Scourge Survivors FPS HUD Previs

Buildable DOM prototype for the Scourge-Survivors runtime UI.

What Exists

  • index.html — static HTML/CSS/JS prototype with switchable states:
    • live gameplay HUD
    • upgrade choice overlay
    • deployment/loadout overlay
    • pause/settings overlay
  • packages/assets/sources/generated/lore-art-ui-drafts/2026-06-04/screenshot-hud-desktop-doom-pixel.png, packages/assets/sources/generated/lore-art-ui-drafts/2026-06-04/screenshot-upgrade-desktop-doom-pixel.png, and packages/assets/sources/generated/lore-art-ui-drafts/2026-06-04/screenshot-hud-mobile-doom-pixel.png — current review screenshots.
  • Background plate: packages/assets/sources/generated/lore-art-previs/2026-06-04/scourge-survivors-v02.png.
  • All HUD chrome is real markup and CSS, not baked into the image.

Direction

The FPS gameplay HUD should feel like Doom-flavored restrained pixel UI: blood-red health and ammo, bone labels, dark metal plates, compact weapon slots, a small status face, hard pixel shadows, a minimal map/objective atom, and a low-right weapon/ammo readout. Keep it readable and edge-mounted; do not return to the full bottom status hub.

Runtime HUD chrome should be authored like sprite/canvas game UI, not styled React dashboard components.

Keep toxic green reserved for Scourge signal, threat, Choir, and relic language. Do not use green as generic player progress.

Build Notes

  • Use DESIGN tokens for palette and type.
  • Keep the gameplay viewport readable; do not box every HUD atom.
  • Health, armor, Scourge threat, ammo, keycards, compact weapon slots, minimap, status face, objective atom, and reticle are core HUD atoms.
  • Upgrade/loadout/pause are overlays over the live viewport, not separate illustrated screens.
  • Avoid generated-text UI art for production; use generated art only as backgrounds, portraits, icons, or reference.
  • Avoid smooth glass, thin sci-fi strokes, rainbow palettes, cute RPG colors, tiny novelty text, and generic web-app panels. This should read as a Doom-leaning pixel HUD asset sheet.

Iteration Targets

  • Add actual sprite/canvas icon assets for health, armor, keycards, inventory items, ammo, and minimap markers.
  • Test in the real Scourge Survivors viewport with enemy density and muzzle flash.
  • Tune pixel panel opacity only if enemy silhouettes become unreadable.
  • Promote this into the game repo as sprite/canvas overlay components after review.