# UI coverage and gap register

## Coverage summary

Review Library v1 is broad at the route level: it has screens for onboarding, agent management, knowledge, prompts, assets, game entities, teams, markets, proposals, treasury, and public discovery. The main weakness is not missing nouns; it is missing **complete lifecycles and operational states** for capabilities that cross services or execute asynchronously.

| Domain | V1 representation | Coverage assessment | Highest-priority design gaps |
|---|---|---|---|
| Signup/account | Signup, login, forgot password, account, delete form, checkout | Partial | Verification failures, resumability, entitlement/receipt, external auth degradation, account/wallet reconciliation |
| Onboarding | Six avatar/wisdom/stance/performer steps | Strong but partial | Ingestion lifecycle, dependencies, duplicate handles, interrupted generation, back/edit consequences |
| Agents | List, avatar/performer, create, detail, setup ally, empower | Strong but partial | Publish/pause/archive state model, parents, predefined accounts, hidden/connections, tool mapping, generation diff |
| Chat | Active chat and deprecated Studio chat | Partial | Session management, conversation deletion, provider selection, deep-agent event timeline, tool/approval/cancel states |
| Voice | Voice components exist in code | Backend/component only | Dedicated connection/session/capability/privacy/error UI |
| Skills/automations | Skills appear through agent/tool surfaces, not as a complete dedicated route set | Weak | Builder, schedule parser, approvals, run/cancel, traces, history, next run, scheduler health |
| Tools/integrations | Agent tools/debug/refresh and connection code | Weak | Integration catalog, scope, OAuth/MCP setup, credential health, test, remove, provider errors |
| Approvals | Approve list/detail | Moderate | Retry, expiry, action preview/diff, result/audit timeline, origin return path |
| Agent wisdom | Knowledge list/create/upload/ingest/detail/edit | Strong but partial | Vector/index status, per-item lifecycle, re-ingest, dependency impact, retrieval testing, usage/cost |
| Knowledge graph | No dedicated v1 operational surface | Backend only | Health, sync domains, event failures, freshness, graph search/explainability, visibility |
| Game knowledge | Knowledge screens overlap agent wisdom | Partial/ambiguous | Clear system boundary, asset embeddings, design knowledge, coverage, rebuild/clear, retrieval test |
| Prompts | List/create/detail/global/guardians/scenes | Strong but partial | Versioning, layer assembly preview, dependency impact, activation, AI generation diff, evaluation |
| Context/platform/project | Context list/detail/project, settings, switcher | Moderate | Full CRUD/publish/archive, nested-context lifecycle, permission/visibility model, instruction inheritance |
| Roles/scopes | Active/Studio role | Weak | Role CRUD, permission editor, assignment impact, inherited/effective permissions |
| Codes/invitations | List/create/detail/redeem | Strong but partial | Email/push delivery, status/usage history, revoke redemption, membership audit, price/discount states |
| Alliances/teams | Team/create/members/proposals/threshold/send funds, alliance detail | Strong | Member roles, proposal lifecycle integration, treasury confirmation/audit, empty/pending/error states |
| Game building | Games/editor/settings/playtester/publish and entity CRUD routes | Strong but fragmented | Hierarchy, dependencies, unified generation/edit pipeline, diff/undo/redo/validation, version/release workflow |
| Assets | List/upload/detail/edit/knowledge | Strong but partial | Type-specific metadata editors, previews/overlays, downstream usage, audit/version, bulk and sync failure |
| Scene composition | Scene CRUD/worldmap/game editor | Moderate | Visual placement, manifest diff, spawn/ambient/system-prompt tooling, add/remove asset consequences |
| Runtime/multiplayer | Play route, realtime, playtester | Moderate | Player identity/state, reconnect, locks, scene transitions, event diagnostics, privacy |
| Progress/HEARTS | Progress, facet, rubric, leaderboards, achievements | Strong but partial | Admin vs player views, correction/reset, history/source, season/period, identity reconciliation |
| Analytics | Analytics route | Weak-to-moderate | Session/event drilldown, real-time vs delayed, filtering/export, consent/retention, anomaly/error states |
| Market/DUNA creation | Multi-step market create, settings, genesis additions on dev | Strong but fragmented | DUNA vs market vocabulary, draft resume, readiness gates, permission/transaction phases |
| Proposals/governance | Lists/detail/type-specific creators/vote/intent/run | Strong | Unified lifecycle, on/off-chain reconciliation, partial transactions, settlement/redemption, audit |
| Treasury/tokens | Treasury, tokens, send USDC, electors, wallet, faucet | Strong but safety-incomplete | Fees/destination/network confirmations, transaction phases, failure recovery, permissions/audit |
| ICO/launch | Configure/review/launching plus backend lifecycle | Partial | Initialize through claim/refund full timeline, deadlines, stalled/resumable states |
| CMS/sites | Site/blog/preview routes and Payload admin | Partial | Editorial lifecycle, revisions, scheduling, tenant roles, unified public/site navigation |
| Usage/cost/operations | Analytics and scattered status pages | Weak | Token/cost usage, health dashboards, webhooks, cron, graph/vector status, scheduler diagnostics |

## Critical gaps to resolve before declaring the new UI complete

1. **Choose a canonical vocabulary and hierarchy.** Context/platform, project/gathering, market/DUNA, agent/avatar/Presence/member, and wisdom/knowledge are currently overlapping terms.
2. **Design state, not only pages.** Every async operation needs queued/running/succeeded/partially succeeded/failed/cancelled/retry states.
3. **Design scope and ownership.** Wallet, user, agent, worker, platform, project, game, scene, market/DUNA, alliance, and global scopes must be visible.
4. **Unify dependency visibility.** Deleting a prompt, knowledge base, asset, agent, scene, role, or context can break downstream objects.
5. **Unify action and approval history.** Agent/tool/skill/operator/governance actions need one understandable audit model.
6. **Represent vector and graph operations.** Updating “wisdom” is more than upload: parsing, chunking, embedding, indexing, retrieval, sync, freshness, and graph propagation are product capabilities.
7. **Represent financial/on-chain phases.** Build, simulate, sign, submit, confirm, settle, claim/refund/redeem are separate states.
8. **Complete integration management.** OAuth/MCP connections, scope, permissions, credential health, tests, and removal are backend capabilities without a complete review flow.
9. **Complete skills/automation management.** Create, schedule, approve, run, cancel, trace, history, and health need a coherent surface.
10. **Separate production, dev, legacy, and sample.** The new design must not imply that sample/legacy routes are supported production workflows.

## Recommended navigation families

- Home / activity / notifications / approvals
- People & agents
- Wisdom & prompts
- Tools & automations
- Communities & access
- Studio: platforms → projects → games → scenes/entities
- Assets
- Runtime, progress & analytics
- DUNAs & markets: governance, operators, treasury, tokens
- Publishing & sites
- Account, membership, wallet & usage
- Admin/operations

