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

PROTOCOL 07 // INTERFACE
Horda Zero’s interface turns pressure, health, XP, events, Signatures, bosses, climaxes, hazards, projectiles, builds, and rewards into fast signals for PC and Android.
HUD // INPUT-PLATFORMPortrait, name, stage, current/maximum health, XP, level, Tier, mastery, Signature bar/state, Supreme, and boss health bars.

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

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

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

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.
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.
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.
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.
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.
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.
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.
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.
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.
On portrait, Fold inner, and short-height layouts, Character Select details use a scrollable dossier instead of compressing blocks into unreadable space.
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.
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.
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 includes the sixth Archive/Codex tab, with ??? before discovery and expanded arena records after unlock.
Current selection separates the responsive roster from the detailed dossier, with dedicated CTAs, SFX, and layouts for portrait, landscape, ultrawide, and Fold.
Stage selection, ranking, and requirements consume LevelData.name/description/boss(english) instead of raw PT-BR fields when the surface supports EN-US.
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.
Active runes remain visible during the run with dedicated icons and a RUNES x/3 counter on desktop and mobile.
LevelUpIconResolver chooses visuals by meaning for weapons, newer passives, and Transcendence, avoiding legacy-atlas collisions.
Options keeps Signature FX at OFF, REDUCED, or FULL; reduced mode uses 58% visual intensity before adaptive quality.
Level-up and HUD treat Lv7 as the canonical weapon ceiling; Transcendence does not reopen weapon overcap.
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.
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.
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.
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.
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.
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.
Level-up, merchant, treasure, revive and results use orientation-specific layouts/assets; results split summary and build breakdown to reduce overload.
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 talent tree were remodeled for responsive layouts and navigation consistent with the Operations Center.
Purchases, achievements, hits, death, chest/reroll, tabs, locked states and errors route semantic SFX. Desktop and Android debug expose test commands through Developer Hub.
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.
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.
| Mode | Multiplier | Behavior |
|---|---|---|
| Off | 0% | Hides optional Signature VFX. |
| Reduced | 58% | Keeps functional readability at 58% visual intensity. |
| Full | 100% | Uses the complete Signature FX presentation. |
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.
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.
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.
Player-selected intensity is combined with the arena's adaptive quality; the visual preference must never prevent the game from starting.
Lightweight run telemetry helps compare the power budget of heroes that deliver value in different ways.
Every non-boss, non-Elite enemy uses a 0.10% chance to drop HEALTH.
Elites have a 1.00% chance to drop HEALTH.
Bosses have a 10% chance to drop HEALTH.
Healing pickups remain in the arena until collected or until the HEALTH pool must recycle its oldest pickup.
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.
Each eligible XP drop performs an independent 0.20% Soul Magnet roll for common enemies.
Strong archetypes use 0.30%, elites 0.80%, and bosses 4%. There is no cooldown, pity, threshold, or active-magnet exclusivity.
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.
| Pool | Capacity | Lifecycle |
|---|---|---|
| XP | 260 | own merge/compaction rules |
| HEALTH | 256 | persistent; oldest-first inside its own pool |
| SPECIAL / SOUL_MAGNET | 64 | persistent; oldest-first inside its own pool |
| COIN / RUNE | 128 | transient; coin 18 s, rune 40 s |
Balance used by permanent combat, special, and passive shops.
The Core balance is shown directly on Home. On mobile it uses a separate resource row to avoid overlap.
Balance used by permanent Essence tracks and ascension costs.
| Archetype | Telegraph | Base cooldown | Range | Projectile |
|---|---|---|---|---|
| RANGED | 0.55 s | 2.60 s | 175–460 | 285 u/s |
| INK_WRAITH | 0.70 s | 3.20 s | 190–500 | 235 u/s |
DESKTOP
ANDROID
The four adaptive tracks follow the pressure of a run, from the opening through the final assault.
Base arena state.
Crossfade as run pressure rises.
High-risk and invasion state.
Climax near the arena time limit.
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.
Option focus/hover.
Common UI action.
Positive confirmation.
Return/close action.
Invalid action.
Unavailable content.
Tab navigation.
One of 3 canonical variations.
One of 3 canonical variations.
Level-up entry cue.
One of 3 impact variations.
Health recovery cue.
Critical survival warning.
Player death cue.
Return after revive.
Precedes boss entry.
Boss enters the arena.
Boss defeat confirmation.
Wave transition cue.
Wave completion cue.
Dedicated cue when the Signature becomes ready to fire.
Dedicated cue for the Signature's mechanical activation.
Dedicated cue for Supreme/T6 feedback.
Dedicated feedback for normal T1–T6 contract progress.
Dedicated feedback for T7/SUPREME completion.
Ascension Core grant cue; runtime deduplicates nearby triggers.
Structural unlock feedback, such as stage progression.
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.
English bark for the 14th hero.
English bark for the Last Bellkeeper.
Boss warning voice.
Final arena-state voice.
| Row | Option | Group | Behavior |
|---|---|---|---|
| 0 | Account / Cloud Save | Account | Opens the platform's login and cloud-sync interface. |
| 1 | Music | Audio | Turns music on or off. |
| 2 | Default Track | Audio | Chooses one of the four AudioTrackCatalog tracks. |
| 3 | Adaptive Music | Audio | Turns the music director that reacts to the run state on or off. |
| 4 | Sound Effects | Gameplay | Turns game sounds on or off. |
| 5 | Subtitles | Gameplay | Turns dialogue and alert subtitles on or off. |
| 6 | Language | Accessibility | Switches between Portuguese and English. |
| 7 | Visual Intensity | Accessibility | Cycles the game's visual-intensity setting. |
| 8 | Signature FX | Accessibility | Cycles OFF (0%), REDUCED (58%), and FULL (100%); the multiplier combines with adaptive arena quality. |
| 9 | Damage Numbers | Accessibility | Shows or hides combat damage values. |
| 10 | Mobile Vibration | Accessibility | Turns mobile haptic feedback on or off when supported. |
| 11 | Performance Overlay | Technical | Shows or hides run-performance data. |
| 12 | Privacy Options | Account | Opens privacy management when the platform requires it; on Android the row is present only when needed. |