HORDA ZERO
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PROTOCOL 07 // INTERFACE

Read the arena.

Horda Zero’s interface turns pressure, health, XP, events, Signatures, bosses, climaxes, hazards, projectiles, builds, and rewards into fast signals for PC and Android.

Horda Zero interface and menu sceneHUD // INPUT-PLATFORM
HUD

The reading contract still spans four areas.

HUD · PC + ANDROID
01 · TOP

Vitals, Signature, and bosses

Portrait, name, stage, current/maximum health, XP, level, Tier, mastery, Signature bar/state, Supreme, and boss health bars.

Official vitals HUD frame
02 · CENTER

Time, objective, and climax

Kills, combo, temporary coins, timer, wave, arena goal, weekly progress, merchant alerts, and climax announcement.

Official wave and event plaque
03 · BOTTOM

Build and interaction

Weapons, passives, orbitals, runes, active relics, curses, events, pressure, and subtitles.

Official level-up card frame
04 · ARENA

Telegraphs, hazards, and procs

Shot warnings, projectiles, danger zones, and Signature FX must remain readable even under high visual density.

Official tactical map frame
V2

Rendering and layout follow the platform.

0.1.21 · ANDROID CODE 22

Mobile HUD V3

The mobile run HUD uses a 70 dp base portrait, a long XP bar beside it, and two six-slot rails (weapons and passives) side by side across the top; rail labels were removed. The timer is centered. Kills sit on the left with the existing metric icon and coins on the right with the coin icon; the visible wave counter is disabled while wave progression remains active. The stage name was removed from the run header and is shown in the pause screen with PT/EN localization. Health, XP, level, and signature/overload remain runtime-rendered. The ornamental joystick is not drawn; drag calculations, touch area, and movement remain active. Transient notices are centered symmetrically on the arena while still reserving room for runes and controls. Wind Steps reuses the Swiftness boots icon. Active relics use the dedicated active_relic_icons_v3.png atlas.

Short-landscape Level Select

The implementation integrated at 05be168b reserves objective, time, and reward before sizing the illustration; metrics remain above fixed actions at 2400×1080 and 2048×799. The return button reads STAGES/FASES without an arrow.

Mobile radial quick-use

The HUD uses one button for the selected consumable. A short release uses it; holding for 320 ms opens the wheel; drag/release switches Health, Vigor, Ward, or XP without consuming. Center/outside cancels the change.

Arena RPG in the HUD

Four-consumable quick-use, item toasts, zone titles, and RPG Merchant stock reuse run UI without replacing the main loadout. The open radial renders above waypoints/HUD so choices stay visible.

Notifications respect the safe area

GameNotificationLayout anchors width and position to the MobileRunHudLayout dialogue region, keeps a 44dpY minimum height, and reserves controls/build/boss/subtitles. HUD V3 transient notices are centered on the arena.

Essence Shop reflow

Current layout uses 192dpY cards, 145dpY portrait / 116dpY landscape top reserves, and a 40dpY bottom reserve. The historical 0.25dp epsilon is no longer part of current maxScroll.

Responsive Revive/Shop/Treasure

ReviveMobileLayout centers a modal with shared render/input rectangles; ShopDetailLayout measures text and actions in one scroll; Treasure keeps three stacked choices, preserves measured localized title height, fits all three on tall screens when readable, and scrolls on short surfaces or long copy.

Paged Rank History

RankHistoryLayout pages weeks in one column or two at 620dp+, with 166dpY portrait / 140dpY landscape cards and 44dpY pagination controls. Current product 11a9226 includes the final title/context offsets.

Current release layout gates

Collection phone portrait keeps vertical step 130; Essence Shop uses the new reflow without epsilon; Level Select History caps at 54dp; Merchant keeps effect copy at 0.15/0.30 of the row; notifications keep a 44dpY minimum. The post-release Level Select adjustment is tracked separately.

Scrollable character dossier

On portrait, Fold inner, and short-height layouts, Character Select details use a scrollable dossier instead of compressing blocks into unreadable space.

Dedicated shared-weapon assets

Orbital Blades, Patchwork Sigil, Crimson Tether, and Kinetic Trail use SharedWeaponVisualAssets. Orbital reuses its icon as the primary world layer and no longer has a separate glow; the other weapons preserve their dedicated compositions.

Waypoint hands off to the item

Field pickups remain navigable from run start with unlimited range. Once the weapon enters local camera view, the marker leaves the screen edge and follows the item just above it; permanent POIs remain protected by canonical reveal rules.

PT/EN Story narration

Stage/event/citadel beats use PT/EN OGG voice clips; STORY lines stay in the dialogue slot for 6–20 s according to the longer localized text.

Collection Archive

Collection includes the sixth Archive/Codex tab, with ??? before discovery and expanded arena records after unlock.

Two-step Character Select V22

Current selection separates the responsive roster from the detailed dossier, with dedicated CTAs, SFX, and layouts for portrait, landscape, ultrawide, and Fold.

Catalog-localized arenas

Stage selection, ranking, and requirements consume LevelData.name/description/boss(english) instead of raw PT-BR fields when the surface supports EN-US.

Dossier owns progression

Weapon, Signature/Supreme, difficulty/specialty, lore, current Tier/next unlock, and Ascension bonus live in step two; the old overlay is only a compatibility shim.

Rune HUD

Active runes remain visible during the run with dedicated icons and a RUNES x/3 counter on desktop and mobile.

Semantic level-up icons

LevelUpIconResolver chooses visuals by meaning for weapons, newer passives, and Transcendence, avoiding legacy-atlas collisions.

Signature effects

Options keeps Signature FX at OFF, REDUCED, or FULL; reduced mode uses 58% visual intensity before adaptive quality.

T7 build matrix

Level-up and HUD treat Lv7 as the canonical weapon ceiling; Transcendence does not reopen weapon overcap.

T1–T7 Contract HUD

The run HUD uses the arena's active contract as its kill objective and advances the displayed Tier from kills in that run. Once T7 is reached, the directive disappears immediately.

Signature HUD

Normal heroes display a Signature bar, Tier, active state, and Supreme badge. Aqua also exposes HIGH TIDE/LOW TIDE; procs use localized callouts and dedicated assets.

Selection shows base and Supreme

Character selection presents Signature icon/ring and Supreme state. Before Transcendent it says Supreme is locked; at T6 it reveals the full name and description.

Responsive run HUDs

Desktop and Android use dedicated renderers. Mobile preserves safe areas, six weapon slots, objective, wave, resources, events, minimap and controls without covering arena center; desktop keeps its own compact composition.

Gothic Home and navigation

Mobile Home uses one responsive layout and a localized five-item footer. Operations Center, Achievements, Collection, Bestiary, Mystic Cards, Options and How to Play use dedicated surfaces.

Selection and arena entry

Stage and character selection have responsive portrait, landscape, fold and desktop flows. Mobile stage selection uses a two-step vertical flow and arena loading has its own composition.

Run modals

Level-up, merchant, treasure, revive and results use orientation-specific layouts/assets; results split summary and build breakdown to reduce overload.

Pause and Options

Runs have a dedicated Pause screen while Options centralizes audio, language, accessibility, vibration, damage numbers, diagnostics and account/privacy surfaces available per platform.

Tactical map and talents

Tactical map and talent tree were remodeled for responsive layouts and navigation consistent with the Operations Center.

Semantic audio and QA

Purchases, achievements, hits, death, chest/reroll, tabs, locked states and errors route semantic SFX. Desktop and Android debug expose test commands through Developer Hub.

Preview and performance

Developer Hub controls real-device preview profiles, horde scenarios up to 280 enemies and a persistent Performance Bench, plus branch sync, self-update, Crash/Log Center, Balance and Wiki Assistant.

SIGNATURE

Signature is now a permanent HUD signal.

BAR · TIER · PROC · SUPREME

The dedicated HUD shows Signature title, meter, Tier, and active state. At T6 the badge becomes Supreme; Aqua Warden also exposes HIGH TIDE/LOW TIDE directly.

✓Desktop and Android debug can force a proc, change Tier, and cycle through all eleven Signatures without permanently changing the save.
✓Developer Hub reads Signature state, Tier, meter, and runtime telemetry live.
✓Performance Bench persists, aggregates, and exports Signature FX pool metrics and includes a Supreme Signature stress preset.
✓The FX pool shares arena adaptive quality; evictions also count as FX drops in telemetry.
FX

Players control Signature intensity.

OFF · REDUCED · FULL
ModeMultiplierBehavior
Off0%Hides optional Signature VFX.
Reduced58%Keeps functional readability at 58% visual intensity.
Full100%Uses the complete Signature FX presentation.

Contextual tutorial

Each of the 11 Signature heroes has its own instruction. The hint is remembered locally per hero and is not part of metaprogression/cloud state.

READY / PROC / SUPREME feedback

The arena has separate audio feedback for Signature ready, proc, and Supreme. Dedicated assets are preferred; existing fallbacks keep the feature from depending on new WAV files.

Aqua healing stays live

Tide's healing multiplier is queried live by the shared sustain pipeline. State changes during a run affect healing instead of freezing the value at setup.

Adaptive FX + local preference

Player-selected intensity is combined with the arena's adaptive quality; the visual preference must never prevent the game from starting.

SIGNATURE AUDIO. READY, PROC, and SUPREME use separate signals so the Signature state is easy to recognize during a run.
TELEMETRY

Signature balance is observable.

RUN-LOCAL · DOES NOT CHANGE GAMEPLAY

Lightweight run telemetry helps compare the power budget of heroes that deliver value in different ways.

✓procs and procs/min
✓average charge time
✓Signature uptime
✓Signature-attributed damage
✓damage avoided
✓extra healing
✓attributed kills
AQUA. Tide healing is queried live by the shared sustain pipeline; telemetry also attributes Signature extra healing instead of freezing the multiplier at run setup.
SUSTAIN

Rare healing, persistent pickups, isolated pools.

DROP · PERSISTENCE · POOLS
0.10%

Common healing drop

Every non-boss, non-Elite enemy uses a 0.10% chance to drop HEALTH.

1.00%

Elite healing drop

Elites have a 1.00% chance to drop HEALTH.

10%

Boss healing drop

Bosses have a 10% chance to drop HEALTH.

NO TTL

HEALTH does not expire

Healing pickups remain in the arena until collected or until the HEALTH pool must recycle its oldest pickup.

256

HEALTH pool

HEALTH has its own physical pool with 256 slots. Multiple healing pickups may coexist; when the pool saturates, only the oldest HEALTH pickup is replaced.

0.20%

Common Soul Magnet

Each eligible XP drop performs an independent 0.20% Soul Magnet roll for common enemies.

0.30% · 0.80% · 4%

Strong / elite / boss Soul Magnet

Strong archetypes use 0.30%, elites 0.80%, and bosses 4%. There is no cooldown, pity, threshold, or active-magnet exclusivity.

64 · NO TTL

Persistent Soul Magnet

Soul Magnet uses a separate 64-slot special pool, multiple copies may coexist, and saturation recycles only the oldest special pickup. Collection delay: 0.35 s.

PoolCapacityLifecycle
XP260own merge/compaction rules
HEALTH256persistent; oldest-first inside its own pool
SPECIAL / SOUL_MAGNET64persistent; oldest-first inside its own pool
COIN / RUNE128transient; coin 18 s, rune 40 s
FIELD READ. HEALTH and Soul Magnet do not expire by time/offscreen rules. Multiple copies may coexist and saturation recycles oldest-first only inside the affected pool.
HOME

All three permanent resources are visible.

COINS · CORES · ESSENCE
COINS

Permanent economy

Balance used by permanent combat, special, and passive shops.

CORES

Ascension Cores

The Core balance is shown directly on Home. On mobile it uses a separate resource row to avoid overlap.

ESSENCE

Metagame progression

Balance used by permanent Essence tracks and ascension costs.

TELEGRAPH

Visual warning is a gameplay contract.

RANGED DOES NOT FIRE WITHOUT WARNING
ArchetypeTelegraphBase cooldownRangeProjectile
RANGED0.55 s2.60 s175–460285 u/s
INK_WRAITH0.70 s3.20 s190–500235 u/s
READABILITY RULE. Climax pressure can accelerate ranged-attack cooldowns, but telegraph time is not shortened. Hazards also have their own warning phase before activation.
RESULT

The result screen shows the run delta.

MISSIONS + REWARDS
✓Arcane Link 6e4efffc: automatic T1–T7 team weapon; Host applies damage, clients render; pulse damage 22/26/30/34/38/42/46 with at most one hit per enemy per pulse.
✓Co-op supplies f4def82: bosses always generate Healing Beacon or Arcane Bomb; elites have a 15% total chance (7.5% / 7.5%). At 2P/3P/4P, Beacon heals 35 / 40.25 / 45.5 per living member; Bomb deals 140 / 161 / 182 in radius 360 / 390 / 420.
✓HUD V3: 70dp portrait, 6 weapon slots + 6 passive slots across the top, centered timer, kills left, coins right, and no visible wave counter; touch movement remains active without the ornamental joystick.
✓Arena RPG Zones: 8 zone types, 20 run items, and 4 fixed quick-use slots; mobile uses a 320 ms radial gesture and desktop 4/5/6/7.
✓Runic Resonance uses 3 inscriptions and grants 60 XP, 3×2 coins, 12 healing, and 1 Arcane Dust; it never grants a rune directly.
✓Orbital Blades, Patchwork Sigil, Crimson Tether, and Kinetic Trail use dedicated assets through SharedWeaponVisualAssets; Orbital currently uses icon+hit with no separate glow layer.
✓Field pickups remain run-only with run-start waypoints and unlimited range; once in camera view, the peripheral waypoint hands off to the physical item and sits above the weapon.
✓Exploration currently contains 63 append-only POIs: 59 entries tied to permanent discoveries/unlocks, including Expedition Compass #62, plus four repeatable run-only encounters (#58–#61).
✓Story V1 uses PT/EN narrated audio for stage/event/citadel beats; CoreVoiceBank lazy-loads clips and ArenaDialogueSystem uses a dynamic 6–20 s STORY window.
✓Run-only POIs receive waypoints from run start without requiring reveal; permanent POIs still obey normal discovery except for five baseline nodes with immediate reveal.
✓The tactical map and visual Lightning flash use EnemySpatialIndex and reusable buffers; the map receives only local candidates and visual targeting uses nearest(...) instead of O(N) scans.
✓ArenaRelicSystem uses EnemySpatialIndex/reusable buffers for LIGHTNING, ICE_SHARD, GLADE, and HOLY_RING; the old full-scan Active Relic backlog item is no longer current.
✓Permanent Shop v3 separates purchased level from enabled state; Arsenal has a hard Lv2 cap, Fury requires Power I, and selling refunds 100% of removed tiers.
✓Persisted caps are declared by GameCatalog.Upgrade.maxPermanentLevel(): Arsenal/MULTISHOT = 2 and the other permanent upgrades = 5 unless a future catalog rule says otherwise.
✓PermanentUpgradeSaveSanitizer migrates out-of-contract local/cloud saves: levels are clamped to 0..cap and legacy Arsenal Lv3–Lv5 converges to Lv2.
✓With the current Arsenal cap, the PermanentShopPricing tree closes at 420,000 coins.
✓Pickups use independent physical pools: XP 260, Health 256, Special 64, and Transient 128; Health and Soul Magnet persist and one pool never consumes another pool's capacity.
✓Soul Magnet rolls independently per eligible kill, with no cooldown, pity, threshold, or active exclusivity.
✓STARTER weapons silently follow their owner hero unlock and also repair older saves whose global weapon bit had not been persisted.
✓Special-weapon damage feeds RunStatistics so it appears correctly in the final breakdown.
✓Character and special weapons respect Lv7; Rupture does not reopen weapon overcap.
✓The result screen identifies the highest new Kill Contract completed in the run, the reached target, and any newly skipped tier range (for example T3 → T6).
✓Contract rewards are shown separately as coins, Essence, and Cores; completing T7 explicitly says contracts are retired for that arena.
✓Contracts are evaluated from the run's actual kill count at finalization, including defeat/abandon; Infinity does not progress T1–T7.
✓The result screen tracks only daily/weekly missions whose state changed during the current run and presents their rewards.
✓Weekly survival directives accumulate time across runs; ranking uses only the raw duration of the current match.
✓Home displays Coins, Ascension Cores and Essence; mobile layouts preserve resource rows without overlap.
✓The first eligible Infinity completion grants one global one-time Core; farms 6, 8 and 10 still grant +1 Core per arena.
CONTROLS

The same game, two input models.

DESKTOP + ANDROID

DESKTOP

WASD / arrowsMove the hero.
ESC / PPause the run; ESC returns from menus.
1–3 / SpaceChoose and confirm level-up options.
TToggle the performance panel during the run.
F11 / Alt+EnterToggle fullscreen in the desktop launcher.
Map / M / R / C / DeleteMap, modifiers, history, and clearing actions depending on the current screen.

ANDROID

DragMove with multitouch and safe areas.
Tap the HUDMap, pause, relic, chest, level-up, and merchant interactions.
BACKClose the map, return from menus, or leave the current context.
FeedbackVibration, visual intensity, Signature effects, damage numbers, and subtitles are persisted preferences.
AUDIO

Sound follows risk.

4 ADAPTIVE TRACKS

The four adaptive tracks follow the pressure of a run, from the opening through the final assault.

Adaptive music

Opening

Base arena state.

Adaptive music

Pressure

Crossfade as run pressure rises.

Adaptive music

Danger

High-risk and invasion state.

Adaptive music

Final Assault

Climax near the arena time limit.

SFX

Interface and gameplay audio feedback.

27 SIGNALS · 2 LOCAL PREVIEWS

The game uses distinct signals for UI, pickups, progression, player state, waves, bosses, and Signatures. Hover and Click can be played below when a preview is available.

Interface

Hover

Option focus/hover.

Interface

Click

Common UI action.

Interface

Confirm

Positive confirmation.

Interface

Back

Return/close action.

Interface

Error

Invalid action.

Interface

Locked

Unavailable content.

Interface

Tab switch

Tab navigation.

Pickup

XP pickup

One of 3 canonical variations.

Pickup

Coin pickup

One of 3 canonical variations.

Progression

Level up

Level-up entry cue.

Player

Player hit

One of 3 impact variations.

Player

Heal

Health recovery cue.

Player

Low health

Critical survival warning.

Player

Death

Player death cue.

Player

Revive

Return after revive.

Arena

Boss warning

Precedes boss entry.

Arena

Boss spawn

Boss enters the arena.

Arena

Boss defeated

Boss defeat confirmation.

Arena

Wave start

Wave transition cue.

Arena

Wave complete

Wave completion cue.

Signature

Signature ready

Dedicated cue when the Signature becomes ready to fire.

Signature

Signature proc

Dedicated cue for the Signature's mechanical activation.

Signature

Signature Supreme

Dedicated cue for Supreme/T6 feedback.

Progression

Contract complete

Dedicated feedback for normal T1–T6 contract progress.

Progression

Supreme contract

Dedicated feedback for T7/SUPREME completion.

Progression

Core reward

Ascension Core grant cue; runtime deduplicates nearby triggers.

Progression

Major unlock

Structural unlock feedback, such as stage progression.

VOICE

Heroes and narrator have their own identity.

EN · HEROES + NARRATOR

Vesper has dedicated English voice lines, as do other playable heroes. Nox and the narrator also have voice cues tied to moments during a run.

Playable hero

Vesper

English bark for the 14th hero.

Playable hero

Nox

English bark for the Last Bellkeeper.

Narrator

Boss warning

Boss warning voice.

Narrator

Final assault

Final arena-state voice.

OPTIONS

Persistent settings.

13 PREFERENCES · 13 IN CONTRACT
RowOptionGroupBehavior
0Account / Cloud SaveAccountOpens the platform's login and cloud-sync interface.
1MusicAudioTurns music on or off.
2Default TrackAudioChooses one of the four AudioTrackCatalog tracks.
3Adaptive MusicAudioTurns the music director that reacts to the run state on or off.
4Sound EffectsGameplayTurns game sounds on or off.
5SubtitlesGameplayTurns dialogue and alert subtitles on or off.
6LanguageAccessibilitySwitches between Portuguese and English.
7Visual IntensityAccessibilityCycles the game's visual-intensity setting.
8Signature FXAccessibilityCycles OFF (0%), REDUCED (58%), and FULL (100%); the multiplier combines with adaptive arena quality.
9Damage NumbersAccessibilityShows or hides combat damage values.
10Mobile VibrationAccessibilityTurns mobile haptic feedback on or off when supported.
11Performance OverlayTechnicalShows or hides run-performance data.
12Privacy OptionsAccountOpens privacy management when the platform requires it; on Android the row is present only when needed.