiously. Existing painting references establish world and material identity. No unrelated gameplay, no cash shop, no daily rewards, no MMO quest tracker. All data are illustrative.\n\nUse attached board for visual-system consistency only, not screen content. Prioritize the feature's practical layout over repeating the title-menu structure. All names and data are illustrative. No invented monetization or live-service features.\nBoard title: ASHEN SPIRE — REST & SPOILS\nRow captions: \"Rest site\" and \"Post-combat rewards\".\nROW ONE: Rest site beneath ruined chapel arches, small ember fire and seated traveler, solace among darkness. Desktop painterly scene large with compact lower tray for Rest and Upgrade a Card, explicit recovery preview before choosing. Mobile intimate vertical scene, HP and recovery preview, two large choices lower half. Upgrade inspector shows selected combat card as document with restrained gold edge. Do not invent crafting or survival meters.\nROW TWO: Rewards after combat in cleared battlefield. Desktop 'Spoils of Battle', one central selected reward: three illustrated candidate cards, separate cinders, relic and flask reward rows with collected checkmarks. 'Nothing collected yet' receipt and clear Take / Continue. Mobile stacked folded reward rows, card choice is horizontal carousel with expanded selected card, sticky Take then Continue. Show one unavailable flask reward with explicit 'Flask slots full' and Skip on that row. Rewards must be visibly claimed before being owned; no automatic reward explosion or loot boxes."
    },
    {
      "slug": "10-growth-and-discovery",
      "title": "Growth & Discovery",
      "features": [
        "Class progression",
        "Compendium"
      ],
      "image": "10-growth-and-discovery.png",
      "polish": "Show one progression branch at a time on mobile. Preserve the mystery of undiscovered objects.",
      "review": "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.",
      "prompt": "Use case: ui-mockup.\nAsset type: a polished illustrated desktop/mobile concept board for Ashen Spire, an original dark fantasy tactical roguelike deckbuilder. This is visual polish inspiration, not an implemented screenshot.\nCreate one landscape presentation sheet, approximately 2400 x 1800, containing TWO clearly separated horizontal rows. Each row shows one feature as a large desktop 1440 x 900 viewport on the left and a portrait mobile 390 x 844 viewport on the right. FOUR UI frames total. Preserve each viewport's proportions; no phone or monitor hardware, no browser chrome, no OS bars. Small elegant feature captions outside frames. Generous gutters. Screens large, sharp, legible, richly illustrated. Board title at top, no commentary paragraphs.\nArt direction grounded in the attached AshenSpire references: quiet grandeur, weathered pilgrim equipment, ruined gothic architecture, painterly realistic environments and full-body class figures. Dark umber/soot surfaces, warm ivory text, restrained oxidized brass edging, ember light, bone and leather. Region-specific light and fog; never muddy. Incised serif headings and clear modern body typography, tabular resource numbers. Precise linework, exquisitely painted objects, cinematic lighting with clean gameplay silhouettes.\nUI polish: strong hierarchy, generous negative space, consistent shallow folding trays, fine dividers rather than nested boxes, restrained decoration. Primary available action uses a muted green accent; category selection brass/gold; focused Back/Close red. HP crimson, mana blue, stamina green, energy readable 3/3. Icons drawn in a consistent engraved style, no emoji. Show short readable English text only, avoid walls of microtext. One obvious primary action per frame. On mobile recompose intentionally for touch with 44px targets, readable type and bottom anchored actions; NEVER simply shrink the desktop. Keep critical information unobscured, no clipped buttons.\nReference screenshots describe actual game features and layout vocabulary; update their presentation ambitiously. Existing painting references establish world and material identity. No unrelated gameplay, no cash shop, no daily rewards, no MMO quest tracker. All data are illustrative.\n\nUse attached board for visual-system consistency only, not screen content. Prioritize the feature's practical layout over repeating the title-menu structure. All names and data are illustrative. No invented monetization or live-service features.\nBoard title: ASHEN SPIRE — GROWTH & DISCOVERY\nRow captions: \"Class progression\" and \"Compendium\".\nROW ONE: class progression view for Reaver. Desktop branching class skill tree laid out cleanly in a weathered folio, one available node selected with cost and effect, class level bar and distinct weapon skill training bars in adjacent folded pane. Mobile one branch at a time with touch-sized linked nodes and selected-node bottom sheet, level progress always visible. Label examples 'Level 4', '1 point available', 'Choose a node'. Top tier subtly indicates subclass choice without inventing named subclasses. Locked nodes have meaningful prerequisite label. Not a giant tangled MMO tree.\nROW TWO: Compendium of armaments. Desktop stable grid organized by weapon kind, unlocked objects beautifully lit, locked silhouettes show ONLY shape and rarity, no undiscovered names, stats or spoilers. Selected discovered Straight Sword expanded with illustration and concise description. Mobile two-column stable gallery, category selector, selected discovered-item detail on bottom. Show discovery count '8 / 24'. Ancient collector's folio with bone parchment and brass, distinguish silhouette forms, no live-store promotions."
    },
    {
      "slug": "11-company-and-history",
      "title": "Company & Legacy",
      "features": [
        "Forsaken Together co-op",
        "Run results & history"
      ],
      "image": "11-company-and-history.png",
      "polish": "Make party readiness and connection states clear. Let results have atmosphere without burying the run record.",
      "review": "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.",
      "prompt": "Use case: ui-mockup.\nAsset type: a polished illustrated desktop/mobile concept board for Ashen Spire, an original dark fantasy tactical roguelike deckbuilder. This is visual polish inspiration, not an implemented screenshot.\nCreate one landscape presentation sheet, approximately 2400 x 1800, containing TWO clearly separated horizontal rows. Each row shows one feature as a large desktop 1440 x 900 viewport on the left and a portrait mobile 390 x 844 viewport on the right. FOUR UI frames total. Preserve each viewport's proportions; no phone or monitor hardware, no browser chrome, no OS bars. Small elegant feature captions outside frames. Generous gutters. Screens large, sharp, legible, richly illustrated. Board title at top, no commentary paragraphs.\nArt direction grounded in the attached AshenSpire references: quiet grandeur, weathered pilgrim equipment, ruined gothic architecture, painterly realistic environments and full-body class figures. Dark umber/soot surfaces, warm ivory text, restrained oxidized brass edging, ember light, bone and leather. Region-specific light and fog; never muddy. Incised serif headings and clear modern body typography, tabular resource numbers. Precise linework, exquisitely painted objects, cinematic lighting with clean gameplay silhouettes.\nUI polish: strong hierarchy, generous negative space, consistent shallow folding trays, fine dividers rather than nested boxes, restrained decoration. Primary available action uses a muted green accent; category selection brass/gold; focused Back/Close red. HP crimson, mana blue, stamina green, energy readable 3/3. Icons drawn in a consistent engraved style, no emoji. Show short readable English text only, avoid walls of microtext. One obvious primary action per frame. On mobile recompose intentionally for touch with 44px targets, readable type and bottom anchored actions; NEVER simply shrink the desktop. Keep critical information unobscured, no clipped buttons.\nReference screenshots describe actual game features and layout vocabulary; update their presentation ambitiously. Existing painting references establish world and material identity. No unrelated gameplay, no cash shop, no daily rewards, no MMO quest tracker. All data are illustrative.\n\nUse attached board for visual-system consistency only, not screen content. Prioritize the feature's practical layout over repeating the title-menu structure. All names and data are illustrative. No invented monetization or live-service features.\nBoard title: ASHEN SPIRE — COMPANY & LEGACY\nRow captions: \"Forsaken Together co-op\" and \"Run results & history\".\nROW ONE: LAN co-op 'Forsaken Together'. Desktop party lobby of up to four compact seat portraits Reaver, Rogue, Starseer, Herald, explicit host/join and readiness, local connection status and Start Together. Show small route-vote preview as ONE secondary strip with 2 votes on a fork, not social chat. Mobile seat list, ready control, concise reconnecting seat notice. Painted party camp in the background, no MMO guilds, no matchmaking currency.\nROW TWO: run result and history. Desktop final defeated Reaver at dawn overlooking broken spire, title 'The climb ends', compact run receipt with class, seed, acts reached and final encounter; unobtrusive route timeline and history list with selected record. Clear Begin Again action, inspect deck/relics. Mobile tall emotional character silhouette, concise result numbers, one expandable run record, Begin Again anchored bottom. Use dignity rather than huge YOU DIED gore text. Also show one small victory badge in historical record to indicate victory and defeat presentations. No unimplemented leaderboard."
    },
    {
      "slug": "12-preferences-and-run-setup",
      "title": "Preferences & Run Setup",
      "features": [
        "Settings, controls & profile",
        "Custom run & draft"
      ],
      "image": "12-preferences-and-run-setup.png",
      "polish": "Use readable, plain labels for settings. Keep optional configuration folded around the current decision.",
      "review": "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.",
      "prompt": "Use case: ui-mockup.\nAsset type: a polished illustrated desktop/mobile concept board for Ashen Spire, an original dark fantasy tactical roguelike deckbuilder. This is visual polish inspiration, not an implemented screenshot.\nCreate one landscape presentation sheet, approximately 2400 x 1800, containing TWO clearly separated horizontal rows. Each row shows one feature as a large desktop 1440 x 900 viewport on the left and a portrait mobile 390 x 844 viewport on the right. FOUR UI frames total. Preserve each viewport's proportions; no phone or monitor hardware, no browser chrome, no OS bars. Small elegant feature captions outside frames. Generous gutters. Screens large, sharp, legible, richly illustrated. Board title at top, no commentary paragraphs.\nArt direction grounded in the attached AshenSpire references: quiet grandeur, weathered pilgrim equipment, ruined gothic architecture, painterly realistic environments and full-body class figures. Dark umber/soot surfaces, warm ivory text, restrained oxidized brass edging, ember light, bone and leather. Region-specific light and fog; never muddy. Incised serif headings and clear modern body typography, tabular resource numbers. Precise linework, exquisitely painted objects, cinematic lighting with clean gameplay silhouettes.\nUI polish: strong hierarchy, generous negative space, consistent shallow folding trays, fine dividers rather than nested boxes, restrained decoration. Primary available action uses a muted green accent; category selection brass/gold; focused Back/Close red. HP crimson, mana blue, stamina green, energy readable 3/3. Icons drawn in a consistent engraved style, no emoji. Show short readable English text only, avoid walls of microtext. One obvious primary action per frame. On mobile recompose intentionally for touch with 44px targets, readable type and bottom anchored actions; NEVER simply shrink the desktop. Keep critical information unobscured, no clipped buttons.\nReference screenshots describe actual game features and layout vocabulary; update their presentation ambitiously. Existing painting references establish world and material identity. No unrelated gameplay, no cash shop, no daily rewards, no MMO quest tracker. All data are illustrative.\n\nUse attached board for visual-system consistency only, not screen content. Prioritize the feature's practical layout over repeating the title-menu structure. All names and data are illustrative. No invented monetization or live-service features.\nBoard title: ASHEN SPIRE — PREFERENCES & RUN SETUP\nRow captions: \"Settings, controls & profile\" and \"Custom run & draft\".\nROW ONE: settings workspace that belongs in this fantasy game but is modern and exceptionally readable. Desktop categories General, Display, Audio, Controls, Accessibility, Advanced, Changelog; selected Display with text size, art quality and reduced-motion preview; Find settings search; changed-value dot and Reset; profile archive as folded secondary row. Mobile searchable categories, single Display section, 44px switch targets, high contrast/reduced motion and touch help visible, Back fixed. A small controls rebind receipt can sit as one folded row, no editor/dev settings dumped into player view. Plain labels over theatrical jargon.\nROW TWO: Custom Run configuration and starting draft. Desktop seed field, Classic Climb / World Journey selection, class summary, focused starting-card draft with three illustrated choices and clear Begin Custom Run; other options are folded. Mobile seed and journey controls above one large draft card with two compact alternatives, next-pick indicator and bottom Confirm Pick. Illustrative preview seed 'ASHEN-01'. Configurable challenge is optional, no difficulty sliders modifying unknown rules, no authoring tools. Keep a modern polished functional game menu with atmospheric spire backdrop."
    }
  ]
}
