Design Round 6 · Deliverable 2 · Live — its first full round · renders spec v5.2 · July 10, 2026

# Live — the same Kidunaverse, a place you steer through

R5's Move round renamed and completed: Live is the isometric rendering of the one system. The member still only converses with their ally; in Live they also steer, and can watch ally↔ally and ally↔actor interactions happen. This canvas fixes the grammar: kiduna.live as a front door (2a), the HUD and what "sky = touchable" means on isometric ground (2b), contextual actions by movement and proximity (2c), goals and scoring inside sim-flagged Moves (2d), the tile/sprite/event vocabulary (2e), and the generative fallback (2f). Portals from Chat and the mode switch are designed on canvas 01 · 1f. Gold marks signed acts only; light announces what happens to you; no meters, no leaderboards, ever.

2a

## kiduna.live — arriving in Live directly, Chat one switch away

IN · AUG 10

Opening kiduna.live signs you in with your one account and sets you down where your allies and organizations are — no lobby, no map screen, no "choose your world." The first frame is your ground: the container chip names where you are, the ally band is already speaking, and the mode switch reads Live · Chat — same chrome as the app, opened to the other side. The product framing is canvas 03; here, the arrival itself.

you · with Latent
a gathering · forming light, not badge
Kiduna Club · the Commons Live Chat
While you were away: the Thompsons joined, and Moto left you a note by the long table.
first frame after sign-in — you land where your life here is, and awareness arrives as the band's first sentence
A front door that opens onto your own ground. kiduna.live never shows a world-picker: the graph knows where your people are, and Live's whole premise is that arriving is seeing, not choosing.

The note by the table is a light pool, not a notification: what happens to you is announced by light, held while true. Walking to it is the read receipt.

Chat is one switch away, always — the same two-word control as the app (01 · 1f). On kiduna.live the switch works and simply renders Chat here; the full app is a stated door, never a nag (03 · 3c).

2b

## The HUD — four elements, and sky as a rim, never a paint

IN · AUG 10

R5's answer holds and is now law: sky never colors the world — it rims what would respond to your touch, and it breathes while that stays true. Ground, structures, and figures live entirely in the warm palette. The HUD is four elements, total: the container chip (top — where you are), contextual chips (rise on approach, ranked by distance and consequence), the ally band (bottom, always), and sky rims in the world. There is no fifth element: no minimap, no quest log, no inventory, no settings gear. Menus, where a fuller UI is genuinely needed, are Chat's slide-over cards — Live borrows them and returns you to the ground.

you
the steward · actor offering: today's gatherings
1 · container chip
2 · contextual chips
3 · the ally band — the one conversation, never absent
4 · sky rims
in the world, on touchables
the four elements, labeled in place — three of them are already Chat's; only the sky rim is native to Live
"Sky = touchable" on an isometric ground means: the world is warm and the interface is sky, and the interface only ever appears as a thin edge on the world — never as a layer over it.

Steering is three gestures — tap to walk, drag to look, pinch to rise. Everything else is conversation. (R5 §3, unchanged.)

Menus are borrowed, not built. When a chip opens a fuller UI (a Move's debrief, a grant panel), it is Chat's slide-over card rendered above the ground, and closing returns you to the exact spot — Live never grows its own settings tree.

Actors are dotted-cream squares, allies are warm circles, members are gradient circles — the sprite vocabulary (2e) keeps who-is-what legible before any label reads.

2c

## Contextual actions — offered by movement and proximity, governed by access

IN · AUG 10

Chat's contextual-action engine (Orchestration §6), with distance as a new input. Chips rise as you approach what they concern and settle away as you pass — ranked by distance first, consequence second, never more than three at once. Access renders as geometry: at range, an ally↔ally exchange shows only its public shape; within a relationship's grants, walking closer reveals what both sides allow; what you cannot access never gets a chip at all — absence, not a locked door.

you · far
two allies · an exchange public shape only: "planning a welcome"
at range — the exchange shows its public shape as a caption; no chip rises
you · near
Taro ⇄ Latent within your grants: the transcript's shape, both grant lines
listen in — both sides allow it ask Latent to summarize
near, within grants — chips rise, stating their permission in their label; walking away settles them
Distance is the honest paraphrase of access: the four levels don't change in Live — they become how close you can meaningfully get.

Watchability is symmetric and disclosed. "Listen in — both sides allow it" states its own grant; an exchange neither side opened simply keeps its caption at every distance. Boundary enforcement renders as the world's quiet, never as a shield icon.

Never more than three chips. Ranked by distance, then consequence; the ally band can always say the rest ("what else can I do here?").

2d

## Inside a sim-flagged Move — goals in sentences, practice value in fiction

IN · AUG 10 — Kidunaversity only

Moves are the authored Live experiences — scenes, vibes, games — built in Studio; Kidunaversity is the first. Sim-flagged Moves obey the absolute boundary: nothing inside affects the Kidunaverse. The sim grammar from R4/R5 holds whole: dashed borders on every value-bearing container, hollow emberless gold for practice signatures, the practice currency named in-fiction (Foundry Scrip) before its wallet ever renders, and a standing footer stating the architecture. Goals are the ally's sentences; completed goals strike through; outcomes are told once, as story, in the debrief. Numbers may exist inside the fiction — they never rank people.

you
the bursar · actor
Kidunaversity · Treasury Regimen · sim
carry the stipend to the bursar
route the split so every worker's scrip arrives at once
practice wallet 140 Foundry Scrip
The split needs three signatures — try the practice hold on the bursar's ledger.
a simulation inside Kidunaversity · nothing here touches the Kidunaverse
sim ground runs cooler (mint cast), every border dashes, gold draws hollow — the eye knows before the mind reads the footer
Scoring without meters: a goal is a sentence, progress is its strikethrough, and the outcome is told once as story. The fiction may count scrip; the system never counts people.

The practice hold is press-and-hold's only legal double: hollow gold, no embers, no haptic — training the gesture while keeping the ceremony unmistakably real elsewhere.

Authored vs. sim are orthogonal flags. A Move can be real (a gathering scene, a welcome vibe) — solid borders, real gold; the dashed grammar belongs to the sim flag alone, never to Moves as a class.

2e

## The vocabulary — tiles, sprites, events

IN · AUG 10 — this set, no more

The whole of Live is built from a closed set, honed the way Kidunaversity's has been. Growing the set is a design act in Studio, not a per-scene improvisation — a new tile class ships like a new skill: versioned, named, everywhere at once.

tiles · the ground and what stands on it
ground — warm gradient, camel gridlines; hue shifts per duna (the drift seam)
structure — solid border; an organization's places, a Move's rooms
portal / door — the one sky-rimmed tile class; breathes while enterable
light pool — announcement; blooms, holds while true, decays
sim ground — mint-cast, dashed; only under the sim flag
sprites · who is present
you — the one gradient figure; there is never a second
ally — warm circle; label = its handle, on approach
present member's ally — cream when its Source is here now
actor — dotted square; purposes and routines, no Source, no sovereignty
approach ring — sky ring on any sprite currently offering an action
events · what can happen
exchange — two sprites in conversation; caption states its public shape; access opens with distance (2c)
gathering — a light pool with purpose; joining is a walk, never an RSVP
announcement — light blooms over what concerns you; never pulses for attention
signature — gold stamp + embers at the act's location, witnessed once, then a static gold dot for the scene's duration; hollow and emberless under sim
drift — ground hue and register shift across a duna seam; the world is continuous because the graph is
2f

## The generative fallback — a room drawn live, legible and honest

IN · AUG 10 — most of the world

Where finished art doesn't exist, the models render a bounded room. The design law (R5, now permanent): the sentence prints first, and nothing may draw that the sentence didn't state. Line strokes on dark, sprites and HUD identical to authored space, a permanent "drawn live" chip. At launch the fallback is most of the world — so it is a designed material, not an apology.

near two: talking · far pair: at the ledger table
sky stroke = the door, enterable
Kiduna Club · the annex drawn live
You're in the annex — four others here; the far two are talking, the near two are at the ledger table. The door behind you leads back to the Commons.
the sentence is the room's source of truth; the drawing renders exactly its claims — boundary, openings, presences, distances
Honesty is the aesthetic: a drawn-live room states what it knows and draws nothing more. Next to authored art it reads as a sketch of the same world — same sprites, same rims, same rules — never as a broken level.

Assembly order carries the honesty (MOTION-ADDENDUM-R6 §3): sentence → boundary → openings → furniture → sprites, ≤1200ms. Revisions redraw only the changed strokes; the room never re-assembles wholesale while occupied.

The "drawn live" chip never leaves — the one place Live labels its own finish, because a generated room passed off as authored would be the world's first lie.